Jason Youngblood
The protagonist and leader of the Crescent Hawks, who commands the unit through the Clan invasion.
How it plays
The game presents battles from a top-down tactical perspective. The player directs a squad of BattleMechs and supporting units through missions involving combat, movement, reconnaissance, and defensive objectives.
Units can be selected and assigned orders while the battle continues in real time. Success depends on positioning, weapon use, heat management, target selection, and preserving valuable units. The campaign advances through linked scenarios, with available forces and equipment changing as the story progresses.
Plan your run
Use terrain and range to control engagements, and avoid exposing every unit at once. Concentrate fire on isolated targets before spreading damage across several opponents.
Monitor heat and ammunition during extended battles. Preserve damaged or specialized units when the mission allows, since later scenarios can depend on the strength of the available force.
Meet the cast
The protagonist and leader of the Crescent Hawks, who commands the unit through the Clan invasion.
Before you begin
Keep faster units scouting ahead of heavier BattleMechs.
Use concentrated fire against weakened enemies.
Reposition overheated or badly damaged units before they become disabled.
BattleTech: The Crescent Hawks' Revenge is a 1990 DOS tactical strategy and role-playing game developed by Westwood Associates and published by Infocom. It follows Jason Youngblood and the Crescent Hawks during the Clan invasion of the Inner Sphere. The game combines real-time battlefield command with direct control of BattleMechs and other military units, creating a hybrid between a tactical simulator and a character-driven campaign. Its story continues the events of The Crescent Hawks' Inception and expands the scale from local missions to a broader military conflict. Reception was mixed, with players often recognizing its ambitious BattleTech setting while criticizing its demanding interface and uneven real-time mechanics.
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