Battletech Board Game Wiki
Posted : admin On 15.12.2019Battletech: The Crescent Hawks' Revenge | |
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Developer(s) | Westwood Associates |
Publisher(s) | Infocom |
Producer(s) | Scott Berfield Tony Van |
Designer(s) | Tony Van |
Programmer(s) | David R. Dettmer Barry Green |
Artist(s) | Chuck Austen Scott Berfield Joseph B. Hewitt IV Jenny Martin Rick Parks Aaron E. Powell Don Woo |
Composer(s) | Paul S. Mudra Dwight Kenichi Okahara |
Platform(s) | MS-DOS |
Release | 1990 |
Genre(s) | Real-time tactics |
Mode(s) | Single-player |
BattleTech: The Crescent Hawks' Revenge is a real-time tactics game based in the FASABattleTech universe. It is a direct sequel to BattleTech: The Crescent Hawk's Inception, though the gameplay is considerably different from that of the first title, which was primarily an adventure/role-playing game. Developed by Westwood Associates for Mediagenic, and produced by Scott Berfield, the game serves as a prototype for what later became Dune II, the first real-time strategy title on the PC.[citation needed]
Gameplay[edit]
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BattleTech: The Crescent Hawks' Revenge uses a proto-real-time strategy engine[clarification needed] that allows players to pause the game every time orders are issued to a unit. Players can also speed up or slow down time, allowing them to play the game at any desired pace. The combat is modeled modestly well after classic BattleTech rules, much more so than the later Mech Commander, making The Crescent Hawks' Revenge one of the few BattleTech games to closely follow the rule set of the board game.
Ral Partha have been licensed by FASA since the 1980s to produced a range of miniatures for the BattleTech game. In the late 1980s they even produced some 25mm miniatures for the MechWarrior role-playing game.
The main part of the game is a linear campaign of missions, where the player is presented with a tactical battle that can last anywhere from 5 to 50 minutes. The first mission involves a simple battle between a Jenner 'Mech and a Locust 'Mech, serving as a tutorial and story kick-off. Later missions give the player control of four 'Mechs in their 'command lance' and two additional lances.
The 'Mechs in the command lance can be controlled individually or given orders together as a lance, while 'Mechs in the two other lances are controlled by issuing orders to the entire lance only. This is another major strategy milestone, as The Crescent Hawks' Revenge had the concept of allowing the player to control both individual units and groups of units using the same control scheme.
The campaign is noted for its variety, where the player is tasked with objectives ranging from defending a crashed dropship, to stalling enemy units for a set amount of time, to protecting a convoy that is attempting to load up with ammunition. Campaign missions sometimes have multiple endings, and the outcome of a battle can influence the following missions.
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However, the campaign is also noted as being very difficult, with some early campaign choices making subsequent missions much harder without the player realizing it. While the game attempts to present the player with multiple ways to complete some missions, the methods often vary wildly in difficulty, and the player would not know this until after trying all options.
Plot[edit]
The story follows the protagonist of the previous Crescent Hawk game, Jason Youngblood, as he heads to the home base of the infamous Kell Hounds mercenary organization. The Hawks are attacked en route, crashland, and spend a good portion of the early game protecting their crashed dropship and helping the Kell Hounds repel the Kurita attack.
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After repelling the attack, the Crescent Hawks go on a long series of missions to rescue Jason's father from his Kurita captors, at which they are successful. Jason is reunited with his father, who has been missing since the beginning of The Crescent Hawk's Inception.
The game then has a major timeskip to the period of the clan invasion. The Crescent Hawks join the Kell Hounds and fight alongside them in repelling the clan invasion, often alongside their former Kurita enemies. The Crescent Hawks, Kell Hounds, and Kurita forces are successful in defending the Kurita capital, and the game ends with the Hawks earning the respect of their new Kurita allies.
Notably, there is also a story crossover between the Crescent Hawks and the original MechWarrior game. In a short one-shot mission, the Crescent Hawks attempt to save the Blazing Aces, the mercenary group from the original MechWarrior game, from a Clan attack. They are unsuccessful at saving the main character, MechWarrior Gideon Vandenburg, who dies during the attack. However, Gideon has secretly hidden most of the Ace's 'Mechs from the clan, and the Blazing Aces survive despite their leader's death.
Reception[edit]
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Computer Gaming World in 1991 stated that BattleTech was an excellent conversion of the board game 'without having to get out the tape measure and stack of charts', with good VGA graphics and sound card audio.[3] In a 1992 survey of science fiction games the magazine gave the title three of five stars,[1] and a 1994 survey of strategic space games set in the year 2000 and later gave the game two-plus stars out of five, stating that it 'has strong role-playing elements, but still retains the tactical flavor of mechwarrior combat'.[4] The game was reviewed in 1991 in Dragon #167 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4 out of 5 stars.[2]
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In a 1999 retrospective, Computer Games Strategy Plus named The Crescent Hawk's Revenge as a runner-up for its '10 Essential Real-time Strategy Games' list.[5]
References[edit]
- ^ abBrooks, M. Evan (November 1992). 'Strategy & Wargames: The Future (2000-..)'. Computer Gaming World. No. 100. p. 99. Retrieved 4 July 2014.
- ^ abLesser, Hartley; Lesser, Patricia; Lesser, Kirk (March 1991). 'The Role of Computers'. Dragon (167): 47–54.
- ^Lambright, J. D. (February 1991). 'Infocom's BattleTech: The Crescent Hawk's Revenge Unleashes Its 'Lethal Heritage''. Computer Gaming World. No. 79. p. 20. Retrieved 17 November 2013.
- ^Brooks, M. Evan (May 1994). 'Never Trust A Gazfluvian Flingschnogger!'. Computer Gaming World. pp. 42–58.
- ^Bauman, Steve (15 November 1999). '10 Essential Real-time Strategy Games'. Computer Games Strategy Plus. Archived from the original on 1 March 2005. Retrieved 3 November 2018.
External links[edit]
- BattleTech: The Crescent Hawks' Revenge at MobyGames
- BattleTech: The Crescent Hawks' Revenge at BattleTechWiki
- Crescent Hawks Miniature Gallery [1], at CamoSpecs.com
I really like the Lance composition options in this game, especially in multiplayer where you can set a limit to the value of your lance and must balance it out accordingly. I tend to play in the 25M bracket using 1 heavy, 2 mediums, and 1 light. A lot of people push for a team of all heavies and mediums, though I find that the limit prevents you from equipping them optimally and I usually win those matchups even though I'm using a lance of smaller chassis'.
My current favorite lance setup is
- Firestarter - this little thing is versatile as hell, although I stripped the M lasers off it. He basically works as a sensor-lock machine hovering on the edge of the fight until he can jump in and set things on fire.
- Grasshopper - My main attack, I filled this thing with 6 flamers and 6 M lasers (which work well at the same range as the flamers, so if you get in close you can do some serious damage). It's only a heavy, but it can go toe to toe with plenty of assault mechs. Probably my favorite of all the mechs out there.
- Centurion x2 - I have a pair of these badboys filled with 30 LRM's and their job is to sit on the edge of the field with bulwark and plaster anything that moves. As they're medium mechs they have more initiative than most other heavy support mechs while still having better armour, and you can even stick jump jets on them without sacrificing too much.
It's a pretty weird lance in that I have two very aggressive mechs and two very defensive ones, but I find that if I can get the evasion of a heavy/assault down then because of the range of those LRM's I can get 60 LRM hits which is pretty much a guaranteed knockdown on anything. Once it's knocked down I can set it on fire and then it's just fucked.
I tried playing around with some alternatives to the Centurions but couldn't settle on anything I liked. I put a Kintaro in there for a while, as they can mount 40 LRM's instead of 30, but I found the heat management and less armour you got as a result wasn't worth the tradeoff. I also looked at a catapult build but I don't want my main close-range attack to be anything less than a heavy.
I feel like there's a very similar deck-building dynamic to a lot of the card games out there like hearthstone, so I'd be interested to know what other people are using.
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