[SPOILER] Defense: Panzyr campaign mission feedback

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Iche_Bins

Lt. General
111 Badges
Feb 5, 2006
1.217
1.049
  • March of the Eagles
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Europa Universalis 4: Emperor
  • Commander: Conquest of the Americas
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
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
 

Ry0K3N

Corporal
2 Badges
Apr 21, 2018
28
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
They can't get past an Assault. They drive right by a Heavy. At least at the left-hand entrance anyway.
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.
 

MrPopoGod

Recruit
19 Badges
Apr 25, 2018
2
0
  • Stellaris - Path to Destruction bundle
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Tyranny: Archon Edition
  • Stellaris
  • Victoria 2
  • Teleglitch: Die More Edition
  • Magicka
  • Pillars of Eternity
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
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.
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).
 

ED-209

Second Lieutenant
4 Badges
Apr 1, 2018
178
0
  • Pillars of Eternity
  • BATTLETECH
  • Shadowrun Returns
  • Shadowrun: Dragonfall
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.
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.
 

Maxzero

Sergeant
17 Badges
Apr 1, 2018
92
0
  • Leviathan: Warships
  • Magicka
  • Pirates of Black Cove
  • Pillars of Eternity
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Backer
  • Age of Wonders: Shadow Magic
  • Age of Wonders III
  • BATTLETECH
  • Tyranny: Archon Edition
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).

Indeed.

2 King Crab and 2 Highlanders (yes Crabs can take JJs).

That was the super heavy jump lance I used. The point is you don't know you need jump jets till you get there.
 

Nyte Kitsune

Recruit
2 Badges
Apr 30, 2018
4
0
  • BATTLETECH
  • BATTLETECH - Backer
I restarted after trying this mission, most of my mechs were too slow, except the Dragon, and it just didn't have enough firepower.. I'm now back to that mission, but I'm building up my team now, Next up.. Fast Heavies/Mediums, Have the Quickdraw, The Shadowhawk, a Trebuchet, but still down 1 fast medium.. So working on side missions for possible salvage for a Wolverine or Griffin, then I should be ready. Just couldn't get to those APC's before.
 

Wanderer2142

First Lieutenant
19 Badges
Feb 22, 2018
292
0
  • BATTLETECH
  • Empire of Sin
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Age of Wonders III
  • Surviving Mars
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV
To be clear, this thread is for the second mission on Panzyr. The first mission (Liberation) has the time limit to kill the Dropship building, the second mission (Defense) has the suicidal APC swarm.
 

bob3278

Recruit
4 Badges
Jan 18, 2017
8
0
  • Europa Universalis IV: Cossacks
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
A Grasshopper with the 20% extra sprint can make the barracks, I used vigilance liberally and made it in time to snipe the apc, then the 'hopper did what 'hoppers do to light mechs, felt good. Also whoever thought of the gate cheese bless you parked the other 'hopper and an Awesome in the gates and merked all the fast little bastards while Atlas played tag with the rest of the mechs in the basin.
 

TheUnderking

Private
2 Badges
Apr 28, 2018
13
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Beat it on the fourth go (third try crapped out because my Highlander missed a 95% gauss shot, letting that first APC make it in the 2nd round, I laughed, what else could I do?), I was able to sprint a Thunderbolt onto the ramp on the right and the two APCs just sat there single file for the rest of the mission (wouldn't let me melee), I was so busy making sure I didn't lose my gauss that by the time the turrets kicked on I was just chasing down a limping commando. Let the barracks fall to the wayside.

Karano: "They're executing our wounded and taking the officers hostage, I'm sure you did all you could."

Me: "No more than you, moneybags."
 

Spartakus

I'm Spartakus
53 Badges
Feb 22, 2018
1.237
5.045
  • Europa Universalis IV
  • Cities: Skylines - After Dark
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings III
  • BATTLETECH
  • BATTLETECH - Initiate of the Order
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
Well, if a Firestarter jumps as far as it can every turn the moment I'm notified of the APC heading for the barracks and arrives just in time to watch it arrive (thus failing the secondary objective) there's something wrong with the mission design.
 

Wanderer2142

First Lieutenant
19 Badges
Feb 22, 2018
292
0
  • BATTLETECH
  • Empire of Sin
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Age of Wonders III
  • Surviving Mars
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV
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.
 

Curuno

Second Lieutenant
2 Badges
Feb 24, 2018
165
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
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.

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'.
 

Marcus Smythe

Sergeant
Apr 30, 2018
88
0
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.
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.
 

Wanderer2142

First Lieutenant
19 Badges
Feb 22, 2018
292
0
  • BATTLETECH
  • Empire of Sin
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Age of Wonders III
  • Surviving Mars
  • Steel Division: Normandy 44 Deluxe Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV
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'.

There's no indicator in the UI as to the enemy movement ranges, which would help a lot in terms of planning. Would have hoped that some contour line indicating maximum enemy movement range would be implemented, but I guess that was taken out for the first release.
 

Remnar

First Lieutenant
Apr 26, 2018
274
1
I didn't find the mission particularily challenging myself.

Had a Battlemaster, the highlander (refit to use an ac 20 over the gauss) and two Orions.

I tried to save the barracks so one of my Orions was essencially out of play for the mission, but it didn't matter. Also he was too slow to get to the barracks in time anyway.

From their first move you can estimate the apcs range and I just planted a heavy within walking distance there the turn before and shot at them. If they survived the round, I had the mech stomp them the next turn.

Ignored enemy mechs for the most part and murdered them with the turrets after.

If I did it again id bring a jumping medium to save the barracks and just park my bmaster to the one side, Orion out front and the highlander on the wall, which holds it fine and is a delightful "highlander burial" perch.
 

CyberianK

General
71 Badges
Jan 17, 2014
2.020
1.623
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
The mission is very easy if you bring enough firepower.

The one mech you send to the barracks can even help shooting at the other vehicles coming from the left while jumping around. There is enough time for the mech to reach the barracks and kill the APC you don't even need a light or medium to do it I think I had a Blackknight go there. I'd prefer it to some light/medium because once it arrives its actually guaranteed to kill the APC with one alpha strike.
 

Agent.0.Fortune

First Lieutenant
3 Badges
Feb 23, 2018
222
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
This mission was a tremendous disappointment for a STORY mission.
First, as a "hardcore" player, who does not use game saves, I was tremendously disappointed that I could not continue with the campaign after failing this mission. If it is that critical, then give me the DEFEATED message and end the campaign (and then explain why this particular mission broke the back of the Restoration).

Second, from a storytelling perspective. Do not waste exposition that is inaccurate. I was told that the turrets are worthless, I was told, if I defended the perimeter, the turrets could be brought online. I understood this as and optional objective that could make the mission easier, not a DEFEAT condition. If it I have to absolutely kill every muther before it enters the perimeter, say so, explicitly.

Finally from a difficulty perspective, the speed and armor of the vehicles make this a very challenging mission, especially when the briefing emphasizes the use of lighter more mobile mechs. That being said I don't mind a challenging mission, as long as the parameters are clear. Despite all the armor, a 55 ton mech can easily stomp a mudhole in a Sleipnir.
 
Last edited:

Remnar

First Lieutenant
Apr 26, 2018
274
1
I dunno, I felt it was pretty explicit that letting any apcs get to the port would fail the mission. The whole we don't have any soldiers thing.

And all story missions are fail states. I was a bit surprised they went with so many apcs and few mechs. I figured (at the start) they'd rush me with a wave of heavies and try to sneak the apcs in when I was engaged.