[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.

Heretic Saint

Second Lieutenant
94 Badges
Apr 13, 2016
169
115
  • Crusader Kings II: Reapers Due
  • Crusader Kings II
  • BATTLETECH
  • Europa Universalis III: Chronicles
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Age of Wonders: Planetfall Season pass
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Prison Architect
  • Stellaris: Galaxy Edition
  • Stellaris: Necroids
  • Victoria 2
  • Rome: Vae Victis
  • Warlock 2: The Exiled
  • Cities: Skylines
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Tyranny - Bastards Wound
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • Surviving Mars
This mission is just silly.

The description doesn't prepare you for the extent that extreme speed is crucial for the secondary objective. It sort of hints at the benefit of bringing a light 'mech, but you have to have played the mission at least once already to gain the meta-knowledge of having to over-extend and move right past the 'mechs on the left flank in order to have a chance at saving the barracks. When you get the radio message, it's already too late. That just isn't good design.

To make matters worse, the roads speed up the vehicles' movement so much that the way-too-heavily-armored APCs can break through your lines way to easily. You know something is borked when Kamea's warning that "an APC is approaching the base" signals instant failure as the vehicle won't stop until it's on the base hex.

I finally managed to do complete the mission by immediately committing a Jenner to the left flank to push past all opposition, backed by a Trebuchet for support, plus to take care of the other vehicles approaching the left gate. The main gate was blocked by an Orion, which prevented the APCs from getting through, whilst my Highlander advanced toward the central fields to take out the Taurian 'mechs.

The stupidest thing is that the APCs approaching the front gate actually formed a queue, waiting for my Orion to crush them in melee attacks. Which .. I didn't do, instead having the Orion lend long range fire support. After all, why bother? The APCs are trapped.

I took out the entire enemy force before the turrets went back online.

Something just isn't right with this mission. The primary objective of preventing all APCs to break through feels unimportant, because those turrets aren't actually necessary for defending the spaceport at all, and the secondary objective of saving the barracks has zero margin for error and requires having failed it at least once in order to approach it with a good plan.

I propose the following changes:
  • Delay the APC moving in on the barracks by 1-2 turns. Ideally grant the player sight in the area (using allied local buildings) to allow tracking the vehicle.
and
  • Actually make activating the turrets a secondary objective, as is hinted in the mission. The primary objective should just be the defense of the spaceport, for which it could suffice to prevent say, half the APCs from breaking through, so that the troops can't fully occupy the port.
and/or
  • Base turret activation on a timed trigger, having you hold off the APCs for only X turns. Why don't the engineers get to work immediately when they're already on-site? Are they hoping to not get executed by the Taurians if they don't do anything?
and/or
  • Reduce the number of APCs by half, or just reduce their armor/HP to match the vehicle moving in on the barracks, so that they can be killed off with one shot.
and/or
  • Place obstacles (CzechMarik hedgehogs?) on the roads in order to mitigate the APCs speed somewhat.

I generally really liked the story missions I got thus far, which makes this one stick out all the more. I can definitely see what the designers tried to go for, and it's a neat idea, but the execution itself feels like it fails on account of not having paid attention to details such as the roads providing such a huge speed boost to vehicles.
 

Dirges

Private
29 Badges
Jan 3, 2013
18
0
  • Crusader Kings II
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Knights of Pen and Paper +1 Edition
  • A Game of Dwarves
Yeah the secondary objective is pretty hard to complete... I did it just barely by having a quickdraw with jumpjets muscle through a couple enemy mechs (with a little support of course.) The apc was 1 turn away from reaching the point... Took some overheat damage to do it but jumped into range (just barely) and sent a spread of 2 srm6s and turned it into scrap.
 

rhilir

Recruit
11 Badges
Apr 1, 2018
9
0
  • Pillars of Eternity
  • Stellaris
  • BATTLETECH
  • Age of Wonders III
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
  • Age of Wonders: Planetfall
I didn't think it was that hard. I used a highlander battlemaster a orion and grasshopper. I was one shotting the apc thou. Even the grass hopper with its 6 med laser and 6 mg just use persision strike. thou i do focus in heavy gunnery with a mix of bulwork and evasive movement on these type of missions. my hit chances where 85 to 95 on everything. I did give up the barracks thou. I brought way to much firepower with not enough speed to save that.
 

Spuun

Sergeant
57 Badges
Dec 30, 2013
82
0
  • Crusader Kings II: Charlemagne
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • BATTLETECH
  • BATTLETECH: Season pass
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Ancient Relics
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Europa Universalis IV
  • BATTLETECH: Heavy Metal
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
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.

Did it with a "just fast enough" Shadowhawk and a pilot with enough of a piloting skill that he had bonus sprint distance. Mechs in the way didn't care, or couldn't hit him because his evasion was absurd. Single AC/5 popped the APC, which was only a 10t, and paper thin. I think mission designer knew you'd need something with speed and without a massive alpha strike in order to intercept, so they threw a bone.
 

44th MAC|Bonsai

Major
3 Badges
Feb 23, 2018
748
1
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Ok, I just did it again in my second playthrough. This time I managed to save the barracks with my Griffin. Was a close call, but it worked.

I dropped heavy, 1 Atlas, 2 Highlanders, 1 Griffin. The assaults carried one big "holepunching" weapon (Gauss, AC10) plus LRMs, SRMs and MLs to exploit that hole. The Griffin was max JJs, MLs and SRMs. All pilots had bulwark, slock and master tactician.

Both Highlanders secured the front (let's assume it is north), the Atlas went southwest, the Griffin jumped and sprinted west towards the barracks. It killed a Jenner on its way without slowing down and barely managed to get to the APC.
The Highlanders were easily capable of dealing with the APCs up front, ignoring the Mechs until all APCs were gone. My Atlas killed a Panther closing in from the hill, then turned the APC dropped in your back to smoking debris. After this, it was just mopping up some lights and mediums, no real threat. I think it would have been no problem with a lighter lance composition, I just used the best I had.

Lessons learned:
You don't need something faster than a Griffin. But it might be easier. One missmove and I wouldn't have gotten the shot at the APC.
Your other 3 Mechs don't have to move that much. Mine happend to have JJs, just because they make alot of the story missions easier, but I barely used them. Drop heavy, focus on loadouts that can kill vehicles quickly. Focus on the APCs, even if it means you ignore an SRM carrier. Don't care about the Mechs, there are no real headcappers within the OpFor. You could also do it with heavies, maybe even medium mechs if you mount enough firepower to kill the APCs with 1 alpha.
 

gh0s7

Captain
22 Badges
Apr 24, 2018
466
45
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • BATTLETECH: Season pass
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH - Initiate of the Order
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
(...) because those turrets aren't actually necessary for defending the spaceport at all (...)

Actually, when the turrets come online, the OpFor mostly focus on taking them out which, depending on what kind of mechs Player1 has, might help.

I managed to save the barracks using a JR7-D and sprinting/jumping straight to the gate near the building in order to Alpha Strike the APC. Then used it to back-core the OpFor that starts at that part of the map and moves to the spaceport. :D

And it was just so damn funny seeing 3 APC park right in front of my Orion blocking the gate...
 

Thomas.L

Sergeant
9 Badges
May 26, 2016
68
0
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Actually, when the turrets come online, the OpFor mostly focus on taking them out which, depending on what kind of mechs Player1 has, might help.
I managed to save the barracks using a JR7-D and sprinting/jumping straight to the gate near the building in order to Alpha Strike the APC. Then used it to back-core the OpFor that starts at that part of the map and moves to the spaceport. :D
And it was just so damn funny seeing 3 APC park right in front of my Orion blocking the gate...

Quite similar Strat to what I did. Got it in one try.

Dropped with a KGC, 2 Highlanders and a Firestarter.

Firestarter made a sprint for the barracks right at the start with vigilance, killed the APC then doubled back backcoring mechs otw back.
Side note - a Firestarter with 3MLS and 5/6 SLS + damages will chew through any medium mechs rear CT on a precision shot.

The 3 assaults camped out blocking the top/left/right entrances and shot to hell everything that came close.
The lights/medium opfor on this mission die once they close in, and the APCs can't stand up to LRM spamming.

Main key is to camp those assaults with bulwark in the base entrances and watch the APC parking lot form in front of you.
 

Democratus

First Lieutenant
21 Badges
Apr 25, 2018
213
0
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Initiate of the Order
  • Crusader Kings II
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
This was a great mission.

It rewards players keeping a balanced lance design. I always have one Init-4 mech (light or medium with tactical skill) that can dash to flank or accomplish fast missions.

If you bring 4 slow, heavy mechs don't complain that they weren't able to complete every bonus objective in a mission. You made the decision to be tactically inflexible.
 

gh0s7

Captain
22 Badges
Apr 24, 2018
466
45
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • BATTLETECH: Season pass
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH - Initiate of the Order
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
This was a great mission.

It rewards players keeping a balanced lance design. I always have one Init-4 mech (light or medium with tactical skill) that can dash to flank or accomplish fast missions.

If you bring 4 slow, heavy mechs don't complain that they weren't able to complete every bonus objective in a mission. You made the decision to be tactically inflexible.

Good point, I'll always be taking a Light/Medium (like a Shawk or a Wolv or a Grif) with a Master Tactician and Evasive on my lance on my second run to allow me flanking/backstabbing more easily. :p
Few are the missions where doing such will be a complete waste of a slot, like the last story mission...
 

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
This was a great mission.

It rewards players keeping a balanced lance design. I always have one Init-4 mech (light or medium with tactical skill) that can dash to flank or accomplish fast missions.

If you bring 4 slow, heavy mechs don't complain that they weren't able to complete every bonus objective in a mission. You made the decision to be tactically inflexible.
I did bring a Firestarter. But if you move it in the wrong direction before you're even notified of the secondary goal you can't arrive in time any more.
 
R

RealCadaver

Guest
I didn't even bother trying to save the barracks, stopping the vehicles was trivial, there are only 4 on the board to start, the last 2 are dropped off, by that time you have killed the others and most of the mechs. Saving the barracks would require committing to that on the first turn. If you send a mech by itself it would get shredded, there are (for me anyway, not sure if there is any variety here) 3 mechs "guarding" the barracks. Oh and I agree, you would not know before playing it once that in order to save the barracks you have to head there on the first turn with enough resources to kill the APC in one round.

In any event, not saving the barracks has almost no impact. Maybe your payment is less?

I have found with all of the story missions the secondary objectives are generally not worth pursuing. They don't result in a fail, and don't prevent progression. In fact my issue with the story missions is, other than larger payments and an atta boy from Kamea, your level of success has NO impact on progression. The story marches on at the same pace regardless of your performance, as long as you don't fail. Not sure how, but doing all of the Kamea missions (non story) and doing well(secondary objective completion) in the story missions should impact the war effort, sadly it does not.

From a "gaming" perspective I get the desire to have a "perfect" score, but other than that, meh.

I am enjoying the game immensely but the mission designs (both story and random) are a little quirky, and sometimes questionable.

If I were in total control; I would flush Darius out of the airlock for incompetence, tell Kamea , here take these 36 mechs (regiment?) I have in storage as a gift and never call me again, good luck with that whole war thing. I would take 10 million C bills (I have over 25 now) and my Atlas and retire to the innner sphere, having given the business to Dekker, for 10% of the profits, paid to me monthly.... but the game doesn't allow that :D
 
Last edited by a moderator:

Keypek

Corporal
10 Badges
Apr 25, 2018
30
0
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Cadet
  • BATTLETECH
  • Age of Wonders III
  • Cities: Skylines - Parklife
  • BATTLETECH: Flashpoint
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Went with 2 highlanders, a lrm orion boat, and a Battlemaster. The secondary objective is impossible to do unless you bring something really fast. But the main mission was easy I thought but I could see having really bad luck would make it impossible. But that's any mission. I sent one Highlander to the left side to stomp/shoot APCs. I initially sent the other highlander up the hill to try and protect barracks but it failed before he reached the top (might have made it if I just straight sprinted but I took out mechs on my way). Orion hid behind the building on outside front of base so they could LRM to either side of the base where the APCs come in so it could assist in an emergency. BM stayed in front and stomped APCs and took the brunt of the mechs coming in. Once barracks bonus failed my highlander cleaned up the mechs that direction and then came down and cleaned up the rest with BM and Orion. Clean kill.
 

scorpnoire

Second Lieutenant
37 Badges
Feb 28, 2018
195
0
  • BATTLETECH - Backer
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • BATTLETECH - Initiate of the Order
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • Age of Wonders: Shadow Magic
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III
  • Heir to the Throne
  • Shadowrun: Dragonfall
  • Majesty 2 Collection
  • Stellaris: Distant Stars
  • Magicka 2
  • Steel Division: Normand 44 - Second Wave
  • Cities in Motion 2
For some reason I had no problems killing the main base APCs with my double AC20 Steiner Scouts.
And yes, standing in the gates actually helps to stop them and then, you know: stompy stompy time!

For the secondary objective I did exactly that: jumpsprinted Dekker in his Spider up there into the gate while the screening mechs got distracted by my Lurmboat.
When I missed the APC's front it conveniently came close enough to get a kick in the front instead and died.

But yes, you really have to know that before or can only achieve it in the second run.
 

DocQuixotic

Private
24 Badges
Mar 18, 2015
12
4
  • Cities: Skylines Deluxe Edition
  • Stellaris: Federations
  • Cities: Skylines
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Stellaris
This was a great mission.

It rewards players keeping a balanced lance design. I always have one Init-4 mech (light or medium with tactical skill) that can dash to flank or accomplish fast missions.

If you bring 4 slow, heavy mechs don't complain that they weren't able to complete every bonus objective in a mission. You made the decision to be tactically inflexible.

This would be true if you didn't need to be a soothsayer to know what to do on mission start, and if this mission didn't conflict with everything the game teaches you before or after the mission.
 

Green Knight

First Lieutenant
28 Badges
Jul 19, 2006
277
0
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Arsenal of Democracy
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Crusader Kings II
You don't need a fast mech for the secondary objective.

First time I used a Thunderbolt, second time a Battlemaster. Just run up the hill, jump on top of a wall and blast the apc.

And remember that vehicles are vulnerable to precision shots.
 

WandererRTF

Captain
40 Badges
Feb 27, 2017
356
1
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Europa Universalis IV: Common Sense
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Shadowrun: Hong Kong
  • Stellaris: Synthetic Dawn
It is not actually all that difficult mission - if you ignore the bonus goal. And to be honest you do not have much need for the turrets to begin with apart from being bullet magnets.

Spoilers... goes without saying...


Hints:

APCs don't react well to the AC20. And you may need the +Dmg version here. Pilots with bulwark are valuable here since you will need to stand and shoot and take on quite a bit of fire.​


Option I: Ignore the bonus goal.

What you need is three mechs with bulwark, some morale, and guns. Last one should be used as a mobile reserve or LR support platform. Move tanky-mechs #1 and #2 to the gate pointing towards the dropships. If you can't see enemy, brace. If you can see enemy, use vigilance and kill. Concentrate all firepower on the APCs. Move support-mech to the gate pointing to towards the bonus goal. Jumping (and shooting) wouldn't hurt if you intend to support the rest of your units. Move tanky-mech #3 (typically the Über-lander) either on top of the small hill at the corner that points towards the bonus goal (jump to it + vigilance) or otherwise move it so that you get LOS to the APC approaching from the side. Again prioritize the APCs.

Next turn. Kill all APCs you can see. Once the initial APC wave is dealt with you can start dealing with enemy mechs. They are typically of low value here so just wipe them out, don't try to gather salvage. New APC wave has additional support. The one approaching from between the dropships has a PPC carrier as support - which is not a problem if you remember to use bulwark/brace/vigilance. Flanker APC has SRM carrier support so make sure stay away from that landing platform - APC is way faster than the SRM carrier so if you wait you can nail the APC first and then deal with the SRM carrier. The rest is just mopping up.​


Option II: Go for bonus goal.

Good thing about this is that if it succeeds it will make the end of the mission ridiculously easy. Bad thing is that you are likely to take a bit of damage before you can reach that phase. You again need 2-3 tanky-mechs, 0-1 support-mechs and 1 'runner'. Runner - i had no problems using jumpless Kintaro in this role - but even slower mechs work fine as long as they are not in the Atlas / Highlander category. If you have a dedicated LRM support mech with you then you could also try with runner pilot having the sensor lock ability and just marking the barracks APCs for a barrage. But as said you can do it just by running & jumping.

Deploy your tanky and support mechs as above. Runner needs to start going from the start. And fast. You need to keep moving with it towards the barracks. So no sightseeing or dueling. IIRC moving + shooting is fine (like nailing one of the APCs) if you do not do that every turn. You may need to sprint. If you lack jumpjets then I would recommend the 'backdoor' route (i.e. where the initial flanking APC is) instead of the road - but do not flank too widely or you will be too late. That route should offer some LOS protection + you only need to face a Commando instead of Jenner. It doesn't hurt to move one of the other mechs to a position from which it can support the runner - if you have LRM support then you do not need to worry too much, otherwise consider jumping for example the Über-lander on top of the tall rock near the start location (towards the barracks) and use it to both soak some damage and provide LR support. Again, remember the bulwark and the morale based abilities. In this case the vigilance's +1 initiative can really be valuable.​
 

elfiwolfe

First Lieutenant
83 Badges
Aug 22, 2001
239
102
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Cities in Motion
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
I have never got past this mission,, yet.
And my save game so broke on this mission.

BATTLETECH 5_20_2018 8_07_00 AM.gif
 

Takoita

Private
10 Badges
May 17, 2018
14
0
  • Knights of Pen and Paper +1 Edition
  • Magicka 2
  • Knights of Pen and Paper 2
  • BATTLETECH
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Magicka
From my experience, a full jumpjet Catapult (either variant, although I went with medium lasers + SRMs for a more sure kill) can get up to the secondary objective in time. The margin of error did get slim though.

As for metagaming required... I would disagree. Not only the mission description is all *wink* *wink* GM speak at you (you reviewed it on the loadout choice screen so that you have noticed it is different there, right?), numerous plot missions before this one did benefit from a mobile, jump-capable lineup. So it's not like the game didn't warn the player that simply dropping four Atlas 'scouts' may not be optimal in a fast-changing scenario. After a certain point I stopped trying to bring pilots with the goal of leveling them too - only peak perfomance for the important stuff.

Improvements? I feel it is over all too quickly. The previous scenario like this one was an intensive, but short kind of situation. So I would've liked if this one was, while tense, more spaced out. An easier, but more prolonged test of endurance. Have the enemies start further out, give the player radar signatures on the whole of the map (linking up to the base radar maybe?). And then have them sweat for a bit, trying to guess where what would go and decide what to commit and how and when. A Homeworld kind of mission, in one word.

Although that could push the length of it too much. Generally speaking, it seems like all missions were made with reloading a lot in mind.
 

Vacceo

Celtiberian Warlord
59 Badges
Dec 31, 2004
3.593
7.934
  • Stellaris: Humanoids Species Pack
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Reapers Due
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
It is possible to reach the top with a heavy. You need to just run using the road for extra movements and when almost by the top (second turn), use jumpjets to reach the barracks. I did all this with a good pilot on a Thunderbolt.