Battletech Revels in the Cost of War
Over the ridge, I see a turret. It’s balanced on top of a tower, surrounding the massive walls of a pirate base that my mercenary crew has been tasked with destroying. Our four ‘Mechs idle in the shadow of the night, their headlights cutting streaks through the gloom.
The turret isn’t that bothersome—in Battletech, turrets are minor enemies, slow to fire and naturally immobile. What I’m immediately thinking about is not the turret, but the wall. The enemy ‘Mechs surely just outside of my visual range. Currently, we are not “in battle”, as my lumbering crew has yet to enter radar range of the enemy stronghold, and so it is quiet, with only the massive engines of my compatriots’ vehicles audible.
It is in moments like these, the calm right before the battle, that Battletech is at its most powerful. Not because the battle itself is disappointing, far from it, but because it’s in these quieter moments that I am thinking about all that is at stake. This isn’t a story mission, it’s one of the many optional missions that you as a commander can take in order to make a few more precious C-Bills before the monthly finances hit.
If a single ‘Mech of mine loses even a single limb, that will cost thousands of C-Bills to repair, and weeks in a repair bay. The money that we are making off of this successful mission could end up only being pennies if too many of my units are harmed. That’s not even taking into consideration the pilots.
In Battletech, ‘Mech pilots can be harmed—even killed—while their ‘Mech still stands. An injured pilot spends months in recovery, during which they can’t command a ‘Mech nor offer help in other ways. A dead pilot represents months of in-game training time lost, not to mention the simple hardship of losing a character you had any sort of attachment to.

Battletech (developed by Harebrained Schemes and published by Paradox Interactive) revels in the cost of war. Every tactical or financial decision you make comes back to haunt you: Was that shot too risky? Will I be left overextended? Should I have splurged on the new ‘Mech bay, knowing that that means we will need to take another contract before the month’s end?
Like other media in the vast Battletech/Mechwarrior universe, 2018’s Battletech glorifies the mechanic as much as the ‘Mech. Refitting and retooling your ‘Mechs is a constant part of the game, and even with a few affordances for accessibility, it still contains the complexity that will either drive away players or hook them even tighter. ‘Mechs are fully customizable to the extent of their chassis: Every limb or portion of a ‘Mech includes slots for equipment, and various hardpoints for a player to attach one of the four weapon types in the game: Energy, Missiles, Cannons and Support weapons.
At times, the game can feel simply unfair. As a player, you are tasked not just with in-battle tactical choices but also the day-to-day of running a BattleMech mercenary outfit, including hiring crewmates, maintaining a spaceship, and the aforementioned fitting-repair-refitting cycles that are required after every battle that your ‘Mechs come out scathed.
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