MegaMek mission testing for Theft and Recon

Written by Grayson Marik on . Posted in Ingame News


Please try to play the next Theft operations as a convoy attack operation like this:


  • defender gets 3 BattleMech Recovery Vehicle (Standard) ( they don’t count towards BV and are not to be listed in drop deck)
  • defender gets 3 J-37 Ordnance Transport (Standard) ( they don’t count towards BV and are not to be listed in drop deck)
  • defender needs to bring them to opposite side of map and make them escape or make then survive untill round limit reached on a rectangular map longer map sides have to be used
  • if map given is bigger than 25×25, roll for a reasonable smaller map
  • if you played such an operation report the following:
    • was the map good for convoy ops?
    • too many/not enough convoy vehicles to kill?
    • too easy/difficult for attacker/defender?

Mission goal

Attacker needs to destroy 5 out of 6 vehicles before they can escape



Both players designate one unit to be the commander unit.

Mission goal

Destroy opponent commander unit.

MegaMek is coming to ISW

Written by Grayson Marik on . Posted in Uncategorised

As HBS Battletech has had connection issues lately, made worse by the last patch, we are yet again looking for a game that can give us our Battletech Fix.

Thankfully, MegaMek has made some good progress during the last years and even agreed to the inclusion of a turn time limit option lately.

Given that, I have set up a small MegaMek based season .

If you want to take part, join our Discord and contact me in the #megamek channel.

CWolf and Multi Player modding

Written by Grayson Marik on . Posted in HBS:BATTLETECH

Hey folks,

let me put your awareness on CWolf and his Mission Control Mod.
Along his work for this great project, he also got persuaded to look into multi player for us, with the following priority list:

  1. Improve netowkr stability (must have)
  2. get more mission types for multi player (should have)
  3. maybe get bigger drops or 2v2 ( nice to have)
  4. maybe get consecutive dempoyments, like in the flashpoints ( one may dream…)

Of course, CWolf will need a lot of time and well, at least a second copy of BT from GoG and will have some other expenses.
Therefore he has set up a Patreon page, so you can support him, if you like.
For his modding work, there is also a Discord online here.

Mercenary Season 7 review

Written by Grayson Marik on . Posted in HBS:BATTLETECH

We have played for quite some time now and I want to take the oportunity to look back and forward on the current season and HBS:Battletech.

The good

We have a constant number of players, who are playing games on a regular base.
Some of the Mercs have almost reached MRBC Alpha reputation and we have found and squashed some bugs at the beginning of the season.

I am optimistic, that we will still be playing in another 2 months, as BV values now start shifting into combat relevant areas, as does ELO ratings.

The new additive ELO procedure, granting a bonus to the weaker player, instead of giving a malus to the better one, seems to generate much less unrest. ๐Ÿ˜‰

The bad

Player numbers, while being rather stable, are still by far not where I’d like to have them. I would rather have the map filled with loyalist units AND Mercenaries, having 10 to 20 times the player number we have now.
Also, I would love to improve or even rewrite the whole thing. But with small player numbers, job, kids etc. Nothing justifies this amount of work, really. But maybe things change, if HBS would give multi player some love finally. Which brings us to…

The ugly

HBS has not improved any aspect of multi player at all, aside from some bug fixes since release.
Disconnects are still an ever present issue.
There are still no generic pilots without special skills for tournament play.
There are neither new multi player maps nor new game modes such as king of the hill, escort, capture the flag or what ever.
Given the current state of multi player, one has to accept, that HBS follows a different plan to keep BT alife, other that a healthy multi player community.

Season 7 – an “Online Mercenary Career Simulator”

Written by Grayson Marik on . Posted in HBS:BATTLETECH

As we have explored faction warfare in large and small scenarios, we are finally turning to mercenary life for Season VII.

In Season VII, you will be able to create your own Merc outfit, either alone or with friends and play against other mercenaries.
Your company will have the oportunity to earn MRBC ratings, which open the doors to more lucrative contracts.
Also, if you are loyal to one of the factions, they might give you access to their limited or even unique faction Mechs, while you are under their employ.

And while we dont have fancy briefing texts, we have mercenary life in a persistent universe against other human players, instead of dump bots.

In order to sign up, you need to create an account on and then join our Discord and just post your desired unit name and your login name into the Season 7 sign up channel.
Once the season starts, the units will be created.

P.S. If you want to support this project, you can use the donation button or Patreon ๐Ÿ˜‰

Season V Launch Update

Written by Grayson Marik on . Posted in Uncategorised

As we have now a sufficient number of player sign ups for all factions, The new Season will launch on Wednesday 12th of June 22:00 server time.
At this point, I will issue all elected CO user roles, so the units switch to active and can be used.
However, in order to give each faction time to prepare, there will be a peace time until Friday 14th 20:00 server time. During this peace time, all ship travel ahs to stay within own space. If you launch a ship and coss another factions border, I will delete the Jump Ship, attached Drop Ships and loaded Mechs without replacement. At the 14th, 20:01 server time, the battles may begin.
Sign ups will stay active, so factions can accept new players at any time. A closure of sign ups will be decided later on, given player numbers etc.

Season V Sign Up Status Update

Written by Grayson Marik on . Posted in Uncategorised

As we are closing to playable numbers now, I expect the Season to be ready to start in a few days.

Come on people, sign up for your faction and fight with us in this glorious First Succession Wars Setup!

ISW Season V – First Succession War

Written by Grayson Marik on . Posted in HBS:BATTLETECH, Ingame News

Sign ups for our upcoming season V are open effective immediately!

Use the menu: league/Join Season V or this link.
Be reminded, that you need to be signed in to ISW page, in order to sign up.


After Stephan Amaris destroyed the Star League and General Alexander Kerensky lead the SLDF into it’s exodus, the lords of the great houses cannot agree to a new First Lord of the Star League.
When Minoru Kurita steps forward by declaring himself First Lord, all other House Lords do the same and fighting errupts throughout the whole Inner Sphere…


  • Start date will be determined upon release of HBS Battletech DLC Urban Warfare, based on sign up numbers, multi player stability post release of DLC etc.
  • All 5 great houses will have the exact same economical strength at start, which is 19 planets consisting of total 180 sectors
  • All factions will have unique Mech building queues for factories and markets:
  • Mech markets can produce light to heavy Mechs and cannot be sabotaged
  • Faction lead will be determined by vote within the factions
  • Each faction will start with 1 market and 15.000.000 C-Bills for building and production
  • Factories can produce all Mechs of a faction, including assault class. Factories can be temporarily disabled by sabotage
  • new HBS Mechs and maps included (Raven will be available to all factions for fairness sake)
  • Sign up script makes sure time zone and skill get spread evenly throughout factions
  • Win conditions will consist of a 3 section point system, split in
    • economy points – how much money, how many Mechs you have
    • combat points and – how many fights you did, how many you won/lost
    • domination points – how many sectors you hold
  • Season end date will be 15th of December

Rules updates

Player Combat tickets

Each player starts with 2 combat tickets. After a fight, a ticket is removed from the player and all other players of the given unit are set back to 2 tickets. Spread fights evenly among yourselves to prevent players from running out of tickets! A player without tickets cannot fight! He will need to wait, until another player of his unit has fought a battle.

Attack Limits

A unit can have a maximum of one Planetary Conquest, one other attack and one counter declared against the same unit at the same time. This means that Unit A can declare one Planetary Conquest + one Raid,Theft, Recon, Sabotage Run and one Counter against Unit B, and Unit B can do the same to Unit A.

Round Limits

  1. Counter, Recon, Theft, Planetary Conquest drop 1: 20 rounds
  2. Sabotage, Planetary Conquest drop 2: 25 rounds
  3. Planetary Conquest drop 3: 30 rounds
  4. Landing Zone Raid: analogue to Planetary Conquest drop 1
If a match is not finished uppon limit, following procedures take place: If both players agree, match goes on until resolution. If not, the party, which has the higher BV value still standing goes out as winner. Mechs, which do not have any weapons left are reduced to 1/3rd of their BV, Mechs which lost a leg or side torso to 50% of their BV.

Mech XP

  1. Rookie Mechs earn 0% BV reduction from Mech class default BV
  2. Novice Mechs earn 3.33% BV reduction from Mech class default BV
  3. Average Mechs earn 5% BV reduction from Mech class default BV
  4. Veteran Mechs earn 10% BV reduction from Mech class default BV
  5. Elite Mechs earn 12% BV reduction from Mech class default BV

New Fight Type: Theft

You attempt to steal Mechs from your opponents faction, which your faction cannot produce.


2d3 dice chance to salvage a Mech. ( which makes 2 to 6 Mechs )

updated fight type: Landing Zone Raid

LZR are attacks against an enemy staging area, which can be conducted 36 hours after enemy landing (no matter if ships unloaded or not). It is fought like a Planetary Conquest but all 3 drops have a 20 rounds limit.


30.000 C-Bills per won drop.

Planetary Garrison Bonus

Garrison bonus is weight based now.
  1. Income (200 tons), 1.0x
  2. Income (300 tons), 1.125x
  3. Income (400 tons), 1.25x
  4. Income (500 tons), 1.375x
  5. Income (600 tons), 1.5x
  6. Income (700 tons), 1.625x
  7. Income (800 tons), 1.75x
  8. Income (900 tons), 1.875x
  9. Income (1000+ tons), 2.0x