
 I've been playing 
Battletech again at my 
FLGS for a couple months.  It's been almost ten years since I was a regular 
Battletech player.  My wife use to play 
Battletech before our daughter was born 14 years ago so we are both very rusty players.  Since I've been playing with a local group I've dug out my old 
mechs and started painting and re-painting them.  I've also started purchasing new 
mechs.  My wife and daughter are both gamers so when my daughter expressed an interest in learning the game my wife decided she would start playing again as well.  I've got the newest rule book "Total Warfare" but most of my 
mechs and record sheets are classic I
nner Sphere so I turned to my 3rd edition boxed set for training 
scenarios.  Fortunately 
Battletech has changed very little in 30 years 
compared to other games so this worked out just fine.
The scenario calls for Wasp and a Griffin as the Defenders and a Stinger and a Wolverine as the attackers.  The first side to score a kill wins the simulation.  I chose to run the defending 
mechs.  My wife chose the Stinger and my 
daughter chose the Wolverine. 

 Early on the Wolverine took several hits but it's tough armor held out quite well.  I chose to keep my 
mechs mobile through jumping and running.  This also made it harder for me to hit but not that hard.  My wife jumped the stinger quite a bit too but the Wolverine had no jump jets so it ran quite a bit which it why it took some damage.

 Later on in the game all that jumping and shooting was really starting to overhead my 
Griffin.  The old 3025 
mechs have very poor heat management.  Usually they have only single heat sinks and more fire power than they have heat 
dissipation.  The 3025 Griffin-1N is notorious for it's heat problems since it carries a 
PPC and a 
LRM 10 launcher which generate 14 heat alone.  With only 12 heat sinks you can't walk and fire for more than a couple turns without starting to take overheating penalties.  Another problem is the 
PPC has a minimum range of 3 hexes and the 
LRMs are even worse with a minimum range of 6 hexes.  This 
ment that I had to stay mobile to stay at range especially since my wife and daughter were doing the best they could to stay inside my minimum ranges.  Eventually I had to start walking and 
firing only one weapon at a time but I was still having heat issues. 

 With my Griffin overheating I decided to try and get my Wasp into the fight a bit more.  The Wolverine had taken some heavy armor damage at this point but had lost no internal systems.  My Griffin's heat was going down but I was still taking movement and heat penalties.  I tried to jump my wasp behind the Stinger to get in a physical attack and some close range back shots.  Unfortunately I miscalculated the Wolverine's run and was able to get into physical attack range with me.  The Wasp managed to shoot the Stinger but only managed to hit a leg.  The 
Griffin missed entirely due to the fact that the Stinger had jumped the the 
Griffin was still suffering a +1 to hit due to heat.  To make matters worse the Wolverine blew the Wasp's arm off in the 
firing phase.  I missed my kick on the Stinger during the physical attack phase but the Wolverine connected sending the left leg of the Wasp flying off and knocking it on it's back. 

 On the last turn my Wasp managed to stand back up but it's 
SRM 2 pack did minimal damage to the sturdy 
Wolerine.  I decided to fire both the Griffin's weapons at the Stinger in an attempt to get a draw.  One good shot on the Stinger with the 
PPC could easily take it out and the 
LRM 1
os can do massive damage to a light 
mech too.  Unfortunately despite being at perfect range for the 
LRMs neither shot hit.  The Wolverine 
completely opened up on the poor Wasp with everything it had blowing the 20 ton 
mech into several pieces.  
The simulation was over with a solid victory for my wife and daughter. 
 
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