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Thanks for trying! That's the first result we've had some someone saying they would try it.
No problem!

I'm curious now if Urban Warfare will have no flashpoints, flashpoints that only work if the Flashpoint DLC is enabled, or flashpoints that work regardless of any other content. And if it ends up being that last option, does Training Wheels work if you only have Urban Warfare active?
 
No problem!

I'm curious now if Urban Warfare will have no flashpoints, flashpoints that only work if the Flashpoint DLC is enabled, or flashpoints that work regardless of any other content. And if it ends up being that last option, does Training Wheels work if you only have Urban Warfare active?

If it would be possible, maybe add 2-3 FPs in with UW that work with just UW alone. Leave the bulk of the FPs for that DLC and UW only buyers get a taste of what the first pack has a lot more of.
 
Really want wait to play this, gotta get Furypoint done asap! XD.

I've already managed to fix that one salvage bug I mentioned. That and some typo/missing word fixes. I might also make it harder, initial reports are coming back a bit less than I would want. All I would have to do is flip some vehicles for 'Mechs. But a lot of the people reporting in have been using a lot more LosTech enabled mods I didn't balance around. I might just save any further changes for 1.5, I don't want to keep adjusting this thing, as it doesn't really do anything for people that already finished it.
 
I've already managed to fix that one salvage bug I mentioned. That and some typo/missing word fixes. I might also make it harder, initial reports are coming back a bit less than I would want. All I would have to do is flip some vehicles for 'Mechs. But a lot of the people reporting in have been using a lot more LosTech enabled mods I didn't balance around. I might just save any further changes for 1.5, I don't want to keep adjusting this thing, as it doesn't really do anything for people that already finished it.

I will be sure to give you a full review on what I think the difficulty is like, noting that Furypoint is the base game with no mods and I have been pretty unlucky on the lostech.

Obviously, I will take into account that I consider myself to be at least above average in skill level :p.
 
The FP has a "weight" of 10, which is the default value for FPs. In the folder "BATTLETECH\Mods\Flashpoint-The-Raid-1.0.1\flashpoints" there is a single file: fp_theRaid.json The line
Code:
"Weight" : 10,

Can be changed to 100 or even 1000 to make it far more likely to appear next. You will still need to have "Black Market Access" to make it spawn, it's kind the crux of the FP. If you don't have BM access, you could change the weight of the BM access events in the data/events folder the same way as described above.

Thanks, this works.
Hui, this fight was hard and Amazing...

Thanks for this Incredible Mod!
 
Amechwarrior,

Piece of advice. Just balance around the Vanilla game. You have no control of what mods players are going to use. Lostech? There are players going after the flashpoint with CLAN gear!.. Tweak and bug fix, but just be aware that players will be "cheating" a bit. If you do a version built around mods may I suggest you do one with the following mods in mind..

Battletech Extended 3025
https://www.nexusmods.com/battletech/mods/387

SLDF Royal Divisions
https://www.nexusmods.com/battletech/mods/371

Your special over the top version of the Rifleman-III should use M9 Gauss Rifles, and use the wieght savings for more ammo and beefing the armor a little.

Edmon
... You can plug it into a vanilla game as your only mod (using modtech of course) but be warned.. you better have your "A" game on! The first time I played this flash point I got my but kicked on the SECOND to the last mission. Fortunately I maintained my black market access and got another shot at it The second time through I beat it but it was a near thing. (And I had lots of lostech. The SDLF Royal Divisions version of the Atlas-II- HT, a King Crab 010 and 2 Rifleman-II's. The riflemen were in the shop for weeks afterwards.)


SEVERAL DAYS LATER ADDENDUM! You know, I just realized that if you want to include specifc custom mechs in a flash point.. you can! As it's a mod just add the mechs you want to the mod package along with any special weapons etc. SOmething to think about.. you don't have to worry if you want to put in a custom mech. Doesn't matter what mods the player has installed. You did custom configurations so adding the rest of the mechs isn't a problem.. of course you want to make sure your special custom mech doesn't appear anywhere outside of the flash point!
 
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So, I took the dive and installed BattleTech via the PDX Launcher for the explicit reason of THIS mod...so my game was vanilla + ModTek + The Raid (I think it was version 1.0.0 though).
While I had lots of mechwarriors, I only used 7 of my 8 all-10s pilots.

Overall, I felt the story was cohesive, coherent, and interesting. The feel was gritty and boy was it a challenge to finish.
The length and immediacy of it, once started, was a great example of how to pressure a player through multiple engagements.
The events that occurred around the Flashpoint were cool and appropriate.

Mission 1: I took out all four of my King Crabs and wrecked the opfor completely, coming away with no internal damage or pilot injuries.
Mission 2: Because I wasn't sure which Lunar map it was going to use for the convoy, I swapped out one of the KGCs for a BattleMaster with JJs to use as a scout and made sure the KGCs were all long range (one had LRM50, one had a pair of Gauss, and one has triple LL and double AC5). This went okay, but the BLR took some minor internal damage and the the reinforcements dropped behind the LRM KGC and wrecked one torso before I cleaned them up.

I prioritized getting the BLR fixed (2 days in the mechbay) after the attack, but when the mid-FlashPoint event occurred, I didn't wait for the LRM KGC. Once the BattleMaster was fixed, I had my 'fast assault' lance back and I moved on to the Target Acquisition mission.

My 'fast assault' lance was 2 BattleMasters, 1 Banshee 3E, and 1 Banshee 3M, all with 4 jumpjets to let them move easily through cover or rough terrain. Because this was a 5-skull TA mission, I moved them in pairs with the Banshees moving to the near beacon and the BattleMasters moving to the left beacon. Because of the nature of this fast assault unit, I was prioritizing melee and medium lasers and only brought a single large laser. That made it harder to deal with the turrets, but they still weren't a huge issue with the amount of evasion I was generating. When I removed the turrets and received reinforcements, I was set.

The only 'downside' to the mission happened when one of the BLRs took an AC20 round to the head (bulwarked and in cover) and ended up with 1 point of structure remaining. Opting to avoid running through the entire opfor to the evac area, I simply ejected that pilot and brought the other three home safely.
  • The reinforcements, even though they were relatively weak, were enough to draw fire away from me while I escaped.
  • The fact that my entire lance walked at 120 and jumped at 150 gave me more than enough time to reach the beacons in time and also to reach the evac zone the turn after it appeared.
  • Without the 4 jumpjets, I probably would not have made it.
  • Without ignoring the opfor, I probably would not have made it.
  • If I had wanted to cheese it, I probably could have dropped 3 larger mechs and 1 smaller mech and then ejected the 3 larger mechs to be able to evac with only the smaller mech, but I didn't know what was coming afterwards and I didn't want to need repairs.
I totally went after The Muscle. I was debating taking the bribe, but the midpoint event pushed me to want to avenge my crew even though I was sacrificing a sweet sweet Atlas.

The first part of this, the battle, kicked my butt. Because my LRM KGC was still in the shop, I swapped in my Atlas...and promptly had both of its torsos ripped off (while in cover) by LRMs and PPCs over the course of the first three rounds of combat. The two LRM units were able to knock him down in each of the first two rounds. It was insane. Some fortunate headshotting on my part (I headshot the opfor Stalker and Atlas) made the mission bearable and, while I wished for some mech salvage, the volume of +weapons made up for it.

Map knowledge and more fortunate headshotting made the last mission much easier than it could have been had I chosen a different path to the target.

The post-Flashpoint event was a good touch as well.

Overall, the salvage was good for what I had to go through and the combination of events and missions was a good mesh.

BATTLETECHScreenshot00010.png

BATTLETECHScreenshot00012.png

BATTLETECHScreenshot00014.png
BATTLETECHScreenshot00015.png
BATTLETECHScreenshot00018.png
 
ok....so....finally got around to doing the raid.

VERY enjoyable....more please.:D

i play a heavily modded game...pilot fatigue...random spawn points...aim mods...enemies that use plus weapons..extra opfor..those kinda things.

went in expecting a hard time..but not impossible.
i got that.
the raid gave me my first fatality in this career run 1100 days in of 1400. (BLG got knocked down and headshoted to death)
also surprised me a couple times scaring the crap outta me.
used a BLG and HGN set up for recon/brawler, a LR/MR HGN, a custom longbow (2/3 movement 90 LRMS) a marauder and a nightstar.

really liked the custom camo/color....how did you do that?


so my missile mechs( in this case the longbow) always sit far back from frontlines so they have paper for armour.
in the first two lunar missions i almost lost my longbow to back shots because of how the reinforcements came in.
never seen reinforcements come in from those directions before.
didnt lose weapons but did lose heatsinks and FCS.
i used the longbow back to back since it was still functional and well its my biggest baddest fire support.
you made me VERY cautious after that.
i opted for the bribe/bounty/mech option:D and that is where 2 mechs got messed up bad killing one pilot.
the BLG meleed a GHR and then was attacked by an LRM carrier....and then a SRM carrier.....and then a STK3F and the coup de grace was another srm carrier that finished the cockpit off.
that all happened in one turn
then moved my brawler HGN up and he got eviscerated taking out 2 of the vehicles.
both mechs were recoverable and incurred the most repair costs.
all told....salvaged 2 heavies and an assault plus the atlas..made with repairs at a little over 5 mill.
that with the gear made it a well rewarded mission for the risks involved.
 
Yeah totally agree with you loved every second of this mod lost an atlas it was basically scrap after the last mission i would also love to know how the modder got the colors cos they look amazing
 
ok....so....finally got around to doing the raid.

VERY enjoyable....more please.:D

i play a heavily modded game...pilot fatigue...random spawn points...aim mods...enemies that use plus weapons..extra opfor..those kinda things.

went in expecting a hard time..but not impossible.
i got that.
the raid gave me my first fatality in this career run 1100 days in of 1400. (BLG got knocked down and headshoted to death)
also surprised me a couple times scaring the crap outta me.
used a BLG and HGN set up for recon/brawler, a LR/MR HGN, a custom longbow (2/3 movement 90 LRMS) a marauder and a nightstar.

really liked the custom camo/color....how did you do that?


so my missile mechs( in this case the longbow) always sit far back from frontlines so they have paper for armour.
in the first two lunar missions i almost lost my longbow to back shots because of how the reinforcements came in.
never seen reinforcements come in from those directions before.
didnt lose weapons but did lose heatsinks and FCS.
i used the longbow back to back since it was still functional and well its my biggest baddest fire support.
you made me VERY cautious after that.
i opted for the bribe/bounty/mech option:D and that is where 2 mechs got messed up bad killing one pilot.
the BLG meleed a GHR and then was attacked by an LRM carrier....and then a SRM carrier.....and then a STK3F and the coup de grace was another srm carrier that finished the cockpit off.
that all happened in one turn
then moved my brawler HGN up and he got eviscerated taking out 2 of the vehicles.
both mechs were recoverable and incurred the most repair costs.
all told....salvaged 2 heavies and an assault plus the atlas..made with repairs at a little over 5 mill.
that with the gear made it a well rewarded mission for the risks involved.

Yeah totally agree with you loved every second of this mod lost an atlas it was basically scrap after the last mission i would also love to know how the modder got the colors cos they look amazing

The custom colors and BM emblems are part of a custom HeraldryDef I created and then in the contracts, used the Heraldrydef override to replace the faction standard with my own.

The HeraldryDef itself is pretty simple, toss in what colors you want from the chart in my FP guide and point it to an emblem Id and you're set.

That override is by unit too, so in Mission 3 - one Lance has units originating from four main houses and each flies the colors of their origin, Davion, Liao, Marik and Steiner while still being a part of a single faction that wouldn't have those colors by default.

I just finished the Rewards segment of the FP guide last night and custom jsons like HeraldryDef are next on the itinerary.

Glad to hear it was challenging even with other mods in play and that it seems to work fine in 1.5. Because I used the cFixes corrected AS7, my custom Atlas OPFOR are already corrected for 1.5.
 
So I finally got around to installing this FP and playing it. I really enjoyed it and Kudos to Amechwarrior for doing it. IMO it is good enough to be included as a standard FP in the next Update (Heavy Metal) as it is as good as anything HBS have done thus far (Flash Points that is).

That said my experience is as follows. Note: Mods I am running are BT Extended and the BD Archer for the Give Them Kell FP mod and the LOS lines and later the performance fix mods.

The only things I ran on my mechs from BTE are a couple PPC+++ and some extended GR ammo bins on my King Crab. Any other Lostech has been acquired through other FP's or found in store. Nothing was cheated in. In fact until about 2 weeks ago this save was pure vanilla. This career run is about 2000 days in. I primarily run long range mechs, heavy on LRM's, GR and PPC's with near max front armor. I personally have modded sight and sensor ranges to 400 and 500m respectively, I find the vanilla ranges ridiculously short considering the Mk1 Eyeball can easily see that far.

Pilots. 5, 4 @ 10,10,10,10, 1 @ 10,9,10,10. 3 pilots have bulwark, breach and multi shot, the other 2 a mixture of sensor lock, Master Tactician (+1 initiative) and either Multishot or bulwark

Mechs Used.
Grasshopper, 2PPC+++, 4 SL, JJ
Catapult C4, 2 LRM15++(2dmg), 2 LRM5++(2dmg), 2 ML, JJ
Victor 2 AC2+, 2 ML, 1 SRM6+++(4dmg,2stab), 1 SRM4+++(4dmg,2stab) JJ
Atlas 2 PPC+(3 ACC), 1 MPL, 2 LRM15++(2 dmg)
King Crab , 2 GR (2 extended ammo bins with 19 rounds each), 1 PPC+++ (10dmg, -5 heat etc), JJ

Mission 1: Assault base
Mechs: Grasshopper, Catapult, Atlas, KGC
This went fairly well, although the spawn point put me in direct line of sight of the defending lance with in 1 round and was also in range of the AC2 and LRM of 3 turrets on the base. Enemy was dispatched quickly whereupon the base was taken. The added fire from the turrets hurt my Grasshopper, removing the only cockpit injury point I had. During this period a reinforcement lance of mediums and heavies landed behind me but I was able to take the high ground in the base. I had to send the Grasshopper out as bait where it took a heavy hit from a PPC removing a torso. This put the pilot in the medbay for 10 days and removed my fastest heavy for the rest of the campaign

Mission 2: Intercept Convoy
Mechs: Victor, Catapult, Atlas, KGC
This mission started well with the convoy escorts charging straight up the hill towards my spawn point. The Demolisher and Victor were killed quickly whilst the Stalker and Shrek did some long range damage for a couple of rounds. But died soon enough. I sent the Victor charging off down the hill to spot the convoy, which was taking the long way around the road, whilst the other 3 mechs moved to the right to provide cover fire right down the road. This is when things went slightly pear shaped as a reinforcement lance of Assaults landed about 10 pips away. Fortunately there was a ridge and I was able to back away but not before the Atlas and Cat absorbed a lot of LRMs from the 2 Stalkers and Cyclops spotted by the Victor which also punched an AC20 into the Atlas LT. By the time I managed to jump the Cat down the hill out of LOS and also get the Atlas down there they both had open side Torsos. This left the KGC which had backed up outside medium weapons ranges to spot and snipe from range. A called shot to the head Eliminated the Cyclops and the combined 70 LRMs from the Cat and Atlas made short work of the Stalkers and the now AC20 less Victor. Meanwhile my lone Victor was having a field day stomping the 2 Demolishers, Shreck and HQ truck in the convoy. The Victor eventually made it back close enough to the main fight to finish off it's counter part with long range fire from the AC2's.


Note: I took the advice of not waiting around and launched again with the above mechs, however the mission got stuck in a infinite load, something which has never happened before in 1000+ hours of game play. After 3 Alt F4 and reloads I decided to repair my mechs. I also loaded at this point the performance fix mod and the game loaded straight away as normal. No Idea which fixed the issue.

The really cool feature I had here was when events started happening whilst I was waiting for my repairs. I had decided to wait the 10 days until my injured pilot was out of the medbay. This also gave time to repair the Atlas and Catapult. Then the events started, 1 about every 2-3 days. Assaults on the Argo killing Techs, blackmarket access being revoked, visits from the MRBC dropping my rating with The Capellans. After all this I certainly didn't want to hang around for the 25 days the Grasshopper was going to take.

Mission 3: Destroy Black Market Warehouses (Target Acquisition)
Mechs: Victor, Catapult, Atlas, KGC
I didn't reaize (although I should have) that this was a Target Acquisition mission and though I might have left my self a bit slow but the firepower turned out to be very handy. I rushed the Victor towards the closest beacon zones and used the AC2's to take out the Air Defence command centre on the first round. This heralded the arrival of the militia lance which effectively kept the Assault lance of enemies bottled up in the top left corner for the whole match. The Victor held the first zone for 1 round until the Cat arrived to take over and then bee lined for the Zone in the pond, firing SRM's lasers and AC left and right as it ran. Meanwhile the Atlas was sprinting for the furthest Zone (on the right) with the KGC jumping and sniping the whole way to keep up. All the zones were taken with 1 round to spare. In the meantime our "friendly" allied mercs drop after having been bought off by the pirates. The Atlas and KGC are on the small Island to the South of the Target Stronghold with the Cat also moving in that direction. By the time the Long Toms drop and take out the Stronghold the Mercs have lost a Cycolps (to a KGC headcap) the Victor is a stick and the Zues is missing it's LRM arm. Of corse now I have to charge the remaining guns to get to the pick up point in time. I am really worried that I am going to have to eject the KGC but I manage to Run/jump into the zone with literally only 1 turn of the last round to go and only 1 pip into the zone. The Militia Orion finally goes down during this period but it is too late for that Assault lance to do anything.

Mission 4: Defend Base Warehouses.
Mechs: Victor, Catapult, Atlas, KGC
I like defend missions and this was fairly routine. The long range fire annihilated the Vaguard including a Stalker, Atlas and 2 Demolishers in 3 turns with the 6 turrets helping greatly, the 1 short range turret closest to the vanguard was taken out by the Stalker but the buildings took no hits. Que 2 more lances dropping on the flanks (I was expecting this) and turned the Victor and Catapult in that direction as soon as I was notified. The buildings took a couple of hits from LRM5's before I had a go at distracting the enemies with multishot from all the LRM launchers I have. By Round 9 all the enemies were dead having lost 3 more turrets, All buildings standing and only lost armor on my mechs.


At this point I decide to go after the Atlas II.

Mission 5: Take on the Rookies part 1
Mechs: Victor, Catapult, Atlas, KGC

I did not find this mission particularly difficult as liberal use of precision shot took out the most dangerous (or parts of) mechs. The addition of bespoke mechs with heaps of +stab damage weapons did knock over a couple of my mechs but no serious damage was done. Salvage was a smorgasbord of ++ weapon shopping.

Mission 6: Take on the Rookies part 2
Mechs: Victor, Catapult, Atlas, KGC
I was not expecting this mission and fortunately I always play to minimize damage because this mission could have left me having to drop a second heavy if I had lost one of my 3 Assaults, fortunately this was not so. Still the Atlas were still sporting some minor internal damage from Part 1. This mission had me spawn in a valley with little cover and no where to retreat to (map edge). Fortunately the AI is dumb and after getting my missile boats down low and in forest cover I was able to get the KGC and Victor up high on a ridge to the right where they spotted for missiles and sniped (at least 3 head caps during this mission), once in this position I just kept killing the mechs as they walked into visual range almost 1 by 1. The Atlas took a fair bit of LRM fire as the various enemies spotted for yet 2 more Stalkers and by missions end it had open torsos and arms but no lost or damaged weapons. Again a smorgasord of ++ weapons to salvage.

I really like the appearance of some custom mechs in these last 2 missions and the paint jobs looked awesome too.

My overall thoughts are that the FP design is great and difficulty is about right for people playing with fairly Vanilla build. Nothing I ran wasn't available normally (Except the PPC+++) but I would have just run standard PPC++(+10 dmg) if I didn't have them, the overall difference wouldn't be much. You could probably get rid of a few vehicles and replace with mechs. To make it harder for someone like me who likes to kill things at range maybe a few less short range enemies like Victors and Demolishers. Anything with AC20's gets pummeled until the AC20 is gone and for the most part they are dead weight to the enemy.

Anyway thanks for the great FP and if you want a suggestion for the next one then maybe another showdown with the "Muscle" is in order. Perhaps he wants his Atlas II back and he is hunting the player. Next time I am going to have to take him on and see just how good he is.

(sorry about the wall of text, but I couldn't do it justice any shorter)
 
So I finally got around to installing this FP and playing it. I really enjoyed it and Kudos to Amechwarrior for doing it. IMO it is good enough to be included as a standard FP in the next Update (Heavy Metal) as it is as good as anything HBS have done thus far (Flash Points that is).

That said my experience is as follows. Note: Mods I am running are BT Extended and the BD Archer for the Give Them Kell FP mod and the LOS lines and later the performance fix mods.

The only things I ran on my mechs from BTE are a couple PPC+++ and some extended GR ammo bins on my King Crab. Any other Lostech has been acquired through other FP's or found in store. Nothing was cheated in. In fact until about 2 weeks ago this save was pure vanilla. This career run is about 2000 days in. I primarily run long range mechs, heavy on LRM's, GR and PPC's with near max front armor. I personally have modded sight and sensor ranges to 400 and 500m respectively, I find the vanilla ranges ridiculously short considering the Mk1 Eyeball can easily see that far.

Pilots. 5, 4 @ 10,10,10,10, 1 @ 10,9,10,10. 3 pilots have bulwark, breach and multi shot, the other 2 a mixture of sensor lock, Master Tactician (+1 initiative) and either Multishot or bulwark

Mechs Used.
Grasshopper, 2PPC+++, 4 SL, JJ
Catapult C4, 2 LRM15++(2dmg), 2 LRM5++(2dmg), 2 ML, JJ
Victor 2 AC2+, 2 ML, 1 SRM6+++(4dmg,2stab), 1 SRM4+++(4dmg,2stab) JJ
Atlas 2 PPC+(3 ACC), 1 MPL, 2 LRM15++(2 dmg)
King Crab , 2 GR (2 extended ammo bins with 19 rounds each), 1 PPC+++ (10dmg, -5 heat etc), JJ

Mission 1: Assault base
Mechs: Grasshopper, Catapult, Atlas, KGC
This went fairly well, although the spawn point put me in direct line of sight of the defending lance with in 1 round and was also in range of the AC2 and LRM of 3 turrets on the base. Enemy was dispatched quickly whereupon the base was taken. The added fire from the turrets hurt my Grasshopper, removing the only cockpit injury point I had. During this period a reinforcement lance of mediums and heavies landed behind me but I was able to take the high ground in the base. I had to send the Grasshopper out as bait where it took a heavy hit from a PPC removing a torso. This put the pilot in the medbay for 10 days and removed my fastest heavy for the rest of the campaign

Mission 2: Intercept Convoy
Mechs: Victor, Catapult, Atlas, KGC
This mission started well with the convoy escorts charging straight up the hill towards my spawn point. The Demolisher and Victor were killed quickly whilst the Stalker and Shrek did some long range damage for a couple of rounds. But died soon enough. I sent the Victor charging off down the hill to spot the convoy, which was taking the long way around the road, whilst the other 3 mechs moved to the right to provide cover fire right down the road. This is when things went slightly pear shaped as a reinforcement lance of Assaults landed about 10 pips away. Fortunately there was a ridge and I was able to back away but not before the Atlas and Cat absorbed a lot of LRMs from the 2 Stalkers and Cyclops spotted by the Victor which also punched an AC20 into the Atlas LT. By the time I managed to jump the Cat down the hill out of LOS and also get the Atlas down there they both had open side Torsos. This left the KGC which had backed up outside medium weapons ranges to spot and snipe from range. A called shot to the head Eliminated the Cyclops and the combined 70 LRMs from the Cat and Atlas made short work of the Stalkers and the now AC20 less Victor. Meanwhile my lone Victor was having a field day stomping the 2 Demolishers, Shreck and HQ truck in the convoy. The Victor eventually made it back close enough to the main fight to finish off it's counter part with long range fire from the AC2's.


Note: I took the advice of not waiting around and launched again with the above mechs, however the mission got stuck in a infinite load, something which has never happened before in 1000+ hours of game play. After 3 Alt F4 and reloads I decided to repair my mechs. I also loaded at this point the performance fix mod and the game loaded straight away as normal. No Idea which fixed the issue.

The really cool feature I had here was when events started happening whilst I was waiting for my repairs. I had decided to wait the 10 days until my injured pilot was out of the medbay. This also gave time to repair the Atlas and Catapult. Then the events started, 1 about every 2-3 days. Assaults on the Argo killing Techs, blackmarket access being revoked, visits from the MRBC dropping my rating with The Capellans. After all this I certainly didn't want to hang around for the 25 days the Grasshopper was going to take.

Mission 3: Destroy Black Market Warehouses (Target Acquisition)
Mechs: Victor, Catapult, Atlas, KGC
I didn't reaize (although I should have) that this was a Target Acquisition mission and though I might have left my self a bit slow but the firepower turned out to be very handy. I rushed the Victor towards the closest beacon zones and used the AC2's to take out the Air Defence command centre on the first round. This heralded the arrival of the militia lance which effectively kept the Assault lance of enemies bottled up in the top left corner for the whole match. The Victor held the first zone for 1 round until the Cat arrived to take over and then bee lined for the Zone in the pond, firing SRM's lasers and AC left and right as it ran. Meanwhile the Atlas was sprinting for the furthest Zone (on the right) with the KGC jumping and sniping the whole way to keep up. All the zones were taken with 1 round to spare. In the meantime our "friendly" allied mercs drop after having been bought off by the pirates. The Atlas and KGC are on the small Island to the South of the Target Stronghold with the Cat also moving in that direction. By the time the Long Toms drop and take out the Stronghold the Mercs have lost a Cycolps (to a KGC headcap) the Victor is a stick and the Zues is missing it's LRM arm. Of corse now I have to charge the remaining guns to get to the pick up point in time. I am really worried that I am going to have to eject the KGC but I manage to Run/jump into the zone with literally only 1 turn of the last round to go and only 1 pip into the zone. The Militia Orion finally goes down during this period but it is too late for that Assault lance to do anything.

Mission 4: Defend Base Warehouses.
Mechs: Victor, Catapult, Atlas, KGC
I like defend missions and this was fairly routine. The long range fire annihilated the Vaguard including a Stalker, Atlas and 2 Demolishers in 3 turns with the 6 turrets helping greatly, the 1 short range turret closest to the vanguard was taken out by the Stalker but the buildings took no hits. Que 2 more lances dropping on the flanks (I was expecting this) and turned the Victor and Catapult in that direction as soon as I was notified. The buildings took a couple of hits from LRM5's before I had a go at distracting the enemies with multishot from all the LRM launchers I have. By Round 9 all the enemies were dead having lost 3 more turrets, All buildings standing and only lost armor on my mechs.


At this point I decide to go after the Atlas II.

Mission 5: Take on the Rookies part 1
Mechs: Victor, Catapult, Atlas, KGC
I did not find this mission particularly difficult as liberal use of precision shot took out the most dangerous (or parts of) mechs. The addition of bespoke mechs with heaps of +stab damage weapons did knock over a couple of my mechs but no serious damage was done. Salvage was a smorgasbord of ++ weapon shopping.

Mission 6: Take on the Rookies part 2
Mechs: Victor, Catapult, Atlas, KGC
I was not expecting this mission and fortunately I always play to minimize damage because this mission could have left me having to drop a second heavy if I had lost one of my 3 Assaults, fortunately this was not so. Still the Atlas were still sporting some minor internal damage from Part 1. This mission had me spawn in a valley with little cover and no where to retreat to (map edge). Fortunately the AI is dumb and after getting my missile boats down low and in forest cover I was able to get the KGC and Victor up high on a ridge to the right where they spotted for missiles and sniped (at least 3 head caps during this mission), once in this position I just kept killing the mechs as they walked into visual range almost 1 by 1. The Atlas took a fair bit of LRM fire as the various enemies spotted for yet 2 more Stalkers and by missions end it had open torsos and arms but no lost or damaged weapons. Again a smorgasord of ++ weapons to salvage.

I really like the appearance of some custom mechs in these last 2 missions and the paint jobs looked awesome too.

My overall thoughts are that the FP design is great and difficulty is about right for people playing with fairly Vanilla build. Nothing I ran wasn't available normally (Except the PPC+++) but I would have just run standard PPC++(+10 dmg) if I didn't have them, the overall difference wouldn't be much. You could probably get rid of a few vehicles and replace with mechs. To make it harder for someone like me who likes to kill things at range maybe a few less short range enemies like Victors and Demolishers. Anything with AC20's gets pummeled until the AC20 is gone and for the most part they are dead weight to the enemy.

Anyway thanks for the great FP and if you want a suggestion for the next one then maybe another showdown with the "Muscle" is in order. Perhaps he wants his Atlas II back and he is hunting the player. Next time I am going to have to take him on and see just how good he is.

(sorry about the wall of text, but I couldn't do it justice any shorter)

Great write up! There's only 5 missions, so not sure how you got 6. Still, nice work and shows where I could make things a little harder next time. The increase in sight lines and your Lance's tuning for it really helps, as this was balanced around stock settings. Glad you noticed the custom paint jobs, that was a hard one to figure out and not break player salvage. Wish all skins could have unit logos on them, not just the special ones.