The new Battletech video game is actually really good and scratches a lot of my old Battletech itches. I’ve had a number of memorable encounters with Velding’s Marauders and I’m sharing them here.
Mission: Capellan Death Amphitheater, Take II
I reloaded from save, which was well before the mission start. I reordered my repair orders and that simple change let me replace the Commando with a fully-functional Centurion.
This time I immediately moved to the left ridgeline. The plan now was to look for a break in the line that would allow me to walk the Centurion through. Once I found it, I’d jump the Spider, Blackjack, and Shadow Hawk onto the ridgeline and seize the high ground on the left side of the battlefield.
I found that gap and marked my first enemy kill when their Commando ran through it and was annihilated. I ran my Centurion up the gap, and then jumped my Spider, Shadow Hawk, and Blackjack onto the ridge in order. An enemy Shadow Hawk was shredded as I focused fire and counted my Spider as a fair trade.
When the last two enemies, a Griffin and a Quickdraw, squared off, I focused on the Quickdraw’s side torso, destroying its missiles. Under pressure from the Griffin, I sent the Shadow Hawk its way, but kept focus on the Quickdraw. It eventually succumbed and I turned on the Griffin, who went down in a flurry of vicious kicks.
Except for the Spider, my losses were minimal. Not because of good luck, but because of good tactics and a commitment to them. It was also the result of repairing my mechs in a sensible manner to ensure I didn’t just have four ‘mechs ready at a time, but four good ones. It was the result of only repairing some ‘mechs somewhat instead of all of them at once. That let me coast through payday and have that lance of good ‘mechs ready when I took the mission. I learned the importance of discriminating between what should be repaired and when.
This started a run of good, one-and-a-half- to two-skull missions which were more perfunctory–and profitable–than I’d come to expect.
Mission: Quick Extraction
I started at the top of a wedge of land. At the bottom was a confluence of three rivers and a base that I had to extract some stuff from. I was told after I landed that the resistance would be heavier than I expected. After the last mission, I was braced and twice as wary because I had to leave one of my ‘mechs in an enemy base.
I moved my Centurion, Vindicator (recently repaired), and Blackjack across the western river. My Vindicator was piloted by Shaft, a new mechwarrior I’d hired to replace my previous Spider pilot. Those three would draw in any enemy forces.
Behemoth hung back in her Shadow Hawk. She’d sensor lock enemies, but lay low. Once they were sufficiently distracted/dead, she’d swing in, occupy the base, and hit the landing zone as quickly as possible.
In the end, I only encountered two vehicles. Both Manticores, I think. They landed some hard hits, but I made relatively quick work of them. Behemoth ran into the base, got our objective, and wrapped up the mission easy-peasy.
Mission: Two Commandos
That was all. Just two Commandos. There were some woods. One Commando had SRMs and the other had the large laser. Indirect fire and sensor locks from my Shadow Hawk pilot, Behemoth, make quick work of them.
This was my first mission with Shaft, a new recruit I’d hired to replace the scout ‘mech pilot I’d lost to Grim Sybil. I hdd kept the Spider too close to the fight after it took a ton of damage in the first story mission. Well, maybe it had taken 29 tons of damage when it finally took that last ton. I was hoping to train Shaft up as the missions allowed.
I also bought a cockpit module which would help my morale a bit. I’m curious about the morale system and want to see how trying to leverage it works. I’ve been satisfied so far.