![]() ![]() I had to run it in zigzag patterns to keep it further out of harm’s way, and to allow its long-range weaponry do the heavy lifting. The Cyclops is not meant to go toe-to-toe with enemy lances. Too often I’d let it run ahead of the pack. The Cyclops became an instant favorite for me, though I had to slow my roll and not take too much advantage of its swifter movement abilities. ![]() Then there’s the assault-tonnage Cyclops, the big brother of the three newbies, which is a little faster and a little bit more fragile than comparably sized mechs, but comes in two configurations poised for long-range combat in one, and medium-range combat in the other. The next is the heavy-tonnage Hatchetman, intended to be a guerrilla warfighter and close-range combatant, that, to the best of my knowledge, is the only mech to come equipped with a mech-sized axe in its hand. The three new mechs start with the medium-tonnage Crab, an all-energy-weapons platform designed at the tail end of the Star League era (a long-gone golden age). ![]() Altogether, those three elements make up the gist of the Flashpoint expansion: new mechs, new maps, new missions. The other being the introduction of flashpoints, back-to-back “high-stakes short stories,” as the ads have put it. One being the introduction of three new mechs. Flashpoint is a seemingly modest push in a few obvious directions for BattleTech. ![]()
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