![]() ![]() Some tips - Good is 95 tons Meele Banshee - 2x+60 melee damage, 5x small laser (+30 damage). The enemies up there were for everyone to shoot at.Ībout that triangulate 8 turn mission (extra hard when you are Ally with somebody) - I do it on 5th try. There was only a single JM south side and two turrets, while most of the enemies were closing on a circle north side. Just had take the closest point and split a mech to each of the remaining circles, while giving covering fire. This the enemy was decimated, even though they had turrets. ![]() The circles were close, so my choice to go with heavies was the right call. On an another such mission, where there were also an allied lance after destroying an AA-building. The other two lights were pretty well shot up. The Jenner lost a leg and I was forced to eject the pilot - it couldn't have made it in time to the extraction point. The Shadow Hawks assignment didn't go as planned due to a massive firepower waltzing towards it and I had to withdraw and divert a Jenner to aid with it. I managed to lure the reinforcements to south of the target just to prevent them from wiping out my mechs during egress. Can't be much slower than Shadow Hawk in the mission. On top of the distance, also the extraction point was behind it all and a whole lance of enemy reinforcements south of it. I had two Jenners, Spider and Shadow Hawk, where the Shadow Hawk was assigned to take the least guarded circle. I did a mission where the distance was far too great for anything but the lights. I feel like its the one mission type where going light and speedy is worthwhile over going steiner scout lance huge. I just take a bunch of tanky but fast mediums and heavies and streak thru the zones and get out. You bring 100 tonners to target aquisition? Are you mad? Wow thats way different from how I do it. Remember you don't need to kill any of the units and they'll prioritize any unit you have in the circle, so you can armor swap a bit. Got lucky with the orbital blast taking out 3 units so was able to clear the board and get everyone out with no turns to spare, minus the Banshee who got ejected after losing his entire left side.įor all this I got a small pulse laser. He sprinted for the far point while two of the others (Atlas and King Crab) went for Songs lance, my final Atlas did one round of fire into Songs lance then sprinted for the middle waypoint. This won't change the reward, only the mission debriefing.Originally posted by Flak Monkey:I managed it by armoring a Banshee (higher movement) fully and giving it max jump jets and a +3 to hit gyro. Optionally, you can choose to keep lady Suiko alive until the timer runs out. You can gain Local Pirate Organization rep with this choice (Max +13). The second lance comes in off the water to the right of your initial drop. Mom is in a Grasshopper, other mechs seem to be a mix of lights and mediums. ![]() Option B: If you side with the daughter, you get a base defense in badlands against two light to heavy lances. 1x Zeus, 1x Thunderbolt, 1x Griffin, 1x Hatchetman) The OpFor is a mixed lance of medium to assault mechs (e.g. Option A: If you side with the mother, you participate in a 8v4 Battle mission, along side the mother's lance. OpFor is 4x vehicles and 4x light/medium mechs.Īfter that, you have a choice, side with the mother (A) or the daughter (B). Suiko Nakano has offered you a contract on the perceived bad influence, a local Pirate named Luthendorff.įirst mission is a straight convoy ambush in badlands with no drop limit. Lady Mariko Nakano has reportedly fallen in with a bad crowd, according to her mother and head of House Nakano, Lady Suiko Nakano. (There is some chance to get a SLDF Highlander as reward) ![]() Rewards: 900,000 or 1,800,000 cbills, rare items of +, ++ and +++ value, mech parts, and possibly a complete mech. Please, let's meet and discuss the details. Commander, I need your help — my house's honor is at stake. ![]()
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