I'm happy to provide some of rules of thumb I use in my own campaign if you think they'll help, otherwise do keep up the updates! It's been fun following along so far and I'll definitely follow your next run. 
I'm happy to provide some of rules of thumb I use in my own campaign if you think they'll help, otherwise do keep up the updates! It's been fun following along so far and I'll definitely follow your next run.![]()
At least in this run I managed to "go the distance". My first run ended in disaster within the first 18 months.
I think of it as a learning curve. Next one I'm betting you'll easily double your score.
As for advice, the single biggest lesson I learned on my first playthrough, especially when it comes to proper reserving, is learn when to pull back. If you can't find a way to reserve so that you only take one or two salvos of fire, then you're probably too far forward and being overwhelmed.
The best place to practise this is actually the first round when you see the OpFor: jump into cover just far enough away that the enemy can't easily move into firing range then reserve till you get a chance to move forward and practically get a free turn. If you set yourself up properly you can repeat that more than once during an engagement, especially if you use Vigilance and Precision shot to stack the initiative deck.
The last minute hurrahs are why I don't bother with Lethality on the difficulty settings: the odds of getting a survival are low enough that they're worth it for the stories, like the time my direct fire sniper had to hold off a heavy lance while I repositioned. I thought I'd lost the pilot in the most heroic way possible, but I literally cheered when she eventually survived!
And yeah, it's not the OpFor that'll get you, it's your own damn intelligence.
One suggestion/observation if I may...?
You seem to be going through 'Mechs quite fast, yet AFAICT from your salvage picks you don't seem to be prioritising mech pieces - a perfect example was a few AAR's ago where you could (I think) have picked up a complete Kintaro?
This one specifically caught my eye...you've got 3/12 on the salvage and I can see at least 3 parts of Kintaro there, as well as an AC/10++, but the salvage you chose seems (IMHO) pretty lacklustre in comparison?
Again, this is intended as an observation/suggestion - and NOT an attack or criticism
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/edit - and YES, a modified Kintaro is a thing of joy and wonder![]()
You might want to try killing everything as fast as possible with CT strikes, except the one unit you want to salvage. Kill the trash really fast, then you have the armor remaining to salvage fight the final enemy. Depending on the target, you might be able to disable it and leave it for last, like taking a side torso out of a HBK and then just not letting it get within melee range.
Alternatively you can pepper it with LRMs as an opener (my LRM platform pilot has master tactician for this flexibility) and since iirc the AC 20 is on one side and the ammo on the other, whatever side sustains the most damage follow up with direct weapon facing fire to that side.LOL. The minute I see a Hunchback, I happily use up *all* my precision strike abilities to try and remove that Right Torso ASAP.