Mech Commander Gold

Mech Commander Gold

17.10.2013 15:00:54
MECHCOMMANDER GOLD WALKTHROUGH
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_CWE), ver 1.0, 06/02/2005

Table of Contents
1-Update History
2-History Briefing
3-Weapons/Equipment Briefing
4-'Mechs Briefing
5-Vehicle/Infantry/Turrets Briefing
6-How to costumize a 'Mech and Assembly a Perfect Lance
7-MechWarriors
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Cheats
12-FAQ section: How Can I Use the Minelayer ?
13-Credits and misc

****************
1-UPDATE HISTORY
****************

06/02/2005 - version 1.0 - so, after...how many? 3, 4 years? Even more? Here's
the walkthrough for MechCommander expansion, Desperate Measures. As
MechCommander Gold includes both the original game and the expansion pack, and
as it seems that the expansion pack was never sold on its own, this guide will
include both games.
Most probably, this will be the first on a massive update on most of my
BattleTech-related walkthroughs, as I was finally able to lay my hands on MW3
expansion (Pirate's Moon), MW4: Vengeance expansion (Black Knight) and both
'Mech Packs for the whole MW4 series.
BTW, full description of new 'Mechs, vehicles and weapons; full original
MechCommander walkthrough (well, duh) and operation Hydra of Desperate Measures.

******************
2-HISTORY BRIEFING
******************

After years of wars General Alexandr Kerensky left the Inner Sphere, the known
part of our galaxy, with the bulk of the Star League Defense Force, searching
for a place where cultural and racial differencies won't be a problem. This
happened in year 2784.
When Kerensky's heirs, the Clans, returned to the Inner Sphere in 3050, they
conquered more than 200 worlds in less than one year. Though the Successor
States managed to win few battles, the Clans where unstoppable, until ComStar
challenged them on the planet Tukayyid in 3052, eventually winning and giving
15 years of relative peace to both sides.
During this period the Inner Sphere Great Houses gathered together and prepared
a plan to drive a Clan away from the Inner Sphere: the chosen was Clan Smoke
Jaguar; composed of the best Inner Sphere units from all the Great Houses, Task
Force Serpent began its work in 3057, with the task of freeing the Jaguar
Occupation Zone. A primary target of this first part was freeing Port Arthur,
an important planet supplying orbiting decks and large spaceports.


*********************
3-WEAPONS TECHNOLOGY
*********************

Unlike all other BT-related game, in MechCommander you do not directly pilot a
'Mech, but you are a tactical officer sitting in your HQ and directing up to 12
MechWarriors and their 'Mechs into battle. Aspects like internalheat,
ammunition, weapon usage aren't under your control, and yu must be careful to
costumized your 'Mechs before the battle. I divided the weapons by their range,
as this is the most important factor of the game (ammo included...maybe). Note
that Clan weapons are superior to their Inner Sphere counterparts for weight,
firepower and range.

-----------------------
--SHORT RANGE WEAPONS--
-----------------------

Short range weapons can it targets up to 75 meters away. Energy weapons in this
category are light and do not cause too much damage, while balistic and
missiles offers great firepower at cost of ammo quantity and weight. They are
the only weapons capable of firing at very close targets (25-50 meters)

LASER
Cost: 1060
Load Value: 4
Recycle: 5.0
Damage: 2.0

The basic Inner Sphere short-range energy weapon. It is a good choice as backup
weapons for long-range fighters. As a laser, it doesn't need ammo.

PULSE LASER
Cost: 1130
Load Value: 6
Recycle: 1.75
Damage: 1.0

Heavier than the Laser, the Pulse Laser is more accurate, fires faster but does
less damage and weights more. Exchange four standard Lasers for thwo or three
Pulse Lasers when you have the chance.

CLAN PULSE LASER
Cost: 1700
Load Value: 3
Recycle: 1.75
Damage: 1.0

It's equal to the I.S. Pulse Laser, but weights less, even than a standard
Laser. Use them on your most powerful 'Mechs.

SRM RACK
Cost: 410
Load Value: 3
Recycle: 4.0
Damage: 1.0 per missile
Ammo: 62

An other I.S. classical short-range weapon, the SRM pack does the same damge of
a laser per missile. The SRM pack fires two missiles in a salvo, but one or
both missiles may miss the target if you MechWarriors do not aim accurately. It
is limited by ammo.

CLAN SRM RACK
Cost: 740
Load Value: 3
Recycle: 3.0
Damage: 1.0 per missile
Ammo: 83

The lighter version of the I.S. SRM Pack.

STREAK SRM RACK
Cost: 1300
Load Value: 5
Recycle: 4.0
Damage: 2.0
Ammo: 62

Advanced Short-Range Missiles. The SSRM pack fires two missiles per volley, and
both missiles will automatically hit. Limited usefulness as they use ammo.

CLAN STREAK SRM RACK
Cost: 1450
Load Value: 4.75
Recycle: 3.0
Damage: 2.0
Ammo: 83

The Clan version of the Streak SRMs. Lighter and fire faster.

FLAMER
Cost: 2030
Load Value: 8
Recycle: 7.5
Damage: 5.0

Basically useless, as you can mount two standard Lasers for two Flamers.
Intereting the damge value, but it has a slow recharge.

CLAN FLAMER
Cost: 3620
Load Value: 7
Recycle: 6.0
Damage: 5.0

Excalty like its Inner Sphere counterpart, though is weights less and has a
faster recycle. Not worth its money, however.

HEAVY AUTOCANNON
Cost: 10890
Load Value: 19.5
Recycle: 7.5
Damage: 15
Ammo: 13

Deadly at short range, the Heavy AC is the best to take out heavy 'Mechs with
very few shots. Every lance has to use one 'Mech with this weapon, as it will
greatly help in short-range duels. Very limited ammo supply.

HEAVY LB-X AUTOCANNON
Cost: 12850
Load Value: 19.5
Recycle: 6.0
Damage: 5.0
Ammo: 35

CLAN ULTRA HEAVY AUTOCANNON
Cost: 1130
Load Value: 21
Recycle: 5.0
Damage: 15
Ammo: 10

It does the same damage of a standard Heavy AC but fires faster. Change the
standard Haevy AC with the Ultra model when you can.

HEAVY CLAN LB-X AUTOCANNON
Cost: 12850
Load Value: 17.5
Recycle: 6.0
Damage: 5.0
Ammo: 35

------------------------
--MEDIUM RANGE WEAPONS--
------------------------

Medium range weapons are able to hit targets up to 150 meters, but they suffer
of a minimum range (25-50 meters) where they cannot fire. Medium range weapons
should be substituted by their ER (Extended Range) counterparts when possible
to ensure an higher damage curve.

LARGE PULSE LASER
Cost: 4350
Load Value: 12
Recycle: 2.0
Damage: 2.0

The big brother of the Pulse Laser.

CLAN LARGE PULSE LASER
Cost: 8010
Load Value: 11
Recycle: 2.0
Damage: 2.5

The Clan variant of the Pulse Laser. Lighter and more powerful. A must for any
heavy 'Mech.

CLAN ER (EXTENDED RANGE) LASER
Cost: 2380
Load Value: 3.5
Recycle: 5
Damage: 2.0

This is the Clan version of the standard Laser, though it is lighter, does more
damage and has a longer range.

LARGE LASER
Cost: 4480
Load Value: 9.5
Recycle: 5.0
Damage: 4.0

The basic I.S. energy weapon. It has a good firepower/recycle/load value
balance, and can be used by a wide variety of 'Mechs.

PPC (PARTICLE PROJECTION CANNON)
Cost: 6900
Load Value: 12.0
Recycle: 7.5
Damage: 7.5

More powerful than the Large Laser but with higher recycle value, balanced by a
moderate damage value.

HEAVY THUNDERBOLT
Cost: 9115
Load Value: 21.0
Recycle: 6.0
Damage: 12.0
Ammo: 32

AUTOCANNON
Cost: 7000
Load Value: 15.5
Recycle: 5.0
Damage: 6.0
Ammo: 40

It may be an option to the Large Laser, but it is limited by ammunition.

MEDIUM LB-X AUTOCANNON
Cost: 8480
Load Value: 14.5
Recycle: 4.0
Damage: 2
Ammo: 90

MEDIUM CLAN LB-X AUTOCANNON
Cost: 8480
Load Value: 13.5
Recycle: 4
Damage: 2
Ammo: 90

CLAN ULTRA AUTOCANNON
Cost: 12590
Load Value: 13.5
Recycle: 7.5
Damage: 6.0
Ammo: 30

Lighter and more powerful than the I.S. counterpart. If you used the standard
AC, replacing it with an Ultra AC will make your 'Mech deadlier.

----------------------
--LONG RANGE WEAPONS--
----------------------

These weapons can hit targets up to 225 meters away. They represent the larger
variety of weapons, and deadliest. They suffer of the minimum range, and must
be backed up by short-range weapons.

LARGE X-PULSE LASER
Cost: 19570
Load Value: 13
Recycle: 0.75
Damage: 1.5

ER LARGE LASER
Cost: 5210
Load Value: 11.0
Recycle: 5.0
Damage: 4.0

A good weapon that should be mounted on any 'Mech. It keeps the same balance of
its cousin, exchanging weight for range.

CLAN ER LARGE LASER
Cost: 9690
Load Value: 10.0
Recycle: 5.0
Damage:5.0

Weights less and is more powerful than the I.S. counterpart.

ER PPC
Cost: 7210
Load Value: 14.5
Recycle: 7.5
Damage: 7.5

The ER version of the PPC. It is a bit bulkier than its older cousin, however.

CLAN ER PPC
Cost: 21450
Load Value: 13.5
Recycle:5.0
Damage: 11.25

Welcome the ultimate weapon. The PPC is an energy weapon, so it doesn't need
ammo to work. It has the longest range and inflicts high amounts of damage to
anyone so foolish to dare to step on your path. You'll see very few Clan ER
PPCs, so manage them carefully.

LRM RACK
Cost: 1760
Load Value: 4
Recycle: 10.0
Damage: 1.25 per missile
Ammo: 24

The LRM pack launches 5 missiles in a salvo and, like SRMs, not all missiles
will hit the target if the MechWarrior doesn't aim accurately. It is the only
weapon that can fire over walls, so be sure to have at least one 'Mech with a
good ammunition load.

CLAN LRM RACK
Cost: 2340
Load Value: 3
Recycle: 10.0
Damage: 1.25 per missile
Ammo: 24

A lighte version of the LRM launcher

LIGHT AUTOCANNON
Cost: 1410
Load Value: 9.5
Recycle: 2.0
Damage: 1.0
Ammo:100

Basically useless, especially later in the game when ER technology will be
available.

LIGHT ULTRA AUTOCANNON
Cost: 2740
Load Value: 9.5
Recycle: 1.33
Damage: 1.0
Ammo: 112

The Ultra AC is a good choice for fast-moving (light/medium) fire-support
'Mechs. Not good as an ER Large Laser (balistic weapon=ammo), however.

LIGHT LB-X AUTOCANNON
Cost: 3560
Load Value: 9.5
Recycle: 1.75
Damage: 0.5
Ammo: 260

CLAN LIGHT ULTRA AUTOCANNON
Cost: 3550
Load Value: 8.5
Recycle: 1.33
Damage: 1.0
Ammo: 112

This Clan version is lighter than its I.S. counterpart.

LIGHT CLAN LB-X AUTOCANNON
Cost: 3560
Load Value: 8.5
Recycle: 1.75
Damage: 0.5
Ammo: 260

LIGHT GAUSS CANNON
Cost: 7110
Load Value: 13.5
Recycle: 5.0
Damage: 5.0
Ammo: 50

GAUSS CANNON
Cost: 15150
Load Value: 16.5
Recycle: 5.0
Damage: 7.5
Gauss: 16

With this weapon you can turn a close-range brawler in a powerful long-range
fighter with no los of effectivness. Recomended for the Assault 'Mech class.

CLAN GAUSS CANNON
Cost: 18520
Load Value: 13.5
Recycle: 5.0
Damage: 7.5
Gauss: 16

A good option to the PPC, the Gauss Rifle is impaired by its limited ammo
supply.

LONG TOM
Cost: 33840
Load Value: 34
Recycle: 7.5
Damage: 8
Ammo: 25

RAIL GUN
Cost: 16215
Load Value: 30.0
Recycle: 7.5
Damage: 20.0
Ammo: 15

-------------
--EQUIPMENT--
-------------

This category contains sensor suites. Sensor suites are used by 'Mechs and some
vehicles to detect targets; Every 'Mech must mount at least the I.S. Basic
Sensor. Probes and ECM Suites have a limited usefulness as they can be used
only by light Clan 'Mechs or by the I.S. Raven. If you destroy a 'Mech with a
direct hit to the head, the sensor suite will be automatically destroyed.

BASIC SENSOR
Cost: 1000
Load Value: 0
Range: 350 m

All I.S. 'Mechs come equipped with this sensor suite. Change it for a Standard
Clan suite or an I.S. medium sensor when possible, this will give you an edge
over your enemy.

MEDIUM SENSOR
Cost: 2000
Load Value: 0.5
Range: 470 m

Upgrading the standard I.S. sensor suite to this will be a great idea,
especially is used on relatively light 'Mechs.

ADVANCED SENSOR
Cost: 6000
Load Value: 1.0
Range: 525 m

Only the Raven or light Clan 'Mechs can use this suite. Useless if you use
other 'Mechs.

BEAGLE PROBE
Cost: 1000
Load Value: 1.5

Only for Raven and light Clan 'Mechs. The Beagle Probe can detect shutdown
'Mechs at half the sensor's max range. Basically useless in single player as
all enemy 'Mechs will be active.

GUARDIAN ECM SUITE
Cost: 3000
Load Value: 1.5
Range: 525 m

Though it would be VERY useful, the ECM suite will cut effectivness of all
enemy sensors within its range (provided that the scanning unit is within ECM
range). However only light Clan 'Mechs and the Raven are able to use it.

CLAN STANDARD SENSOR
Cost: 1500
Load Value: 0
Range: 385 m

The standard Clan sensor suite. It has a longer range than its I.S.
counterpart. Save them for salvaged Clan 'Mechs.

CLAN EXTENDED SENSOR
Cost: 3500
Load Value: 0.5
Range: 490 m

Any 'Mech can use this suite, and it would be great to have enough Extended
Sensors to equip your company. However, you will get very few sensors, and they
should be used on costumized Assault 'Mechs (read below).

CLAN ACTIVE PROBE
Cost: 1200
Load Value: 1.0

A lighter version of the Beagle Probe.

CLAN ECM SUITE
Cost: 3400
Load Value: 1.0
Range: 525 m

A lighter version of the Guardian ECM.

*****************
4-'MECHS BRIEFING
*****************

The deadliest war machine ever created, the BattleMechs dominate the 31st
Century battlefield. Inner Sphere 'Mechs use less advanced technology than the
Clan ones, but this technology is readiliy available. Note that some Clan
'Mechs recieved a code-name from Inner Sphere warriors. I included their
original name into brackets. Though 'Mechs are divided in BattleMechs
(hardwired weapons, can be costumized in an assembly plant and with great loss
of time) and OmniMechs (modular weapons pods, can be costumized everywhere in
few hours), MechCommander hasn't this restriction. Note that all Clan 'Mechs
are Omnis, with the exception of the Hunchback IIC, and all I.S. 'Mechs are
standard BattleMechs.

-----------------------
--INNER SPHERE 'MECHS--
-----------------------

COMMANDO
Class: light
Tonnage: 25 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 14150
Armor: light
Jump Capacity: none
Payload: 16
Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 16250
Armor: light
Jump Capacity: medium
Payload: 16
Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 13290
Armor: light
Jump Capacity: none
Payload: 19
Standard Weapon Configuration: 2 Lasers, 1 Streak SRM Rack, 2 SRM Racks, 1
Sensor-Basic

The lighest 'Mech of the game, the Commando bases its weaponry around SRM
Racks, and it is ideal for reconaissance. You will encounter groups of
Commandos and Firestarters, but both 'Mechs lack good long-range capability, so
concentrate fire on single targets.

FIRESTARTER
Class: light
Tonnage: 30 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 17620
Armor: light
Jump Capacity: none
Payload: 19
Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 Sensor-Basic

Jump Variant
Cost: 19720
Armor: light
Jump Capacity: medium
Payload: 19
Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 Sensor-Basic

Weapon Variant
Cost: 19530
Armor: light
Jump Capacity: none
Payload: 22
Standard Weapon Configuration: 1 Laser, 2 SRM Racks, 1 PPC, 1 Sensor-Basic

First designed to carry large numbers of Flamers to set tactical fires across
the battlefield, the modern-day Firestarter employs the latest technologies to
become a powerful light 'Mech hunter, especially in the W variant, thanks to
its PPC. W variant is also interesting because it doesn't support Flamers.

RAVEN
Class: light
Tonnage: 35 tons
Speed: 27 m/s
Internal Structure: moderate

Armor Variant
Cost: 27640
Armor: moderate
Jump Capacity: none
Payload: 19
Standard Weapon Configuration: 2 Lasers, 2 SRM Racks, 1 Streak SRM Rack, 1
Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced

Jump Variant
Cost: 29740
Armor: light
Jump Capacity: medium
Payload: 19
Standard Weapon Configuration: 2 Lasers, 2 SRM Racks, 1 Streak SRM Rack, 1
Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced

Weapon Variant
Cost: 28900
Armor: light
Jump Capacity: none
Payload: 22
Standard Weapon Configuration: 2 Lasers, 1 Streak SRM Rack, 1 Large Laser, 1
Guardian ECM, 1 Beagle Active Probe, 1 Sensor-Advanced

Designed for Electronic Warfare for Companies, the Raven has most of its
internal space assigned to carry these suites, sacrifing everything else for
them. The Raven is a support 'Mech, not designed for fights, though it has some
short-range weapon systems that be used for self-defense. The most interesting
variant is the W for its larger weapon capacity, or the J for advanced recons.

STILETTO
Class: light
Tonnage: 35 tons
Speed: 36 m/s
Internal Structure: moderate

Armor Variant
Cost: 22420
Armor: moderate
Jump Capacity: none
Payload: 17.5
Standard Weapon Configuration: 1 Streak SRM pack, 3 LRM Racks, 1
Sensor-intermediate

Jump Variant
Cost: 26780
Armor: light
Jump Capacity: long
Payload: 17.5
Standard Weapon Configuration: 1 Streak SRM Pack, 3 LRM Racks, 1
Sensor-intermediate

Weapon Variant
Cost: 22070
Armor: light
Jump Capacity: none
Payload: 20.5
Standard Weapon Configuration: 1 Large Pulse Laser, 2 LRM Racks, 1
Sensor-intermediate



HOLLANDER II
Class: medium
Tonnage: 45
Speed: 24 m/s
Internal Structure: moderate

Armor Variant
Cost: 34240
Armor: moderate
Jump Capacity: none
Payload: 25.5
Standard Weapon Configuration: 1 Laser, 1 Streak SRM Rack, 1 Gauss Rifle, 1
Sensor-Basic

Jump Variant
Cost: 35950
Armor: light
Jump Capacity: short
Payload: 25.5
Standard Weapon Configuration: 1 Laser, 1 Streak SRM Rack, 1 Gauss Rifle, 1
Sensor-Basic

Weapon Variant
Cost: 35380
Armor: light
Jump Capacity: none
Payload: 30
Standard Weapon Configuration: 1 Laser, 1 Gauss Rifle, 1 Large Laser, 1
Sensor-Basic

The Hollander is designed around the massive Gauss Rifle, and it is its main
weapon. This lightweight 'Mech is a fast-moving, long-range, direct-fire weapon
platform, and can threat even assault 'Mechs. Its armor is very thin, however,
and the short-range weapons are not able to withstand such attacks. This
version weights 10 tons more than the standard Hollander.

HUNCHBACK
Class: medium
Tonnage: 50 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 33160
Armor: moderate
Jump Capacity: none
Payload: 28.5
Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic

Jump Variant
Cost: 33680
Armor: moderate
Jump Capacity: short
Payload: 28.5
Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic

Weapon Variant
Cost: 34100
Armor: moderate
Jump Capacity: none
Payload: 33
Standard Weapon Configuration: 1 Laser, 1 Heavy AC, 1 Large Laser, 1
Sensor-Basic

The Hunchback is designed for urban combat and its weapons reach at maximum the
medium range. Though the Heavy AC can do large amount of damages, it has a very
limited ammo supply.

BUSHWACKER
Class: medium
Tonnage: 55 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 34680
Armor: moderate
Jump Capacity: none
Payload: 29.5
Standard Weapon Configuration: 1 Laser, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM
Racks, 1 Sensor-basic

Jump Variant
Cost: 35950
Armor: moderate
Jump Capacity: short
Payload: 29.5
Standard Weapon Configuration: 1 Laser, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM
Racks, 1 Sensor-basic

Weapon Variant
Cost: 33260
Armor: moderate
Jump Capacity: none
Payload: 33.5
Standard Weapon Configuration: 2 Lasers, 1 SRM Pack, 1 LB-X Autocannon, 2 LRM
Rack, 1 Sensor-basic

CENTURION
Class: medium
Tonnage: 55 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 34090
Armor: moderate
Jump Capacity: none
Payload: 31.5
Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 34610
Armor: moderate
Jump Capacity: short
Payload: 31.5
Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 36390
Armor: moderate
Jump Capacity: none
Payload: 26
Standard Weapon Configuration: 1 PPC, 1 AC, 2 LRM Racks, 1 Sensor-Basic

The workhorse of the Federated Commonwelath, the Centurion is a medium
BattleMech capable of performing various tasks. This particular version of the
basic chassis supports additional 5 tons. The Centurion excels at medium-short
ranges, where its AC (and its PPC in the W configuration) can deal substaintial
damage to everyone. The W variant lacks short range weapons.

CATAPULT
Class: heavy
Tonnage: 65 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 37200
Armor: heavy
Jump Capacity: none
Payload: 36
Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 39920
Armor: moderate
Jump Capacity: short
Payload: 36
Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 37070
Armor: moderate
Jump Capacity: none
Payload: 40
Standard Weapon Configuration: 1 Laser, 1 Large Pulse Laser, 6 LRM Racks

An other fire-support 'Mech, this time the Catapult's weaponry is centered
around 6 LRM Racks; like all fire-support 'Mechs the Catapult is afraid of
close combats, though its armor is heavier than the JagerMech's one.

JAGERMECH
Class: heavy
Tonnage: 70 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 37080
Armor: moderate
Jump Capacity: none
Payload: 41
Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1
Sensor-Basic

Jump Variant
Cost: 39800
Armor: moderate
Jump Capacity: short
Payload: 41
Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1
Sensor-Basic

Weapon Variant
Cost: 36030
Armor: moderate
Jump Capacity: none
Payload: 45
Standard Weapon Configuration: 1 Large Pulse Laser, 1 ER Large Laser, 2 Light
Ultra ACs, 1 Sensor-Basic

Heavier than the standard JagerMech, this versions weights 70 tons instead of
the usual 65. It keep the same role, of supporting its lancemates from afar
thanks to its twin Ultra ACs. The best way to engage a JagerMech is to use
long-range weapons with more firepower than its ACs, or to quickly close
distances to destroy it quickly. Weapon Variant lacks short-range weapons, and
it is very susceptible to this tactic.

AWESOME
Class: assault
Tonnage: 80 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 51490
Armor: heavy
Jump Capacity: none
Payload: 54.5
Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic

Jump Variant
Cost: 54170
Armor: moderate
Jump Capacity: short
Payload: 54.5
Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic

Weapon Variant
Cost: 48310
Armor: moderare
Jump Capacity: none
Payload: 59
Standard Weapon Configuration: 2 Pulse Lasers, 3 ER PPCs, 1 Sensor-Basic

The Awesome is the only Inner Sphere 'Mech that can rival with the Atlas in
long-range fights: its three ER PPCs can disable most 'Mechs in one single
shot, and the two Lasers, upgraded to Pulse versions in the W variant, can deal
with lightly armored threats within the main gun's minimum range. Use this lack
of short-range protection to engage an Awesome.

MAULER
Class: assault
Tonnage: 90 tons
Speed: 15 m/s
Internal Structure: very heavy

Armor Variant
Cost: 60740
Armor: heavy
Jump Capacity: none
Payload: 63.5
Standard Weapon Configuration: 1 Large Laser, 2 LRM Racks, 2 Light LB-X
Autocannons, 2 Light Gauss Rifles, 1 Sensor-basic

Jump Variant
Cost: 65220
Armor: moderate
Jump Capacity: short
Payload: 63.5
Standard Weapon Configuration: 1 Large Laser, 2 LRM Racks, 2 Light LB-X
Autocannons, 2 Light Gauss Rifles, 1 Sensor-basic

Weapon Variant
Cost: 66170
Armor: moderate
Jump Capacity: none
Payload: 76.5
Standard Weapon Configuration: 2 Heavy LB-X Autocannons, 1 Large Laser, 1 ER
Large Laser, 1 Light LB-X Autocannon, 2 Light Gauss Rifles, 1 Sensor-basic



ATLAS
Class: assault
Tonnage: 100 tons
Speed: 15 m/s
Internal Structure: heavy

Armor Variant
Cost: 69510
Armor: heavy
Jump Capacity: none
Payload: 66.5
Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks,
1 Gauss Rifle, 1 Sensor-Basic

Jump Variant
Cost: 73550
Armor: moderate
Jump Capacity: short
Payload: 66.5
Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks,
1 Gauss Rifle, 1 Sensor-Basic

Weapon Variant
Cost: 68480
Armor: moderate
Jump Capacity: none
Payload: 73.5
Standard Weapon Configuration: 1 Pulse Laser, 4 LRM Racks, 1 Laser, 2 ER PPCs,
1 Gauss Rifle, 1 Sensor-Basic

Designed to represent the Death on the battlefield, the Atlas is the heaviest
'Mech in the game, and the second speaking about rude power. The standard
weapon load consit of one Gaus Rifle packed up by two ER weapons and 4 LRM
racks, giving the Atals an unique flexibility at long-range attacks. Medium and
short ranges the Atlas can use 2 Pulse Lasers. Second only to the Masakari, but
readily (well, you need enough RPs...) available.

---------------
--CLAN 'MECHS--
---------------

ULLER (KIT FOX)
Class: light
Tonnage: 30 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 23410
Armor: light
Jump Capacity: none
Payload: 21
Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan
Light Ultra AC, 1 Sensor-Standard

Jump Variant
Cost: 25510
Armor: light
Jump Capacity: medium
Payload: 21
Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan
Light Ultra AC, 1 Sensor-Standard

Weapon Variant
Cost: 22460
Armor: light
Jump Capacity: none
Payload: 25
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Lasers, 1
Clan Light Ultra AC, 1 Sensor-Standard

The lighest Clan 'Mech you'll encounter the Uller provides some long-range
firepower thanks to its Light Ultra AC, though it excels at medium and short
range combats where its twin Lasers and Strek SRM can deal significant amounts
of damge to other light 'Mechs. Ullers will usually escort Cougars, forming a
deadly couple for any light 'Mech Lance.

COUGAR
Class: light
Tonnage: 35 tons
Speed: 27 m/s
Internal Structure: moderate

Armor Variant
Cost: 33870
Armor: moderate
Jump Capacity: none
Payload: 28
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3
LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 36050
Armor: light
Jump Capacity: medium
Payload: 28
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3
LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 38280
Armor: light
Jump Capacity: none
Payload: 34
Standard Weapon Configuration: 2 Clan Large Pulser, 4 LRM Racks, 1
Sensor-Standard

The Cougar is a light 'Mech dedicated to fire support and long-range fights.
Its high speed allows the Cougar to quickly change firing positions and escape
from close assault, where its light armor and lack of short-range weapons will
be deadly for this 'Mech. You'll encounter large numbers of Cougars, and you'll
be able to salvage every variant. The J variant is useful for reconaissance
duties.

SHADOW CAT
Class: medium
Tonnage: 45 tons
Speed: 27 m/s
Internal Structure: moderate

Armor Variant
Cost: 39650
Armor: moderate
Jump Capacity: none
Payload: 29.0
Standard Weapon Configuration: 2 Clan ER Lasers, 2 Clan Large Pulse Lasers, 1
Clan Sensor-basic

Jump Variant
Cost: 40870
Armor: light
Jump Capacity: medium
Payload: 29.0
Standard Weapon Configuration: 2 Clan ER Lasers, 2 Clan Large Pulse Lasers, 1
Clan Sensor-basic

Weapon Variant
Cost: 42000
Armor: light
Jump Capacity: none
Payload: 36.5
Standard Weapon Configuration: 1 Clan ER Laser, 3 Clan Large Pulse Lasers, 1
Clan Sensor-basic

A Smoke Jaguar workhorse that can be employed as an heavy scout, patroller and
long-range harrassment. All of its configurations employ only laser weapons,
making it a very effective 'Mech for long operations.

HUNCHBACK IIC
Class: medium
Tonnage: 50 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 57530
Armor: moderate
Jump Capacity: none
Payload: 35.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1
Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard

Jump Variant
Cost: 57130
Armor: light
Jump Capacity: short
Payload: 35.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1
Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard

Weapon Variant
Cost: 77450
Armor: light
Jump Capacity: none
Payload: 45.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 2 Clan Heavy Ultra AC, 1
Clan ER Lasers, 1 Sensor-Standard

The only Clan 'Mech without Omni capabilities, the Hunchback IIC is a redesign
of the venerable I.S. Hunchback; Clans over-exalted its short-range
capabilities by using two Heavy Ultra ACs in its W config. Other variant are
less effective, though they are still deadly at short ranges. The tactic to use
against Hunchback IICs is to concentrate long-range fire on one 'Mech per time,
destroying legs for jumping between targets without too much worry.

VULTURE (MAD DOG)
Class: heavy
Tonnage: 60 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 56910
Armor: moderate
Jump Capacity: none
Payload: 46
Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1
Sensor-Standard

Jump Variant
Cost: 62610
Armor: moderate
Jump Capacity: short
Payload: 46
Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1
Sensor-Standard

Weapon Variant
Cost: 61870
Armor: moderate
Jump Capacity: none
Payload: 52
Standard Weapon Configuration: 2 Clan Pulse Lasers, 2 Clan ER Large Lasers, 8
LRM Racks, 1 Sensor-Standard

The Vulture is a fire-support 'Mech. Its 8 LRM Racks allow it to fire a barrage
of LRMs from behind walls and trees; twin Large Pulse Lasers ensure coverage of
medium ranges, but the A and J variants lack short range weapons. The W variant
features 2 Pulse Lasers and switch to ER Large Lasers, partially eliminating
this drawback. Vultures will continue to fire with everything they have while
retreating. The best tactic with this 'Mech is to close enough to silence its
LRM launchers, and blast it away with Heavy AC shots.

LOKI (HELLBRINGER)
Class: heavy
Tonnage: 65 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 70540
Armor: moderate
Jump Capacity: none
Payload: 50.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1
Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard

Jump Variant
Cost: 74760
Armor: moderate
Jump Capacity: short
Payload: 50.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1
Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard

Weapon Variant
Cost: 80120
Armor: moderate
Jump Capacity: none
Payload: 56.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Large Lasers,
2 Clan Gauss Rifles, 1 Clan Sensor-Standard

Named Loki for its "utterly mad weapon configuration", the Loki is a
well-balanced OmniMech capable of taking a large number of tasks, including
recon when deployed in its Jump variant. The Loki is a good fighter at all
ranges, and the only way to destroy a Loki is to attack it from several points,
and keep moving. The W variant is adapt to long-range direct-fire barrages, and
it is the only variant relatively defenless at short range.

NOVA CAT
Class: heavy
Tonnage: 70 tons
Speed: 21 m/s
Internal Structure: heavy

Armor Variant
Cost: 61590
Armor: heavy
Jump Capacity: none
Payload: 54.0
Standard Weapon Configuration: 1 Clan Heavy Flamer, 3 Clan Pulse Lasers, 2 Clan
Heavy LB-X Autocannons, 1 Clan Sensor-basic

Jump Variant
Cost: 66210
Armor: moderate
Jump Capacity: short
Payload: 54.0
Standard Weapon Configuration: 1 Clan Heavy Flamer, 3 Clan Pulse Lasers, 2 Clan
Heavy LB-X Autocannons, 1 Clan Sensor-basic

Weapon Variant
Cost: 57490
Armor: moderate
Jump Capacity: none
Payload: 58.0
Standard Weapon Configuration: 1 Clan Pulse Laser, 4 Clan Streak SRM Packs, 2
Clan Heavy LB-X Autocannons

Developed by Clan Nova Cat as an heavy OmniMech with little dependancy on
support lines. Clan Smoke Jaguar acquired few of these 'Mechs and completely
changed its payload and purpose, making it a dedicated close-range fighter. All
Nova Cat configs do not feature long-range weapons, though it can quickly close
with its intended target.

THOR (SUMMONER)
Class: heavy
Tonnage: 70 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 74390
Armor: heavy
Jump Capacity: none
Payload: 53.5
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 78130
Armor: moderate
Jump Capacity: short
Payload: 53.5
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Large Pulse Lasers, 2 Streak SRM Racks, 2 Sensor-Standard

Weapon Variant
Cost: 79870
Armor: moderate
Jump Capacity: none
Payload: 58
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard

The Thor has its weapon load centered around several balistic weapons; the main
weapon is a mammoth Heavy Ultra AC, backed up by 2 Streak SRM Racks, this makes
the Thor well-suited for short-range duels, and the design doesn't lack few
long-range weapons.

MAD CAT (TIMBERWOLF)
Class: Heavy
Tonnage: 75 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 92790
Armor: heavy
Jump Capacity: none
Payload: 57.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 96970
Armor: moderate
Jump Capacity: short
Payload: 57.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 95560
Armor: moderate
Jump Capacity: none
Payload: 65
Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan Large Pulse Lasers, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

This 'Mech balances firepower, mobility and armor in a very effective way. Mad
Cats form the backbone of any heavy/assault force. Though sightly less
effective than the Masakari, the Mad Cat is still a 'Mech to be renocked with.
It flexible configuration allows to use it in a wide variety of roles, and the
best way to use a Mad Cat chassis is to mix weapons of all ranges, though
specialized Mad Cats with LRMs and Heavy Ultra ACs will be a nasty surprise for
anyone.

MASAKARI (WARHAWK)
Class: Assault
Tonnage: 85 tons
Speed: 18 m/s
Internal Structure: Heavy

Armor Variant
Cost: 102020
Armor: heavy
Jump Capacity: none
Payload: 69
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 105460
Armor: heavy
Jump Capacity: short
Payload: 69
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 102480
Armor: heavy
Jump Capacity: none
Payload: 74
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Gauss Rifle, 2 Clan LRM Racks, 1 Sensor-Standard

The Masakari is faster and has more weapon capacity than an Atlas, keeps the
same amount of armor and weights 15 tons less. Salvaging every Masakari you see
is an obligation, especially in the almighty Weapon variant, though the Jump
variant will be a good addition to any force. All configurations are capable of
handling any situation, excelling at long-range barrages. If you salvage a
Masakari-W, try to mount 4 Clan ER PPCs, one Advanced Sensor Suite and some
medium/short range weapons; with this weapon configuration, your Masakari will
be able to destroy most 'Mechs in few, well placed shots. If you are going to
engage a Masakari, close with it ASAP: with only two Flamers as short-range
defense, the Masakari's effectivness in almost cut in half.

TURKINA
Class: assault
Tonnage: 95 tons
Speed: 15 m/s
Internal Structure: very heavy

Armor Variant
Cost: 84110
Armor: very heavy
Jump Capacity: none
Payload: 74.5
Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2
Clan ER Large Lasers, 2 Clan LRM Racks, 2 Clan Light LB-X Autocannons, 1 Clan
Sensor-basic

Jump Variant
Cost: 90190
Armor: heavy
Jump Capacity: short
Payload: 74.5
Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2
Clan ER Large Lasers, 2 Clan LRM Racks, 2 Clan Light LB-X Autocannons, 1 Clan
Sensor-basic

Weapon Variant
Cost: 104710
Armor: heavy
Jump Capacity: none
Payload: 81.0
Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan LB-X Autocannons, 2
Clan ER PPCs, 2 Clan LRM Racks, 2 Clan Light LB-X Autocannons, 1 Clan
Sensor-basic

Easily the most powerful 'Mech in the game. Lighter by 5 tons than an Atlas,
fast as it and with an heavier armor.
However, it is not as fexible as the Masakari: with a speed of only 15 m/s and
very slow acceleration rates make the 'Mech ill suited for running battles and
an easy prey for Mad Cats and other fast heavy 'Mechs that can quickly change
engagment ranges and making the 'Mech a sitting duck.
You'll encounter only a few of these 'Mechs in the single player campaign, and
although they'll be a good piece of salvage, you'll rarely use them.

************************************
5-VEHICLES/INFANTRY/TURRETS BRIEFING
************************************

------------------
--ARMED VEHICLES--
------------------

SAVANNAH MASTER
Cost: 1000
Weight: 5 tons
Type: light hovertank
Speed: 21 m/s
Armor: very light
Equipment: Small Laser

This light hovercraft will be only a nuisance, even for the lighest 'Mech. Do
not understimate them when in groups, however.

ARMORED CAR
Weight: 8 tons
Type: light wheeled tank
Speed: 27 m/s
Armor: very light
Equipment: Laser

An other useless vehicle, though better armed and armored than the Savannah
Master.

APC
Cost: 2160
Weight: 10 tons
Type: Armored Personnel Carrier
Speed: 18 m/s
Armor: light
Equipment: Laser

The APC can carries people and keeps a good armor protection and firepower for
a small vehicle.

CENTIPEDE
Cost: 8580
Weight: 15 tons
Type: light scout
Speed: 21 m/s
Armor: light
Equipment: 1 Large Laser, 1 advanced Sensor Vehicle, 1 Guardian ECM

J.EDGAR
Cost: 4500
Weight: 25 tons
Type: light hovertank
Speed: 18 m/s
Armor: light
Equipment: 2 Pulse Lasers

Things become to get serious. Not a threat for anything heavier than 40 tons,
the J.Edgar is fast and well armed. Pick it out with long-range fire.

HARASSER
Cost: 3040
Weight: 25 tons
Type: short-range fire support hovercraft
Speed: 18 m/s
Armor: light
Equipment: 4 SRM Packs

Do not understimate the Harasser, especially when it attacks in groups. Its
speed allows it to outmanuever heavy 'Mechs, and the SRMs can deal significant
damage to thin (rear) armors. Pick them out with medium/long-range fire.

PEGASUS
Cost: 3100
Weight: 15 tons
Type: recon hovercraft
Speed: 21 m/s
Armor: light
Equipment: 3 SRM Packs, 1 Sensor-vehicle

The Pegasus is ideal for fast recons in enemy territories when infantry
resistance is expected. Do not use them to engage any other vehicle, the
Pegasus will be destroyed or badly damaged.

SARACEN
Cost: 3920
Weight: 35 tons
Type: long-range fire support hovercraft
Speed: 18 m/s
Armor: light
Equipment: 2 Light ACs

The best way to engage a Saracen is to rush within the minimum range of its two
guns; in this way you should be able to save more armor than a long-range
exchange will.

STRIKER
Cost: 10200
Weight: 35 tons
Type: long-range fire support vehicle
Speed: 15 m/s
Armor: light
Equipment: 5 LRM Packs

Engage as it is a Saracen, but keeps in mind that the Striker can fire over
walls tanks to its LRM Packs.

MINELAYER
Cost: 9000
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: light
Equipment: mines

Lay down mines. The mines can seriously damage any 'Mech up to 50/60 tons. AI
isn't smart enough to fire at the terrain to destroy them, and so they'll keep
moving on your minefields, making them an easeier target for your 'Mechs. If
you encounter minefields, stop immediately and begin to fire on the terrain:
the mines will explode with one shot.

REGULATOR HOVERTANK
Cost: 17250
Weight: 45 tons
Type: medium tank
Speed: 21 m/s
Armor: light
Equipment: 1 Gauss Rifle

CONDOR
Cost: 9410
Weight: 50 tons
Type: medium hovertank
Speed: 15 m/s
Armor: light
Equipment: Large Pulse Laser

MANTICORE HEAVY TANK
Cost: 13870
Weight: 60 tons
Type: heavy tank
Speed: 15 m/s
Armor: moderate
Equipment: 1 PPC, 1 Large Pulse Laser, 2 SRM Packs

SRM CARRIER
Cost: 3210
Weight: 60 tons
Type: short-range support vehicle
Speed: 18 m/s
Armor: very light
Equipment: 6 SRM Packs

BULLDOG
Cost: 12590
Weight: 60 tons
Type: light tank
Speed: 12 m/s
Armor: light
Equipment: 1 Heavy AC

ROMMEL
Cost: 15700
Weight: 65 tons
Type: medium tank
Speed: 12 m/s
Armor: light
Equipment: 2 ACs

PILUM HEAVY TANK
Cost: 12560
Weight: 70 tons
Type: heavy fire-support tank
Speed: 18 m/s
Armor: moderate
Equipment: 6 LRM Racks

VON LUCKER
Cost: 18260
Weight: 75 tons
Type: heavy tank
Speed: 12 m/s
Armor: light
Equipment: 1 Gauss Cannon, 1 AC

LRM CARRIER
Cost: 13420
Weight: 60 tons
Type: long-range support vehicle
Speed: 15 m/s
Armor: light
Equipment: 7 LRM Packs

A more powerful version of the Striker. Engage it at short range and remember
that it can fires over walls.

SHREK
Cost: 30660
Weight: 80 tons
Type: assault tank
Speed: 9 m/s
Armor: moderate
Equipment: 1 Clan ER PPC, 1 ER PPC

The best way to deal with this vehicle is to set ambushes or attack with LRMs
when protected by walls or trees. If this is not possible, try to engage at
short-range where PPCs aren't effective. In couple they can take down Assault
'Mechs, so be careful.

ALACORN MK VII
Cost: 47450
Weight: 95 tons
Type: assault tracked vehicle
Speed: 12 m/s
Armor: heavy
Equipment: 3 Gauss Rifles

--------------------
--UNARMED VEHICLES--
--------------------

SWIFT WIND
Cost: 1500
Weight: 5 tons
Type: recon car
Speed: 21 m/s
Armor: very light
Equipment: 1 Sensor-vehicle

The Swift Wind is designed to perform long-range recon. It hasn't considerable
armor, and relies on speed to protect itself. The Sensor suite leaves no space
for weapons, so you have to keep it away from enemies.

AMMO TRUCK
Cost: 1500
Weight: 10 tons
Type: support vehicle
Speed: 18 m/s
Armor: light
Equipment: ammo

REPAIR VEHICLE
Cost: 4500
Weight: 35 tons
Type: support vehicle
Speed: 18 m/s
Armor: light

The Repair Vehicle can repair damaged armor and provide ammunition. It cannot
repair destroyed weapons or equipments, nor can heal wounded MechWarrior. It
may be useful in the first missions, where your pilots and your light 'Mechs
will be overwhelmed by heavier enemy 'Mechs.

CARGO TRUCK
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

Cargo carriers. Nothing more. Totally unarmed and not so fast. They are usually
guarded by fast 'Mechs.

AEROSPACE SPOTTER
Weight: 45 tons
Type: support vehicle
Speed: 15 m/s
Armor: light

Though it has no weapons on its own, the Spotter can direct deadly Aerofighter
attacks on you. Take them out at first sight, then scatter your 'Mechs to dodge
the AF Strike.

MOBILE HQ
Weight: 50 tons
Type: support vehicle
Speed: 15 m/s
Armor: light

Totally unarmed, the Mobile HQ will rely on its escort and it speed to fend off
attacks. When captured, it reveals enemy positions.

SALVAGE RIG
Weight:
Type:
Speed:
Armor: light

Used to salvage equipment of the battlefield; can be capture if loaded with
components.

MINESWEEPER
Cost: 4000
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: light

Minelayers lay down minefield, and minesweepers remove them. Every detonated
mine will reduce the vehicle's armor.

Fuel Truck
Weight: 55 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

Fuel Trucks carry large amounts of fuel and ther flammable liquids. When struck
by enemy fire, the Tanker will explode, damaging everything in a 75 meters-wide
area. Ideal to damage light 'Mechs and vehicles; "chain fire" of multiple
Tankers can damage and/or destroy any 'Mech.

LONG TOM
Weight: 70 tons
Type: mobile artillery
Speed: 15 m/s
Armor: very heavy

This tank will provide the artillery strikes so useful to decimate enemies at
extreme ranges. When moving the Long Tom is not able to fire, so be sure to
guard them against any attack.

TRAIN
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

It is exactly the same thing of a Cargo Truck, but this time it moves on rail.
When you destroy the locomotive, the other wagons won't be able to move.

------------
--INFANTRY--
------------

ELEMENTALS
Weight: 1 ton per Armor
Type: Power Armor
Speed: 3 m/s
Armor: very light
Equipment: Small Laser, SRM Pack

Elementals will always act in groups of five. In Battletech they are a threat
even for an Assault 'Mech, but in this game they are only a nuisance. I think
they can be a threat for Light 'Mechs when 10/15 Armors begin to fire at one
'Mech, but you could easily outrun them.

SOLDIER
Weight: less than 1 ton
Type: Foot Soldier
Speed: 1.5 m/s
Armor: none
Equipment: none

When you destroy a vehicle or a 'Mech its pilot will escape and begin to run
oevr the battlefield. Do not bother to take them out with weapons, nor to hunt
them down; they can be easily killed by stepping over them. They have no
weapons.

-----------
--TURRETS--
-----------

STANDARD TURRETS
Armor: very light
Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs

You will found these automated turrets guarding several thing in the game. The
most annoying is the LRM turret, which can fire over walls. All of them can be
destroyed in ranged combats with one well-placed shots. Just do not epose your
back to them.

POP-UP TURRETS
Armor: very light
Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs or 1 Long Tom

These turrets will pop-up from their hidden positions when you enter their
range. Tactically they are more powerful than the standard turrets, though it
is really easly to recognise the armored doors. Fire at them when they are
hidden with long-range weapons. Both type of turres can be used by you by
capturing the Turret Control building or put out of commission by destryoing
their Generators.
Long Tom turrets, a new type introduced with Desperate Measures, is really
dangerous, and must be taken out immediately with long-range fire if there is
no other way to circle or capture them. They use a Long Tom Cannon is is
disturbingly accurate and powerful, and as all Long Toms allocate splash
damage. The best way to deal with them is from long range with ER PPCs or Gauss
Rifles, or to use fast 'Mech to sprint between them and try to take their
control building.

*******************************************************
6-HOW TO COSTUMIZE A 'MECH AND ASSEMBLY A PERFECT LANCE
*******************************************************

Long title, isn't it? This section will describe how to costumize your 'Mechs
and assembly a balanced Lance. A Lance is composed of 4 'Mechs, and 3 Lances
form a Company. Each Lance should contain two all-around 'Mechs and one
long-range and one short-range fighters, though you can form specialized Lances
according to the mission profiles. If you are going to command an entire
Company, it is better to group 'Mech by weapon ranges: this will allow you to
use 'Mech more efficently: think if half your lance is firing LRMs while the
other half is going to engage the selected target with their Heavy ACs, and
this target is protected by 'Mechs, vehicles, turrets, and they are activated
by your approaching 'Mechs.
'Mechs suited for long-range fightings should use as their main weapons ER
Lasers and ER PPCs, with Gauss Rifles as secondary/back up weapon; this will
free you of ammo problem, while keeping damage values at high levels. Do not
forget to include LRM Racks for indirect fire, and be sure that more than one
'Mech has them: by countinously firing only the LRM Racks of a single 'Mech
will deplete ammo in seconds. Medium and short range weapons should be
included, Lasers and other energy weapons in primis, especially when the
primary weapon is a Gauss Rifle or LRM Racks.
Fire support 'mechs should be medium and light 'Mechs, where the balance of
speed and payload can turn them into highly effective fast-moving boats. Heavy
and Assault 'Mechs can be fitted for this role, though it is better to balance
weapons.
On the other side short-range brawlers should use at least one Heavy AC. This
weapon has little ammo bins, so be sure to backup them with large amounts of
medium and short range weapons. Including few LRM Racks isn't a bad idea. Heavy
and Assault 'Mechs are the best for this role, where it large payload capacity
allows them to mount several backup weapon systems.
All-around 'Mechs will be the backbone of every Lance, as they are able to
inflict damage at every range with no or very few loss of effectivness. An
other job where Heavy and Assault 'Mechs excels.
A balanced 'Mech should include two main long-range weapons, usually ER Lasers
or PPCs, and other weapons capable of medium and short range combats, and this
time you can use all weapons: a deadly combinations is two Clan ER PPCs and
one Clan Heavy Ultra AC, backed by Pulse Lasers and few LRM Racks, for indirect
fire capability. An other combination, though very diffuclt to obatin, is
composed of 4 Clan ER PPCs, 4 Clan Pulse Laser and a Clan Advanced Sensor
Suite. Use a Masakari W for this configuration, and permanently assign to this
'Mech your MechWarrior with the highest Gunnery Skill.
Try to mount at least one Clan Advanced Suite on one of your Assault/Heavy
'Mechs, this will allow ou to spot hidden at long rangs without the need of
specialized EW light 'Mechs like the Raven.
If you can spare enough tons on the Battalion Transport, fit an Uller or a
Cougar with Clan ECM and Active Probe suites, though this won't be striclty
needed.
Now it's time to form your Lance. If you do not know what are you going to
face, use two 'Mechs with all-around weapons, one light for scouting duites on
one heavy/assault for some serious firepower. The other two 'Mechs will be
specialized in long and short range fightings. You can form a Lance with four
all-around 'mechs, though this will make difficult to escape from certain
situations. It is also possible to form a Lance of three long range and one
short range fighters or a whole fire-support Lance, but you must use energy
weapons, and use concentrated fire on legs to cripple 'Mechs before kill them.
Companies are formed of 3 Lances, but you can go behiond the simple addition of
Lances: first, group 'mechs with equal range profiles in Lances. My usual
Company is composed of 8 long-range fighters and 4 all-raound 'Mechs: with this
configuration you should be able to reduce any 'Mech to scraps in few seconds;
I suggest to include one or two Heavy ACs in the all-around 'Mechs' weaponry to
quickly dispatch anyone so lucky to survive to your barrage.
Companies of short-range 'Mechs aren't effective, as all 'Mechs you'll
encounter will carry long-range weapons; your 'Mechs will be badly damaged
before entering within range.
Last minute note: after salvaging a Masakari W, I removed all weapons it had
and substituted them with 1 LRM Rack, 4 ER PPCs, 4 Pulse Lasers and an Extended
Sensor Suite (all Clan equipment). During a mission this 'Mech killed an Atlas
A with a single PPC salvo, and then turned on other 'Mechs with LRMs first and
then Pulse Lasers. Though you won't have access to so many Clan PPCs (well, if
you salvage the whole 'Mech through a direct head hit...) to costumize all
Masakaris you'll salvage in this way, be sure to use only Clan weapons on the
Masakari.

**************
7-MECHWARRIORS
**************

'Mechs need a pilot, and MechWarriors are men and women able to do this
dangerous task. In this section you will find all Mechwarriors the Batalion
will send you, with full stats. Important pilots have an (*) after their names;
these pilots are very good and gain a lot of experience during battles.Enjoy.

NAME: Hawk
GUNNERY: very low
PILOTING: very low
JUMPING: low
SENSORS: medium
INITIAL RANK: green
AVAILABLE FROM: op1m1

NAME: Beast (*)
GUNNERY: medium
PILOTING: very low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op1m1

NAME: Hunter (*)
GUNNERY: medium
PILOTING: medium
JUMPING: low
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m1

NAME: Linx (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m1

NAME: Fiend
GUNNERY: very low
PILOTING: medium
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m2
COST: 3200 RP

NAME: Rooster
GUNNERY: very low
PILOTING: medium
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m2
COST: 3200 RP

NAME: Siren
GUNNERY: medium
PILOTING: very low
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m3
COST: 3200 RP

NAME: Mistyque (*)
GUNNERY: low
PILOTING: very low
JUMPING: medium
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op1m3

NAME: Gunman
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m4
COST: 3200 RP

NAME: Countess (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m4
COST: 5000 RP

NAME: Isis
GUNNERY: very low
PILOTING: low
JUMPING: very low
SENSORS: medium
INITIAL RANK: green
AVAILABLE FROM: op1m4
COST: 3200 RP

NAME: Hitman (*)
GUNNERY: high
PILOTING: low
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m5
COST: 5000 RP

NAME: Scarab (*)
GUNNERY: medium
PILOTING: medium
JUMPING: very low
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m5
COST: 5000 RP

NAME: Skater
GUNNERY: very low
PILOTING: low
JUMPING: medium
SENSORS: very low
INITIAL RANK: 3200
AVAILABLE FROM: op1m6
COST: 3200 RP

NAME: Falcon (*)
GUNNERY: medium
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op2m1

NAME: Baron
GUNNERY: low
PILOTING: very low
JUMPING: very low
SENSORS: medium
INITIAL RANK: green
AVAILABLE FROM: op2m3
COST: 3200 RP

NAME: Spice
GUNNERY: low
PILOTING: very low
JUMPING: medium
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op2m2
COST: 3200 RP

NAME: Ronin
GUNNERY: medium
PILOTING: very low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op2m5
COST: 3200 RP

NAME: Gator
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op2m6
COST: 3200 RP

NAME: Rebel
GUNNERY: very low
PILOTING: medium
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op3m1
COST: 3200 RP

NAME: Outlaw
GUNNERY: high
PILOTING: medium
JUMPING: high
SENSORS: low
INITIAL RANK: regular
AVAILABLE FROM: op3m2
COST: 5000 RP

NAME: Burnout
GUNNERY: low
PILOTING: low
JUMPING: medium
SENSORS: very high
INITIAL RANK: regular
AVAILABLE FROM: op3m4
COST: 5000 RP

NAME: Vixen (*)
GUNNERY: very high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAILABLE FROM: op3m5
COST: 9800 RP

NAME: Goblin (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAILABLE FROM: op3m5
COST: 7200 RP

NAME: Gator
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op3m5
COST: 3200 RP

NAME: Mantis (*)
GUNNERY: high
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAILABLE FROM: op3m6
COST: 7200 RP

NAME: Firestorm (*)
GUNNERY: high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAILABLE FROM: op4m1

NAME: Dragon
GUNNERY: high
PILOTING: very high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: op4m1
COST: 7200 RP

NAME: Blaze
GUNNERY: medium
PILOTING: high
JUMPING: high
SENSORS: high
INITIAL RANK: veteran
AVAIALABLE FROM: op4m1
COST: 7200 RP

NAME: Paingod (*)
GUNNERY: high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAIALABLE FROM: op4m6
COST: 9800 RP

NAME: Thunder
GUNNERY: medium
PILOTING: high
JUMPING: very high
SENSORS: high
INITIAL RANK: veteran
AVAIALABLE FROM: op4m6
COST: 7200 RP

----------------------
--DESPERATE MEASURES--
----------------------

NAME: Goblin
GUNNERY: medium
PILOTING: high
JUMPING: high
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: start

NAME: Thunder
GUNNERY: medium
PILOTING: medium
JUMPING: high
SENSORS: high
INITIAL RANK: veteran
AVAIALABLE FROM: start

NAME: Spice
GUNNERY: low
PILOTING: low
JUMPING: medium
SENSORS: low
INITIAL RANK: regular
AVAIALABLE FROM: start

NAME: Baron
GUNNERY: low
PILOTING: low
JUMPING: low
SENSORS: high
INITIAL RANK: regular
AVAIALABLE FROM: start

NAME: Rooster
GUNNERY: low
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAIALABLE FROM: start

NAME: Siren
GUNNERY: low
PILOTING: very low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAIALABLE FROM: start

NAME: Gunman
GUNNERY: medium
PILOTING: very low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAIALABLE FROM: op1m1
COST: 3200 RP

NAME: Isis
GUNNERY: low
PILOTING: low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAIALABLE FROM: op1m1
COST: 3200 RP

NAME: Skater
GUNNERY: very low
PILOTING: low
JUMPING: low
SENSORS: very high
INITIAL RANK: green
AVAIALABLE FROM: op1m1
COST: 3200 RP

NAME: Fiend
GUNNERY: low
PILOTING: medium
JUMPING: low
SENSORS: low
INITIAL RANK: regular
AVAIALABLE FROM: op1m2
COST: 5000 RP

NAME: Gator
GUNNERY: medium
PILOTING: medium
JUMPING: low
SENSORS: low
INITIAL RANK: regular
AVAIALABLE FROM: op1m2
COST: 5000 RP

NAME: Ronin
GUNNERY: medium
PILOTING: low
JUMPING: low
SENSORS: medium
INITIAL RANK: regular
AVAIALABLE FROM: op1m2
COST: 5000 RP

NAME: Countess
GUNNERY: medium
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAIALABLE FROM: op1m3
COST: 5000 RP

NAME: Rebel
GUNNERY: low
PILOTING: medium
JUMPING: low
SENSORS: low
INITIAL RANK: regular
AVAIALABLE FROM: op1m3
COST: 5000 RP

NAME: Scarab
GUNNERY: medium
PILOTING: medium
JUMPING: low
SENSORS: high
INITIAL RANK: regular
AVAIALABLE FROM: op1m3
COST: 5000 RP

NAME: Burnout
GUNNERY: medium
PILOTING: medium
JUMPING: high
SENSORS: very high
INITIAL RANK: veteran
AVAIALABLE FROM: op1m4
COST: 7200 RP

NAME: Hitman
GUNNERY: very high
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: op1m4
COST: 7200 RP

NAME: Mantis
GUNNERY: high
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: op2m1
COST: 7200 RP

NAME: Dragon
GUNNERY: medium
PILOTING: very high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: op2m2
COST: 7200 RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opm
COST: RP

*****************
8-GENERAL TACTICS
*****************

I'm going to divide this section into two parts, logistic and combat phase:

Logistic phase: it is imperative to repair all your 'Mechs damaged in the
previous mission before doing everything else. Then de-assign all MechWarriors
(drag them from the 'Mechs' stats to the MechWarrior box on the left), and then
read the briefing, examine the map and decide which 'Mechs you will use. Now
assign your MechWarriors: take the one with the highest rank or gunnery skill
and assign him/her to the most powerful 'Mech you are going to use, then assign
the second best pilots to the second best 'Mech and so on, until all 'Mechs
have a pilot. Have all wounded MechWarrior rest from one mission: they will
regain two health points instead of the single if they enter battle; wounded
pilots will perform below their standards; if the pilot has lost four or more
health points, make him/her rest for two missions.
If you salvaged 'Mechs, do not automatically sell them, especially if they are
Clan 'Mechs: put them on the active 'Mech roster, and see if they have weapons
left on their chassis (white letters): if the 'Mech won't be useful ("strange"
tonnages like the 45-tons Hollander or 'Mechs with not enough payload like the
JagerMech), remove all active weapons and equipment and sell the chassis. I
suggest to do not sell Clan 'Mechs because they can mount more weapons than
Inner Sphere 'Mechs; do not sell Clan weapons too. Check everytime the weapon
shop, and buy any advanced weapon it has (ER Lasers/PPCs, Gauss Rifles...).
When you assign MechWarriors to 'Mechs, try to assign green and regular
'MechWarriors to the ligher 'Mechs, later in the game having them at least at
regular rank and with a decent gunnery skill.

Combat Phase: keep you lances together, and BE PRUDENT. The AI in this game is
good, and several vehicles/'Mechs are permanently on patrol of some areas. Pay
attention to the numbers of enemy contacts the mini-map on the MFD shows, and
if the situation is confused, zoom in. Always keep the minimum maginification
possible both in th main game window and in the map, close views are too close,
though every single sprite is worth of this zoom. Capture everything you can:
turret and gate control towers will attract enemy fire, and it's better to
loose them than your 'Mechs. Always climb hills: having an higher point of view
will reveal a great portion of the map: this is important because you can
realize what particular type of enemy produces a contact, and if it is active
or not (just point on the enemy and if it is 'XXXX without crew', it's
inactive); this will also allow you to place an artillery strike on the clear
terrain, an important thing: you can destroy things without being touched...
To use artillery strikes, remember that small strikes have a 6 seconds delay
and only the central area allocates significant damage values, whilke the large
has a 14 seconds delay and allocates damge roughly equal to a small artillery
strike in the side areas, and has a larger impact area. Other "omni" tools, the
probe and recon camera don't allocate damage, but allows you to scan the unknow
areas: the first, the probe, doesn't reveal the map but picks up all enemies in
a large circular area, and this area decreseases every second after the probe
has been depolyed. The recon camera is a small UAV (Unmanned Aerial Vehicle)
with a recon camera that flies in concentrical circles: the camera begins near
the center, and increases the diameter every 5 or 6 seconds; the camera shows
the map, but can be destroyed by enemy forces.
There are three types of walls: light, medium and hardened: all except the
light must be phisically destroyed with weapon fire to open a passage through
them (the light can be destroyed by passing on it), though only the hardened
wall blocks all weapons except LRMs, that can be fired over it by arching their
trajectory (simply order to LRM-equipped units to fire at something on the
other side of the wall).
Capture any control tower you see: turret will provide additional firepower,
while capturing gate towers will make the enemies target the gates first, and
you'll be able to fire at them without answer. Sensor towers will reveal the
contacts inside the area covered by their sensors.
Contacts can be catalogated in two types: vehicles (without a sensor circle)
and 'Mechs or vehicles with sensors (Pegasus and Swiftwind only), which have a
sensor circle centered on the small dot. Dots are yellow ehn covered by the
"fog-of-war", or red, when cleraly visible.

*********************
9-MULTIPLAYER TACTICS
*********************

MechCommander uses MPlayer's servers for online gaming, and you have to pay to
use Mplayer services. I've never played online for this reason, but I think
MechCommander is one of those games where single and multiplayer are relatively
equal. Just be sure to have a Lance/Company ready to handle everything. If
someone as multiplayer tactics to submit, I'll be glad to put them here.

**************
10-WALKTHROUGH
**************

Notes: mission objectives marked with a "+" must be completed to succesfully
end the mission; the ones marked with a "*" are optional.
The first number in Maximum Units represents the total number of units that can
be deployed it the mission, while the one in brackets represent first (F1),
second (F2) and third (F3) lance.
North is toward the upper left corner of the screen, and East toward the upper
right corner. South and West are lower right and lower left respectively.

--------------------------
--OPERATION 1: BEACHHEAD--
--------------------------

MISSION 1

Mission Objectives:
+ Destroy the HQ and the Gas Tower at point Alpha (3000 RP)
+ Destroy the three Garrison Buildings at point Beta (3000 RP)
+ Destroy the HQ (4000 RP)
Maximum Tonnage: 85 tons
Maximum Units: 3

Logistic Phase: deploy all 'Mechs you have, and assign Hunter, the MechWarrior
with the highest Gunnery value to the FireStarter W, and "sell" Hawk, you won't
need this "pilot". Assign Linx to the Commando W and Beast to the Commando A.

Combat Phase: You'll start above the three objective counters. Start to head
left until you reach a road, and destroy the sport car just for fun (¬_¬...),
and follow the road ahead toward the first objective; it will be guarded by two
Armored Cars (a single PPC hit from afar will blow them). The first champ has a
laser turret defending it, though you won't need to engage it. Coming from the
North there is a ridge you can use to fire at the Tanker near the Gas Tower.
This will blow nearly everything. If you need to finish off something, use the
Firestarter's PPC to hit from a safe position. Then head North-West, toward the
little peninsula. You'll find two J.Edgars guarding a container with 2 Lasers
inside.
Now head toward the second objective; you'll need your Firestarter's PPC to
disable the Laser Turret. Make Hunter fire from a safe distance. This should
bring up the Commando A guarding the three garrison buildings. Concentrate fire
on it, and don't bother to replay the mission if you don't salvage the 'Mech.
After your first 'Mech to 'Mech battle, step into the champ and reduce all
three buildings to rubble.
Now head toward the third and last objective. Destroy the turret near the area,
the circle it to reveal an Uller W guarding the last objectives and some
vehicles without crew. The Uller is a good piece of battlefield salvage, so try
to hit its head or its leg. Engage it at short range with your Commandos first,
then order your Firestarter to fire its PPC from afar. This should allow you to
finish the Uller quickly. After this battle, destroy the small building near
the vehicles. Congratulations, mission 1 completed!

MISSION 2

Mission Objectives:
+ Capture bondsmen prison-ban (6000 RP)
+ Escort the APC to the extraction point (12000 RP)
* Capture the Mobile HQ to reveal the prison position
Maximum Tonnage: 80 tons
Maximum Units: 3
Artillery: 2 big

Logistic Phase: Just repair 'Mechs.

Combat Phase: The Dropship will position your three 'Mechs and one APC in a
little forest in the northest part of the map. It is vital to guard the APC
throughout the mission. Start by setting on fire a small number of trees. The
APC carries a Laser, so use it to avoid ammo wastes. Now head left, and destroy
all Armored Cars following you. Cross the brige, and destroy it. If you don't
do it fast, other Armored Cars, J.Edgars and one Hollander A will be on you; as
these units will follow you until you destroy them or they destroy you, heading
left and destroying the bridge will keep enemies busy for the whole mission.
Now head south toward the last know position of the enemy's Mobile HQ. This
vehicle will be guarded by a Striked and a J.Edgar; take out the Striker first,
then maul the J.Edgar. During this battle, send one Commando or the APC to
capture the Mobile HQ. There is also a container with 4 ACs in the area.
After you captured the vehicle, the area sorrounding the prison will be
revealed. There are two Commandos, one W and the other A. Use your available
artillery strikes to hit the Commandos. DO NOT place the artillery marks
directly on the Commandos, or the artillery will destroy the prision. The large
artillery attack should be enough to badly damage or even destroy both 'Mechs;
after you hit the 'Mechs with artillery strikes, they'll begin to come after
you (if still alive). Few well-placed shots, especially from the Firestarter's
PPC, will destroy them. Now it is time to position the APC near the prison and
escape to the extraction point. If you have enough armor left to fight the
Hollander, three Armored Cars and one J.Edgar, position the APC near the trees
sorrounding the point and move your 'Mechs toward the extreme East of the map.
The Hollander might also be relatively near you, just pay attention to the
contacts your MechWarriors report. Do not try to engage the Hollander at long
and medium ranges, the Gauss Rifle can destroy your light 'Mechs with few
shots; instead keep your 'Mechs close with the 'Mech, and ignore vehicles until
you ahve destroyed it. Now finish off the vehicles, and coast along the small
lake to find a warehouse with two Clan Streak SRM Racks. Now return to the
extraction mark and be ready for the third mission.

MISSION 3

Mission Objectives:
+ Find the Raven (9000 RP)
+ Escort the Raven to the extraction mark (9000 RP)
Maximum Tonnage: 115 tons
Maximum Units: 4
Artillery: 2 little, 3 big

Logistic Phase: You should be able to buy a new Firestarter W and Siren, a good
MechWarrior, will be available. Use her on the Commando A, and move Beast on
the Commando W and Linx to the new Firestarter. Useless to say that you must
repair all damages suffered by your 'Mechs. Deploy the two Firestarters and the
two Commandos.

Combat Phase: You start in the west. Quickly capture the container (2 LRM
Racks), the move your 'Mechs toward the forest to the North. Do not try to
cross the bridge or get near it, several air strikes will reduce it to rubbles.
Not enough a Saracen will try to fire at you with its long-range guns, so be
quick to move your 'Mechs.
Begin to follow the road until you see some fuel tanks. Move all but one 'Mechs
away from them, and keep this 'Mech at a safe distance from them, though it
should be able to fire at the tanks. Two vehicles are patrolling the area, and
the quickest way to destroy them is to hit on tank; the hockwave will destroy
all other tanks and everything near them. Now move right. and climb the hill.
Being at the top of the hill will reveal a small champ with two Commandos (W
version) guarding two containers, and one Saracen patrolling the area. Use your
two small artillery strikes to attack directly the Commandos. Now move near the
trees east to the hill; the Commandos (it is unlikely that the two strikes will
kill the 'Mechs) will begin to move toward you, like the Saracen mentioned
before. Finish them, and move to capture the two containers (1 Large Pulse
Laser, 1 Streak SRM Rack).
Now it is time to head to west, and locate the Raven. Your friend is shutdown,
and you do not have access to Beagle Probes for now, so you must visually
localize it, and approach it to start it up. The Raven you'll get (and will
keep throughout the game) is a W variant, and is piloted my Mistyque, a good
MechWarrior (not excellent, but can be useful on light and medium 'Mechs).
Now you have to take her and the 'Mech to the extraction point. As the bridge
was destroyed at the beginning of the mission, you must complete your
clock-wise turn on the island. Before doing so, head west. You should have
noticed vehicles patrolling the western part of the island, and in fact their
are guarding some containers. If are good enough at calculating artillery's
lag, use one large strike to destroy the Striker and the J.Edgar patrolling the
area together, but be ready to engage other vehicles.
After this little detourn, return to head right, until you reach a paved road.
Position your 'Mechs near the small island, and send one 'Mech (whatever...the
Raven is the best, though this is going to be risky) where the road does a 90°
turn; while you are doing so, to Commandos-J will begin to move toward your
reinforced lance, but they will stop just before the road. The scouting 'Mech
should be able to have a clear line of sight to the Commandos, or just have
uncovered the map to place an artillery strike (a big one) very near to the two
enemies. This attack will put the 'Mechs out of commission, though they won't
be salvageable...continue to move right until your Raven picks up two unknow
signals. Begin to move along the lake/sea's coast, until you find a small champ
with 4 AC turrets and the relative Control Tower. Use one of your Commandos to
capture the Twoer, then the small container (1 SRM Rack). Position all of your
'Mechs, except one within the champ's perimeter, and move the remaining one
tworad the tow previous signals and when they begin to move, order your 'Mech
to take position with the others. Thw two signals are 2 Firestarters-A, and the
AC turrets will help to bring 'hem down. Have you did so, move on of your
'Mechs where the Firestarters were, and capture the large resuppling base (3
Heavy Flamers, 1 Pulse Laser, 2 LRM Racks, 1 Pulse Laser and 1 LRM Rack).
Now move all of your forces toward the lower left edge of the map, on the small
hill; at the very edge of the map there is a small island connected with a
bridge to the main area, sorrounded by fuel tanks. On this small islans there
is a Mad Cat A, and your five 'Mechs won't be able to face it, even if you use
the previously captured AC Turrets. To destroy it, place one Firestarter within
effective PPC range near the first fuel tank, and use one other 'Mech to
attract the Mad Cat away from its position, and let the Firestarter use its PPC
on the fuel tank: the resulting explosion will destroy all other tanks, the Mad
Cat and the bridge. It is also possible to simply issue an artillery strike on
the bridge or directly firing on the fuel tank, but you won't get the kill mark
for this Clan OmniMech.
Now it's time to destroy the Saracen patrolling the extraction zone, capture a
container with one PPC inside and escape from this island by walking on the
extraction mark.

MISSION 4

Mission Objectives:
+ Destroy Clan HQ (9000 RP)
+ Retreat to extraction marker (12000 RP)
* Defend allied supply base (7000 RP)
Maximum Tonnage: 200 tons
Maximum Units: 6 (4/2)
Artillery: 3 small

Logistic Phase: Repair your 'Mechs, and make all your wounded pilots to rest
and buy Countess. From this mission, examining the map before entering combat
is vital. You start in the upper-left edge of the map, and your objective is on
the lower edge, near the horizontal center of the map; the HQ is located on a
small island connected by two bridge to the land; the main bridge, in the
south, heads directly to the base main gates, while the second, from the east,
to a small plain near the south wall of the base. Between these two bridges
there is a small hill. Other terrain features aren't important for the mission.

Combat Phase: You begin in the supply base you can defend. Though this is an
optional objective, the RPs of this objective will be useful, and you won't
have too much to do. If you deployed the Raven, its pilot will spot 5 contacts,
2 at the right an 3 directly in front of you. Move to intercept the two
contacts, they are going after the base. As these contacts are Saracens, close
quickly with them and hammere them away with short range weapons.
Now it's time to destroy the three contacts at the south; they are 2 SRM
Carriers and one J.Edgar. Try to destroy them all now, or all retreating units
will reinforce the enemy base defense force. Continue to follow the road
directing south, and you'll find an Uller A; try to salvage it, then move
toward East; there is also a small hill that allows you too see the northest
part of the enemy base. From what you see, the Clan HQ is at its center, with
fuel tanks and a power generator to its right. At its left there is a crew
barrack, one Bulldog without crew and one Striker (active). Though it would be
easy to destroy the HQ with the artillery strikes, use one of the strikes on
the fuel tanks; this will destroy a portion of the perimetal wall and the power
generator. Without this generator the laser turrets sorrounding the base won't
be active. Then use the second strike on the crew barrack (the bulldog won't be
activated) and the third on the Striker.
Continue to move toward east until one of your MechWarriors spot 3 contacts,
then head toward them. Destroy the 2 SRM Carriers and the single J.Edgar, and
cross the nearby bridge. Once you have stepped over the small island, several
(about 10) Armored Cars will swarm you. This attack will pose some problems, as
the Cars won't stop to move to hit your backs; do not order to all 'Mechs to
attack a single Car, but instead order a single 'Mech to engage a single Car;
this will allow you to destroy the group faster. Now take care of the
previously hidden Striker, and then of the remaining Uller A. Try to salvage
it. Now the base is free of enemy presence, except the inactive Bulldog. If you
want destroy it and capture the two containers (4 SRM Racks, 2 ACs, 2
Sensors-Basic); destroy the Clan HQ and return to your base.

MISSION 5

Mission Objectives:
+ Defend both farms (45000 RP)
Maximum Tonnage: 240 tons
Maximum Units: 10 (4/4/2)
Artillery: 5 small, 1 big

Logistic Phase: I hope you salvaged at least one Uller in the previous
missions. Repair your 'Mechs and buy Hitman and Scarab. Buy a Minelayer too.
You start in the upper-right corner of the map; to reach the first farm proceed
in a straight line; for the seond, turn left at the first farm. Both farms are
sorrounded by forests which limit movements and access points, except a wide
area on the second farm's north side. On the upper edge of the map there is a
small champ with some containers defended by vehicles, but do not try to
capture it if this is the first time you play the mission. Not so far away, on
the west there is a railroad.

Combat Phase: Start by mining the road where you start, and move all of your
'Mechs except two to the second farm. After the minelayer finished in mining
the road, move it to the small passage between the two forests, and mine the
sorrounding are, passage included. If you aren't fast enough to mine this are 4
Saracens will begin to fire at your minelayer. If this happends, move the
minelayer to the second farm, and let the Saracens walk on the mines :) If
something survives, finihs it off with the two 'Mechs guarding the first farm,
and them move all 'Mechs in the second farm's area, which is under attack by
four Condors.
Near the second farm, on the east, there is a small passage, which will be used
by enemy vehicles, usually 2 LRM Carriers; send you minelayer to mine the area,
and then move it to the big cultivated area, and begin to mine it, especially
where the trees form a natural passage between the farms and the other parts of
the map. While you are doing so, to SRM Carriers will attack the first farm,
but if you mined the areas I told you, they won't be a trouble.
Returing to your minelayer, when the LRM Carriers begin to close and/or when
you spot an Hunchback A and two SRM Carriers, move it to the second farm and
mine the are sorrounding the farm.
Your enemies will begin to step on the mines: the LRM/SRM Carriers will be
destroyed at the first contact, while the Hunchback will need some mines to go
down; hopefully, it will be badly damage when it will reach the farm; to engage
it, fire your long range weapons as many times as you can, and if it closes on
your 'Mechs, keep them moving.
Now it's time to repel an attack by two couples of light 'Mechs, nominally a
Cougar A with an Uller A and an Uller W and a Firestarter A. The attack
directions and timings of these couples differ slightly, though the will attack
from the railroad, and will come after your 'Mechs and the second farm. Note
that these 'Mechs will try to "engage" the farms instead of your 'Mechs, so
you'll have to jump from target to target. After these four 'Mechs have been
destroyed, the mission is finished.

MISSION 6

Mission Objectives:
+ Destroy all 'Mechs defending the industrial complex (10000 RP)
Maximum Tonnage: 350 tons
Maximum Units: 8
Artillery: 1 small

Logistic Phase: For this mission you'll need at least one medium 'Mech. If you
salvaged the Hunchback in the previous mission, replace all damage equipment,
and buy a new Centurion (maybe a W variant). Repair all 'Mechs and assign your
best pilots to the medium ones. If you captured the Mad Cat during the third
mission (or installed the Mad Cat patch, whihc gives you a Mad Cat A for
free...), deploy it immediately, the mission contains 7 'Mech and more than 10
vehicles, and they are not Armored Cars. This mission is staged on a small
peninsula: you start in the south and your obejctive is in the north. There are
two roads which goes directly to the industrial complex, and there is a
concrete wall acting a guard point before the real wall sorrounding the
complex. On the right you have some hills, but if you haven't jump-capable
'mechs you won't be able to move on them. On the right there is a forest.
Intelligence reports that a Clan captain piloting a Catapult is in the area.

Combat Phase: It is foolish to force the two blockades: turrets and vehicles
will make your life very difficult, and you need all of your weapons and armor
for the industrial complex. Begin to enter the forest, and follow the ideal
road that the trees create. You may need to set on fire some trees. Be careful,
this way is the most secure, but it has few pop-up turrets. When you spot a
clearing, you will notice rectangels with the same colors of the background,
though their perimeter is clearly visible. Have your 'Meches fire when these
turrets are still hidden; theorically you need only to destroy three of them.
When you leave the forest, you'll be on the west-most part of the wall closing
the industrial complex. All the perimeter is guarded by AC Turrets, but you
won't need to destroy them, there is the possibility to capture them and use
for your mission, but you must first penetrate into the perimeter. Destroy the
two nearest turrets with long and medium-range fire, the destroy two section of
the wall, and send the fastest 'Mech you have to capture the Control Tower.
This will bring on your side the remaining turrets, but not all. Now six
vehicles, two SRM Carriers, and four J.Edgars will begin to attack you, but
won't be a real problem. After this skirmish enter the perimeter and move along
the wall to reach the main gates (on the right). Quickly dispatch the Rommel
tank and the Striker. The Rommel has an AC as short-range weapon, so pick it
out with long-range weapons, then close with the Striker and send it to its
creator (Kali Yama Weaponries, Vehicle Dision...ah ah ah ah...ehm ¬_¬...).
Capture the Gate and Turret Control towers, and group your 'Mechs near the
barracks, but not so close, try to keep a safe distance from the fuel tanks.
Two Harraser will try to attack you, but the closed gates and the turrets will
blown them, so turn your attention to the several contacts near the objective
counter. These contacts are 6 Firestarters (5 W variants and a single A). Send
the fastest 'Mech you have to lure these 'Mechs into a trap: once they are near
the fule tanks, fire at them and destroy/damaged them with little effort.
Finish the 'Mechs with concentrated fire.
Now it is time to destroy the last 'Mech, a Catapult A, patrolling a hill on
the northest edge of the map, piloted by the Clan captain. Once again, send
your fastest 'Mech near the contact, and let the Catapult fire one LRM volley;
this will reveal the map sorrounding the firing position, eventually giving you
a place where setting your only artillery strike. Place it near the two other
vehicle contacts, this will destroy the Catapult's close-range escort. Now move
all your 'Mechs to engage the Catapult; it is foolish to try to start a
long-range fight with it, whatever 'Mechs you have. Move on the hill (the
access ramp is located on the north side), and slug its armor with close-range
weapons. If you have only light 'Mechs this battle will last for a while, but
with a Centurion and other medium 'Mechs (who said Hunchback?) you'll get the
upper hand faster. Congratulations, you have just finished operation Beachhead!

----------------------
--OPERATION: SKYHOOK--
----------------------

MISSION 1

Mission Objectives:
+ Escort the Hunchback IIC to the extraction marker (25000 RP)
Maximum Tonnage: 150 tons
Maximum Units: 4
Artillery: 4 small
Probes: 1

Logistic Phase: Repair your 'Mechs, and deploy the light and medium 'Mechs you
have. Enemy opposition won't be so strong to require heavy 'Mechs. The map has
a river running through it from north to south, with two bridges: the first
(coming from the north) is unprotected, while the second has a wall section
protecting it. Near the extraction point there is a small paved area.

Combat Phase: You begin on the left shore, while the HunchBack IIC A piloted by
Falcon on the right one. It is imperative to get the Hunchback with your lance
ASAP: as you move the captured Clan 'Mech formations of 2 vehicles (usually
Harrassers or Condors) will try to stop it; the Hunchback IIC has a large-bore
AC, but it won't have enough ammo to destroy them all. Begin to move your lance
toward the south, and try to keep your 'Mechs on the left side of the map, to
cross the hills and avoid enemies. After half a minute begin to move the
HunchBack IIC toward the first bridge.
Now you 'Mechs (the ones you deployed) should have picked up vehicle contacts:
the first bridge is guarded by one Aerospace Spotter and 4 Harrassers. Use one
or two of your artillery strikes to take care of them, especially of the
Spotter. Now move the Hunchback IIC across the bridge, and be sure to destroy
the second Spotter it will encounter. Once all your 'Mechs are on the same
shore (the left one), destroy one bridge section and return on the hills, and
proceed south, toward the extraction marker.
Once you reach the second bridge, use one artillery round to destroy the
Strikers and the fuel tanks. Ignore the Rommel tanks, they will stay there.
Continue to head south, until you see the small paved area I mentioned in the
logistics phase. This paved area contains three 'Mechs (two Hunchbacks W and
one Hollander A) and two tankers. Try to ignite all fuel tanks in the area by
using your artillery rounds on the four pressure tanks; if you are lucky, the
round will arrive when one tanker is between the pressure tanks and the smaller
fuel tanks (at the south of the base), destroying or badly damaging the 'Mechs
in the area.
Now move in and finish all 'Mechs. If you didn't blow the smaller tanks, just
wait until the first Hunchback and the Hollander are near them, and destroy one
fuel tank with a direct hit. If the 'Mechs don't explode, be sure to engage the
Hunchback first, from medium/long range, and keep your 'Mechs moving. If the
Hunchback IIC still has rounds for its Heavy AC, send it to destroy the
Hollander while the other 'Mechs fight with the enemy Hunchback. Now you have
to fight the other Hunchback.
Once all 'Mechs have been destroyed, explore the paved area: you'll find (near
the river) some warehouses with 2 Flamers, 2 Light Ultra ACs, 4 LRM Racks, 3
Clan Streak SRMs, 1 Clan ER Laser, 2 Sensors Standard.
Once you have finihed capturing enemy supplies head to the extraction marker.

MISSION 2

Mission Objectives:
+ Destroy all power generators (10000 RP)
+ Retreat to extraction marker (5000 RP)
Maximum Tonnage: 200 tons
Maximum Units: 4
Artillery: 2 small, 1 big

Logistic Phase: Deploy medium and heavy 'Mechs only. You won't need fast 'Mechs
for recon duties. The terrain of this mission features some hills and a single
river which divides the map into two areas: the first, and the biggest,
features your main objective and the majority of the enemy units; the second
area has the extraction marker, and it's connected to the main part with a long
bridge. The area is fitted with perimetal sensors.

Combat Phase: You'll start near a road. Follow it until you spot 2 vehicle
contacts. These two vehicles are Bulldog heavy tanks, and you can take them out
with concentrated long-range fire. Shortly after, or during the battle with the
Bulldogs other four vehicles, 2 Strikers and 2 Harrassers, will reach your
'Mechs. Dispatch them too, and continue along the road until you reach a
passage formed with two forest sections. Follow this passage until you reach
four vehicles guarding a container; the vehicles are two SRM Carriers and two
Strikers; the container has 2 Pulse Lasers inside.
Now proceed right, through a nearby passagge (formed by forest sections) to an
other small supply base, this time guarded by a single Harrasser; destroy it
and capture the three LRM Racks inside the container. Now return on your steps,
and continue along the road until the terrain turns from grass to sand: from
this point, bgin to move near the forest on the lowest edge of the map, until
you see some ridges; among these ridges there is a natural ramp leading toward
an hill. Climb on that hill: this will reveal a small vehicle supply base with
five vehicles: 2 Bulldogs, two Strikers and one Harraser; all of these vehicles
are inactive except one Striker. Use one small artillery strike to desstroy the
active Striker and then destroy the barrack containing the vehicle pilots with
long-range fire.
Now return on the road you was following, and be sure to move near the hill, or
you will step over a minefield. Moving in this way should expose you to a
single sensor only. By following that road, you'll enter the main enemy base
from the west, the side with less enemies: you'll encounter 1 Bulldog and one
Striker, backed by three AC turrets. You can easily pick them out with
long-range fire.
Move past the destroyd turrets, and capture the Control Tower; this will bring
the remaining three turrets located on the north side of the base. These
turrets will also take care of the Bulldog and the Commando A. You may need to
fire a salvo or two to the Commando.
Continue to proceed right: you'll find two vehicle repair bases and one HQ.
Destroy the repair bases, and capture the HQ: this will reveal positions of two
other small supply bases, one on the main continent, near the other two,
guarded by a Centurion J and the second near the extraction marker, guarded by
2 Harrasers and one Bulldog. Use your large artillery strike on the Centurion
(do not place the counter directly on the 'Mech, or you'll destroy the
container) and the remaining small strike on the vehicles. The container guarde
by the Centurion contains 1 Flamer, 2 Streak SRM Racks and one
sensor-Intermediate. To reach the last supply base, you have to enter a road
between two forest section, and it is mined. Use medium- and short range
weapons to fire on the terrain. You can recognize by the small cans positioned
at the beginning and at the end of the minefield.
You will reach this area at the end of the mission, however, so let's return to
the previously captured HQ: continue to head right: your MechWarriors will spot
a 'Mech contact guarding the power generators: this 'Mech is a Catapult W, but
won't fire until you are very near, so you won't have to worry about its LRM
launchers. Once you have destroyed it, capture the nearby warehouse (1 PPC, 1
Clan Gauss Rifle, 1 Flamer and 1 Clan Streak SRM Rack) and destroy the power
generator.
Now head to the bridge, and take care of the two vehicles guarding it, a Rommel
and a LRM Carrier.
Once you land on the island, you'll be assaulted by 2 SRM Carriers, one Bulldog
and one Hunchback J. Try to move the battle near the upper-right edge of the
map, where several fuel tanks awaits only one shot to destroy your enemies with
ttheir shockwave.
Folow the paved road until you reach the Clanner's barracks, and destroy the
five Elementals, then mve into the base and conquer 2 Pulse Lasers, 2 Flamers
and 1 SRM Rack inside a warehouse.
Now head to the last supply base (the one guarded by the three vehicles,
described above) and then to the extraction marker (you'll need to destroy the
trees around it).

MISSION 3

Mission Objectives:
+ Destroy the convoy (30000 RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 1
Recon: 1

Logistic Phase: Deploy medium 'Mechs and Clan heavies if you have. You'll need
both firepower and speed for this mission. The map has a river running through
it from north to south. The river forms an arc few meters from its ideal
beginning, and its ideal end divides itself into two smaller rivers with a
small island between them. on the left shore there is a city in favour of the
Clan government, and it is possible that people in it will try to stop you.

Combat Phase: You have to destroy a convoy composed of 6 truks plus one tanker,
at the end of the convoy. It is escorted by two Hunchback IIC J, one Cougar J,
an Aerospace Spotter at the head of the convoy and other vehicles, mostly
Rommel tanks and Strikers.
Quickly move all yur 'Mechs away from the shore, or enemy's jump-capable
Hunchback IICs will attack you. Though deploy jump-capable 'Mechs can be a good
idea, keep in mind that they should have at least a medium/short jump distance,
and probably you'll have very few 'Mechs able to reach to other shore jumping.
In this phase you can also fire your two artillery shots trying to it the
convoy vehicle; targeting the 'mech is quite uneffective, as the Hunchback
IICs' armor is too thick and the Cougar is too fast to track it. Place the
recon camera at the possible end of the river, to reveal the final part of the
convoy's route or on the city or on the island between the two rivers' branches.
Keep moving south until your 'Mechs pick up several vehicle signals: these
contacts are at least eight Savannah Masters waiting for you. Do not order all
of your 'Mechs to engage a single vehicle, and order a single 'Mech to engage
one vehicle at once. Continue to move south, and when you encounter a sensor
tower, destroy it ASAP: this will allow you to move with more stealthness. The
tower is guarded by a group of vehicles: 1 Aerospace Spotter, 2 Strikers, 2
Bulldogs and 1 Harasser: engage the Aerospace Spotter first, then go after the
Bulldogs then the Strikers and finally fight against the Harasser.
Continue to head south one more time: you should now reach the city: on the
right there is a vehicle contact, but do not attack it: it's a minelayer, and
you risk to step over a minefield if you try to attack it. Move on the west
side of the city, and try to engage the fewest vehicles you can: you'll need
all your armor for the end of the mission. At the beginning of the city there
is a storage depot eith one Heavy AC and a Gauss Rifle inside it. The city is
lightly garrisoned, with only a LRM carrier guarding the center.
Outside the city there is a contact with a sensor circle: it is not a 'Mech,
it's a Swiftwind, and it's useless to attack it. on the south of the city you
can see some fuel tanks: do not destroy them, they won't destroy any vehicle,
but will destroy a warehouse.
Move past them, and capture the three warehouses with 2 Heavy Flamers, 3 Pulse
Lasers and 1 Large Laser inside them.
Proceed along the paved road and destroy the Bulldog and the two Strikers
guarding the access to the bridge leading to the other shore.
Cross the bridge, and be sure to have one of your medium 'Mechs leading the
way: on the small island before the other shore one Bulldog and 2 Strikers will
wait you. Once you have dealt with them, finish to cross the bridge and begin
to head north when you see a small road. Proceed until you find two ridges
coasting the road, and place your 'Mechs on them. Burn one section of trees on
one ridge, and place your 'Mechs there.
Wait until the convoy arrives: immediately destroy the Aerosapce Spotter, then
concentrate on the convoy vehicles, and ignore escorting vehicles and 'Mechs.
To destroy the convoy and maybe damage/destroy its escort, target the tanker at
the end of the convoy.
Patch 1.9 note: even if the train is destroyed, the mission won't end until all
'Mechs and vehicles are destroyed.

MISSION 4

Mission Objectives:
+ Destroy all Smoke Jaguar HPGs (25000 RP)
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 1
Time limit: 15 minutes

Logistic Phase: For this mission, deploy at least one heavy and four medium
'Mechs; light 'Mechs aren't strictly needed, though they can help. Note that
this mission must be completed within 15 minutes; you have to move across a
dense city and penetrate in an heavily defended Clan base and destroy the two
HPGs in it. The area is fitted with perimetal alarms, and the north and south
areas of the city are mined. The whole area is sorrounded by forests. Be sure
to deploy some LRM-equipped 'Mechs.

Combat Phase: You start in the west. Move along the road, and destroy the
sensor on the left and continue until you see the first houses. Begin to circle
the city in a clockwise order: enter from the west and destroy the alarm and
the SRM Carrier you'll see. Capture the nearby warehouse (2 Heavy Flamers, one
Beagle Probe) and move toward east. Near the center of the city there are
several vehicles backed up by an Uller J. Pick out the LRM Carrier with long
range fire (primary LRMs...you pilots aren't smart enough to move in to use
other weapons...) and wait the Uller. It should attack you with Light AC
shells, and won't pose big problems: the place where the Uller is is relatively
open, and your pilots will be able to fire with direct-fire weapons such as
Lasers and PPCs. It's safer to engage it from long range, to keep the nearby
Rommel out from the battle for now. After the Uller, use the same tactic with
the Rommel.
Now continue moving toward south: you'll find a warehouse (2 Streak SRMs, 2
Intermediate Sensors) guarded by an Elemental point (5 battle armors). Then
move east, and destroy the alarm tower and the LRM/SRM Carriers protecting it.
There is a Cougar nearby: though it has LRM Racks, don't worry, you 'Mechs will
destroy it even in a LRM slugfest, but it's better to move into direct line of
sight to criplle it faster.
It is time now to move out the city, and begin to plan the assault to the HPG
station. This station is heavily defended by an other Uller J, an Hunchback IIC
A, AC turrets all along the perimeter and a large vehicle continget.
Circle the outer walls and begin your attack from the north, by destroying the
turrets on this side. You should also be capable of seeing behiond the medium
wall sorrounding the base (at least for the side you are): there is an LRM
Carrier and one of the five turret Control Towers of the base: pick them out
from your position: this will power up the Uller J: pick it out with massed
long-range fire too. After you destroyed the Uller the Hunchback IIC will power
up: guess what kind of tactic you should use against it? Massed long-range
attacks, of course. Do not let it come too close, or its Heavy AC will cause
you problems. After the Hunchback, destroy the gate control tower: the vehicles
inside the base will attack the gates, revealing themselves: place both
artillery strikes on them, and destroy some wall sections to enter the base:
the best position is the norther angle of the base, which has no vehicles and a
turret control tower very near: it is better to take out control towers than
trying to capture them for this mission.
When you step in the base, all remaining vehicles will come after you: most of
them are LRM Carriers and Strikers, though there are few SRM Carriers and
Rommel tanks: destroy the SRM Carriers first and then close and destroy all
remaining vehicles. Now capture the two warehouses in the base (worth 3 Pulse
Lasers, one Standard Sensor, 1 ER Large Laser, 1 Light AC and 1 Advanced
Sensor), destroy/capture the remaining turret and gate control towers (two gate
towers for the two HPGs; turret towers are 5 in total) and destroy the two HPGs.

MISSION 5

Mission Objectives:
+ Destroy the train (45000 RP)
Maximum Tonnage: 240 tons
Maximum Units: 8 (4/4)

Logistic Phase: Nothing much to say. Deploy a good number of medium 'Mechs with
fast weapon cycling (Pulse Lasers, ACs). The map has a railroad across it from
east to west and two big hills, each on one side of the road, and both are high
enough to reveal big portions of the map. There is also a very small river near
the railroad, and there is a bridge south of your starting position. The train
travels twoard west and it's composed of one locomotive and other 10 cars; none
of these cars is explosive.

Combat Phase: You'll start over the hill north of the railroad. You can notice
three Hunchbacks J near you. They shouldn't have noticed you due to their
limited sensor range, and if you want you can attack them; these three 'Mechs
will rendez-vous with the train and its escort (three Ullers A), so having one
or two of them down will help when you reach the train.
Now move toward the bridge (you can deirectly see it): there are 5 Rommels (3
clearly visible and 2 hidden, but you will pick their contacts): quickly
dispatch it and move across the bridge and move toward the other big hill.
Climb the hill to its top: this will reveal an other great portion of the map.
Once you have reached the top, move toward the railroad few meters.
Now wait for the train. Once the first Uller is within weapon range, fire a
salvo of long-range weapons. If this doesn't destroy it, do not mind, and
quickly destroy the train's locomotive: this will stop the other cars; ignore
all 'Mechs escorting it, and keep your 'Mechs moving to avoid enemy fire and in
the meanwhile target the remaining cars. Once the train is destroyed, the
mission is finished.
Patch 1.9 note: even if the train is destroyed, the mission won't end until all
'Mechs (the Ullers and the Hunchback IICs) are destroyed.

MISSION 6

Mission Objectives:
+ Capture Clan HQ (16000 RP)
TIME LIMIT: 6 minutes
+ Defend captured HQ (16000 RP)
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)
Artillery: 2 small, 2 big

Logistic Phase: For this mission you should have at least two heavy 'Mechs with
long-range weapons. Other 'Mechs should be within 45 tons; you'll need armor
protection and firepower for this mission.
The HQ you have to capture is in the south-west, guarded by several AC turrets
and other vehicles and 'Mechs. The hill where you start will allows you to
directly see the Clan base and part of its garrison force. Other parts of the
map will be useless to you, but there are two sensor towers you can use to
detect incoming enemy forces.

Combat Phase: Move toward the base. Remember that you have a temporal limit of
6 minutes to capture the HQ. Approach the base from the east: this will alert
two of the three Rommels and the single Uller W protecting it; do not destroy
turrets on this side, you'll need them later.
After you destroy the three enemies, move toward the north side of the base:
there are tow access ramps: one in the north-east corner of the base, and the
biggest, in the center of the norther side. Use the second ramp, destroy the
two turrets and access the base. There should be the third and last Rommel
garrisoning the base, so pick it out.
Now move to capture all structures inside the base: the HQ first, the sensor
control tower (will bring online the two sensor towers in the north and east
side of the map), the 2 turret control towers and the five warehouses
containing 2 Large Pulse Lasers, 1 Heavy AC, 2 PPCs, 3 Clan ER Medium Laser, 1
Pulse Laser, 1 Light AC and 6 Clan Streak SRMs.
After you captured the HQ, enemy forces in the area will begin to move to
destroy it: the first group of enemies is composed of three Strikers, coming
from the north.
The second is a mixed 'Mech/vehicle group with two Commandos J and four
Harassers. With the base AC turrets on your side and your medium/heavy 'Mechs
this base will be very easy.
The next two attacks will be staged by couples of 'Mechs. The first two 'Mechs
you'll see will be two Hunchbacks A from north-east. Try to use one small and
one big artillery strike to reduce their armor, and wait them in the base. Let
the turrets attack the 'Mechs first, and then fire with concentrated fire on a
single 'Mechs at time.
The second couple of 'Mechs is composed of the Hollanders J, from the east. For
these 'Mechs is better to move out the base and engage them at short range.
Last, but not least, three Centurions W will come from the east; return to the
base, and let the turrets engage the 'Mechs first. You can also fire the
remaining two artillery shots to make your job easier.

----------------------
--OPERATION VANGUARD--
----------------------

MISSION 1

Mission Objectives:
+ Escort two ambulances to extraction marker (10000 RP)
* Escort five ambulances to the extraction marker (25000 RP)
Maximum Tonnage: 150 tons
Maximum Units: 4
Artillery: 4 small
Recon: 1

Logistic Phase: Mhm...with such a limited weight you have to deploy light and
medium 'Mechs only. Three mediums will work fine, though this will limit your
movement capabilities. You are going to hate thids mission, though.
There is a paved road where the ambulances (5) will move on, and will follow it
until they reach the friendly base, located in the upper-left corner of the
map. The road runs through a city and a small lake, though there's no bridge:
the road is built on a small portion of land running through the lake.
Intelligence reports that a Vulture is in the area.

Combat Phase: To ambulances will begin to move 10 or 15 seconds after the start
of the mission, and won't stop to move even under fire. Begin immediately by
moving your 'Mechs along the road. Some meters after your start position three
jump-capable 'Mechs (J variant), a Commando and two Firestarters will attack
you. Try to destroy this 'Mechs ASAP, you'll need to rush: two Aerospace
Spotters wait for the convoy near the first bend. After these two vehicles, two
Rommels will try to stop the convoy: near them there is a small hill: climb it
to reveal a mobile HQ: if you have fast 'Mechs, try to capture it: this will
reveal a container with two Ullers (one A and one W variant) in the lower-left
corner of the map: place to artillery strikes on them, and place the recon
camera near the friendly base, slightly to the south: the Vulture W position
will be revealed, and place an artillery strike directly on it.
You should be now near the first two bends: detroy the three pop-up AC turrets
and then move into the city and destroy the 10 Elementals in it. There is an
other container on the north of the city (2 Large Pulse Lasers); be sure to
capture it.
Move out of the city, and position your 'mechs on the ridge on the north of the
road, and move: this will allow you to destroy a LRM Carrier with direct fire
weapons; now head to the ridge on the other side and destroy a second LRM
Carrier trying to ambush the convoy.
There is an other threat to destroy: a Cougar W is rushing from behind: move
one or two 'Mechs to engage it, and try to place an artillery strike on his
path; the Cougar slows down when enetering the path protected by the pop up
turrets, and do not follow the road when inside the city.
Now you should be at the bend leading to the base: move to engage the two
Ullers, and capture the container if you have a fast 'Mech or the convoy os
relatively behind you.
Return on your main path, and destroy the two Armored Cars blocking the way.
After these cars, group your 'Mechs and begin to move toward the base: it'snow
time to face the Vulture. The best tactic to use against this 'Mech is to
quickly close distances, and duke it out at short ranges. After this 'Mech has
been destroyed, wait until the remaining ambulances (at least two) reach the
base.

MISSION 2

Mission Objectives:
+ Destroy two Industrial complexes (4000 RP)
+ Destroy Major Piotrev's unit (20000 RP)
+ Destroy primary power generator
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 1 small
Recon: 1

Logistic Phase: Deploy medium and heavy 'Mechs only.
The map has the industrial complexes in its center, and on the south the power
generator. There are three sensor towers in the lower part of the map, linked
to the sensor control building in the main enemy base. Near the cost there are
two paved areas. The enemy main base is sorrounded by hills, while the power
generator by woods.

Combat Phase: Begin to move south near the coast: you'll find a mobile HQ
protected by 2 Strikers and one AeroSpace Spotter. Quickly disable the mobile
hQ's escort and then capture it: this will reveal the enemy base. Continue to
head south to reveal a second paved area with one warehouse (2 Large Lasers).
You should also be able to see the forest sections on the south side of the
base contaning the power generator. Burn some sections and destroy the wall,
enter the base but DO NOT destroy the generator. Take care of the 5 (three on
the east and two on the north sides) AC pop-up turrets and move out of the
perimeter.
Move in a straight line from the generator's main gates toward one of the hills
sorrounding the main base: there you'll find two Ullers (one W and one A
variant). As they powerup when you're near them, you'll probably be able to
destroy one of them before it can fire back. After the Ullers, go after the two
Cougars W coming from your rear.
It is time to begin to pick out main base defenses: there are 5 Condors, 1 SRM,
1 Saracen and three Ullers (two A and one W) in total, plusa pletora of LRM and
Laser turrets. The base has hardened walls circling it. Three Condors are
patrolling the base outside the walls, while the Ullers inside. Begin to pick
out the Condors patrolling the base, but stay outside from LRM turrets' range
and try to attract the Ullers outside the base.
Now send one of your 'Mechs to destroy the power generator, and move the
remaining ones inside the base, and destroy all remaining enemies inside.
Capture all structures in the base, but do not destroy the industrial
complexes. The base contains 2 'Mech Repair Hangars (capture them immediately
and reapir your 'Mechs), 4 turret control towers (capture them, and do not
destroy any turret, especially on the west side), one warehouse with 1 Ultra AC
and 3 Clan Streak SRM Racks inside and one sensor control building. After you
captured the first building, Major Piotrev's unit will begin to move in: this
unit is composed by 5 'Mechs, four JagerMechs (two J, one A and one W) at full
strenght and one Awesome A at yellow armor conditions; they enter the map from
the lower-left corner, and will walk toward the gates on the west sside of the
base. Use you recon camera to spot them, and place the only artillery strike on
them; try to target the Awesome, the JagerMechs aren't good in close-range
fighting and their thin armor will collapse if you didn't destroy the turrets
outside the base.
To engage this assault Star, place you 'Mechs on the upper-left corner of the
base, and order to fire holding the position until the first Jagermech will
fire back. Then the battle will become a free-for-all; eventually you'll made
it.
After you destroyed Piotrev's Star, repair your 'Mechs and then destroy the two
industrial complexes to end the mission.

MISSION 3

Mission Objectives:
+ Capture 4 trucks (10000 RP)
+ Capture 7 trucks (20000 RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 2

Logistic Phase: You'll need fast 'Mechs for this mission, though an heavy one
won't hurt. Assign four 'Mechs to the first group. and be sure that all of them
have at least a top speed of 20 m/s. Assign all other 'Mechs to the second
group. This time deploy medium 'Mechs, you'll need more firepower than speed
for this group.
The map has a river running from west to east, and has two bridges: one on the
upper-right corver of the screen, and the second opposite of the first. Near
the second brdige there is a paved area.

Combat Phase: Your 'Mechs start in norther area of the map. Use your two probes
and place one on the right and one on the upper side of the map: now you can
see where the vehicles and their escorts start.
Here's a little description of the three convoys (7 vehicles in total): the
first starts from east-south-east and will travel to west to reach the second
bridge: it this convoy there are 2 trucks, escorted by a Hunchback A, an SRM
Carrier and a Rommel. The second convoy starts from the same position but will
take the first bridge and then proceed west to cross the paved area; this
convoy provides 2 trucks, one Cougar W, one Striker and one Rommel. The third
convoy (3 vehicles) starts in the uppe-right corner of the map and willmove
toward the upper-left corner. It is escorted by two Cougars W and one Rommel.
Move your first group toward the second bridge: you'll find some turrets plus
the appropriate control tower: capture it and destroy the turrets protecting
the warehouse (3 Pulse Lasers, 2 Standard Sensors). Now cross the bridge and at
the bend of the paved road turn east: you'll encounter the convoy: destroy the
escort first, then capture the two trucks.
Head back to the paved area, and wait for the second convoy. Move your second
lance (F2) toward the third convoy (simply move on an ideal horizontal line
toward east), but not too much: it is beeter to explore the area a bit and then
return to your original position: you'll may want the support of your first
lance for the last part of the mission. The secod convoy will arrive in about
half a minute: destroy the escort and capture the two trucks.
Now the primary objective is completed; you can complete the secondary one by
moving your first lance near the second one a wait for the third convoy:
quickly destroy the escort as soon they enter visible area, then capture the
last third trucks. If a truck exits from the map area, and you captured at
least four trucks, the mission will automatically ends.

MISSION 4

Mission Objectives:
+ Capture enemy HQ (10000 RP)
TIME LIMIT: 15 minutes
+ Escort prisoners to friendly base (10000 RP)
+ Protect friendly base (10000 RP)
Maximum Tonnage: 425 tons
Maximum Units: 8 (4/4)
Artillery: 1 small, 1 big
Probes: 1

Logistic Phase: Deploy heavy and medium 'Mechs only. Though the resistance in
this mission is composed of light 'Mechs and vehicles, you'll need some serious
firepower to destroy them quickly. Deploy at least six 'Mechs.
The map is set on a hilly country wich will limit movement capabilities of both
sides, though there are several "roads" running through the hills. Your base is
the east, while the enemy prisoner champ is in the west.

Combat Phase: Both lances begin in he base's perimeter; your base is protected
by 4 AC and 2 LRM turrets. Move the first lance and leave three 'Mechs to
protect the base. Move your assault force toward the enemy base by placing them
in the "road" in the lower edge of the map. By doing so, you will already know
what kind of terrain the APC containing the prisoners will use to reach your
base: this "road" passes through the small forest in the south of the map, so
be sure to cross it with your 'Mechs.
The road will be free of enemies if you took the right one, except a recon
group composed of two Cougars A and one Uller W just outside the forest.
Outside the woods there is a small hill with its top outside the map, but
explore it: you'll need this later.
By now, 2 Ullers J and one Cougar J will attack your base: destroy them with
the 'Mechs you keep near your base.
Continue to move toward the enemy base: two Rommels will try to stop you, like
2 other Cougars J. Once you're near the enemy base, you'll notice 2 Lase
turrets with a Rommel backing up them. Destroy the Rommel first, then go for
the turrets.
Move past the turrets, and engage the remaining enemy forces before capturing
the HQ that will free the prisoners. There are 3 Bulldogs and three 'Mechs (one
Uller W, one Uller J and a Cougar A) protecting it. Try to keep a these 'Mechs
relatively stationary and place one big artillery strike on them. Now move into
the champ, destroy all turrets and capture the warehouse (2 Clan ER Lasers, 1
Extended Sensor); before capturing the HQ, move the slowest 'Mechs in your
assault lance outside the base, nad have the fastest capture the HQ. Move your
second lance in the forest your 'Mechs visited before, and destroy the strike
group attempting to destroy the base (2 Rommels, one LRM Carrier and 4 Savannah
Masters).
Once the HQ is captured, an APC containing the prisoners will depart from it
and will try to reach the friendly base. New groups of enemies will appear from
outside the map, trying to stop the convoy. The first group is composed of four
vehicles, one AeroSpace Spotter and 3 Saracens, coming from the small hill I
told you to explore. They will station for half a minute or so awaiting the
APC: place the small artillery strike on the Spotter, and use your 'Mechs to
take care of the remaining Saracens.
Now it is time to repel the attack of three Ravens J coming from a ridge near
the forest: use your second lance to destroy them, and have your first lance
destroy one other AeroSpce Spotter coming from the east.
As the APC reaches the base, the mission is over.

MISSION 5

Mission Objectives:
+ Protect firendly HQ (20000 RP)
* Protect Sensor array (2000 RP)
* Protect northern power generator (1500 RP)
* Protect southern powert generator (1500 RP)
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)
Artillery: 4 small
Probes: 1

Logistic Phase: Heavy and assault 'Mechs only. Be sure to use at least one
Heavy AC on assault 'Mechs and a good number of LRM-equipped 'Mechs. As you
begin the mission, one minelayer and 2 Pegasus hovertanks will help you.
Nothing much to say about the map: the base you have to protect is in the
center, sorrounded by sensor towers; there is a small hill on the right.

Combat Phase: Immediately move your 'Mechs IN the base, near the two repair
bases and have one of the Pegasus to scout the sorrounding terrain, especially
the west area and the hill on the right. Mine the entire north area of the base
and the terrain outside it. After the first Pegasus finished its recon, move
both vehicles near the sensor array and let the minelayer mine the west area.
The first attack will come from east, by 4 jump-capable Firestarters. They'll
jump directly into the base, where your 'Mechs are waiting.
The second wave will composed of 3 Cougars W and 2 Ullers W, plus one Centurion
W and 3 Hunchbacks W, coming from the hill on the bases's right. The light
'Mechs will try to destroy as many turrets as possible and some wall sections,
to enter the perimeter. Combined fire from the turrets and your 'Mechs should
be able to stop them before doing serious damage, but the Centurion and the
Hunchbacks will pose a great threat: they'll destroy the walls first, then will
begin to enter the perimeter.
While you're dealing with these forces, 6 Rommels will approach the base from
the north, bu if you mined the area, their life will be short. Remember that
you have tow Pegasus hovertanks to use if the Rommels pass the minefield.
After this wave, you'll have a short period of peace where you can repair all
of your 'Mechs; after you did that, move on the west side and be prepared to
fend off the last attack.
3 Hunchbacks W, 2 Catapults W and 5 LRM Carriers will try to destroy the turret
control towers and the nearby fuel deposit, so go out from the base and engage
them before they can deal serious damage. If you mined the area, the vehicles
won't be a problem, and the 'Mechs will be damage. Engage the Hunchbacks first,
and then the Catapults.

MISSION 6

Mission Objectives:
+ Destroy Clan Administartion Building (25000 RP)
+ Retreat to extraction marker (5000 RP)
+ Capture Sensor array (10000 RP)
Maximum Tonnage: 450 tons
Maximum Units: 8 (4/4/4)
Artillery: 1 small, 1 big
Recon: 1

Logistic Phase: Deploy heavy and assault 'Mechs as main force, but one fast
'Mech with one ECM suite will help. Be sure to keep this 'Mech away from
combat, however.
The map has a city in its center, and your objective is on the west, protected
by an hardened wall and a lot of vehicles and 'Mechs. The Sensor array is
between the city and the objective. There are two islands on the south, and the
Clan citadel is on a isle. There are two bridge, one from the south and one
from the west.

Combat Phase: You'll begin in the lower-left corner of the map, in the extreme
west. Move toward the city until you see the first houses, then move right
until you spot four 'Mech contacts. Use your recon camera on them: there are
four Jagermechs (two W and two A) protecting a small depot. Use your large
strike on them, and after the attack, the four 'Mechs will begin to attack you.
Destroy them and the two Catapults W coming from the north to reinforce their
friends.
Now move into the depot, capture the repair base and dock, then exit and return
to the city, where two Strikers await their fate.
Do not move toward the sensor base for now, but take the paved road heading
east: two Catapults will try to destroy the bridge connecting the isle to the
mian land: destroy them ASAP and do not let them destroy the bridge. Move on
the conquered island, destroy the three LRM Carriers and capture the warehouses
containing 2 Light ACs and 2 Basic Sensors.
It is now time to destroy the power generator in the depot were the Jagermechs
were, and head toward the sensor array: destroy the 2 Catapults W and capture
everything in it, including the turret control towers; some Jagermechs
protecting the admin buildings may decide to come after you. Wait one or two
minutes before leaving the base, and go toward the two Catapults A; destroy
them from long range, and then head toward the repair base, dock with it and
approach the enemy stronghold from the south.
2 Strikers are guarding the entrance, and after you entered the perimeter, 5
Jagermechs W will attack you. On the right there is a power generator, but it
is better to keep the active, capture the nearby control tower and use them
against the Jagermechs.
Now move north to find the admin building (ignore it for now) and a warehouse
(one Guardian ECM and 2 Flamers). Ignore the turrets and the control tower,
they won't hurt you in any way.
Return to the admi building and begin to climb the hill: there are one Mad Cat
W, 4 Bulldogs and 2 Hunchbacks A protecting the extraction marker. Place the
remaining artillery strike on the Mad Cat and them move to engage all remaining
forces, Bulldogs first.
Move to the repair base, dock, return to the admin building, destroy it and go
to the extraction marker.

----------------------
--OPERATION LINCHPIN--
----------------------

MISSION 1

Mission Objectives:
+ Escort APC to the Masakari (2000 RP)
+ Destroy orbital guns (18000 RP)
Maximum Tonnage: 15 tons
Maximum Units: 1
Artillery: 3 small

Logistic Phase: you need a vehicle there. Even a Swiftwind will work fine, as
the APC has a laser, though the ideal is a Pegasus hovertank.
The map has a city in its center, and you start on the west, your objective in
the north-east, while the Masakari is on the east.

Combat Phase: Immediately move your two vehicles along the road, and when you
see an hill, climb it: there's a small vehicle base with 3 Harrasers and one
AeroSpace Spotter guarding the road, so you need an other route to reach the
city. MOve toward the water, and move aslong the coast, and when you passed the
champ, get into the city. During your travel an AeroSpace Spotter and a
Swiftwind will notice you and will begin to stalk you, like all other units in
the area.
In the city there are 6 Elementals, plus one other Swifwind and an other
AeroSpace Spotter. Do not try to fight them, your vehicles will be destroy in
seconds. Instead, try to head toward the Masakary: you'll road will beblocked
by trees. Put them on fire with a single weapon hit (the APC's laser will work)
and while the fire does its work, continue to escape from your enemies.
When the road is free of obstacles, exit from the city at full speed and do not
worry about your stalkers: they won't follow you.
Head for the Masakari: there are 3 Saracens and one Condor protecting it, but
you should be able to get the APC near the Masakari. After your MechWarrior,
Firestorm, activates it, destroy the four vehicles, capture the repair base and
dock if necessary. Though the Masakari is a J variant, YOU'VE GOT THE POWER!
Now begin to move toward the orbital guns. Climb the hill, and you'll be able
to see the vehicles guarding it: there are several LRM Carriers, Condors and
Saracens, but the artillery strikes on the most populated groups will do fine.
Finish them with your new Masakari and enter the first perimeter. One Rommel
with two Ullers J are waiting for you. Disable the vehicle first, the go for
the Ullers.
Before destroying the guns, move near the ridge on their norther side, destroy
the two AC turrets and the turret control tower, jump on the ridge and capture
the warehouses (4 LRM Racks, 1 ER PPC).
Now head back to the repair base, dock, and then destroy the orbital guns.

MISSION 2

Mission Objectives:
+ Destroy 7 of the 12 supply trucks (22000 RP)
* Destroy all 12 trucks (15000 RP)
Maximum Tonnage: 360 tons
Maximum Units: 12 (4/4/4)
Artillery: 1 small
Probes: 2

Logistic Phase: You'll need at least six 'Mechs with a minimum speed of 18 m/s.
If you can, deploy a light 'Mech with one ECM suite. Half of your forces will
be F1, while the other half F2 or F3.
In this mission, F1 will begin at the north of the base, on a hill, while F2
and F3 on its east. The whole area is covered by trees, except few roads and a
small river on the left.

Combat Phase: Begin by ordering F2 to destroy the perimetal sensor and the
pop-up turret near their positiom, and if you have the ECM equipped unit in
this unit, move it near F1 and move your first lance near the bridge on the
west. Keep F2 where is it.
The base is well protected by LRM turrets and has four 'Mechs inside: one
Hollander W, one Hunchback IIC W, one Firestarter A and one Cougar W, plus
three Rommels, without crew, near the barracks.
Once you've positioned your lances, place the only artillery strike you have on
the Rommel's crew barracks: this will also destroy a truck. After the artillery
strike hit, the alarm will sound and the trucks will begin to move: 4 will try
to reach the bridge on the west, just where F1 is. Other four trucks will try
to escape from the southern gates of the base, and if you have a third lance,
place it near the gate and wait for the trucks. The other four trucks will try
to escape from the east gate, where F2 is: two trucks will follow the road, but
the other two will turn to south.
Though completing this mission in all of its objectives will bring you a
moderate number of RPs, I reccomend to ignore the second group of trucks (the
one escaping from the south gate) and capture all buildings inside the base,
especially the warehouses: here is it whta you'll find: 2 Standard Sensors, 1
Clan ECM Suite, 2 Ultra ACs, 1 ER Large Laser, 2 Pulse Lasers, 2 Light ACs and
3 Clan SRM Racks.
However, if you want to track down the trucks after this, head south from the
base at your maximum speed: the trucks from the south gate will head toward the
lower edge of the map, in the center, while the other two trucks (the ones from
the east gate which turned south) will exit the map at the lower-right corner
of the map.
There are several forces on this map, including LRM Carriers, one Cougar J, one
Firestarter W, one Centurion W and one Hunchback IIC W.

MISSION 3

Mission Objectives:
+ Capture the HQ ( RP)
+ Destroy all 'Mechs in the area ( RP)
* Protect all turret control towers ( RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 4
Recon: 1

Logistic Phase: Deploy 6 fifty tons 'Mechs. Heavier 'Mechs, with their limited
number, and light 'Mechs, because they're light, won't be effective as a group
of Hunchbacks and Hunchback IICs.
The map has the base on the north, while you start on the south. In the middle
there's a city, and there are only to ways to reach the base. One is protected
by turrets, while the other is free of stationary defenses. You start on a
small hill.

Combat Phase: Immediately move your 'Mechs toward the turret-protected road:
from the lower-right edge of the maps 5 Hunchback IICs (all W configuration)
and 3 Swiftwind will begin to move toward the base. Engaging them now will be
pure madness, wait to capture the base. The other road is protected by 6 Von
Luckers and 4 LRM Launchers, and will lead you toward the city, protected by
Condor hovertanks and LRM Carriers.
Use one artillery strike on the first turret control tower, and use your recon
camera to reveal the other, and use your second strike on it, then move past
the turrets and head toward the base.
DO NOT enter the city, or the vehicles will begin to follow you, and having
more enemies at the end of the mission won't be a good idea.
Once you've reached the base, destroy the gates and capture all buildings in
it, except the HQ. The warehouses contain 3 Clan Streak SRM Racks and 2 Large
Pulse Lasers.
Now the Hunchbacks should be at the base's gates. The LRM turrets will damage
them, and if they enter the base, use your 'Mechs to repeal the attack. Be sure
to keep all turret towers online. After you repelled the Hunchbacks, repair
your 'Mechs and wait for the 'Mechs coming from the upper-right corner of the
map.
Let the LRM turrets attack the 5 Ullers J, and finish them with your 'Mechs
only if they enter the perimeter. Now it's time to take care of the three
Vultures (two A and one W); they should have destroyed most of your turrets,
and engaging them won't be easy: try to repair as many 'Mechs as possible, the
move out and engage them at short range to negate their advantage over long and
medium distances.
After all 'Mechs have been destroyed, go to the repair bases, dock and then
capture the HQ. If you want, go to the city, destroy all vehicles, capture the
warehouses inside it (4 SRM Racks, 2 Large Lasers, 5 Pulse Lasers, 2 PPCs, 1
Advanced Sensor, 1 Beagle Probe, 1 Guardian ECM), then return to the base,
repair and capture the HQ.

MISSION 4

Mission Objectives:
+ Capture all industrial complex (10000 RP)
+ Defend the captured complex (10000RP)
+ Destroy all enemies in the area (15000 RP)
Maximum Tonnage: 480 tons
Maximum Units: 10 (4/4/2)
Artillery: 1 big
Probes: 6

Logistic Phase: Deploy heavy and assault 'Mechs only. Be sure to have at least
one unit equipped with an heavy AC.
The map has the industrial complexes (2) on the north, a small hill on the
upper-right corner of it plus a small city. There is a small river partially
dividing the north part from the south one. Near the river, on the east there
is a paved area protected by an hardened wall.

Combat Phase: You start in the south; on the right there is an hill. Climb it,
and this will reveal 2 Lokis W and two Thors W proceding to the industrial
complexes. Engage them now, and do not waste the artillery strike attempting to
hit them.
Now follow the paved road until the bridge; cross it and you'll reach the
repair base. Dock with it and then head north-east, toward the hill on the
upper-right corner.
Climb it. You'll notice that some enemy forces are entering the area: in
sequence, one Loki A, 2 Firestarters J, one Bulldog and one Von Lucker, a Loki
A, two Hunchback IICs (one W and one A) and finally a Thor W.
After you destroted these reinforcements, head toward the city (just follow the
railroad) and capture the three warehouses (1 ER PPC, 1 Gauss Cannon, 2 Pulse
Lasers) and try to reveal the units protecting the industrial zone without
powering them up, and place the artillery strike directly on them. They'll move
to attack you. The group of 'Mechs protecting the base consist of at least 8
Firestarters (most J variants) and 4 Hunchback IICs (two A and two W).
After these 'Mechs immediately move into the industrial zone and destroy the
four Von Luckers and the three Bulldogs threating the two complexes. If they
destroy even one of them, the mission won't be completed and you'll have to
play it again. Before capturing the two industrial complexes, be sure to repair
your 'Mechs and to capture the eight warehouses in the industrial zone (2 ER
Large Lasers, 1 Large Laser, 2 Flamers, 3 Pulse Lasers, 3 LRM Racks, 2 Streak
SRMs).
There is an other way to attack the industrial complex: after you visited the
city, head back to the starting position, and head north, this time passing
from the west. You'll engage the vehicles first, and then the 'Mechs; there is
a major drawback however: the enemy 'Mechs outnumber you, and they'll go after
the complexes first, and with such a large number, they'll destroy them in
seconds.

MISSION 5

Mission Objectives:
+ Destroy all 'Mechs in the area (20000 RP)
Maximum Tonnage: 500 tons
Maximum Units: 10 (4/4/2)
Artillery: 3 small, 4 big
Probes: 2

Logistic Phase: Only heavy and assault 'Mechs, with a good number of high-power
long-range weapons.
The first two lances will begin in the east part of the map, while the third
(only two 'Mechs) can be deployed on the west. Deploy two assault 'Mechs with a
good speed (18 m/s) here, and the rest as F1 or F2. The east and north parts of
the map have dense forests on them, while the west one is desert with a lot of
hills and ridges. A river runs through the whole map, and in the
east-south-east there is a paved area.

Combat Phase: Begin by moving the F3 'Mechs on the hill at your right to reveal
a bridge. Place them near it and have you remaing 'Mechs reach F3 as fast as
you can. 5 Cougars (2 A and 3 W) will cross it; destroy them all, and do not
let them escape.
After these 'Mechs, place your 'Mechs in the valley on the west, near the city,
but in the sand area: the 'Mechs coming from the extreme west (first four
Jagermechs, 2 A and 2 W, and then four Lokis, 2 A and two W) will try to escape
by taking the road leading north.
Before dealing with these 'Mechs, however, place one big artillery strike on
the bridge from where the Cougars came when the four Catapults (using the same
vector used by the Cougars) are near them. The first has to be placed at the
beginning (the part near you) and then at the end, to trap the Catapults on the
bridge; if you are fortunate, these attacks will kill some 'Mechs too.
It is now time to attack the Jagermechs: do not try to intercept them with your
artillery strikes, it is better to try to stall them and place an artillery
strike directly on them. While you're dealing with the Jagermechs, the Lokis
will try to escape: make th first 'Mech of the line fall, and the go after the
'Mechs standing still as the fallen 'Mech tries to regain its feet. Be sure to
destroy them all before going after the remainign Jagermechs: the Lokis will
try to escape, while the Jagermechs attacks you.
If you where able to trap the Catapults, you may want to visit the
paved area at south-west: it is protected by two sets of LRM turrets with two
control towers, and the single container has 3 Intermediate Sensors and 3
Streak SRMs inside it.

MISSION 6

Mission Objectives:
+ Destroy Orbital Gun alpha (7500 RP)
+ Destroy Orbital Guns beta (15000 RP)
+ Destroy Orbital Guns charlie (22500 RP)
Maximum Tonnage: 560 tons
Maximum Units: 8 (4/4)
Artillery: 3 small

Logistic Phase: Heavy and assaut 'Mechs only one more time, with a good mix of
long and short range weapons.
There are three areas with orbital guns in them: one, sorrounded by forests,
the second, on an island and a third on a highlands. There are several small
hills, plus a small river, sorrounding the island where the second guns are.

Combat Phase: You'll begin near a small hil, on the west. Climb it and destroy
the three LRM Carriers nearby. Continue west and destroy the two other
vehicles, Von Luckers tanks. Capture the container they were guarding (2 Light
ACs) and go for the small hills, at north-east.
After you climbed them, you'll see how the first and the seconds guns are
protected, plus a small paved area and 4 vehicles (2 Bulldogs and 2 Von
Luckers).
I reccomend to go for the second area first: it is protected by 3 Von Luckers,
2 AeroSpace Spotters, 1 Vulture J and 2 Thors W (plus four LRM Carriers
standing still). Try to take out one AeroSpace Spotter first, then go after one
Von-Lucker and the Vulture; if you attack not from the bridge, but from the
east, the Von-Luckers will block the bridge, allowing you to place one
artillery strike on the remaining units; if you are fortunate enough, this
strike will take out the remaining vehicles and damage the two Thors; destroy
with your 'Mechs all remaining forces, cross the bridge and cripple the LRM
Carriers. Capture the Sensor Control building and then the two Reapir Bases. Do
not destroy the guns (there are tow guns, one north and one south from the
Sensor building) for now, and repair your 'Mechs before going for the first
objective.
Before attacking the first orbital gun, destroy the tanks protecting the
container (2 Pulse Lasers).
To attack the first area, place two artillery strikes on the four Von Luckers
on the east, and attack from the west, where several tankers are.
Go near the tankers, and the force protecting the gun, three 'Mechs (one
Vulture J and two Atlases A) and 2 AeroSpace Spotters, will begin to travel
toward you. Fire at the tankers to destroy as many units as possible and then
destroy all remaining enemies.
Destroy the gun and the Mobile HQ (this will reveal the base previously
visited).
Now return to the base for repairs and head south-east to find one container
(two Clan ER Lasers) guarded by the usual 2 Von Luckers and 2 Bulldogs.
Now proceed in the opposite direction to find the last paved area, this time
with 3 Von Luckers and two LRM Carriers; the container has 3 Streak SRMs inside.
It is time now tho head for the contacts sorrounding the third place: the four
contacts you see are four Atlases (all A variants). After these 'Mechs, repair
one more time and begin to approach the objective: the first thing you'll
encounter is a perimeter composed of perimetal sensors and pop-up LRM Turrets
forming a very thigh circle. Destroy two or three sensors and turrets, and then
go for the two Thors A. After these two 'Mechs destroy the two Orbital Guns on
this hill, go for repairs the last time and destroy the remaining guns.

-----------------------
--OPERATION CUTTHROAT--
-----------------------

MISSION 1

Mission Objectives:
+ Escort friendly Captain to extraction marker (45000 RP)
Maximum Tonnage: 500 tons
Maximum Units: 12 (4/4/4)
Artillery: 4 small, 2 big
Probes: 1

Logistic Phase: heavy and assault 'Mechs with at least a speed of 18 m/s. A
variants will be the best, though W varaints will do fine.
The map is a big urban area, with a fortified Clan base on the center. There is
an hill near the extraction marker, and the marker itself is on an other hill.

Combat Phase: Send the fastest 'Mech you have to explore the hill on your left,
and begin to move all other 'Mechs where the Clan base possibly is. The
friendly 'Mechs (2 Catapults W, one Centurion W and one Atlas W with the
captain you have to escort) will begin to move as 4 Vultures A attacks them.
The 'Mech on recon duties should have picked up two Vultures A and 2 Hunchback
IICs A near the extraction marker: use the artillery strikes to destroy or
damage them, and order this 'Mech to join up with the others.
The assault on the enemy base should have begun by now: destroy a fuel tank
with a LRM volley, and enter the perimeter, CAPTURE the turret control tower,
destroy the four 'Mechs near the entrance (two Vultures A and 2 Hunchback IICs
A), and move toward your friendly 'Mechs (mhmm...it should remain only the
Atlas...the other 'Mechs would be destroyed): capture the second turret control
tower and cover the Atlas' retreat. Do not let the Atlas run away from your
cover, it will be death.
Begin to retreat toward the extraction marker; 2 Bulldogs, one Swiftwind and 2
Shreks will move in; destroy the Bulldogs only, the Shreks will go for the
control towers and the Swiftwind isn't a threat; in the base there are two
containers (1 ER Large Laser and 2 LRM Racks), be sure to capture them.
Keep your 'Mechs near the Atlas, amd enage the remaining 'Mechs near the marker
(if any) and let the Atlas reach it.

MISSION 2

Mission Objectives:
+ Find and destroy all 8 Clan 'Mechs (30000 RP)
TIME LIMIT: 15 minutes
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)

Logistic Phase: Once again, assault and heavy 'Mechs with a speed of at least
18 m/s only. I used an Awesome, a Masakari, a Mad Cat and a Thor, and they
performed admirably. As the mission is easy, be sure to salvage at least the
Masakari present in this mission.
The map is articulated over three main islands, connected by small stripes of
terrain. There is a base on the north east, a city in the west-south-west and a
small flat on the upper edge of the map.
Deploy your forces as F2 is the best thing.

Combat Phase: Assuming that you're starting from F2 starting position, go right
until you see a small stripe of terrain connecting the first island to the
other. On the second island there is a Mad Cat W, but it will prefer to run
away than fighting you; if you can, destroy it now, it will be a nuissance
later on.
Continue to chase the Mad Cat (or head east after the small forest): you'll
enter in a small city: if you walk, you'll be able to see the two Hunchback
IICs W hidden between the buildings. After them, move past the city and when
possible head north to change island (through a bridge this time): follow the
paved road intil you enter a base, and proceed east until you find four
containers (2 ER Lasers, 1 Clan ECM, 2 Pulse Lasers, 2 Extended Sensors, 6
Streak SRMs, 3 Intermediate Sensors, 2 ER Large Lasers, 1 Heavy AC), one repair
base, a sensor array and a turret control tower. If you didn't killed the Mad
Cat, it will be here. Capture the control tower, an 2 Thors W will power up.
Dispatch them, and go the repair base and dock.
Now head toward the upper-left corner of the map, where a 'Mech contact is
awaiting.
Proceed slowly, the are is filled with fuel tanks which can be used as an
improper weapon against the Masakari A guarding them. After having damaged them
with an explosion, try to salvage it, you'll need it in your next missions.
Now return to the base, and repair if you need to. Head right from the eastern
corner of the base, and you'll find a small stripe of terrain connecting the
main island to the last one; cross it and two jump-capable 'Mechs, one Thor and
one Mad Cat will ambush you. They'll use their jump jets to surprise you, but
this will leave you enough time to destroy them when they land.
If you started as F1, just start from the end of this paragraph.
Patch 1.9 note: when attacking the Masakari, stay away from the fuel tanks;
looks like that with this patch enemy pilots are more prone to attack with
those tactics; remember this warning for the next mission.

MISSION 3

Mission Objectives:
+ Destroy all enemy forces (30000 RP)
+ Capture and defend all four oil derricks (30000 RP)
* Capture Clan HQ (2000 RP)
Maximum Tonnage: 350 tons
Maximum Units: 12 (4/4/4)
Artillery: 3 small, 3 big
Probes: 1

Logistic Phase: if you have two Masakaris, deploy them. Two Masakaris and two
Mad Cats will be the best, though they can be substituted with Thors, Awesomes
or Atlas if you don't have the Masakaris.
You are going to assault a fuel production facility, so be prepared to set them
on fire or escape when needed. The river running through the map divides the
land in two halves, but only the left one is of your interest. There's a small
hill on the south-west, and the derricks are located on the west, on the south,
on the south-east and in the center of the production facility. The HQ is
closed by an hardened wall with LRM turrets, and there is a small airfield:
though its destuction won't affect this and later missions, destroy it for fun.

Combat Phase: Begin to head south, toward the base: when you spot the first gas
tanks, stop your 'Mechs and use the fastest 'Mechs you have to reach the outer
wall, and retreat as soon as the LRM carrier behind it fires: its missiles are
for the gas tanks, not for your 'Mech.
After this small recon, use your 'Mechs to destroy the two LRM Carriers
guarding the gates, destroy the gates themsleves and go into the base, capture
the turret control tower and take care of the remainng LRM carrier.
It is now time to begin the exploration of the base; do not capture the derrick
for now. Head south-west and the first oil derrick, protected by a Loki A and
two Rommels will be in your sensor's range; lure the guards near the fuel tanks
and make them explode. Continue to head south west (ignore the derrick for
now), capture the warehouse (one Heavy AC) and destroy the two Von Luckers
protecting the second derrick.
Return to the base gates, and this time follow the road, first to the offices,
then to the hardened wall containing the HQ and other structures. Destroy the
turret control tower with LRM fire, and the enter the base: 4 Von Luckers will
welcome you; after this party, caoture the wearehouses (4 Clan Streak SRMs, 4
LRM Racks) and dock with the repair base. After you've captured the HQ, the two
remaining derricks will be revealed: one i guarded by three Bulldogs, go for
them and destroy them from afar; the last one is near the lower-right corner of
the map, and is protected by two Von Luckers (though you can't see them).
Approach this position from the lower edge of the map and then go east: you'll
find a champ with eight Von Luckers without crew and 2 barracks, plus an active
Cougar A. Destroy the 'Mech first and then for the barracks, this will kill the
vehicles crew before they can reach them. Capture the two warehouses (2
Extended Sensors and one Clan Active Probe), and begin to head toward the
derrick: a Loki A and two Commandos A will try to stop you, and a Masakari A
will enter the area behind the last derrick, and will begin to target the outer
wall to destroy the derrick by making the gas tanks exploding: however, it will
place itself in a fuel tanks field, place one small artillery strike near it
(at the limit of the fog of war) and watch the escape pod as it rockets in the
air.
Now move to destroy the two Von Luckers and capture the derrick, than capture
the one guarded by the Bulldogs and then the third, the one guarded by the two
Von Luckers: two Hunchback IICs A will enter the area from south-east, and will
stop to destroy the sensor tower: place one small artillery strike on the fuel
tanks near them and watch their fireworks.
Before capturing the last derrick, go fro repairs and then capture it. 30
seconds after, 1 first groups of vehicles, 6 J.Edgars will try to destroy the
derrick, to keep your 'Mechs near it and destroy them.
The second and last wave will come from the same place: now destroy the tanks
to destroy the 3 Condors an the single J.Edgar. Mission completed.

MISSION 4

Mission Objectives:
+ Destroy Air Control Towers (20000 RP)
+ Move all Mobile Artillery Vehicles on the ridge (30000 RP)
Maximum Tonnage: 380 tons
Maximum Units: 8 (4/4)

Logistic Phase: Fast heavy and assault 'Mechs. Having all Clan 'Mechs would be
the best thing.
The map is full of large hills, and the rest of the terrain is covered by
woods. There is a small enemy base on the extreme north, and the three control
towers and the ridge where you have to position the artillery batteries is on
the upper-right corner of the map.

Combat Phase: Begin by destroying the 2 Saracens and the Bulldog coming from
the east, and then head left. Destroy any patrolling group you encounter
(composed of the Saracens and one Bulldog) and climb the every hill you see; on
the first hill you'll find a Raven A heralding the coming of two Centurions W
and two Hunchback IICs W. Destroy them ASAP, and this time head toward the
upper edge of the map. You'll eventually find a small base on the north, with a
Raven A, 2 Centurions W and one Hunchback IIC W inside it; the base has a
turret control tower and a sensor array, but it is heavily protected by pup-up
AC turrets, and you won't have enough time to stage an attack. Begin to head
right, and destroy the Catapult and the Hunchback IIC W coming after you. Near
the upper right corner of the map there is a small forest, and the AeroSpace
Fighters will stage random strike runs on it, and this is the safest way to
reach the ridge and the Air Control Towers. Move one of your 'Mechs in the
forest, and the 'Mechs in the base in the opposite corner will power up and
will come after you. After this battle, move all your 'Mechs and vehicles on
the ridge, paying attention to the air raids.
Now you should be on the desert-like terrain: be sure to destroy any pop-up
laser turret you encounter, and begin to move near the first Air Control Tower.
Every Control Tower is protected by fe pop-up LRM turrets, one Von-Lucker and
one LRM Carrier; destroy the garrison forces but ignore for now the Towers:
after you've reached the first tower, four Cougars J will attack you. Destroy
them and head for the second an third Tower. Position one or two 'Mechs near
each tower, and the Artillery vehicles on the extraction marker, and order to
your 'Mechs to destroy the Towers simoltaneously: if you destroy one Tower, the
remaining Towers will address the AeroSpace Fighters on the destroyed one,
killing everything near it.

MISSION 5

Mission Objectives:
+ Destroy Power Generator Alpha (10000 RP)
+ Destroy Power Generator Beta (15000 RP)
+ Destroy Power Generator Gamma (15000 RP)
Maximum Tonnage: 415 tons
Maximum Units: 8 (4/4)
Artillery: 6 small, 4 big

Logistic Phase: assault and heavy Clan 'Mechs only; Inner Sphere heavies can be
deployed, but they'll limit you; do not dare to deploy a light or medium 'Mech,
the Jagaurs brought here two full Stars of heavies, several heavy vehicles and
two Stars of light 'Mechs.
The map has the three power generators on the north, on the west and on the
east, and in the center of this triangle there is an other large base. The
south part of the map is free, with only small hills and trees covering it.
Paved roads link every base to each other: from the first generator to the
third there is a two-way bridge, and the road from the first to the second
generator features a small paved area with fortified walls.

Combat Phase: Begin to head south until you find two vehicle contacts: those
are Shrek PPC carrier, and the area is full of them, sometime with LRM Carrier
and Von Lucker escorts; you should notice a some trees on your 'Mechs' right:
go behind it and proceed until you can see the two vehicles, and take them out
with LRM fire. Continue this way, and destroy the 3 Von Luckers and an other
Shrek PPC Carrier blocking your way. A Thor A will try to support the vehicles,
but it won't pose a big threat if engaged alone; be careful, it has an Heavy
AC, however, so be sure to don't get too close.
Proceed south, and you'll find the first power generator, with one sensor
array. Capture the array and ignore the generators for now: two 'Mech contacts
are coming to reestablish Clan control over the generator: as these 'Mechs are
Masakari A (both), it is better to take advantage of the several fuel tanks
located on the Alpha Generator south side. After the first two Masakaris are
down, explore the area where the fuel tanks were and capture the various
warehouse (4 Flamers, 2 Advanced Sensors, 1 Beagle Probe, 1 Guardian ECM, 2
Gauss Rifles, 4 ACs).
Now return to the first base and, if you want, destroy the three generators;
you can do this later, when all enemies have been eliminated, however. Now go
toward the third power generator, using the two bridges on the west: the first
island has several pressure tanks on it, so do not stop, and proceed toward the
second island, and stop there: the other shore is guarded by several LRM
turrets behind an hardened wall and two Shreks protecting the gates: use
concentrated fire to destroy both PPC Carriers and use the fastest 'Mech you
have (a Mad Cat or a Thor) to capture the nearby turret control tower.
Now follow the road and head south, toward the third power generator:
near it you'll found two Thors A, and the four generators are protected by some
AC turrets and an hardened wall: destroy the Thors and one AC turret on the
north side, enter the perimeter and capture both control towers: now head east
and capture the turret tower, then head to the third base: three Masakaris (W,
A and J variants) will come toward you: first they'll destroy the turrets near
the bridge, and then the AC turrets sorrounding the base; when they'll go after
the gate, use your artillery strikes (one or two large strikes and 2 or 3 small
ones) on them, then move out and finish them.
It is now time to plan a major assault on the central base: it contains 3
Masakaris W plus four LRM Carriers and two AC turrets defending each gate, but
you should be able to divide the Masakaris from the rest of the defendign
forces. Note that the three Masakaris will come after you if you decide to
assault the second power plant without destroying them. To assault the central
base, follow the paved road until you'll see two trees forming a small passage
on the south-west corner of the base: use the fastest 'Mech you have to scout
the position, and lure the three Masakaris outside the base, and use the
remaining artillery strikes to weaken them, then use your 'Mechs to kill them.
Enter the base, destroy the four LRM Carriers and the LRM carrier and the two
Von Lucker on the north side and the three LRM Carriers on the south, then
caputure all Repair bases (and dock) and warehouses (3 Pulse Lasers, 2 Large
Pulse Lasers, 4 LRM Racks and one Heavy AC).
Now head south-east and assault the second, and last, power generator from the
south: this site is protected by 10 Ullers W, all shutted down, with their
MechWarriors in two separate barracks: destroy the barracks first, and then
take care of the 4 LRM Carriers and of the turret control tower directing the
two nearby AC turrets. Before destroying any remaining generator, return to the
central base and repair.
Side note: the north side of the second site is protected by at least 20 LRM
turrets directed by tow control towers and 3 Shreks: if you came from the
south, capturing the towers will be easy, and the PPC Carriers will be
destroyed by them; if not, use the fastest 'Mech you have to capture the towers
and then move the remaining forces.

MISSION 6

Mission Objectives:
+ Destroy the Orbital Cannons (33000 RP)
+ Destroy the Orbital Cannons (33000 RP)
+ Destroy the Orbital Cannons (33000 RP)
* Capture or destroy the perimeter turrets (5000 RP)
TIME LIMIT: 35 minutes
Maximum Tonnage: 600 tons
Maximum Units: 12 (4/4/4)
Artillery: 3 small, 3 big
Probes: 2

Logistic Phase: Assault and heavy 'Mechs only, with a good mix of long and
short range weapons. There aren't many vehicles are, but the Clan has a full
Trinary inside the base, and it is a assault one.
This mission is set on the starport, the final objective of the whole campaign,
so this will be your last mission. The starport occupies two thirds of the map,
leaving only a small part of the south-west covered by an hill and some trees.
The external perimeter is protected by a double hardened wall with LRM turrets,
and inside other heavy walls divide the starport into several sub-sections.

Combat Phase: You'll start on a small hill: proceed on its top and this will
reveal 4 Thors W going to the base, to reinforce it. They won't pose a problem,
so do not waste ammunition or artillery strikes on them.
After the Thors passed, proceed toward north, inside the small forest: you'll
encounter a Loki J patrolling the perimeter, and a second Loki will come to
help its mate. After you destroyed the 'Mechs, approach the light wall, but DO
NOT step in the area between the light and the heavy wall: it is mined. Destroy
the mines and the hardened wall sections, enter the base and destroy all LRM
turrets firing at you.
On the left side of your map there is a small hill, inside the base: use one of
your jump-capable 'Mechs (you have at least one Masakari J to do this) to
proceed on its top: this will make 5 Vultures J to activate, and they'll begin
to follow your scout: make him return on its path and prepare to fend off this
attack; it is possible that 2 or 3 Vultures will stop in the base or on the
hill: place on big artillery strike on them and if necessary, finish them with
your 'Mechs.
Now proceed north, to circle the inner perimeter protecting the third (as
mission objective number) Orbital Cannon: you'l eventually find the LRM turret
control tower and it spower generator: take out both of them, enter the second
perimeter and destroy the Cannons: 5 Hunchback IICs w, a Mad Cat A and a
Masakari A will move to destroy you; after this battle, explore this
sub-section and use the reapir base in it. If you procees east, you'll find one
Von Lucker protecting an other repair base, but this is useless for the mission.
Now proceed toward the second Cannon emplacement: you'll find four Cougars W
patrolling a second sub-section, and the four Thors W standing still in a
column: destroy the Cougars and place one or two artillery strikes on the
Thors, but ignore them for now: they won't fire; a Masakari W will attack you:
if you can, capture the turret control tower befoe engaging the Masakari, the
several LRM turrets in the area will give you a significant help.
Now move south, and explore this sub-section: 2 Vultures, one Mad Cat and one
Thor (all J variant) will jump in it from the south, but the LRM turrets will
take care of them, though they'll may need an hand in destroying the Mad Cat
and the Thor. After you destroyed these 'Mechs, destroy the Orbital Guns and
dock with the nearby repair base (on the east); all warehouses in the starport
are empty.
Now it is time to move toward the final Orbital Cannon: proceed along the small
peninsula you'll find two Masakaris A guardind the only gate to it, and 5
Hunchback IICs J will jump near you to support them: it is nearly impossible to
destroy all 'Mech, and it's better to order to your 'Mechs to run toward the
last Cannon, and destroy it: be careful, an other Masakari (this time a J
variant) is guarding it; ignore all enemies, and destroy the Cannon ASAP.
After all Cannons have been destroyed, sit back and enjoying the (short) ending
movie.





--------------------------------------
--EXPANSION PACK: DESPERATE MEASURES--
--------------------------------------

Whatever you did in the original game, the expansion will give you brand new
'Mechs, pilots, vehicles and equipments. I know that some of you already had an
army of Masakari Ws with tons of Clan ER PPCs ready, but unfortunately you
won't be able to use them.
You'll start with these 'Mechs: Jagemech A, Bushwacker W, Centurion W, Raven J,
Commando J; Mechwarriors: Goblin, Thunder, Spice, Baron, Rooster and Siren;
last, two Centipedes.

-------------------
--OPERATION HYDRA--
-------------------

MISSION 01

Mission Objectives:
+ Capture HQ Vehicle (20000 RP)
+ Capture Component Warehouses (20000 RP)
+ Move all units to Extraction Point (8000 RP)
Maximum Tonnage: 180
Maximum Units: 4 (4)
Artillery: 4 small

Logistic Phase: Do yourself a favor and fire Rooster; if you really need to use
the Commando J, use Siren or buy a new MechWarrior altogether. Due to the low
dropweight you'll want to use the two mediums and lights, ignoring the
Jagermech. Although having the Commando in your team will add some firepower,
it will be no more than a target. An easy target. However, it might be useful
to bring a fourth pilot in battle for some experience.
Exchange the Centurion's autocannon with an energy weapon, possibly an ER Large
Laser or a second PPC. If you want, drop few LRM racks for Pulse Lasers.
This mission is very simple, and you'll might want to capture at the very least
the Shadowcat J. Salvaging an other Uller is fine, but not mandatory.

Combat Phase: Move west and climb the hill; this will reveal the HQ vehicle
parked, protected by two Uller Js and three J.Edgars. When attacked, the
vehicles and one Uller will escort the Mobile HQ in the south-west area of the
map while the second Uller engages you. Quickly dispatch the vehicles and
concentrate on the Ullers: when they are gone, capture the Mobile HQ, and head
back to the hill and head east toward a lonely Saracen patrolling the eastern
forest: destroy it and capture the Container with two Thunderbolts.
Now go in the map's south-west corner, destroy the two Strikers by rushing them
to close quarters and capture all equipment there (4 Clan LRM Racks, 3 Heavy
Flamers).
Head north from your position, destroy the Saracen and continue moving north.
Do not attack the base from your current position, it is wiser to reach the
upper-leftmost corner and attack from the north. While you're there, destroy
the three J.Edgars and capture 1 ECM and 3 Clan Pulse Lasers in the Containers
nearby.
Move east a bit and begin to attack the two Bulldogs parked into the base;
ignore the flatbed and the salvage rig and use your fastest 'Mech to capture
the two Turret Control Towers to bring the Cannon Turrets on your side. Capture
the Component Warehouses here and place all your 'Mechs on the other side of
the turrets, and use your fastest 'Mech to scout the area near the extraction
point: a Shadow Cat J and some Elementals will power up. Immediately retreat
toward the base and let the Turrets take care of the Elementals while you
concentrate fire on the Shadow Cat.
Once all enemy units are gone, move to the extraction marker.

MISSION 02

Mission Objectives:
+ Defend Base HQ (30000 RP)
* Defend Local Turret Power (15000 RP)
* Defend Sensor Control (15000 RP)
Maximum Tonnage: 245
Maximum Units: 6 (4/2)
Artillery: 3 small, 1 large

Logistic Phase: Sell the Commando without repairing it. If you salvaged the
Shadowcat, arm it with a PPC and fast-firing laser weapons. Equip the Jagermech
with an heavy autocannon and the rest of your lance with a good mix of
medium/long range weapons. Ignore any 'Mech lighter than 30 tons when
deploying. You can freely load as many ammo-based weapons you want, there's a
'Mech Bay in the base you are going to defend.
There will be four waves, and when a wave recognizes its assault has been
stalled, it will pull back waiting for the other to arrive. With your fastest
'Mech, you'll scout the whole area, capture the three Component Warehouses and
the turret controls which will delay each wave.

Combat Phase: Immediately send one 'Mech outside the base, on the west, one on
the hill to the east (be sure to capture the Container with a Clan Heavy LBX
Autocannon on the other side) and an other near the river in the middle of the
map to capture the Turret Control Tower. The six autocannon turrets there will
help you repel vehicles, though they will be only a slightly slow-down for
'Mechs. The small base on the other side of the river is protected by LRM
turrets and holds 5 Clan LRM Racks in a Container; there's a third container
with 2 ECMs, 1 Clan Advenced Sensor and 2 Active Probes north-west of the base,
protected by two pop-up laser turrets. Most probably, you'll find time to
capture the northern Turret Control Tower and the third Container after the
second wave, but if you find yourself overwhelmed, forget about the northern
base, or just concentrate on getting the two nearest supplies.
There will be four waves. The first s composed by 2 Harrassers, 2 Manticores, 2
Saracens, 3 Uller As and one Uller W. The second wave is composed by 1 Uller W,
1 Uller A, 1 Cougar J and two Aerospace Spotters. The third wave is composed by
a lone Cougar J. The fourth, and most powerful wave is composed by a Mad Cat
J, 1 Cougar W and 1 Cougar A.
The vehicles from the first wave will attack head-on, while the 'Mechs will
attack the western side of the base. You should be able to pick the 'Mechs from
long range while they are busy with the turrets there, and the vehicles will be
blocked by the autocannon turrets near the river. If you don't destroy them
all, they will flee toward the northern base waiting for the second wave.
The second wave will follow a similar pattern: vehicles head-on and 'Mechs from
the west. This time they won't retreat so easily and you'll probably get the
chance to destroy them all.
Repair your 'Mechs and try to capture the northern base and everything else.
The third wave can be considered part of the fourth, as the Cougar J will scout
the eastern area and will wait there until the Mad Cat J is near him to attack
this side: note that this is very dangerous, as the Base HQ is near this side
and both 'Mechs are jump-capable, and the Mad Cat outguns every 'Mech you have.
The remaining two 'Mechs will attack the west side, acting as a diversion.
However, you should be able to drop a couple of artillery strikes on the Cougar
J and force the other 'Mechs to attack. The Mad Cat will follow the same path
as the vehicles in the previous waves, be sure to intercept it with all your
'Mechs and then go after the last two lights, whihc will engage any turret
first before entering th base.
When the last 'Mech is down, mission will end.

MISSION 03

Mission Objectives:
+ Capture/destroy 2 HQs and destroy defenders (20000 RP)
+ Move all units to the Extraction Point (10000 RP)
* Capture/Destroy 3 HQs and destoy defenders (11800 RP)
* Capture Component Vaults (22000RP)
Maximum Tonnage: 280
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 1

Logistic Phase: Medium and heavies (the Mad Cat from the previous mission will
work wonders), with a single light 'Mech for reconnaissance. A Cougar or an
Uller J would be perfect, if you haven't just stick with the Raven. Equip one
'Mech with an heavy autocannon.
There are three bases. The two lateral bases hold a 'Mech bat each. The one on
the right is defended by LRM turrets and Hunchback IICs, and the LRM turrets
are controller by four towers. The other two bases are a lot easier to take,
though the entrance to the leftmost is mined and protected by Aerospace
Spotters. The extraction point is patrolled by a customized Vulture...although
the 'Mech itself is not that important, it uses Star League equipment which can
be sold for large amount of RPs.

Combat Phase: Begin by heading north to climb the hill that will reveal the
bases' defensive setup. You'll encounter a Manticore and a Bulldog: take out
the Bulldog with long range weapons and rush the Manticore. Atop the hill there
will be an LRM Carrier.
The northernmost base is protected by two Aerospace Spotters and a LRM Carrier
and its entrace is mined. The base in the center has a good number of cannon
turrets flanking the road protecting its entrance and two Shadow Cats (one A
and one J variant) are patrolling the area inside the base; there are three
Bulldogs for support, which will move once the base is under attack. On this
base's north side there are pop-up and normal cannon turrets, but it's the
weakest side to attack.
The third base is well protected by LRM turrets and two Hunchback IICs; the
northern side of this base, which has less LRM turrets, is protected by few
pop-up laser turrets.Lastly, there are three Manticores patrolling the whole
southern map perimeter.
Begin heading toward the northern base: take out all vehicles daring to attack
you and reach the unmmaned minelayer. Fire at the road with your laser weapons
to make the mines detonate; this should alert the first Aerospace Spotter: take
it out at long range and constantly move your 'Mechs; if you're lucky, the
Aerospace strike will destroy more mines saving you some time. Expect the
second Spotter and the LRM carrier to charge you as the first vehicle is
destroyed.
When all defenders are gone, enter the base, capture the HQ and the Container
with two Clan Gauss Rifles inside.
Now head toward the second base, passing though the base northernmost exit. Try
to ignore the Vulture for now and carefully destroy the pop-up turrets: this
will alert the base defenders; retreat a little when they start to move and
pummel them at long range, concentrating fire on a single target at time. Then
destroy the remaining turrets and enter the base. Capture the Warehouse
containing 2 Thunderbolts, the HQ and repair your 'Mechs at the 'MechBay nearby.
It's now time to take out the Vulture (be sure not to approach the extraction
marker!). This 'Mech lacks the usual LRM Racks bu has two Star League Rail Guns
and other medium and long-range lasers that makes it even more dangerous in a
stand-up fight. Quickly rush it and let your close-range weapons bear of it.
Once the 'Mech is destroyed, fall back to the base, repair your 'Mechs and head
toward the third base, moving through the small gaps between the ridges to
reach the eastern side of the map.
As before, take out a couple of pop-up laser turrets to alert the two Hunchback
IICs (both W variant). Don't let them get near you and destroy them at
long-range, then open a hole into the base perimeter and use your fastest 'Mech
to capture all four Turret Control Towers, then move in all your 'Mechs,
capture all buildings, repair your 'Mechs and head toward the extraction marker.

MISSION 04

Mission Objectives:
+ Destroy Command Building (35000 RP)
+ Destroy all 'Mechs (25000 RP)
* Capture Mobile HQ (15000 RP)
Maximum Tonnage: 350
Maximum Units: 8 (4/4)
Artillery: 3 small

Logistic Phase: buy Hitman and assign him to your best long-range 'Mech. Deploy
medium and heavies, with a single light 'Mech for recon.
This mission calls for complete annihilation of Smoke Jaguar 'Mechs, which are
all concentrated in the northern base, well defended by LRM and artillery
turrets. Plus, if you let the perimeter alarms ring off, they will all come
toward you. The artillery turrets are incredibly powerful, accurate and with an
extremely long range, but are slow in popping up, which should give a fast
'Mech the tim to capture their control tower before they can aim. If this
cannot be done, just order long-range fire and destroy them. Unfortunately
there are no power generators visible, and the whole base is sorrounded by
turrets. There is a weak spot; it's tricky, but it's your only chance.

Combat Phase: things are becoming serious and rushing things will only make you
fail the mission.
Begin to move toward the hill northwest of your position, destroying the two
Shadow Cat Ws that will try to intercept you. Be sure to capture the containers
near your starting position (worth one Clan ER Large Laser, 2 Clan Gauss
Rifles, 1 Clan LB-X ACs and 1 Basic Sensor; note that you'll need a
jump-capable 'Mech to capture everything, Clan ER Laser aside).
Once you are on the top of the hill, move toward the Mobile HQ location; be
sure to scout the hill south of its location to have a better view of the
field. Destroy the Shadow Cat A patrolling the area and then take care of the
two artillery turrets from long range (the turrets are the strange-looking
circles near the walls...if you played MechCommander, you'll notice them for
sure); now place your two fastest 'Mechs south of the Mobile HQ, then move in
your heavies to engage the three Rommels. The Mobile HQ will move south-west
trying to escape, but will be capture by your two 'Mechs, while the Rommels
will meet their end at the hands of your other 'Mechs. Now step into the base,
capture the Heavy Turret Control if there are still turrets alive and repair at
the 'Mech Bay.
From what you can see now, there's a Loki W and a Cougar J near the Command
Building, protected by heavy walls and LRM turrets. A trio of 'Mechs (Hunchback
IIC A, Cougar A and Uller W) are sitting on the base northern side and one
Uller A, one Uller J and one Hunchback IIC are protecting the southern flank.
Not enough, there are LRM and artillery turrets scattered all along the
perimeter, with their Turret Control Towers very well protected and no
generator to cut them off. Also, perimeter alarms will make all enemy 'Mechs
converge on your position.
The best way to end the mission is to let all artillery barrages over the 'Mech
group protecting the southern flank, then moving north along the paved bridged
to circle the base and attack from the north, which has no perimeter alarms,
fewer turrets and lighter 'Mech protection.
However, before moving all your forces along the brdiges, place your heavies at
the beginning of the first, then let your fastest 'Mech to scout the area. Two
Hunchback IIC Js will power up and will come for you. Quickly retreat your
'Mech and let the other take care of the two Jaguar 'Mechs from long-range. DO
NOT, I repeat, DO NOT, destroy the bridges; this won't stop the Hunchback IICs
and will force you charging the base.
When the two enemy 'Mechs are scrap, reach the northern side of the base and
organise your forces. First, use a jump capable 'Mech to capture the container
on the small island northwest of your position (where the Hunchback IICs came
from) to retrieve a Long Tom cannon.
Now carefully scout the north sideto reveal a 'Mech Bay, a Heavy Turret
Control, a Container (2 Clan ER Lasers), a Rommel and a Saracen. Take out the
two vehicles and then charge (yes, charge) the Loki. Be sure to let you
long-range 'Mechs take some fire and then move in your close-range fighter to
make short work of both 'Mechs and than capture the Turret Control. Repair your
'Mechs and lure the remaining enemies toward your location; hopefully the
massed LRM fire from the turrets will give you a great help in dealing with
them. Once all enemy 'Mechs are gone, capture the two Component Warehouses east
of the Command Building (1 Clan ER PPC and 5 Clan LRM racks), repair if you
need and destroy the Command Building.

--------------------
--OPERATION GORGON--
--------------------

MISSION 1

Mission Objectives:
+ Move all units to Extraction Point (5000 RP)
* Destroy OmniMechStar (9000 RP)
* Destroy Bridge (9000 RP)
* Destroy Resource Complexes (9000 RP)
* Capture Component Vaults (9000 RP)
* Complete all Secondary Objectives (25000 RP)
TIME LIMIT: 25 minuts
Maximum Tonnage: 350
Maximum Units: 8 (4/4)
Artillery: 3 small, 2 large

Logistic Phase: Heavies and mediums only. Configure most of them for long-range
engagements but at least one should be able to dish high amounts of damage at
close ranges. A jump capable 'Mech is highly reccomended, and required to
capture a Container on a small island.
You'll have 25 minutes to complete as many secondary obectives you want and
then extract in the northern side of the map. Expect heavy turret protection
and three heavies in the map, supported by Shadow Cats and Hunchback IICs. The
map has plenty of hills that will allow to carefully plan you moves.

Combat Phase:

MISSION 2

Mission Objectives:
+ Capture 4 of 7 Salvage Rigs (40000 RP)
* Capture 6 of 7 Salvage Rigs (5000 RP)
* Capture 7 of 7 Salvage Rigs (5000 RP)
Maximum Tonnage: 385 tons
Maximum Units: 8 (4/4)
Artillery: 5 small, 1 large

Logistic Phase:

Combat Phase:

MISSION 3

Mission Objectives:
+ Capture Base HQ (5000 RP)
+ Destroy M.O.G. and Targeting Computer 1 ( RP)
+ Destroy M.O.G. and Targeting Computer 2 ( RP)
+ Destroy M.O.G. and Targeting Computer 3 ( RP)
+ Destroy M.O.G. and Targeting Computer 4 ( RP)
+ Destroy M.O.G. and Targeting Computer 5 ( RP)
TIME LIMIT: 30 minutes
Maximum Tonnage: 350 tons
Maximum Units: 8 (4/4)
Artillery: 2 small, 1 large
Probes: 2
Recon: 2

Logistic Phase:

Combat Phase:

MISSION

Mission Objectives:
+ ( RP)
* ( RP)
TIME LIMIT:
Maximum Tonnage:
Maximum Units:
Artillery:
Probes:
Recon:

Logistic Phase:

Combat Phase:

MISSION

Mission Objectives:
+ ( RP)
* ( RP)
TIME LIMIT:
Maximum Tonnage:
Maximum Units:
Artillery:
Probes:
Recon:

Logistic Phase:

Combat Phase:

*********
11-CHEATS
*********

This Cheat will work with version 1.8, and requires at least a basical skill in
handling files. Note that I, the sites hosting this FAQ, Fasa Interactive,
Fasa, MicroProse and the national distributor and anyone else won't answer of
any damage done by you.
Remember that winners do not use drugs nor cheats, and with cheats the game
will lose half of its beauty.
First of all, search the WINDOWS.FIT file (it should be in the main
MechCommander directory) and rename it "ixtlriimceourl" (without quotes and
extension), then choose what you want to do and do what is required:
+ 1000000 RP: in the logistics phase type: poundofflesh.
+ Finish Mission: during compat press CTRL-ALT-W.
+ Invincibility: during combat type osmium.
+ Maximum Gunnery Skill for you pilots: during combat type deadeye
+ Repair 'Mechs during combat: during combat type lorrie; this repairs 'Mechs
and replenishes ammo bins.
+ No weight limits: during logistics phase type rockandrollpeople.
+ Gives one of each weapon: during logistics type hereitcomes; this code can be
used more than once.
+ Salvage all 'Mechs: during logistics type glennrocksthehouse. Once you typed
this code, it will works throughout the whole game. Do not check your salvages,
or you will loose all the 'Mechs you destroyed.
+ Disable fog of war: during combat type mineeyeshaveseentheglory.
+ Show framerate: during combat type framegraph.
+ Unlimited artillery strikes: during combat type lordbunny.

*********************************************
12-FAQ SECTION: HOW CAN I USE THE MINELAYER ?
*********************************************

Q: How can I get the minelayer ?
A: The minelayer is a vehicle, and must be purchased from the "Purchasing"
(third horizontal button on the upper-left corner of the screen) and then the
"Vehicles" tab (fourth vertical button in the "current inventory listing"
window, below the four horizontal buttons, left edge of the screen). If
minelayers are available, their icons, with cost, quantity available and the
vehicle description will appear. Then you have to buy it, as you do for
MechWarriors, 'Mechs or equipment.

Q: Then? What should I do to use it during a mission ?
A: "Briefing/Deployment" button, above the "Purchasing" one. The vehicle will
be shown in the "Ready Area" window (lower-left corner of the screen), just
like a 'Mech. Vehicles do not need MechWarriors and can be used only once, so
if you want an other minelayer for the next mission you'll have to buy a new
one. Place the minelayer icon in one of the available slots (vehicles have to
be allocated like 'Mechs) and push the "Begin Mission" button (below the
mission map, right part of the screen)

Q: Hey, the minelayer is here with my 'Mechs but it doesn't lay mines!
A: Sure, the minelayer will not lay mines until you order it to do so. If you
select the minelayer and issue an attack order the minelayer WILL NOT launch
mines or throw itself in a suicide attack against the target, it will simply
reach it. Minelayers have no weapons aside their mines, which must be layed;
mines will explode when an enemy vehicle or 'Mech will enter a mined area,
allocating damage to the lower part of it (most vehicles will be destroyed at
once by a mine and 'Mechs will recieve damage mostly to their legs). Mines are
deployed in a group of five, in this pattern:
* *
*
* *
As you may have noted, the * represents the small yellow dot the minelayer
places on the battlefield. There are no chances that an enemy vehicle entering
a mined area will exit without damage, as they do not know that the area is
mined.

Q: You haven't told us how to lay mines!
A: P. 70 of MechCommander Manual. Oh well, select the minelayer, keep the "F"
button down and issue a normal move order. The minelayer will reduce its speed
to lay down mines.

Q: Isn't the Rail Gun the same thing as the Gauss Rifle?
A: Conceptually, yes, they are the same thing. Without going too deep into
technicisms, let me explain how a Rail Gun works and then go on the actual
question topic. But first, you must know how a normal gun works.
The projectile fired by nowadays guns (being them pistols, cannons,
machineguns, rifles) is composed by two parts: ogive and case. The case
contains the gunpowder which is ignited by a percussion pin and acts as a
propellant for the ogive, which is the part of the projectile that is thrown
toward the target. The ogive travels through a barrel creating a great
attrition, decresing the proectile' speed, reducing range and stopping power.
So, the concept of rail gun was born. Rather than using gunpowder to propel the
projectile, rail guns' barrels are fitted with a series of magnets: the
projectile is actually repelled by the magnets, so it doesn't touch the barrel
itself, and through quick changes of polarity, the magnets can move the
projectile at tremendous speed, effectively reducing attrition to zero.
Such system requires huge amounts of electronic power, and right now (2005),
rail guns never got past prototype stage mainly due to their power needs.
Quake III and other popular games feature a rail gun, and the blue trail left
by the weapon is nothing but the porjectile itself. Projectiles are fast and
cannot be caught by human eye, a rail gun projectile should be so fast that
their movement would leave a shadow on the human eye, like a very strong light.
Gauss Rifles work in the same way, though I suspect that original BattleTech
creators had a vague idea of Carl Friedrich Gauss studies. Guass was a
mathematical genius, and discovered many things, including mathematical curves
(which are called Gaussian curves, of course, and they are applied in many
fields, even in graphic programs for anti-aliasing algorithms) and various
theories on magnetisms. So, same weapon, different names.
But, hey...the Star League had Gauss Rifles, Inner Sphere lost the knowledge to
manufacture them alongside other advanced military equipment during the
Succession Wars and the Clans just perfected this technology, making it
lighter. Inner Sphere Gauss Rifles are exact copies of the original Star League
design. So, why there's this "rail gun" in the game? Don't know, ask the
developers. Probably they just wanted to give you a taste of what Cermak hides
in the first missions.

*******************
12-CREDITS and MISC
*******************

First credit? To Fasa for having created the whole BattleTech universe. Then to
me, Briareos Kerensky and to all site showing this FAQ with my permission;
visit them at:
1) Wolfart(http://wolfart.org; it's my site.)
2) GameFAQs (http://www.gamefaqs.com)
3) IGN FAQs (http://faqs.ign.com)
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos_hf@tiscali.it; ICQ UIN is 40534369; Odigo ID
is 264286.

Copyright (c) Briareos Kerensky 2005/2006. Reproduction and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.

Dusk, I rule the night
and rest by the light of the day
Blood, I thirst the blood of the corpses
that befall me
I, I have a lustful need to kill
deep in my heart
You, you are the victim I've chosen
to prey upon
James Rivera, "Baptized in Blood"
 
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Engl. Lösung

17.Oktober 2013
 
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