First BattleTech Tournament: Batchall By the Bay 2025, Part 2 – Answering the Challenge

Intro: Touchdown on the Bay

The event took place at Hotel Paradox in Santa Cruz, sharing space with a large Infinity tournament that filled the halls with hobby energy. Living up in the North Bay, I made the drive down the coast in my Porsche 718 Boxster S, a perfect excuse to enjoy California’s 101. The ride set the tone—sunshine, scenic open road, and the anticipation of a weekend full of dice, mechs, and camaraderie. After weeks of prep work, list tweaking, and theorycrafting, the DropShip was finally touching down. My first BattleTech tournament had arrived. The Ghost Bears were ready for their Batchall, and I was eager for live combat under the Wolfnet 350 format. Over two days of matches, I tested both my mechs and my mettle. This wasn’t about winning—it was about learning, adapting, and enjoying a full weekend centered around BattleTech.


Round 1 – Trial by Fire (Domination)

The opening round paired me against Player J, running a lightning-fast Hell’s Horses list packed with Shamash recon vehicles, Dashers, and Elemental squads darting across the table. The scenario was Domination, where holding four of the five objectives wins the day. Knowing his force could outmaneuver mine, I made the call to castle up on my half of the map. The Ghost Bears would stand firm, trading ground for durability. My hope was to weather the early rush, thin out his lighter units, and then roll forward once the momentum swung back in my favor.

For a moment, it looked like the plan might actually work. Player J parked both Shamash vehicles close together, and I called in an artillery strike that had the potential to change the entire game. I could already see the blast marker taking them both off the map—but the dice had other ideas. The shell drifted wide and exploded harmlessly in an empty patch of dirt. The opportunity evaporated, and so did my early confidence.

Still, the castle held—for a while. By giving up most of the board early, I’d allowed Player J to hold three objectives. Then came the blunder—the kind of rookie mistake you replay in your head for days afterward. I moved one of my units off a control point at the wrong time, opening the door for a quick capture. It was the kind of small, preventable error that turns a tightly contested match into a clear 4–1 defeat. I couldn’t help but feel foolish—equal parts embarrassment and acceptance. I’d done it to myself.

Walking away from that first game, I felt sheepish but oddly satisfied. I’d taken my first real tactical punch, learned an important lesson about focus and board control, and shaken off the nerves that had followed me since deployment. Tactical error aside, I felt I had made the correct strategic call and had played well until my blunder. The Batchall had officially begun, and the Ghost Bears would not make that mistake again.

Image: Round 1 setup. The Ghost Bears deploy on a lush, open field against Player J’s fast-moving Hell’s Horses. The calm before the storm—and before my first big tournament blunder.

Round 2 – Holding the Hill (King of the Hill)

Round two kicked off with a drink and a laugh. My next opponent, Player P, and I had shared a few beers at the hotel bar before the match—the kind of easy camaraderie that makes BattleTech events so enjoyable. But once the dice hit the table, the pleasantries gave way to serious play. Player P also commanded a Hell’s Horses force, light and fast like the one I’d faced before, but this time anchored by a fearsome Royal Von Luckner Heavy Tank that looked ready to turn anything in its sights into scrap.

The scenario was King of the Hill, which played right into my hands. In King of the Hill, the player with the most combined size in the objective zone is awarded one objective point at the end of the round. This was a mission for stubborn units and solid armor. My strategy was simple: push my heaviest elements into the center early, plant the Ghost Bear flag, and hold it through sheer tenacity. The battlefield soon turned into a grinding melee around that central objective—energy fire and autocannon shells trading at point-blank range.

Player P’s force hit hard, whittling me down piece by piece, but the speed that had won him the first point on turn one couldn’t overcome the weight of the Bears’ size and armor. His Von Luckner was terrifying, but it lumbered just a bit too slowly to contest the circle. By the end of the match, the hill belonged firmly to me. I’d taken control points over the next three rounds, and when the smoke cleared, I had tabled Player P with my Stone Rhino and two squads of Rogue Bears still standing.

It was a hard-fought 4–1 victory (tabling your opponent grants an extra Objective Point to the winner at the end of the match)—my first of the event and a much-needed confidence boost. The lesson this time? Sometimes the simplest plan really is the best one—hold your ground, trust your armor, and make the enemy come to you.

Image: The final moments of Round 2. The Bears held firm in the icy wastes, claiming the hill after a brutal slugfest. Only the Stone Rhino and a squad of Elementals survived to tell the tale.

Round 3 – Fog of War (Overrun)

The third match of the day brought me face-to-face with Player J2, who also happened to be the tournament organizer. His force was a nasty Word of Blake C3I network, featuring VTOL spotters, a Firestarter scout, a pair of LRM carriers lurking in the backfield, and heavy hitters like Von Luckner tanks and a Highlander anchoring his line. The mission was Overrun, a scenario about seizing and holding multiple zones across the battlefield—and I was about to learn how unforgiving that could be.

Player J2’s coordination was terrifying. His spotters raced ahead, and the C3I-linked fire came raining down with ruthless precision. My Ghost Bears barely had time to return fire before being methodically dismantled under a hail of indirect attacks. It was a brutal match—one of those games where everything that could go wrong did. My force was picked apart faster than I could adjust, and I walked away feeling thoroughly outplayed and a little deflated.

Later, though, the picture changed. After comparing notes with other players and checking the Alpha Strike rules, we realized something: C3I bonuses can’t be applied to indirect fire. The error had given Player J2 an unintended edge. He immediately owned up to the mistake, felt awful about it, and ultimately chose to forfeit his matches to keep the event standings fair.

It was an honest misunderstanding, and I didn’t fault him for it—if anything, I felt worse for not knowing the rules well enough myself. As a new player, I’d trusted that everything was being done by the book, and I hadn’t felt comfortable questioning it in the moment. Still, that match ended up teaching me one of the most important lessons of the weekend: know your tools. Understanding the rules isn’t just about playing better—it’s about making sure everyone has a good, fair game.

It wasn’t a fun loss, and the Bears took a pounding, but the commander came away wiser.

Image: The terrifying WOB LRM Carrier

Round 4 – Chasing the Flags (Capture the Flag)


The final match of the weekend pitted the Ghost Bears against Player W’s Federated Suns combined-arms task force—a cagey mix of hard-to-hit objective runners, paired LRM Carriers, VTOL spotters, and supporting armor led by an Orion ON1-M with SNARC. The mission was Capture the Flag, and the board was scattered with colorful objectives just begging for chaos.

Still smarting from the previous round’s indirect-fire pounding, I went in with one goal: take out those LRM Carriers early. My Shadow Cat and Fire Moth were set to spearhead a flanking push toward his backfield while the rest of the Bears moved to secure flags. In hindsight, it was the wrong call. The moment we broke formation, Player W pressured the objectives with his Fire Moth, and I redirected mine to contest. Both Fire Moths died in the exchange—a good trade PV-wise, but costly nonetheless.

Meanwhile, my Shadow Cat ran up the board with hopes of taking out the LRM carriers but took a critical hit on its first engagement, halving its movement and killing its chance to reach the hiding indirect-fire units. With my game plan unraveling, I pivoted my focus back to objectives. I managed to scrap his Orion, Striker Light Tank, and even downed the VTOLs, but every trade thinned my line faster than his. The LRM carriers kept up a constant barrage of damage to my units. By the last turn, my surviving Stormcrow and Adder had each grabbed flags and were within reach of scoring two points. Then Player W’s Stealth and Legionnaire slipped in to contest the turn-in zone. I couldn’t clear them. My last mechs fell under combined fire, and I was tabled for a 0–2 defeat—a score that looked worse than the nail-biter it had been.

Despite the loss, it was one of my best-played games of the event. I’d identified the wrong priority early, but I adapted, fought hard, and nearly turned it around. Reflecting on it later, I realized that chasing long-range threats had distracted me from the mission itself—a mistake I won’t make again.

It’s worth noting that later updates to the Wolfnet 350 ruleset eliminated the list construction rule that allowed multiple copies of the same combat vehicle. The days of dual LRM Carriers and identical VTOLs are behind us—good news for game balance and variety in future tournaments.

Image: Player W’s quick moving and reflective armor packing Legionnaire LGN-2F

Commander’s Notes

Five rounds later, I finished 3rd overall (thanks to J2’s withdrawal) with a record of 2–3, scoring six objective points. Not a stellar showing, but exactly the learning experience I came for. Every match reinforced something new—from scenario awareness to deployment discipline to knowing the rules inside and out.

The community was incredible throughout: welcoming, patient, and full of knowledge. I came away with new friends, a pile of tactical lessons, and a deeper appreciation for the Wolfnet 350 format. The Ghost Bears fought hard and learned harder. I was genuinely pleased with my list—it was mobile, hard-hitting, and durable. It certainly could have fared better in the hands of a more capable commander. Maybe both the Ghost Bears and this commander will get another chance in the future.

Batchall accepted. Lessons learned.


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