Blaine Pardoe is a New York Times Bestselling and award winning author of numerous books in the science fiction, military non-fiction, true crime, paranormal, and business management genre's. He has appeared on a number of national television and radio shows to speak about his books. Pardoe has been a featured speaker at the US National Archives, the United States Navy Museum, and the New York Military Affairs Symposium. He was awarded the State History Award in 2011 by the Historical Society of Michigan and is a silver medal winner from the Military Writers Society of America in 2010. In 2013 he was awarded the Harritt Quimby Award as part of the induction ceremony at the Michigan Aviation Hall of Fame. Mr. Pardoe is also a member of the League of WWI Aviation Historians.
His books have even been mentioned on the floor of the U.S. Congress. His works have been printed in six languages and he is recognized world-wide for his historical and fiction works. He can be followed via Twitter (bpardoe870)
I met the group of friends that are still among my best friends via Battletech.
Until mid-7th Grade, lunch meant eating quickly, then heading outside seeking something to alleviate boredom and avoiding bullies. Then, one day, one of my (only) friends introduced me to these guys who stayed in all lunch, hunched at the end of a cafeteria table as though using their bodies as a wall to protect the bubble of fantasy that they were collectively creating. Some days the bubble contained D&D, but on that first day it was 25-100 ton, 2 inch tall war machines from a thousand-odd years in the future known as Battle Mechs.
I was hooked instantly.
It was a board game, but with infinite scenarios created by the players. It was a roleplaying game with a duration of one battle. It had a massive variety of pieces with various weapons, speeds, armor ratings, and special abilities and, if you weren't satisfied with the hundreds of options they provided, extensive, balanced rules for creating your own mechs.
The rules were extensive and, when using advanced optional rules, bordered on obsessive minutia but being a dysfunctional obsessive compulsive, I found learning them a delight. Unlike life, here there were clear-cut rules on how to do EVERYTHING!
The technical handout books not only contained dozens of mechs and vehicles, but each had its own history and backstory, as well as little personalized traits and quirks that had no effect on the game but made it all feel real, like commentary on how cramped the cockpits were for larger pilots or how awkwardly the control yokes were placed.
I don't know the state of the game currently aside from the nearly-direct computer port of this game that we always dreamed of finally coming out (just look up Battletech on Steam), but between the politically complex and interesting universe, detailed, comprehensive and seemingly balanced rules, and the relative speed of play, it filled a solid niche in our gaming schedule.
When the RPG came out (around college times for me) we even tried out a short lived mercenary game. Though we only got through a few sessions, it did send me on a month-long nostalgic binge re-reading the books and re-living a hundred battles fought in Middle and High School.
I first read this book 30 odd years ago and read it again Ana again and again. After dragging this book around for most I’ve my life I’ve finally gotten around to flicking through its pages once again. All thanks to a new(ids) Battletech computer game. A handy reference when coming across what the mech load outs are and so on. Still love it. 😊