The Library

Score: 5 Turns: 1

Computer Gaming World, v11(2)
Read Time ~9 minute read
Feb 1991

Review

Infocom's Battletech: The Crescent Hawk's Revenge Unleashes Its "Lethal Heritage"

WARNING! This article contains spoilers. Avert your eyes!

Battletech: The Crescent Hawk's Revenge art

Set in FASA's BattleTech universe (created for the boardgame and novels), the closest popular analogy to BattleTech: The Crescent Hawks' Revenge would probably be the recent film RobotJox. Although the movie was a dismal disappointment, it did show true 'mech battles as they might appear in a one-on-one situation and does give one an appreciation for the monstrous machines of destruction (heretofore seen primarily in Japanimation like Fang of the Sun Dougram) which are piloted by a warrior elite.

As noted in CGW's sneak preview of the game (#76, p. 36), Infocom's BattleTech: The Crescent Hawks' Revenge (Revenge) places the player in the role of Jason Youngblood. Jason is the son of a war hero who is pitted against House Kurita, an enemy combine who has captured his father, the best Phoenix Hawk pilot alive (as detailed in Battletech: The Crescent Hawks' Inception). The player, along with three friends specifically recruited for the job, attempts to get information from Morgan Kell, legendary leader of the Kell Hounds. Piloting a BattleMech ('mech), those gigantic robotic fighting machines from the 31st century, and in command of a "lance" of other 'mechs (four to a lance), his primary objective is to rescue his father.

What's in a 'Mech?

Since CGW's initial look at the game as a work in progress, Revenge has reached its designed scope of more than 25 different scenarios (as opposed to the six which were mentioned in the sneak preview) and the design team has added more 'mechs than one could shake a Harpoon-6 SRM launcher at. Also, the function key controls which the authors of the preview cautioned players about have been made more effective now, so players do not have to chase a 'mech around with the cursor in order to gain control of it. With the addition of more weapons systems and better armor and armament as the player improves, it becomes a difficult choice in how to best recruit for one's lance. Players must study each 'mech carefully, trying to get low heat factors while maintaining high armor and armaments. One should be particularly careful not to choose a lance which consists purely of long-range fighters, for example, because there will inevitably be those times when one must stand toe-to-toe and slug it out at close quarters.

The jump jets were not operative in the version previewed by CGW, but they function beautifully in the actual game. Jump jets are of some importance when maneuvering through heavy forests and over low hills. These jets fire (almost looking like the entire 'mech is on fire!) and the player can fly over almost any obstacles. The tradeoff is that this adds tremendously to one's heat factor.

War is What You 'Mech It

As the first six scenarios were previously described in the sneak preview, this article will focus on the subsequent ones. Revenge is broken up into five sets of scenarios. The different worlds provided therein provide the basis for these scenario sets and each progressive set increases in complexity. The player starts off commanding a single lance and ends up commanding three lances (a total of twelve 'mechs) by game's end.

BattleTech: The Crescent Hawk's Revenge screen shots

The second series of missions, designated Operation: Liberty, takes place on Dieron. In attempting to rescue the prisoners being held there, one of which might be Jason's father, the player is given the choice of two heavily armed or three lighter armed lances. As well, the player determines whether the lance will take the route through the mountains, the slowest route, or the forest road (faster, but more heavily defended). This reviewer successfully tried both ways and found the play balance to be excellent in each.

Hint: One should set all 'mechs, except for the APCs, at flank speed. Since the APCs are faster, they would outrun the other 'mechs and cannot hope to survive by themselves because of their lighter armor. Remember, if the APCs are destroyed, the scenario is over.

'Mech Donalds? Some Fast Food for Thought

Playing the game at speed one is to the player's advantage since he can make moves and change those moves many times each minute. The only time players are likely to want to use the fastest speed is when travelling long distances. Watch out, though, as one may encounter an enemy and have the battle resolved before being able to react it.

Though Revenge is not so much an exploration game, it might be to the player's advantage to send a 'mech north along the road after leaving the mountains (before turning south to go to the city). A reward awaits the player who finds the time to collect it!

Once inside the city, send the APCs south to Y56 along with Jason's 'mech, leaving the others to battle the city's defenses. Even if the trip north is made, one should have no trouble with the city defenses until reaching the prison. Concentrate fire on Y56 to knock down the prison walls, then load the prisoners in the APCs and "get the heck outta' there!"

After leaving the city, the player will be challenged directly by Chiun, the fiercest opposition warrior, but it is inadvisable to confront him, even if sufficient time is available. In fighting Chiun at this point in the game, the wear and tear on friendly 'mechs tends to cause the player to have to try the scenario over again. Since there is no save feature until after completing the scenario, this premature encounter with Chiun is best avoided. Instead, one should sprint through the mountains (the forest road will be strafed) and wait at the west exit until five minutes before the dropship is scheduled to arrive. At that point, get a move on and head out to the ship where the player will be rewarded with a new discovery.

'Mech Boot Camp (A Really Big Shoe)

The player will then be promoted and sent to the Arc-Royal training world, there to hone his skills for later battles. Since there was no training offered at the beginning of the game, this is the player's chance to learn some tactics, tactics that are vital to learn if one wishes to finish the game.

There are six scenarios to this series, three offensive and three defensive. One gets to choose from a smorgasbord of 'mechs with the latest in armor and weapons (begging the question "Where can I get my hands on these beauties?"). Study the objective of each practice mission and learn what it takes to win. Each scenario starts with a full complement of command, fire and recon lances, each at full armor with no damage (this is training, after all). Use all the tactics learned in previous encounters and be sure to experiment with new ones.

Find out how to use strafing to full advantage as it is more effective than the rolling barrage or firing shell coordinates. If the uplink is jammed, use the intelligence command to find out where the various lances are, then shell them to death! Be careful with the strafing command here, though, as it can also destroy one's own command. Remember, strafing is vertical and horizontal from the selected square, so make sure to avoid the line of fire. Check the jumpship often and change coordinates whenever the enemy is either destroyed or moves. Try to lead the lance being attacked, and attack along roads (as they are often used by enemy 'mechs).

Tin Clans

After a while, the player is given command of the Crescent Hawks against a new enemy, the Clans. They are formidable opponents and threaten the very existence of the Inner Sphere (other than that, not much is known about them). The Houses of Steiner and Kurita have joined forces to defeat this new menace, so the player boards a dropship and sets off for Luthien to combat the Clans. Along the way, just when the dropship is charging its drive, a distress call comes in from the planet below. Kaesong, it seems, is under attack from the Clans. Those who have read Michael Stackpole's novels for FASA should instantly recognize elements of Lethal Heritage, a novel in the recent series.

Now the player must choose between obeying Morgan Kell's direct orders to proceed to Luthien or helping the beleaguered planet below (not to mention the chance to engage these new enemies). Assuming you decide to rescue the planet, you must choose the method of descent, either dropship or by jump jet. If by jump jet, it will not be possible to take all of the 'mechs; hence you can easily find yourself vastly outnumbered and outgunned.

Proper tactics include continuing use of strafing and concentrated fire. After the battle, a distress call from the nearby city will come in. They also are under attack. Naturally, at this moment, a call comes in from the ship that it is ready for immediate departure. What to do? Attacking the Clans at the city (hint) might lead to a reward, though Morgan will almost certainly chew the player out. Use the dropship uplink to strafe the city and the Clan 'mechs. Take the reward and then proceed to the final objective, Luthien.

Mixed Nuts (and Bolts)

On Luthien awaits the biggest surprise (sorry, no hints about this one). In this, the longest scenario in the game, the player must protect a convoy (twenty minutes minimum). Playing at speed one (the fastest suggested playing speed for this scenario), it can take over an hour to complete.

Pull the recon lance back to the base and strafe the Elementals "with extreme prejudice." One-on-one fighting with these smaller Clan 'mechs will prove to be a big mistake (all 'mechs will be needed at 100% if they are to complete this series and win the game). Puma tanks appear later and must be destroyed before they reach one's command area, but be warned that they are tough opposition!

Once loaded, have the two lances head for the southwest quadrants and find some place to hide before the convoy exits from the map to the west. One must hide out for approximately eight minutes until reinforcements arrive (from the southwest) or engage the Puma 'mechs (another bad idea) until help arrives. When the help arrives, be certain to protect the newly arrived 'mech, since the pilot is the only one who can control the drop-ship for pickup. Next, proceed to the proper coordinates for pickup, receive reinforcements, and, if possible, prevent the Clan 'mech from exiting the map to the northwest. If the newly arrived 'mech is killed, there will be severe penalties. If the new 'mech on the block lives, the player will rewarded with extra personnel and 'mechs.

Pass The Can Opener

The final scenario finds the player in command of both Kellhound and Kurita lances against the Clan forces. Choose the Kurita commander's son's lance and destroy all Clan 'mechs to prevent them from reaching their dropship. Try to capture the Clan Commander; if he escapes (or is killed) the scenario will have to be replayed. The player will be rewarded (as will all who played, dead or alive) and continue on to the next game in the series (if there is to be one).

Many things that were a problem in the beta version (played for the sneak preview) have been corrected. The 'mechs still tend to change from "Fire-at-Will" to "Fire Defensively" and, when a target is destroyed, a new target is not selected, even if it is directly next to the victorious 'mech. These are minor in comparison to the effect that this game has on players. When combined with VGA, MCGA, EGA and Tandy graphics, plus the support of almost every sound card available, there isn't too much to complain about. The full effect of explosions and rocket fire from the speakers in this reviewer's office brought his family running in to watch the fun.

As the sneak preview noted, BattleTech: The Crescent Hawks' Revenge is more effective as a computerized version of the boardgame than as the adventure game many will expect when they see the Infocom label. This reviewer believes that being able to have satisfying battles without having to get out the tape measure and stacks of charts (required of the boardgame version of BattleTech) makes Revenge a very enjoyable playing experience. Therefore, he can wholeheartedly recommend the game. Indeed, Infocom has published the game every BattleTech devotee has been waiting for. Would anyone like to buy a set of BattleTech miniatures?


Computer Gaming World, Feb 1991 cover

This article appeared in
Computer Gaming World
Feb 1991


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