[SPOILER] Defense: Panzyr campaign mission feedback

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Rhym

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The mission itself should be very easy as long as you focus the APCs, regardless if you know to stand in the doorway. I had zero problems with a Battlemaster, a Highlander, a Grasshopper and a Jenner. I even sent the Grasshopper and the Jenner to the optional objective straight away, so the two assaults did 90% of the work in the base. It was really no problem at all, I can't understand where these complaints are coming from. The secondary mission I did fail, however it was because my Jenner decided to miss three of it's four 85% shots. I guess it's sort of a bonus for bringing a light.

You have to protect 2 APCs that are going for turret controls, but if you bought assaults, the APCs move way faster than you and rush straight into an enemy heavy lance who will focus one of them down in a single turn.

I had absolutely no problems with the APCs in this mission as well. I even sent in my (simulator only) B-team with bad skill selection in a Stalker, an Atlas, a Battlemaster and a Jenner. Both APCs easily survived at 80% armor.

I've encountered many harder situations in the campaign (Smitheon for example), but maybe I just got lucky?
 

The Real Gravedancer

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They can't get past an Assault. They drive right by a Heavy. At least at the left-hand entrance anyway.

This was my finding as well. It might be just the left side entrance though as thats where i had my tbolt. As it turns out though the APC ran out of movement points jsut past him, so I just sent a mech over to stomp it in the next phase.
 

Jamey

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I failed this mission on my first attempt when I missed the key shots on one of the APCs.

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 rushed a Grasshopper up there. With one sprint it was close enough to spot the APC and allow my LRM boat to burn it down.

I liked this mission overall. I just felt like it was a bit tight of a timeframe. I think if the APCs took one more turn getting to their objectives it would be better balanced.
 

Curuno

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I failed this mission on my first attempt when I missed the key shots on one of the APCs.


I rushed a Grasshopper up there. With one sprint it was close enough to spot the APC and allow my LRM boat to burn it down.

I liked this mission overall. I just felt like it was a bit tight of a timeframe. I think if the APCs took one more turn getting to their objectives it would be better balanced.

Yeah, my normal recon pilot was out with an injury, and my sub pilot didn't have that extra sprint distance, and I didn't have my LRM boat Orion with me that time around. Lessons learned!
 

Agent.0.Fortune

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I liked this mission overall. I just felt like it was a bit tight of a timeframe. I think if the APCs took one more turn getting to their objectives it would be better balanced.

That was my issue, I was giving it my best effort, but an APC that spawned next to the dropship (dome), was able to make it inside the perimeter in one move. I even had a Thunderbolt guarding the entrance, but it drove around him.

And like I said, I would be more than happy to take a defeat, lose a paycheck, morale, or even agree to leave a small garrison behind and continue the campaign. OR end the campaign and explain to me how losing a handful of people on a backwater world managed to destroy the entire Restoration uprising. But do not make me reload a saved game.

I am also amazed at how much hardware players are binging to the table, this is a 3 skull mission, and some of you are brining a 5 skull dropdeck.
 

DS_McWerp

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I would like it if the upper APC took one more turn to get into the barracks. It is way too hard to kill. If you aren’t running a light you basically have to sprint up the hill starting before the thing even drops and use sensor lock and a LRM boat to kill the thing, and even then the route it takes into the base is so wonky sometimes it’s still out of sensor range.

The other ones are super easy. The mechs that are attacking you are all weak and can be ignored. A single decent ranged mech with multi shot and you can clean up those APCs easy as hell. I even missed two stomps in that missions and still had no trouble.
 

Grieferbastard

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I sprinted a Dragon up the hill and could t even spot the APC before it destroyed the barracks. The APC arrives at. The Barracks on the 3rd turn after it's announced. I'm unsure how anyone got a heavy there in time.
 

Wanderer2142

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Don't really even need to run a heavy up there to deal with the bonus APC. You just send a Jenner up the left path where the left-most APC travels down, reserve past the 2 lights and medium that spawn next to the barracks in round 2, and speed past them. You'll make it safely across the entire barracks and be in range to stomp the APC on round 3, without spending ammunition whatsoever. Still have a light up there to get backshots on whatever is left of the initial mech force up there.
 

Jamey

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I am also amazed at how much hardware players are binging to the table, this is a 3 skull mission, and some of you are brining a 5 skull dropdeck.
Maxim 37: There is no "overkill." There is only "open fire" and "time to reload."
 

veevoir

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The APCs part is easy. You just need to focus on them and ignore that light crap running around, possible to mop up the first 4 APCs as soon as they show up.

The barracks part is BS, I've done it with grasshoper finally, but it requires you to basicaly sprint/JJ a mech to the barracks from the beginning and commit to it. So without meta-knowledge that objective is pretty much impossible.
 

44th MAC|Bonsai

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I dropped a bit too heavy on this one. Atlas, Battlemaster and 2 Orions were easily capable of dealing with the APCs to protect the main objective, although I didn't notice one and it stopped ONE HEX in front of its destination, then died :D But I just lacked the mobility to protect the barracks. Maybe if I'd moved my Battlemaster up there in turn 1 it would have worked out, but well, a mission won is a mission one. Being a merc, I didn't care too much about the barracks, but the bonus cbills would have been nice ;)
 

ElvenNeko

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Well, for me killing apc's were pretty easy because by that time my mech could oneshot assault mechs with once called shot, so tanks were just pieces of meat. But the barracks was indeed a terrible task, my assault had not enough move speed to even get there in time, and if i picked lighter mech for the mission - turrets and lights would tear him apart on the way.

But wait, a bit later you will have a mission with assault squads landing on your head and having a first turn) So curent one will seem pretty easy for you.
 

Carl_Bar

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I dropped a bit too heavy on this one. Atlas, Battlemaster and 2 Orions were easily capable of dealing with the APCs to protect the main objective, although I didn't notice one and it stopped ONE HEX in front of its destination, then died :D But I just lacked the mobility to protect the barracks. Maybe if I'd moved my Battlemaster up there in turn 1 it would have worked out, but well, a mission won is a mission one. Being a merc, I didn't care too much about the barracks, but the bonus cbills would have been nice ;)

My attempt with a BM didn't work. You need at least a 5 move mech with +20% sprint running flatout for the barracks from the very first turn to get up there.
 

iyaerP

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I have not failed a single mission in the game up until the [Mod Edit: language] mission. I am on my 6th attempt and counting because the [Mod Edit: language] can cross half the map in a single turn so you have only 1 turn of firing to kill every single one each [Mod Edit: language] time.

[Mod Edit: language] this mission.
 
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Fox the Apprentice

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I have not failed a single mission in the game up until the stupid piece of [...] mission. I am on my 6th attempt and counting because the stupid [...] APCs can cross half the map in a single turn so you have only 1 turn of firing to kill every single one each [...] time.

[...] this mission.
Have you tries some of the strategies mentioned earlier in the thread? While it's certainly hard the 1st time, I find the 2nd time and onward to be much easier - since we know what's coming at that point.
 

Zyrusticae

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A mission that practically requires meta gaming to complete, much less complete with all objectives successful, is not good mission design.

I quite literally had to switch one of my pilots to a spider (note: I sold off all of my mediums at this point) just to reach the bonus objective in time, and then save scum like crazy because there were far too many times where just one weapon would miss and fail to kill the APCs, which would result in instantaneous failure due to how fast the APCs move. One of the worst and most unfulfilling missions I've ever dealt with. Never want to deal with it again. If I were playing it on an iron man run I would have to completely ignore the bonus objective because it's so stupidly impossible and because the fail condition for the main objective is so completely binary.