Running a Hinterlands League
Hot Spots: Hinterlands is set up to support multiple players with mercenary units playing against each other. At the beginning of the year, I decided to embrace this and run a league for a group of us to play through the book. It took a bit of time to figure out how I wanted to run things and get ready, so we kicked it off in March. After 5 months or play, covering April 3151 – June 3152, we wrapped up the playthrough of Hot Spots: Hinterlands last month.
League Structure
For my league, I had each month of real world time map to three months of in-game time. This allowed for contracts, which generally last 3 or 6 months of in-game time, would map nicely onto real world month boundaries.
At the beginning of each month, I’d send out a list of the available contracts and a Google Forms survey. Players would use the form to rank their top five contract picks for their unit. If a player wanted a particular contract, I also included the option to use Reputation to break ties rather than for negotiating the terms of the contract.
After getting everyone’s responses, I would work on pairing up players on hot spots with the goal of giving as many folks their top choices as possible while also keeping an eye on which stores they liked to play at and which times they were available. Then, once I had assigned everyone a contract, I’d share out that list to kick off games for the month.
There was no set play time for the games. Two different local stores have regular BattleTech nights, but each pair of players was free to find times that worked for them to get their games for the month played. Then I encouraged players to post back in our discord channel with quick battle reports to let everyone know how their units fared.
Starting Forces
For starting forces, I kept things pretty open for the players. With every other ‘Mech acquired from random tables, I figured it was good to give players a lot of options for their initial 1-2 ‘Mechs. I did have players limit themselves to tech covered by the BattleMech Manual, and then I also asked them to choose from units with Master Unit List availability matching their unit’s origin: Dark Age Mercenaries, Clan Jade Falcon, Lyran Commonwealth, or Kell Hounds.
Optional Rules
For the league, we had a standard list of optional rules that was pretty close to what most of our local games use anyways. We used Backward Level Changes, Careful Stand, ECCM, Floating Criticals, Forced Withdrawal, Partially-Occupied Hexes, and Retractable Blade Piercing.
My Unit – The Celestial Guard
I played a merc unit called the Celestial Guard for the league. I skipped the first month of play because an odd number of players signed up, but got to play for the other four months. I started with a Centurion CN11-OB and a Trebuchet TBT-9N. Across those 12 months of in-game time, the Celestial Guard completed two contracts and expanded to include a Phoenix Hawk PXH-9 too.
How Things Went
Overall, I was pretty happy with how the league played out. I think across the group we covered almost every Hot Spot in the book – I didn’t assign anyone to Mkuranga due to its long length.
Managing a mix of 3 and 6 month contracts was a bit of a pain. It meant that some players didn’t get to bid on contracts at every bidding session, and remembering which units were ready for new contracts proved a challenge. At least one time a unit was accidentally booked to fight two contracts at the same time for a few months of in-universe time.
Allowing the full set of options in Hot Spots also caused some balance issues. Special Pilot Abilities just aren’t balanced enough and resulted in at least a couple of bad play experiences. Starting forces that consisted of a single powerful assault ‘Mech also seemed unbalanced. For example, one starting force was a 3/4 MechWarrior in a Dire Wolf A that was a terror for any opposing force throughout the entire league.
A New Season for the League
After a month off, I’m starting a fresh season for the league using the core rules from Hot Spots: Hinterlands, but a new setting. This time, we’ll be playing in the Chaos March in 3058. I had a pdf copy of the old Chaos March book that I’ll be using alongside the contract generation rules from Hot Spots: Hinterlands. In addition to the change in era, I’ve made a few other adjustments to the league rules.
This time around, I’m not allowing players to use Special Pilot Abilities, Special Command Abilities, or Formation Bonuses. Starting forces also have a few more restrictions beyond the lower tech of 3058. No single unit in one can be worth more than 2,000 BV, and initial skill improvements are limited to one Gunnery and one Piloting improvement.
At the same time, I’m also trying to make initial forces a little more resilient to losses. Even though we’re still starting at Scale 1, starting forces will have an extra 1,500 BV of reserves for a third ‘Mech. Then I’m borrowing the defensive Edge rule from the recent Atomic Empire Classic BattleTech Tournament with one point of Edge per track. Those should reduce the chances of a unit disbanding after one bad game and make a month with two tracks a little less punishing.
The other big change for this season is that I don’t have any pre-made Hot Spots to work with. I’m planning to use the random contract system in Hot Spots: Hinterlands as a starting point, but I’ll be rolling (or picking) more of the details before hand off to players. In the Hinterlands league, I left it to players to roll the number and types of tracks, but this time I want them ready to go when they get assigned so that I can add a bit more structure and setting details to them. I’m also going to try to keep contract lengths aligned across the league, so everyone will be on contracts that are the same length. For September and October, we’ll do 3 month contracts, then 6 month contracts that span November and December for everyone since I expect people to be busier during the holiday months.
I’m excited to be kicking off this new season in just a bit over a week.













