I thought it was the most fun mission i had so far. It was very challenging, but not impossible. As I usually have medium mech with me. I could finish the mission on the first try ... Barely but that is what makes it interesting
I blocked them with thunderbolts. Im pretty sure they cant get past by if you stand in the correct position. You need to specifically stand right between the walls. Not one node before it.They can't get past an Assault. They drive right by a Heavy. At least at the left-hand entrance anyway.
You don't need to ignore the advice. Take the advice. Super heavy jump mechs is the way to go. I was able to finish the mission with 7 turns left at the end. The actual opposition is fairly light, so you can do things like split your lance up and use an LRM boat to quickly take out the beta generator with a spotter (I used a Banshee).At least you don't need to switch up your lance (unless you are going for the barracks sidequest). Wait till you do the liberation mission in a little while that has you taking out 3 generators while dodging artillery in hilly terrain.
With a 18 turn limit. Oh how I love timed missions.
You basically need to ignore the pre mission advice of taking a super heavy lance (because you are just too slow) and take all jump capable mechs. The annoying thing is you have no idea of this until you do the mission. So now I have retool my entire lance just for this one mission.
Yeah it worked fine for the front gate. But it seems like the side gate the hex between the gates is next to the road, not in the middle of the road like the front gate.I blocked them with thunderbolts. Im pretty sure they cant get past by if you stand in the correct position. You need to specifically stand right between the walls. Not one node before it.
You don't need to ignore the advice. Take the advice. Super heavy jump mechs is the way to go. I was able to finish the mission with 7 turns left at the end. The actual opposition is fairly light, so you can do things like split your lance up and use an LRM boat to quickly take out the beta generator with a spotter (I used a Banshee).
Hardly think the mission was intended to be cleared with all of the optional objectives done the first time around; most of the other missions don't have very strict time limits, so you're hardly expecting only practically having two rounds to kill stuff before objective failures.
The bonus objective requiring a specific movement profile to make it there in time also will throw people off when the campaign is directing you to put out the heaviest lance with every deployment.
I managed that mission in a mixed assault/heavy lance by leaving 2 assaults with LRMs to drag behind a little bit while my heavies just sprinted. The assaults cleaned up what the Heavies were spotting, and once the last heavy crested the last hill, direct fire plus LRMs popped the last generator. If I was going for an ‘ideal’ lance for this mission, I suppose 3 LRM boats and a 4/6 or 5/8 jumpjet spotter.After one ninja APC gave me a defeat I figured it out okay enough. You need to memorise where they spawn and be ready for them.
At least you don't need to switch up your lance (unless you are going for the barracks sidequest). Wait till you do the liberation mission in a little while that has you taking out 3 generators while dodging artillery in hilly terrain.
With a 18 turn limit. Oh how I love timed missions.
You basically need to ignore the pre mission advice of taking a super heavy lance (because you are just too slow) and take all jump capable mechs. The annoying thing is you have no idea of this until you do the mission. So now I have retool my entire lance just for this one mission.
That's what caught me off guard as well. I tried rushing my Grasshopper at the barracks a few times, but just couldn't get there in time. I did fail the mission on the first go because I didn't realize how far the APC's move per-turn. The rest of the mission punishes mistakes, but that's the bit that feels 'off'.