MECHCOMMANDER WALKTHROUGH by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 3.0a, 09/03/2002 Table of Contents 1-Update History 2-History Briefing 3-Weapons/Equipment Briefing 4-'Mechs Briefing 5-Vehicle/Infantry/Turrets Briefing 6-How to costumize a 'Mech and Assembly a Perfect Lance 7-MechWarriors 8-General Tactics 9-Multiplayer Tactics 10-Walkthrough 11-Cheats 12-FAQ section: How Can I Use the Minelayer ? 13-Credits and misc **************** 1-UPDATE HISTORY **************** 09/03/2002-version 3.0a. Added infos on Patch 1.9. Not that much, but two missions have different goals. 17/07/2001-version 3.0. After the 10th mail about the minelayer, I decided to put up a small FAQ section with full instructions how to use it. However, remember that original games have a MANUAL which describes all you need to know to operate it. 30/12/2000-version 2.0. An other update for General Tactics and operation Cutthroat completed. Finally I can devot myself to the MW2 (std, GBL and Mercs) walkthroughs! 21/12/2000-version 1.8. General Tactics updated, operation Vanguard and Linchpin completed. Hey, I've almost made it! 16/12/2000-version 1.6. General Tactics online, operation Skyhook completed. First four missions of operation Vanguard. 100 Kbs reached an passed! 12/12/2000-version 1.4. Completed ammo table, and begun working on the walkthrough. This will be long, but I'll eventually fo it. Operation Beachhead completed. MechWarriors, General and Multiplayer Tactics online. Correctd a stupid mistake about "making a perfect STAR" in the table of contents... 10/12/2000-version 1.0. History, Weapons/Equipment, 'Mechs, Vehicle/Infantry/Turrets, How to costumize a 'Mech and Cheats sections completed. ****************** 2-HISTORY BRIEFING ****************** After years of wars General Alexandr Kerensky left the Inner Sphere, the known part of our galaxy, with the bulk of the Star League Defense Force, searching for a place where cultural and racial differencies won't be a problem. This happened in year 2784. When Kerensky's heirs, the Clans, returned to the Inner Sphere in 3050, they conquered more than 200 worlds in less than one year. Though the Successor States managed to win few battles, the Clans where unstoppable, until ComStar challenged them on the planet Tukayyid in 3052, eventually winning and giving 15 years of relative peace to both sides. During this period the Inner Sphere Great Houses gathered together and prepared a plan to drive a Clan away from the Inner Sphere: the chosen was Clan Smoke Jaguar; composed of the best Inner Sphere units from all the Great Houses, Task Force Serpent began its work in 3057, with the task of freeing the Jaguar Occupation Zone. A primary target of this first part was freeing Port Arthur, an important planet supplying orbiting decks and large spaceports. ********************* 3-WEAPONS TECHNOLOGY ********************* Unlike all other BT-related game, in MechCommander you do not directly pilot a 'Mech, but you are a tactical officer sitting in your HQ and directing up to 12 MechWarriors and their 'Mechs into battle. Aspects like internalheat, ammunition, weapon usage aren't under your control, and yu must be careful to costumized your 'Mechs before the battle. I divided the weapons by their range, as this is the most important factor of the game (ammo included...maybe). Note that Clan weapons are superior to their Inner Sphere counterparts for weight, firepower and range. ----------------------- --SHORT RANGE WEAPONS-- ----------------------- Short range weapons can it targets up to 75 meters away. Energy weapons in this category are light and do not cause too much damage, while balistic and missiles offers great firepower at cost of ammo quantity and weight. They are the only weapons capable of firing at very close targets (25-50 meters) LASER Cost: 1060 Load Value: 4 Recycle: 5.0 Damage: 2.0 The basic Inner Sphere short-range energy weapon. It is a good choice as backup weapons for long-range fighters. As a laser, it doesn't need ammo. PULSE LASER Cost: 1130 Load Value: 6 Recycle: 1.75 Damage: 1.0 Heavier than the Laser, the Pulse Laser is more accurate, fires faster but does less damage and weights more. Exchange four standard Lasers for thwo or three Pulse Lasers when you have the chance. CLAN PULSE LASER Cost: 1700 Load Value: 3 Recycle: 1.75 Damage: 1.0 It's equal to the I.S. Pulse Laser, but weights less, even than a standard Laser. Use them on your most powerful 'Mechs. SRM RACK Cost: 410 Load Value: 3 Recycle: 4.0 Damage: 1.0 per missile Ammo: 62 An other I.S. classical short-range weapon, the SRM pack does the same damge of a laser per missile. The SRM pack fires two missiles in a salvo, but one or both missiles may miss the target if you MechWarriors do not aim accurately. It is limited by ammo. CLAN SRM RACK Cost: 740 Load Value: 3 Recycle: 3.0 Damage: 1.0 per missile Ammo: 83 The lighter version of the I.S. SRM Pack. STREAK SRM RACK Cost: 1300 Load Value: 5 Recycle: 4.0 Damage: 2.0 Ammo: 62 Advanced Short-Range Missiles. The SSRM pack fires two missiles per volley, and both missiles will automatically hit. Limited usefulness as they use ammo. CLAN STREAK SRM RACK Cost: 1450 Load Value: 4.75 Recycle: 3.0 Damage: 2.0 Ammo: 83 The Clan version of the Streak SRMs. Lighter and fire faster. FLAMER Cost: 2030 Load Value: 8 Recycle: 7.5 Damage: 5.0 Basically useless, as you can mount two standard Lasers for two Flamers. Intereting the damge value, but it has a slow recharge. CLAN FLAMER Cost: 3620 Load Value: 7 Recycle: 6.0 Damage: 5.0 Excalty like its Inner Sphere counterpart, though is weights less and has a faster recycle. Not worth its money, however. HEAVY AUTOCANNON Cost: 10890 Load Value: 19.5 Recycle: 7.5 Damage: 15 Ammo: 13 Deadly at short range, the Heavy AC is the best to take out heavy 'Mechs with very few shots. Every lance has to use one 'Mech with this weapon, as it will greatly help in short-range duels. Very limited ammo supply. CLAN ULTRA HEAVY AUTOCANNON Cost: 1130 Load Value: 21 Recycle: 5.0 Damage: 15 Ammo: 10 It does the same damage of a standard Heavy AC but fires faster. Change the standard Haevy AC with the Ultra model when you can. ------------------------ --MEDIUM RANGE WEAPONS-- ------------------------ Medium range weapons are able to hit targets up to 150 meters, but they suffer of a minimum range (25-50) meters where they cannot fire. Medium range weapons should be substituted by their ER (Extended Range) counterparts when possible to ensure an higher damage curve. LARGE PULSE LASER Cost: 4350 Load Value: 12 Recycle: 2.0 Damage: 2.0 The big brother of the Pulse Laser. CLAN LARGE PULSE LASER Cost: 8010 Load Value: 11 Recycle: 2.0 Damage: 2.5 The Clan variant of the Pulse Laser. Lighter and more powerful. A must for any heavy 'Mech. CLAN ER (EXTENDED RANGE) LASER Cost: 2380 Load Value: 3.5 Recycle: 5 Damage: 2.0 This is the Clan version of the standard Laser, though it is lighter, does more damage and has a longer range. LARGE LASER Cost: 4480 Load Value: 9.5 Recycle: 5.0 Damage: 4.0 The basic I.S. energy weapon. It has a good firepower/recycle/load value balance, and can be used by a wide variety of 'Mechs. PPC (PARTICLE PROJECTION CANNON) Cost: 6900 Load Value: 12.0 Recycle: 7.5 Damage: 7.5 More powerful than the Large Laser but with higher recycle value, balanced by a moderate damage value. AUTOCANNON Cost: 7000 Load Value: 15.5 Recycle: 5.0 Damage: 6.0 Ammo: 40 It may be an option to the Large Laser, but it is limited by ammunition. CLAN ULTRA AUTOCANNON Cost: 12590 Load Value: 13.5 Recycle: 7.5 Damage: 6.0 Ammo: 30 Lighter and more powerful than the I.S. counterpart. If you used the standard AC, replacing it with an Ultra AC will make your 'Mech deadlier. ---------------------- --LONG RANGE WEAPONS-- ---------------------- These weapons can hit targets up to 225 meters away. They represent the larger variety of weapons, and deadliest. They suffer of the minimum range, and must be backed up by short-range weapons. ER LARGE LASER Cost: 5210 Load Value: 11.0 Recycle: 5.0 Damage: 4.0 A good weapon that should be mounted on any 'Mech. It keeps the same balance of its cousin, exchanging weight for range. CLAN ER LARGE LASER Cost: 9690 Load Value: 10.0 Recycle: 5.0 Damage:5.0 Weights less and is more powerful than the I.S. counterpart. ER PPC Cost: 7210 Load Value: 14.5 Recycle: 7.5 Damage: 7.5 The ER version of the PPC. It is a bit bulkier than its older cousin, however. CLAN ER PPC Cost: 21450 Load Value: 13.5 Recycle:5.0 Damage: 11.25 Welcome the ultimate weapon. The PPC is an energy weapon, so it doesn't need ammo to work. It has the longest range and inflicts high amounts of damage to anyone so foolish to dare to step on your path. You'll see very few Clan ER PPCs, so manage them carefully. LRM RACK Cost: 1760 Load Value: 4 Recycle: 10.0 Damage: 1.25 per missile Ammo: 24 The LRM pack launches 5 missiles in a salvo and, like SRMs, not all missiles will hit the target if the MechWarrior doesn't aim accurately. It is the only weapon that can fire over walls, so be sure to have at least one 'Mech with a good ammunition load. CLAN LRM RACK Cost: 2340 Load Value: 3 Recycle: 10.0 Damage: 1.25 per missile Ammo: 24 A lighte version of the LRM launcher LIGHT AUTOCANNON Cost: 1410 Load Value: 9.5 Recycle: 2.0 Damage: 1.0 Ammo:100 Basically useless, especially later in the game when ER technology will be available. LIGHT ULTRA AUTOCANNON Cost: 2740 Load Value: 9.5 Recycle: 1.33 Damage: 1.0 Ammo: 112 The Ultra AC is a good choice for fast-moving (light/medium) fire-support 'Mechs. Not good as an ER Large Laser (balistic weapon=ammo), however. CLAN LIGHT ULTRA AUTOCANNON Cost: 3550 Load Value: 8.5 Recycle: 1.33 Damage: 1.0 Ammo: 112 This Clan version is lighter than its I.S. counterpart. GAUSS CANNON Cost: 15150 Load Value: 16.5 Recycle: 5.0 Damage: 7.5 Gauss: 16 With this weapon you can turn a close-range brawler in a powerful long-range fighter with no los of effectivness. Recomended for the Assault 'Mech class. CLAN GAUSS CANNON Cost: 18520 Load Value: 13.5 Recycle: 5.0 Damage: 7.5 Gauss: 16 A good option to the PPC, the Gauss Rifle is impaired by its limited ammo supply. ------------- --EQUIPMENT-- ------------- This category contains sensor suites. Sensor suites are used by 'Mechs and some vehicles to detect targets; Every 'Mech must mount at least the I.S. Basic Sensor. Probes and ECM Suites have a limited usefulness as they can be used only by light Clan 'Mechs or by the I.S. Raven. If you destroy a 'Mech with a direct hit to the head, the sensor suite will be automatically destroyed. BASIC SENSOR Cost: 1000 Load Value: 0 Range: 350 m All I.S. 'Mechs come equipped with this sensor suite. Change it for a Standard Clan suite or an I.S. medium sensor when possible, this will give you an edge over your enemy. MEDIUM SENSOR Cost: 2000 Load Value: 0.5 Range: 470 m Upgrading the standard I.S. sensor suite to this will be a great idea, especially is used on relatively light 'Mechs. ADVANCED SENSOR Cost: 6000 Load Value: 1.0 Range: 525 m Only the Raven or light Clan 'Mechs can use this suite. Useless if you use other 'Mechs. BEAGLE PROBE Cost: 1000 Load Value: 1.5 Only for Raven and light Clan 'Mechs. The Beagle Probe can detect shutdown 'Mechs at half the sensor's max range. Basically useless in single player as all enemy 'Mechs will be active. GUARDIAN ECM SUITE Cost: 3000 Load Value: 1.5 Range: 525 m Though it would be VERY useful, the ECM suite will cut effectivness of all enemy sensors within its range (provided that the scanning unit is within ECM range). However only light Clan 'Mechs and the Raven are able to use it. CLAN STANDARD SENSOR Cost: 1500 Load Value: 0 Range: 385 m The standard Clan sensor suite. It has a longer range than its I.S. counterpart. Save them for salvaged Clan 'Mechs. CLAN EXTENDED SENSOR Cost: 3500 Load Value: 0.5 Range: 490 m Any 'Mech can use this suite, and it would be great to have enough Extended Sensors to equip your company. However, you will get very few sensors, and they should be used on costumized Assault 'Mechs (read below). CLAN ACTIVE PROBE Cost: 1200 Load Value: 1.0 A lighter version of the Beagle Probe. CLAN ECM SUITE Cost: 3400 Load Value: 1.0 Range: 525 m A lighter version of the Guardian ECM. ***************** 4-'MECHS BRIEFING ***************** The deadliest war machine ever created, the BattleMechs dominate the 31st Century battlefield. Inner Sphere 'Mechs use less advanced technology than the Clan ones, but this technology is readiliy available. Note that some Clan 'Mechs recieved a code-name from Inner Sphere warriors. I included their original name into brackets. Though 'Mechs are divided in BattleMechs (hardwired weapons, can be costumized in an assembly plant and with great loss of time) and OmniMechs (modular weapons pods, can be costumized everywhere in few hours), MechCommander hasn't this restriction. Note that all Clan 'Mechs are Omnis, with the exception of the Hunchback IIC, and all I.S. 'Mechs are standard BattleMechs. ----------------------- --INNER SPHERE 'MECHS-- ----------------------- COMMANDO Class: light Tonnage: 25 tons Speed: 27 m/s Internal Structure: light Armor Variant Cost: 14150 Armor: light Jump Capacity: none Payload: 16 Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic Jump Variant Cost: 16250 Armor: light Jump Capacity: medium Payload: 16 Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic Weapon Variant Cost: 13290 Armor: light Jump Capacity: none Payload: 19 Standard Weapon Configuration: 2 Lasers, 1 Streak SRM Rack, 2 SRM Racks, 1 Sensor-Basic The lighest 'Mech of the game, the Commando bases its weaponry around SRM Racks, and it is ideal for reconaissance. You will encounter groups of Commandos and Firestarters, but both 'Mechs lack good long-range capability, so concentrate fire on single targets. FIRESTARTER Class: light Tonnage: 30 tons Speed: 27 m/s Internal Structure: light Armor Variant Cost: 17620 Armor: light Jump Capacity: none Payload: 19 Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 Sensor-Basic Jump Variant Cost: 19720 Armor: light Jump Capacity: medium Payload: 19 Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 Sensor-Basic Weapon Variant Cost: 19530 Armor: light Jump Capacity: none Payload: 22 Standard Weapon Configuration: 1 Laser, 2 SRM Racks, 1 PPC, 1 Sensor-Basic First designed to carry large numbers of Flamers to set tactical fires across the battlefield, the modern-day Firestarter employs the latest technologies to become a powerful light-'Mech hunter, especially in the W variant, thanks to its PPC. W variant is also interesting because it doesn't support Flamers. RAVEN Class: light Tonnage: 35 tons Speed: 27 m/s Internal Structure: moderate Armor Variant Cost: 27640 Armor: moderate Jump Capacity: none Payload: 19 Standard Weapon Configuration: 2 Lasers, 2 SRM Racks, 1 Streak SRM Rack, 1 Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced Jump Variant Cost: 29740 Armor: light Jump Capacity: medium Payload: 19 Standard Weapon Configuration: 2 Lasers, 2 SRM Racks, 1 Streak SRM Rack, 1 Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced Weapon Variant Cost: 28900 Armor: light Jump Capacity: none Payload: 22 Standard Weapon Configuration: 2 Lasers, 1 Streak SRM Rack, 1 Large Laser, 1 Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced Designed for Electronic Warfare for Companies, the Raven has most of its internal space assigned to carry these suites, sacrifing everything else for them. The Raven is a support 'Mech, not designed for fights, though it has some short-range weapon systems that be used for self-defense. The most interesting variant is the W for its larger weapon capacity, or the J for advanced recons. HOLLANDER II Class: medium Tonnage: 45 Speed: 24 m/s Internal Structure: moderate Armor Variant Cost: 34240 Armor: moderate Jump Capacity: none Payload: 25.5 Standard Weapon Configuration: 1 Laser, 1 Streak SRM Rack, 1 Gauss Rifle, 1 Sensor-Basic Jump Variant Cost: 35950 Armor: light Jump Capacity: short Payload: 25.5 Standard Weapon Configuration: 1 Laser, 1 Streak SRM Rack, 1 Gauss Rifle, 1 Sensor-Basic Weapon Variant Cost: 35380 Armor: light Jump Capacity: none Payload: 30 Standard Weapon Configuration: 1 Laser, 1 Gauss Rifle, 1 Large Laser, 1 Sensor-Basic The Hollander is designed around the massive Gauss Rifle, and it is its main weapon. This lightweight 'Mech is a fast-moving, long-range, direct-fire weapon platform, and can threat even assault 'Mechs. Its armor is very thin, however, and the short-range weapons are not able to withstand such attacks. This version weights 10 tons more than the standard Hollander. HUNCHBACK Class: medium Tonnage: 50 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 33160 Armor: moderate Jump Capacity: none Payload: 28.5 Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic Jump Variant Cost: 33680 Armor: moderate Jump Capacity: short Payload: 28.5 Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic Weapon Variant Cost: 34100 Armor: moderate Jump Capacity: none Payload: 33 Standard Weapon Configuration: 1 Laser, 1 Heavy AC, 1 Large Laser, 1 Sensor-Basic The Hunchback is designed for urban combat and its weapons reach at maximum the medium range. Though the Heavy AC can do large amount of damages, it has a very limited ammo supply. CENTURION Class: medium Tonnage: 55 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 34090 Armor: moderate Jump Capacity: none Payload: 31.5 Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic Jump Variant Cost: 34610 Armor: moderate Jump Capacity: short Payload: 31.5 Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic Weapon Variant Cost: 36390 Armor: moderate Jump Capacity: none Payload: 26 Standard Weapon Configuration: 1 PPC, 1 AC, 2 LRM Racks, 1 Sensor-Basic The workhorse of the Federated Commonwelath, the Centurion is a medium BattleMech capable of performing various tasks. This particular version of the basic chassis supports additional 5 tons. The Centurion excels at medium-short ranges, where its AC (and its PPC in the W configuration) can deal substaintial damage to everyone. The W variant lacks short range weapons. CATAPULT Class: heavy Tonnage: 65 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 37200 Armor: heavy Jump Capacity: none Payload: 36 Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic Jump Variant Cost: 39920 Armor: moderate Jump Capacity: short Payload: 36 Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic Weapon Variant Cost: 37070 Armor: moderate Jump Capacity: none Payload: 40 Standard Weapon Configuration: 1 Laser, 1 Large Pulse Laser, 6 LRM Racks An other fire-support 'Mech, this time the Catapult's weaponry is centered around 6 LRM Racks; like all fire-support 'Mechs the Catapult is afraid of close combats, though its armor is heavier than the JagerMech's one. JAGERMECH Class: heavy Tonnage: 70 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 37080 Armor: moderate Jump Capacity: none Payload: 41 Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1 Sensor-Basic Jump Variant Cost: 39800 Armor: moderate Jump Capacity: short Payload: 41 Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1 Sensor-Basic Weapon Variant Cost: 36030 Armor: moderate Jump Capacity: none Payload: 45 Standard Weapon Configuration: 1 Large Pulse Laser, 1 ER Large Laser, 2 Light Ultra ACs, 1 Sensor-Basic Heavier than the standard JagerMech, this versions weights 70 tons instead of the usual 65. It keep the same role, of supporting its lancemates from afar thanks to its twin Ultra ACs. The best way to engage a JagerMech is to use long-range weapons with more firepower than its ACs, or to quickly close distances to destroy it quickly. Weapon Variant lacks short-range weapons, and it is very susceptible to this tactic. AWESOME Class: assault Tonnage: 80 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 51490 Armor: heavy Jump Capacity: none Payload: 54.5 Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic Jump Variant Cost: 54170 Armor: moderate Jump Capacity: short Payload: 54.5 Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic Weapon Variant Cost: 48310 Armor: moderare Jump Capacity: none Payload: 59 Standard Weapon Configuration: 2 Pulse Lasers, 3 ER PPCs, 1 Sensor-Basic The Awesome is the only Inner Sphere 'Mech that can rival with the Atlas in long-range fights: its three ER PPCs can disable most 'Mechs in one single shot, and the two Lasers, upgrade to Pulse versions in the W variant, can deal with lightly armored threats within the main gun's minimum range. Use this lack of short-range protection to enageg an Awesome. ATLAS Class: assault Tonnage: 100 tons Speed: 15 m/s Internal Structure: heavy Armor Variant Cost: 69510 Armor: heavy Jump Capacity: none Payload: 66.5 Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks, 1 Gauss Rifle, 1 Sensor-Basic Jump Variant Cost: 73550 Armor: moderate Jump Capacity: short Payload: 66.5 Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks, 1 Gauss Rifle, 1 Sensor-Basic Weapon Variant Cost: 68480 Armor: moderate Jump Capacity: none Payload: 73.5 Standard Weapon Configuration: 1 Pulse Laser, 4 LRM Racks, 1 Laser, 2 ER PPCs, 1 Gauss Rifle, 1 Sensor-Basic Designed to represent the Death on the battlefield, the Atlas is the heaviest 'Mech in the game, and the second speaking about rude power. The standard weapon load consit of one Gaus Rifle packed up by two ER weapons and 4 LRM racks, giving the Atals an unique flexibility at logn-range attacks. Medium and short ranges the Atlas can use 2 Pulse Lasers. Second only to the Masakari, but readily (well, you need enough RPs...) available. --------------- --CLAN 'MECHS-- --------------- ULLER (KIT FOX) Class: light Tonnage: 30 tons Speed: 27 m/s Internal Structure: light Armor Variant Cost: 23410 Armor: light Jump Capacity: none Payload: 21 Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan Light Ultra AC, 1 Sensor-Standard Jump Variant Cost: 25510 Armor: light Jump Capacity: medium Payload: 21 Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan Light Ultra AC, 1 Sensor-Standard Weapon Variant Cost: 22460 Armor: light Jump Capacity: none Payload: 25 Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Lasers, 1 Clan Light Ultra AC, 1 Sensor-Standard The lighest Clan 'Mech you'll encounter the Uller provides some long-range firepower thanks to its Light Ultra AC, though it excels at medium and short range combats where its twin Lasers and Strek SRM can deal significant amounts of damge to other light 'Mechs. Ullers will usually escort Cougars, forming a deadly couple for any light 'Mech Lance. COUGAR Class: light Tonnage: 35 tons Speed: 27 m/s Internal Structure: moderate Armor Variant Cost: 33870 Armor: moderate Jump Capacity: none Payload: 28 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3 LRM Racks, 1 Sensor-Standard Jump Variant Cost: 36050 Armor: light Jump Capacity: medium Payload: 28 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3 LRM Racks, 1 Sensor-Standard Weapon Variant Cost: 38280 Armor: light Jump Capacity: none Payload: 34 Standard Weapon Configuration: 2 Clan Large Pulser, 4 LRM Racks, 1 Sensor-Standard The Cougar is a light 'Mech dedicated to fire support and long-range fights. Its high speed allows the Cougar to quickly change firing positions and escape from close assault, where its light armor and lack of short-range weapons will be deadly for this 'Mech. You'll encounter large numbers of Cougars, and you'll be able to salvage every variant. The J variant is useful for reconaissance duties. HUNCHBACK IIC Class: medium Tonnage: 50 tons Speed: 18 m/s Internal Structure: heavy Armor Variant Cost: 57530 Armor: moderate Jump Capacity: none Payload: 35.5 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard Jump Variant Cost: 57130 Armor: light Jump Capacity: short Payload: 35.5 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard Weapon Variant Cost: 77450 Armor: light Jump Capacity: none Payload: 45.5 Standard Weapon Configuration: 1 Clan Heavy Flamer, 2 Clan Heavy Ultra AC, 1 Clan ER Lasers, 1 Sensor-Standard The only Clan 'Mech without Omni capabilities, the Hunchback IIC is a redesign of the venerable I.S. Hunchback, Clans over-exalted its short-range capabilities by usign two Heavy Ultra ACs in its W config. Other variant are less effective, though they are still deadly at short ranges. The tactic to use against Hunchback IICs is to concentrate long-range fire on one 'Mech per time, destroying legs for jumping between targets without too much worry. VULTURE (MAD DOG) Class: heavy Tonnage: 60 tons Speed: 24 m/s Internal Structure: heavy Armor Variant Cost: 56910 Armor: moderate Jump Capacity: none Payload: 46 Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1 Sensor-Standard Jump Variant Cost: 62610 Armor: moderate Jump Capacity: short Payload: 46 Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1 Sensor-Standard Weapon Variant Cost: 61870 Armor: moderate Jump Capacity: none Payload: 52 Standard Weapon Configuration: 2 Clan Pulse Lasers, 2 Clan ER Large Lasers, 8 LRM Racks, 1 Sensor-Standard The Vulture is a fire-support 'Mech. Its 8 LRM Racks allow it to fire a barrage of LRMs from behind walls and trees; twin Large Pulse Lasers ensure coverage of medium ranges, but the A and J variants lack short range weapons. The W variant features 2 Pulse Lasers and switch to ER Large Lasers, partially eliminating this drawback. Vultures will continue to fire with everything they have while retreating. The best tactic with this 'Mech is to close enough to silence its LRM launchers, and blast it away with Heavy AC shots. LOKI (HELLBRINGER) Class: heavy Tonnage: 65 tons Speed: 24 m/s Internal Structure: heavy Armor Variant Cost: 70540 Armor: moderate Jump Capacity: none Payload: 50.5 Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1 Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard Jump Variant Cost: 74760 Armor: moderate Jump Capacity: short Payload: 50.5 Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1 Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard Weapon Variant Cost: 80120 Armor: moderate Jump Capacity: none Payload: 56.5 Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Large Lasers, 2 Clan Gauss Rifles, 1 Clan Sensor-Standard Named Loki for its "utterly mad weapon configuration", the Loki is a well-balanced OmniMech capable of taking a large number of tasks, including recon when deployed in its Jump variant. The Loki is a good fighter at all ranges, and the only way to destroy a Loki is to attack it from several points, and keep moving. The W variant is adapt to long-range direct-fire barrages, and it is the only variant relatively defenless at short range. THOR (SUMMONER) Class: heavy Tonnage: 70 tons Speed: 24 m/s Internal Structure: heavy Armor Variant Cost: 74390 Armor: heavy Jump Capacity: none Payload: 53.5 Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2 Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard Jump Variant Cost: 78130 Armor: moderate Jump Capacity: short Payload: 53.5 Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2 Clan Large Pulse Lasers, 2 Streak SRM Racks, 2 Sensor-Standard Weapon Variant Cost: 79870 Armor: moderate Jump Capacity: none Payload: 58 Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2 Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard The Thor has its weapon load centered around several balistic weapons; the main weapon is a mammoth Heavy Ultra AC, backed up by 2 Streak SRM Racks, this makes the Thor well-suited for short-range duels, and the design doesn't lack few long-range weapons. MAD CAT (TIMBERWOLF) Class: Heavy Tonnage: 75 tons Speed: 24 m/s Internal Structure: heavy Armor Variant Cost: 92790 Armor: heavy Jump Capacity: none Payload: 57.5 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2 Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard Jump Variant Cost: 96970 Armor: moderate Jump Capacity: short Payload: 57.5 Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2 Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard Weapon Variant Cost: 95560 Armor: moderate Jump Capacity: none Payload: 65 Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan Large Pulse Lasers, 2 Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard This 'Mech balances firepower, mobility and armor in a very effective way. Mad Cats form the backbone of any heavy assault force. Though sightly less effective than the Masakari, the Mad Cat is still a 'Mech to be renocked with. It flexible configuration allows to use it in a wide variety of roles, and the best way to use a Mad Cat chassis is to mix weapons of all ranges, though specialized Mad Cats with LRMs and Heavy Ultra ACs will be a nasty surprise for anyone. MASAKARI (WARHAWK) Class: Assault Tonnage: 85 tons Speed: 18 m/s Internal Structure: Heavy Armor Variant Cost: 102020 Armor: heavy Jump Capacity: none Payload: 69 Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard Jump Variant Cost: 105460 Armor: heavy Jump Capacity: short Payload: 69 Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard Weapon Variant Cost: 102480 Armor: heavy Jump Capacity: none Payload: 74 Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan Gauss Rifle, 2 Clan LRM Racks, 1 Sensor-Standard The most powerful 'Mech in the game. It is faster and has more weapon capacity than an Atlas, keeps the same amount of armor and weights 15 tons less. Salvaging any Masakari you see is an obligation, especially in the almighty Weapon variant, though the Jump variant will be a good addition to any force. All configurations are capable of handling any situation, excelling at long-range barrages. If you salvage a Masakari-W, try to mount 4 Clan ER PPCs, one Advanced Sensor Suite and some medium/short range weapons; with this weapon configuration, your Masakari will be able to destroy most 'Mechs in few, well placed shots. If you are going to engage a Masakari, close with it ASAP: with only two Flamers as short-range defense, the Masakari's effectivness in almost cut in half. ************************************ 5-VEHICLES/INFANTRY/TURRETS BRIEFING ************************************ ------------------ --ARMED VEHICLES-- ------------------ SAVANNAH MASTER Cost: 1000 Weight: 5 tons Type: light hovertank Speed: 21 m/s Armor: very light Equipment: Small Laser This light hovercraft will be only a nuisance, even for the lighest 'Mech. Do not understimate them when in groups, however. ARMORED CAR Weight: 8 tons Type: light wheeled tank Speed: 27 m/s Armor: very light Equipment: Laser An other useless vehicle, though better armed and armored than the Savannah Master. APC Cost: 2160 Weight: 10 tons Type: Armored Personnel Carrier Speed: 18 m/s Armor: light Equipment: Laser The APC can carries people and keeps a good armor protection and firepower for a small vehicle. J.EDGAR Cost: 4500 Weight: 25 tons Type: light hovertank Speed: 18 m/s Armor: light Equipment: 2 Pulse Lasers Things become to get serious. Not a threat for anything heavier than 40 tons, the J.Edgar is fast and well armed. Pick it out with long-range fire. HARASSER Cost: 3040 Weight: 25 tons Type: short-range fire support hovercraft Speed: 18 m/s Armor: light Equipment: 4 SRM Packs Do not understimate the Harasser, especially when it attacks in groups. Its speed allows it to outmanuever heavy 'Mechs, and the SRMs can deal significant damage to thin (rear) armors. Pick them out with medium/long-range fire. PEGASUS Cost: 3100 Weight: 15 tons Type: recon hovercraft Speed: 21 m/s Armor: light Equipment: 3 SRM Packs, 1 Sensor-vehicle The Pegasus is ideal for fast recons in enemy territories when infantry resistance is expected. Do not use them to engage any other vehicle, the Pegasus will be destroyed or badly damaged. SARACEN Cost: 3920 Weight: 35 tons Type: long-range fire support hovercraft Speed: 18 m/s Armor: light Equipment: 2 Light ACs The best way to engage a Saracen is to rush within the minimum range of its two guns; in this way you should be able to save more armor than a long-range exchange will. STRIKER Cost: 10200 Weight: 35 tons Type: long-range fire support vehicle Speed: 15 m/s Armor: light Equipment: 5 LRM Packs Engage as it is a Saracen, but keeps in mind that the Striker can fire over walls tanks to its LRM Packs. MINELAYER Cost: 9000 Weight: 40 tons Type: support vehicle Speed: 18 m/s Armor: light Equipment: mines Lay down mines. The mines can seriously damage any 'Mech up to 50/60 tons. AI isn't smart enough to fire at the terrain to destroy them, and so they'll keep moving on your minefields, making them an easeier target for your 'Mechs. If you encounter minefields, stop immediately and begin to fire on the terrain: the mines will explode with one shot. CONDOR Cost: 9410 Weight: 50 tons Type: medium hovertank Speed: 15 m/s Armor: light Equipment: Large Pulse Laser SRM CARRIER Cost: 3210 Weight: 60 tons Type: short-range support vehicle Speed: 18 m/s Armor: very light Equipment: 6 SRM Packs BULLDOG Cost: 12590 Weight: 60 tons Type: light tank Speed: 12 m/s Armor: light Equipment: 1 Heavy AC ROMMEL Cost: 15700 Weight: 65 tons Type: medium tank Speed: 12 m/s Armor: light Equipment: 2 ACs VON LUCKER Cost: 18260 Weight: 75 tons Type: heavy tank Speed: 12 m/s Armor: light Equipment: 1 Gauss Cannon, 1 AC LRM CARRIER Cost: 13420 Weight: 60 tons Type: long-range support vehicle Speed: 15 m/s Armor: light Equipment: 7 LRM Packs A more powerful version of the Striker. Engage it at short range and remember that it can fires over walls. SHREK Cost: 30660 Weight: 80 tons Type: assault tank Speed: 9 m/s Armor: moderate Equipment: 1 Clan ER PPC, 1 ER PPC The best way to deal with this vehicle is to set ambushes or attack with LRMs when protected by walls or trees. If this is not possible, try to engage at short-range where PPCs aren't effective. In couple they can take down Assault 'Mechs, so be careful. -------------------- --UNARMED VEHICLES-- -------------------- SWIFT WIND Cost: 1500 Weight: 5 tons Type: recon car Speed: 21 m/s Armor: very light Equipment: 1 Sensor-vehicle The Swift Wind is designed to perform long-range recon. It hasn't considerable armor, and relies on speed to protect itself. The Sensor suite leaves no space for weapons, so you have to keep it away from enemies. REPAIR VEHICLE Cost: 4500 Weight: 35 tons Type: support vehicle Speed: 18 m/s Armor: light The Repair Vehcle can repair damaged armor and provide ammunition. It cannot repair destroyed weapons or equipments, nor can heal wounded MechWarrior. It may be useful in the first missions, where your pilots and your light 'Mechs will be overwhelmed by heavier enemy 'Mechs. CARGO TRUCK Weight: 40 tons Type: support vehicle Speed: 18 m/s Armor: very light Cargo carriers. Nothing more. Totally unarmed and not so fast. They are usually guarded by fast 'Mechs. AEROSPACE SPOTTER Weight: 45 tons Type: support vehicle Speed: 15 m/s Armor: light Though it has no weapons on its own, the Spotter can direct deadly Aerofighter attacks on you. Take them out at first sight, then scatter your 'Mechs to dodge the AF Strike. MOBILE HQ Weight: 50 tons Type: support vehicle Speed: 15 m/s Armor: light Totally unarmed, the Mobile HQ will rely on its escort and it speed to fend off attacks. When captured, it reveals enemy positions. MINESWEEPER Cost: 4000 Weight: 40 tons Type: support vehicle Speed: 18 m/s Armor: light Minelayers lay down minefield, and minesweepers remove them. Every detonated mine will reduce the vehicle's armor. TANKER Weight: 55 tons Type: support vehicle Speed: 18 m/s Armor: very light Tankers carry large amounts of fuel and ther flammable liquids. When struck by enemy fire, the Tanker will explode, damaging everything in a 75 meters-wide area. Ideal to damage light 'Mechs and vehicles; "chain fire" of multiple Tankers can damage and/or destroy any 'Mech. LONG TOM Weight: 70 tons Type: mobile artillery Speed: 15 m/s Armor: very heavy This tank will provide the artillery strikes so useful to decimate enemies at extreme ranges. When moving the Long Tom is not able to fire, so be sure to guard them against any attack. TRAIN Weight: 40 tons Type: support vehicle Speed: 18 m/s Armor: very light It is exactly the same thing of a Cargo Truck, but this time it moves on rail. When you destroy the locomotive, the other wagons won't be able to move. ------------ --INFANTRY-- ------------ ELEMENTALS Weight: 1 ton per Armor Type: Power Armor Speed: 3 m/s Armor: very light Equipment: Small Laser, SRM Pack Elementals will always act in groups of five. In Battletech they are a threat even for an Assault 'Mech, but in this game they are only a nuisance. I think they can be a threat for Light 'Mechs when 10/15 Armors begin to fire at one 'Mech, but you could easily outrun them. SOLDIER Weight: less than 1 ton Type: Foot Soldier Speed: 1.5 m/s Armor: none Equipment: none When you destroy a vehicle or a 'Mech its pilot will escape and begin to run oevr the battlefield. Do not bother to take them out with weapons, nor to hunt them down; they can be easily killed by stepping over them. They have no weapons. ----------- --TURRETS-- ----------- STANDARD TURRETS Armor: very light Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs You will found these automated turrets guarding several thing in the game. The most annoying is the LRM turret, which can fire over walls. All of them can be destroyed in ranged combats with one well-placed shots. Just do not epose your back to them. POP-UP TURRETS Armor: very light Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs These turrets will pop-up from their hidden positions when you enter their range. Tactically they are more powerful than the standard turrets, though it is really easly to recognise the armored doors. Fire at them when they are hidden with long-range weapons. Both type of turres can be used by you by capturing the Turret Control building or put out of commission by destryoing their Generators ******************************************************* 6-HOW TO COSTUMIZE A 'MECH AND ASSEMBLY A PERFECT LANCE ******************************************************* Long title, isn't it? This section will describe how to costumize your 'Mechs and assembly a balanced Lance. A Lance is composed of 4 'Mechs, and 3 Lances form a Company. Each Lance should contain two all-around 'Mechs and one long-range and one short-range fighters, though you can form specialized Lances according to the mission profiles. If you are going to command an entire Company, it is better to group 'Mech by weapon ranges: this will allow you to use 'Mech more efficently: think if half your lance is firing LRMs while the other half is going to engage the selected target with their Heavy ACs, and this target is protected by 'Mechs, vehicles, turrets, and they are activated by your approaching 'Mechs. 'Mechs suited for long-range fightings should use as their main weapons ER Lasers and ER PPCs, with Gauss Rifles as secondary/back up weapon; this will free you of ammo problem, while keeping damage values at high levels. Do not forget to include LRM Racks for indirect fire, and be sure that more than one 'Mech has them: by countinously firing only the LRM Racks of a single 'Mech will deplete ammo in seconds. Medium and short range weapons should be included, Lasers and other energy weapons in primis, especially when the primary weapon is a Gauss Rifle or LRM Racks. Fire support 'mechs should be medium and light 'Mechs, where the balance of speed and payload can turn them into highly effective fast-moving boats. Heavy and Assault 'Mechs can be fitted for this role, though it is better to balance weapons. On the other side short-range brawlers should use at least one Heavy AC. This weapon has little ammo bins, so be sure to backup them with large amounts of medium and short range weapons. Including few LRM Racks isn't a bad idea. Heavy and Assault 'Mechs are the best for this role, where it large payload capacity allows them to mount several backup weapon systems. All-around 'Mechs will be the backbone of every Lance, as they are able to inflict damage at every range with no or very few loss of effectivness. An other job where Heavy and Assault 'Mechs excels. A balanced 'Mech should include two main long-range weapons, usually ER Lasers or PPCs, and other weapons capable of medium and short range combats, and this time you can use all weapons: a deadly combinations is two Clan ER PPCs and one Clan Heavy Ultra AC, backed by Pulse Lasers and few LRM Racks, for indirect fire capability. An other combination, though very diffuclt to obatin, is composed of 4 Clan ER PPCs, 4 Clan Pulse Laser and a Clan Advanced Sensor Suite. Use a Masakari W for this configuration, and permanently assign to this 'Mech your MechWarrior with the highest Gunnery Skill. Try to mount at least one Clan Advanced Suite on one of your Assault/Heavy 'Mechs, this will allow ou to spot hidden at long rangs without the need of specialized EW light 'Mechs like the Raven. If you can spare enough tons on the Battalion Transport, fit an Uller or a Cougar with Clan ECM and Active Probe suites, though this won't be striclty needed. Now it's time to form your Lance. If you do not know what are you going to face, use two 'Mechs with all-around weapons, one light for scouting duites on one heavy/assault for some serious firepower. The other two 'Mechs will be specialized in long and short range fightings. You can form a Lance with four all-around 'mechs, though this will make difficult to escape from certain situations. It is also possible to form a Lance of three long range and one short range fighters or a whole fire-support Lance, but you must use energy weapons, and use concentrated fire on legs to cripple 'Mechs before kill them. Companies are formed of 3 Lances, but you can go behiond the simple addition of Lances: first, group 'mechs with equal range profiles in Lances. My usual Company is composed of 8 long-range fighters and 4 all-raound 'Mechs: with this configuration you should be able to reduce any 'Mech to scraps in few seconds; I suggest to include one or two Heavy ACs in the all-around 'Mechs' weaponry to quickly dispatch anyone so lucky to survive to your barrage. Companies of short-range 'Mechs aren't effective, as all 'Mechs you'll encounter will carry long-range weapons; your 'Mechs will be badly damaged before entering within range. Last minute note: after salvaging a Masakari W, I removed all weapons it had and substituted them with 1 LRM Rack, 4 ER PPCs, 4 Pulse Lasers and an Extended Sensor Suite (all Clan equipment). During a mission this 'Mech killed an Atlas A with a single PPC salvo, and then turned on other 'Mechs with LRMs first and then Pulse Lasers. Though you won't have access to so many Clan PPCs (well, if you salvage the whole 'Mech through a direct head hit...) to costumize all Masakaris you'll salvage in this way, be sure to use only Clan weapons on the Masakari. ************** 7-MECHWARRIORS ************** 'Mechs need a pilot, and MechWarriors are men and women able to do this dangerous task. In this section you will find all Mechwarriors the Batalion will send you, with full stats. Important pilots ahave an (*) after their names; these pilots are very good and gain a lot of experience during battles.Enjoy. NAME: Hawk GUNNERY: very low PILOTING: very low JUMPING: low SENSORS: medium INITIAL RANK: green AVAILABLE FROM: op1m1 NAME: Beast (*) GUNNERY: medium PILOTING: very low JUMPING: very low SENSORS: low INITIAL RANK: green AVAILABLE FROM: op1m1 NAME: Hunter (*) GUNNERY: medium PILOTING: medium JUMPING: low SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op1m1 NAME: Linx (*) GUNNERY: medium PILOTING: medium JUMPING: medium SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op1m1 NAME: Fiend GUNNERY: very low PILOTING: medium JUMPING: low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op1m2 COST: 3200 RP NAME: Rooster GUNNERY: very low PILOTING: medium JUMPING: low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op1m2 COST: 3200 RP NAME: Siren GUNNERY: medium PILOTING: very low JUMPING: low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op1m3 COST: 3200 RP NAME: Mistyque (*) GUNNERY: low PILOTING: very low JUMPING: medium SENSORS: low INITIAL RANK: green AVAILABLE FROM: op1m3 NAME: Gunman GUNNERY: medium PILOTING: low JUMPING: very low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op1m4 COST: 3200 RP NAME: Countess (*) GUNNERY: medium PILOTING: medium JUMPING: medium SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op1m4 COST: 5000 RP NAME: Isis GUNNERY: very low PILOTING: low JUMPING: very low SENSORS: medium INITIAL RANK: green AVAILABLE FROM: op1m4 COST: 3200 RP NAME: Hitman (*) GUNNERY: high PILOTING: low JUMPING: medium SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op1m5 COST: 5000 RP NAME: Scarab (*) GUNNERY: medium PILOTING: medium JUMPING: very low SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op1m5 COST: 5000 RP NAME: Skater GUNNERY: very low PILOTING: low JUMPING: medium SENSORS: very low INITIAL RANK: 3200 AVAILABLE FROM: op1m6 COST: 3200 RP NAME: Flacon (*) GUNNERY: medium PILOTING: high JUMPING: medium SENSORS: medium INITIAL RANK: regular AVAILABLE FROM: op2m1 NAME: Baron GUNNERY: low PILOTING: very low JUMPING: very low SENSORS: medium INITIAL RANK: green AVAILABLE FROM: op2m3 COST: 3200 RP NAME: Spice GUNNERY: low PILOTING: very low JUMPING: medium SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op2m2 COST: 3200 RP NAME: Ronin GUNNERY: medium PILOTING: very low JUMPING: very low SENSORS: low INITIAL RANK: green AVAILABLE FROM: op2m5 COST: 3200 RP NAME: Gator GUNNERY: medium PILOTING: low JUMPING: very low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op2m6 COST: 3200 RP NAME: Rebel GUNNERY: very low PILOTING: medium JUMPING: very low SENSORS: low INITIAL RANK: green AVAILABLE FROM: op3m1 COST: 3200 RP NAME: Outlaw GUNNERY: high PILOTING: medium JUMPING: high SENSORS: low INITIAL RANK: regular AVAILABLE FROM: op3m2 COST: 5000 RP NAME: Burnout GUNNERY: low PILOTING: low JUMPING: medium SENSORS: very high INITIAL RANK: regular AVAILABLE FROM: op3m4 COST: 5000 RP NAME: Vixen (*) GUNNERY: very high PILOTING: very high JUMPING: very high SENSORS: very high INITIAL RANK: elite AVAILABLE FROM: op3m5 COST: 9800 RP NAME: Goblin (*) GUNNERY: medium PILOTING: medium JUMPING: medium SENSORS: medium INITIAL RANK: veteran AVAILABLE FROM: op3m5 COST: 7200 RP NAME: Gator GUNNERY: medium PILOTING: low JUMPING: very low SENSORS: very low INITIAL RANK: green AVAILABLE FROM: op3m5 COST: 3200 RP NAME: Mantis (*) GUNNERY: high PILOTING: high JUMPING: medium SENSORS: medium INITIAL RANK: veteran AVAILABLE FROM: op3m6 COST: 7200 RP NAME: Firestorm (*) GUNNERY: high PILOTING: very high JUMPING: very high SENSORS: very high INITIAL RANK: elite AVAILABLE FROM: op4m1 NAME: Dragon GUNNERY: high PILOTING: very high JUMPING: medium SENSORS: medium INITIAL RANK: veteran AVAIALABLE FROM: op4m1 COST: 7200 RP NAME: Blaze GUNNERY: medium PILOTING: high JUMPING: high SENSORS: high INITIAL RANK: veteran AVAIALABLE FROM: op4m1 COST: 7200 RP NAME: Paingod (*) GUNNERY: high PILOTING: very high JUMPING: very high SENSORS: very high INITIAL RANK: elite AVAIALABLE FROM: op4m6 COST: 9800 RP NAME: Thunder GUNNERY: medium PILOTING: high JUMPING: very high SENSORS: high INITIAL RANK: veteran AVAIALABLE FROM: op4m6 COST: 7200 RP ***************** 8-GENERAL TACTICS ***************** I'm going to divide this section into two parts, logistic and combat phase: Logistic phase: it is imperative to repair all your 'Mechs damaged in the previous mission before doing everything else. Then de-assign all MechWarriors (drag them from the 'Mechs' stats to the MechWarrior box on the left), and then read the briefing, examine the map and decide which 'Mechs you will use. Now assign your MechWarriors: take the one with the highest rank or gunnery skill and assign him/her to the most powerful 'Mech you are going to use, then assign the second best pilots to the second best 'Mech and so on, until all 'Mechs have a pilot. Have all wounded MechWarrior rest from one mission: they will regain two health points instead of the single if they enter battle; wounded pilots will perform below their standards; if the pilot has lost four or more health points, make him/her rest for two missions. If you salvaged 'Mechs, do not automatically sell them, especially if they are Clan 'Mechs: put them on the active 'Mech roster, and see if they have weapons left on their chassis (white letters): if the 'Mech won't be useful ("strange" tonnages like the 45-tons Hollander or 'Mechs with not enough payload like the JagerMech), remove all active weapons and equipment and sell the chassis. I suggest to do not sell Clan 'Mechs because they can mount more weapons than Inner Sphere 'Mechs; do not sell Clan weapons too. Check everytime the weapon shop, and buy any advanced weapon it has (ER Lasers/PPCs, Gauss Rifles...). When you assign MechWarriors to 'Mechs, try to assign green and regular 'MechWarriors to the ligher 'Mechs, later in the game having them at least at regular rank and with a decent gunnery skill. Combat Phase: keep you lances together, and BE PRUDENT. The AI in this game is good, and several vehicles/'Mechs are permanently on patrol of some areas. Pay attention to the numbers of enemy contacts the mini-map on the MFD shows, and if the situation is confused, zoom in. Always keep the minimum maginification possible both in th main game window and in the map, close views are too close, though every single sprite is worth of this zoom. Capture everything you can: turret and gate control towers will attract enemy fire, and it's better to loose them than your 'Mechs. Always climb hills: having an higher point of view will reveal a great portion of the map: this is important because you can realize what particular type of enemy produces a contact, and if it is active or not (just point on the enemy and if it is 'XXXX without crew', it's inactive); this will also allow you to place an artillery strike on the clear terrain, an important thing: you can destroy things without being touched... To use artillery strikes, remember that small strikes have a 6 seconds delay and only the central area allocates significant damage values, whilke the large has a 14 seconds delay and allocates damge roughly equal to a small artillery strike in the side areas, and has a larger impact area. Other "omni" tools, the probe and recon camera don't allocate damage, but allows you to scan the unknow areas: the first, the probe, doesn't reveal the map but picks up all enemies in a large circular area, and this area decreseases every second after the probe has been depolyed. The recon camera is a small UAV (Unmanned Aerial Vehicle) with a recon camera that flies in concentrical circles: the camera begins near the center, and increases the diameter every 5 or 6 seconds; the camera shows the map, but can be destroyed by enemy forces. There are three types of walls: light, medium and hardened: all except the light must be phisically destroyed with weapon fire to open a passage through them (the light can be destroyed by passing on it), though only the hardened wall blocks all weapons except LRMs, that can be fired over it by arching their trajectory (simply order to LRM-equipped units to fire at something on the other side of the wall). Capture any control tower you see: turret will provide additional firepower, while capturing gate towers will make the enemies target the gates first, and you'll be able to fire at them without answer. Sensor towers will reveal the contacts inside the area covered by their sensors. Contacts can be catalogated in two types: vehicles (without a sensor circle) and 'Mechs or vehicles with sensors (Pegasus and Swiftwind only), which have a sensor circle centered on the small dot. Dots are yellow ehn covered by the "fog-of-war", or red, when cleraly visible. ********************* 9-MULTIPLAYER TACTICS ********************* MechCommander uses MPlayer's servers for online gaming, and you have to pay to use Mplayer services. I've never played online for this reason, but I think MechCommander is one of those games where single and multiplayer are relatively equal. Just be sure to have a Lance/Company ready to handle everything. If someone as multiplayer tactics to submit, I'll be glad to put them here. ************** 10-WALKTHROUGH ************** Notes: mission objectives marked with a "+" must be completed to succesfully end the mission; the ones marked with a "*" are optional. The first number in Maximum Units represents the total number of units that can be deployed it the mission, while the one in brackets represent first (F1), second (F2) and third (F3) lance. North is toward the upper left corner of the screen, and East toward the upper right corner. South and West are lower right and lower left respectively. -------------------------- --OPERATION 1: BEACHHEAD-- -------------------------- MISSION 1 Mission Objectives: + Destroy the HQ and the Gas Tower at point Alpha (3000 RP) + Destroy the three Garrison Buildings at point Beta (3000 RP) + Destroy the HQ (4000 RP) Maximum Tonnage: 85 tons Maximum Units: 3 Logistic Phase: deploy all 'Mechs you have, and assign Hunter, the MechWarrior with the highest Gunnery value to the FireStarter W, and "sell" Hawk, you won't need this "pilot". Assign Linx to the Commando W and Beast to the Commando A. Combat Phase: You'll start above the three objective counters. Start to head left until you reach a road, and destroy the sport car just for fun (¬_¬...), and follow the road. Ahead toward the first objective; it will be guarded by two Armored Cars (a single PPC hit from afar will blow them). The first champ has a laser turret defending it, though you won't need to engage it. Coming from the North there is a ridge you can use to fire at the Tanker near the Gas Tower. This will blow nearly everything. If you need to finish off something, use the Firestarter's PPC to hit from a safe position. Then head North-West, toward the little peninsula. You'll find two J.Edgars guarding a container with 2 Lasers inside. Now head toward the second objective; you'll need your Firestarter's PPC to disable the Laser Turret. Make Hunter fire from a safe distance. This should bring up the Commando A guarding the three garrison buildings. Concentrate fire on it, and don't bother to replay the mission if you don't salvage the 'Mech. After your first 'Mech to 'Mech battle, step into the champ and reduce all three buildings to rubble. Now head toward the third and last objective. Destroy the turret near the area, the circle it to reveal an Uller W guarding the last objectives and some vehicles without crew. The Uller is a good piece of battlefield salvage, so try to hit its head or its leg. Engage it at short range with your Commandos first, then order your Firestarter to fire its PPC from afar. This should allow you to finish the Uller quickly. After this battle, destroy the small building near the vehicles. Congratulations, mission 1 completed! MISSION 2 Mission Objectives: + Capture bondsmen prison-ban (6000 RP) + Escort the APC to the extraction point (12000 RP) * Capture the Mobile HQ to reveal the prison position Maximum Tonnage: 80 tons Maximum Units: 3 Artillery: 2 big Logistic Phase: Just repair 'Mechs. Combat Phase: The Dropship will position your three 'Mechs and one APC in a little forest in the northest part of the map. It is vital to guard the APC throughout the mission. Start by setting on fire a small number of trees. The APC carries a Laser, so use it to avoid ammo wastes. Now head left, and destroy all Armored Cars following you. Cross the brige, and destroy it. If you don't do it fast, other Armored Cars, J.Edgars and one Hollander A will be on you; as these units will follow you until you destroy them or they destroy you, heading left and destroying the bridge will keep enemies busy for the whole mission. Now head south toward the last know position of the enemy's Mobile HQ. This vehicle will be guarded by a Striked and a J.Edgar; take out the Striker first, then maul the J.Edgar. During this battle, send one Commando or the APC to capture the Mobile HQ. There is also a container with 4 ACs in the area. After you captured the vehicle, the area sorrounding the prison will be revealed. There are two Commandos, one W and the other A. Use your available artillery strikes to hit the Commandos. DO NOT place the artillery marks directly on the Commandos, or the artillery will destroy the prision. The large artillery attack should be enough to badly damage or even destroy both 'Mechs; after you hit the 'Mechs with artillery strikes, they'll begin to come after you (if still alive). Few well-placed shots, especially from the Firestarter's PPC, will destroy them. Now it is time to position the APC near the prison and escape to the extraction point. If you have enough armor left to fight the Hollander, three Armored Cars and one J.Edgar, position the APC near the trees sorrounding the point and move your 'Mechs toward the extreme East of the map. The Hollander might also be relatively near you, just pay attention to the contacts your MechWarriors report. Do not try to engage the Hollander at long and medium ranges, the Gauss Rifle can destroy your light 'Mechs with few shots; instead keep your 'Mechs close with the 'Mech, and ignore vehicles until you ahve destroyed it. Now finish off the vehicles, and coast along the small lake to find a warehouse with two Clan Streak SRM Racks. Now return to the extraction mark and be ready for the third mission. MISSION 3 Mission Objectives: + Find the Raven (9000 RP) + Escort the Raven to the extraction mark (9000 RP) Maximum Tonnage: 115 tons Maximum Units: 4 Artillery: 2 little, 3 big Logistic Phase: You should be able to buy a new Firestarter W and Siren, a godd MechWarrior will be available. Use her on the Commando A, and move Beast on the Commando W and Linx to the new Firestarter. Useless to say that you must repair all damages suffered by your 'Mechs. Deploy the two Firestarters and the two Commandos. Combat Phase: You start in the west. Quickly capture the container (2 LRM Racks), the move your 'Mechs toward the forest to the North. Do not try to cross the bridge or get near it, several air strikes will reduce it to rubbles. Not enough a Saracen will try to fire at you with its long-range guns, so be quick to move your 'Mechs. Begin to follow the road until you see some fuel tanks. Move all but one 'Mechs away from them, and keep this 'Mech at a safe distance from them, though it should be able to fire at the tanks. Two vehicles are patrolling the area, and the quickest way to destroy them is to hit on tank; the hockwave will destroy all other tanks and everything near them. Now move right. and climb the hill. Being at the top of the hill will reveal a small champ with two Commandos (W version) guarding two containers, and one Saracen patrolling the area. Use your two small artillery strikes to attack directly the Commandos. Now move near the trees east to the hill; the Commandos (it is unlikely that the two strikes will kill the 'Mechs) will begin to move toward you, like the Saracen mentioned before. Finish them, and move to capture the two containers (1 Large Pulse Laser, 1 Streak SRM Rack). Now it is time to head to west, and locate the Raven. Your friend is shutdown, and you do not have access to Beagle Probes for now, so you must visually localize it, and approach it to start it up. The Raven you'll get (and will keep throughout the game) is a W variant, and is piloted my Mistyque, a good MechWarrior (not excellent, but can be useful on light and medium 'Mechs). Now you have to take her and the 'Mech to the extraction point. As the bridge was destroyed at the beginning of the mission, you must complete your clock-wise turn on the island. Before doing so, head west. You should have noticed vehicles patrolling the western part of the island, and in fact their are guarding some containers. If are good enough at calculating artillery's lag, use one large strike to destroy the Striker and the J.Edgar patrolling the area together, but be ready to engage other vehicles. After this little detourn, return to head right, until you reach a paved road. Position your 'Mechs near the small island, and send one 'Mech (whatever...the Raven is the best, though this is going to be risky) where the road does a 90° turn; while you are doing so, to Commandos-J will begin to move toward your reinforced lance, but they will stop just before the road. The scouting 'Mech should be able to have a clear line of sight to the Commandos, or just have uncovered the map to place an artillery strike (a big one) very near to the two enemies. This attack will put the 'Mechs out of commission, though they won't be salvageable...continue to move right until your Raven picks up two unknow signals. Begin to move along the lake/sea's coast, until you find a small champ with 4 AC turrets and the relative Control Tower. Use one of your Commandos to capture the Twoer, then the small container (1 SRM Rack). Position all of your 'Mechs, except one within the champ's perimeter, and move the remaining one tworad the tow previous signals and when they begin to move, order your 'Mech to take position with the others. Thw two signals are 2 Firestarters-A, and the AC turrets will help to bring 'hem down. Have you did so, move on of your 'Mechs where the Firestarters were, and capture the large resuppling base (3 Heavy Flamers, 1 Pulse Laser, 2 LRM Racks, 1 Pulse Laser and 1 LRM Rack). Now move all of your forces toward the lower left edge of the map, on the small hill; at the very edge of the map there is a small island connected with a bridge to the main area, sorrounded by fuel tanks. On this small islans there is a Mad Cat A, and your five 'Mechs won't be able to face it, even if you use the previously captured AC Turrets. To destroy it, place one Firestarter within effective PPC range near the first fuel tank, and use one other 'Mech to attract the Mad Cat away from its position, and let the Firestarter use its PPC on the fuel tank: the resulting explosion will destroy all other tanks, the Mad Cat and the bridge. It is also possible to simply issue an artillery strike on the bridge or directly firing on the fuel tank, but you won't get the kill mark for this Clan OmniMech. Now it's time to destroy the Saracen patrolling the extraction zone, capture a container with one PPC inside and escape from this island by walking on the extraction mark. MISSION 4 Mission Objectives: + Destroy Clan HQ (9000 RP) + Retreat to extraction marker (12000 RP) * Defend allied supply base (7000 RP) Maximum Tonnage: 200 tons Maximum Units: 6 (4/2) Artillery: 3 small Logistic Phase: Repair your 'Mechs, and make all your wounded pilots to rest and buy Countess. From this mission, examining the map before entering combat is vital. You start in the upper-left edge of the map, and your objective is on the lower edge, near the horizontal center of the map; the HQ is located on a small island connected by two bridge to the land; the main bridge, in the south, heads directly to the base main gates, while the second, from the east, to a small plain near the south wall of the base. Between these two bridges there is a small hill. Other terrain features aren't important for the mission. Combat Phase: You begin in the supply base you can defend. Though this is an optional objective, the RPs of this objective will be useful, and you won't have too much to do. If you deployed the Raven, its pilot will spot 5 contacts, 2 at the right an 3 directly in front of you. Move to intercept the two contacts, they are going after the base. As these contacts are Saracens, close quickly with them and hammere them away with short range weapons. Now it's time to destroy the three contacts at the south; they are 2 SRM Carriers and one J.Edgar. Try to destroy them all now, or all retreating units will reinforce the enemy base defense force. Continue to follow the road directing south, and you'll find an Uller A; try to salvage it, then move toward East; there is also a small hill that allows you too see the northest part of the enemy base. From what you see, the Clan HQ is at its center, with fuel tanks and a power generator to its right. At its left there is a crew barrack, one Bulldog without crew and one Striker (active). Though it would be easy to destroy the HQ with the artillery strikes, use one of the strikes on the fuel tanks; this will destroy a portion of the perimetal wall and the power generator. Without this generator the laser turrets sorrounding the base won't be active. Then use the second strike on the crew barrack (the bulldog won't be activated) and the third on the Striker. Continue to move toward east until one of your MechWarriors spot 3 contacts, then head toward them. Destroy the 2 SRM Carriers and the single J.Edgar, and cross the nearby bridge. Once you have stepped over the small island, several (about 10) Armored Cars will swarm you. This attack will pose some problems, as the Cars won't stop to move to hit your backs; do not order to all 'Mechs to attack a single Car, but instead order a single 'Mech to engage a single Car; this will allow you to destroy the group faster. Now take care of the previously hidden Striker, and then of the remaining Uller A. Try to salvage it. Now the base is free of enemy presence, except the inactive Bulldog. If you want destroy it and capture the two containers (4 SRM Racks, 2 ACs, 2 Sensors-Basic); destroy the Clan HQ and return to your base. MISSION 5 Mission Objectives: + Defend both farms (45000 RP) Maximum Tonnage: 240 tons Maximum Units: 10 (4/4/2) Artillery: 5 small, 1 big Logistic Phase: I hope you salvaged at least one Uller in the previous missions. Repair your 'Mechs and buy Hitman and Scarab. Buy a Minelayer too. You start in the upper-right corner of the map; to reach the first farm proceed in a straight line; for the seond, turn left at the first farm. Both farms are sorrounded by forests which limit movements and access points, except a wide area on the second farm's north side. On the upper edge of the map there is a small champ with some containers defended by vehicles, but do not try to capture it if this is the first time you play the mission. Not so far away, on the west there is a railroad. Combat Phase: Start by mining the road where you start, and move all of your 'Mechs except two to the second farm. After the minelayer finished in mining the road, move it to the small passage between the two forests, and mine the sorrounding are, passage included. If you aren't fast enough to mine this are 4 Saracens will begin to fire at your minelayer. If this happends, move the minelayer to the second farm, and let the Saracens walk on the mines :) If something survives, finihs it off with the two 'Mechs guarding the first farm, and them move all 'Mechs in the second farm's area, which is under attack by four Condors. Near the second farm, on the east, there is a small passage, which will be used by enemy vehicles, usually 2 LRM Carriers; send you minelayer to mine the area, and then move it to the big cultivated area, and begin to mine it, especially where the trees form a natural passage between the farms and the other parts of the map. While you are doing so, to SRM Carriers will attack the first farm, but if you mined the areas I told you, they won't be a trouble. Returing to your minelayer, when the LRM Carriers begin to close and/or when you spot an Hunchback A and two SRM Carriers, move it to the second farm and mine the are sorrounding the farm. Your enemies will begin to step on the mines: the LRM/SRM Carriers will be destroyed at the first contact, while the Hunchback will need some mines to go down; hopefully, it will be badly damage when it will reach the farm; to engage it, fire your long range weapons as many times as you can, and if it closes on your 'Mechs, keep them moving. Now it's time to repel an attack by two couples of light 'Mechs, nominally a Cougar A with an Uller A and an Uller W and a Firestarter A. The attack directions and timings of these couples differ slightly, though the will attack from the railroad, and will come after your 'Mechs and the second farm. Note that these 'Mechs will try to "engage" the farms instead of your 'Mechs, so you'll have to jump from target to target. After these four 'Mechs have been destroyed, the mission is finished. MISSION 6 Mission Objectives: + Destroy all 'Mechs defending the industrial complex (XXXX RP) Maximum Tonnage: tons Maximum Units: Artillery: 1 small Logistic Phase: For this mission you'll need at least one medium 'Mech. If you salvaged the Hunchback in the previous mission, replace all damage equipment, and buy a new Centurion (maybe a W variant). Repair all 'Mechs and assign your best pilots to the medium ones. If you captured the Mad Cat during the third mission (or installed the Mad Cat patch, whihc gives you a Mad Cat A for free...), deploy it immediately, the mission contains 7 'Mech and more than 10 vehicles, and they are not Armored Cars. This mission is staged on a small peninsula: you start in the south and your obejctive is in the north. There are two roads which goes directly to the industrial complex, and there is a concrete wall acting a guard point before the real wall sorrounding the complex. On the right you have some hills, but if you haven't jump-capable 'mechs you won't be able to move on them. On the right there is a forest. Intelligence reports that a Clan captain piloting a Catapult is in the area. Combat Phase: It is foolish to force the two blockades: turrets and vehicles will make your life very difficult, and you need all of your weapons and armor for the industrial complex. Begin to enter the forest, and follow the ideal road that the trees create. You may need to set on fire some trees. Be careful, this way is the most secure, but it has few pop-up turrets. When you spot a clearing, you will notice rectangels with the same colors of the background, though their perimeter is clearly visible. Have your 'Meches fire when these turrets are still hidden; theorically you need only to destroy three of them. When you leave the forest, you'll be on the west-most part of the wall closing the industrial complex. All the perimeter is guarded by AC Turrets, but you won't need to destroy them, there is the possibility to capture them and use for your mission, but you must first penetrate into the perimeter. Destroy the two nearest turrets with long and medium-range fire, the destroy two section of the wall, and send the fastest 'Mech you have to capture the Control Tower. This will bring on your side the remaining turrets, but not all. Now six vehicles, two SRM Carriers, and four J.Edgars will begin to attack you, but won't be a real problem. After this skirmish enter the perimeter and move along the wall to reach the main gates (on the right). Quickly dispatch the Rommel tank and the Striker. The Rommel has an AC as short-range weapon, so pick it out with long-range weapons, then close with the Striker and send it to its creator (Kali Yama Weaponries, Vehicle Dision...ah ah ah ah...ehm ¬_¬...). Capture the Gate and Turret Control towers, and group your 'Mechs near the barracks, but not so close, try to keep a safe distance from the fuel tanks. Two Harraser will try to attack you, but the closed gates and the turrets will blown them, so turn your attention to the several contacts near the objective counter. These contacts are 6 Firestarters (5 W variants and a single A). Send the fastest 'Mech you have to lure these 'Mechs into a trap: once they are near the fule tanks, fire at them and destroy/damaged them with little effort. Finish the 'Mechs with concentrated fire. Now it is time to destroy the last 'Mech, a Catapult A, patrolling a hill on the northest edge of the map, piloted by the Clan captain. Once again, send your fastest 'Mech near the contact, and let the Catapult fire one LRM volley; this will reveal the map sorrounding the firing position, eventually giving you a place where setting your only artillery strike. Place it near the two other vehicle contacts, this will destroy the Catapult's close-range escort. Now move all your 'Mechs to engage the Catapult; it is foolish to try to start a long-range fight with it, whatever 'Mechs you have. Move on the hill (the access ramp is located on the north side), and slug its armor with close-range weapons. If you have only light 'Mechs this battle will last for a while, but with a Centurion and other medium 'Mechs (who said Hunchback?) you'll get the upper hand faster. Congratulations, you have just finished operation Beachhead! ---------------------- --OPERATION: SKYHOOK-- ---------------------- MISSION 1 Mission Objectives: + Escort the Hunchback IIC to the extraction marker (25000 RP) Maximum Tonnage: 150 tons Maximum Units: 4 Artillery: 4 small Probes: 1 Logistic Phase: Repair your 'Mechs, and deploy the light and medium 'Mechs you have. Enemy opposition won't be so strong to require heavy 'Mechs. The map has a river running through it from north to south, with two bridges: the first (coming from the north) is unprotected, while the second has a wall section protecting it. Near the extraction point there is a small paved area. Combat Phase: You begin on the left shore, while the HunchBack IIC A piloted by Falcon on the right one. It is imperative to get the Hunchback with your lance ASAP: as you move the captured Clan 'Mech formations of 2 vehicles (usually Harrassers or Condors) will try to stop it; the Hunchback IIC has a large-bore AC, but it won't have enough ammo to destroy them all. Begin to move your lance toward the south, and try to keep your 'Mechs on the left side of the map, to cross the hills and avoid enemies. After half a minute begin to move the HunchBack IIC toward the first bridge. Now you 'Mechs (the ones you deployed) should have picked up vehicle contacts: the first bridge is guarded by one Aerospace Spotter and 4 Harrassers. Use one or two of your artillery strikes to take care of them, especially of the Spotter. Now move the Hunchback IIC across the bridge, and be sure to destroy the second Spotter it will encounter. Once all your 'Mechs are on the same shore (the left one), destroy one bridge section and return on the hills, and proceed south, toward the extraction marker. Once you reach the second bridge, use one artillery round to destroy the Strikers and the fuel tanks. Ignore the Rommel tanks, they will stay there. Continue to head south, until you see the small paved area I mentioned in the logistics phase. This paved area contains three 'Mechs (two Hunchbacks W and one Hollander A) and two tankers. Try to ignite all fuel tanks in the area by using your artillery rounds on the four pressure tanks; if you are lucky, the round will arrive when one tanker is between the pressure tanks and the smaller fuel tanks (at the south of the base), destroying or badly damaging the 'Mechs in the area. Now move in and finish all 'Mechs. If you didn't blow the smaller tanks, just wait until the first Hunchback and the Hollander are near them, and destroy one fuel tank with a direct hit. If the 'Mechs don't explode, be sure to engage the Hunchback first, from medium/long range, and keep your 'Mechs moving. If the Hunchback IIC still has rounds for its Heavy AC, send it to destroy the Hollander while the other 'Mechs fight with the enemy Hunchback. Now you have to fight the other Hunchback. Once all 'Mechs have been destroyed, explore the paved are: you'll find (near the river) some warehouses with 2 Flamers, 2 Light Ultra ACs, 4 LRM Racks, 3 Clan Streak SRMs, 1 Clan ER Laser, 2 Sensors Standard. Once you have finihed capturing enemy supplies head to the extraction marker. MISSION 2 Mission Objectives: + Destroy all power generators (10000 RP) + Retreat to extraction marker (5000 RP) Maximum Tonnage: 200 tons Maximum Units: 4 Artillery: 2 small, 1 big Logistic Phase: Deploy medium and heavy 'Mechs only. You won't need fast 'Mechs for recon duties. The terrain of this mission features some hills and a single river which divides the map into two areas: the first, and the biggest, features your main objective and the majority of the enemy units; the second area has the extraction marker, and it's connected to the main part with a long bridge. The area is fitted with perimetal sensors. Combat Phase: You'll start near a road. Follow it until you spot 2 vehicle contacts. These two vehicles are Bulldog heavy tanks, and you can take them out with concentrated long-range fire. Shortly after, or during the battle with the Bulldogs other four vehicles, 2 Strikers and 2 Harrassers, will reach your 'Mechs. Dispatch them too, and continue along the road until you reach a passage formed with two forest sections. Follow this passage until you reach four vehicles guarding a container; the vehicles are two SRM Carriers and two Strikers; the container has 2 Pulse Lasers inside. Now proceed right, through a nearby passagge (formed by forest sections) to an other small supply base, this time guarded by a single Harrasser; destroy it and capture the three LRM Racks inside the container. Now return on your steps, and continue along the road until the terrain turns from grass to sand: from this point, bgin to move near the forest on the lowest edge of the map, until you see some ridges; among these ridges there is a natural ramp leading toward an hill. Climb on that hill: this will reveal a small vehicle supply base with five vehicles: 2 Bulldogs, two Strikers and one Harraser; all of these vehicles are inactive except one Striker. Use one small artillery strike to desstroy the active Striker and then destroy the barrack containing the vehicle pilots with long-range fire. Now return on the road you was following, and be sure to move near the hill, or you will step over a minefield. Moving in this way should expose you to a single sensor only. By following that road, you'll enter the main enemy base from the west, the side with less enemies: you'll encounter 1 Bulldog and one Striker, backed by three AC turrets. You can easily pick them out with long-range fire. Move past the destroyd turrets, and capture the Control Tower; this will bring the remaining three turrets located on the north side of the base. These turrets will also take care of the Bulldog and the Commando A. You may need to fire a salvo or two to the Commando. Continue to proceed right: you'll find two vehicle repair bases and one HQ. Destroy the repair bases, and capture the HQ: this will reveal positions of two other small supply bases, one on the main continent, near the other two, guarded by a Centurion J and the second near the extraction marker, guarded by 2 Harrasers and one Bulldog. Use your large artillery strike on the Centurion (do not place the counter directly on the 'Mech, or you'll destroy the container) and the remaining small strike on the vehicles. The container guarde by the Centurion contains 1 Flamer, 2 Streak SRM Racks and one sensor-Intermediate. To reach the last supply base, you have to enter a road between two forest section, and it is mined. Use medium- and short range weapons to fire on the terrain. You can recognize by the small cans positioned at the beginning and at the end of the minefield. You will reach this area at the end of the mission, however, so let's return to the previously captured HQ: continue to head right: your MechWarriors will spot a 'Mech contact guarding the power generators: this 'Mech is a Catapult W, but won't fire until you are very near, so you won't have to worry about its LRM launchers. Once you have destroyed it, capture the nearby warehouse (1 PPC, 1 Clan Gauss Rifle, 1 Flamer and 1 Clan Streak SRM Rack) and destroy the power generator. Now head to the bridge, and take care of the two vehicles guarding it, a Rommel and a LRM Carrier. Once you land on the island, you'll be assaulted by 2 SRM Carriers, one Bulldog and one Hunchback J. Try to move the battle near the upper-right edge of the map, where several fuel tanks awaits only one shot to destroy your enemies with ttheir shockwave. Folow the paved road until you reach the Clanner's barracks, and destroy the five Elementals, then mve into the base and conquer 2 Pulse Lasers, 2 Flamers and 1 SRM Rack inside a warehouse. Now head to the last supply base (the one guarded by the three vehicles, described above) and then to the extraction marker (you'll need to destroy the trees around it). MISSION 3 Mission Objectives: + Destroy the convoy (30000 RP) Maximum Tonnage: 300 tons Maximum Units: 8 (4/4) Artillery: 2 small Probes: 1 Recon: 1 Logistic Phase: Deploy medium 'Mechs and Clan heavies if you have. You'll need both firepower and speed for this mission. The map has a river running through it from north to south. The river forms an arc few meters from its ideal beginning, and its ideal end divides itself into two smaller rivers with a small island between them. on the left shore there is a city in favour of the Clan government, and it is possible that people in it will try to stop you. Combat Phase: You have to destroy a convoy composed of 6 truks plus one tanker, at the end of the convoy. It is escorted by two Hunchback IIC J, one Cougar J, an Aerospace Spotter at the head of the convoy and other vehicles, mostly Rommel tanks and Strikers. Quickly move all yur 'Mechs away from the shore, or enemy's jump-capable Hunchback IICs will attack you. Though deploy jump-capable 'Mechs can be a good idea, keep in mind that they should have at least a medium/short jump distance, and probably you'll have very few 'Mechs able to reach to other shore jumping. In this phase you can also fire your two artillery shots trying to it the convoy vehicle; targeting the 'mech is quite uneffective, as the Hunchback IICs' armor is too thick and the Cougar is too fast to track it. Place the recon camera at the possible end of the river, to reveal the final part of the convoy's route or on the city or on the island between the two rivers' branches. Keep moving south until your 'Mechs pick up several vehicle signals: these contacts are at least eight Savannah Masters waiting for you. Do not order all of your 'Mechs to engage a single vehicle, and order a single 'Mech to engage one vehicle at once. Continue to move south, and when you encounter a sensor tower, destroy it ASAP: this will allow you to move with more stealthness. The tower is guarded by a group of vehicles: 1 Aerospace Spotter, 2 Strikers, 2 Bulldogs and 1 Harasser: engage the Aerospace Spotter first, then go after the Bulldogs then the Strikers and finally fight against the Harasser. Continue to head south one more time: you should now reach the city: on the right there is a vehicle contact, but do not attack it: it's a minelayer, and you risk to step over a minefield if you try to attack it. Move on the west side of the city, and try to engage the fewest vehicles you can: you'll need all your armor for the end of the mission. At the beginning of the city there is a storage depot eith one Heavy AC and a Gauss Rifle inside it. The city is lightly garrisoned, with only a LRM carrier guarding the center. Outside the city there is a contact with a sensor circle: it is not a 'Mech, it's a Swiftwind, and it's useless to attack it. on the south of the city you can see some fuel tanks: do not destroy them, they won't destroy any vehicle, but will destroy a warehouse. Move past them, and capture the three warehouses with 2 Heavy Flamers, 3 Pulse Lasers and 1 Large Laser inside them. Proceed along the paved road and destroy the Bulldog and the two Strikers guarding the access to the bridge leading to the other shore. Cross the bridge, and be sure to have one of your medium 'Mechs leading the way: on the small island before the other shore one Bulldog and 2 Strikers will wait you. Once you have dealt with them, finish to cross the bridge and begin to head north when you see a small road. Proceed until you find two ridges coasting the road, and place your 'Mechs on them. Burn one section of trees on one ridge, and place your 'Mechs there. Wait until the convoy arrives: immediately destroy the Aerosapce Spotter, then concentrate on the convoy vehicles, and ignore escorting vehicles and 'Mechs. To destroy the convoy and maybe damage/destroy its escort, target the tanker at the end of the convoy. Patch 1.9 note: even if the train is destroyed, the mission won't end until all 'Mechs and vehicles are destroyed. MISSION 4 Mission Objectives: + Destroy all Smoke Jaguar HPGs (25000 RP) Maximum Tonnage: 400 tons Maximum Units: 8 (4/4) Artillery: 2 small Probes: 1 Time limit: 15 minutes Logistic Phase: For this mission, deploy at least one heavy and four medium 'Mechs; light 'Mechs aren't strictly needed, though they can help. Note that this mission must be completed within 15 minutes; you have to move across a dense city and penetrate in an heavily defended Clan base and destroy the two HPGs in it. The area is fitted with perimetal alarms, and the north and south areas of the city are mined. The whole area is sorrounded by forests. Be sure to deploy some LRM-equipped 'Mechs. Combat Phase: You start in the west. Move along the road, and destroy the sensor on the left and continue until you see the first houses. Begin to circle the city in a clockwise order: enter from the west and destroy the alarm and the SRM Carrier you'll see. Capture the nearby warehouse (2 Heavy Flamers, one Beagle Probe) and move toward east. Near the center of the city there are several vehicles backed up by an Uller J. Pick out the LRM Carrier with long range fire (primary LRMs...you pilots aren't smart enough to move in to use other weapons...) and wait the Uller. It should attack you with Light AC shells, and won't pose big problems: the place where the Uller is is relatively open, and your pilots will be able to fire with direct-fire weapons such as Lasers and PPCs. It's safer to engage it from long range, to keep the nearby Rommel out from the battle for now. After the Uller, use the same tactic with the Rommel. Now continue moving toward south: you'll find a warehouse (2 Streak SRMs, 2 Intermediate Sensors) guarded by an Elemental point (5 battle armors). Then move east, and destroy the alarm tower and the LRM/SRM Carriers protecting it. There is a Cougar nearby: though it has LRM Racks, don't worry, you 'Mechs will destroy it even in a LRM slugfest, but it's better to move into direct line of sight to criplle it faster. It is time now to move out the city, and begin to plan the assault to the HPG station. This station is heavily defended by an other Uller J, an Hunchback IIC A, AC turrets all along the perimeter and a large vehicle continget. Circle the outer walls and begin your attack from the north, by destroying the turrets on this side. You should also be capable of seeing behiond the medium wall sorrounding the base (at least for the side you are): there is an LRM Carrier and one of the five turret Control Towers of the base: pick them out from your position: this will power up the Uller J: pick it out with massed long-range fire too. After you destroyed the Uller the Hunchback IIC will power up: guess what kind of tactic you should use against it? Massed long-range attacks, of course. Do not let it come too close, or its Heavy AC will cause you problems. After the Hunchback, destroy the gate control tower: the vehicles inside the base will attack the gates, revealing themselves: place both artillery strikes on them, and destroy some wall sections to enter the base: the best position is the norther angle of the base, which has no vehicles and a turret control tower very near: it is better to take out control towers than trying to capture them for this mission. When you step in the base, all remaining vehicles will come after you: most of them are LRM Carriers and Strikers, though there are few SRM Carriers and Rommel tanks: destroy the SRM Carriers first and then close and destroy all remaining vehicles. Now capture the two warehouses in the base (worth 3 Pulse Lasers, one Standard Sensor, 1 ER Large Laser, 1 Light AC and 1 Advanced Sensor), destroy/capture the remaining turret and gate control towers (two gate towers for the two HPGs; turret towers are 5 in total) and destroy the two HPGs. MISSION 5 Mission Objectives: + Destroy the train (45000 RP) Maximum Tonnage: 240 tons Maximum Units: 8 (4/4) Logistic Phase: Nothing much to say. Deploy a good number of medium 'Mechs with fast weapon cycling (Pulse Lasers, ACs). The map has a railroad across it from east to west and two big hills, each on one side of the road, and both are high enough to reveal big portions of the map. There is also a very small river near the railroad, and there is a bridge south of your starting position. The train travels twoard west and it's composed of one locomotive and other 10 cars; none of these cars is explosive. Combat Phase: You'll start over the hill north of the railroad. You can notice three Hunchbacks J near you. They shouldn't have noticed you due to their limited sensor range, and if you want you can attack them; these three 'Mechs will rendez-vous with the train and its escort (three Ullers A), so having one or two of them down will help when you reach the train. Now move toward the bridge (you can deirectly see it): there are 5 Rommels (3 clearly visible and 2 hidden, but you will pick their contacts): quickly dispatch it and move across the bridge and move toward the other big hill. Climb the hill to its top: this will reveal an other great portion of the map. Once you have reached the top, move toward the railroad few meters. Now wait for the train. Once the first Uller is within weapon range, fire a salvo of long-range weapons. If this doesn't destroy it, do not mind, and quickly destroy the train's locomotive: this will stop the other cars; ignore all 'Mechs escorting it, and keep your 'Mechs moving to avoid enemy fire and in the meanwhile target the remaining cars. Once the train is destroyed, the mission is finished. Patch 1.9 note: even if the train is destroyed, the mission won't end until all 'Mechs (the Ullers and the Hunchback IICs) are destroyed. MISSION 6 Mission Objectives: + Capture Clan HQ (16000 RP) TIME LIMIT: 6 minutes + Defend captured HQ (16000 RP) Maximum Tonnage: 400 tons Maximum Units: 8 (4/4) Artillery: 2 small, 2 big Logistic Phase: For this mission you should have at least two heavy 'Mechs with long-range weapons. Other 'Mechs should be within 45 tons; you'll need armor protection and firepower for this mission. The HQ you have to capture is in the south-west, guarded by several AC turrets and other vehicles and 'Mechs. The hill where you start will allows you to directly see the Clan base and part of its garrison force. Other parts of the map will be useless to you, but there are two sensor towers you can use to detect incoming enemy forces. Combat Phase: Move toward the base. Remember that you have a temporal limit of 6 minutes to capture the HQ. Approach the base from the east: this will alert two of the three Rommels and the single Uller W protecting it; do not destroy turrets on this side, you'll need them later. After you destroy the three enemies, move toward the north side of the base: there are tow access ramps: one in the north-east corner of the base, and the biggest, in the center of the norther side. Use the second ramp, destroy the two turrets and access the base. There should be the third and last Rommel garrisoning the base, so pick it out. Now move to capture all structures inside the base: the HQ first, the sensor control tower (will bring online the two sensor towers in the north and east side of the map), the 2 turret control towers and the five warehouses containing 2 Large Pulse Lasers, 1 Heavy AC, 2 PPCs, 3 Clan ER Medium Laser, 1 Pulse Laser, 1 Light AC and 6 Clan Streak SRMs. After you captured the HQ, enemy forces in the area will begin to move to destroy it: the first group of enemies is composed of three Strikers, coming from the north. The second is a mixed 'Mech/vehicle group with two Commandos J and four Harassers. With the base AC turrets on your side and your medium/heavy 'Mechs this base will be very easy. The next two attacks will be staged by couples of 'Mechs. The first two 'Mechs you'll see will be two Hunchbacks A from north-east. Try to use one small and one big artillery strike to reduce their armor, and wait them in the base. Let the turrets attack the 'Mechs first, and then fire with concentrated fire on a single 'Mechs at time. The second couple of 'Mechs is composed of the Hollanders J, from the east. For these 'Mechs is better to move out the base and engage them at short range. Last, but not least, three Centurions W will come from the east; return to the base, and let the turrets engage the 'Mechs first. You can also fire the remaining two artillery shots to make your job easier. ---------------------- --OPERATION VANGUARD-- ---------------------- MISSION 1 Mission Objectives: + Escort two ambulances to extraction marker (10000 RP) * Escort five ambulances to the extraction marker (25000 RP) Maximum Tonnage: 150 tons Maximum Units: 4 Artillery: 4 small Recon: 1 Logistic Phase: Mhm...with such a limited weight you have to deploy light and medium 'Mechs only. Three mediums will work fine, though this will limit your movement capabilities. You are going to hate thids mission, though. There is a paved road where the ambulances (5) will move on, and will follow it until they reach the friendly base, located in the upper-left corner of the map. The road runs through a city and a small lake, though there's no bridge: the road is built on a small portion of land running through the lake. Intelligence reports that a Vulture is in the area. Combat Phase: To ambulances will begin to move 10 or 15 seconds after the start of the mission, and won't stop to move even under fire. Begin immediately by moving your 'Mechs along the road. Some meters after your start position three jump-capable 'Mechs (J variant), a Commando and two Firestarters will attack you. Try to destroy this 'Mechs ASAP, you'll need to rush: two Aerospace Spotters wait for the convoy near the first bend. After these two vehicles, two Rommels will try to stop the convoy: near them there is a small hill: climb it to reveal a mobile HQ: if you have fast 'Mechs, try to capture it: this will reveal a container with two Ullers (one A and one W variant) in the lower-left corner of the map: place to artillery strikes on them, and place the recon camera near the friendly base, slightly to the south: the Vulture W position will be revealed, and place an artillery strike directly on it. You should be now near the first two bends: detroy the three pop-up AC turrets and then move into the city and destroy the 10 Elementals in it. There is an other container on the north of the city (2 Large Pulse Lasers); be sure to capture it. Move out of the city, and position your 'mechs on the ridge on the north of the road, and move: this will allow you to destroy a LRM Carrier with direct fire weapons; now head to the ridge on the other side and destroy a second LRM Carrier trying to ambush the convoy. There is an other threat to destroy: a Cougar W is rushing from behind: move one or two 'Mechs to engage it, and try to place an artillery strike on his path; the Cougar slows down when enetering the path protected by the pop up turrets, and do not follow the road when inside the city. Now you should be at the bend leading to the base: move to engage the two Ullers, and capture the container if you have a fast 'Mech or the convoy os relatively behind you. Return on your main path, and destroy the two Armored Cars blocking the way. After these cars, group your 'Mechs and begin to move toward the base: it'snow time to face the Vulture. The best tactic to use against this 'Mech is to quickly close distances, and duke it out at short ranges. After this 'Mech has been destroyed, wait until the remaining ambulances (at least two) reach the base. MISSION 2 Mission Objectives: + Destroy two Industrial complexes (4000 RP) + Destroy Major Piotrev's unit (20000 RP) + Destroy primary power generator Maximum Tonnage: 300 tons Maximum Units: 8 (4/4) Artillery: 1 small Recon: 1 Logistic Phase: Deploy medium and heavy 'Mechs only. The map has the industrial complexes in its center, and on the south the power generator. There are three sensor towers in the lower part of the map, linked to the sensor control building in the main enemy base. Near the cost there are two paved areas. The enemy main base is sorrounded by hills, while the power generator by woods. Combat Phase: Begin to move south near the coast: you'll find a mobile HQ protected by 2 Strikers and one AeroSpace Spotter. Quickly disable the mobile hQ's escort and then capture it: this will reveal the enemy base. Continue to head south to reveal a second paved area with one warehouse (2 Large Lasers). You should also be able to see the forest sections on the south side of the base contaning the power generator. Burn some sections and destroy the wall, enter the base but DO NOT destroy the generator. Take care of the 5 (three on the east and two on the north sides) AC pop-up turrets and move out of the perimeter. Move in a straight line from the generator's main gates toward one of the hills sorrounding the main base: there you'll find two Ullers (one W and one A variant). As they powerup when you're near them, you'll probably be able to destroy one of them before it can fire back. After the Ullers, go after the two Cougars W coming from your rear. It is time to begin to pick out main base defenses: there are 5 Condors, 1 SRM, 1 Saracen and three Ullers (two A and one W) in total, plusa pletora of LRM and Laser turrets. The base has hardened walls circling it. Three Condors are patrolling the base outside the walls, while the Ullers inside. Begin to pick out the Condors patrolling the base, but stay outside from LRM turrets' range and try to attract the Ullers outside the base. Now send one of your 'Mechs to destroy the power generator, and move the remaining ones inside the base, and destroy all remaining enemies inside. Capture all structures in the base, but do not destroy the industrial complexes. The base contains 2 'Mech Repair Hangars (capture them immediately and reapir your 'Mechs), 4 turret control towers (capture them, and do not destroy any turret, especially on the west side), one warehouse with 1 Ultra AC and 3 Clan Streak SRM Racks inside and one sensor control building. After you captured the first building, Major Piotrev's unit will begin to move in: this unit is composed by 5 'Mechs, four JagerMechs (two J, one A and one W) at full strenght and one Awesome A at yellow armor conditions; they enter the map from the lower-left corner, and will walk toward the gates on the west sside of the base. Use you recon camera to spot them, and place the only artillery strike on them; try to target the Awesome, the JagerMechs aren't good in close-range fighting and their thin armor will collapse if you didn't destroy the turrets outside the base. To engage this assault Star, place you 'Mechs on the upper-left corner of the base, and order to fire holding the position until the first Jagermech will fire back. Then the battle will become a free-for-all; eventually you'll made it. After you destroyed Piotrev's Star, repair your 'Mechs and then destroy the two industrial complexes to end the mission. MISSION 3 Mission Objectives: + Capture 4 trucks (10000 RP) + Capture 7 trucks (20000 RP) Maximum Tonnage: 300 tons Maximum Units: 8 (4/4) Artillery: 2 small Probes: 2 Logistic Phase: You'll need fast 'Mechs for this mission, though an heavy one won't hurt. Assign four 'Mechs to the first group. and be sure that all of them have at least a top speed of 20 m/s. Assign all other 'Mechs to the second group. This time deploy medium 'Mechs, you'll need more firepower than speed for this group. The map has a river running from west to east, and has two bridges: one on the upper-right corver of the screen, and the second opposite of the first. Near the second brdige there is a paved area. Combat Phase: Your 'Mechs start in norther area of the map. Use your tow probes and place one on the right and one on the upper side of the map: now you can see where the vehicles and their escorts start. Here's a little description of the three convoys (7 vehicles in total): the first starts from east-south-east and will travel to west to reach the second bridge: it this convoy there are 2 trucks, escorted by a Hunchback A, an SRM Carrier and a Rommel. The second convoy starts from the same position but will take the first bridge and then proceed west to cross the paved area; this convoy provides 2 trucks, one Cougar W, one Striker and one Rommel. The third convoy (3 vehicles) starts in the uppe-right corner of the map and willmove toward the upper-left corner. It is escorted by two Cougars W and one Rommel. Move your first group toward the second bridge: you'll find some turrets plus the appropriate control tower: capture it and destroy the turrets protecting the warehouse (3 Pulse Lasers, 2 Standard Sensors). Now cross the bridge and at the bend of the paved road turn east: you'll encounter the convoy: destroy the escort first, then capture the two trucks. Head back to the paved area, and wait for the second convoy. Move your second lance (F2) toward the third convoy (simply move on an ideal horizontal line toward east), but not too much: it is beeter to explore the area a bit and then return to your original position: you'll may want the support of your first lance for the last part of the mission. The secod convoy will arrive in about half a minute: destroy the escort and capture the two trucks. Now the primary objective is completed; you can complete the secondary one by moving your first lance near the second one a wait for the third convoy: quickly destroy the escort as soon they enter visible area, then capture the last third trucks. If a truck exits from the map area, and you captured at least four trucks, the mission will automatically ends. MISSION 4 Mission Objectives: + Capture enemy HQ (10000 RP) TIME LIMIT: 15 minutes + Escort prisoners to friendly base (10000 RP) + Protect friendly base (10000 RP) Maximum Tonnage: 425 tons Maximum Units: 8 (4/4) Artillery: 1 small, 1 big Probes: 1 Logistic Phase: Deploy heavy and medium 'Mechs only. Though the resistance in this mission is composed of light 'Mechs and vehicles, you'll need some serious firepower to destroy them quickly. Deploy at least six 'Mechs. The map is set on a hilly country wich will limit movement capabilities of both sides, though there are several "roads" running through the hills. Your base is the east, while the enemy prisoner champ is in the west. Combat Phase: Both lances begin in he base's perimeter; your base is protected by 4 AC and 2 LRM turrets. Move the first lance and leave three 'Mechs to protect the base. Move your assault force toward the enemy base by placing them in the "road" in the lower edge of the map. By doing so, you will already know what kind of terrain the APC containing the prisoners will use to reach your base: this "road" passes through the small forest in the south of the map, so be sure to cross it with your 'Mechs. The road will be free of enemies if you took the right one, except a recon group composed of two Cougars A and one Uller W just outside the forest. Outside the woods there is a small hill with its top outside the map, but explore it: you'll need this later. By now, 2 Ullers J and one Cougar J will attack your base: destroy them with the 'Mechs you keep near your base. Continue to move toward the enemy base: two Rommels will try to stop you, like 2 other Cougars J. Once you're near the enemy base, you'll notice 2 Lase turrets with a Rommel backing up them. Destroy the Rommel first, then go for the turrets. Move past the turrets, and engage the remaining enemy forces before capturing the HQ that will free the prisoners. There are 3 Bulldogs and three 'Mechs (one Uller W, one Uller J and a Cougar A) protecting it. Try to keep a these 'Mechs relatively stationary and place one big artillery strike on them. Now move into the champ, destroy all turrets and capture the warehouse (2 Clan ER Lasers, 1 Extended Sensor); before capturing the HQ, move the slowest 'Mechs in your assault lance outside the base, nad have the fastest capture the HQ. Move your second lance in the forest your 'Mechs visited before, and destroy the strike group attempting to destroy the base (2 Rommels, one LRM Carrier and 4 Savannah Masters). Once the HQ is captured, an APC containing the prisoners will depart from it and will try to reach the friendly base. New groups of enemies will appear from outside the map, trying to stop the convoy. The first group is composed of four vehicles, one AeroSpace Spotter and 3 Saracens, coming from the small hill I told you to explore. They will station for half a minute or so awaiting the APC: place the small artillery strike on the Spotter, and use your 'Mechs to take care of the remaining Saracens. Now it is time to repel the attack of three Ravens J coming from a ridge near the forest: use your second lance to destroy them, and have your first lance destroy one other AeroSpce Spotter coming from the east. As the APC reaches the base, the mission is over. MISSION 5 Mission Objectives: + Protect firendly HQ (20000 RP) * Protect Sensor array (2000 RP) * Protect northern power generator (1500 RP) * Protect southern powert generator (1500 RP) Maximum Tonnage: 400 tons Maximum Units: 8 (4/4) Artillery: 4 small Probes: 1 Logistic Phase: Heavy and assault 'Mechs only. Be sure to use at least one Heavy AC on assault 'Mechs and a good number of LRM-equipped 'Mechs. As you begin the mission, one minelayer and 2 Pegasus hovertanks will help you. Nothing much to say about the map: the base you have to protect is in the center, sorrounded by sensor towers; there is a small hill on the right. Combat Phase: Immediately move your 'Mechs IN the base, near the two repair bases and have one of the Pegasus to scout the sorrounding terrain, especially the west area and the hill on the right. Mine the entire north area of the base and the terrain outside it. After the first Pegasus finished its recon, move both vehicles near the sensor array and let the minelayer mine the west area. The first attack will come from east, by 4 jump-capable Firestarters. They'll jump directly into the base, where your 'Mechs are waiting. The second wave will composed of 3 Cougars W and 2 Ullers W, plus one Centurion W and 3 Hunchbacks W, coming from the hill on the bases's right. The light 'Mechs will try to destroy as many turrets as possible and some wall sections, to enter the perimeter. Combined fire from the turrets and your 'Mechs should be able to stop them before doing serious damage, but the Centurion and the Hunchbacks will pose a great threat: they'll destroy the walls first, then will begin to enter the perimeter. While you're dealing with these forces, 6 Rommels will approach the base from the north, bu if you mined the area, their life will be short. Remember that you have tow Pegasus hovertanks to use if the Rommels pass the minefield. After this wave, you'll have a short period of peace where you can repair all of your 'Mechs; after you did that, move on the west side and be prepared to fend off the last attack. 3 Hunchbacks W, 2 Catapults W and 5 LRM Carriers will try to destroy the turret control towers and the nearby fuel deposit, so go out from the base and engage them before they can deal serious damage. If you mined the area, the vehicles won't be a problem, and the 'Mechs will be damage. Engage the Hunchbacks first, and then the Catapults. MISSION 6 Mission Objectives: + Destroy Clan Administartion Building (25000 RP) + Retreat to extraction marker (5000 RP) + Capture Sensor array (10000 RP) Maximum Tonnage: 450 tons Maximum Units: 8 (4/4/4) Artillery: 1 small, 1 big Recon: 1 Logistic Phase: Deploy heavy and assault 'Mechs as main force, but one fast 'Mech with one ECM suite will help. Be sure to keep this 'Mech away from combat, however. The map has a city in its center, and your objective is on the west, protected by an hardened wall and a lot of vehicles and 'Mechs. The Sensor array is between the city and the objective. There are two islands on the south, and the Clan citadel is on a isle. There are two bridge, one from the south and one from the west. Combat Phase: You'll begin in the lower-left corner of the map, in the extreme west. Move toward the city until you see the first houses, then move right until you spot four 'Mech contacts. Use your recon camera on them: there are four Jagermechs (two W and two A) protecting a small depot. Use your large strike on them, and after the attack, the four 'Mechs will begin to attack you. Destroy them and the two Catapults W coming from the north to reinforce their friends. Now move into the depot, capture the repair base and dock, then exit and return to the city, where two Strikers await their fate. Do not move toward the sensor base for now, but take the paved road heading east: two Catapults will try to destroy the bridge connecting the isle to the mian land: destroy them ASAP and do not let them destroy the bridge. Move on the conquered island, destroy the three LRM Carriers and capture the warehouses containing 2 Light ACs and 2 Basic Sensors. It is now time to destroy the power generator in the depot were the Jagermechs were, and head toward the sensor array: destroy the 2 Catapults W and capture everything in it, including the turret control towers; some Jagermechs protecting the admin buildings may decide to come after you. Wait one or two minutes before leaving the base, and go toward the two Catapults A; destroy them from long range, and then head toward the repair base, dock with it and approach the enemy stronghold from the south. 2 Strikers are guarding the entrance, and after you entered the perimeter, 5 Jagermechs W will attack you. On the right there is a power generator, but it is better to keep the active, capture the nearby control tower and use them against the Jagermechs. Now move north to find the admin building (ignore it for now) and a warehouse (one Guardian ECM and 2 Flamers). Ignore the turrets and the control tower, they won't hurt you in any way. Return to the admi building and begin to climb the hill: there are one Mad Cat W, 4 Bulldogs and 2 Hunchbacks A protecting the extraction marker. Place the remaining artillery strike on the Mad Cat and them move to engage all remaining forces, Bulldogs first. Move to the repair base, dock, return to the admin building, destroy it and go to the extraction marker. ---------------------- --OPERATION LINCHPIN-- ---------------------- MISSION 1 Mission Objectives: + Escort APC to the Masakari (2000 RP) + Destroy orbital guns (18000 RP) Maximum Tonnage: 15 tons Maximum Units: 1 Artillery: 3 small Logistic Phase: you need a vehicle there. Even a Swiftwind will work fine, as the APC has a laser, though the ideal is a Pegasus hovertank. The map has a city in its center, and you start on the west, your objective in the north-east, while the Masakari is on the east. Combat Phase: Immediately move your two vehicles along the road, and when you see an hill, climb it: there's a small vehicle base with 3 Harrasers and one AeroSpace Spotter guarding the road, so you need an other route to reach the city. MOve toward the water, and move aslong the coast, and when you passed the champ, get into the city. During your travel an AeroSpace Spotter and a Swiftwind will notice you and will begin to stalk you, like all other units in the area. In the city there are 6 Elementals, plus one other Swifwind and an other AeroSpace Spotter. Do not try to fight them, your vehicles will be destroy in seconds. Instead, try to head toward the Masakary: you'll road will beblocked by trees. Put them on fire with a single weapon hit (the APC's laser will work) and while the fire does its work, continue to escape from your enemies. When the road is free of obstacles, exit from the city at full speed and do not worry about your stalkers: they won't follow you. Head for the Masakari: there are 3 Saracens and one Condor protecting it, but you should be able to get the APC near the Masakari. After your MechWarrior, Firestorm, activates it, destroy the four vehicles, capture the repair base and dock if necessary. Though the Masakari is a J variant, YOU'VE GOT THE POWER! Now begin to move toward the orbital guns. Climb the hill, and you'll be able to see the vehicles guarding it: there are several LRM Carriers, Condors and Saracens, but the artillery strikes on the most populated groups will do fine. Finish them with your new Masakari and enter the first perimeter. One Rommel with two Ullers J are waiting for you. Disable the vehicle first, the go for the Ullers. Before destroying the guns, move near the ridge on their norther side, destroy the two AC turrets and the turret control tower, jump on the ridge and capture the warehouses (4 LRM Racks, 1 ER PPC). Now head back to the repair base, dock, and then destroy the orbital guns. MISSION 2 Mission Objectives: + Destroy 7 of the 12 supply trucks (22000 RP) * Destroy all 12 trucks (15000 RP) Maximum Tonnage: 360 tons Maximum Units: 12 (4/4/4) Artillery: 1 small Probes: 2 Logistic Phase: You'll need at least six 'Mechs with a minimum speed of 18 m/s. If you can, deploy a light 'Mech with one ECM suite. Half of your forces will be F1, while the other half F2 or F3. In this mission, F1 will begin at the north of the base, on a hill, while F2 and F3 on its east. The whole area is covered by trees, except few roads and a small river on the left. Combat Phase: Begin by ordering F2 to destroy the perimetal sensor and the pop-up turret near their positiom, and if you have the ECM equipped unit in this unit, move it near F1 and move your first lance near the bridge on the west. Keep F2 where is it. The base is well protected by LRM turrets and has four 'Mechs inside: one Hollander W, one Hunchback IIC W, one Firestarter A and one Cougar W, plus three Rommels, without crew, near the barracks. Once you've positioned your lances, place the only artillery strike you have on the Rommel's crew barracks: this will also destroy a truck. After the artillery strike hit, the alarm will sound and the trucks will begin to move: 4 will try to reach the bridge on the west, just where F1 is. Other four trucks will try to escape from the southern gates of the base, and if you have a third lance, place it near the gate and wait for the trucks. The other four trucks will try to escape from the east gate, where F2 is: two trucks will follow the road, but the other two will turn to south. Though completing this mission in all of its objectives will bring you a moderate number of RPs, I reccomend to ignore the second group of trucks (the one escaping from the south gate) and capture all buildings inside the base, especially the warehouses: here is it whta you'll find: 2 Standard Sensors, 1 Clan ECM Suite, 2 Ultra ACs, 1 ER Large Laser, 2 Pulse Lasers, 2 Light ACs and 3 Clan SRM Racks. However, if you want to track down the trucks after this, head south from the base at your maximum speed: the trucks from the south gate will head toward the lower edge of the map, in the center, while the other two trucks (the ones from the east gate which turned south) will exit the map at the lower-right corner of the map. There are several forces on this map, including LRM Carriers, one Cougar J, one Firestarter W, one Centurion W and one Hunchback IIC W. MISSION 3 Mission Objectives: + Capture the HQ ( RP) + Destroy all 'Mechs in the area ( RP) * Protect all turret control towers ( RP) Maximum Tonnage: 300 tons Maximum Units: 8 (4/4) Artillery: 2 small Probes: 4 Recon: 1 Logistic Phase: Deploy 6 fifty tons 'Mechs. Heavier 'Mechs, with their limited number, and light 'Mechs, because they're light, won't be effective as a group of Hunchbacks and Hunchback IICs. The map has the base on the north, while you start on the south. In the middle there's a city, and there are only to ways to reach the base. One is protected by turrets, while the other is free of stationary defenses. You start on a small hill. Combat Phase: Immediately move your 'Mechs toward the turret-protected road: from the lower-right edge of the maps 5 Hunchback IICs (all W configuration) and 3 Swiftwind will begin to move toward the base. Engaging them now will be pure madness, wait to capture the base. The other road is protected by 6 Von Luckers and 4 LRM Launchers, and will lead you toward the city, protected by Condor hovertanks and LRM Carriers. Use one artillery strike on the first turret control tower, and use your recon camera to reveal the other, and use your second strike on it, then move past the turrets and head toward the base. DO NOT enter the city, or the vehicles will begin to follow you, and having more enemies at the end of the mission won't be a good idea. Once you've reached the base, destroy the gates and capture all buildings in it, except the HQ. The warehouses contain 3 Clan Streak SRM Racks and 2 Large Pulse Lasers. Now the Hunchbacks should be at the base's gates. The LRM turrets will damage them, and if they enter the base, use your 'Mechs to repeal the attack. Be sure to keep all turret towers online. After you repelled the Hunchbacks, repair your 'Mechs and wait for the 'Mechs coming from the upper-right corner of the map. Let the LRM turrets attack the 5 Ullers J, and finish them with your 'Mechs only if they enter the perimeter. Now it's time to take care of the three Vultures (two A and one W); they should have destroyed most of your turrets, and engaging them won't be easy: try to repair as many 'Mechs as possible, the move out and engage them at short range to negate their advantage over long and medium distances. After all 'Mechs have been destroyed, go to the repair bases, dock and then capture the HQ. If you want, go to the city, destroy all vehicles, capture the warehouses inside it (4 SRM Racks, 2 Large Lasers, 5 Pulse Lasers, 2 PPCs, 1 Advanced Sensor, 1 Beagle Probe, 1 Guardian ECM), then return to the base, repair and capture the HQ. MISSION 4 Mission Objectives: + Capture all industrial complex (10000 RP) + Defend the captured complex (10000RP) + Destroy all enemies in the area (15000 RP) Maximum Tonnage: 480 tons Maximum Units: 10 (4/4/2) Artillery: 1 big Probes: 6 Logistic Phase: Deploy heavy and assault 'Mechs only. Be sure to have at least one unit equipped with an heavy AC. The map has the industrial complexes (2) on the north, a small hill on the upper-right corner of it plus a small city. There is a small river partially dividing the north part from the south one. Near the river, on the east there is a paved area protected by an hardened wall. Combat Phase: You start in the south; on the right there is an hill. Climb it, and this will reveal 2 Lokis W and two Thors W proceding to the industrial complexes. Engage them now, and do not waste the artillery strike attempting to hit them. Now follow the paved road until the bridge; cross it and you'll reach the repair base. Dock with it and then head north-east, toward the hill on the upper-right corner. Climb it. You'll notice that some enemy forces are entering the area: in sequence, one Loki A, 2 Firestarters J, one Bulldog and one Von Lucker, a Loki A, two Hunchback IICs (one W and one A) and finally a Thor W. After you destroted these rienforcements, head toward the city (just follow the railroad) and capture the three warehouses (1 ER PPC, 1 Gauss Cannon, 2 Pulse Lasers) and try to reveal the units protecting the industrial zone without powering them up, and place the artillery strike directly on them. They'll move to attack you. The group of 'Mechs protecting the base consist of at least 8 Firestarters (most J variants) and 4 Hunchback IICs (two A and two W). After these 'Mechs immediately move into the industrial zone and destroy the four Von Luckers and the three Bulldogs threating the two complexes. If they destroy even one of them, the mission won't be completed and you'll have to play it again. Before capturing the two industrial complexes, be sure to repair your 'Mechs and to capture the eight warehouses in the industrial zone (2 ER Large Lasers, 1 Large Laser, 2 Flamers, 3 Pulse Lasers, 3 LRM Racks, 2 Streak SRMs). There is an other way to attack the industrial complex: after you visited the city, head back to the starting position, and head north, this time passing from the west. You'll engage the vehicles first, and then the 'Mechs; there is a major drawback however: the enemy 'Mechs outnumber you, and they'll go after the complexes first, and with such a large number, they'll destroy them in seconds. MISSION 5 Mission Objectives: + Destroy all 'Mechs in the area (20000 RP) Maximum Tonnage: 500 tons Maximum Units: 10 (4/4/2) Artillery: 3 small, 4 big Probes: 2 Logistic Phase: Only heavy and assault 'Mechs, with a good number of high-power long-range weapons. The first two lances will begin in the east part of the map, while the third (only two 'Mechs) can be deployed on the west. Deploy two assault 'Mechs with a good speed (18 m/s) here, and the rest as F1 or F2. The east and north parts of the map have dense forests on them, while the west one is desert with a lot of hills and ridges. A river runs through the whole map, and in the east-south-east there is a paved area. Combat Phase: Begin by moving the F3 'Mechs on the hill at your right to reveal a bridge. Place them near it and have you remaing 'Mechs reach F3 as fast as you can. 5 Cougars (2 A and 3 W) will cross it; destroy them all, and do not let them escape. After these 'Mechs, place your 'Mechs in the valley on the west, near the city, but in the sand area: the 'Mechs coming from the extreme west (first four Jagermechs, 2 A and 2 W, and then four Lokis, 2 A and two W) will try to escape by taking the road leading north. Before dealing with these 'Mechs, however, place one big artillery strike on the bridge from where the Cougars came when the four Catapults (using the same vector used by the Cougars) are near them. The first has to be placed at the beginning (the part near you) and then at the end, to trap the Catapults on the bridge; if you are fortunate, these attacks will kill some 'Mechs too. It is now time to attack the Jagermechs: do not try to intercept them with your artillery strikes, it is better to try to stall them and place an artillery strike directly on them. While you're dealing with the Jagermechs, the Lokis will try to escape: make th first 'Mech of the line fall, and the go after the 'Mechs standing still as the fallen 'Mech tries to regain its feet. Be sure to destroy them all before going after the remainign Jagermechs: the Lokis will try to escape, while the Jagermechs attacks you. If you where able to trap the Catapults, you may want to visit the paved area at south-west: it is protected by two sets of LRM turrets with two control towers, and the single container has 3 Intermediate Sensors and 3 Streak SRMs inside it. MISSION 6 Mission Objectives: + Destroy Orbital Gun alpha (7500 RP) + Destroy Orbital Guns beta (15000 RP) + Destroy Orbital Guns charlie (22500 RP) Maximum Tonnage: 560 tons Maximum Units: 8 (4/4) Artillery: 3 small Logistic Phase: Heavy and assaut 'Mechs only one more time, with a good mix of long and short range weapons. There are three areas with orbital guns in them: one, sorrounded by forests, the second, on an island and a third on a highlands. There are several small hills, plus a small river, sorrounding the island where the second guns are. Combat Phase: You'll begin near a small hil, on the west. Climb it and destroy the three LRM Carriers nearby. Continue west and destroy the two other vehicles, Von Luckers tanks. Capture the container they were guarding (2 Light ACs) and go for the small hills, at north-east. After you climbed them, you'll see how the first and the seconds guns are protected, plus a small paved area and 4 vehicles (2 Bulldogs and 2 Von Luckers). I reccomend to go for the second area first: it is protected by 3 Von Luckers, 2 AeroSpace Spotters, 1 Vulture J and 2 Thors W (plus four LRM Carriers standin still). Try to take out one AeroSpace Spotter first, then go after one Von-Lucker and the Vulture; if you attack not from the bridge, but from the east, the Von-Luckers will block the bridge, allowing you to place one artillery strike on the remaining units; if you are fortunate enough, this strike will take out the remaining vehicles and damage the two Thors; destroy with your 'Mechs all remaining forces, cross the bridge and cripple the LRM Carriers. Capture the Sensor Control building and then the two Reapir Bases. Do not destroy the guns (there are tow guns, one north and one south from the Sensor building) for now, and repair your 'Mechs before going for the first objective. Before attacking the first orbital gun, destroy the tanks protecting the container (2 Pulse Lasers). To attack the first area, place two artillery strikes on the four Von Luckers on the east, and attack from the west, where several tankers are. Go near the tankers, and the force protecting the gun, three 'Mechs (one Vulture J and two Atlases A) and 2 AeroSpace Spotters, will begin to travel toward you. Fire at the tankers to destroy as many units as possible and then destroy all remaining enemies. Destroy the gun and the Mobile HQ (this will reveal the base previously visited). Now return to the base for repairs and head south-east to find one container (two Clan ER Lasers) guarded by the usual 2 Von Luckers and 2 Bulldogs. Now proceed in the opposite direction to find the last paved area, this time with 3 Von Luckers and two LRM Carriers; the container has 3 Streak SRMs inside. It is time now tho head for the contacts sorrounding the third place: the four contacts you see are four Atlases (all A variants). After these 'Mechs, repair one more time and begin to approach the objective: the first thing you'll encounter is a perimeter composed of perimetal sensors and pop-up LRM Turrets forming a very thigh circle. Destroy two or three sensors and turrets, and then go for the two Thors A. After these two 'Mechs destroy the two Orbital Guns on this hill, go for repairs the last time and destroy the remaining guns. ----------------------- --OPERATION CUTTHROAT-- ----------------------- MISSION 1 Mission Objectives: + Escort friendly Captain to extraction marker (45000 RP) Maximum Tonnage: 500 tons Maximum Units: 12 (4/4/4) Artillery: 4 small, 2 big Probes: 1 Logistic Phase: heavy and assault 'Mechs with at least a speed of 18 m/s. A variants will be the best, though W varaints will do fine. The map is a big urban area, with a fortified Clan base on the center. There is an hill near the extraction marker, and the marker itself is on an other hill. Combat Phase: Send the fastest 'Mech you have to explore the hill on your left, and begin to move all other 'Mechs where the Clan base possibly is. The friendly 'Mechs (2 Catapults W, one Centurion W and one Atlas W with the captain you have to escort) will begin to move as 4 Vultures A attacks them. The 'Mech on recon duties should have picked up two Vultures A and 2 Hunchback IICs A near the extraction marker: use the artillery strikes to destroy or damage them, and order this 'Mech to join up with the others. The assault on the enemy base should have begun by now: destroy a fuel tank with a LRM volley, and enter the perimeter, CAPTURE the turret control tower, destroy the four 'Mechs near the entrance (two Vultures A and 2 Hunchback IICs A), and move toward your friendly 'Mechs (mhmm...it should remain only the Atlas...the other 'Mechs would be destroyed): capture the second turret control tower and cover the Atlas' retreat. Do not let the Atlas run away from your cover, it will be death. Begin to retreat toward the extraction marker; 2 Bulldogs, one Swiftwind and 2 Shreks will move in; destroy the Bulldogs only, the Shreks will go for the control towers and the Swiftwind isn't a threat; in the base there are two containers (1 ER Large Laser and 2 LRM Racks), be sure to capture them. Keep your 'Mechs near the Atlas, amd enage the remaining 'Mechs near the marker (if any) and let the Atlas reach it. MISSION 2 Mission Objectives: + Find and destroy all 8 Clan 'Mechs (30000 RP) TIME LIMIT: 15 minutes Maximum Tonnage: 400 tons Maximum Units: 8 (4/4) Logistic Phase: Once again, assault and heavy 'Mechs with a speed of at least 18 m/s only. I used an Awesome, a Masakari, a Mad Cat and a Thor, and they performed admirably. As the mission is easy, be sure to salvage at least the Masakari present in this mission. The map is articulated over three main islands, connected by small stripes of terrain. There is a base on the north east, a city in the west-south-west and a small flat on the upper edge of the map. Deploy your forces as F2 is the best thing. Combat Phase: Assuming that you're starting from F2 starting position, go right until you see a small stripe of terrain connecting the first island to the other. On the second island there is a Mad Cat W, but it will prefer to run away than fighting you; if you can, destroy it now, it will be a nuissance later on. Continue to chase the Mad Cat (or head east after the small forest): you'll enter in a small city: if you walk, you'll be able to see the two Hunchback IICs W hidden between the buildings. After them, move past the city and when possible head north to change island (through a bridge this time): follow the paved road intil you enter a base, and proceed east until you find four containers (2 ER Lasers, 1 Clan ECM, 2 Pulse Lasers, 2 Extended Sensors, 6 Streak SRMs, 3 Intermediate Sensors, 2 ER Large Lasers, 1 Heavy AC), one repair base, a sensor array and a turret control tower. If you didn't killed the Mad Cat, it will be here. Capture the control tower, an 2 Thors W will power up. Dispatch them, and go the repair base and dock. Now head toward the upper-left corner of the map, where a 'Mech contact is awaiting. Proceed slowly, the are is filled with fuel tanks which can be used as an improper weapon against the Masakari A guarding them. After having damaged them with an explosion, try to salvage it, you'll need it in your next missions. Now return to the base, and repair if you need to. Head right from the eastern corner of the base, and you'll find a small stripe of terrain connecting the main island to the last one; cross it and two jump-capable 'Mechs, one Thor and one Mad Cat will ambush you. They'll use their jump jets to surprise you, but this will leave you enough time to destroy them when they land. If you started as F1, just start from the end of this paragraph. Patch 1.9 note: when attacking the Masakari, stay away from the fuel tanks; looks like that with this patch enemy pilots are more prone to attack with those tactics; remember this warning for the next mission. MISSION 3 Mission Objectives: + Destroy all enemy forces (30000 RP) + Capture and defend all four oil derricks (30000 RP) * Capture Clan HQ (2000 RP) Maximum Tonnage: 350 tons Maximum Units: 12 (4/4/4) Artillery: 3 small, 3 big Probes: 1 Logistic Phase: if you have two Masakaris, deploy them. Two Masakaris and two Mad Cats will be the best, though they can be substituted with Thors, Awesomes or Atlas if you don't have the Masakaris. You are going to assault a fuel production facility, so be prepared to set them on fire or escape when needed. The river running through the map divides the land in two halves, but only the left one is of your interest. There's a small hill on the south-west, and the derricks are located on the west, on the south, on the south-east and in the center of the production facility. The HQ is closed by an hardened wall with LRM turrets, and there is a small airfield: though its destuction won't affect this and later missions, destroy it for fun. Combat Phase: Begin to head south, toward the base: when you spot the first gas tanks, stop your 'Mechs and use the fastest 'Mechs you have to reach the outer wall, and retreat as soon as the LRM carrier behind it fires: its missiles are for the gas tanks, not for your 'Mech. After this small recon, use your 'Mechs to destroy the two LRM Carriers guarding the gates, destroy the gates themsleves and go into the base, capture the turret control tower and take care of the remainng LRM carrier. It is now time to begin the exploration of the base; do not capture the derrick for now. Head south-west and the first oil derrick, protected by a Loki A and two Rommels will be in your sensor's range; lure the guards near the fuel tanks and make them explode. Continue to head south west (ignore the derrick for now), capture the warehouse (one Heavy AC) and destroy the two Von Luckers protecting the second derrick. Return to the base gates, and this time follow the road, first to the offices, then to the hardened wall containing the HQ and other structures. Destroy the turret control tower with LRM fire, and the enter the base: 4 Von Luckers will welcome you; after this party, caoture the wearehouses (4 Clan Streak SRMs, 4 LRM Racks) and dock with the repair base. After you've captured the HQ, the two remaining derricks will be revealed: one i guarded by three Bulldogs, go for them and destroy them from afar; the last one is near the lower-right corner of the map, and is protected by two Von Luckers (though you can't see them). Approach this position from the lower edge of the map and then go east: you'll find a champ with eight Von Luckers without crew and 2 barracks, plus an active Cougar A. Destroy the 'Mech first and then for the barracks, this will kill the vehicles crew before they can reach them. Capture the two warehouses (2 Extended Sensors and one Clan Active Probe), and begin to head toward the derrick: a Loki A and two Commandos A will try to stop you, and a Masakari A will enter the area behind the last derrick, and will begin to target the outer wall to destroy the derrick by making the gas tanks exploding: however, it will place itself in a fuel tanks field, place one small artillery strike near it (at the limit of the fog of war) and watch the escape pod as it rockets in the air. Now move to destroy the two Von Luckers and capture the derrick, than capture the one guarded by the Bulldogs and then the third, the one guarded by the two Von Luckers: two Hunchback IICs A will enter the area from south-east, and will stop to destroy the sensor tower: place one small artillery strike on the fuel tanks near them and watch their fireworks. Before capturing the last derrick, go fro repairs and then capture it. 30 seconds after, 1 first groups of vehicles, 6 J.Edgars will try to destroy the derrick, to keep your 'Mechs near it and destroy them. The second and last wave will come from the same place: now destroy the tanks to destroy the 3 Condors an the single J.Edgar. Mission completed. MISSION 4 Mission Objectives: + Destroy Air Control Towers (20000 RP) + Move all Mobile Artillery Vehicles on the ridge (30000 RP) Maximum Tonnage: 380 tons Maximum Units: 8 (4/4) Logistic Phase: Fast heavy and assault 'Mechs. Having all Clan 'Mechs would be the best thing. The map is full of large hills, and the rest of the terrain is covered by woods. There is a small enemy base on the extreme north, and the three control towers and the ridge where you have to position the artillery batteries is on the upper-right corner of the map. Combat Phase: Begin by destroying the 2 Saracens and the Bulldog coming from the east, and then head left. Destroy any patrolling group you encounter (composed of the Saracens and one Bulldog) and climb the every hill you see; on the first hill you'll find a Raven A heralding the coming of two Centurions W and two Hunchback IICs W. Destroy them ASAP, and this time head toward the upper edge of the map. You'll eventually find a small base on the north, with a Raven A, 2 Centurions W and one Hunchback IIC W inside it; the base has a turret control tower and a sensor array, but it is heavily protected by pup-up AC turrets, and you won't have enough time to stage an attack. Begin to head right, and destroy the Catapult and the Hunchback IIC W coming after you. Near the upper right corner of the map there is a small forest, and the AeroSpace Fighters will stage random strike runs on it, and this is the safest way to reach the ridge and the Air Control Towers. Move one of your 'Mechs in the forest, and the 'Mechs in the base in the opposite corner will power up and will come after you. After this battle, move all your 'Mechs and vehicles on the ridge, paying attention to the air raids. Now you should be on the desert-like terrain: be sure to destroy any pop-up laser turret you encounter, and begin to move near the first Air Control Tower. Every Control Tower is protected by fe pop-up LRM turrets, one Von-Lucker and one LRM Carrier; destroy the garrison forces but ignore for now the Towers: after you've reached the first tower, four Cougars J will attack you. Destroy them and head for the second an third Tower. Position one or two 'Mechs near each tower, and the Artillery vehicles on the extraction marker, and order to your 'Mechs to destroy the Towers simoltaneously: if you destroy one Tower, the remaining Towers will address the AeroSpace Fighters on the destroyed one, killing everything near it. MISSION 5 Mission Objectives: + Destroy Power Generator Alpha (10000 RP) + Destroy Power Generator Beta (15000 RP) + Destroy Power Generator Gamma (15000 RP) Maximum Tonnage: 415 tons Maximum Units: 8 (4/4) Artillery: 6 small, 4 big Logistic Phase: assault and heavy Clan 'Mechs only; Inner Sphere heavies can be deployed, but they'll limit you; do not dare to deploy a light or medium 'Mech, the Jagaurs brought here two full Stars of heavies, several heavy vehicles and two Stars of light 'Mechs. The map has the three power generators on the north, on the west and on the east, and in the center of this triangle there is an other large base. The south part of the map is free, with only small hills and trees covering it. Paved roads link every base to each other: from the first generator to the third there is a two-way bridge, and the road from the first to the second generator features a small paved area with fortified walls. Combat Phase: Begin to head south until you find two vehicle contacts: those are Shrek PPC carrier, and the area is full of them, sometime with LRM Carrier and Von Lucker escorts; you should notice a some trees on your 'Mechs' right: go behind it and proceed until you can see the two vehicles, and take them out with LRM fire. Continue this way, and destroy the 3 Von Luckers and an other Shrek PPC Carrier blocking your way. A Thor A will try to support the vehicles, but it won't pose a big threat if engaged alone; be careful, it has an Heavy AC, however, so be sure to don't get too close. Proceed south, and you'll find the first power generator, with one sensor array. Capture the array and ignore the generators for now: two 'Mech contacts are coming to reestablish Clan control over the generator: as these 'Mechs are Masakari A (both), it is better to take advantage of the several fuel tanks located on the Alpha Generator south side. After the first two Masakaris are down, explore the area where the fuel tanks were and capture the various warehouse (4 Flamers, 2 Advanced Sensors, 1 Beagle Probe, 1 Guardian ECM, 2 Gauss Rifles, 4 ACs). Now return to the first base and, if you want, destroy the three generators; you can do this later, when all enemies have been eliminated, however. Now go toward the third power generator, using the two bridges on the west: the first island has several pressure tanks on it, so do not stop, and proceed toward the second island, and stop there: the other shore is guarded by several LRM turrets behind an hardened wall and two Shreks protecting the gates: use concentrated fire to destroy both PPC Carriers and use the fastest 'Mech you have (a Mad Cat or a Thor) to capture the nearby turret control tower. Now follow the road and head south, toward the third power generator: near it you'll found two Thors A, and the four generators are protected by some AC turrets and an hardened wall: destroy the Thors and one AC turret on the north side, enter the perimeter and capture both control towers: now head east and capture the turret tower, then head to the third base: three Masakaris (W, A and J variants) will come toward you: first they'll destroy the turrets near the bridge, and then the AC turrets sorrounding the base; when they'll go after the gate, use your artillery strikes (one or two large strikes and 2 or 3 small ones) on them, then move out and finish them. It is now time to plan a major assault on the central base: it contains 3 Masakaris W plus four LRM Carriers and two AC turrets defending each gate, but you should be able to divide the Masakaris from the rest of the defendign forces. Note that the three Masakaris will come after you if you decide to assault the second power plant without destroying them. To assault the central base, follow the paved road until you'll see two trees forming a small passage on the south-west corner of the base: use the fastest 'Mech you have to scout the position, and lure the three Masakaris outside the base, and use the remaining artillery strikes to weaken them, then use your 'Mechs to kill them. Enter the base, destroy the four LRM Carriers and the LRM carrier and the two Von Lucker on the north side and the three LRM Carriers on the south, then caputure all Repair bases (and dock) and warehouses (3 Pulse Lasers, 2 Large Pulse Lasers, 4 LRM Racks and one Heavy AC). Now head south-east and assault the second, and last, power generator from the south: this site is protected by 10 Ullers W, all shutted down, with their MechWarriors in two separate barracks: destroy the barracks first, and then take care of the 4 LRM Carriers and of the turret control tower directing the two nearby AC turrets. Before destroying any remaining generator, return to the central base and repair. Side note: the north side of the second site is protected by at least 20 LRM turrets directed by tow control towers and 3 Shreks: if you came from the south, capturing the towers will be easy, and the PPC Carriers will be destroyed by them; if not, use the fastest 'Mech you have to capture the towers and then move the remaining forces. MISSION 6 Mission Objectives: + Destroy the Orbital Cannons (33000 RP) + Destroy the Orbital Cannons (33000 RP) + Destroy the Orbital Cannons (33000 RP) * Capture or destroy the perimeter turrets (5000 RP) TIME LIMIT: 35 minutes Maximum Tonnage: 600 tons Maximum Units: 12 (4/4/4) Artillery: 3 small, 3 big Probes: 2 Logistic Phase: Assault and heavy 'Mechs only, with a good mix of long and short range weapons. There aren't many vehicles are, but the Clan has a full Trinary inside the base, and it is a assault one. This mission is set on the starport, the final objective of the whole campaign, so this will be your last mission. The starport occupies two thirds of the map, leaving only a small part of the south-west covered by an hill and some trees. The external perimeter is protected by a double hardened wall with LRM turrets, and inside other heavy walls divide the starport into several sub-sections. Combat Phase: You'll start on a small hill: proceed on its top and this will reveal 4 Thors W going to the base, to reinforce it. They won't pose a problem, so do not waste ammunition or artillery strikes on them. After the Thors passed, proceed toward north, nside the small forest: you'll encounter a Loki J patrolling the perimeter, and a second Loki will come to help its mate. After you destroyed the 'Mechs, approach the light wall, but DO NOT step in the area between the light and the heavy wall: it is mined. Destroy the mines and the hardened wall sections, enter the base and destroy all LRM turrets firing at you. On the left side of your map there is a small hill, inside the base: use one of your jump-capable 'Mechs (you have at least one Masakari J to do this) to proceed on its top: this will make 5 Vultures J to activate, and they'll begin to follow your scout: make him return on its path and prepare to fend off this attack; it is possible that 2 or 3 Vultures will stop in the base or on the hill: place on big artillery strike on them and if necessary, finish them with your 'Mechs. Now proceed north, to circle the inner perimeter protecting the third (as mission objective number) Orbital Cannon: you'l eventually find the LRM turret control tower and it spower generator: take out both of them, enter the second perimeter and destroy the Cannons: 5 Hunchback IICs w, a Mad Cat A and a Masakari A will move to destroy you; after this battle, explore this sub-section and use the reapir base in it. If you procees east, you'll find one Von Lucker protecting an other repair base, but this is useless for the mission. Now proceed toward the second Cannon emplacement: you'll find four Cougars W patrolling a second sub-section, and the four Thors W standing still in a column: destroy the Cougars and place one or two artillery strikes on the Thors, but ignore them for now: they won't fire; a Masakari W will attack you: if you can, capture the turret control tower befoe engaging the Masakari, the several LRM turrets in the area will give you a significant help. Now move south, and explore this sub-section: 2 Vultures, one Mad Cat and one Thor (all J variant) will jump in it from the south, but the LRM turrets will take care of them, though they'll may need an hand in destroying the Mad Cat and the Thor. After you destroyed these 'Mechs, destroy the Orbital Guns and dock with the nearby repair base (on the east); all warehouses in the starport are empty. Now it is time to move toward the final Orbital Cannon: proceed along the small peninsula you'll find two Masakaris A guardind the only gate to it, and 5 Hunchback IICs J will jump near you to support them: it is nearly impossible to destroy all 'Mech, and it's better to order to your 'Mechs to run toward the last Cannon, and destroy it: be careful, an other Masakari (this time a J variant) is guarding it; ignore all enemies, and destroy the Cannon ASAP. After all Cannons have been destroyed, sit back and enjoying the (short) ending movie. ********* 11-CHEATS ********* This Cheat will work with version 1.8, and requires at least a basical skill in handling files. Note that I, the sites hosting this FAQ, Fasa Interactive, Fasa, MicroProse and the national distributor and anyone else won't answer of any damage done by you. Remember that winners do not use drugs nor cheats, and with cheats the game will lose half of its beauty. First of all, search the WINDOWS.FIT file (it should be in the main MechCommander directory) and rename it "ixtlriimceourl" (without quotes and extension), then choose what you want to do and do what is required: + 1000000 RP: in the logistics phase type: poundofflesh. + Finish Mission: during compat press CTRL-ALT-W. + Invincibility: during combat type osmium. + Maximum Gunnery Skill for you pilots: during combat type deadeye + Repair 'Mechs during combat: during combat type lorrie; this repair 'Mechs and replenish ammo bins. + No weight limits: during logistics phase type rockandrollpeople. + Gives one of each weapon: during logistics type hereitcomes; this code can be used more than once. + Salvage all 'Mechs: during logistics type glennrocksthehouse. Once you typed this code, it will works throughout the whole game. Do not check your salvages, or you will loose all the 'Mechs you destroyed. + Disable fog of war: during combat type mineeyeshaveseentheglory. + Show framerate: during combat type framegraph. + Unlimited artillery strikes: during combat type lordbunny. ********************************************* 12-FAQ SECTION: HOW CAN I USE THE MINELAYER ? ********************************************* Q: How can I get the minelayer ? A: The minelayer is a vehicle, and must be purchased from the "Purchasing" (third horizontal button on the upper-left corner of the screen) and then the "Vehicles" tab (fourth vertical button in the "current inventory listing" window, below the four horizontal buttons, left edge of the screen). If minelayers are available, its icon, with cost, quantity available and the vehicle description will appear. Then you have to buy it, as you do for MechWarriors, 'Mechs or equipment. Q: Then? What should I do to use it during a mission ? A: "Briefing/Deployment" button, above the "Purchasing" one. The vehicle will be shown in the "Ready Area" window (lower-left vorner of the screen), just like a 'Mech. Vehicles do not need MechWarriors and can be used only once, so if you want an other minelayer for the next mission you'll have to buy a new one. Place the minelayer icon in one of the available slots (vehicles have to be allocated like 'Mechs) and push the "Begin Mission" button (below the mission map, right part of the screen) Q: Hey, the minelayer is here with my 'Mechs but it doesn't lay mines! A: Sure, the minelayer will not lay mines until you order it to do so. If you select the minelayer and issue an attack order the minelayer WILL NOT launch mines or throw itself in a suicide attack against the target, it will simply reach it. Minelayers have no weapons aside their mines, which must be layed; mines will explode when an enemy vehicle or 'Mech will enter a mined area, allocating damage to the lower part of it (most vehicles will be destroyed at once by a mine and 'Mechs will recieve damage mostly to their legs). Mines are deployed in a group of five, in this patter: * * * * * As you may have noted, the * represents the small yellow dot the minelayer places on the battlefield. There are no chances that an enemy vehicle entering a mined area will exit without damage, as they do not know that the area is mined. Q: You haven't told us how to lay mines! A: P. 70 of MechCommander Manual. Oh well, select the minelayer, keep the "F" button down and issue a normal move order. The minelayer will reduce its speed to lay down mines. ******************* 12-CREDITS and MISC ******************* First credit? To Fasa for having created the whole BattleTech universe. Then to me, Briareos Kerensky and to all site showing this FAQ with my permission; visit them at: 1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my site. Visit it and leave your sign on the guestbook, this will make me very happy) 2) GameFAQs (http://www.gamefaqs.com) 3) Neoseeker (http://www.neoseeker.com) 4) The Cheat Empire (http://home.planetinternet.be/~twuyts) 5) Video Games Strategies (http://vgstrategies.about.com) 6) Cheat City (http://www.cheatcity.com) 7) Sjel's Walkthrough Page (www.sjel.org) 8) Gamespot (http://www.gamespot.com) 9) Game's Over (http://www.gamesover.com) an everyone who helped with this document. Special thanks to: all italian BT/MW players; all programs I used to do this FAQ; my turtle and my dog (he's not died yet); my PC (asking every time to kill him when I push any of its buttons); Dynamic Italia for having published Evangelion's 10th Genesis and posticipated all other tapes I and the italian otaku community were (are) waiting for; all soundtracks that accompained me during this long work (nominally: all Eva OSTs, Cowboy Bebop OST, MW2 soundtrack ;^D and everythign from Beethoven, Back, Pachelbel, Wagner, Saint Saen, Orff and everyone I forgot); Leader for having traslated the game, and employed the worst dubbers on Terra and one of those translator softwares for this purpose...really, sometime is better to avoid translations...; my still trasparent and bodyless girlfriend. Though it is a project, I want to realize FAQs on every BattleTech product readily available, and if I get my hands over a working old PC (386 or 486), on all products. Keep an eye for these FAQs on the sites listed above. To ask permission to post this document, just send a mail writing down the URL. To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is 264286. Write only about this FAQ or if you have a cute (female)friend/sister to introduce. Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of this document (as a whole or parts of its) in any mode without permission is strictly forbidden. All names and marks are proprieties of respective owners.