Don’t get me wrong—I love taking a Jenner for a leisurely jog through the mountains or laying down a blanket of LRMs to glass the shimmering sands of a haunting, lonely desert. But that’s never been the natural environment for mech battles, as far as I’m concerned. The iconic BattleTech experience is punching your enemies right through the front window of a seafood restaurant, demolishing some high-rise apartments with stray laser beams, and having your lightweights dart in and out of a dense office park to take sneaky pot-shots. Urban Warfare delivers on that experience, among other things. And it feels good.
The metropolitan environments in Urban Warfare are well-designed and present novel tactical challenges. The maps I’ve seen so far seem to be a good mix of terrain types, with crowded streets and skyscrapers broken up by open plazas and city parks that make sure you have some options if street-to-street brawling and gunslinging isn’t your style. This creates some niches for lance compositions that aren’t especially viable in BattleTech’s other environs. I found the widespread availability of cover and sight blockers to be a boon to lighter mechs, especially. Using their speed to set up very narrow firing lines and then darting back into safety can be very powerful, especially with accurate, long-ranged weaponry.
And if you’ve got jump jets, even more new possibilities open up since you can jet up to the roof of most buildings to rain death from on high. I found this to be a very powerful scouting ability as well, allowing me to take up a position on a well-placed tower and spot for my indirect fire mechs without putting any of my MechWarriors in too much danger. This tactic does present its own risks, however, since just about everything is destructible. Missed shots now hit objects behind your intended target, and you can target buildings directly. A scout mech that takes a fall from 30 stories because an enemy Colossus decided he wasn’t a fan of that particular city block is going to be a bit worse for wear, and totally exposed as a result. The same is true if an enemy is using the urban sprawl for cover. With enough firepower, you can literally level the playing field with just a bit of high explosive and elbow grease.
Beyond creating new tactical opportunities, it just looks and feels right. Games and movies about giant robots hit a sweet spot when their well-oiled stars are racking up millions in collateral damage, crushing minivans underfoot, and giving insurance companies heart attacks. It’s such a joyous and resonant experience that the expansion could have easily been called BattleTech: Homecoming.
The other major expansion feature is electronic warfare, which comes in two varieties. Electronic Countermeasures can jam long-ranged targeting, which is a great way to shut down opponents who like to strap LRMs onto as many hard points as possible and shower the battlefield with ruin, occasionally hitting an actual mission target. So it’s there to specifically counter my playstyle, basically. Lucky for us indirect fire fans, the accompanying 1.6 patch adds the Catapult C4 as a consolation prize—a variant that dares to ask, “What if missiles, but too many?”
On the offensive end of electronic warfare, you can now deploy Active Probes, which remotely provide data on a targeted area of the battlefield without having to risk the life of that new guy who got stuck with the Locust until he can prove he’s responsible enough for a real mech. These can be very powerful, especially on urban maps where sight blockers are plentiful. Since I like to run with heavier, slower mechs most of the time, it’s really nice to have an alternate option for scouting.
Most of the other significant changes relate to the career mode, and I haven’t had the chance to dig into them too deeply just yet. The galaxy map has been expanded with around 50 new star systems, new event chains, and new contract types that can involve taking on multiple opposed factions at once in three-way free-for-alls. Collateral damage can also now affect mission payouts, so you might have to resist the urge to fell entire cities in some cases. That’s all free in 1.6. With the Urban Warfare DLC, we’re also getting new flashpoints with original crew dialogue and an Attack and Defend mode that sounds kind of like turn-based DOTA—the enemy base will continually churn out vehicles to attack your side’s HQ until you blow the thing to bits.
BattleTech definitely feels like a more complete and varied game with the addition of urban maps. And there’s no denying that laying waste to the urban environments with giant, stompy death machines is one of life’s simple pleasures. You’ll be able to try it out for yourself today.


BattleTech is planning a city break this summer with the Urban Warfare expansion. Up until now, lance battles have mostly taken place in the wilderness, with the occasional trip to a gloomy outpost, but with Urban Warfare you'll be able to kick the oil out of mechs on city streets and rooftops surrounded by destructible buildings. Check out the trailer above.
Urban environments aren't just a nice change of scenery; they'll also present new tactical challenges. Buildings offer plenty of places to hide and lots of cover, but you can also kick them down and deny the enemy safety. Health and safety is clearly not a big concern in these cities, either, as there are explosives scattered around, just waiting for to be set off.
As well as being able to use the tried and tested 'hide behind a wall' method, you might want to try the new ECM tech, once lost but recently rediscovered, which will make you and nearby friendlies invisible, at least to enemy targeting systems. Of course there's a counter, so you'll need to watch out for mechs equipped with probes. This tech sounds like it should come in just as handy outside cities, too.
There are two new mechs, one of which packs both the ECM and probe, and it's not just mechs with some tricks up their sleeves. You'll have to fight three new enemy vehicles sporting prototype ECMs and probes, as well.
The last expansion introduced branching story missions, Flashpoints, and Urban Warfare adds another to the list, along with a new kind of encounter where your lance will have to take out an enemy base while trying to protect their own from enemy attackers.
It's quite a bit more than a new biome, then, though that's still definitely the highlight. I'm sick of trees. Give me a skyscraper to punch.
BattleTech: Urban Warfare is due out on June 4.

BattleTech is letting folks channel their inner Godzillas on June 4th with its second expansion, Urban Warfare. Its biggest addition is a new and deliciously destructible set of city environments, with rooftops to jump-jet onto or embarrassingly fall off. As expected, there will also be a pair of new ‘Mech types, a set of new smaller vehicles (including cars to step on, though I don’t think they count), and an all-new mission type. There’ll also be some new story-based Flashpoints, building on the previous expansion’s big new system. See the announcement trailer below.



Lovely as it was, Harebrained Schemes’s BattleTech felt like it trimmed back many of the tabletop game’s wilder elements. RogueTech, a messy compilation of mods organised by “LadyAlekto” and crew, reinstates these complex rules and lets you bolt just about anything onto your big stompy bots up to and including the contents of the kitchen sink. If riding a clattering, improvised pirate ‘Mech into battle with a hot-rod engine and a Gauss shotgun loaded with silverware appeals, this mod is for you. Just don’t expect the galaxy to play fair, or make much sense.
There’s no story to RogueTech beyond the one you write, no goals past the ones you set and no coherent canon. It just gives you a big messy galaxy full of mercenary contracts, and the looming threat of bankruptcy if you don’t play your cards right. You’ll probably die horribly, but you’ll come away with some fun tales to tell. Below, three stories of my own attempts to lead a squad through missions and gain a foothold, plus a quick guide to how to install and play the mod yourself.
The giant fighting robots game Battletech is really good: It pulled 85/100 in our 2018 review, and it's come a long way since then through numerous updates and the first of three planned expansions. And if that's not enough to convince you to give it a shot, maybe this will: It's free on Steam until Monday.
That's enough time to get pretty deep into the campaign if you push, although if you play like I do you'll probably sink most of it hopping around the Aurigan Reach, taking random jobs from anyone willing to pay. Which is actually a great way to get into the game, because it enables you to improve your relations with various factions, upgrade your lance, train your pilots, and do the whole "running a merc company" thing without the complications of someone else's problems.
It is worth diving into the campaign too, though, because you'll pick up some pretty sweet kit fairly quickly that really has a positive impact on the game. (No spoilers, but let's just say that in this grim dark future there is more than just war: There is also low-g skinny-dipping.)
If you enjoy your time with Battletech, this is also a good time to pick up the full version, because it's on sale on Steam for $24/£21/€24 until February 25.