MechCommander 2 Unofficial Strategy Guide and FAQ by Kasey Chang released August 30, 2002 0 Introduction 0.1 A word from the author This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. If you like the guide, please send me $1.00 (one dollar) worth of stamps (or 3 first-class stamps, as by this time the price would have risen again). Address is in [0.2]. If you don't want to read the standard legalese, skip to [1.0] now. 0.2 Terms of Distribution This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "MechCommander 2 Unofficial Strategy Guide and FAQ" is copyrighted (c) 2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, UNMODIFIED means just that: UNMODIFIED. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. (Someone actually did that to one of my FAQs.) 3) No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, let me know. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. This FAQ is dedicated to the victims of the terrorist attack of the US East Coast on September 11, 2001. If you find this FAQ helpful, go give blood at your local blood donation centers or donate to your local Red Cross. And may God (whatever his name) bless you. 0.3 Distribution This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites such as gamesdomain.com, IGN.com, et al. I personally only release it to Gamefaqs.com so if you find it anywhere else, they probably got it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! Read that carefully. It says exactly what it says. 0.4 Other Notes There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified later. I'll try to answer it and include it in the next update. See below for contact info. 0.5 The Author I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and MW4: Black Knight, DS9: The Fallen, Rally Masters, Starfleet Command, Airport Tycoon, Mob Rule, and more. If you need to write me, send e-mail to address below. Any spam will be reported to respective authorities. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. 0.6 Disclaimer/ Copyright Information MechCommander 2 was created by FASA Interactive, and published by Microsoft. This FAQ was not in any way endorsed or authorized by any of the companies mentioned. 0.7 Revision History 30-AUG-2002 Initial release 0.8 The Most Frequently Asked Questions Q: Can you send me MechCommander 2 (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: No. Q: Can you tell me how to play the game? A: Read the manual. Q: What are the control keys? A: See the manual's back cover. Or try looking in the game options under hotkeys. Q: What's the latest version? A: This game did not need any patches. Q: What is that "circle" on the map? A: Sensor range, probably. Q: I got attacked by mechs that don't show up in the sensor circle! A: Those mechs have ECM devices installed. You can buy those mechs also. Q: Why can't I repair at the repair bay? A: Move the mech that just finished repairs AWAY from the repair bay until the repair bay "retracts". THEN the repair bay is ready for the next mech. Q: Why do my mechs move when attacking a certain target? A: The mechs move to their "optimum range" before attacking. In the mechlab, clicking on the mech will tell you its weight, speed, optimum weapons range, and jump distance. A long-range mech will move away from the enemy, while medium and close-range mechs may back up or close-in depending on their current range. If you don't want them to move, issue to HOLD command. Q: What is the maximum stat a mechwarrior can have? A: 80 in Gunnery and 80 in Piloting. They won't go any higher. Q: How do the stats increase? A: See [4.1] Q: How do I use the editor? A: I have no idea. Q: How do I cheat? A: The only "cheat" is to jump to a specific mission, but that's pretty useless. If the game's too hard, play at an easier difficulty level (yes, you can switch in the middle of a campaign). See final section. Q: How do I contact you for corrections, compliments, updates, comments, etc.? A: See [0.5] 1 Game Information 1.1 What is Mech Commander 2 Mech Commander 2, sequel to Mech Commander, is a real-time tactical combat simulation using battlemechs from FASA's Battletech universe. This game is now fully 3D instead of isometric 2D in the original MechCommander. You control a mercenary outfit with contracts on Carver V, where House Steiner, House Davion, and House Liao are locked in a struggle for supremacy, and your loyalty is to the highest bidder... Or is it really? Instead of an in-cockpit simulation like Mechwarrior, you are hovering overhead, giving orders to the mechwarriors under your command. Move here, attack that, and so on. As you will be constantly outnumbered, doing less with more is part of your motto... Use ECM-equipped mechs to disable sensor nets. Use minefields to slow enemy down. Use artillery to soften enemy positions. Use jumpjet-equipped mechs to capture facilities. Call in air strikes on stubborn targets. The choice is yours. You will be able to outfit your mechs with the latest in battlemech weaponry in an even more simplified version of the "MechLab". You can salvage and sell mechs from the previous battle. You will enjoy video briefing of various missions from your employers. Ultimately, you just need to survive... 1.2 What is the background? The Clan invasion has been defeated. However, the alliance between House Steiner and House Davion is dissolving... Kathrine Steiner-Davion, sister of the rightful heir to the throne, has taken over the court and declared herself ruler of Federated Commonwealth. She enjoys support from House Steiner. Prince Victor Davion-Steiner, leader of the invasion that broke the back of the Clans, rallied his followers (mostly from House Davion), and this resulted in civil war in the Federated Commonwealth. Each planet's factions fought for dominance, and former units based at the same location suddenly found themselves at each other's throats... Business is great for mercenaries... That's where you come in. On the planet Carver V, the Steiner and Davion factions have NOT fought yet. House Liao is also on the planet... Colonel Renard (Steiner) and Major Kelly (Davion) have marked their territories very carefully and things are quiet... Until bandits started raiding Steiner fringe bases. Who are these bandits and who is helping them? Do you even care as long as you get your paycheck? What about the people? 1.3 Game Requirements From the Microsoft website: --Multimedia PC with a Pentium II 266 MHz equivalent (400 MHz with MMX or 3D Now if no hardware acceleration) --SVGA 2D video card with 8 MB of video RAM --64 MB of SDRAM --400 MB of available hard disk space for a typical install; additional 200 MB of hard disk space for swap file --Quad-speed or higher CD-ROM drive --DirectX 8.0 or later API --Windows 98, ME or Windows 2000 1.4 Patches, Sequels, Expansions, etc. There are no patches for this game. There are no sequels or expansions to MechCommander 2 at this time. There may be some user-created campaigns out there. Try mektek.net Related games would be the Mechwarrior series, or the prequel, MechCommander, published by MicroProse. 1.5 Known Problems Some people seem to have problem with copy protection scheme used on the CD. A new CD drive or updated firmware seems to cure that problem. Occasionally there has been reports of certain mechs don't show up on sensor. This has not been completely confirmed. 1.6 Where to get You can get Microsoft games in your local store, or via the Microsoft web store at http://www.microsoft.com/games/home/redir.asp?href=http://www.microsoft.com/games/_redir/shop/mechcommander2.htm As of 28-AUG-2002, the price is $19.95. Try a demo first at http://download.microsoft.com/download/mechcom2/Trial/1.0/W982KMe/EN-US/MC2Trial.exe If you want to know more about the mechs and so on, download the "MC2 Encyclopedia" from the Microsoft MC2 site. It's a 60 meg download that contains the same encyclopedia included with MC2, detailing the stats for each mech, vehicles, and so on. 1.7 Commentary The game relies on trigger points (very similar to Mechwarrior 3). If you don't do certain things, the enemies do not react, and you can repair/reload to your heart's content. This "flaw" was partially compensated by making some damage permanent (destroyed weapons cannot be repaired) and making repair tracks and repair bays exhaustible. The important events are also made into mission objectives. 2 Your Weapons Knowing what you have to work with is the key in getting the most out of them. Please see your MC2 encyclopedia for the exact listing. I won't repeat them here. 2.1 Ballistic Ballistic weapons are large in size, do lots of damage (compared to energy weapons), but they can run out of ammo (if you have turned off "unlimited ammo", that is). You can get reloads from the repair track or mech repair bay. They also have low heat (compared to energy weapons). In general, the longer the weapon range, the lower the weapon can do damage. The only exception here is Gauss Rifle, which does a LOT of damage and have a lot of range. Of course, it also has very slow reload time. 2.1.1 Short Range 2.1.1.1 Machine Gun Array (MGA) It has nice firing rate, but doesn't do much damage. It's mainly junk. 2.1.1.2 Heavy AC / Ultra Heavy AC / Clan Ultra Heavy AC Extreme amount of close-range firepower, but takes up a LOT of space (only Long Tom surpass it in amount of space taken) 2.1.2 Medium Range 2.1.2.1 Medium AC / Ultra Medium AC / Clan Ultra Medium AC The medium family of AC does reasonable damage (3 times the damage of "light" AC) with decent firing rates. Ultra fires faster, Clan Ultra yet faster. 2.1.3 Long Range 2.1.3.1 Light AC / Ultra Light AC / Clan Ultra Light AC The light AC family has long range, but lousy damage. It has fast firing rate though. 2.1.3.2 Gauss Rifle / Light Gauss Rifle / Clan Gauss Rifle The gauss rifle family does a lot of damage at long range, but has some of the slowest reload rates. It also takes a LOT of space. 2.1.3.3 Long Tom The Long Tom cannon does a TON of damage (more than any other ballistic weapon), but takes up TEN spaces internally, generate a LOT of heat, and have horrendous reload times. In fact, for the price of a Long Tom, you can buy a light mech. Call in an artillery piece would be more useful. Of course, Long Tom mounted in a mech will be mobile, but the price you pay for it is too much, IMHO, for the benefits it can bring. 2.2 Energy Energy weapons don't need ammo. They are lasers, PPCs, and flamers. With no ammo to store, energy weapons are also "smaller" and take less slots. On the other hand, energy weapons produce heat, meaning you can't mount too many of them. Energy weapons do less damage compared to the ballistic or missile weapons. The only "odd" weapon in the group is PPC, which is sort of a ballistic weapon behaving like an energy weapon. 2.2.1 Short Range Laser, Pulse Laser, Clan Pulse Laser, Clan Heavy Laser, Flamer 2.2.1.1 Laser Laser is your basic energy weapon... Small, decent damage, relatively low heat, low cost. 2.2.1.2 Pulse Laser and Clan Pulse Laser Pulse laser does slightly less damage but has a higher firing rate and slightly more heat, so overall they do more damage. The Clan version fires slightly faster. They come in both regular and large sizes, though the regular version is short-range. 2.2.1.3 Clan Heavy Laser More damage than even Large laser, but the slow firing rate may not be worth it. The heat is almost as high as large laser. It takes only one space though. There's both regular heavy laser and large heavy laser. 2.2.1.4 Flamer Array Universally regarded as JUNK. Minimal damage, point-blank range. 2.2.2 Medium Range ER Laser, Clan ER Laser, Large Laser, Large Pulse Laser, Clan Large Pulse Laser, Clan Heavy Large Laser, PPC 2.2.2.1 ER Laser / Clan ER Laser ER Laser is basically your normal laser with slightly longer range (and price, and heat, and size). Clan version has a faster firing rate. 2.2.2.2 Large Laser Large Laser is essentially a double-sized laser doing not-quite- double damage. 2.2.2.3 Large Pulse Laser / Clan Large Pulse Laser Large Pulse Laser has slightly less damage per shot, but MUCH higher firing rate... And heat. The Clan version has slightly higher firing rate than the regular version. 2.2.2.4 Clan Heavy Large Laser The highest damage from an energy weapon, but very low firing rate... And EXTREME amount of heat... 2.2.2.5 PPC This particle beam weapon has high heat and slow firing rate, in return for high damage. Only clan heavy large laser can exceed the PPC in damage per shot. 2.2.3 Long Range ER Large Laser, Clan ER Large Laser, ER PPC, Clan ER PPC 2.2.3.1 ER Large Laser / Clan ER Large Laser The ER version adds a bit more damage, but 50% more heat. Whether it's worth it is up to you. The clan version fires slightly faster. 2.2.3.2 ER PPC / Clan ER PPC ER PPC and generates a TON of heat (second only to Clan Heavy Large Laser), but a lot of damage (again, second to Clan Heavy Large Laser) 2.3 Missile There are only three missile families in MC2: SRM, LRM, and T- bolt. 2.3.1 SRM family The SRM family is composed of Streak SRM and Clan Streak SRM racks. The Streak SRMs require lock-on and are seeking missiles. The Clan version fires slightly faster. 2.3.2 LRM family The LRM family has LRM rack, Clan LRM rack, and finally, Swarm LRM rack. The LRM rack is the normal version. The Swarm LRM is identical to regular LRM except it fires Swarm LRM rounds, which are like "shotgun" rounds. Swarm LRM causes more "leg" damage if it lands near you. Keep moving if you encounter Swarm LRM shooters. The Clan LRM fires nearly twice as fast and costs twice as much for double the heat. They don't have a Swarm LRM version. 2.3.3 Thunderbolt Missile The T-Bolt missile is a medium-range missile that does a LOT of damage, but takes up EIGHT spaces. T-Bolts cannot be intercepted by mech-mounted anti-missile systems. Since no one has AMS in MC2, T-bolts are relatively useless. You'd be better off adding several LRM racks and heatsinks. 3 Your Mechs These are the mechs in the game and you can acquire any of them through salvage. Note that many of the mechs are ONLY available for purchase when you are employed by the respective houses. Please see your MC2 encyclopedia for the exact listing. I won't repeat them here. 3.1 Light Light mechs range from 30-35 tons (no 20 ton wimps here). They move really fast and have minimal armor. Use their high speed to avoid heavy fighting. These are listed in alphabetical order, not order of encounter. 3.1.1 Anubis Primary User: Liao Generally a scout / long-range support mech, use the high-speed and jump capability for "raids". Shoot, run. Shoot, run. Those LRMs can be pesky if used right. 3.1.2 Cougar Primary User: Clan Heavy firepower power for a light mech, but quite a bit slower, and no jumpjets. This Clan light mech is a potent fighter if you keep it on the fringes of battle. Has good laser arsenal in default. 3.1.3 Fire Ant Primary User: Bandit This mech is cheap because it's JUNK. You can only 'peck' the enemy to death with MGAs and Flamers, and you have no armor to survive point-blank engagements. It's KAMIKAZE mech. 3.1.4 Hollander Primary User: Steiner Hollander is a gauss rifle with legs. It can't jump. It moves slowly (for a light mech). It has only ONE weapon. In a group, it can peck the enemy to pieces. Otherwise, it dies quickly. If you are using, one, keep it as far back as possible on a flat terrain or on top of a hill with your LRM shooters. 3.1.5 Raven Primary User: Liao Raven, as you can see from the equipment list, is a SCOUT. Don't use a Raven in direct combat. Its advanced sensors and ECM suite will be wasted otherwise. Use it to penetrate enemy sensor range and "raid" those turret control buildings and such. 3.1.6 Razorback Primary User: Steiner Razorback is a decent mech that's quite balanced with medium and short-range firepower AND jumpjets. With intermediate sensors, it can even be a decent scout. Forget the MGAs. Those are junk. Replace with lasers ASAP. 3.1.7 Uller Primary User: Davion / Clan Clan name is Kitfox. This mech is VERY versatile with decent armor, speed, AND weapons, and only 30 tons. It can probably kill most light mechs by itself. 3.1.8 Urbanmech Primary User: Bandit EXTREMELY slow, but with jumpjet. The MAC and 2 lasers are not that good. You need heavier punch... Easily killed if you engage one at a time. Can be trouble if you encounter a pack of them. REALLY STUPID TRICK: Empty the mech and put in an HAC. Should be a deadly surprise for someone expecting MAC... But it would work only once. 3.1.9 Wolfhound Primary User: Davion Wolfhound actually have a laser arsenal large enough to do some damage. It also has respectable speed and jumpjets, and some decent armor. Replace MGAs with something more useful. 3.2 Medium Medium mechs have decent speed, more armor, and better firepower, making them more versatile. 3.2.1 Bushwacker Primary User: Steiner Bushwacker is one of the better Inner Sphere multi-role designs, with MAC, LRM, PPC, and misc. weapons. Replace the MGA with something more useful, like lasers, or more LRM and armor. 3.2.2 Enfield Primary User: Davion Enfield is a medium-range mech with UMAC, and loads of armor. It carries a potent laser arsenal as backup. 3.2.3 Hunchback Primary User: Steiner Think of it as Enfield that traded in the UMAC and Pulse Laser for a HAC and jumpjet. With the HAC it can be quite deadly close- up. However, it must survive getting into range. Try hiding them behind ridgelines and lure the enemies to them. 3.2.4 Men Shen Primary User: Liao Literally, "god of doorway" in Mandarin Chinese, Men Shen is the ultimate scout. It has high speed (for a medium mech), advanced sensors, ECM suite, AND a potent laser and LRM salvo. It also has plenty of armor. You could hope for jumpjet, but that's nitpicking. 3.2.5 Ryoken Primary User: Clan Known as Stormcrow in the Clans, Ryoken has a medium/long-range arsenal, with SRMs, Large Pulse Lasers, ER Lasers, AND LRMs. It also has some of the heaviest armor in medium mechs. 3.2.6 Sha Yu Primary User: Liao The name means "Shark" in Mandarin Chinese. A bit light for a medium, it is FAST, and it is jump-capable. Of course, this also means it's a bit light in armor. The sensors mean it can be a decent scout if you want to use it that way, but it's a pretty weak one with minimum cover radius. 3.2.7 Shadow Cat Primary User: Clan / Davion This Clan mech is another multi-role mech. it is pretty fast, AND it's jump-capable. It also has Gauss Rifle and lasers, giving it a good long-range punch. It is NOT a slugger though. Stay back from the fighting. 3.2.8 Starslayer Primary User: Liao Starslayer is a pretty decent mech for short-range combat, being jump-capable and nicely armored. It is perfect for capturing bases, defenses, and so on. 3.3 Heavy 3.3.1 Catapult Primary User: Liao Catapult is NOT a general-combat mech. It is a fire-support mech ONLY. Don't use them in direct combat! Its low-speed will doom it. Normal config is filled with regular LRM launchers. There's also "Catapult Elite", which you encounter near the end, that is filled with Swarm LRM launchers. You can add some heatsinks and replace regular LRM with Clan LRM, doubling the firing rate. To kill Catapults, get into point-blank range first. Their LRMs can't fire at targets that are too close. 3.3.2 Jagermech Primary User: Davion With 4 ULACs, this mech has a lot of long-range firepower... But nothing else. This makes it similar to the Catapult: a fire- support mech. With low speed, it's simply not that survivable. Again, you can kill one by getting very close. 3.3.3 Lao Hu Primary User: Liao The name means "Tiger" in Mandarin Chinese. It's a very nice mech at close range... LOTS of firepower. It also has respectable speed AND jump jets. Assign Short-range specialist to this mech, and let this one do the jumping if you want to use the default config. It can be refitted as a long-range mech by switching to large lasers and LRMs. 3.3.4 Mad Cat Primary User: Clan / Davion Known as Timberwolf in the Clans, this baby has a LOT of weapons and able to serve multiple roles. It is a bit weak in short-range firepower though. This is like THE Clan Mech... LRMs of a Catapult (nearly) but still enough direct firepower to kill without LRMs. 3.3.5 Shootist Primary User: Steiner Shootist, with the HAC, is a short-range mech. Give it some cover to hide in so it can unleash the firepower at close range, and it can do a LOT of damage. Just watch out for the low speed. 3.3.6 Thor Primary User: Clan / Davion Another Clan mech, this is a short/medium-range shooter with jumpjets. The PPC gives it quite a bit of long-range firepower, so watch out. The UHAC and SRM give it short-range bite also. 3.3.7 Vulture Primary User: Clan / Davion Vulture is like a smaller cousin of the Mad Cat, with more missiles and less guns. It's still a bit weak in close-range combat. Think of it as a "better" Catapult. 3.4 Assault Mechs Assault mechs are heavily-armored slow-moving behemoths that deal out plenty of firepower. 3.4.1 Atlas Primary User: Steiner Atlas, the quintessential assault mech from the Inner Sphere, has a TON of armor and quite a few weapons. The default loadout has HAC, LRM, Laser, and Streak SRM... That's a lot of weapons. Consider simplifying it somewhat, like 2 HACs, 2 PPCs, 6 large lasers, and so on. 3.4.2 Blood Asp Primary User: Clan / Davion A Clan mech featuring the "heavy lasers" AND gauss rifles, this mech has both long and short-range firepower. You can refit it as a variety of uses, such as a 6 PPC blaster, and so on. 3.4.3 Cyclops Primary User: Liao This mech is NOT an assault mech, at least not in the traditional sense... It's a very "large" scout... The Cyclops sensor is the best sensor available (in this game). The weapons are more like "dressings". Note: only Liao sells Cyclops. Make sure you buy at least one when you're fighting for House Liao, preferably two if you can. You can lose them on missions. 3.4.4 Highlander Primary User: Steiner The heaviest mech available to you with jumpjets, this mech is a short-range killer. Jump in and blast the enemy to pieces. This is a great mech to capture things with. You can fit two of the larger weapons on these. 3.4.5 Zeus Primary User: Steiner This is the lightest "assault" mech available, and it's a bit light on the armor and weapons. Think of this as a "heavy" mech. It has PPCs and LRMs to hit you at long range AND lasers and pulse lasers will pound you close in. Still, armor is quite light... 4 Your Mechwarriors As the ratings of your mechwarriors will change, I don't see any reason to list them all here. I'll just go over a few observations on how the ratings change and what do all the medals mean. 4.1 Pilot and Gunnery ratings I suspect the gunnery rating is related to the number of kills, but I can't confirm it. In general, the pilots with the "kill medals" get the highest gunnery rating gains. I haven't figured out what causes pilot rating gains. It appears any mechwarrior that participated in the mission gains at least 1 pt, but I have no idea what causes additional increases. That seems to be gaining VERY slowly. The maximum gain per mission seems to be 4 pts. The maximum for both ratings is 80 pts. 4.2 Promotions The mechwarriors are promoted when their skill levels improved to a certain point. This appears to be directly related to their "average" skill rating, which is simply the average of their pilot and gunnery ratings. The FIVE ranks are green, regular, veteran, elite, and ace. Only the first four are listed in the manual. Mechwarriors with average of low 40's are green, low 50's are regular, low 60's are veteran, low 70's are elite. Any higher and you're ace. 4.3 Specialty Skills Every time a pilot gets promoted, they can choose one of the specialty skills listed below for their specific rank. Most of the skills are pretty obvious. Please see your manual, pages 66-69 for more discussion on what do those skills actually mean. I think the "bonus" is somewhere around 20% though I'm not positive about it. The bonuses from the specialty skills are cumulative. For example, if you have a medium autocannon specialty AND medium- range specialty, you get BOTH bonuses when firing a medium autocannon at medium range. A mechwarrior can only gain four skills total, so make them count. Most will gain only three. 4.3.1 Skills sorted by Rank Regular: Light mech // lasers // light autocannon // medium autocannon // SRM // small arms // sensors // toughness Veteran: Medium mech // pulse lasers // ER lasers // LRM // scout // jump jets Elite : Heavy mech // PPC // heavy autocannon // Short-range // Medium-range // Long-range Ace : Assault mech // Gauss // Sharpshooter 4.3.2 Skills sorted by area Chassis Specialties: Light mech // Medium mech // Heavy mech // Assault mech NOTE: Chassis specialties, as the manual says, decreases the chances of being hit. HOWEVER, it would make sense for this to work much better for LIGHT mechs than for larger mechs. After all, it wouldn't make sense for an assault mech to "nimbly dodge shots" like a light mech would. So forget about chassis specialties... Unless you want your Mechwarrior to specialize in light mechs. Weapon Specialties: lasers // light autocannon // medium autocannon // SRM // small arms // pulse lasers // ER lasers // LRM // PPC // heavy autocannons // gauss Other Specialties: sensors // toughness // scout // sharpshooter // jump jet 4.3.3 Consider heat combinations As heat is always a problem, you should combine weapons that have no heat with weapons that does a lot of heat. That way, you can put in weapon that complements the mechwarrior AND still fits in the mech. High-heat weapons: PPC, ER laser, laser, pulse laser, LRM Low-heat weapons: SRM, LAC, MAC, HAC, gauss, small arms For example, you should combine PPC with LAC, LRM with gauss, laser with MAC, and so on. And don't be afraid of adding heatsinks. At 4 pts per heatsink, you can add heatsinks to counteract the heat buildup, and often still have spots available for other things. 4.3.4 Consider range combinations Match the range of weapons. For example, you do NOT want HAC, which is a short-range weapon, combined with LRM, which is a long- range weapon. You want the range to overlap. You want the range to match because you can then apply the "range specialties" to further enhance the damage. Note that some weapons can be short, medium, or long range, depending on actual size. Short-range: Laser, Pulse Laser, Small Arms, HAC, SRM Medium-range: Large Laser, Large Pulse Laser, ER Laser, MAC Long-range: PPC, large ER Laser, LRM, LAC, Gauss 4.4 Medals Here's a list of medals and ribbons that can be won. Note that you can only win each medal "once". 4.4.1 Campaign Ribbons There are three campaigns, one with each of the 3 houses. Each pilot who participated in at least ONE mission in the campaign will get a campaign ribbon. If the pilot participated in ALL missions in the campaign, s/he also gets a "ribbon with honors". 4.4.2 Purple Heart If the pilot was wounded in battle, s/he gets this medal. Usually, this is due to ejection. 4.4.3 Valor or Uncommon Valor This is won for destroying 3 or 7 mechs in a single mission. Vehicles don't count. 4.4.4 Other Some special missions may award special medals in service to certain house, usually for a very dangerous mission. All participants will receive it, not just the starters. 4.5 Some management tips Mech kills seems to be the key to gain gunnery skill points. Give every participant at least 5 kills per mission. Don't let one guy hog all the kills. Spread them out so everyone gains 10 pts and advance the ranks. Getting valor medals, on the other hand, seems to help as well. Mostly, this means the guys with the heaviest mechs get the kills. So rotate the heavier mechs around, or go in with a bunch of nearly equivalent mechs. Piloting skills are very hard to increase. Gunnery skills are much easier to improve. So if you want "Ace" ranked troops, you need to start with high piloting skills. 5 Your Support Units With resource points (RPs), you can summon a variety of support units to perform special functions. 5.1 Air strike RP Cost: 7000 Air strike can take out a single enemy structure (well, maybe) in one pass. If you need to take out something and you can't do it with your mechs, this may work. On the other hand, this is a bit of a waste of RPs. This is "one pass, haul ass". You only get one "shot". You really need a direct line of sight to the target for maximum precision of the airstrike (i.e. do the most damage). Don't bother to target something moving. Best used against specific structures. You can issue this ANYWHERE on the map. Most support units require line of sight, so this one (along with sensor probe) is an exception. Air strike does a LOT of damage. One hit can destroy a mech if close enough. If you drop in the middle of a pack... Expect multiple cook-offs. 5.2 Fixed artillery RP Cost: 8000 You call down a fixed Long Tom at the spot you requested. It fires plenty of shots, and you can target your shots as well. On the other hand, it doesn't move, and sooner or later it will run out of ammo (if you did NOT select "unlimited ammo" option). Fixed arty is good for a "defensive" position where you need to defend a spot. It can also be used just outside the enemy weapon range to pound enemy defenses. Of course, since you can't move it, it's only good for limited engagements. You may be able to lure enemies back into its range, but that's not very convenient. 5.3 Minelayer RP Cost: 4000 Minelayer can be used to drop a minefield around a designated path to lure enemies into an ambush. The minelayer is exhaustible. Once it runs out of mines, it self-destructs. Mines are somehow ONLY effective against mechs, and then only medium and above. They don't seem to affect light mechs. If you know the enemy will take certain paths, drop a minefield ahead of them is a good way to avoid a lot of fighting. On the other hand, some people seem to have trouble using minefields. They often ended up walking their own mechs right through it. 5.4 Repair RP Cost: 6000 Most often, you will summon a repair track to keep your mechs in fighting shape. The repair track is exhaustible. Once it runs out of repair material, it self-destructs. As you can't really repair under fire (the repair vehicle can be destroyed easily) you will need to secure the immediate area before commencing repairs. It's best to capture repair bays and use them instead of your RPs for repair vehicles. 5.5 Salvage RP Cost: 10000 Field salvage of mechs cost a lot of RPs, and the end result is a barely functional mech. Still, this can be further repaired with a repair vehicle or repair bay. And an extra mech is always good... You can sell it later. While ANY mech left on the field (i.e. not blown up into bits) can be salvaged in the post-battle debrief, that cost $$$. It's better to use field salvage on the mechs you really want, saving C-Bills for other uses. 5.6 Sensor Probe RP Cost: 2000 Pick a spot anywhere on the map and someone will drop a sensor via parachute to that location. You can't tell what type of enemies, but you can tell how many. The sensor picture will go away as the sensor drops from the sky, smaller and smaller... Until there is no more. Sensor Probe can be useful if you don't want to invest in a scout and you have some "odds and ends" RP left over. 5.7 Scout Chopper RP Cost: 2000 Provides you with a scout chopper. This one has no sensors and relies on line-of-sight to spot enemies, so don't let it get too close to enemy units. You can command it like one of your units. It has no weapons so it's only good to spot targets for the other units. 6 Your Enemy Please see your MC2 encyclopedia for the exact listing. I won't repeat them here. 6.1 Mechs The enemy has just as many types of mechs as you do... But they generally have the default config, not the custom configs that you have. 6.2 Vehicles The vehicles are lower to the ground and some of them can carry pretty hefty weapons and armor. Armored car: MGA only, wheeled Centipede: large laser, hovercraft Drillson: bunch of SRMs, heavy hovercraft Harasser: some SRMs, small hovercraft Hetzer: HAC, can be dangerous if you get close Hunter: LRM launcher with armor Infantry: MGA Legion: 2 Gauss, 2 laser, SRMs. This is a SUPER heavy tank LRM carrier: LRM racks, wheeled Partisan: 4 LACs, looks like a ZSU-23-4 but pretty large Powered Armor: Laser/SRM, basically advanced infantry. Scimitar: flamers, hovercraft that are nearly useless. Storm: 2 PPCs, respectable tank, can be dangerous Swarm LRM carrier: same as LRM carrier, but red and shoots Swarm SRMs. Vedette: MAC, like a light version of Partisan 6.3 Fixed defenses The Fixed defenses you will encounter includes: AC turret: 2 MACs AC camo turret: 2 MACs, pops out of the ground when you get close Gauss turret: 1 gauss rifle Large Pulse Laser turret: 2 (?) Large pulse laser Long Tom turret: 1 Long Tom cannon, can be dangerous if you don't keep moving. LRM turret: 4(?) LRM racks Camo LRM turret: 4 (?) LRM racks SRM turret: 3(?) Streak SRM racks Camo SRM turret: same as SRM except they pop out of the ground when you get close In general, you would want to take out the generator or turret control that powers/controls the "local group" of defenses instead of the individual weapons. Taking out the head or the heart is far more efficient. If you've captured the turret controls, you can always retreat to the protection of the turrets and let them help take out the enemy. 6.4 Air threats Air threats in general move very fast, but have VERY light armor. If you can hit one, they go down. The problem is hitting them. Aerospotter: technically NOT an air unit and unarmed, but calls in air strikes. Kill one ASAP. Attack chopper: LAC only Heavy chopper: MAC or LAC? Scout chopper: MGA only Shilone Bomber: cluster bomb payload, don't see them that often unless enemy calls in air strike on you. Don't believe they can be shot down in MC2. 7 Tactics and Strategies 7.1 Pre-mission choices 7.1.1 Read the Briefing First! The briefing will tell you what needs to be done. Study the objectives first, THEN choose the mechs best fitted for those jobs, or customize the mechs you got to fit the job. 7.1.2 Use all the carry weight You need every advantage you can get. You are always outnumbered and outgunned. Don't give the enemy an even easier time than they should. Of course, this would mean you get the right mechs to fit... 7.1.3 Balance the need between firepower and protection In general, the more mechs you bring, the more firepower you have. This also gives enemies more targets to shoot at, and you can move faster in general. On the other hand, having a lot of small mechs means you have less firepower individually and are vulnerable to defeat in detail since each has weaker armor. You also need to micromanage more. It also spreads out your "kills" so advancements of each mechwarrior will be slower. It has been in my experience that a few heavier mechs are more survivable than many lighter mechs. Your mileage may vary. 7.1.4 Keep at least one "jumper" You need at least one jump-capable mech in your lance to capture buildings and such behind walls and to perform surprise attacks. A jumper usually can take over a fort much easier than a runner. 7.1.5 Use specialized mechs ONLY when needed Sometimes, you will need a certain mech to perform special functions. On the other hand, that special mech will be pretty much useless for other tasks, using up weight that could be used for other purposes. Or in other words, don't be "married" to a specific "favorite" mech of yours that you tried to use it every mission no matter that the tactical situation dictates. On the other hand, there is an exception: a scout with good sensors (Men Shen, Cyclops, etc.) is very useful in giving early warning or to locate the last enemies on the map. Definitely bring a scout if you have an objective that requires you to destroy all enemy units. 7.1.6 Stay away from wimpy weapons Wimpy weapons like Machine Gun Arrays and Flamers are so weak, they are worthless. If you get them as standard weapons on some mechs, REPLACE THEM. 7.1.7 Stay away from the exotic weapons The exotic weapons like Long Tom and Thunderbolt are just that... exotic. They don't have high enough of damage to space ratio. 7.1.8 Redesign the mechs to fit the mechwarrior Repeating a previous tip: Redesign the mech for each user so you can exploit that mechwarrior's specialties. If he's good in medium range combat, give him medium-range weapons. If he's good with LRMs, give him LRMs. And so on. 7.2 Combat Tactics 7.2.1 Find the enemy first This generally means use sensor-mechs like Cyclops, or capture the enemy sensor net, or use a sensor probe or scout chopper. Then you know where the enemies are, and how to approach them. 7.2.2 Take the high ground, literally MC2 awards a BIG bonus for shots fired from higher-up. This increases the number of shots that lands on the upper part of the body, including the head, and that can result in headshots. If you score a great headshot, you can salvage the mech with minimum repairs... 7.2.3 Go after biggest threat In combat, neutralize the biggest threat first. Usually, it would be a mech, but often it would be LRM/ Swarm LRM launchers and related vehicles. Neutralize that, THEN move down the list. 7.2.4 Fight OUT of THEIR range If the enemy fights medium range, use long-range mechs. If the enemy fights short range, use medium range mechs. And so on. Basically, "make them play your game, don't play their game". 7.2.5 When to use "targeted shots" Targeted shots will miss more often, so you should reserve targeted shots for "less intense" combat situations, when you can AFFORD to miss. Don't use targeted shots in a heated battle! 7.2.6 Use "hold position" to create your combat formation waiting in ambush Your mechs will move via any path they deem usable, so the only way you can get them in a particular formation is by using the "hold position" (i.e. STOP) command. In general, you want the ones with heavy armor up front, and those with long range weapons to the sides a further back. The front will act as "spotters" for the LRM shooters in the back. The LRM shooters then do NOT need line-of-sight. Remember to use "hold" command to keep the formation. 7.3 Fighting AI opponents 7.3.1 Tease them out of cover In general, enemy mechs are pretty stupid and will react to your presence if you get close enough. So if you want to organize an ambush, keep your larger mechs back, and send a smaller mech to "tease" the enemies forward into your kill zone. 7.3.2 Use help when you got it If you have captured turrets, tease enemy out of their cover into the range of your weapons... Then join in when they're overwhelmed. If there are no turrets nearby, look for something that explodes. Fuel tanks, ammo depots are all good. Lure the enemy next to them, then blow them up. Boom! Cooked enemy. 7.3.3 Concentrate fire This may be obvious, but it's worth repeating. Concentrate fire to take out one enemy mech at a time. 7.3.4 Capture ANY resource buildings or resource trucks you find You will need those resource pts, and you can use them to save you C-Bills later. 7.4 Organization How to keep the battle organized. 7.4.1 Keep the range separate If you have multiple mechs optimized for separate combat ranges, keep them separate. One group would be close, another medium, another long. Then you can line them up in the right range easily. LRM and gauss guys in the back, AC's in the middle, lasers and HACs in the front. 7.4.2 Keep the support units separate Support units should be kept separate from the main group. Those vehicles aren't armored and therefore should not be anywhere NEAR combat. Keep them WAY in the rear, maybe in that base that you've taken over or something. 7.4.3 Keep the heavily damaged units separate If a mech was heavily damaged, separate that unit and move it to the rear so s/he is out of combat. That way, you only need to repair, not replace that mech. 7.4.4 Keep jump-capable mechs separate Consider keeping the jump-capable mechs separate from the other groups, as this group will be called to do different types of attacks. 7.4.5 Keep fast units separate You sometimes need some mechs to run around really fast, like a scout or a runner who are going for captures. Keeping them with the slow assault mechs will cramp its style. Keep fast and slow mechs separate. Of course, you could have designed a lance that moves at about the same speed. 7.5 Base Assault You will need to assault PLENTY of enemy bases in MC2, so here are a few tips. 7.5.1 Scout the place first! Send in aerospotter, sensor probe, ECM-equipped scout mech, capture sensor control, whatever. You need to see the enemy layout BEFORE you approach. 7.5.2 Pick a route that has less defenses Look at the enemy layout, note the doors and walls, and location of the turret control and turret generators. Pick a direction that can be penetrated easily, and use that as your attack point. 7.5.3 Attack "the head" and "the heart" of defenses The fixed defenses have two vulnerabilities: the turret control building, and the turret generator. If EITHER were destroyed, the turrets go inactive. If you can CAPTURE the turret control building, the turrets will do YOUR bidding. If you do capture the turret control, you may need to defend it, or the enemy will recapture it. 7.5.4 Use fast or jump mechs to capture turret control If there are no enemy units near the turret control building, use a fast mech or a jump-capable mech to capture it. Jump mechs are the best. Stop JUST outside the jump range, then jump right next to the building. As you're in the air, keep right- click the building (capture) and you should nab it in mid-air, saving you about 2-3 seconds. 7.5.5 Fixed firepower If the enemy fixed defenses are not Long Toms, bring in your own Long Tom fixed artillery to pound them into scrap is definitely an option. 7.5.6 Don't STAND on those doors! One of the dumbest ways to get the mech destroyed is STANDING on the door when it's recessed into the ground. When the door rises out of the ground again, the mech goes BOOM, even Atlas. So don't do it! 7.6 Post Combat 7.6.1 Salvage ALL the mechs you can They can be sold for MORE C-bills in the beginning of next mission. For example, typical salvage cost of a Fire Ant is like 17500 C- Bills. However, every one you salvage can be sold for 23500 C- Bills. That's 5000 C-bills in profit, or almost 1/3 of the cost, and that's PER mech, on the CHEAPEST mech. The bigger the mech, the more profit you generate. 7.6.2 What skills to pick? If your guys get promoted, you need to pick a skill. You start with 2 sensor guys, 1 laser guy, and 2 MAC guys (and a toughness guy). So you need another laser guy ASAP. You get a lot of lasers. Worry about ER lasers and pulse lasers later. When you start getting veterans, I'd start picking pulse laser or ER lasers depending on your style. I would NOT mix lasers on the same person. I'd add them to the MAC and sensor guys. MAC is a medium range weapon, so pick lasers to complement it (yes, you can pick a lower skill too). If you already have laser, pick LRM to match. Almost all mechs can/should carry LRMs. When you get to Elite, pick the "range" specialties that best complements your existing skills. Pick one that fits the weapons you already know how to use. If you picked lasers and LRM, pick long range. If you picked pulse lasers and MAC, pick medium range, and so on. When you get to Ace, you really want sharpshooter and nothing else. 7.7 Mechwarrior Management 7.7.1 Don't "spread" the kills One of the mistakes rookies make is they think of the mechwarrior roster as an equal-opportunity establishment... EVERYBODY can participate. This is a great way to produce a lot of people with a bit of experience, but it also "spreads" the kills around too much so no one will get to be Ace. Instead, pick your best candidates and let them fight most of the battles, and rack up the kills, and pick up the improvements and promotions for those specialization bonus skills. Do NOT overdo this either. Once the pilot made ace, use someone else, until you have many aces. 7.7.2 Don't need specialists Scout guys and jumpjet guys are not really necessary. The bonus they get can be easily offset by having better sensors. On the other hand, sensor guys can tell you what TYPE of contacts you would be expecting, instead of just "an object". Ever better if you put them in mechs with good sensors. 7.7.3 Decide on your fighting style Are you the kind that likes to mix things up close and personal, or are you the long-range type that rains LRM and gauss shots from a distance? Design your mechs to fit and "groom" your mechwarriors to fit as well. 7.7.4 Redesign the mechs to fit the mechwarrior REPEAT: redesign the mech for each user so you can exploit that mechwarrior's specialties. If he's good in medium range combat, give him medium-range weapons. If he's good with LRMs, give him LRMs. And so on. 7.8 Resource Management 7.8.1 Don't destroy your income source Try NOT to blow up the enemy mechs completely... If you do that you got nothing to salvage, and even Fire Ants are worth some money salvaged. You can always make 10-30% on salvage mechs. If you used RP to salvage them instead of paying the salvage fee, you'll make even more. 7.8.2 Use ALL your resource points (RPs) at end of mission As the "RPs" doesn't carry from mission to mission, you should use as much of it as possible in each mission. 7.8.3 Search out the Resource buildings and Resource Trucks There are usually several on each map, and each one that's captured is worth RPs that can be redeemed for useful stuff. In the walkthru I'll try to list every single resource building I found and how to get to each. 7.8.4 Salvage Mechs before the end of mission Before you reach extraction point or finish the final objective, you should spend your RP to salvage any good mechs you encountered. As the mech will be mobile after salvage, you can just send it to the extraction point. You can decide whether to sell them or keep in the beginning of next mission. You don't even need to repair them. They are automatically repaired when you see them in the mechlab. 7.8.5 Salvage every mech you can afford Any mechs left on the field (not salvaged by you) can STILL be salvaged, by paying a salvage fee for each. While this doesn't sound like a bargain, it actually is, because the salvage fee is only like 70% of the sell value. So you get a 30% profit from each mech salvaged should you choose to sell them. It's NOT as cheap as salvaging it yourself (thus saving that 70%) but it's still money. In a big battle, where you can salvage 10-20 mechs, you can earn the cost of several assault mechs easily and have millions of C- Bills. 7.8.6 Capture Weapons Facilities! Weapons facility contains new weapons that you can use! NEVER destroy any! After you capture each one, your weapons tech will tell you what you got. 8 Campaign 1 / Steiner You start the first mission with 75000 C-Bills, and 3 mechs: 2 Bushwackers and 1 Razorback. The Steiner campaign is relatively easy as it introduces you to the basics of combat without too many tricky missions. You can learn a lot of the tricks like blow up fuel tanks, blow up ammo depots, and so on in this campaign. Steiner mech availability is quite good. You usually see 8-12 mechs available. Though most are low-end models. High-end assault mechs are limited to a handful only. NOTE: the C-bills earned at end of each mission was listed for the REGULAR level. If you play at any other level the numbers MAY be different. 8.1 Scouting Patrol (1) Mission: You have been contracted by House Steiner's Colonel Renard to take care of the bandits raiding Steiner bases. You are to scout this abandoned airfield. Suspicious activities have been spotted nearby. You have license to kill... Destroy all bandits you encounter. RP at start: 22000 Tonnage limit: N/A, preset lance Suggested lance: none, this mission is preset Objectives: (max payment = 48000) * Investigate abandoned airfield * Destroy hangar * Destroy bandit patrol * Repair your units and proceed to north island * Locate and destroy all bandits * Move all mechs to extraction point PREPARATION: None, this mission starts immediately. NOTE: This mission is very simple. It's almost impossible to lose unless you purposely screw up. This mission is preset. You have 2 Bushwackers and 1 Razorback. ENEMIES: Mostly tanks/hovertanks, a couple LRM launchers, some Urbanmechs, 1 Starslayer You start just southwest of the airfield. Head northeast into the airfield. Destroy the hangar as requested. Continue north. You should see two objects moving to the northeast. Those turn out to be two hovercrafts. Beyond them are 2 LRM launchers. Take them all out. Go northwest to the northern island. You'll see a few Urbanmechs and a couple more hovercrafts and LRM launchers on the other side of the forests. Take them out. When the comm ask you to salvage a mech, don't. Ignore that for now. You can salvage a better mech later. The only tough fight you'll have is near the end, when 2 Urbanmechs and a Starslayer come at you, plus a couple LRM launchers and 2 more tanks. Stay at longer range (use RUN) and pummel them with your LRMs, then go in for the kills. Salvage the Starslayer. It's much more useful than the Urbanmechs you find lying around. 8.2 Reacquisition: Base Gemini (2) Mission: Col. Renard wants you to take back one of the bases taken over by the bandits. Terminate with extreme prejudice. Expect more Fire Ant and UrbanMech (i.e. junk), though LRM launchers and hovertanks are expected to be around. RP at start: 6000 Tonnage limit: 170 Suggested lance: 2 Bushwackers and 2 Razorbacks, or 2 Buckwackers and 1 Starslayer if you grabbed it. Objectives: (total C-Bills = 50500) * Captain resource building * Destroy all bandits at Gemini South * Capture Steiner Sensor Control * Destroy all bandits at Gemini North * Capture Steiner HQ PREPARATION: Decide if you want to salvage and/or sell any of those Urbanmechs you wiped out. You're keeping the Starslayer, so fix it up. Replace those MGAs on the Bushwackers with lasers. In fact, match up the weapons on the mech with the pilots. The Buckwackers have MAC, so assign those MAC specialists to them. NOTE: Watch out for more resources... There are plenty of them around. One is your objective. Another one is near the south base. There's another to the west of that. There is another one to the northwest of the north base. Just head north and capture the resource building first. Basically, run in there REALLY fast and capture the building. Start heading west. You should spot Gemini South, surrounded by a couple defensive positions, each with its own turret control and SRM turrets. Best way is to stop outside SRM range, then have the jump-capable mech (you did bring one, didn't you?) jump in there and nab the building before the turrets can fire. Repeat until you destroyed all enemy units in Gemini south, then capture the sensor control as well. Now you can see where the enemy is... Chase down those trucks that move around also... Anything that shows red, blast it. Note where you destroyed any enemy mechs. You'll need to remember them later when you salvage. Capture the two resource buildings to west/southwest of Gemini south. Send in a repair track if you need one, as now is a good time to do quick repairs. After you're cleaned out Gemini south, call in a repair track and repair all the mechs. When ready, head north to Gemini north. This one is tougher as it's an enclosed position, with ONE road leading in, covered by enemy defensive positions. There are two approaches... If you like fixed arty, send one down and use it to pound those turrets, then the door and any units that decided to come out and play. Else, just use LRMs on your mechs to do long distance pounding. Some of the mechs and vehicles will come out after you. Destroy them one by one, our of the SRM turret range. THEN jump in and capture the gate control and turret control. Do NOT capture the Steiner HQ yet. Destroy all enemies around. Then have the jump-capable mech move to the west and capture the two resource buildings by jumping island to island. Now this is why you need to have remembered where the mechs have fallen. You should have 50000 RPs left, as you should have captured FIVE Resource Buildings. Salvage five mechs (those Urbanmechs and Fireants) with those 50K RPs. You can sell them later for more C-bills. After you've salvaged 5 mechs, capture the Steiner HQ, and the mission should end. 8.3 Ambush & Acquire: Mobile HQ (3) Mission: Renard is happy... You've been doing a great job. Here's another one. The Bandits are retreating, and one convoy with mobile HQ is moving. Capture it, and destroy everything else. RP at start: 16000 Tonnage limit: 190 Suggested lance: Shootist, 2 Bushwackers, or 2 Bushwackers, Starslayer or Hunchback, Razorback Objectives: (total C-Bills = 58000) * Destroy fuel tanks and turret generators * Destroy enemies at checkpoint * Capture HQ vehicle * Capture weapons facility * Defeat bandit counterattack PREPARATION: Salvage ALL the mechs that's left on the field. Then sell off those Urbanmechs and Fire Ants in the MechLab, and you can easily DOUBLE your money to almost 300K C-bills. Now you can afford that Shootist heavy mech that just became available, as well as maybe a Hunchback. Watch the briefing as you're supposed to take out those storage tanks. Those blow up really good. Move north-northeast just behind that hill, near the fuel tank. Move a little so you are southeast of the tank. When the enemy forces approach the fuel tank, blow up the tank from long range, and boom! They are all dead. That would also take out the generators, rendering the turrets useless. Kill any one that's left. There are two resource trucks to the west, capture both of them. Clear out the checkpoint of any further enemies, and you're done. Now you need to prepare for the next step... Ambushing the convoy. Put the mechs on top of the hill where the road turns west. Wait there and tell them to stay put... They'll shoot LRMs from long range. You'll see a few tanks, a few mechs, then the mobile HQ and the resource truck. Kill all defenders and capture both. Looks like House Liao may be behind these attacks... NOTE: if you did not capture the mobile HQ/resource truck, they stop at the checkpoint any way. How is a good time to ship in a repair track and get your mechs patched up. Move northeast a bit and you'll find another resource truck (hidden among regular trucks), then further over, there is a resource building (with a few tanks nearby). Capture both for more RPs. Now is a good time to salvage a few mechs. Get everyone repaired and ready to go. Go west-northwest. You want to approach that weapons facility from the NORTH side, where there are no defenses except the few mechs. You can stay on top of the hill and just blast the mechs below with long-range fire. In fact, this is the easiest method. If you want, bring down a fixed arty on top of the hill and let it help. After you've cleaned out the mobile defenders, you can breach the walls and rush in. Remember to capture the turret and gate controls. Do NOT capture the weapons facility yet! When you've taken care of everyone, repair again. You need everyone in tip-top shape for the bandit counterattack. When ready, send a fast mech over to capture the weapons facility, while the rest move to the hills just west of the entrance. Then move that lone mech next to the turret control, keep that mech separate. The enemy mechs and LRM launchers should be counter-attacking. Take out the LRMs coming over the hill first, then the Fire Ants and Urbanmechs. Use the turrets to help you if necesary. Finally, a Starslayer will come by... Blast them all, and you win! Debriefing: that weapons facility you captured contains pulse lasers. You get a full supply now. 8.4 Search & Destroy: Bandit Convoy (4) Mission: Apparently House Liao is behind these attacks... They are linked there somehow... So perhaps it's time for some payback. Another convoy is escaping, may be heading across the border into Liao territory. Destroy them all, but do NOT cross over the border UNLESS Renard authorizes you to do so. RP at start: 16000 Tonnage limit: 205 Suggested lance: Zeus, Shootist, Starslayer, or Shootist, Bushwacker, Starslayer/Hunchback, Razorback Objectives: (total C-Bills =62500) * Move to convoy's last known position * Destroy convoy * Capture weapons facility * Extract all surviving mechs PREPARATION: Salvage ALL the mechs that's left on the field. Then sell off those Urbanmechs and Fire Ants in the MechLab. You may not make much money here, but you can easily make back any money you spent buying those heavy mechs. You got some pulse lasers now, but you have no one specialized in pulse lasers yet, so don't outfit anyone with those weapons yet. There are THREE resource buildings in this mission. Along with stingy RP spending (1 repair only) you should be able to salvage 4 mechs... Start by moving up to the bandit convoy's last position... And start blasting any enemies. The convoy immediately starts moving out, while its escorts try to engage you. Take out the escorts, let the convoy run for now. Catch it when you can, and don't dawdle. Capture the resource building nearby. The convoy escapes across the border into Liao territory... When you get close to the border, Liao forces send message that you are intruding and there are no bandits in the area, when it's clear that the convoy went across the border... Renard authorizes you to pursue the bandits across the border, AND take out any Liao forces in your way. As you approach the border you come across this "fort". A mech or two (Anubis or Sha Yu) should jump out to engage you. Pull back and take them out. Then charge in and take out the generator at the fort, which should disable it. Continue in, take out attacking forces (some hovercrafts and LRM launchers) and take out the other fort. There is a resource building to the north, another further to the south. Destroy the convoy if you haven't done so. Do NOT capture the weapons facility yet! Salvage any mechs now. If you want to get more kills, repair everybody now (even if you need to salvage one less mech). Then have one light mech capture the weapons facility. That will trigger the enemy response. A bunch of attack choppers will approach from northeast. Kill them all. THEN a group of mechs and tanks approach from southwest. Kill them all, then run for the extraction point. If you do NOT want kills, run everybody except one fast light mech to the extraction point. Then let that light mech capture the weapons facility, and run for extraction. 8.5 Night Ops: Liao Raid (5) Mission: Renard wants you to rescue one of his "agents" (spies) from Liao prison. Capture everything else nearby while you're at it. RP at start: 7000 Tonnage limit: 220 Suggested lance: Zeus, 2 Bushwacker, Razorback/Anubis, or 2 Buckwacker, Hunchback, 2 Razorback/Anubis Objectives: (total C-Bills =79000) * Destroy fuel tanks * Capture weapon facility * Capture repair bay * Capture prison complex * Extract all surviving mechs * Capture resource trucks (SECONDARY) PREPARATION: Salvage ALL the mechs that's left on the field. Then sell off the lousy mechs. You may want to bring a mech with sensors, like Anubis. It can be useful here. NOTE: This is a NIGHT mission, so visibility can be a problem. NOTE: You can complete the objectives in any order, though the original order is fine. Go northwest and take out the fuel tank. Take out the one in the corner and the whole tank farm should go boom, and hopefully take out a few of the defenders. You'll see some tanks and hovercrafts. Continue northwest to the weapons facility and capture it. You may see a couple more hovercrafts and such. Continue north until you see the road leading west. Follow it and you come to the "gate". Use long-range weapons to take out the autocannons guarding the gate. Retreat if enemies come out. Take out the enemies, then go back in and take out the autocannons, then the gate itself, and run inside to capture all the enemies. Take out the 2 LRM launchers to either side also. Continue to northwest and take out the defenders around the repair bay. Now you can relax as you can do a lot of repairs here. No repair track is needed. Go northeast from the repair bay and you'll see the resource truck. Capture it. Go southwest until you see the LRM turrets and the turret control on top of the hill. There are some defenders next to it. Kill that defender (I think it's a hovertank?) then capture the turret control. You can use them to take out the defenders of that fort. If you're damaged, send that mech back for repairs at the repair bay. Approach the fort until you see the enemies, then retreat to your LRM turrets and watch them take out the enemies. Help out if you like. Repeat as needed. You can go in either east or west side of the fort. The west side has a fuel tank you can use to "open" the door (blow up the walls). Walk in and capture everything EXCEPT the prison. Run southeast from the prison and you should see 2 more resource trucks (could be just 1). Do NOT take out the generators next to the trucks... That powers the turrets you captured in the fort for the west side. Use your RP and salvage the best mech you see now. I think there's a Starslayer earlier if you didn't blow it up. Else, take a Sha Yu or Anubis. Send that mech to be repaired. Then bring him back to the fort. Wait near the prison. Now capture the prison, and you should get a notice about enemy mechs powering up. Then you see this some mechs approaching the west side. Take out the approaching mechs. You can run for extraction point once that threat is gone. DEBRIEF: Mechwarrior Steel joins your outfit. BRANCH: Colonel Renard gives you a choice of 3 different missions, so consider your choices. [8.6] is the hardest of the three, so you may want to take the other two first, then come back and do the defensive counter. 8.6 Defensive Counter: Base Aries (6) NOTE: this mission is one of the three available after 8.5. You do NOT need to do them in any particular order. This one is a bit tougher than the other two, so you may want to do those first. Mission: Liao forces appear to be on the way to attack sector Fetters, home of Base Aries. Control Sensors and Turret control, and destroy all attackers. RP at start: 25000 Tonnage limit: 260 Suggested lance: Atlas, Highlander, Shootist (if you finished 8.8 first), or Highlander, Catapult, Bushwacker, Starslayer Objectives: (total C-Bills = 69000) * Protect base HQ * Destroy all Liao forces * Capture Sensor Control (SECONDARY) * Capture turret control at checkpoint (SECONDARY) PREPARATION: Sell off the excess and outfit properly as usual. NOTE: Don't rely on your sensors. Many Liao mechs have ECM. SITUATION: Turret control is far to northeast, while sensor control is in the middle of the map. Base is to the south, completely with 2 repair bays. You start just northeast of the base. Enemy attack from two routes: northeast and northwest. If you bring a scout, you probably don't need the sensor net. On the other hand, sensor net gives you a sense on how long do you have, giving you more reaction time. NOTE: Pick the mechs you want to salvage quickly and call in the salvage craft, as the mission ends immediately after the last attacker has been destroyed. Send a mech to the center and have it clean out the sensor control and capture it. The rest stay on the road, a little back from the tank farm. When the enemy comes by... Should be some Starslayer, Sha Yu, and some Catapult mechs, and quite a few vehicles. Blow up the fuel tank and boom! That should take care of many enemies. Destroy the rest. Capture the resource trucks near by. Send your fastest mech north and capture the turret controls, and have it dig around for some resource trucks nearby while you're at it. NOTE: This is a good place to call in a minelayer. Call in the minelayer at the turret control, and have it travel south, lay a set of mines ALL The way south on the road itself and on either side. Just make sure when you bring that mech back, it doesn't trigger any. Now move west and find that repair bay in the base, and repair. Then wait for the next wave. When next wave arrives, take them out. Can't be that many that survived the minefield. Should be some Starslayers, Sha Yus, and some Catapults, and quite a few vehicles. Next wave is coming from northwest again... This wave is smaller, more mechs, less vehicles. After they pass, send the mech you sent to northeast westward and look for a resource building. Quickly salvage any mechs you want from northeast and send them to the repair bay to be refitted for your service. When they reach your lines, help the turrets defend your base. Finally, another wave from the northeast. This one splits into two groups. Doesn't matter if they recapture the turret controls. You can always send that lone mech back to recapture it. Shift your main group east and stay inside the perimeter. Blast all attackers, let turrets do most of the work. When you destroyed this last wave, you win! DEBRIEF: Pick from the remaining mission(s). When you finished two of the three missions, 8.9 becomes available. You can skip the third mission, or do the third mission before going taking on the final Steiner mission. 8.7 Sector Occupation: Garrison (7) NOTE: this mission is one of the three available after 8.5. You do NOT need to do them in any particular order. Mission: Colonel Renard wants you to take over sector Garrison, which is Liao territory. Capture the Liao HQ (Base Leo) and destroy the chemical plant. RP at start: 6000 Tonnage limit: 200 Suggested lance: Highlander, 2 Bushwackers, or if you prefer lighter lance, 2 Shootists and 2 30-tonners (Anubis/Razorback) Objectives: (total C-Bills =69000) * Capture Liao HQ * Destroy Chemical Plant * Extract your mechs * Destroy all enemy units (SECONDARY) PREPARATION: Sell off the excess and outfit properly as usual. If you want to fulfill the secondary objective, bring a scout, or salvage one of theirs. Instead of heading to the HQ right away, go northwest instead. Stay on the hills, and you should see this resource building inside one set of walls. Capture that resource building, and take out the few defenders around. Watch out for 2 minelayers... They're laying a minefield, so watch out for those spots on the ground. Go around the minefield. Continue northwest and take out defenders. When you're almost to the edge, you'll see another resource building. Two Catapults will attack here. To the north of that is another resource building and the chemical plant. Blow the fuel tank and the chemical factory should go with it. Try not to use a repair track, since there is a repair bay on the enemy base. However, that 6000 pts isn't going to do you any good unused either. Go east, and stay on top of the hill. You should see the base. On the southwest corner of the base is a large fuel tank, so get close there and wait for enemy mechs to come in. Two Men Shen will approach. Blow up the tank when they're close, then take out the other defenders. Go southeast and capture the repair bay. Capture any turrets as you see fit. Repair all mechs now. Salvage the Men Shen as you will need a scout or two to locate the remaining enemies. Salvage the Catapult if you want to. You should have enough to salvage 3 mechs. Get them all repaired. Now it's a matter of hunting down the last enemies. Head back southwest back toward that initial resource building. They may be a few LRM launchers on the way. The scout will help you find them. Take them all out and that should be all of them. If not, run around a bit as you may have missed a patrol or two. You can extract when the primary tasks are done. DEBRIEF: Pick from the remaining mission(s). When you finished two of the three missions, 8.9 becomes available. You can skip the third mission, or do the third mission as well before going taking on the final Steiner mission. 8.8 Combat Rescue: Claymore (8) NOTE: this mission is one of the three available after 8.5. You do NOT need to do them in any particular order. Mission: You need to rescue Task Force Sig-9, which was ambushed by Bandits and Liao forces. Mechwarrior Claymore was the sole survivor. Find him and bring him back, and finish the job. RP at start: 0 Tonnage limit: 160 Suggested lance: Highlander and Shootist Objectives: (total C-Bills = 69000) * Destroy air traffic control tower * Link up with Claymore's Atlas * Destroy air traffic control tower BETA * Extract all surviving mechs PREPARATION: Sell off the excess and outfit properly as usual. NOTE: there are FOUR resource buildings around, so you can resurrect a few mechs. No repair bay though. One of the resource buildings needs a jump-jet mech to get to (that's why Highlander is preferred). You start on the western edge of the map. Start heading north, follow the road, advance slowly and take out any patrols. You'll see hovertanks and light mechs. When you get to about half-way up the map, head east until you see the "coast". You should see an island to east. On the island is a resource building. Send the Highlander over and capture it. Jump back and head back west to the road, and continue north. You come to this "pass" on the northern edge, where there's a resource building on top of a "mesa" next to turret control. Stay at the bottom and take out the few patrols. Jump the Highlander up to capture the turrets, then the resource building. If you need some repairs, go ahead, but try to use no more than one repair track for the whole mission. Now work your way east slowly, and follow the road into the airbase. Work slowly toward the control tower. You probably want to work on the southern edge first, by taking over a few turrets and let them help you take out the defenders. Then work your way into the airbase, capturing turrets here and there, and take out the tower. There's a resource building north of the tower you can capture. Now is a great time to repair if you haven't done so. Come south and follow the road to this flooded base (nav 2), take out a few defenders if any. When you get close enough, Claymore's Atlas will join you. Add him to your group 1. Head east and follow the road. There is another tower you need to take out (at nav 3), but it's best to work at it from the "back door" instead of going through that "pass". So head east until you almost hit the eastern edge, then head north. You see this resource building and turrets. Capture it, and take out the few defenders. Then work your way north, capture more turrets and take out more defenders. This place should be nicely defended, with Ravens, Urbanmechs, and Fire Ants. Take them out, and you got the backdoor to the airbase open. Work west a little and take out those turrets covering that "valley". Now work north, take out defenders, and pass that bridge. Head in there and blast those defenders. Stay on the east side so those turrets won't target you. With 3 heavy/assault mechs you can wipe out everybody easily, even Starslayer and other mechs. THEN move in and capture the turret control, and take out the other control tower. Use any remaining RPs to salvage mechs. Raven, Urbanmech, Fire Ant, Starslayer... Doesn't matter. Salvage the best there are, then extract. DEBRIEF: Claymore and his Atlas joins your outfit. You can pick from the remaining mission(s). When you finished two of the three missions, 8.9 becomes available. You can skip the third mission, or do the third mission as well before going taking on the final Steiner mission. 8.9 Breach: Bandit HQ (9) NOTE: This mission becomes available after you complete two of the previous three missions. Mission: Bandit HQ has been found... The main Steiner forces are out keeping the bandits busy. It's YOUR job to destroy the HQ... Renard says you're too good so he needs to conclude your business ASAP. RP at start: 30000 Tonnage limit: 300 Suggested lance: Zeus, Shootist, Highlander, Men Shen Objectives: (total C-Bills =90000) * Destroy fuel tanks * Capture weapons facility * Eliminate bandit leader at HQ * Destroy bandit HQ * Extract PREPARATION: Sell off the excess and outfit properly as usual. Bring a pretty heavy lance as you will be doing quite a bit of fighting. Scout is useful but not essential. SITUATION: Enemy has swarm LRM launchers. Keep moving or take severe leg hits. You start in a little valley. If you go northwest you have to go by enemy defenses. Instead, go south, THEN west out of the valley, and bypass the defenses. Then move northwest and come to the first resource building. Take out the defenders (mostly vehicles) and capture it. Now come EAST and you've circled around the defenses. Capture the turret control, then east to find the refinery (nav 2). Your best bet is stay near the turrets, and send one mech in to "tease" the defenders out, then retreat back to the turrets. The turrets will help you kill them all. After that, move in and blast the fuel tanks. There is a resource truck slightly to southwest. Head northwest, and you'll find your extraction point in a "wadi" (depression) with 2 vehicles defending. Kill them and take the resource truck there as well. Head back to the resource building you captured. You can summon a repair track now if you need it. Go northwest and capture another resource building, take out the defenders. Head northeast to the weapons facility. However, stay on the hill and let the enemy come to you. By coming in from southwest you avoid most of the static defenses. Do NOT shoot the ammo depots, as there is a resource truck next to it. When you've cleared out the area, capture the resource truck, the resource building (to east), and the weapons facility. You're almost ready for the final push, but not quite. This fight will be hard as you don't have a chance to repair. Repair all the mechs now. Salvage a few that are in decent shape and repair them. You should have killed a couple Starslayers earlier. You need them for this big fight. Western side of the Bandit HQ is well protected by AC turrets. I would suggest you circle around all the way to the southeast. Consider putting down a fixed artillery or two and retreat to them so they can help you take out the approaching enemy. Bandit leader himself is in a Lao Hu, which is 75 tons with jumpjets, nicely outfitted. He has several Starslayers and Urbanmechs around, plus other vehicles. He's on the ridge just above the spaceship wreck nose section. Take out the Lao Hu first, then the rest as you retreat behind the hill. The vehicles are easy to kill but you don't want to fight them and the mechs at the same time. Take out the defenders that approach you one at a time. Head down the mountain to capture the turret controls, then blow up the HQ section of the spaceship. This is a good time to salvage. If you extract, you won't get to use those RPs. You should salvage that LaoHu, then Starslayers, Urbanmechs and some Fire Ants. After all your salvage is done, head for the extraction point. DEBRIEF: That concludes the Steiner campaign. Everyone who participated in this mission get a special medal. And guess who your next employer is... 9 Campaign 2 / Liao Mandrissa Cho and her son Jason already know of your reputation... It was you who reduced their forces. Still, that serves as an excellent calling card... You serve the highest bidder, and Liao pays good money. On the other hand, Liao's mech market has only a few mechs, and mostly of their own designs. Don't expect many assault mechs here. However, Liao mechs tend to have ECM and sensors. The best scout mechs are from Liao, including the Cyclops. Liao also tends to send you on UNSUPPORTED missions, meaning you have minimum or no RPs to call on. Liao campaign has only EIGHT missions. 9.1 Liberate: Gulag (10) Mission: Renard has herded Liao loyalists into a prison, known to Liao as the Gulag. Secure the prison. Renard may send reinforcements, so be careful. Capture the Steiner HQ if you can. RP at start: 6000 Tonnage limit: 280 Suggested lance: Zeus, Lao Hu, Bushwacker, Shootist Objectives: (total C-Bills =80000) * Destroy Gulag defenders * Destroy Steiner Reinforcements * Destroy airfield defenders * Extract * Capture Steiner HQ (SECONDARY) PREPARATION: Sell off the excess and outfit properly as usual. Right at the start, Renard told you he will blast the prison so that no one will escape. You need to hurry a little if you want to save any one... Unfortunately, you're on the wrong side of this lake. Run east and blast the defenders (some LRM launchers, and a defense outpost with some SRM turrets). You can ignore the turrets. Curve around the lake and head north, blast the few Hollanders and Razorbacks and Bushwackers and other mechs around the prison. A Zeus will charge down from the west. Take it out and salvage it. Quickly send in a repair track and use it. Renard ordered a counterstrike, and the choppers are coming in fast. Head to the hills above the prison to the EAST, as Baxter said he's scrambling a convoy to evacuate the prison from the west. Send your lightest mech west to capture two resource buildings next to the Steiner HQ, and another resource building southwest of that. Capture the Steiner HQ also. Order it back as soon as you got all the resource buildings. Before the convoy gets here, the attack choppers will arrive, but your mechs should have no problem with them. After that's done, head SOUTH to the valley's opening, so you can "close the door" when that convoy gets here. The convoy would be blue, friendly, on the map. The enemy mechs including Hunchbacks, Hollanders, and so on will arrive soon. Blast them all and the convoy will be safe. Now there's another thing to do... Head NORTH to the airfield. You have two choices to get in... East, or west. If you approach from the west, you run into an Atlas. If you go east, the turrets are in your way. If you have at least 2 assault mechs, I would go west and just take on the Atlas. Salvage that if you take it out. Then run down there and capture the turret control. That will help you take out the few hovertanks inside the airport. Then capture the other turret control and you're done. There is a resource truck on the airfield, look for it. Salvage any mechs if you haven't yet done so. When all defenders are gone, run east for extraction. DEBRIEFING: Nice job. You know get a choice between the next two missions to do first... 9.2 Facility Assault: Hijack (11) Note: This is one of the two missions you can choose the end of 9.1. Mission: Mandrissa Cho wishes to hasten the war between Steiner and Davion in sector Jacksen... The Davion base is weaker, so take it over, and salvage the Davion mechs. Then use them to attack the Steiner base. RP at start: 0 Tonnage limit: 160 Suggested lance: Men Shen, Bushwacker, Hunchback or Starslayer Objectives: (total C-Bills =80000) * Capture Davion Weapons Facility * Capture Steiner Facility * Captain Steiner HQ * Extract * Capture Resource buildings at Davion base (SECONDARY) * Salvage Davion mechs at salvage yard (SECONDARY) PREPARATION: Sell off the excess and outfit properly as usual. You need an ECM-equipped mech to get through the sensor net, so Men Shen or Raven is mandatory. Men Shen is better. You start on the edge of the sensor envelope... Do NOT move your mechs EXCEPT the one with ECM. Send the ECM mech north and blast the sensor tower. Then head north again and destroy the second tower. Now your mechs are free to move about. NOTE: If you let the enemy sensor net see your mechs, all the enemies will be alerted. NOTE: If you want to be REALLY sneaky, head up and "dodge" the facilities and defenders, then head to eastern edge. Move north until you're just east of the enemy base. Blast a section of the wall and capture the sensor control. Now that you are free to move about, use the jumpjet-equipped mech and take both of the islands. There's one set of enemies just north of your starting position on the island, guarding a resource building. Another set is to the west on that isthmus guarding some resource trucks. Head north and capture the turret control facility on top of the hill. Use that to take on the Jagermechs and Enfields patrolling just north of the peninsula. Use the scout's sensors to sneak past the patrols. Head northeast and capture each defense outpost one at a time, taking out any mechs in your way. Use the turrets to your advantage. When you get to the base, the southern perimeter is well covered. However, the eastern side or western side can be entered... Circle around, then get in there and blast the few Enfields and Jagermechs on guard. Capture turrets as applicable. Then capture the resource buildings there, and the weapon facility. Exit to north and you'll see the depot, with 5 mechs: a Shadow Cat, 2 Jagermechs, and 2 Enfields. Salvage all of them. Repair at the repair bay if needed. Now it's time to cross the river... NOTE: there are THREE places to cross the river: the northern route (next to the salvage yard), the central route, and the southern route. The central route is mined, and southern route is near defenses. Northern route is probably the simplest. Cross and head south immediately to avoid the turrets. You will find that the Steiner base is huge... And it's covered by mines to the north. It extends ALL the way south to your extraction point, and the side facing the Davion base has plenty of turrets, and a couple heavy mechs including Highlander, Bushwacker, and Shootist. You may want to head south all the way until you can circle around to approach the base from the south-southwest side, from your extraction point. Enter slowly and methodically, capture one thing at a time. Take turret controls first, then gate controls. Use fuel tanks and ammo depots to help you take out heavier mechs. Clean out the base, capture the weapon facility, and the HQ, and you can get out of there. 9.3 Mobile Intercept: Killdeer (12) Note: This is one of the two missions you can choose the end of 9.1. Mission: We need to destroy reinforcements heading to the Davion base. You don't need to attack the base itself. RP at start: 0 Tonnage limit: 210 Suggested lance: Any combination of 2 55-ton and 2 45/50-ton mechs. One good combo is 2 Bushwackers and 2 Starslayers. If you want to play with Liao mechs, try 2 Jagermechs and 2 Sha-Yus. Objectives: (total C-Bills =89000) * Destroy Convoy A * Destroy Convoy B * Destroy Convoy C * Destroy Convoy D * Extract PREPARATION: Sell off the excess and outfit properly as usual. This one can be difficult as you don't get too much repairs done. SITUATION: If you do this wrong, the mission is VERY hard and you'll lose most of your mechs. If you do this right, this mission is NOT that hard. You will need at least two jumpjet- equipped mechs. You start on the shores. Send one mech to east and take the resource building. This should probably be the scout so you can use it as an early warning system. Send another north and take the OTHER resource buildings. Send two jumpjet-equipped mechs to island-hop to west. Take out the choppers and the few vehicles nearby, and capture the turrets and the gate control. RUN north and capture the other defense point to the north, or use the mech you sent north. Gather your 3 mechs (not the scout) there, or send them forward to the scout. The scout should now be engaged. Use it to snipe at the front runner, then pull it back. You should now have 50000 RPs, so drop 2 fixed artillery to help you. Put them behind the wall next to the turret control to northwest (north of the main base). Save the rest for a repair track. Don't hit the convoy itself. That fort you captured will take care of them. Take on the defenders instead. Retreat to the fort if you need to. Just hold this northern fort against all comers. There will be FOUR convoys, each contain tougher mechs. First one has Razorbacks, then you get Enfields, then Jagermechs... Stay back and let the turrets help out. The enemy mechs will be going after the turret control building, so push your mechs forward and don't let them shoot the control building. The final convoy includes a Vulture, a very good mech. If you need to, retreat all the way to the main base and use its defenses to help you kill all of them. Once you kill all of them, salvage some good mechs with your remaining RPs, and extract. 9.4 Remote Assault: Eclipsed (13) Mission: Mandrissa has ordered you to Carver V's moon to take out the HPG transmitters in order to confuse the Steiner and Davion forces. Mandrissa will give you first rights to any weapons acquired here at the weapon facilities. NOTE: This is on the moon, so NO SUPPORT. No salvage, no repair, no nothing. RP at start: 0 Tonnage limit: 230 Suggested lance: Highlander, Lao Hu, Vulture (or whatever else fits), or Atlas, Lao Hu, Bushwacker. You MAY want to bring a scout (like Men Shen) and try to keep everyone at nearly the same speed. Objectives: (total C-Bills =92000) * Destroy both HPG transmitters * Destroy Weapons Facility A * Destroy Weapons Facility B * Destroy Weapons Facility C * Destroy Davion dropship * Extract PREPARATION: Sell off the excess and outfit properly as usual. Bring heavier units as you have NO support units on call for this one. NOTE: there are TWO repair bays on this map, one in the eastern corner, one to southeast of your starting location near the Davion dropship and facility C. The map is the desolate moon with nothing else around. However, patrols dot the landscape and mini-forts with gauss and autocannon turrets are everywhere. The trick here is capture turrets as you go, and use them to help you kill patrols. Then tease out the defenders and kill them with help of the forts. THEN you can claim your prizes. You start on the western edge near your dropship. Your closest objective is the Davion dropship and weapons facility C to the southeast. There is also a repair bay there, so it's a good start. Approach it and you'll see a "ramp" up to the mesa. Forget the sensor circle. Make for the tanks near the dropship ASAP and try to approach it from the northwest side. When you see the defending mechs come to you, BLAST THE TANKS and let the explosion kill the mechs. Else you'll need to kill Thor and Ryoken, both are tough Clan mechs. There may be some other defenders. Destroy the Davion dropship (should be nearly dead from the explosion) and repair your mechs at the repair bay (capture it first, of course). There is also the sensor control and the weapons facility C to capture. Kill any one in your way. In subsequent attacks, if one of the mechs is heavily damaged, retreat to the repair bay and get it repaired. Generally you should be pretty safe as the enemy will concentrate on disabling or capturing the forts instead of firing on you. Now that you have the sensors, you can see the enemy patrols a lot, and many of them are small scouts. Now you're ready to go after facility B, but watch for the patrols around facility A. You don't want them to see you yet. Dodge around them. Pick your fastest heavy mech with jumpjets (Lao Hu is good) and use that crater to northeast as cover to sneak up on the 2 forts on the south side of the crater holding facility B. Run in there, jump, and capture each fort. If you got hit hard, retreat to the repair bay and repair, then repeat. When there are no more patrols, send a mech into the crater to tease out the few defenders inside, and kill them the same way (with the forts). Now the crater is clear and you can capture weapon facility B. Use the crater itself as cover and capture that fort to the east of the crater. Again, use that to take out patrols if any (Ullers and Enfields). Head to the eastern edge of the map. Send your fast mech north to capture that fort on the eastern edge with the repair bay inside. Capture the turrets is easier if you go in from the east side as the turrets are on the west side. Send the rest of the mechs in and get repaired, and take care of any patrols that come visit. There should be one more Enfield inside that northeast crater. Send a mech in to tease it out, then use the fort to get rid of it. Destroy the two generators in the northeast crater. Those power the turrets protecting each HPG transmitter. So if you take them both out, they go poof. On the other hand, you can try to capture the turret control building at the end of the "ditch", and that can help you kill the Storm tanks that will attack. Now you have access to the primary crater by heading down that "ditch" to southwest. Any way, destroy any defenders in the main crater, and take out both HPG transmitters. Now just one thing is left... Capture weapon facility A. Head south out of the crater, and capture both forts to the south. Let the patrols see you and attack you. Wipe them out. Tease the escorts out from that last crater and kill them also. Now just head down and destroy another tank, and that's it. Capture that last resource building and you can extract. Don't bother with the forts to the north. They are worthless. DEBRIEF: Those who participated in this mission get a special Liao medal. BRANCH: Now you get to choose between the next THREE missions. We suggest 9.5, then 9.7, and finally, 9.6. You must complete all three to continue. 9.5 Covert Ops: Orbital (14) Note: this is one of the three missions that can be chosen in ANY order from 9.4. Mission: We are running a covert op deep in Steiner territory... Meet the Liao operative, and take out the FOUR orbital guns in the area. There are some secondary objectives you can fulfill as well. RP at start: 0 Tonnage limit: 75 (yep, ONE mech) Suggested lance: Lao Hu Objectives: (total C-Bills = 89000) * Capture meeting hall to meet Liao operative * Destroy Orbital Gun Alpha * Destroy Orbital Gun Beta * Destroy Orbital Gun Gamma * Destroy MOBILE Orbital Gun Omega * Extract * Capture sensor control (SECONDARY) * Destroy fuel tanks at resupply depot (SECONDARY) * Capture relay station (SECONDARY) * Destroy all enemy units (SECONDARY) Lots of things to do, so get started. First, head north and capture the town hall. You will then get the list of the rest of the assignments. The easiest one to do is to the northwest, sensor control (A). Capture that, and you'll gain a lot of situation awareness. The airport is ringed by a few miniforts, but by now you should be comfortable with capturing forts... Judge the distance, jump in and land next to the control building, hit capture... You should get it before you land. Capture all the miniforts and repair at the repair bay there. Use the forts to take out the few defenders there. Then capture the sensor control. Move north into town slowly. Retreat to the forts if needed and take out the enemies. Take out the fuel tanks there for secondary objective (B), and explore east a little until you see the road. On that road, you'll run into the mobile orbital gun (5). Kill it and the escorts. Repair as needed. Now head east, then north and you'll find the base holding Orbital Gun Alpha (2). Approach it from the east, jump in and run for the turret control. Use that to help you defend against the mechs and vehicles inside and outside. Now capture all the turrets around the base, and the repair bay. Repair as needed, and take out the orbital gun alpha (2). Go northwest and capture the relay (C). Now you can cross the river at that crossing just to the south and head up that hill and take out orbital gun gamma (4). Now it gets a bit tougher. Work slowly south and capture one fort at a time. Work your way northwest until you see this fuel tank on the corner of the base. A Hollander and some other defenders may attack here. Back up to the fort and use it to kill the Hollander and any other attackers. Blow up the tank to open a hole in the fort, then move in to capture the gates, the turrets, and finally, another repair bay. Use it if needed. Now the final target... orbital gun beta, which is on top of a hill and heavily defended... Except from the north. AC turrets cover the gate to the east, but you're not going there. Jump in a bit to the west and locate ammo dump. When the Hunchback attacks, blow up the ammo dump next to it. Boom! No more Hunchback. Capture or destroy the turret control as needed, then head up there to kill the final orbital gun. Now you can extract. DEBRIEFING: If you've completed all three, you go on to 9.8. Else, you need to complete the other two missions. 9.6 Facility Assault: Legion (15) Note: this is one of the three missions that can be chosen in ANY order from 9.4. Mission: House Steiner may be developing a secret weapon... a 100- ton tank known as "Legion". Take out the manufacturing facilities. Baxter and his partisans may be participating. RP at start: 6000 Tonnage limit: 320 Suggested lance: Atlas, Cyclops, Lao Hu, Men Shen, or Cyclops, 2 Catapults, 2 Starslayers Objectives: (total C-Bills =69500) * Destroy all Legion tanks * Destroy all three industrial complexes * Extract * Destroy relay station's power generator (SECONDARY) * Destroy 2 medium factories (SECONDARY) * Rendezvous with Liao operative (SECONDARY) NOTE: This one will be tough if you play it wrong. You really need a scout as the terrain is quite hilly and you don't want to be surprised by enemies. The partisans are attack up the middle, and you start in the southeast corner. Get in there and help out the partisans. You can kill quite a few mechs here, as they tend to shoot the rebels instead of you. There are quite a few vehicles here, so be careful. After that, head north and clean out the defenders from that factory complex. Capture the 3 resource buildings and blow up the medium factories. Salvage some mechs here or summon repair track. Now head south and then west and head for the Liao Operative. He tells you that the Legion tanks are vulnerable to the rear. Once you get that, head for the western edge then north. You'll run into the aerospotter and its escorts. Take them out. KEEP MOVING or lose mechs to airstrikes. You don't want to be in that valley heading north. It's mined, and stop-gapped by LRM turrets. Instead, bypass them. You don't need to attack them at all. There's a fort about half way up that has a repair bay. However, it has a LOT of defenders, including mechs and vehicles. Attack, then start backing up and keep firing, so you force the enemy to attack you one at a time. Clean them out. Capture the repair bay and repair all mechs Head to the northwest corner. Now attack the generator at the relays to complete that, and take out the few defenders that come to engage you. Repair again if needed. The Legion tanks are in the town to the east with the industrial complexes, and they are tough. However, if you use the right trick it can be much easier. The trick is... Fire support. Yes, this is where having the artillery units can be good. Put them on the hills overlooking the town or in that fort where the repair bay was. I assume you did capture the two turret controls, right? Engage the Legions, and LURE them back to your fire support units and turrets. Another possibility is run into town and use the close range to your advantage. The Legions cannot shoot short-range, so if you close to point-blank like in a town, you can shoot it with impunity. Using two groups of mechs can also help you reach its vulnerable rear armor. Once you clean out the Legion tanks, take out the 3 factories. Salvage any mechs you want to keep, and extract. DEBRIEFING: If you've completed all three, you go on to 9.8. Else, you need to complete the other two missions. 9.7 Acquisition: Base Hermes (16) Note: this is one of the three missions that can be chosen in ANY order from 9.4. Mission: Capture Base Hermes and destroy Major Kelly's reinforcements. RP at start: 16000 Tonnage limit: 320 Suggested lance: 2 Highlander, Shootist, Lao Hu. Objectives: (total C-Bills =78000) * Capture Sensor Control * Destroy all defenders * Destroy all reinforcements * Capture Davion HQ * Extract * Capture all turret controls at main base (SECONDARY) * Capture all gate controls at main base (SECONDARY) NOTE: There are TWO groups of reinforcements, one from the south, and the other from the east. You need to enlist the help of turrets to help out. Immediately head north and capture the sensor control, and take out the few defenders near by. Then RUN east to the turrets and capture it. Take the resource building also. The group of enemies will be making a U-turn to the east and come at you. Stay near the turrets and take them all out. You'll run into Mad Cat, Vulture, and so on... definitely try to salvage them later. When the southern foes are cleaned out, RUN northeast. You need to cut the enemies off at the bridge. The enemy will be forced into single file while you can stand on the banks. Also capture the set of turrets to the west while you're at it. Wait for and take out this second set of reinforcements coming from the east. A Shadow Cat patrolling at the main base to west may come out to meet you. Destroy it too with the help of the turrets. There is a resource truck with the eastern reinforcement group. If so, try to capture it. The AC turrets will destroy it if you just let it pass. You can use the extra RP. Once both sets of reinforcements are gone, that is that. Send a mech east and capture the two resource buildings. You need the points to salvage the good mechs. Once that's done, come west-southwest, north of the sensor control, and capture the base with resource building and repair bay. Repair mechs now, and salvage those you want by sending a mech there to establish line of sight. Definitely pickup any Mad Cats and Vultures you find. There will also be several Shadow Cats and Uller/Wolfhound around. Continue north and clean out the base of all defenders. Approach from the southwest side, and the enemies will come out to meet you. You'll see Uller, Vulture, and lots of vehicles. Just stay on top of the hill and let your superior position and firepower go to work. CAPTURE the gate buildings and turret buildings using jumpjet mech, then capture the HQ to complete the capture of the base. Use the repair bay in the middle of the Davion base for more repairs. Extract all mechs and that's it. DEBRIEFING: If you've completed all three, you go on to 9.8. Else, you need to complete the other two missions. 9.8 Honor Guards (17) Mission: Mandrissa is most pleased with you, but displeased with Jason, who managed to squander the forces against Davion... She has ordered Jason to negotiate with House Steiner, and you will escort Jason Cho to meet with Renard. RP at start: 0 Tonnage limit: 350 Suggested lance: 2 Lao Hu, Shootist, 2 Catapult or 2 Vultures. Alternately, try 2 Atlas, Lao Hu / Mad Cat (2) NOTE: Bring at least one jumpjet-equipped mech. A scout would be nice but is not required. Configure one for close-in work and max armor. Objectives: (total C-Bills = 0) (Nope, you don't get paid for this one) * Escort Jason Cho to rendezvous (AUTOMATIC) * Destroy all enemy forces * Move into Steiner base (SECONDARY) NOTE: Configure mechs for CLOSE-RANGE assault except the LRM fire support units. This is a nasty mission. As the mission starts... Your objective is accomplished, then Jason Cho negotiated a truce with Renard... The price is YOU. As soon as the cutscene stops, RUN for that Steiner base to the east. EVERYBODY MUST RUN. Don't walk, RUN! Jump inside, take over things, and DEFEND. Even in an Atlas running at a lowly 54 kph, you can make it to the base LONG before the enemy does. Note that ammo dump inside the base. Remember it. Use it to take out the biggest mechs that come in. If one of the mechs were heavily damaged, RETREAT that mech immediately. Those repair bays can repair a LOT of damage as long as there's something LEFT to repair. A ton of enemies will attack. Get BETWEEN the enemy and the turret control buildings as you need those turrets! Kill that first wave. Repair at the two repair bays in the base. The first wave has 2 Zeus and a Highlander, plus misc. smaller Steiner mechs. When you beat off the first wave, Jason wants to lead the attack himself and he got the mechs from Renard... So no mercy for him either. When he comes up the hill in his Cyclops, toast him, and everybody else. Repair as needed. Now you got Mandrissa mad... So she sends HER forces after you... Baxter then offers you sanctuary, but you need to hold on a bit longer. Stop a THIRD wave, this time of Liao forces. You'll see Anubis, Men Shen, Sha Yu, Lao Hu, and other Liao mechs. Repair again as needed. A fourth wave is on the way, but Baxter's forces are ready. RUN for northeast corner of the map and with Baxter's help (a lot of vehicles), toast the final attack wave of Lao Hu, Raven, Sha Yu, and more. Once the final mech is toast, you win. 10 Campaign 3 / Davion The bitter betrayal of House Steiner and House Liao leaves a bitter taste in your mouth... At least Jason Cho is on his way to meet his father... in hell. Still, the alliance between Liao and Steiner is going to be hard to break... House Davion and Baxter are nice to work with. Major Kelly and Baxter hand you the tough jobs but advanced mechs are plentiful. Pay does lack somewhat. Baxter gives you some emotional incentive. Diaz WAS right... morality doesn't pay well. Still, revenge does count for something. There are only seven missions in Davion campaign. Note: you will be engaging mainly Steiner forces. Kelly will NOT engage Steiner forces until much later. 10.1 Defensive Counter: Bannikburg (18) Mission: Liao and Steiner forces have attacked and seized most of Bannikburg. You must recover the city and destroy any reinforcements. RP at start: 16000 Tonnage limit: 320 Suggested lance: Definitely heavy mechs... Figure 90/70 toners and some 80 tonners. Cyclops is a good mech to use here, as are Zeus and a Thor if you got one. Objectives: (total C-Bills = 96000) (The secondaries are worth a lot) * Defend Bannikburg from enemy forces * Destroy all Liao and Steiner units * Recapture Davion HQ (SECONDARY) * Recapture Power Generator (SECONDARY) * Recapture Sensor Control (SECONDARY) NOTE: The objectives are slightly misleading. The first one is an ongoing objective. When you destroy all enemies, you fulfill the first objective as well. SITUATION: You start in the southwest corner. As you recapture things, two enemy forces will approach from the north... The chokepoints are the bridges. If you can hold the bridges. you can bottle up most of the enemy easily. And there are forts on each side you can use to your advantage. Watch out for airstrikes. There's an aerospotter north of the river, next to the tank farm. It has escorts. If you see it, blast the tank and it'll take out the escorts. Then you just dodge the airstrikes and take out the spotter. Head northeast to capture the Davion HQ. Then clean out the area. There aren't that many defenders. Now you should capture the power generator. Head east again, then use your fastest mech as bait and lure the enemies toward your main force. There should be a resource building in between. Head north and capture the fort overlooking the "central" bridge. Sensor control is nice to have, but not absolutely necessary. If you want it, send your fastest mech (preferably one with intermediate sensors or better so it can avoid the enemies) and capture the sensor control. Then you would know when the enemy will attack. The sensor control is lightly defended and should be taken cared of even by a Shadow Cat. There are some resource to the east and west you can nab with that lone mech. Main force should move west along the coast and come to the western bridge. Head across and capture the other fort. Capture the resource building. There's a repair bay on the south side you can use and another resource building. Now the trick is holding the bridges. Run between the two bridges and just setup carefully. Drop an artillery or two near each bridge and set to constant barrage on the bridge. When enemy is on one side, run to that side and setup. When enemy is attacking the other side, come back. Leave the lightest mech on the other side to make sure the enemy doesn't recapture the forts. A Men Shen will attack the western bridge fort. Then the other mechs arrive. Run between the two, repair in the lull. When you destroyed everybody, you win. DEBRIEFING: The people thank you. You now get to pick among the next THREE missions. You must complete at least TWO before advancing to 10.5. Recommended order is 10.4, then 10.3, and finally 10.2. 10.2 Mobile Assault: Mt. Cho (19) Mission: Liao and Steiner forces have attacked and seized most of Bannikburg. You must recover the city and destroy any reinforcements. RP at start: 12000 Tonnage limit: 330 Suggested lance: Atlas, Cyclops, Lao Hu, Catapult Objectives: (total C-Bills = 125000) * Destroy one-third of all enemy forces * Extract * Destroy two-thirds of all enemy forces (secondary) * Destroy all enemy forces (secondary) * Capture Liao HQ (secondary) * Destroy all 3 generators at Liao base (secondary) * Destroy both industrial complexes (secondary) * Destroy all 5 Slayer bombers (secondary) * Capture the weapons facility (secondary) NOTE: This mission is hard to do really well, but quite doable if you just want to do the bare minimum. You can do this mission in ANY order you like. Rack up all the secondaries for a big payoff. Leave the HQ (C) for last... NOTE: Remember, as long as you kill 1/3 of enemies, you can extract at any time. However, if you do kill everything, the paycheck is pretty big. Do the north or east side first. Go west and take out northern Power Generators first. AVOID the cluster of rocks as there are camo turrets there. You will need to take on the base and its defenders. Attack from east and retreat to draw out the defenders. Then head in and take out the generators (D). Do it from the south side so you don't have to blast the LRM turrets to the north. Alternatively, capture the turrets from the north and use it to help you combat the defenders. Capture resource building on the western side. Now come back east and take out the Industrial Complexes (E). There will be some vehicles there and some mechs patrolling the roads north to south. Don't get TOO close as you'll activate the hidden defenders early! After you toast both complexes, wait for the counterattack, and defeat it. Head south to the airport along the eastern edge. There will be heavier mechs there. Run in and take out both aerospotters, then run back to the hill. Stay on top of the hill and start backing up so you take on ONE mech at a time with all your mechs. After you clean them out, capture all the resources, and take out the bombers and air control tower. Weapons facility is next... Again, take the eastern edge south and approach it from the south. Kill the enemies when you get there, take them one at a time. You should have killed 1/3 of enemies by now. So you can extract if you want. If you want to take them ALL, continue. Repair now and salvage any good mechs you see. You can use all the help you can get in that big fight. There are two ALTERNATE ways onto the western island: one in the southwestern corner of that island, and one in the north. They are actually "fords" that are slightly underwater. Vehicles can't get through (except hovercrafts), but mechs can make it if you designate a midpoint IN water (on the ridge), THEN click on land. If you just click on the island, your mechs will try to use that bridge to the northeast. That is BAD. Make your way onto the island, and take out a few mechs and vehicles that come to visit. If you are damaged, retreat to the other side of the river and repair, then go back in. Capture the resource building when you see it. You can capture the turrets or just destroy the generators, but it's better to save them for later. Line up your lance all repaired and be ready for a big fight. Send a fast mech up to the Liao HQ and retreat. The Catapults at standby will activate. CLOSE ASSAULT them and lead them to your turrets and blast them all. Retreat to other side of river and repair now if necessary. Now you can capture the HQ. Now you need to head north and you should see the repair bay and another resource building. Again, stay on top of the hill, send a fast mech down to lead the enemies back to you. Take on ONE mech at a time. Keep backing up to maintain proper range. Go north again and notice the 3 resource trucks almost to the shore. Some enemies may be patrolling to the east. Take them out when they come in (Sha Yu and Lao Hu). Capture the trucks. You should be at 2/3rd killed already, but you don't see the last group... Head back across the river wit that southern underwater bridge. Now move northeast... On top of that ridge line. If you have a scout, you should see them... Blast them, and they should be ALL dead. Now you can extract. 10.3 Combat Recovery: Dropship (20) Mission: One of Major Kelly's dropship was damaged and forced to set down in Sector Pierce, Liao territory. Destroy the orbital guns covering the area, then evacuate with the dropship. RP at start: 12000 Tonnage limit: 320 Suggested lance: Heavy and assault mechs only... Think Mad Cat / Zeus. A scout like Men Shen or Cyclops can be useful if you want to hunt down the final enemies. Some are patrolling about and can be hard to find without sensors. Objectives: (total C-Bills = 99000) * Move to Davion Dropship * Rescue dropship crew from prison * Destroy Orbital Gun * Destroy Mobile Orbital Gun A * Destroy Mobile Orbital Gun B * Extract * Destroy all enemies (secondary) You start on the southwest side of this island with two lakes that lie in the middle of the island. Try to preserve your mechs, as repairs are pretty rare. There are two ways to do this: go for the ship first and leave the stationary orbital gun for last, or go for the fixed gun FIRST (get the repair bay), then slowly wipe out the rest. Or you can just go in the order the objectives are listed... If you go for the dropship first, head northeast slowly and take out any patrols. When you get to the drop ship, capture the resource just to the north of it as well, and some resource trucks nearby. Then plan for enemy counter attack. Stay there and fight off the attackers. Repair if needed (call in repair track). Now continue east and stay near the prison. Patrols will come, then some captured Davion mechs. Take them all out. Repair again if needed. Head west and stay near the coast. You should run into the mobile gun B and its escorts. Take them out. Follow the island to northeast and take out that mobile gun sitting in the middle of this town. You'll have to deal with quite a few escorts, both mechs and vehicles. Take the resource trucks there. Now you can head to the southeast corner of the map and take out the defenders there. Look for Anubis, Men Shen, Zeus, and some Swarm LRM launchers, among turrets and such. Once you're in, capture the repair bay, and take out the HQ and the orbital gun. Then you can extract. If you want to go for the stationary gun first, just head straight east and take on the defenders. Get the repair bay, then work your way north to the mobile gun to north, then south to the ship and prison, then west to the patrolling mobile gun, and finally to extract. DEBRIEFING: You get some veteran mechwarriors after this mission. The Davion troops will join you, and many of them are quite good. 10.4 Night Ops: Scorpio (21) Mission: Steiner sector Ramses has somehow left a gap in their orbital gun deployment. We are dropping you in for a quick raid, just cause as much damage as you can. This is strictly timed, as the dropship must leave before the orbital gun comes back. There are LOTS of secondary objectives you can go for... RP at start: 23000 Tonnage limit: 200 Suggested lance: Something that can move FAST. Men Shen, Mad Cat, and Thor is a good combo. Objectives: (total C-Bills = 110000) * Extract before the dropship leaves * Destroy Ammo Dump Alpha (secondary) * Destroy Ammo Dump Beta (secondary) * Destroy Power Generator Alpha (secondary) * Destroy Power Generator Beta (secondary) * Capture weapons facility (secondary) * Destroy Industrial complex (secondary) NOTE: There are only ONE resource building and TWO resource trucks in this entire mission. So try not to get damaged. You would barely have time to get repaired. NOTE: There is a STRICT time limit of 18 minutes. You need pretty fast mechs. Figure 86 kph or faster. A scout is helpful to help you AVOID enemies. You're playing guerilla warfare here. SITUATION: Basically, you need to do a VERY good hit-and-run. Use one mech to lure the defenders ONE way while you attack from another direction, or just run really fast and attack really fast. All objectives CAN be done if you move fast enough. Do NOT be locked into a mech-to-mech duel or you'll lose most of your mechs. Start running east and take out the industrial complex (F). Run away from the defenders to south. You do NOT want a fight. Turn east and avoid the defenders. Make your way over to Ammo Dump Beta (B). Destroy ALL THREE GROUPS of four dumps each. It helps if you bring some long range weapons like gauss or PPC. One shot into each group quickly should take out each dump group. Do it fast enough to so the explosions catch the defenders inside. Nab the resource trucks to the north if you can. RUN from the defenders. Don't wait around. Once you took out Ammo Dump Beta, head west again. See that base? Start from the SOUTH. Blast one hole in the corner corner. Leave two mechs (without jumpjets) out and do a running retreat. The other mech (jump-capable) jumps inside from the west and blasts the generators, and captures the weapons facility on your way. There are only a few vehicles around the weapons facility. Go north again and get the other generator, and RUN AWAY from the Atlas and heavy mechs! You can outrun them! Time is running short. You should be down to like 3 minutes now. Now just RUN to the northeast and BLAST those ammo dumps. You can do this part even if you just have ONE mech left. Blast both groups and there should not be anything left. Once you got that done, RUN for the extraction point. You SHOULD have at least ONE minute left. 10.5 Baxter's Gambit (22) Mission: We must break this Liao-Steiner alliance immediately... You get the tough mission... You must take on the Liao Elite Guard and destroy the Liao palace. RP at start:16000 Tonnage limit: 380 Suggested lance: Heavy or assault mechs only. Cyclops, 2 Atlas, Highlander. If you like Blood Asp, you can buy some now. Then try Cyclops, 2 Blood Asps, 2 Bushwackers Objectives: (total C-Bills = 95000) * Destroy the Liao Elite Guard * Destroy the Liao Palace * Extract NOTE: Include AT LEAST ONE jump capable mechs. You will need them. Include a scout if you can. You can use the coverage. NOTE: This one is quite tough, mainly due to the number of enemies. Definitely SALVAGE good enemy mechs that are not too damaged. Lao Hu is good, as is Catapult equipped with Swarm LRM launchers. You have A LOT of RPs you can capture and use if you look for them. Most towns have 2-3 resource trucks. Try following the roads and see where they lead you. You're in the southwest corner of the map, next to the walls... There are TWO sets of fixed defenses, AND gates, and plenty of enemies inside and outside. What you need to do is disable or capture the northern defenses. THEN use that to get out to capture the eastern defenses. Blow holes in the wall if you want to help the other mechs get out. The gates are within LRM range of some launchers to east. Once you disable the northern and eastern turrets, enemies will start moving in. If they don't, send out a "teaser" and tease them into your turrets' range. Multiple patrol groups of Ravens, Menshens, Sha Yu, Anubis, Bushwacker, and so on will start approaching. Blast them one at a time, retreat and repair if you need to. If you use the corner they won't bother you. Beware of ECM equipped mechs like Men Shen and Raven moving in without showing on your sensors. When they stop coming, it's time to get out. Go northeast, and head for the center town. Use the tank farm to the south to blow up some mechs. Some Anubis and Lao Hu and other mechs will attack from both north and south. There is also a Highlander and an Atlas somewhere in there. If needed, retreat all the way back to your turrets. Make sure you capture EVERYTHING, the trucks and buildings, and the all-important repair bay. Keep repaired. Now it's time to attack north and take on the fort protecting the bridge. Use a jump mech to capture it. Then move in your mechs. Line them up in FRONT of the turret control building facing the bridge, the close-range guy on the road, the rest next to him. In FRONT if them, if you have the resources, drop some fixed artillery. BLOCK the bridge completely as there is another way in later. Send in something that'll attract attention. A jump-capable mech is good. An almost-depleted repair track would work too. Send the guy half-way across the bridge and retreat. Notice the 4 camo AC turrets? Activate them and retreat. Then wait for the enemy mechs (several Lao Hu and Catapult) to respond. Blast them with help of the turrets and your fixed artys. [If you don't have fixed arties, it can be done with mechs alone, but you'll suffer more damage.] If you have good sensors like a Cyclops, you should see the Swarm LRM launchers shooters, originally lined up on the eastern hidden crossing, start to patrol. Send in a mech to tease the turrets, and some of the Swarm LRM launchers come after you. You can blast them with the standard package. Now head south, out of the fort, then east and move to the eastern crossing. That's the one with 2 ambulances on the other side. Get in there, and the Liao Elite guards will attack. You'll see Lao Hu and Catapult with swarm LRM, several of each, plus the remaining Swarm LRM launchers. The trick in beating Swarm LRM is KEEP MOVING. Get the Lao Hu's first, then the LRM launchers and Catapults. You may see a White/Green Cyclops in the distance, who may join the attack. That's the guard leader, and he's pretty GOOD. You may lose one or more mechs here. If they aren't too damaged, salvage and repair them with more repair tracks across the river, then attack again. If you can capture one of those Swarm Catapults, that's even better. When you defeat all the mechs and swarm LRM launchers, that's all the Liao elite guard. Toast all 3 sections of the palace, and you can extract now... 10.6 Starport (23) Mission: Renard has taken over the Starport and is trying to starve the planet. He has also fortified the place. Unfortunately, the only way to beat him is to play his game. RP at start: 36000 Tonnage limit: 300 Suggested lance: Heavy or assault mechs only. Objectives: (total C-Bills =147000?) * Destroy all Steiner units at starport * Destroy Steiner reinforcments * Capture sensor control (secondary) * Destroy Steiner power generators (secondary) * Destroy Steiner dropshisp (secondary) * Capture mobile HQ (secondary) This one is a true slugfest if you do it WRONG. If you do it right, it is quite simple. The trick is to PREPARE a proper reception for the reinforcements BEFORE they arrive. The airport has plenty of stationary LRM launchers and many different mechs guarding the area. Tease the mechs out and you can defeat them a few at a time. Use the scouts to avoid the other defenders. LEAVE the LRM launchers alone for now. The rebels probably can't destroy the LRM launchers while you're at it. That gives you all the time in the world to plant the mines. Start by heading southeast and slowly take out the few patrols and the LRM launchers on the ridge. Stay on the ridge to gain height advantage. Continue southeast until you reach the town, and clean it out. There should be only a few tanks and choppers in your way. Though you'll have to battle a few mech patrols. Get the resource trucks south of the town. Clean out any further patrols. Sensor control across the river is QUITE difficult if you do it wrong. LRM and Long Tom turrets cover the bridge quite effectively. HOWEVER, there is a small "ford" to the south. Use it to get in, and blast the south wall and "tease" the defenders out. THEN run in there and capture the sensor controls and the turrets. Return to town. Continue taking out patrols. Continue south and capture the mobile HQ. There should be a resource truck with it. THEN capture the turrets. Else the turrets will destroy the resource truck and the HQ. Call in minelayer and lay mines both ON and ALONGSIDE the highway to the west from that fort. Use waypoints and lay the mines ON the road and beside it. You may need more than one minelayer. While the mines are being planted, you can assault the starport. Approach starport from the south side by going east and trigger the defenders, mainly lighter mechs, but heavier ones will join in. Look for the tank farm and use that to take out a few mechs. Blast them all while backing up to draw them into your range and spread them out. Retreat and call in repair if you need it. Continue moving along southern edge of the starport. Engage mechs as you see them. You will see the dropships soon. As soon as you fire on one dropship, its defenders (one assault and one light mech) start up. Back off and take out both mechs, then the dropship. Repeat as needed but LEAVE ONE DROPSHIP ALONE. Do NOT APPROACH. Instead, capture the two repair bays near the dropships. It's likely that your rebel friends have not yet had a chance to take out the various LRM launchers hidden in the airport (2 per terminal arm). In that case, use that time to lay mines around the entire WESTERN EDGE of the starport, mainly to the NORTHWEST, but some to the west and north. Leave a clear path for yourself to go to that minifort to southwest. When ready, place artillery pieces (2 to northwest and one to southwest). When the minelayer is used up, put it slightly forward (in the minefield, maybe?) as "bait" and spotter. Use at LEAST two minelayers for the northwest corner. Use waypoints to make your job easier. Once you like the perimeter, destroy that dropship and its defenders now, and repair at the two repair bays. Now move the mechs to northwest corner INSIDE the minefield, and put them on "hold" (i.e. don't move around when shooting). Line them up in accordance to range. Use one mech to destroy any remaining LRM launchers in the base. That should trigger the reinforcements. That "road of death" in the south should have a LOT of broken mechs on it to the southwest... But the north is going to be interesting. Some snipers like Hollander will snipe your artillery from afar, but if you move your mechs near they'll go after mechs, thus your fixed arty can pound them, and they'll destroy themselves in the minefield. Just take care of any leakers. When all reinforcement mechs are gone, you've won, even if there are enemy vehicles left on the perimeter. 10.7 Operation Goliath (24) Mission: The grand finale... With starport freed and supplies captured, the rebels are mounting a full attack on the Steiner HQ. All other sources have been committed to keep the other Steiner units away. A group of rebels will aid you in breaching the HQ walls. You must go in, destroy Steiner HQ, and eliminate Renard. RP at start: 10000 Tonnage limit: 450 Suggested lance: Cyclops, then 4 Blood Asp or Highlander. This map will be hilly terrain so configure for medium or close-range combat. Highlander HAC boat can be useful. Remove the gauss rifles on the Blood Asps for something closer. If you add some heatsinks, Blood Asp can hold 4 ER PPCs plus some lasers or LRMs. Objectives: (total C-Bills =205000) * Destroy Steiner High Command * Kill Renard * Extract NOTE: This game cheated. They gave Renard a JUMP-capable Atlas (yep, no kidding). As you start, the partisans started their attack on Steiner High Command on the EAST side, and you start on the SOUTH side, facing the main gate. Do NOT assault the main gate. The group of multiple heavy mechs and Long Tom turrets will make mince meat of you. Instead, RUN to the east (stay out of range of those turrets) and follow the rebel Jagermechs and Urb anmechs in from the east. Their job is to get you through the defenses. The rest is up to you. Once you've breached the walls, you have two choices... blast everybody else first, THEN take out the HQ and Renard, or just RUN up there and toast HQ and Renard before the rest of the defenders arrive from outside the compound. If you want to toast everything (best done at RECRUIT level), move slowly and take out defenders. If you hear the gates move and you didn't do it, enemy reinforcements are coming back in. If you have some good sharpshooters, go for HEADSHOTS on the mechs coming back in from the main gate. There are some heavy mechs there you will want, like Highlander and Shootist. Capture the resource buildings (there are at least 6 of them in the base) and use them to salvage good mechs you can use. The ones to the east are relatively lightly defended. However, Legion tanks and mechs coming in from the west protect the ones to the west. Still, it can be quite doable. Capture turrets and lure them toward your turrets. When you're ready, continue to HQ assault below. If you want to assault the HQ, get started. Blow the light gates and get in there. Head up the hill, and blast the "white/blue" Steiner Elite Guard mechs. Then you need to take out a bunch of power armor guys as you approach the promenade. Blast the main HQ building and the two wings. When that's accomplished, Renard should be coming down the mountain. When his squad shows up, you'll see 4 Highlanders and Renard's customized JUMPJET Atlas, with HAC and Gauss... Blast Renard is the most important thing, so do that first. He'll probably just jump down. BLAST HIM! If you just RAN up there, the enemies that were patrolling outside the gates should be coming back. Your rebel friends can't hold them for long. Once Renard is dead, RUN down the west side and head for extraction, ignore all other enemies. As long as ONE mech reaches the extraction, you win! 11 Multiplayer Here are some tips about multiplayer in general. Perhaps later I'll add some tips on specific MP game types. 11.1 Scouting Newbies often ignore scouting, which is often why they lose. Scouting not only gives you time to react to enemy attacks, it also allows you to avoid enemy patrols and strike at his weaknesses. Scout chopper is one of the least used support you can call upon. While the range is limited (visual range only) it can be moved around. Its counterpart, the limited-duration large-area sensor probe, can be used to give you a quick snapshot of the situation. 11.2 Surprise Surprise can work to your advantage. Most players are not very good multitaskers and may rely on AI or the minimap for their plans. If you use the ECM-equipped mechs (Raven / Men Shen) you can often SNEAK by and capture objectives before they know what hit them. Even just a SINGLE ECM-equipped mech can be quite potent if it can draw off the enemy mechs so the rest of your lance can reach the objective relatively unimpeded. 11.3 End-run Most players simply defend the direction they expect you to come from, which is usually the direct route. If you go around the other side, you may be able to breach before they can bring the defenders over. 11.4 Height Remember, height advantage is one of the most important thing you can get. Retreat UP a hill, not down the other side. The ability to score more critical hits will work wonders for your attacks. Hold the high ground! 11.5 Use waypoints and patrol routes See your manual on how that's done. Sure saves a lot time on NOT micromanaging the units. 12 Misc Info. 12.1 Editor There is an editor available for download from Microsoft. However, it is quite complicated and this is hardly a tutorial. 12.2 Cheat codes There are no cheat codes for MC2. However, there is a "mission cheat". You can jump to any mission by adding a specific command- line parameter. If you don't know what is a command-line parameter, please look up the reference at webopedia.com. The command line parameter is "-mission mc2_xx" where xx refers to the mission number (the number in parentheses) --THE END--