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Battletech Command Post

The document discusses a fanzine for the Classic Battletech game. It provides an introduction and contents for the first issue, including featured mech profiles and articles on famous in-game units and a new player's view of the Clans. The fanzine aims to inform and entertain readers with mech features, battle reports, modeling tips, and scenarios.

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Carrie Jo Patton
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
351 views6 pages

Battletech Command Post

The document discusses a fanzine for the Classic Battletech game. It provides an introduction and contents for the first issue, including featured mech profiles and articles on famous in-game units and a new player's view of the Clans. The fanzine aims to inform and entertain readers with mech features, battle reports, modeling tips, and scenarios.

Uploaded by

Carrie Jo Patton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Battletech Commands Fanzine

for classic battletech


Welcome to the first issue of Command Post a fanzine for the dedicated
Classic Battletech player.
The aim of this publication is to inform and entertain,
with favourite mech features, Battle Reports, modeling tips, scenarios and
more. The articles are all written by fans of the game for fellow
Mechwarriors. To find out more, or to submit an article, check out
www.battletechcommand.co.uk.
Contents:
The Jagermech JM7-F. Featured mech with modelling guide.
By Fox1 of Battletech Command
Famous Units of the Inner Sphere Part 1.
By Vaughn Groves
A New Players View of the Clan
By Paul Williams

produced by:

Battletech and Classic Battletech are trademarks and/or registered trademarks of Wizkids LLC in the USA and/or other countries.

Heir to a long a long and noble heritage of service to the federated suns the Jagermech
family of battlemechs have served well into the year 3067 and continue to do so through
one of their latest family members the sleek and deadly Jagermech JM7-F.
This machine hails from the well known and
respected Kallon Industries, the place that all
Jagermechs can truly call home. Prince Victor
knew what he was doing when he made the
Jagermech first for refitting, and, since that first
bold move the Jagermech has gone from strength
to strength finally arriving at the famed JM7-F.
What makes JM7-F such a fine mech? Well
there are several factors:
Firstly its fine weapons array of twin RAC 5, that
give the JM7-F the ability to engage targets from a
respectable range, and lay down an unequalled
volume of fire. These coupled with the NAIS
targeting computer that the JM7-F carries can be
a devastating combination in the hands of a
skilled Mechwarrior. To ensure the JM7-Fs ability
to fight is preserved, should the RAC 5 System jam, as they do on the rare occasion, then
the JM7-F can protect its self with its two medium pulse lasers, again these weapons
coupled with the NAIS targeting computer can be a nasty combo.
To further enhance its fighting capabilities the JM7-F has the addition of 5 tons of extra
weight, some of this is used to distribute extra armour to many locations of the JM7-F,
giving it a longer life span than many of its predecessors, couple this factor with the
addition of a superb ECM suite that can not only be used to protect its self, but also its
other lancemates, and we can start to see why this machine stands out from many others
in its class.
There are some factors that many pilots take for granted, but the more engineer minded
can appreciate, such as the JM7-Fs stable profile and its excellent weapon to body weight
ratio. This allows a much greater gyro weight distribution factor, giving greater stability
overall if the JM7-F should, for example, lose a weapon mount or excess of armour in one
location. This event in many machines would leave a hapless pilot struggling with the
gyroscopic controls to stabilise his machine - not such a factor on good old JM7-F as his
overall design and stability can help compensate for the event.
This same profile has also given pilots another hidden ace, the ability of JM7-F to become
a sniper on the battlefield and lay in wait, literally hull down, because of its raised
weapon mounts. Yet these same mounts atop the aforesaid profile do not give the JM7-F
a higher profile than many other mechs that it may encounter.
So the next time you see the JM7-F, and, as many pilots before you have done, wish that
you too could be a JM7-F Mechwarrior and stand out from the rest, live the dream!
Buy a JM7-F today, at 13,715,000 C-Bills its a bargain!

ASSEMBLY YARD
Constructing the Jagermech JM7-F
Difficulty rating: Beginner
This is a nice and simple conversion for creating your
own JM7-F. All you will need is pictured below:
20-815 Jagermech
20-209 Rifleman weapon sprue- a pair of RAC 5.
A pair of snips for sprue removal
A file, for cleaning up mould lines.
Superglue for assembly.

1. Assemble the Jagermech as normal,


being careful to clean up any flash or
mould lines as you go. The weapons
that come with the Jagermech can go
into your bits box.
2. Clean up the RAC 5s before you
glue them onto the weapon mounts.
They arent a bad fit, and should not
require filling or pinning. Any slight gaps
Can be filled with superglue- especially
If you are using a medium or thick
Variety that has gap-filling properties.
3. Its ready to paint!

Remember- when using knives, always cut away


from yourself. Take care to follow the
manufacturers Instructions when using any type
of adhesive. Superglue can bond skin in seconds.

Pictured above: the finished model.


Opposite : painted and ready for action!
Photos of painted JM7-Fs provided by
Fox1 of Battletech Command.

Famous units of the Inner Sphere.


Part 1: McCarrons Armoured Cavalry
BACKGROUND
McCarrons Armoured Cavalry is one of the most famous units in the Inner Sphere. It can
count amongst its equals such units as Wolfs Dragoons, the Kell Hounds and the 21st
Centuari Lancers. Fearless, elite and deadly to their enemies. McCarrons Armoured Cavalry
was raised in 2930 on the world of Chesterton by Lord Gamala McCarron.
By 2995 the Big MAC as its also known had fought for and against every major Inner
Sphere house bar one. McCarrons came home to the Capellan Confederation in 2996 and
has remained in their service ever since. They soon became the Confederations chief
troubleshooters with the freedom to go where they please and use what ever force they
deemed necessary.
During the third succession war the then Capellan Chancellor Maximilian Liao permitted the
Big MAC to make raids deep into the Federated Suns territory. Known as McCarrons Wars
this was the Capellan Confederations most successful period of the war. The fourth
succession war almost wiped out the Big MACs 1st regiment and heavily damaged the
remaining four.

AVAILABLE FORCES
1 McCARRONS ARMOURED CAVALRY: THE NIGHTRIDERS
st

2 McCARRONS ARMOURED CAVALRY: ANGELS REGIMENT


nd

3 McCARRONS ARMOURED CAVALRY: THE WILD ONES


rd

4 McCARRONS ARMOURED CAVALRY: CARSONS CAVALIERS


th

5 McCARRONS ARMOURED CAVALRY: KYPS COMMANDO


th

BIG MAC in CLASSIC BATTLETECH.


If you are looking for a versatile unit for classic battletech you cant do much better the
Big MAC. With all MAC units getting their own special rules and the ability to pick from any
Inner Sphere random list added to the 1st MACs ability to take clan Mechs this makes for a
very wide choice of mechs and tactics to employ. Most MAC units have excellent support
units included in their rosters, with most of them having infantry and air units attached.
My personal favourite is the 4th MAC Carsons Cavaliers. With its ability to use Bank
Initative twice in one game it can stop most clan players with their overrun abilities.

A New Players view on the Clan


I have been playing classic battletech for about 4 months now. I decided on collecting a clan
force over an inner sphere force. I liked the idea of having a superior force, the clan was perfect.
The next choice I had was to pick a clan.
I decided to pick a clan that suited my style of play. I like to be very aggressive getting up close,
rather than stand back and pummel. I also thought about the background. I wanted a clan that
could be diplomatic,
sly and very aggressive when the time called. I was suddenly torn between a Crusader clan and a
Warden clan. It was at this point that I came across the Steel Vipers. They were a warden or
crusader clan when ever it suited them, this was ideal for me.
After choosing the clan I started to look at the mechs available. I started with the assault mechs.
What can I say! They are some of the toughest and destructive mechs
in the game. One on one against any inner sphere mech, they would
come out on top. My favourite two have to be the Dire Wolf and the
War Hawk.
These assault mechs can be tailored to any force with all the
different variants available. I personally am a huge fan of the
H variant. I call them the pound stretcher mech. They are generally
lower points than the other variants, have loads of double heat sinks
and are armed with the powerful heavy lasers. This of course gives
a -1 to hit but almost all of the H's come with a targeting computer
which more than makes up for it.
With these types of mechs my favourite tactic is to pummel on the
way in, then, when close, target the individual locations which are
Daishi (Dire Wolf)
heavily damaged.
Next are the heavy mechs. Due to the superior technology of the clan mechs I would feel more
than comfortable squaring up against any inner sphere assault mech with a heavy clan. They are
not as heavily armoured as the assault are, but they start to gain more manoeuvrability.
My favourite heavy mech has to be the Black Python. A fast agile mech full of pulse weapons and
a targeting computer. My almost perfect mech. It suits my style of play down to the ground.

enough and
additions to
the

Battle Cobra

Then there are the medium mechs. The clan has a great range
of medium mechs to choose from, fulfilling all types of roles.
These mechs are fast, reasonably armoured and have a good
offensive capability. These are the general purpose mech. In a
group attack these are almost perfect flankers, being fast
armoured enough to do the job. They also make great
recon stars adding that bit more fire power when needed.
My personal favourite is the battle cobra. A mech which is full to
brim with pulse weapons, very good speed and very reasonable
armour for a 40 tonner.

We now come to the light mechs. The clan have some very fast mechs which are perfect for any
type of recon. My favourite is the Dasher H variant. This little guy can never be ignored by the enemy. A 40 inch run with masc and armed with 9! Heavy small lasers. To top it all off it also has a
targeting computer. The dasher is a right David versus Goliath. More than once I have seen this
20 tonne mech run behind an assault mech and alpha strike blowing a torso out and destroying
the mech. Its an almost must for anyone fielding a light star.

All that's left to talk about are the elementals and the vehicles. If clan have a weakness it is in
their vehicle selection. Compared to the huge range of multi purpose vehicles that the inner sphere
have, the clans are quite poor. I personally would not bother with them.
The elementals on the other hand are brilliant. Strap them on to your omni mechs for that little
extra armour on your way in, then drop them off next to the objective. They are great against enemy
infantry and good against mechs when you combine fire.
This is just my view on the clans from what I have come to learn. I still have loads of different
Experiences yet to gain from Classic battle tech.
Paul Williams (Zebs)
Malaki Breen Il Khan Hsien campaign

Classic Battletech and Aerotech


Recent releases from Ral Partha Europe Ltd
www.ralparthaeurope.co.uk

20-346 Crimson Hawk


20-348 Jenner IIc RESCULPT
20-352 Spatha
20-353 Zephyr Hover Tank (2)
20-356 Po Tank (2)
20-359 Black Hawk H Omni
20-361 Thorn
20-199 Baron Destroyer
20-021 Winchester Cruiser

3.95
4.50
4.75
4.75
4.95
4.75
3.75
4.75
4.95

Thank you for taking the time to read through the first issue of Command Post.
Future issues will be produced Quarterly, if you have any ideas for articles you would
like to see or if you want to submit an article yourself, contact either
[email protected] or

[email protected]

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