Disaster Mission - Tactics & Weapons?

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I would suggest making at least two (and maybe 3) of your mechs specialists. That could be a head-capper Marauder (a design which I think is fairly overpowered); a short-range mech that can use precision strike to kill an opponent in one turn (usually built around medium lasers); an LRM boat can work (though it's been a while since I've used one), as can a high damage SRM mech, like the Stalker that KDubya mentioned. It makes sense to have a couple of jack-of-all trades mechs (which will usually be last in line to use Precision Strike and, as such, are good with a multi-shot pilot). And then the goal is that your tactics revolve around maximizing the effectiveness of the specialists -- so, for example, if you have a head-capper Marauder that is absolutely first priority when it comes to spending morale, so you're tactics for the other mechs should minimize the use of morale ability. The short-range laser boat will probably also use precision strike but can get quick kills by jumping behind an opponent and overwhelming the rear armor.

For my own tactics I tend to have at least two mechs that are primarily short-ranged mechs, but I also tend to get tired of campaigns before I get to stage of having all assault mechs, so my experience is biased towards medium/heavy mechs.

None of that advice is specific to that mission. I don't have enough of a sense of the map to give you any advice for how to best deal with a LRM-heavy OpFor but the tactics you used of trying to take the LRM damage on a mech with 40% or 60% DR helps a lot in terms of letting you soak damage and buy time while you're killing the opponents.

I like your idea of specializing. At this point in my career I can't say that I have enough experience to know quite how to use them or which ones would best suite my style, though I'm sure I'll use some pilots as specialists as I move forward and gain more experience with different types of mechs. Thank you.
 
I had one of these missions after I finished the campaign for the first time. I think it was 4 or 4.5 skull. I was pretty cocky at the time. Didn’t have a lake, but there were a LOT of heavy/assault mechs and they were in contact as soon as I mad a move in any direction. Was dropped in a map corner and had to work either north or west. Heavy spotter mechs were deployed by the OPFOR so I was moving while observed and absorbing multiple LRM swarms and PPC strikes without being able to retaliate. Ended up winning, but only had my SLDF Highlander and a KGC left. The KGC was barely walking as he had run out of ammo and did two DFA stunts.

I think sometimes the game wants to present as difficult as possible to make the withdraw decision part of the gameplay.

As far as the Striker goes, I favor 4x15 LRM tubes with appropriate TTS and heat management. + damage is preferred, but I’ll take +stab if that’s the only one available. Usually carry about 700-800 missiles so I can keep them coming. That’s a LOT of firepower.

Oh my goodness, your mission certainly seems far more unwinnable than mine first appeared. It sounds like a miracle any of your mechs survived. I also agree with you that missions certainly do vary in difficulty level, even within the same skull range.

I'm glad you mentioned the TTS, because when I went back to refit my mechs I gave them each a TTS for their damage type, until I ran out. In game that turned into a 90%-95% hit chance quite frequently, even with only the +1 TTS. Accuracy is huge to me. Thank you.
 
That playstyle was nerfed all the way back in patch 1.1. From notes:
  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
You can still do it with mediums but heavy on up it's not efficient. You'll get more knockdowns from blowing up legs than from stability.

That's good advice. My goal as I move forward with the campaign is to move away from stab damage modifiers and to look for more damage and + crit weapons. I also like the idea of blowing up the legs using called shots.

Yes, I think I may have played one or two missions in 1.1, though I quickly moved on afterwards and didn't return until the current patch. Those are huge changes to stability and certainly worth reviewing. Thank you for going back and finding the changes.
 
Also bear in mind that you can withdraw from any mission if you don't like the look of it.

Lots of good advice above, but ultimately it also depends on what style *you* like playing. It does sound like a "prefect storm" situation of early contact with an LRM heavy opposing force at the top end of the possible force strength for the skull rating.

End of the day though - you learnt something! :D

Haha! I completely agree that this was an excellent learning experience. Boy, I hate the thought of withdrawing from a mission, though. It just feels wrong. Now that I know the game saves before missions, I'll be able to go back with new tactics when I run into another difficult group like this one. Thank you for the encouragement.
 
Haha! I completely agree that this was an excellent learning experience. Boy, I hate the thought of withdrawing from a mission, though. It just feels wrong. Now that I know the game saves before missions, I'll be able to go back with new tactics when I run into another difficult group like this one. Thank you for the encouragement.

In my current run through, I had to do it a couple of times. Sometimes when things look rough, I just hope to get a good faith withdraw at least. It isn't always possible though.

I think the key is to remember that we run a business, and repairs and/or losing special weapons is costlier than sticking it out to fulfill a contract. Especially if a cored mech is a destroyed mech and is gone forever :/
 
I got creamed the first time I tried the two base recovery mission. Thing is, once you make contact with anyone, both base defense opfors head for your position and you are faced with a 2 on 1 situation, which can get hairy if your equipment is not well advanced. As you did, I learned to move so I only had to deal with the opfor lances one at a time. Since they all sprint in, at least most of the way, you can get them strung out so you can focus fire on an individual for a turn to either take them out, knock them down or reduce the danger through weapon destruction.

One thing I haven’t tried is to make contact and lead the opfor around with 3 of my mechs and use the 4th to sneak in behind and complete the mission goals. I’m wondering if the new ECM Cataphract might be a nice option for this.
 
In my current run through, I had to do it a couple of times. Sometimes when things look rough, I just hope to get a good faith withdraw at least. It isn't always possible though.

I think the key is to remember that we run a business, and repairs and/or losing special weapons is costlier than sticking it out to fulfill a contract. Especially if a cored mech is a destroyed mech and is gone forever :/

So helpful! I thought we would get back whatever mechs we lost. I didn't know that a cored mech is gone forever. Wow!
 
I got creamed the first time I tried the two base recovery mission. Thing is, once you make contact with anyone, both base defense opfors head for your position and you are faced with a 2 on 1 situation, which can get hairy if your equipment is not well advanced. As you did, I learned to move so I only had to deal with the opfor lances one at a time. Since they all sprint in, at least most of the way, you can get them strung out so you can focus fire on an individual for a turn to either take them out, knock them down or reduce the danger through weapon destruction.

One thing I haven’t tried is to make contact and lead the opfor around with 3 of my mechs and use the 4th to sneak in behind and complete the mission goals. I’m wondering if the new ECM Cataphract might be a nice option for this.

Ahh. We shared a similar winning strategy and an initial loss! Are you talking about an ECM Cataphract in the base game plus DLC or is that a modded mech? Thanks.
 
So helpful! I thought we would get back whatever mechs we lost. I didn't know that a cored mech is gone forever. Wow!

It's an option in the settings. If you didn't specifically select it, you shouldn't have to worry about it.

I just like selecting it for the higher stakes.
 
It's an option in the settings. If you didn't specifically select it, you shouldn't have to worry about it.

I just like selecting it for the higher stakes.

Oh good! Thank you. No I didn't select that one. Look like you live on the edge. :)
 
Oh good! Thank you. No I didn't select that one. Look like you live on the edge. :)

There is crazier settings than what I pick too.

I like 5 pieces of salvage, Ironman, Slow Mechwarrior Progression, and Mechs lost with CT destruction. This current playthrough I did make Argo costs cheaper though.

It seems like a good mix of difficulty and progression for me.
 
Ahh. We shared a similar winning strategy and an initial loss! Are you talking about an ECM Cataphract in the base game plus DLC or is that a modded mech? Thanks.

The last free update (1.9?) included some new chassis, one of which was a new Cataphract with ECM. I think it is the -0X version? Not as good as a RVN, but big enough to carry armor and a few weapons to make a better contribution on the mission since the cloak can be removed by a sensor lock.

Of course, a heavy/assault lance with lots of damage weapons makes this a moot issue.
 
There is crazier settings than what I pick too.

I like 5 pieces of salvage, Ironman, Slow Mechwarrior Progression, and Mechs lost with CT destruction. This current playthrough I did make Argo costs cheaper though.

It seems like a good mix of difficulty and progression for me.

Haha! You are certainly a mad man! Best of luck with the game!
 
The last free update (1.9?) included some new chassis, one of which was a new Cataphract with ECM. I think it is the -0X version? Not as good as a RVN, but big enough to carry armor and a few weapons to make a better contribution on the mission since the cloak can be removed by a sensor lock.

Of course, a heavy/assault lance with lots of damage weapons makes this a moot issue.

Wow! How fascinating. I hope I run into one. ;)
 
Haha! I completely agree that this was an excellent learning experience. Boy, I hate the thought of withdrawing from a mission, though. It just feels wrong. Now that I know the game saves before missions, I'll be able to go back with new tactics when I run into another difficult group like this one. Thank you for the encouragement.
I completely agree about hating withdrawals.
I don't think I've ever actually withdrawn though (it seems cheesy), even when the cost was a TPK. And I've always played Ironman mode, and Honourman before Ironman was even an option.

But, play what you like. My way (or anyone else's way) doesn't have to be your way! :)
 
Withdraws don't bother me too much. Well, they bother me however I will perform one when it makes sense.

I look at it as a form of abbreviated parlay. We negotiated a withdraw and we're allowed to leave the battlefield in theory. The game doesn't necessarily treat it that way, that's just how I envision it.
 
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Excellent discussion. I have run into a few "Killer Missions" myself. In one Destroy Convoy mission the enemy was reinforced by a Griffon, Shadowhawk, Jenner and Commando when my heaviest was an Enforcer. I was outnumbered 10-4 and the Griffon announced it's arrival by destroying my Jenner's leg from behind. After that Darius announced, "We are picking up enemy reinforcements on the scanners. " Thanks for nothing, Darius!


My "scout" now is a Battlemaster with Jump Jets and a 10 pilot for extra Sprint distance. He stays in front and moves as fast as possible. In that mode he can still spot concealed enemies, allowing me to clear out the enemy spotters. The AI often takes the bait and tries to hit him. If they connect, you will note that it is a Battlemaster. Sometimes the AI seems to find my weakest mech, and focuses on the one that does not have a Reinforced Cockpit, even when it is way to the back.

I am currently playing Ironman for the first time and it can be nerve wracking. In that mode you have to approach every mission with your hand hovering over the Withdraw button. I tried to flank an enemy lance that got reinforced on turn 4. I wound up taking on 5 Medium and 3 Lights with two mediums and two lights. As in games that you all have described, the enemy included a lot of missile boats which were sandpapering the armor off my mechs at a furious pace. I got the odds down to 5-4 when I had to Eject the Jenner's Mechwarrior before his mech was destroyed. Then I did a Good Faith Withdraw.

One trick i have used on difficult mission, especially Highlands or Lunar, is to field an all Jump Jet capable lance. The AI usually fields a mix and you can force them to leave the walkers behind as you outflank their position. After you defeat the ones that can follow, you go back and clean up. I have Jump Jet capable Marauder that works great for these missions, equipped with Large Lasers instead of PPCs to save weight.
 
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I learned early on to try and isolate on one base when doing a double recovery mission. Move around so one base is between you and the other to max out the distance the farther force has to move to get to you. And take out spotter mechs ASAP so they don’t pick you to death with LRMs.

Recovery (and some base destroy) missions don’t always give you even a generic location on the opfor. While a lot of the Battle and Assassinate missions show you where the supporting forces are coming from, sometimes even the ambush forces, so you can plan accordingly. Even when you get up to Assault level mechs, you don’t want the opfor just pot shooting you while they assemble their forces.

Sometimes I will leave my lance in a defensible location and run the fastest up to make contact and initiate combat, then run back to the lance to prepare for arrival. Depends on the map and objectives. TBH, if you play long enough you will start to recognize a lot of the combat maps and have an idea how to best attack.
 
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I learned early on to try and isolate on one base when doing a double recovery mission. Move around so one base is between you and the other to max out the distance the farther force has to move to get to you. And take out spotter mechs ASAP so they don’t pick you to death with LRMs.

Recovery (and some base destroy) missions don’t always give you even a generic location on the opfor. While a lot of the Battle and Assassinate missions show you where the supporting forces are coming from, sometimes even the ambush forces, so you can plan accordingly. Even when you get up to Assault level mechs, you don’t want the opfor just pot shooting you while they assemble their forces.

Sometimes I will leave my lance in a defensible location and run the fastest up to make contact and initiate combat, then run back to the lance to prepare for arrival. Depends on the map and objectives. TBH, if you play long enough you will start to recognize a lot of the combat maps and have an idea how to best attack.

That's great advice for anyone trying those difficult missions.