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Another mech down. This one's just tabletop ready, might do some extra work on it, might not. The Valkyrie
Tried doing a sorta double-lighting effect, similar to my coyotl. This time with edge highlights instead of the base coat.
The arm's actually magnetized due to it getting run over by a chair. Surprised the magnets fit in there tbh
Anyway, here's the pallette I was trying to match.
I think I kiiiinda got it. Had to make do with some paint mixing.
Flashman
Overall, for something I put off for about a year it turned out really nice. The Bad Batch color scheme was a complete accident but looks really good on this mech
Gothic Phoenix Hawk
Really tricky paint, but really fun style
Did my first tank!

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Timelapse for this Catapult from Mechwarrior commission. Had fun drawing out this full LRM volley being unloaded on some unlucky mech behind the frame.
A classic Blackjack I did. Overall, happy with the top half, bottom half was an experiment that was worth trying.
Been a while, settled down at a new place and broke out my paints.
Magic the Gathering tip: fascists are not welcome in The Gathering
I've been playing some MW5 and HBS Battletech lately, and while I do enjoy those games, I must say I do have a consistent identical problem with both of them.
The longer you play the game, the more tonnage in mechs you're expected to field. The problem is twofold. One: Some mechs appear later in the timeline than they are useful in game. If you want to pilot a Wolfhound or a Raven, you're kinda SOL, as you will be expected to kill larger mechs by then. MW5 especially, considering most missions will throw an entire Company at you, and expect you to beat them with a Lance. And in a light mech, you simply don't have the armor for it.
And two: of the multiple styles of play these games offer, I like Assault v Assault the least. I like the speedy Light mech positioning game, I like the Heavy specialized mechs, I like the Medium hybrid style where you're fast enough to dodge but big enough to carry the large weapons. But the Assault v Assault Jack-of-all-weapons world of warships style simply doesn't appeal to me. Especially how HBS-BT kinda becomes the Headshot game once your skills get high enough.
I dunno, can anyone else relate?
It's funny, i have this exact problem with everything you mentioned but with one additional point.
I have this issue in tabletop too. Unfortunately Assaults are just slabs on armour with lots of guns and that almost always wins.
I think the best way to possibly fix this in places, would be placing more emphasis on missions, but that doesn't seem to be something the video game adaptations have managed to nail - and it's sad because missions that emphasize mobility or balance of armour and speed are usually more interesting too.
But it's probably harder with the video games, especially the real time games of Mech Warrior... Oh well.
I've talked with my primary game mate, and on this blog, about how having missions and campaign style (or RPG elements) and parts and and and can make such a massive difference over "My Lance v your Lance until somebody falls over" but at the same time the more complexity you add (even away from the table) the more mental load you're adding to play a single session and everyone's sweet spot is different for such things. I personally have this dream of using the second Edition of the MechWarrior RPG to generate a Lance (or more?) of mercenaries(? I'm flexible) - where you have options of starting with heavier mechs, but it costs you points in other areas of your character(s). I always thought that was neat.
Yeah for our local group(s) it can take week or even months of refinement on scenarios until they are the sweet spot of fun, fair, and easy to pickup.
Campaign or flavourful elements are definitely a great way to shift from tonnage slap fights.
But yeah - the effort is not always welcome... *Sigh*
I'm hoping the coming force manuals have some nice and easy to use Force Gen tables to create fun inter-house conflicts.

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Second batch of scans of the 1992 Recognition Cards by Steve Venters
Catapult
SMASH or PASS?
SMASH
PASS
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced from 2561 to 2563 on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. However, when the contract came up for review in 2563, the Hegemony decided not to renew it; while the Catapult had performed adequately at its role, it was not quite what they wanted. With large numbers of the 'Mech still in the field, the Catapult would continue to see use in the Star League Defense Force with second-line and specialist formations such as mountaineering regiments. When the factory constructing them switched over to the more-successful BattleMaster, Hollis' limited production of spare parts couldn't keep the design's numbers from dwindling.
When the Star League fell, many of the remaining Catapults joined Aleksandr Kerensky on his Exodus. The Capellan Confederation collected most of the Catapults that remained in the Inner Sphere, and the Hollis factory on Corey briefly produced new models and spare parts. At the same time, the Draconis Combine managed to seize a sizable force in their capture of Dieron. The renewed production ended when the Corey factory was destroyed at the onset of the First Succession War, ensuring the rarity of the Catapult during the rest of that bloody era. Entire invasions were commenced simply to seize the remaining number of these 'Mechs, particularly those launched by the Federated Suns against the Confederation.
Many variants of this venerable design were produced through its lifetime, and the Catapult's rarity began to reverse in 3033 when Yori 'Mech Works was contracted by the DCMS to restart production of the CPLT-K2 on Al Na'ir. The greatest change to the chassis came later, with the introduction of the CPLT-C3, which swapped out the original's LRMs for much larger and more powerful artillery missiles. These models were put to excellent use, especially when paired with Ravens, and paved the way for new design advancements.
In the years prior to and after the Clan Invasion, the Confederation and Combine retained the largest number of existing Catapults, though many Periphery realms would field some of the centuries-old models, and more variants would be produced for decades.
The primary weapons of the Catapult are two Holly LRM-15 launchers which allow the Catapult to give friendly units fire support at ranges of over 600 meters. In case an enemy closes to within the LRMs' minimum range the 'Mech carries four Martell medium lasers, which are usually enough to dissuade most light and medium 'Mechs from closing with the Catapult. Since the Catapult was designed to stand well behind the main line of battle, it lacks anti-infantry weapons or arms for close-quarters combat. Its greatest weakness though is ammunition: only one ton, or eight reloads, for each launchers gives the Catapult a level of endurance which is barely acceptable.
Ten tons of armor, fifteen heat sinks and a cruising speed of 43.2 km/h serves the Catapult well in its mission of launching Long Range Missiles on the enemy from great distances while minimizing the risk of return fire. The use of four jump jets in the left and right rear torso gives the Catapult a jumping distance of one hundred and twenty meters and the ability to pace faster units over broken terrain. The original Anderson 21 model jump jets tended to break down over prolonged use, venting into the machine's interior and overheating the 'Mech. A general recall in 2566 to replace the 21s with improved Anderson 25s solved the issue, though some Catapults never received this retrofit. The 'Mech is also unique for having a sideways ejection system which, while generally safe, can be quite a surprise to new Catapult pilots.
Catapult
Another mini painted as I wait for my battletech kickstarter order to arrive.
This one is a Panther, one my fav early game mechs. The PPC that it carries often does great work.
Overall a fun paint, though the silver details almost drove me mad.
I think what's making me want to get into Battletech, even though I'm really not super into big mechs, is it's got a super wide open messy setting setting
like as far as I understand it, it's got a good handful of really big factions (the five houses, ComStar maybe, I'm ignoring the clans I don't know where they fit - there're an awful lot of them), a whole bunch of minor factions (the periphery), plus you can play as a dinky little mercenary company
and they're all just a bit of a hot mess, there's every reason for two forces from the same faction to get into a fight with each other
everyone uses the same mechs (again ignoring the clans), sure different factions have their favourites, suggested playstyles and the like, but if you like the look of a mech (mechanically or otherwise) you can run that mech
faction regret... what faction regret
(you might get mech regret but I mean... shrug)
also like it's all about big machines, maybe not my fave machines, but still machines, and as mechs go, Battletech mechs are pretty cool, they're at least interesting (I like the sorta less humanoid long-nosed ones)
A wild dragon has apeared. This was a neat paint, I went back and forth on silver vs red for the cockpit windows but I think red eyes is a staple for a reason.

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Another mini I finished today. The Raven is fun mech that I adore and I am glad I got one from a random salvage box.
Been on a bit of a painting hiatus but here is a Rifleman I finished today other mechs to come soon.