Terrains
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The Wall
Dropship
Jumpship
Mike's Mountain
Stanfill Hill
GraphX II
Desert
The Towers
Chiron Beta Prime
Black Asteroid
Round Asteroid
Figure Eight
Volcano
Dual Level
Caves
AWOL
 

 
The Wall
battletech wall terrain
To my way of thinking the Push, Charge, and Death From Above rules were wildly underused, mainly because the risks outweighed the benefits, which is why I built this monstrosity. It's a 36-level high structure that just screams "Look out below!". It was best to use a jumping mech but you could actually manage to clamber around to all but the top level (which was seven hexes high) with any mech above a 2-3 MP.

Its construction began with central vertical core, made up of about ten sheets of cardboard glued together, sunk into a solid base. The levels were made seperately, then slid down over the central core and glued in place.
battlech wall terrain   battletech wall terrain
Infuriatingly enough, thanks to the dumb FASA rules, a mech could stand at the bottom, just off-terrain, and take pot-shots all day at the mechs all the way at the top, even with a small laser (!!!) as long as the target was no more than three horizontal hexes away. That's why most of our games using this terrain required all mechs to stay on The Wall at all times.

Our most successful Push attack was from 22 levels up and the unit survived. It was an Assault mech which landed on its back, with most of the damage being distributed to the arms and legs. He had a hell of a headache afterwards, though.