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Battletech: The Crescent Hawk's Revenge Walkthrough


This version of the BATTLETECH game is much more closely aligned with the
FASA standard BATTLETECH combat system. As with all walkthrus, it is best
used as a reference when you get stuck; however, in BATTLETECH even the
right strategy will not always yield the desired results. So, this is
more of a list of strategies that worked for me but which might need
modification to suit your own needs.

In many of the scenarios, you will start out with new mechs.
Unfortunately, you will often find there are times when you have to use
severely battered mechs, and you may even have lost some. Now, on to the

Hint: Make photocopies of the maps starting on page 118 so you can plot
where enemy mechs are anytime that the satellite link is active.


The first thing you will do is select the mechs for your first drop. Grab
the hardest hitting mechs you can -- especially those with good,
long-range capabilities (give Jason the Griffin). The dropship is shot
down, two mech pilots are killed, and you land in the drink with no mechs
to use. But there is a "blind" Jenner being piloted by Grease Anderson;
you need it to guide you to a Locust that is coming in to finish you off.
The manual describes an effective strategy in the Quick-Start section for
the first two scenarios.

The Dragon scenario is tough, and you will need to ensure that you don't
go one-on-one with him. Stick to a close-knit formation and keep your
mechs moving (you can't afford to slug it out).

The Mobile HQ scenario is tricky as you will need to nail it as soon as
possible because it moves very fast. The HQ starts out just to the north
of your Mech force. So, quickly plot an intercept (using the road where
possible). The Phoenix Hawk, which is pretty fast, is your best bet (.2
MPH faster than the HQ).

Engage overburn, but keep an eye on the heat buildup when you get to
firing range. Turn on Fire-At-Will as you close. In addition, get all
your other mechs moving west as fast as they can; there's some
heavy-hitting stuff coming (including Rommel Tanks) from the east, and
you need to regroup with the Phoenix Hawk once the HQ is nailed.

Another Hint: If you can't get the satellite link to work, there's still
the chance that you can spot enemy mechs by looking for their tracks
through woods and grass!


Here, you receive a couple Urbanmechs which are very slow; so, try to
keep them on the road. Try to keep them on intersections giving you
crossfire and good long-range capability against the short-ranges of
infantry and jump troops. The loader will pick up the ammo from different
parts of the base automatically, but you will need to control it outside
the city which is tough: An Assassin mech is blocking the gates!

Team up the two urbanmechs and the truck behind the building near the
gate (remember the truck moves fast, so don't get it too far out in
front). Move the mechs to the north of the gate; keep them moving and the
Assassin should chase and overrun you. Put the urbanmechs between him and
the gates and get the truck moving (keep to the road) like the blazes out
the gate. You don't need to destroy the Assassin to complete this


The real trick here is in keeping together and out of sight as long as
possible until you are needed to make your attack, but you need to stay
nearby. One good strategy is to head into the thick, forested area in the
center of the map. You can make quite a lot of undetected movement toward
the north in 20 minutes. Again, there are heavy mechs here, so
concentrating your firepower is a must.


You can take either of two routes: around the mountain or through the
passes. I would recommend the latter because you are less likely to lose
the APCs (needed for the city scenario). You will run into Rommel tanks
and Drillsons -- the most dangerous foes in this scenario. You will need
to keep the heavy mechs out front and the APCs to the rear. When you
clear the mountains (and before you enter the city), send either a mech
or the APC to the northeast: You will find a mech repair facility, and
receive four shiny new Crusaders to attack the city.


You start just inside the gates and will need to move the APC lance very
quickly to the east. To give yourself more time, immediately set the game
speed to 1. Move the remaining mechs south to the large crossroads, and
hold them there until the APC is clear.

You will be attacked by a Drillson and some Skulkers. Disable the
Drillson as soon as you can. As soon as an enemy has a movement of
"none," move onto another target, as you can move out of a disabled
vehicle's range quite easily. Move quickly to the prison with the
Crusaders (I simply moved the lance target to the prison gate). Move the
APC lance to the east wall, and move them close to the prison as your
mechs are closing.

About now, I set the speed of the game to 8 and waited until I heard
firing, then I moved the APC lance in. Blast a hole in the wall, move the
APC in, get the prisoners out, and get the heck out of there. Don't
bother going after the infantry; they are in endless supply and only
whittle down your Crusaders (you will need all the firepower you can
muster to get out the gate).

Move the mechs back to the large crossroads and keep the APC nearby. You
can target the APC lance on lighter targets like Skulkers. The tanks
guarding the gate have no long-range firepower and won't budge, so you
can pick them off with relatively light hits, _if_ the infantry isn't in
too hot pursuit!

This is one of the toughest scenarios in the game. Once you have escaped
the city, you have to make a run back through the mountains with whatever
mechs you have left. Unfortunately, there is a Kurita warrior, Chiun, who
has sworn to roast you; the Kurita have planes strafing the roadways, so
keep moving. Interestingly, they are almost single-mindedly after Jason
Youngblood, so they will only shoot at other mechs in passing.

Move all of your mechs (except Jason's) up the road, and take the first
left turn. Go just a little way off the road to the south, line up your
mechs (and even the APC lance!), and start firing into the forest in
different spots to set fire to it. This will definitely help heat up the
enemy mechs and give your mechs a better shot. After a bit, much of the
forest will be ablaze. Cease fire to cool off, set the speed to none, and
your firing instructions to "fire at will."

Meanwhile, Jason's mech should move northwest a little way from the gate
and wait by the lake. As soon as the enemy mechs clear the burning trees,
they will come after you. Move west to the mountain's edge, then north to
put the forest between you and the enemy lance. Follow the enemy mechs
with your remaining force (the enemy won't be firing much), and fire
defensively (or target bits of forest in their path -- they're still only
after Jason and won't deviate). I even set the APC lance to fire-at-will
(they took out an Archer) and they didn't get scratched.

Even if one mech breaks free, provided Jason's mech is in relatively good
shape, he should be able to finish it off. Regroup both lances, and send
the Crusaders round the mountain. Meanwhile, send your mech and the APC
at full speed through the mountain passes, and you should not meet any
resistance until you clear the opening at the other end. Wait just inside
until your other mechs arrive. Your mechs should meet a Rommel tank and a
Drillson or two at the northern entrance to the mountain (they would've
come in after you). Because they are in a line, advance slowly and
concentrate your firepower on the nearest vehicle (again, if you disable
a vehicle, move on to the next).

Finally, the mech will meet a couple of Rommels and a Galleon or two.
Draw them off and they will follow; meanwhile you can make a dash for the
dropship coordinates and wipe the sweat from your brow! Don't be
surprised if you lose a mech or two in this scenario!


The training grounds are relatively straightforward but give you a taste
of using the satellite link and artillery: Use it as much as you can.

On the assault session, hold your mechs back in a concentrated large
formation to the south of the target. Shell the heck out of the target
area where four heavy mechs should be sitting ducks (why get shot at
yourself?); you might actually destroy one with shelling, but you will
certainly make some dents in them. With about three minutes to the
deadline, make a rush at the target area (don't forget to turn the
shelling off).

Use the same strategy with the "defend position" scenario. Shell the
oncoming mechs and look out for stationary reserves: They're easy
pickings. Again, if you lose the link, look for footprints and water
ripples, and shell them instead. Rolling barrages are good for troops on
the move. But just make sure you keep it coming!


Again, where possible, go for the heavy hitting, long-range mechs, and
especially the upgraded mechs. Make sure Jason is in something with lots
of armor.

Do stop and help the locals at the first jump-point. If nothing else, it
will raise the skill level, and in the "protect the city" scenario, your
mechs will be repaired for you.

In the first scenario, just keep your mechs in a tight formation,
concentrate long-range firepower, and you can pick off the enemy (they
seem to attack in columns).

In the city scenario, use the satellite link, and set up a strafing run
on the heavy mechs near the gate. Move your fire lance quickly down the
wide street, and have them set up shop on the far side of town (stop
strafing when your fire lance nears the fire line or you'll get hit,
since strafing a point actually strafes two lines that cross at that
coordinate!). Send your scout mechs up north to keep an eye out for
flankers, then move them in behind the enemy. Move the heavy mechs in,
set them up about one-third of the way in, and you can catch the enemy in
a crossfire. Having beaten the Clan, you will get your mechs repaired by
a grateful city.

The Luthien Campaigns can only be won by continual strafing, shelling,
working at long-range concentrating firepower, and keeping your mechs out
of firefights as much as possible. The mountainous terrain is ideal since
the enemy is channeled down passes which can be easily strafed and/or

In one of the most difficult Luthien Campaigns, you will come across
Elementals -- nasty things; they're slow, but devastating at short range.
They appear at the northeast, so strafe the heck out of that area. Move
your mechs so that you can get your long-range weapons working to your
best advantage: Avoid close combat at all costs.


The final scenario involves destroying the Clan Galaxy Commander's mech.
You will need to move your mechs immediately north and locate them about
two-thirds of the way up the map. Strafe the central corridor until you
have nailed a puma or two. After a while, try crossing the corrider
around the south of a building (roughly in the center of the map): There
are four Madcats waiting there. Wait for the remaining Pumas and nail
them when they emerge from the passes (don't move, they'll come to you).
Immediately move west at top speed and get your mechs to a storage
building (you protected this in an earlier scenario). Somewhere along the
way you will be told that the Galaxy commander is in the area (four more
Madcats). Remember to turn off the strafing as you cross the line of
fire; turn it back on again when you are clear! Stake out the area south
of the grassy/forest peninsula and wait. You might want to strafe the
oncoming Madcats if you get a satellite link (move your mechs to one side

---THE END---

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