
Unfortunately, that’s as far as the scope goes with this expansion. Especially as there is a new mission type added to the pool which sees you attempting to destroy a base quickly as it pumps out enemy units in waves. These additions provide a boost to the amount of combat variety as well as mission diversity in the game in both post-campaign and career modes. The new Raven 1X Mech combines these systems making it a strategic addition to an urban lance whereas the Javelin brings some melee-range grunt to the table. The ECM (Electronic CounterMeasure) module obscures friendly units from targeting, deterring indirect fire as a bonus whilst the Active Probe is the counter to it and can reveal otherwise hidden units.

Paired with the new environments you also get some new toys to play with, new electronic warfare modules have arrived making the streets more deadly.

To go along with the destruction, the line of sight rules have also been updated to better take into account the environment, meaning that cover could just be a temporary reprieve or potentially dangerous as certain buildings when destroyed can interfere with targeting. Everything is destructible, so that safe spot you’ve taken on a tower could leave you preparing for a fall. The streets aren’t just for show however, the new urban areas offer up a different style of fight than has been the norm until now. From cars, lamps and signs littering the streets waiting to be crushed to the neon lit buildings themselves, it certainly looks the part. And like the rest of the environments in the game, they look great.

Urban Warfare’s unique selling point is the addition of all new urban environments to stomp, shoot and punch your enemies in. The second of Harebrained Schemes’ three planned expansions to the well-received strategic stomping simulator, BattleTech, is here and as the name suggests brings with it more in the way of urban engagements. Reviews // 14th Jun 2019 - 3 years ago // By Simon Brown BattleTech: Urban Warfare Review
