BattleTech: The Crescent Hawks' Revenge

Moby ID: 233
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Description official descriptions

BattleTech: The Crescent Hawks' Revenge is the sequel to BattleTech: The Crescent Hawk's Inception. It is the year 3029 during the Succession Wars; as the nineteen-year-old Mechwarrior Jason Youngblood of the Lyran Commonwealth (House Steiner), it is time to strike back at the treacherous forces of the Draconis Combine (House Kurita), who captured Jason's father in the original BattleTech, and whom he has sworn to rescue.

Unlike its predecessor, the game inclines more towards RTS (real-time strategy) than role-playing gameplay style. The player will lead the forces of 31st Century BattleMechs (Warrior Robots) in a daring mission of rescue and revenge. The game consists of two parts - the storyline, which gives the player guidance and direction, and changes with the outcome of every decision made; and the scenarios, which are the arenas where the player watches his/her maneuvers unfold in real time. The game has digital speech and a technically advanced musical score.

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Credits (DOS version)

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Average score: 61% (based on 4 ratings)


Average score: 3.6 out of 5 (based on 12 ratings with 2 reviews)

The Producer/Designer Speaks

The Good
This game was my attempt to take the turn-based rules for BattleTech and make them real-time, to simulate the pressures of command. Thus, what I called a "Real-Time Wargame" was a prototype of what would later be called "Real-Time Strategy." I think the game accomplished this goal. Also, allowing the player to command just about every Inner Sphere 'Mech Type, plus a number of vehicles and go against some Clan 'Mechs was something cool. Finally, the scripting language we used to make the scenarios dynamic, and allowed players to build their own stratgies worked really well.

The Bad
The biggest failure of the game was inadaquate feedback into the specific damage each 'Mech took (I generalized it to make it simpler, but it was kind of frustrating). This simplification also hid the fact the game worked EXACTLY like the board game, so users could not tell easily what affected their combat rolls. Also, I wished I had designed a "phased action" game to go along with the real-time one (i.e. so you could play exactly like the table-top version). That was a feature lots of hard-core players would have liked.

The Bottom Line
A fixed, campaign-based RTS (i.e. you do not build structures or units, and your actions in one scenario will affect your next scenario) with AI personalities.

Check it out if you can find one!

DOS · by Tony Van (2797) · 2002

a great game for the time, well worth a look for BattleTech fans even today!

The Good
- the storyline: it sticks very closely to the BattleTech RPG/boardgame universe, and by the time you're through with the game you have a sense of accomplishment. Hey, even the little merc team you play in MechWarrior 1 makes an appearance!

  • the graphics and controls were TREMENDOUS for the time being. Actually, while Dune 2 is often heralded as the first ever real time strategy game, this game could be considered it as well, although it was a vastly different game than the Dune's, Command & Conquer's, etc. This game beautifully combined the boardgame mechanics (which is turn-based, by the way) in a real-time strategy game which gives you a sense of urgency.

    The Bad
    Nothing, really, if you're a BattleTech fan. The only nitpick I have is that the boardgame designers didn't really get the kinks out of all the clan-equipment yet and thus "hybrid rules" are used: a clan ER PPC and an inner sphere ER PPC were identical, etc. Nothing major though.

    The Bottom Line
    If you're a BattleTech fan it's well worth a look.

DOS · by Gothicgene (66) · 2001


Gideon Braver Vandenburg

Along the way, we learn the noble but tragic fate of Gideon Braver Vandenburg, leader of the Blazing Aces mercenaries from MechWarrior: he died in his Phoenix Hawk, kicking Ghost Bear butt in a 5-on-1 fight.


Real-time strategy

This game is the first real-time strategy game Westwood ever developed. The format was tweaked and changed later in Dune II: The Building of a Dynasty and Command & Conquer


Mechwarrior's last names in one campaign are famous horror directors and Infocom game writers in another.

Information also contributed by Matt McLaine and Tony Van.


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Contributors to this Entry

Game added by Trixter.

Additional contributors: CygnusWolfe, Patrick Bregger.

Game added August 21, 1999. Last modified April 10, 2024.