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You need a lot more crew, parts, and fuel to operate a tank battalion. A 'Mech lance runs on fusion and needs only a handful of people to stay in the field for months at a time. So -and the fiction is pretty good about following this- conventional units are a more cost-effective solution for fixed garrisons on well-settled worlds, while 'Mechs are used for raiding, guarding sparsely settled planets, and as the core of rich House armies.

And this is why the period of real super-scarcity only lasted like, two or three years into the 30+ year history of the franchise.I think you have to count the original 'Mad Max knights' era of the game as existing until at least 1990, when we first saw 'Mechs with level 2 equipment; and arguably until 2001, when we got comprehensive rules for dividing the tech base by eras and the scarcity period of the Succession Wars was given a defined beginning and end. Which is understandable.

It does make the 'Detailed Backstory' of your Player Character thing seem odd though, if they don't have so much foot in the race, as it were. All the famous commanders of the setting led from their Mechs, especially at the Company level. But even Fedsuns Princes and Teddy Kurita have led from the front in their own Mechs at times.

It almost feels like why have a detailed backstory for the commander if they're not even a typical commander on the field? It'd be like playing Shadowrun Hong Kong from the POV of Kindly Cheng, or the Fixer/Johnson dude I forget the name of in Dragonfall. Someone with a vested interest, but not the one going out on the missions. Though if they come up with some reason in the backstory why the commander isn't piloting, but still respected to command and has the money, it might make some more sense. I think the logic is that they're going for more of the boardgame feel, where, yeah, the Player isn't riding around in a Mech. As the company commander, your job is to be the general and focus on the strategy of running the unit, not mixing it up. At least, that'd be the logical reason, but it doesn't really fit the pseudo-feudal setting where MechWarriors fight like knights of old.

I also note that the way they're handling the hireables reminds me more of, say, Shadowrun Returns: Dead Man's Switch. They're procedurally generated, like how in DMS you were just hiring on guys for each run but had no real connection to them, while in Dragonfall and Hong Kong they were characters in their own right. Which also makes you care less about them when they're just from a pool of 50 randomly generated mercs. I think the problem is that what expectations are being based off the Shadowrun Returns games, so we expect, well, more of an RPG. Exactly what I was trying to say and failed. Hell, to me the 'Mech Commander' model seems more like you've got a lance with C3 Networks and the likes.

I have a hard time even thinking of a character in the novels who leads their Mechs from outside a mech. And the few who do? Were injured Mechwarriors with a neural injury that made it impossible to pilot a mech again, and they STILL did so from a Tank or Mobile Command Vehicle/unit (Which had some pretty high end electronics just to help do that) The flip argument being in a game with Ironman and the potential of insta-headshot gibs from a lucky PPC shot (if it goes crit), do you really want the RNG alone to screw you no matter how well you were doing otherwise? Hmm, the more I think about it the more playing a system where you can actually drop by Mad Mozarb's House of Mechs (best limbs in the system!) and pick from a Rifleman, Shadow Hawk, or an honest to god Warhammer arm for your 65 ton mech that recently ate an AC20 to the arm could be awesome. But only if it applies to both sides. What do you mean it's a piece of junk? That PPC came from a real Star League mech that developed fusion plant problems, never fired in combat!

No, it didn't come from the Ugly those raiders had last month, what do you take Mad Mozarb for!? Exactly what I was trying to say and failed. Hell, to me the 'Mech Commander' model seems more like you've got a lance with C3 Networks and the likes. I have a hard time even thinking of a character in the novels who leads their Mechs from outside a mech. And the few who do? Were injured Mechwarriors with a neural injury that made it impossible to pilot a mech again, and they STILL did so from a Tank or Mobile Command Vehicle/unit (Which had some pretty high end electronics just to help do that) The flip argument being in a game with Ironman and the potential of insta-headshot gibs from a lucky PPC shot (if it goes crit), do you really want the RNG alone to screw you no matter how well you were doing otherwise?

Well, with luck it's early enough in development they'll consider putting in more RPG-esque elements like having the player character being part of the lance. Kickstarter Funding: $2,051,659 PayPal Funding: $48,590 Current total: $2,100,249 7 days to go It will likely reach the last Stage 3 goal, but unless there's a big, last day push, I just can't see four hundred dollars showing up before the deadline.

On the contrary. Historically, most Kickstarters make around 1/3rd their total in the last 3 days. That's more than enough for this, even presuming it won't get quite a third.

I think it's almost a certainty we break 2.5 now. Probably with a decent margin too.

And sadly they've said they just can't.:( Licensing. Definitely have said not to expect anything new on the physical front. Though if they can get licensing to sell some limited swag in the future they will. On a slight tangent I wonder if this is how they got the Macros Unseen made from HG. Show them some forecasts from what could be expected if they give permission for their rights to be used cut them in for whatever percent and away you go. Would make extra sense once their Kickstarter bombed.

I mean it's all well and good to imagine that they're legally impotent after all their lawsuits, but show 'em that all they have to do is sign on the line and get however many thousands of dollars projected not just from MWO, but this as well, and that might have been enough to convince them. It also makes sense why the Marauder and the Warhammer are going for cash as that's a simple formula for a straight cut to HG.also the other cash shop items, just to prove that the system works.

Highly doubt it. They wouldn't be designing 'close enough to recognize, but different enough not to get sued' mecha if so. Part of the point of all of this is that ALL the art is under their IP. Harmony Gold has gone after 'close enough' designs before. I think the difference this time has less to do with any specific re-designs and more to do with a combination of Harmony Gold being even more cash-strapped than usual and MS/Topps/PGI/Harebrained realizing the extent of their warchest if it comes to legal fisticuffs. Highly doubt it. They wouldn't be designing 'close enough to recognize, but different enough not to get sued' mecha if so.

Part of the point of all of this is that ALL the art is under their IP. As fatalistic said they've gone after close enough before.and PGI has redesign all of the mechs they've put out. The Highlander looks like a badass in MWO. In the TROs it looks like an NES accessory. The Kitano looks like the Haters gonna hate meme made manifest. In MWO it looks like a war machine.

The point is that most if the artwork in Battletech is horrible, and needed a redesign. In this case, it might be that HG doesn't have the litigious funds to go after them or maybe they said 'fine' and took a check. If I were I Russ' shoes I would really want to risk the lawsuit by releasing the Marauder & Warhammer unless I had some agreement that no lawsuits would be pending. I endorse your financial plan. You don't need money if you're driving a Shadow Hawk. Can somebody who know more about this explain to me how Harmony Gold is even slightly relevant these days?

(Apart from the fact that they're also a Real Estate company now, it seems. O_o ) They seem like the sort of company that should have folded halfway into the 90s. Does Robotech really still generate enough income to keep them afloat and dangerous enough, litigation wise, to be a threat to Microsoft, of all corps? It's possible their licenses are held by some insurance company from when the company was liquidated or a similar situation.

There was some crazy lawsuit with Hasbro or something a couple years back HG lost hard. Like, hard enough they were told they can't sue that company again hard. Or something like that. It's possible that might have been what pushed them into irrelevance, because that preceeded the last attempt to bring back the unseen, which failed.

So agreement, or just in wake of that lawsuit a concentrated effort by HBS, PGI, and Catalyst to get their stuff back? Hopefully soon, it's a damned shame all the IPs they're squatting on. But remember, they just licensed a Robotech movie to Sony, so that probably got them a pretty penny too.:(.

There was some crazy lawsuit with Hasbro or something a couple years back HG lost hard. Like, hard enough they were told they can't sue that company again hard. Or something like that. It's possible that might have been what pushed them into irrelevance, because that preceeded the last attempt to bring back the unseen, which failed. So agreement, or just in wake of that lawsuit a concentrated effort by HBS, PGI, and Catalyst to get their stuff back? Hopefully soon, it's a damned shame all the IPs they're squatting on.

But remember, they just licensed a Robotech movie to Sony, so that probably got them a pretty penny too.:( I suspect that HG's agreement to dismiss the lawsuit is a significant part of the decision to redo the unseens. They look weak. Otherwise they wouldn't have caved on a non-judge ordered dismissal.

They also had to gave up the right to re-file the lawsuit or bring a different suit against Hasboro on the same issue. Overall, it makes it look like they lack the money or the will to fight it out if it goes to court. There was some crazy lawsuit with Hasbro or something a couple years back HG lost hard.

Like, hard enough they were told they can't sue that company again hard. Or something like that. The lawsuit never really got off the ground. And was fucking ridiculous. Hasbro released a retooled version of the old Skystriker jet for GI Joe. And at SDCC a couple years ago, they added some accessories to make it look like the original Jetfire transformers toy (It was a GI Joe vs Transformers crossover toy set), which if you recall was originally a repurposed Veritech toy from Japan. So the final toy looked like this: Similar, but.

Yeah, that's still a basic Skystriker toy with some rocket boosters slapped on. HG threatened to sue, Hasbro said 'We dare you', and a judge took one look at the case and told HG 'I don't have time for this idiocy':) Part of HG's threatened suit was a recall of ALL toys sold at SDCC, which makes it even better.

Like Hasbro could pry these toys from the fans hands even if they were to comply.:) (I know I wouldn't give up mine short of a SWAT team busting in here;)). Only four backer mission points away from the full-length Stackpole novel.:) And only about 120.000$ dollars short of the multiplayer mode.:) (Although I still hope that the 'Solaris Arenas' are customizable enough that one might be perhaps able to play a game against a friend that feels like a. Non-Solaris fight.:D ) I also bit the bullet today.

A 125$(+30$ shipping) PayPal pledge to get the Steiner set for my GF. Still sad that they weren't given the license to offer more than one house set per pledge. But I did at least get a somewhat reassuring answer about my 'will I be able to combine shipping?' Dunno, but I think if they are they're worth like $280 or more.

That party sorely tempted me, but we'd use 'em once every month or two, and that's not often enough to justify any of them, especially, as you say, $140 worth of them. Yeah, I mean, part of me likes the idea of them, but I've already got a bookshelf of books I like the idea of: It would be nice to get to multiplayer. Think I'll get a PDF or two added on. Ironically, 'Fully fleshed out Single Player Campaign, No Multiplayer' is basically exactly where I stopped caring if they got more money. Ironically, 'Fully fleshed out Single Player Campaign, No Multiplayer' is basically exactly where I stopped caring if they got more money. In the same boat for the most part, although there was a comment in one of the Updates or QAs about ongoing content support being somewhat contingent on meeting the multiplayer goal.

Which makes sense; even if one doesn't personally care about PvP, online ladders and tournament events are of the sort of thing that help drive a continuous player base long after release. Are the PDF sourcebooks offered elsewhere? They're something I'd like to pick up, but I'm not sure they're $140 Right Now want to pick up, if that makes sense? DTRPG and Battlecorps. EDIT: Here's the DTRPG links for the books.

Dropships and Jumpships ((10$) Comstar ((10$) FM: DC [Does not seem to exist on Battlecorps OR DTRPG. Don't know why.] FM: FS ((11$) FM: CC ((11$) FM: FWL ((11$) FM: Mercs,rev ((11.20$) Merc Supp 1 ((18$) Merc Supp 2 ((18$) Merc Update ((18$) Starterbook: Sword and Dragon ((15$) TRO:3039 ((20$) HB:HL ((25$) HB:HK ((25$) HB:HD ((25$) HB:HM ((25$) HB:HS ((25$) HB:Major Periphery ((25$) TRO:3050(upgrade) ((25$) So. Get the Draconis Combine Field Manual, as it doesn't seem to exist in purchasable form, at the very least? I'll buy the banner from you, Crit!

In a heartbeat. Depending on which faction you go with, I'll snag the hat from you if you wanna hang onto it until GenCon or whatevs. The banner's the thing I DON'T want (can't use) from all the physical goodies. The hat, patch, and lapel pin are all things I'm interested in (just not interested in enough to cough up the cash for that whole tier). Heh, Wak beat me to it. But I'm even now considering a second 125 level for a second banner and other stuff (Davion!) or upgrading to the JAcket, still not sure which! I want the Nerd Banners!;).

Nah, just collecting points towards being killed off in a Shadowrun story.:D;) Hey, if it takes $4,000 to get a cameo in a Stackpole e-novella, I like to think I could start charging, I dunno, $50 or something, right? Hell, Voodoo and Ellie got name-dropped in Shaken and they're not even fans of the game. I'm blowin' a major business opportunity, here! And anyways, it's also the expense of the move that's weighing over us.

Like, the jump from $50 to $85? I don't really need a custom paint scheme or logo or whatever, y'know? So it's a huuuuge leap from the $50 tier to the tier with physical goodies, and I just can't justify it right now (as much as I'd love to have some of those physical goodies). Given that in my experience the online PvP segments of a fanbase tend to be the most vocal as well as the most toxic as well as the most ruthless in pursuit of a competitive advantage, I am very ambivalent about PvP being added. I don't mind it. I'm not terribly interested or anything, but it'll be another option to play, and some folks are really excited to see it, so.hey, good for them, I guess?

And anyways, it's also the expense of the move that's weighing over us. Like, the jump from $50 to $85? I don't really need a custom paint scheme or logo or whatever, y'know? So it's a huuuuge leap from the $50 tier to the tier with physical goodies, and I just can't justify it right now (as much as I'd love to have some of those physical goodies). That's all too understandable.:-/ Can't you get make your Catalyst pull working to ask Jordan to wiggle away a set for you, to pay at a later date? I don't think that would be a use of connections anybody would be opposed to. I don't want to pry or overstep, but is it just a matter of timing?

We can add a second copy of the game for $25, to any existing backing. If you'd just need a little time to get the cash together, holler, man. I'll front ya. Yeah, just bad timing. I probably won't be able to back Indivisible either, which I really want to see get made because the dev team will probably split up if they don't hit their goal. However, I have a birthday coming up and ReallyBored got me.

Thanks for the offer though. Hey, if it takes $4,000 to get a cameo in a Stackpole e-novella, I like to think I could start charging, I dunno, $50 or something, right? Hell, Voodoo and Ellie got name-dropped in Shaken and they're not even fans of the game. I'm blowin' a major business opportunity, here! *shakes fist*. In fairness, part of my reluctance is also my nagging inner voice (which sounds suspiciously like Mrs.

Crit) reminding me that we're supposed to be moving in 3-4 months, so I need less stuff. I've been trying to embrance a nigh-monastic geek lifestyle, going as digital as possible, for a while, keeping that in mind. The smell of a soon to be failed will saving throw is in the air.:D Fun aside. I don't know how much longer I can resist that upgrade to 50$. The sweet siren song of beta access beckons me. To expound slightly, I find that PvP (or even, to a small extent, co-op similar to raiding) tends to strongly encourage the 'Skynet effect' where the developers are in a never-ending race with the players to figure out what is broken by the latest balance pass. This has the obvious effects in PvP, but the inobvious PvE effect is to encourage the people who will tell you you are 'doing it wrong' because you're 5% below optimal dps thanks to playing what you find fun.Unless they're greatly changing the base ruleset that Battletech is based on (*Stares in MWO's direction*) we're talking about rules that have essentially been based around PvP play for the last 30+ years.

I wouldnt be to worried about it, barring people cheesing light vehicles. Unless they're greatly changing the base ruleset that Battletech is based on (*Stares in MWO's direction*) we're talking about rules that have essentially been based around PvP play for the last 30+ years. I wouldnt be to worried about it, barring people cheesing light vehicles. There's a lot of available cheese if you allow free modification of mechs in TT. It snowballs in MWO because of the change to the resolution mechanic, but a lot of the cheese is still there in TT. 3025 tech levels reduce the amount of shenanigans you can get into with no Endo/DHS/FF/XL available, though.

The singleplayer and multiplayer modes are not connected. The PvP mode is basically skirmish missions, the singleplayer campaign is not online, so there's no interconnection. You won't run into PvP players when playing the SP campaign. This is, for the record, not why I didn't so much care about PvP and was worried about it's effect on the game. More that it's got a lot of different programming-related aspects that could snarl in development that don't come up when you don't need two players capable of talking to each other. Just look at the number of AAA games that have been released and then gone 'Oh shit, multiplayer is hosed.'

There's a lot of available cheese if you allow free modification of mechs in TT. It snowballs in MWO because of the change to the resolution mechanic, but a lot of the cheese is still there in TT. 3025 tech levels reduce the amount of shenanigans you can get into with no Endo/DHS/FF/XL available, thoughI was also expecting them to use some variant of the CV/BV/Whatever point value system. It wasnt fullproof, but it eliminated the worse excesses. Especially true if they use more advanced rules to modify mechs. You're less prone to try to replace your guns with LL's if you cant get a LL or you fail the maintenance roll.

I was also expecting them to use some variant of the CV/BV/Whatever point value system. It wasnt fullproof, but it eliminated the worse excesses. Especially true if they use more advanced rules to modify mechs.

You're less prone to try to replace your guns with LL's if you cant get a LL or you fail the maintenance roll. I've just seen how quickly online multiplayer devolves into cheese builds and any other means to get an edge, plus I was badly burned by MWO.

See, I played Mechwarrior 3 once upon a time and got annihilated by people abusing mini mechs while I had no idea what I was doing, so i gave the franchise a break, then tried to get in with MWO not long after the beta ended and was pitted against lances of beta mechs and other flavor of grognard for whom i was so much cannon fodder. As such, I have some issues about Mechwarrior now. I want this one to be good, but I'm not holding my breath. This is, for the record, not why I didn't so much care about PvP and was worried about it's effect on the game. More that it's got a lot of different programming-related aspects that could snarl in development that don't come up when you don't need two players capable of talking to each other. Just look at the number of AAA games that have been released and then gone 'Oh shit, multiplayer is hosed.'

Well, or look at the number of indie Steam games that don't have many more assets than an SNES title yet still allow seamless multiplayer. If the Frozen Synapse team can do this no problem, I'm confident Harebrained can too. Well, or look at the number of indie Steam games that don't have many more assets than an SNES title yet still allow seamless multiplayer. If the Frozen Synapse team can do this no problem, I'm confident Harebrained can too. Look, I'm not saying it's not possible. It clearly is, and people do it all the time.

I'm just saying, as someone who prefers his Kickstarters delivered, and gives exactly zero fucks about PvP multiplayer, I was pretty down with the KS ending where it did. It didn't, and that's swell too, and I'll be pleased as punch when I'm wrong.

Stupid question: Does kickstarter have payment hiccups now and then? I just got a 'Unfortunately your pledge to BATTLETECH was declined by your card provider.'

Message, panicked, tried again, got the same message and. Was even more panicky. But I just called my CC provider, and they are telling me that everything is fine, that my card is in order, there are no security breaches and that they aren't even getting a ping by KS. The paypal charge for my GFs Steiner set went through, shows up and is approved.

And the 'Contact Us' form over at Kickstarter are deeply. Unsatisfying.;) Edit: In the worst case, I'll pledge via Paypal for me too, but. That's a bit of stress I didn't want.:( Edit2: They actually DID fuck up in another way, though!:( I had upped my pledge by 8$ for the Timberwolf blueprint two days ago. Couldn't resist. But that doesn't show it. It's trying to collect the money for the 'pure' pledge.:(.

Okay.:) Crimson Skies the boardgame was basically. A sleeker Renegade Legion.

With different weapons having different 'layouts' of damage done to enemy armour. (And came with a clear plastic sheet with damage cut-outs, which was REALLY cool.:) And two in-universe booklets describing the world, its major players and the planes used in the game.). Now I want a rebirth of Renegade Legion AGAIN. *sighs* You and me both. Renegade Legion Centurion is one of my all time favorite games. I prefer BT aero with vector movement to interceptor by a little, but if they started printing RL again I would buy 5.

Stupid question: Does kickstarter have payment hiccups now and then? I just got a 'Unfortunately your pledge to BATTLETECH was declined by your card provider.' Message, panicked, tried again, got the same message and. Was even more panicky.

This happened to me a few days ago with Delta Green, then again with Battletech. I thought it was my card, despite being nowhere near the limit, but your post makes me think it's on Kickstarter's end. Re-trying the card (a few times) got it to eventually work. A few weeks ago, I realized that I had fucked up something when I ordered the particular set of rewards for me and my girlfriend. For all the time between the last update (with the reward images) and the end of the KS, I had seen the Flags as 'inches' large. I had somehow missed the 'nice to hang on a wall' sentence. When they posted the images, I realized that the banners would be about ten times larger than I had initially assumed.

I've been grinning ever since.:D Here's how they actually look: But I had thought they would be. Large enough to have them on a stand up next to my monitor.;).

It's kind of crazy what the reception has been amongst many hardcore BT fans on the official Battletech forums (haven't read the discussions on HBS or the kickstarter yeT). Very, well, polarized? Some love it. Some think it pisses all over canon. That being said, when you really look at this it's impressive as hell the research that went into it. One of the big concerns was how this seems to obviate the Fronc Reaches.

If anything, it explains the future border! None of these worlds end up part of the Fronc Reaches. Only a few of them end up in the hands of the Taurians or Capellans. I am a bit shocked at one right up in there which is literally the size of the Marian Hegemony (actually, one world bigger.

Marians have 22 worlds, this place 23!). But not all worlds are created equal either, this could easily look bigger and still not even be a blip comparatively. All the same, it's a blank map. Small enough not to quite rate being on the radar of anyone but the Taurians as a threat of any sort (And even then, not much of one, just enough they need to be paid attention to).

While for the Capellans it could easily be a case of 'Too small to be worth the expense of conquering and maintaining a presence in, we already benefit from trade with it. So why bother conquest? Let those Aurigan upstarts do all the hard work.

They need our money.' But yeah, I'm excited about this area, it's well on the way of being one of my favorite Periphery nations. I hope it does survive and end up in Canon. There are Btech fans who are STILL pissed about the Clans, so outrage doesnt surprise me one whit. I got into the game via the Clans. My first real exposure to the game was the Wizards CCG and I bought the Clan Wolf starter because Wolf, I guess. (I was also tempted by Smoke Jaguar, for the same lack of reason.) Anyway, one of the rare cards was Natasha Kerensky so it was as close to God telling me to make a Wolf deck short of a finger of flame writing it out.

Anyway, I happily told people whom I knew played the miniature game and I had two strikes against me. One, that it was the card game and two, it was the dumb ol' Clans. Some got really, really worked up over the game with the little metal robots with lasers and stuff. Like, take a step back worked up. Didn't really talk to Battletech fans in real life after.

Lot of gatekeepering online, too. Not here, but other places. Now I just quietly read Sarna and go about my day. One school, as I understand it, is the 'Mad Max' one. The side that really just wants Mechs and Tech in general to remain rare.

This is the one I most empathise with, because I do think that very early universe feel was neat. Where an entire planet is defended by a lance of Mechs, maybe, and some of them might be missing a limb or something. The Clans definitely put the kitbosh to that. Unfortunately, this isn't exactly the reality of the universe and hasn't been since the 80s.

That being said, it has leaked back in, somewhat, in the Periphery (taking this right back to the upcoming game and Auriga!). Out there even in later eras it's often hard to get repairs, or find much. Worlds are less advanced, far more poor, and populations might just be one little city and some outlaying areas.

Thus, vulnerable to a small force. Thus, your lone 'Knight ERrant' style sorts can even defend them. Another school on the more gamey side is Clans literally are just way more powerful, and early on there wasn't even a Battlevalue system. So coming in was a set of more powerful units with better tech and better pilots and gunners to boot. You'd have to be SUPER lucky to beat them in the tonnage based balance of the day. Yet even the BV systems haven't totally brought things into balance. They've helped though.

This is a pretty obvious hurdle. EDIT: All that being said. I'm not longer a Clan Hater.

Still a die hard IS/Periph sort personally. But I've definitely warmed up to the Clans in general. They did provide some interesting stories!

And Wars of Reaving is flat out one of the best gaming books I've ever read. I see that delete thing is still happening. My problems with the Clans are the sort of people that they attract. It's the same with the Empire fan boys in Star Wars, the German fan boys in WW2 games and some of the WH40K types.

These guys are the big bads that kick in the teeth and steal the lunch money of everyone around. By playing them they get to be the bullies. The other part is when they lose and they start getting really upset and complaining that they should win because they're better and they only lost for reasons. Add to that it's just so overpowered.

Missiles weigh half as much, pulse lasers have double the range, dhs are smaller, endo-steel & ferro take up half the space. There's an economy to Battletech and while I'm not a fan of the missing arm level stuff, Clan tech over does it. I started when the game was still called BattleDroids, so that somewhat colors my opinions, I'm sure. In any case, I've always preferred Introductory/Level 1 tech. My dislike (I'd never go as far as hatred) of the Clans basically stems from: 1. Aesthetic: I didn't care for the look of the Clan mechs, nor the new IS mechs that came around the same time. To be fair, though, the change in IS mech design started much earlier and I hated the look of most of the 'new' mechs in TRO 3025.

Game Balance: As others mentioned, Clan tech is just flat out superior to IS tech and remains so (though the IS is finally producing some Clan tech on their own now). Theoretically, if you played the Clans as originally intended (both players bid tonnage/units and whomever bids lowest plays Clans), you would get a better balance.

However, almost no one I new was willing to use the bidding system, so began FASA/FanPro/CGL attempts to create a points system to balance the game. They're on their 3rd generation of points systems and it still has significant flaws.

Again, to be fair, the balance started to slide before the Clans when Star League/Lostech was given game stats. Also, even sticking to pure Intro tech, its very easy to create unbalanced forces as some weapons are simply a better value for tonnage than others.

The Clans just made the balance problems worse. In the game fiction and metaplot, the Clans were just too much better all the time.

They steamrolled everyone and they just felt like the new Mary-Sues of the setting. Again, to be fair, players were already complaining of that with the Fed Suns/FedCom before the Clans came along (and after). So, for me, the Clans just kind of exacerbated things that I already saw as issues for the system (changing aesthetic, game balance and factional plot armor).

As a result, I dropped out for almost 2 decades and only got back in about 5 years ago. When my brother and I play, we stick to intro tech and I'm happy that the new game will as well. Aesthetic: I didn't care for the look of the Clan mechs, nor the new IS mechs that came around the same time.

To be fair, though, the change in IS mech design started much earlier and I hated the look of most of the 'new' mechs in TRO 3025. There are a lot of really ugly mechs. Even in the 3025 TRO. Even some of the most iconic mechs are generally lacking.

The clan mechs.I dunno what they are. They're something. The strict portrait elevations didn't do them any favours either. That said, the Star League era stuff, and the later mechs are also.something. I mean, what the hell is this thing (I love the Highlander, but this looks like a 80s Nintendo accessory (The Kintaro (looks like an internet meme. That said, the concept artist for MWO managed to make it actually look like a machine of war (Let alone what they've done with many of the others (That said, that page is somewhat lacking (by name the Wolfhound, Crab, Black Knight, Zeus, Marauder, Warhammer, Rifleman, Archer, Phoenix Hawk, Cyclops and some 22 clan mechs, but it's ok, no one cares about those). There are a lot of really ugly mechs.

Even in the 3025 TRO. Even some of the most iconic mechs are generally lacking. The clan mechs.I dunno what they are.

They're something. The strict portrait elevations didn't do them any favours either. That said, the Star League era stuff, and the later mechs are also.something.

I mean, what the hell is this thing (I love the Highlander, but this looks like a 80s Nintendo accessory (The Kintaro (looks like an internet meme. That said, the concept artist for MWO managed to make it actually look like a machine of war (Let alone what they've done with many of the others (That said, that page is somewhat lacking (by name the Wolfhound, Crab, Black Knight, Zeus, Marauder, Warhammer, Rifleman, Archer, Phoenix Hawk, Cyclops and some 22 clan mechs, but it's ok, no one cares about those). I agree that the MWO redesigns have greatly improved the looks of many mechs that I hated. Also, aside from MWO, the more recent TROs and other products out of CGL have some really good mech art compared to back in the day: http://www.sarna.net/wiki/File:Stalking_Spider_II.jpg. I'm curious to hear (briefly) why.

Beats the hell out of me. It's like the gaming equivalent of 'hatewatching', which I've never understood. For a while, people would follow along with the timeline JUST so they could mark it as continued evidence that the game had 'Lost its way'.

Every major event tends to do that, but the only thing that even close to rivals the Clan's introduction was the Clickytech game. Personally, as much as I've still got a lot of nostalgia for the universe, I've found that my interest has waned ever since they killed off my faction. (Clan Nova Cat) I'm actually still little irked how we just got wrote out in a 'Here's what happened several years ago' product.

When the Smoke Jaguars got taken out it was an entire subline, for heaven's sake. We went out as an afterthought. Nova Cat's not entirely dead. There's still elements hanging out in the Clan Protectorate in the Free Worlds League. Though I agree it was lame how they got owned, same damned revolt that killed Katana Tormark, who I liked, and took the Combine back to being extra villainous. Then again, that seems to be the running theme of the 3145 Era Update - kill EVERYTHING YOU LOVE.

And make everyone look bad. Here's to Malvina Hazen burning everything, at least that Batshit Crazy Little Jade Falcon's almost interesting in her tragic and loony as hell sort of way. And you thought Maximillian Liao was a headcase!

God, at this point in the later timeline I seriously lost almost every faction I liked. Getting their asses kicked. Or ruled by unsympathetic Jerks. Getting their asses kicked, possibly by themselves even! But when they're coming out smelling almost sympathetic you know there's a lot of crazy out there! Merc Companies? Cool Edit Pro Portable Windows 7 there.

There was one you liked? How did we forget to kill them!? Fixed that problem. Screw it, Malvina?

Take the keys to the castle. And here's the big red button. At least you and Cynthy are understandable in your simple nihilism!

Imagine if 3e D&D was just the 2e Skills & Powers handbook, and they released it by introducing a race called the Astral Elves that were built using the S&P rules. That's the Clans.

The invasion was a way to make a half-assed edition change without the hassle of revising the core. It's easier to understand the lingering apathy towards them when you think about it that way. Grognards always hate new editions. More like what if you're the GM for a campaign playing basic 2nd ed D&D, where the players can get, at best, +1 magical equipment and have to roll flat 3D6.

The GM introduces as the main foe for the campaign their own advanced race built using the Skills & Powers handbook, along with access to all the Class & Race source books and their 'basic' equipment is all magical, +3 or better. Oh, and all their characters have a minimum of 16 in every stat, save their primary stats which get 20s. That's the Clans. There was improvements added with the 3050 TRO for the IS. The LB-10/X for one.

Well, the AC/10 is pretty useless, so any upgrade would be good. Pulse Lasers and the ER tech. There were dumb things too. Swarm munitions. Thunder LRMs. The Streak 2 was pretty useless.

That said, for all the improvements the IS got the clan got all of that, and better, and more besides. It'd have been ok if the Clans were just NPCs, but once you start to get them mixed, it just makes a mess of things.

There was improvements added with the 3050 TRO for the IS. The LB-10/X for one. Well, the AC/10 is pretty useless, so any upgrade would be good. Pulse Lasers and the ER tech.

There were dumb things too. Swarm munitions. Thunder LRMs. The Streak 2 was pretty useless.

That said, for all the improvements the IS got the clan got all of that, and better, and more besides. It'd have been ok if the Clans were just NPCs, but once you start to get them mixed, it just makes a mess of things. I love you, bro, but almost all that stuff is actually all from TRO 2750, released a year before TRO 3050. Those who disdain the Clans also tend to strongly prefer Level 1 tech. 'The Clans' represent three things: a setting change, a new faction that's difficult to balance against the old ones, and a fundamental revision of the game's combat engine.

It's not just Jade Falcon weeabos fielding Stars of Vipers. People who never play mixed games still dislike them. Battledroids was released in 1984. TRO 2750 came out in 1989, introducing DHS and the rest of the level 2 IS stuff. TRO 3050 came out the next year, introducing the Clans (which had been hinted at across various sourcebooks previously). The Clans have been a part of Battletech for 26 years, twenty full years more than the most classic of classic and pure Battletechs existed.

That's a long, long time to hold a grudge. And it's especially true when you realize the primary balance factors between Clan and Inner Sphere from a setting standpoint was numbers, the Clanners being overly honorable to the point of being easily tricked, and the simple fact the IS Still knew how to fight WARS (On a widescale, strategic sense) even if they would lose every battle - See, the clanners were all about limiting collatteral damage and thus, set-piece engagements. They were individually better warriors, but they were terrible at war. Yet this is a game that focuses on small numbers. We're talking 4 v 4 can be a match that takes 3-4 hours depending. Further confounded by the standard Clan unit being a 5 unit thing. Now, 8 v 5 can be a reasonably fair match with point values.

But not always. And still, likely to take a long time. I love you, bro, but almost all that stuff is actually all from TRO 2750, released a year before TRO 3050. Battledroids was released in 1984. TRO 2750 came out in 1989, introducing DHS and the rest of the level 2 IS stuff. Technically, DHS were introduced with Tails of the Black Widow Company in 1985. Though they used different rules and were even more unbalanced than what would eventually happen.

TRO 3050 came out the next year, introducing the Clans (which had been hinted at across various sourcebooks previously). Again, the earliest hints of 'something beyond the Periphery' being in '85. The actual details of the Clans were formulated much closer to their introduction, however. The Clans have been a part of Battletech for 26 years, twenty full years more than the most classic of classic and pure Battletechs existed.

That's a long, long time to hold a grudge. Eh, feeling that the Clans and their tech could have been handled better is hardly holding a 'grudge'. Yes, I know that there are those who are rabidly against them, but most of us who aren't fond have slightly milder feelings about it. Still, I find it amusingly ironic how many of the Clanophiles absolutely hated The Word of Blake and then the Republic of the Sphere and feel that Radical Heat Sinks are game-brakingly unbalanced.

True, the balancing factor for the Clans was more roleplaying than mechanics. You can do 5v4 but you have to stick to the honor rules and take much smaller Clan units than the IS units, which is really limiting on the units both side can field.

Unfortunately, the ideal of 10v12 is really only doable if you set aside a few days or play Alphastrike. Like bidding, I found few players willing to actually adhere to Zelbrigen. Unfortunately, BT isn't the only wargame to fail to realize that fluff makes for a terrible balancing tool with most players. Nova Cat's not entirely dead. There's still elements hanging out in the Clan Protectorate in the Free Worlds League. It's.just not the same thing, you know? It's like when the Smoke Jaguars got told they were still alive because the Fidelis are around.

The Clans have been a part of Battletech for 26 years, twenty full years more than the most classic of classic and pure Battletechs existed. That's a long, long time to hold a grudge.There's also been quite a lot of technological innovation by the IS, so it's not like the Clans have quite the same level of inequality these days. The IS can even produce Clan tech in limited numbers, so we've seen 'IS' machines built with the stuff.

(Never mind Clan Sea Fox selling to anyone willing to buy). I got into the game via the Clans. My first real exposure to the game was the Wizards CCG and I bought the Clan Wolf starter because Wolf, I guess. (I was also tempted by Smoke Jaguar, for the same lack of reason.) Anyway, one of the rare cards was Natasha Kerensky so it was as close to God telling me to make a Wolf deck short of a finger of flame writing it out. Anyway, I happily told people whom I knew played the miniature game and I had two strikes against me. One, that it was the card game and two, it was the dumb ol' Clans.

Some got really, really worked up over the game with the little metal robots with lasers and stuff. Like, take a step back worked up. Didn't really talk to Battletech fans in real life after. Lot of gatekeepering online, too. Not here, but other places. Now I just quietly read Sarna and go about my day. This was me too.

I bought a couple decks and played with my little brother when it first came out (I was 15, he was 9). We didn't have any interaction with the universe/other fans other than that other than the occasional really grumpy game store guy, so that sort of killed interest in the brand. I came back for the KS because I really enjoyed the Shadowrun series, hopefully it'll be fun. I love you, bro, but almost all that stuff is actually all from TRO 2750, released a year before TRO 3050. Battledroids was released in 1984.

TRO 2750 came out in 1989, introducing DHS and the rest of the level 2 IS stuff. TRO 3050 came out the next year, introducing the Clans (which had been hinted at across various sourcebooks previously).

The Clans have been a part of Battletech for 26 years, twenty full years more than the most classic of classic and pure Battletechs existed. That's a long, long time to hold a grudge. Meh, close enough. As I said I've been involved with the setting for a much shorter period of time.

My grudge is ok. That said there's plenty of other stuff to hate that came after. Have I mentioned the mech tazer yet?

Or the kamikaze bomb thst got added? That said I still hate the clan fan boys. It attracts a certain personalty type I despise. Most clan players paid lip service to honour, but broke it at the earliest opportunity, or came up with stupid excuses.Sounds like the Clans In Universe too:D Honestly, while I was/am a Clanner, I fully understood we were the badguys.

The ones who think they're ADMIRABLE kinda scare me. Some of the Clans had interesting traits (Clan Nova Cat, represent!), but they're still communist military dictatorships that treat their lower castes like dirt. Even the 'nice' Clans still have a 'Might makes right' political process.

EDIT: The mech taser sorta sucks. Or are you talking about the TSEMP? The TSEMP doesnt suck as bad as the Taser but it requires some planning to use effectively. Also, you can now pre-order via backerkit if you so desire, or if you missed the initial campaign: No physical rewards available, but a host of digital rewards is there. Including some cBT books. Because I think that backer-only updates are silly and stupid, enjoy: I really love how 'Made with Unity' is getting less and less of an insult as time goes on.

As I said so often before: It's not Unity's fault that games made with it tend to look like shit. It's the fault of lazy, uninspired, incapable developers.

Also, you can now pre-order via backerkit if you so desire, or if you missed the initial campaign: No physical rewards available, but a host of digital rewards is there. Including some cBT books. I really love how 'Made with Unity' is getting less and less of an insult as time goes on. As I said so often before: It's not Unity's fault that games made with it tend to look like shit. It's the fault of lazy, uninspired, incapable developers. *GASP* Those technical readout posters would look KEEN next to my originals!!!!

Really, REALLY good. This is pretty much everything I wanted out of a Battletech computer game as far as tactical gameplay goes. It'a turn-based successor to Mech Commander. Having said that, I'd STILL pay good money for a competent Mech Commander 3.:) No reason we can't have both TBS and RTS Battletech games! Just like we have cBT and Alpha Strike now.;) Also: HBS shows that a team of developers who take their work seriously can out a better pre-release build than many full releases by the all too many hacks milking Early Access these days. Just finished watching the video fully. They had the most iconic BT moment of all in it: Lucky Atlas-killing headshot.

The same way I once won a tournament game, with my last Locust against my enemy's last Atlas. The screams back then were slightly louder, though.:D My girlfriend is already happy to play some MP matches against each other, so that we can keep playing BT even when we're not at the same place.:) (If GW ever decided to give 40k this kind of treatment, they'd be making out like bandits, I think.). I think they were clear enough in the KS description and materials, at the very least.;) 'Turn-based tactical 'Mech combat set in the classic 3025 era of the BattleTech Universe.

From the creators of the Shadowrun Series!' '>WHAT - BATTLETECH is a turn-based, tactical 'Mech combat game for PC.' 'Is this an RPG like your Shadowrun games? - Our Shadowrun games are cRPGs with tactical combat. BATTLETECH will be a tactical ‘Mech combat game. If we’re lucky enough to reach the Stage 2 and Stage 3 co-funding levels, we'll be able to add some RPG elements, but the core of this game is tactical combat.'

I don't find it that rough, to be honest. If that was the game. I'd probably be happy already, to be honest. And I can't see too many things that are 'very wrong' with the foundation. The have a cool reconnaissance-and-scout system, a good movement system, a good weapon's system and a really cool initiative system. If anything, the foundation seems very solid. The roughness is present in stuff like the hit damage numbers looking wrong.

The duration should probably be longer, the number size a bit bigger, the font is uninspiring. In general, as they themselves said, communicating damage to the player is a place where the game is still lacking. I'd also think that once the 'Mech is identified (like, say, when they know a specific enemy unit is a Hunchback despite not having line of sight yet), the red outline should change to being that chassis. Stuff like that is showing the rough edges. I did, however, typo mightily. I meant to say that the foundation looked very strong, not wrong.

For all the reasons you said, plus the aesthetics, and I like the radio speech tones and the like as well. I'm not convinced that having light mechs move first makes scouting all that much stronger. It helps for disengaging, but it also creates situations where you probe forward and then get your scout scrapped because your move exposes your position to a heavier enemy.

The way he used the initiative reserve to get double actions for the rear attack did look pretty powerful. And sometimes being able to fire first can be a decisive advantage. Now, all else being equal, you're still probably going to prefer a heavier 'Mech, but that's always been the case so at least this initiative system provides an opposite force to balance things out somewhat. The way he used the initiative reserve to get double actions for the rear attack did look pretty powerful. And sometimes being able to fire first can be a decisive advantage. Now, all else being equal, you're still probably going to prefer a heavier 'Mech, but that's always been the case so at least this initiative system provides an opposite force to balance things out somewhat. It looks like the Light Mechs get the choice of moving first but are able to reserve their move for a different time.

They are the most versatile. And the terrain made it so those light mechs tore up the other ones by getting behind them while the larger threats were coming forward. It may suck to have two light mechs at your back but you certainly don't want to be facing away from an Atlas. Either one can kill you at that point. That and Mechs are supposed to be neurologically operated. Walking backwards is neither easy nor fast for a human. Walking, and even running, backwards is slower, yes, but not in any way hard.

A weird claim. Have you ever had dancing classes? Or just danced without formal training to any sort of metal and goth alligned music, where dancing often involves walking/pacing backwards with enough concentration to not step on the feet if those behind you, or smashing their faces in with your head? Download Dragon Ball Z Bid For Power 4 Final on this page. That's apart from stuff like soccer where you often run backwards while keeping the tactical situation in focus. And then there's Battletech itself where backwards movement has been possible in all its tabletop and videogama adaptations so far.

Including fiction. No, I think it's something we'll see being included later in development. Walking, and even running, backwards is slower, yes, but not in any way hard. A weird claim. Have you ever had dancing classes? Or just danced without formal training to any sort of metal and goth alligned music, where dancing often involves walking/pacing backwards with enough concentration to not step on the feet if those behind you, or smashing their faces in with your head?

That's apart from stuff like soccer where you often run backwards while keeping the tactical situation in focus. And then there's Battletech itself where backwards movement has been possible in all its tabletop and videogama adaptations so far. Including fiction. No, I think it's something we'll see being included later in development. On a perfectly flat surface. Combat is not on a perfectly flat surface, plus the whole shooting things part.

If you are walking backwards and you hit something you have a much higher chance of ending up on the ground. I want to say retrograde movement was walking only and triggered a piloting check, but it's been a long time. That I didn't remember. I recalled correctly. Tactical Operations p22 Backwards Movement (Expanded) This rule allows units to change levels while moving backward.

Under this option, a backward-moving unit can change 1 level per hex. The controlling player must make a successful Piloting/ Driving Skill Roll each time the unit crosses a level line. ’Mechs may not change levels by more than 1 while moving backward. If the roll fails for a ’Mech, that ’Mech falls into the hex it was moving into or out of, whichever is lower; the change in levels is not taken into consideration for determining the levels fallen. Do they have a 'walk backwards' option?

That would be my first instinct, off at a right angle if possible to put both groups into your LOS then tear up the light mech's and defeat their larger backup in detail. That said, I haven't played the game yet and that might not be practical, so I guess its wait and see. It looks like you can't walk backward per se, but you can walk to a new location and turn around. However, the more you want to turn around, the less distance you can cover, so...

It still sounds like it'd be worthwhile, though if your doing that first, your probably eating a lot of movement penalty to accuracy ( and probably already took a salvo of nastiness to your hind quarter ). In the Backer Update email, it specifically says there WILL be a backwards movement option in the full game. It's not yet in the Super Duper Pre-Alpha thing that was demoed though.

The merch is cool and all, but I'm really hyped about the characters. Murad, there? She's the first character of Pakistani descent I can recall seeing in a video game.* That means a whole lot to me. I was already hyped for this, but now there's even more of a personal feeling present for me.

*On reflection I guess Kamala Khan showing up in a few Marvel tie-in games counts as well, but that's a tie-in of an existing comics character. The merch is cool and all, but I'm really hyped about the characters.

Murad, there? She's the first character of Pakistani descent I can recall seeing in a video game.* That means a whole lot to me. I was already hyped for this, but now there's even more of a personal feeling present for me. *On reflection I guess Kamala Khan showing up in a few Marvel tie-in games counts as well, but that's a tie-in of an existing comics character. HBS really GETS how diverse, mixed and spread the human diaspora in the Battletech ended up being.

While there are still mono-cultural enclaves in the Inner Sphere, most of the worlds are a wild mix of all the disparate human cultures that made the jump into space. It's really cool to see not a single WASP among the cast.:). What the what, now?

Harebrained Schemes has a Twitch channel: HyperRPG (On Friday nights, starting at 6pm* PST, they have a Battletech/MechWarrior RPG show titled Death From Above. They spend an hour or so roleplaying the out of mech parts of the storyline they're going through, and then after a brief break, they spend an hour or two playing out the mech combat portion of events. They have a few odd house rules (viewers purchasables to influence the mech battle, they drill into the custom printed 3d mechs when they take internal damage, and 'perma-death' where if a player's character is killed, the player is kicked off the show).

I find it fun to watch. Here's a youtube video of their first Mech battle. Anyway, the usual GM for the show is also Game Designer and Writer at Harebrained Schemes.

And after the NPC info release, he tweeted: So, die hard #DfA fans may notice a familiar face in the NPCs for Battletech. That's fully intentional.:D Alas, I'm drawing a blank. *Meaning you could go watch tonight's episode if you are reading this within the next few hours after it's posted. Pretty sure the NPC they're talking about is not one of the pilots, but is Ana Maria Centrella, the Magistracy liason between House Centrella and the Arano Restoration. Centrella was a significant NPC in DFA, hooking up the Marauders with a few contracts IIRC.

(And while House Centrella has been a big BTech thing, I'm pretty sure Ana Maria was created for DFA.) And yes, DFA is pretty great. They also switched their Battletech games over to using the initiative system for the computer game (initiative phases based on mech class, movement and shooting happens in a single mech's activation, mechs can delay acting in phases, to ensure that they get a 'double-tap' move/attack and keep light mechs a bit more relevant than they are normally).