|
![[mech commander logo]](../images/pcgames/mechcom_head.jpg)
Operation 1: Beachead |
|| First Mission || |
The operation objective is to retake the planet of Port Stanley from the Smoke Jaguars. The 1st Battalion of the Davion Guards has been landed on Port Stanley via Dropship. The Smoke Jaguars were initially caught off guard, however, they were able to activate their orbital guns and it is feared the Dropship York has been lost along the with the whole X-Ray Company.
Yanky and Zulu Companies are to follow assigned mission objectives picking up any survivors and salvage. Careful use of resources and personnel is vital to a succesful campaign.
Operation 1: Mission 1 |
|| Next Mission || |
Of the three target areas, Objective 1 is barely defended. When destroying the Natural Gas Tower, don't get to close when it explodes, its blast radius is quite large.
Objective 2 is defended defended by an Uller W. Practice using the Force Group to surround the target so at least one 'Mech is targetting the Uller from behind where the armour is weakest.
Objective 3 is defended by a Commando A.
Additional enemy forces; Armored CarsOperation 1: Mission 2 |
|| Previous Mission || Next Mission || |
Capture supplies to the west of drop zone including a Mobile HQ. Protect the APC from enemy units as the mission cannot be completed without it.
The prison barn is located in the center of the battlefield. It is defended by a Commando A and a Commando W. Keep the APC away from the enemy 'Mechs. Once the Commando's have been eliminated, the APC will collect the prisoners.
Once the prisoners have been rescued, escort the APC to the extraction point to the east of the prison barn.
Additional enemy forces; Hollander IIA, J Edgar, Striker, Armored CarsOperation 1: Mission 3 |
|| Previous Mission || Next Mission || |
Head north to meet up with the Raven. Once collected, proceed east engaging a few Commando's on the way. These have jump jets and so are right on the Force Group. Take out one at a time by concentrating all available firepower. Watch out for the Raven as the enemy will try to target it.
Once on the east side of the combat zone, proceed south. In the south east corner of the battlefield is a Mad Cat A located on a jetty. There are fuel storage containers along the jetty which can be targetted (from a distance). When these go up, the Mad Cat should be toast.
Additional enemy forces; Harasser, Striker, SaracenOperation 1: Mission 4 |
|| Previous Mission || Next Mission || |
Leave two 'Mechs to guard the base. Send the other four due south to the Clan Base. The first group of vehicles encountered will try to escape to warn the Clan Base. If these can be destroyed, the Clan Base will be unprepared for the assault.
The base is defended by Laser Turrets and many vehicles, including some heavy tanks and LRM Strikers. Try and draw the enemy out from the base so they can be dealt with in smaller groups. There are a couple of Ullers to deal with, and these can take some work.
Additional enemy forces; Armored Cars, Striker, J Edgar, BulldogOperation 1: Mission 5 |
|| Previous Mission || Next Mission || |
Use one Force Group (of four 'Mechs) to defend the northern farm and the second Force Group (of three 'Mechs) to defend the southern farm. The Minelayer is essential and should be used to put down mines at every entrance to the battlefield. This includes the stretch of track from the deployment zone to the first farm. The area to the west of the lower farm should be mined next.
Once the enemy vehicles start approaching that area, move the Minelayer to the northern farm and mine everywhere. The first entry area for the enemy is to the north. All enemy vehicles, along with the Hunchback A can be eliminated with mines. Once these have been cleared, lay more mines to the west of the north farm to help deal with the last wave of 'Mechs. These include a Cougar, Commando and Ullers. Once these start to attack, bring your 'Mechs from the Soutrhern farm to assist.
Additional enemy forces; Savannah, Striker, SRM CarrierOperation 1: Mission 6 |
|| Previous Mission || Next Mission || |
There are two routes to the industrial zone. Either take the road straight up the middle of the combat zone, or take the woods running along the west of the road. The road route is heavily defended with vehicles and Laser Turrets.
The industrial area itself is located in the north of the combat zone. It is heavily fortified and protected by many and a large number of Firestarters. Once your Force Groups reach the center of the industrial site, they will encounter Captain Akodo Haru in a LRM-Equipped Catapult. This is a powerful 'Mech capable of dealing damage at great range. It will be necessary to bring the firepower of several 'Mechs to bring it down. If all other enemy forces have been destroyed, it may be possible to target the head of the Catapult to maximise salvage.
Additional enemy forces; J Edgar, Rommel, Striker, SRM Carrier, LRM CarrierOperation 2: Skyhook |
|| Previous Mission || Next Mission || |
The operation continues to retake the planet of Port Stanley from the Smoke Jaguars. Following the success of Operation Beachead, it is vital that all Smoke Jaguar supply depots and communications facilities are eliminated. Supply convoys are moving in the area and will be heavily guarded by Smoke Jaguar Omni 'Mechs. The locations of Clan base camps has been provided by rebels. These are priority targets and must be taken before the advance can continue.
Operation 2: Mission 1 |
|| Previous Mission || Next Mission || |
The Hunchback, piloted by Falcon starts on the other side of the river from the Force Group sent to escort it.
There is a bridge to the south of their starting position, but it will be destroyed by the Aerospace Spotter as soon as the Force Group moves to use it. If the Force Group 1 'Mechs are fast enough, it is possible to get across before the airstrike is called down. As the Hunchback II is a slow 'Mech, it is better to move Force Group 1 to the east side of the river to join up with the Hunchback. Then proceed south to the extraction point.
Enemy 'Mechs encountered will include Uller W, Cougar W, Hunchback W and a Hollander IIa. Don't forget to "liberate" supplies when possible.
It is not necessary to engage every enemy unit encountered as the objective is to get the Hunchback away.
Additional enemy forces; Aerospace Spotter, Harasser, SaracenOperation 2: Mission 2 |
|| Previous Mission || Next Mission || |
The power generators are located at different ends of the battlefield. Initially, the Force Group will encounter heavy resistance from Strikers and Bulldogs. In addition, take out the Perimeter Alarms before they can bring more enemy forces to bear.
The first power generator is guarded by a Catapult W. This does not move too far from the power generator, so a well placed airstike will assist in bringing it down. Once this has been dealt with, the 'Mechs will need to head north across a bridge. The bridge is guarded by two vehicles which can be quickly despatched.
Just to the south of the auxillary generator, a Hunchback J with SRM Carrier support will attack your 'Mechs. If in the right position, it is possible to use fuel storage containers to destroy some or all of the attacking enemy. Once the auxillary generator has been destroyed, the extraction point is located very close by.
Additional enemy forces; Bulldog, Harasser, Striker, LRM Carrier, SRM Carrier, Elementals, Cannon TurretsOperation 2: Mission 3 |
|| Previous Mission || Next Mission || |
The convoy is on the opposite side of the river to where the Force Groups are dropped. There are two options available to the 'Mech Commander. Either jump some 'Mechs over the river to slow the enemy while the rest head south to the bridge to engage the convoy, or take all the 'Mechs south to the bridge.
Additional enemy forces; Saracen, Rommel, SRM Carrier, Swiftwind, Aerospace Spotter, HarasserOperation 2: Mission 4 |
|| Previous Mission || Next Mission || |
Both Hyperpulse Generators are within a fortified compound. If the Perimeter Alarms can be destroyed before they alert the enemy, many vehicles and 'Mechs will not be crewed when the Force Groups arrive at the compound.
As with most missions, a number of tactics are available. The 'Mechs can fight their way through the town in the center of the battlefield, or they can take the woods to the west of the settlement and come at the Hyperpulse Generators from the west. If the woods route is taken, the 'Mechs can blast an opening through the compund perimeter wall and concentrate fire on the Hyperpulse Generators. Both will be destroyed before the enemy can bring any serious firepower to bear.
Additional enemy forces; Striker, Rommel, SRM Carrier, Bulldog, HarasserOperation 2: Mission 5 |
|| Previous Mission || Next Mission || |
A heavily guarded Smoke Jaguar Supply Train must be destroyed to prevent the re-arming of enemy forces. The supply train will be guarded by Hunchback J's and Uller A's. In addition, Rommel Heavy Tanks are positioned in the center of the battlefield guarding a bridge. These will engage the Force Groups if they are close enough. To complete this mission, either split the force in two and attack at two different locations (thus dividing the guarding units), or keep both Force Groups together and attack in one blitzkrieg maneuver.
Additional enemy forces; RommelOperation 2: Mission 6 |
|| Previous Mission || Next Mission || |
Timing is critical in this phase of the operation. The enemy HQ must be captured within 6:00 minutes. It is lightly defended with only one Uller and a few Rommel's.
Once it has been taken it must be defended from a Smoke Jaguar counter attack. The attackers will come mostly from the north. The sensor control building in the compound will give advance warning of approaching units. Each counter attack will consist the following 'Mechs; Commandoes, Hunchbacks, Hollanders and Centurians.
Additional enemy forces; J Edgar, Rommel, Striker, HarasserOperation 3: Vanguard |
|| Previous Mission || Next Mission || |
Zulu Company has successfully crippled the Smoke Jaguar supply lines.
Yanky Company has been overwhelmed. Whilst Yanky Company regroups, Zulu Company is being diverted to liberate Athendale. If Zulu Company can maintain momentum and keep pushing, you will have the element of surprise. Battalion HQ has limited resources, so maximize salvage.
Operation 3: Mission 1 |
|| Previous Mission || Next Mission || |
This mission is limited to four 'Mechs in one Force Group. At least two of the ambulances must get through to the extraction point.
Enemy Firestarters and a Commando will jump into combat and attempt to waylay the escorting 'Mechs. Further down the road, two Rommel tanks will target the convoy if the Force Group is not a more immediate threat. There are some Popup Cannon Turrets to deal with and two Aerospace Spotters that will call down Airstrikes on your position. Keeps the 'Mechs moving to make harder targets. There are some Elementals in the small town. As the 'Mechs approach the town, target the Fuel Tank on the north side of the road, when this blows the Elementals in the forest will be destroyed.
As the convoy moves out of the town, a Cougar will attack from the rear and two Ullers will power up and attack from the south.
As the convoy turnsright on the final leg of the mission, a heavily armed Vulture W will be blocking the road. It does not move a great deal, so if Airstrikes have been saved, they can be called down on the 'Mech.
Additional enemy forces; Rommel, Aerospace Spotter, Striker, Armored CarOperation 3: Mission 2 |
|| Previous Mission || Next Mission || |
To the South-West of the deployment zone is a useful Mobile HQ. If captured, it will reveal the location of enemy units at the industrial complex. However, eliminate the Aerospace Spotter first for the usual reasons.
Nearby is a secondary power generator for the industrial bases Laser Turrets. If you take the direct route to the enemy base you will run into two Cougars and two Ullers. To avoid these skirt the along the southern edge of the battlefield and approach the base from the West. You can draw out the 'Mechs and vehicles and deal with them easier in the open. Once these have been destroyed, make straight for the primary turret power generator and destroy it. Eliminate the remaining vehicles and capture ALL buildings. Use the 'Mech Repair Bays to fix any damaged 'Mechs and wait for Major Piotrev's unit to approach from the West. This consists of one Awesome A and four Jagermech's. It will be a tough fight bit you will prevail.
Additional enemy forces; Aerospace Spotter, Striker, Condor, SRM Carrier, Saracen, Mobile HQOperation 3: Mission 3 |
|| Previous Mission || Next Mission || |
The enemy convoys each have three trucks, so two convoys must be intercepted. Speed is the issue with this mission. Avoid unnecessary battles and quickly hit the first convoy to the North-East of the deployment zone. Once taken head South to intercept the second convoy. Each convoy is guarded by two Ullers with vehicle support.
Additional enemy forces; Striker, Harasser, Rommel, BulldogOperation 3: Mission 4 |
|| Previous Mission || Next Mission || |
Leave the lighter Force Group to defend the allied HQ. They will only have a couple of light assaults by Ullers and Cougars.
The heavier Force Group should proceed East then North along a tree lined passage. Initial assault will be from three Cougars, an Uller and a couple of Rommels. Continue to proceed North to the enemy ReEducation Camp. This is defended by Ullers, Cougars and Bulldogs with Missile Turret support. Use of airstrikes here can assist in reducing the enemy numbers.
Once the base has been captured, escort the APC with the prisoners back the way you came. An Aerospace Spotter must be quickly eliminated to prevent airstrikes against your position.
At this stage, call the guarding Force Group from the allied base to assist. Jump capable Ravens will quickly attempt to destroy the APC. Try to keep your units moving with the APC, do not leave it unguarded. It is then a question of making a dash for the Allied HQ.
Additional enemy forces; Rommel, Bulldog, Aerospace Spotter, SaracenOperation 3: Mission 5 |
|| Previous Mission || Next Mission || |
Heavy 'Mechs are required to complete this mission. Large amounts of firepower are the order of the day.
From the deployment zone, head both Force Groups at full speed to the entrance of the base on it's northern side. While the 'Mechs are making their way, use the Minelayer provided in the base to mine the road from the entrance. Once this has been done, move the Minelayer to the west side of the base and mine heavily...the final assault will come from here.
By the time 'Mechs get to the base, enemy jump equiped Firestarter will attack from the East. As these are light 'Mechs, they should not prove a problem.
The next wave comes from the South and consists of four Uller's and four weapon variant Centurians. The bases missile defences will assist valiantly in the repulse of the attack.
While this attack is going on, ensure the Minelayer is busy to the West. After the Uller/Centurian attack, use the Mech Repair Bays to fix any damaged 'Mechs.
The final assault is from the West across what should be a substantial minefield. Hunchbacks attack straight down the road, with Catapult's and Strikers just to the North.
Additional enemy forces; Striker, RommelOperation 3: Mission 6 |
|| Previous Mission || Next Mission || |
This mission can be achieved with much fewer than the maximum twelve 'Mechs. Six or seven heavy 'Mechs are sufficient, and none need be lost.
Head North to the Sensor Control Complex. First there are patrolling Strikers and Catapults to be despatched.
The base is heavily fortified with a large number of Missile Turrets and two Catapults guarding the HQ Building and the Sensor Control. By moving in slowly and attacking the Missile Turrets from long range, miminal damage can be taken. Once the base has been captured, use the Mech Rapair Bay to fix all damaged 'Mechs.
Then proceed North to the bridge. This is guarded by two more Catapults. If any 'Mechs take damage, they can return to the Sensor Control base and refit using the Mech Repair Bay.
Proceed over the bridge. There are more Missile Turrets and a number of Jagermechs. These can be drawn back over the bridge and destroyed on the South side of the river (if necessary return damaged 'Mechs to the Mech Repair Bay before proceeding back over the bridge).
The Administration Building is easy to destroy, but two Hunchbacks, four Bulldogs and a well armed Mad Cat W will need to be destroyed before your forces can proceed to the extraction point at the top of Mount Samurai.
Additional enemy forces; Striker, Bulldog, LRM CarrierOperation 4: Linchpin |
|| Previous Mission || Next Mission || |
Operation three has been completed. The next task is to destroy the Clan's Orbital Guns. In addition, they are using a number of Mobile Guns. These must be found and eliminated before the assault on the Starport can proceed. The Smoke Jaguars are moving Heavy and Assault 'Mechs into the area to oppose you. These will be manned by some of their best pilots.
Operation 4: Mission 1 |
|| Previous Mission || Next Mission || |
There is an extreme drop limit on this mission. Take three vehicles to escort the APC to the Masakari.
As they will have next to no offensive capability, make for the "ringroad" to the north of the settlement. Resistance will come from Harasser's, Elementals, Saracens with Aerospace Spotter support (so keep moving). Use an airstrike to blast through the narrowest area of forest off the ringroad and race across to the Masakari.
Once the 'Mech is powered up, there is little that can stand against it. There is a Mech Repair Bay should it take any damage from the defending vehicles.
The Orbital Guns are to the West of the 'Mechs starting position. They are defended by two Uller J's, a Rommel and a few Missile Turrets.
Additional enemy forces; Aerospace Spotter, Harasser, Saracen, LRM Carrier, Elementals, Rommel