<!--
	Title: (Review) Infocom's Battletech: The Crescent Hawks' Revenge Unleashes Its "Lethal Heritage"
	Authors: J. D. Lambright
	Source: Computer Gaming World, v11(2)
	Date: February 1991
	Transcription by Steve Derby
-->

<img class="float-left-half" src="/public/img/articles/cgw-crescent-hawks-revenge-review/crescent-hawks-revenge-art.jpg" alt="Battletech: The Crescent Hawk's Revenge art">

<table class="article-sidebar-dark" style="border: 3px solid;"><tbody>
<tr><td>TITLE:</td><td>Battletech: The Crescent Hawks' Revenge</td></tr>
<tr><td>SYSTEM:</td><td>IBM</td></tr>
<tr><td>PRICE:</td><td>$49.95</td></tr>
<tr><td>DESIGNERS:</td><td>Barry Green & Tony Van</td></tr>
<tr><td>PUBLISHER:</td><td>Infocom<br>Menlo Park, CA</td></tr>
</tbody></table>

Set in **FASA's** *BattleTech* universe (created for the boardgame and
novels), the closest popular analogy to *BattleTech: The Crescent Hawks'
Revenge* would probably be the recent film *RobotJox*. Although the movie was a dismal
disappointment, it did show true 'mech battles as they might appear in a one-on-one
situation and does give one an appreciation for the monstrous machines of destruction
(heretofore seen primarily in Japanimation like *Fang of the Sun Dougram*) which are
piloted by a warrior elite.

As noted in *CGW*'s [sneak preview of the game](/library/cgw-sneak-preview-crescent-hawks-revenge) (#76, p. 36), **Infocom's** *BattleTech:
The Crescent Hawks' Revenge* (*Revenge*) places the player in the role of Jason
Youngblood. Jason is the son of a war hero who is pitted against House Kurita, an
enemy combine who has captured his father, the best Phoenix Hawk pilot alive (as
detailed in *Battletech: The Crescent Hawks' Inception*). The player, along with three
friends specifically recruited for the job, attempts to get information from Morgan Kell,
legendary leader of the Kell Hounds. Piloting a BattleMech ('mech), those gigantic robotic
fighting machines from the 31st century, and in command of a "lance" of other 'mechs
(four to a lance), his primary objective is to rescue his father.

## What's in a 'Mech?

Since *CGW*'s initial look at the game as a
work in progress, *Revenge* has reached its designed scope of
more than 25 different scenarios (as opposed to the six which
were mentioned in the sneak preview) and the design team has
added more 'mechs than one could shake a Harpoon-6 SRM
launcher at. Also, the function key controls which the authors of
the preview cautioned players about have been made more effective
now, so players do not have to chase a 'mech around with
the cursor in order to gain control of it. With the addition of more
weapons systems and better armor and armament as the player
improves, it becomes a difficult choice in how to best recruit for
one's lance. Players must study each 'mech carefully, trying to
get low heat factors while maintaining high
armor and armaments. One should be particularly
careful not to choose a lance which
consists purely of long-range fighters, for example,
because there will inevitably be those
times when one must stand toe-to-toe and
slug it out at close quarters.

The jump jets were not operative in the version previewed by *CGW*, but they function
beautifully in the actual game. Jump jets are of some importance when maneuvering
through heavy forests and over low hills. These jets fire (almost looking like the entire
'mech is on fire!) and the player can fly over almost any obstacles. The tradeoff is that this
adds tremendously to one's heat factor.

## War is What You 'Mech It

As the first six scenarios were previously described in the sneak preview, this article
will focus on the subsequent ones. *Revenge* is broken up into five sets of scenarios. The
different worlds provided therein provide the basis for these scenario sets and each progressive
set increases in complexity. The player starts off commanding a single lance and
ends up commanding three lances (a total of twelve 'mechs) by game's end.

<img class="float-right-narrow" src="/public/img/articles/cgw-crescent-hawks-revenge-review/crescent-hawks-revenge-screen-shots.png" alt="BattleTech: The Crescent Hawk's Revenge screen shots">

The second series of missions, designated Operation: Liberty, takes place on Dieron. In
attempting to rescue the prisoners being held there, one of which might be Jason's father,
the player is given the choice of two heavily armed or three lighter armed lances. As well,
the player determines whether the lance will take the route through the mountains, the
slowest route, or the forest road (faster, but more heavily defended). This reviewer successfully
tried both ways and found the play balance to be excellent in each.

*Hint:* One should set all 'mechs, except for the APCs, at flank speed. Since the APCs are
faster, they would outrun the other 'mechs and cannot hope to survive by themselves because of their lighter armor. Remember,
if the APCs are destroyed, the scenario is over.

## 'Mech Donalds? Some Fast Food for Thought

Playing the game at speed one is to the player's advantage
since he can make moves and change those moves many times
each minute. The only time players are likely to want to use the
fastest speed is when travelling long distances. Watch out,
though, as one may encounter an enemy and have the battle
resolved before being able to react it.

Though *Revenge* is not so much an exploration game, it might
be to the player's advantage to send a 'mech north along the
road after leaving the mountains (before turning south to go to
the city). A reward awaits the player who finds the time to collect
it!

Once inside the city, send the APCs south to Y56 along with
Jason's 'mech, leaving the others to battle the city's defenses.
Even if the trip north is made, one should have no trouble with
the city defenses until reaching the prison.
Concentrate fire on Y56 to knock down the
prison walls, then load the prisoners in the
APCs and "get the heck outta' there!"

After leaving the city, the player will be challenged
directly by Chiun, the fiercest opposition
warrior, but it is inadvisable to confront
him, even if sufficient time is available. In fighting
Chiun at this point in the game, the wear
and tear on friendly 'mechs tends to cause
the player to have to try the scenario over
again. Since there is no save feature until
after completing the scenario, this premature
encounter with Chiun is best avoided. Instead,
one should sprint through the mountains (the
forest road will be strafed) and wait at the
west exit until five minutes before the dropship
is scheduled to arrive. At that point, get
a move on and head out to the ship where
the player will be rewarded with a new discovery.

## 'Mech Boot Camp (A Really Big Shoe)

The player will then be promoted and sent
to the Arc-Royal training world, there to hone
his skills for later battles. Since there was no
training offered at the beginning of the game,
this is the player's chance to learn some tactics,
tactics that are vital to learn if one
wishes to finish the game.

There are six scenarios to this series, three
offensive and three defensive. One gets to
choose from a smorgasbord of 'mechs with
the latest in armor and weapons (begging the
question "Where can I get my hands on these
beauties?"). Study the objective of each practice
mission and learn what it takes to win.
Each scenario starts with a full complement
of command, fire and recon lances, each at
full armor with no damage (this is training,
after all). Use all the tactics learned in previous
encounters and be sure to experiment
with new ones.

Find out how to use strafing to full advantage as it is more effective
than the rolling barrage or firing shell coordinates. If the
uplink is jammed, use the intelligence command to find out
where the various lances are, then shell them to death! Be careful
with the strafing command here, though, as it can also
destroy one's own command. Remember, strafing is vertical and
horizontal from the selected square, so make sure to avoid the
line of fire. Check the jumpship often and change coordinates
whenever the enemy is either destroyed or moves. Try to lead
the lance being attacked, and attack along roads (as they are
often used by enemy 'mechs).

## Tin Clans

After a while, the player is given command of the Crescent
Hawks against a new enemy, the Clans. They are formidable opponents
and threaten the very existence of the Inner Sphere
(other than that, not much is known about them). The Houses of
Steiner and Kurita have joined forces to defeat this new menace,
so the player boards a dropship and sets off for Luthien to combat
the Clans. Along the way, just when the dropship is charging
its drive, a distress call comes in from the planet below.
Kaesong, it seems, is under attack from the Clans. Those who
have read Michael Stackpole's novels for **FASA** should instantly
recognize elements of *Lethal Heritage*, a novel in the recent
series.

Now the player must choose between obeying Morgan Kell's
direct orders to proceed to Luthien or helping the beleaguered
planet below (not to mention the chance to engage these new
enemies). Assuming you decide to rescue the planet, you must
choose the method of descent, either dropship or by jump jet. If
by jump jet, it will not be possible to take all of the 'mechs;
hence you can easily find yourself vastly outnumbered and outgunned.

Proper tactics include continuing use of strafing and concentrated
fire. After the battle, a distress call from the nearby city
will come in. They also are under attack. Naturally, at this moment,
a call comes in from the ship that it is ready for immediate
departure. What to do? Attacking the Clans at the city (hint)
might lead to a reward, though Morgan will almost certainly chew
the player out. Use the dropship uplink to strafe the city and the
Clan 'mechs. Take the reward and then proceed to the final objective,
Luthien.

## Mixed Nuts (and Bolts)

On Luthien awaits the biggest surprise (sorry, no hints about
this one). In this, the longest scenario in the game, the player
must protect a convoy (twenty minutes minimum). Playing at
speed one (the fastest suggested playing speed for this
scenario), it can take over an hour to complete.

Pull the recon lance back to the base and strafe the Elementals
"with extreme prejudice." One-on-one fighting with these smaller
Clan 'mechs will prove to be a *big* mistake (all 'mechs will be
needed at 100% if they are to complete this series and win the
game). Puma tanks appear later and must be destroyed before
they reach one's command area, but be warned that they are
tough opposition!

Once loaded, have the two lances head for the southwest quadrants
and find some place to hide before the convoy exits from
the map to the west. One must hide out for approximately eight
minutes until reinforcements arrive (from the southwest) or
engage the Puma 'mechs (another bad idea) until help arrives.
When the help arrives, be certain to protect the newly arrived
'mech, since the pilot is the only one who can control the drop-ship
for pickup. Next, proceed to the proper coordinates for pickup,
receive reinforcements, and, if possible, prevent the Clan
'mech from exiting the map to the northwest. If the newly arrived
'mech is killed, there will be severe penalties. If the new 'mech
on the block lives, the player will rewarded with extra personnel
and 'mechs.

## Pass The Can Opener

The final scenario finds the player in command of both
Kellhound and Kurita lances against the Clan forces. Choose the
Kurita commander's son's lance and destroy all Clan 'mechs to
prevent them from reaching their dropship. Try to capture the
Clan Commander; if he escapes (or is killed) the scenario will
have to be replayed. The player will be rewarded (as will all who
played, dead or alive) and continue on to the next game in the
series (if there is to be one).

Many things that were a problem in the beta version (played for
the sneak preview) have been corrected. The 'mechs still tend to
change from "Fire-at-Will" to "Fire Defensively" and, when a target
is destroyed, a new target is not selected, even if it is directly
next to the victorious 'mech. These are minor in comparison to
the effect that this game has on players. When combined with
VGA, MCGA, EGA and Tandy graphics, plus the support of almost
every sound card available, there isn't too much to complain
about. The full effect of explosions and rocket fire from the
speakers in this reviewer's office brought his family running in to
watch the fun.

As the sneak preview noted, *BattleTech: The Crescent Hawks'
Revenge* is more effective as a computerized version of the
boardgame than as the adventure game many will expect when
they see the **Infocom** label. This reviewer believes that being
able to have satisfying battles without having to get out the tape
measure and stacks of charts (required of the boardgame version
of *BattleTech*) makes *Revenge* a very enjoyable playing experience.
Therefore, he can wholeheartedly recommend the
game. Indeed, Infocom has published the game every *BattleTech*
devotee has been waiting for. Would anyone like to buy a
set of *BattleTech* miniatures?