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Mech Commander: Gold walkthrough - strategy guide

PRIMA’S OFFICIAL STRATEGY GUIDE 


~ PRIMAS OFFICIAL STRATEGY [T3 


Joe зи BEL 


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| РАНА 
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Product Manager: Sara E. Wilson 

The MechCommander Gold. game is © 1999. Microsoft себор, All Rights е Developed by Microsoft Corporation. 

Published by Hasbro Interactive, Inc. ‘BattleTech material © 1998-1999 FASA Corporation. MechCommander, MechCommander: 
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MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TABLE OF CONTENTS 


Pat, Wi Basits сон waren salon kee tee ona TEMPER | 
Chapter 1: The: Battle Continues: „оно rh mm ties tmm htt ва ae Bos 2 
Weapons &Equipmett 42 s аа vb CE rU Sie аон Un epe ph 3 
(MEGS: eos s niente EP Ya PUMA СО НОВА da mene SC iretur 3 
Vehicles & Emplaced Deferses: 223: ewe инанан ао а IS 3 
Tactics: Techniques: оо veu meto Decreto rnt а e ees Sano вод надева 4 
Mission Walkthroughs - 525 sur eas dato dece eC ea xn ln Rn rte 4 
Multiplayer MechComtimander Tips: 2s aste e teed ios Eee Rees ERO heed 5 
Chapter 2: Weapons and Equipment .......... ccc ccceccccccccccccccceees 6 
Inner Sphere Weapons: «s aoo dtes e aul e Pa tod ende dati dee m ae OE PS 7 
Energy Weapons е coated ae M eina mises nbus 8 

Projectile: WeapOnSe. sarip zer homme que а 8 cs Er at a e dle us 16 

Clari. Weapons vato Ste от обои правна iier d dco e rte ah deste n d Bn 26 
Energy Weapons asses dece a petra а en C ZEE 21 

Projectile. Weapons cx ood o cede tecto nig ie oam iig nt Dante alte o yii ND e заед 30 
Miscellaneous Equipment... «2 аон льо алома ER He Rad 36 
Other-Equiprheliloo «215254 Sov eur botas sob desde zeae e acer ec 37 

Weapon Choices 3499s DOES eie s o ec e yo OUS ied reu fe oco E do bes 39 
Chapter’ 3: BattleMechs «oae i сакало Bare Er eda ey rrt вка 40 
Inner Sphere BattleMechs sas asse OR oU Sula RT erp ME PERSA 41 


Clan Meélisc oos vos Shaw ERE аа as OE men ав E 54 


Vehicle ROTET ода оо tr nice heard oa tn boa ce nanan ac Ove ago о И Ux dien 65 
Vehicles Available from Battalion .................................. 65 
Other Enemy Vehicles. оаза ваме Sas ЕВЕ QUEM SU TAA A 70 
Long-Raüge Tanks: „онаа ва во вади VORA AG sess a Doe REO ALES 70 P. 
Medium-Range Tanks. гаа ана deem etn idee cce aces 74 ut. 
Short Range Tanks rotere cr roh unes seh Hee ed UA EISE 75 p 
Missile.Carriers одаи оа uet ede a HERE EST Te Rb EP ES 78 o еди 
Miscellaneous Mobile Threats .................................... 79 " 
Non-Comibatant:- Vehicles. 5543.9 о ада Bek om, athe hada nd 80 
Emiplaced: Deferses: «usc rea sue Pet voe Савка PRAIA WEE Pa PERRA 82 
Walls одо вовела mE aes BGS ACER dad PRU USES 82 
Automated Turrets seert ia wie teach eae iecore que Sven iue seres te oq ee eed 83 
Vehicles and Non-’Mechs in Summary ........ 0... c cece cence cence eens 85 
Chapter»: Combat „ааа ае FEN А ааа etna woke ow Exin Rem Shaye end воа 86 
Configuring Mechs and Force Groups ....... 00.00 cece greed ence eee eens 87 
Tonnage ConsideratlOnga sss entere Ковано навали 87 
Light or Неаўу "Mechs? 2:5. rb RE RR UR ELE RE LEKENDE 88 
Special Units: 43 а аан Ch P SUE OA de doe ped dre teris 89 
Weapon CHOICES: а ааа eo hace te T E dip LAE RR D RR T чена AR 89 
Preferred Weapons. deest be dades eror PY Po e ale qol d 89 
Situational Weapons: sarriro еа ть миро a вува NS E 90 
Weapon Guidelines 50855 dr tns кна Sn ed реон alan ird eue et petu o Mawes 90 
Cluster Your Weapons: а. в ао а а лом ipse cei nim d de bo а 90 i 
Concentrate the Damage (But Don’t Overdo К)....................... 91 | 
Balance Power and Ammunition ............... cece eee eee eee eens 92 | 
Recommendations: 13... para ombre ee Ioa herido dae oie ba lle orit 93 : 
Мемо оаа au od oie BASES Per P pee nues Hews’ 93 
Hiring and Pirin’: а а rus pit UC IE RS APUEC EA 93 
Assigning MechWarriors to "Mechs .......... 00 ccc ee cece eet e ene 94 
Salvage Strategies’ ao xa ара wince ale edem Eve tee mal d a eA dre P ede She ES 96 
Маици ЗАМАВ: c oun oe ree acd a a al aues HR APRES Sr 96 
Captuvine-StHuCtures: соеви земи кива Аз od 97 
Taking on Extra Foes «3: wa syne DR ENG Er ten dnd ERO E 97 
Using Clan Weapons and Mechs .................................. 97 
Sellor Repair y ox. aos cene etn ана аана edo d 98 
Non-Combat Strategies traws vo dubie s E Ze Saws aires cute daw RIA REEN 98 RN D Fe 
Stick: Together i.e teu OAS US OOO OVES a ern OSA Be 98 ir 4 
Watch: Your Sensors: аа erp ETE рано дирек Ra 99 
Use: High: Ground eot e tort oa eire Sul reda Qe EP RR Re terme 99 
Avold'Unnecessary Combat „оаа оа Д RR ER Re ore a 100 
Choose 4 Path (or Burn One) „ааа Ge ee anes ae besa Fee EX 100 


Protect the.NonsCombatahnts «ec ker prO US RE PR waren ord Tue 100 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Chapter 5, continued 


Elementary Combat: Strategy xc auch раа ааа вр vec Shama PES 101 
Fighit.on Avantageoüs Terrain: s. аео аа vp nes DIONE DER 101 
Concentrate FIrepoWet х 2а таа аре на са REESE reg wea 102 
Keep Моў: аа ома о Pier eue БАРАКАЛИ 102 
ConserveAMMUNITON: а ааа УНЬ DONE 103 
To Tarsetior Nob to Target. „аа ао ьа e mex eS er 103 

Combat: трапа, Tacks а her ERE PER Md dee eee desea E ahs 103 
Attache tron Alay «seras ac areae x tete Cas ta awa ba РАТЕ 9 104 
Protectitlie WEAK: 2e suse esequi bs eorpore Mee lc od Vra 104 
Bait and SWIECH о o atom bea S utu He e e reb re DES 104 
Use Artillery and Environmental Effects ........................... 105 
раче Сайте а да зара za edet DS escuela te aule 105 

Base Attack Strategies: „оаза orga Dense t a pt Pe dece ac e н 105 
Pick Away:or Charge nY sic scs v rre urs bsp ied uet Са 106 
Attack the Wallor the Gale? ьи dade ru REGGIO RETE 107 
Destroy Turrets or Capture Them ................................ 107 

Part 2 The Operations sea заседа CRUDO ED t Mad 108 
Chapter 6—Operation 1: Beachhead .................................. 110 

Mission 1-1: Liberate Work Camps ............ lesse 111 
OVERVIEW: е rubrum d dei dad uus ORAM ee ee eret ides 111 
Recommended. ROLES: 242v s na ve es sette la а t очите 111 
Battle Марг. хок алва дии забо, бодови Meee Be 112 
Strategy Blüeprlhb о E TEE E моб cione sto E E cake started 113 

Mission 1-2: Rescue Captured Pilots ......... lese 114 
OVERVIEW. xs cd ois gS а Beton are ou euadere tira e ete ecco dar wie 114 
Recommended ROrces* 224 uxor te E Da ea E ence ngs dau’ 114 
Battle: Map. du oed Stc ah aie gie d TONER RE BEI RE HER, es atate a ies 115 
Strategy Blueprint serps Ears EEr Reo RR EE a da C des 116 

Mission 1-3: Recover Raven Mech .................................... 118 
OVERVIEW а TENT al eas AIOT EI the E E Motus MA S taste iol recs 118 
Recommended КОГО seca ap isat ROW EP CREE иа во 118 
Battle Map ао dpa Marte wee atari arr aii 119 


Strategy- Blueprint 1. лека бонови дов анд ento vt aon odis ps 119 


Mission 1-4: Destroy Clan Administration Building ....................... 122 


ОЕР AS tese vara doit eraser ah ante vitate Olson as aea AU 123 
Recommended Forces” ьа e dose ae ETT ERR ES PS 124 
Battle. Map cordoane r ameet m sas el eR ааа GC ans ord a 123 
Strategy Blueprint «auae ваат оа SR wl wo arene ere одне боранија а Anda 125 
Mission 1-5: Defend Farms from Attack ....... 0... ccc cece eee cence eens 126 
OVERVIEW: гориво чир ка Еми ФЕ y eeaa sud WR ESA EE eS 127 
Recommended Forces: 2... воа аа ачаа a Same ERES Ra 128 
Battle Map: а ne du mb sto rb Rr bande a enu dnd her S e Rs 127 
Stratesy Blueprint ues evo com do tme e SS RU RT E f US 128 
Mission 1-6: Liberate Kaio Industrial Zone .............................. 130 
OVERVIEW a, ce e Sond havent Rn ze GR aee S VR e dT qe OO Sees EAE AS 130 
Recommended Forcës 14 аа deg rr rem ар Ra sous 130 
Battle. Map: ica rest te ka rr E TRU T eI es ue vu do S НЕ 131 
Strategy Blueprint- „анара Wee Ra do RECS RET 131 
Chapter 7—Operation 2: Skyhook ....... eee nn (PPP 133 
Mission 2-1: Escort Hunchback to Safety „гаан e emet 134 
OVERVIEW: MM METTE 134 
Recommended Восе... bees P Ee yx er are x arae vore 134 
Battle; Map „аа rasis s et aie ee ade as Se PM een DX RR RI e s 135 
Strategy Blueprint за ae cas RIMO P EX CEU NR EX e a Ree NN 135 
Mission 2-2: Destroy Local Power Generators ............................ 137 
OVERVIEW? зори bei al Ved Dd y kk bee bulged cused Рај onus BATTU d blind ewes 137 
Recommended Borges. eee betae Seer mikes dU PRA АНА Я 137 
Battle: Map! ааа hr Qc ATS вр REE Ge ARES AMER See 138 
Strategy Blüeprint. гаа аа s ga a tug ges ee RR ques еби a Sr Rau а 139 
Mission 2:3: Destroy thé CONVOY sran eed t RE RR X EE ERR E E AE EFE 140 
ÜVervléW. sb di QURE POE UEPTCES ERE E Aq EE URN ERIS See 140 
Recommended Восе: сао вторава ти код ва Од Aa RR RUN S 142 
Battle Mapu.s ou ee n aito SU DR wos locn Rn od Catus un OR e ai Eee rr deta 141 
Strategy Blueprint aue ets pee Chath xao pe e rette tate 142 
Mission 2-4: Destroy the Hyperpulse Communication Dishes ............... 144 
СУБУТ оо очно а аза она кв од а е зе о а ОН ов 144 
Recommended отсе. „а ed наа ete netten кум бунар Pie аа 145 
Battle Map! «outer ое a avers акт инал а dorm B dotada 145 
Strategy Blueprint. v eus ned dou wee eee Oe thet ae Sea on tee Kae 146 
Mission. 2-5: Intercept the Train xcs sas eise cee RRÉDLTAE X EEG oe дра ее На 148 
QVETVIEW? cacai аа а а идат a see забе убаа Ване PSU 148 
Recommended: Forces „оние are een m perm yd emma eroe 149 
Battle Map. cus вазна Se a RU HARI S оен aie aho дана а 149 
Strategy BIueprIDE sou dup o e te e Ipaa deo eode e bonita 150 
Mission 2-6: Capture and Defend the Base .............................. 151 
OVERVIEW gunee danene pUS аа у debe АЧ ЛЬ Ay m b EE Ry dh 151 
Recommended Коќево: 1.5522 ey gue d en ose tenes es ey are rg ed wavered 4 151 
Battle Map: го us cbr E etr ek S IS a he gees bei bays 152 


Stratedy ВЕКЕ земена we cer Mx ET ER ESSERE RR aer vens 153 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Chapter 8—Operation 3: Vanguard .......... ccc cece cece cece cere ceeees 156 
Mission: 3-1: Escort.Medical CONVOY cerne ossa de oeadeos oa TA ek ws 157 
OUCIVIEW азиска id y P E ARA EARS XRRAC DUDEN E M EY 158 
Recommended. Forces гот e bh emo wa oe Bi Sel DNO HOR ks 158 
Battle Map oa ebat ilta gine i e da a aseo a NN M E edes 157 
Strategy Blueprint. i. cane reo ane Soe Re Om eS ET qur pet 158 
Mission 3-2: Destroy Enemy Command Unit ............................ 161 
OVEIVIEW ix ауа Net ied santa ana on No Reed S erar 161 
Recommended TORES s, 2554.5, sio pae e mart diene he web 161 
Battle. Map: еа poe arene otal E chc amide Natoma n oh es 162 
Strategy Blueprint ves dos eb aed va o ir abe A Ee Ve Wat e фо 161 
Mission 3-3: Capture Enemy Convoy ......... 00.0 c cece eee cence tence eens 165 
(vor ооа ""————————— M 166 
Recommended FORCES queo ats Stowe bee Ba aA EE LP es 166 
Battle Мар desir е Mara ya ddd EDI bte NS 165 
Strategy Вери 2:3 andere petto eo edere ics uiis 166 
Mission 3-4: Liberate Reeducation Camp ............................... 168 
OVERVICW: За пови RCRUM wis ulema ae ee 168 
Recommended. FOVGeS +. oa eee и о Mex inh a msdn prese Ei 169 
Battle Map: огнена ento e rA EI diede а dC e neg RUN 169 
Strategy. Blueprilib.-4.euieconts ee ged pube она oh ede peque tide en Ra 170 
Mission 3-5: Defend Allied Supply Ваѕе ................................. 171 
OVERVIEW: сока atch domos Б Sod Фк cra dim be err se н оао 171 
Recommended. Росе: „зеза аа ine teased did pr eese mate hans 173 
Battle Maps sis дев he aues елита Isla hoteles dra ааай 172 
Strategy Blueprint: s adeo erbe pi pu ds iP E E E 173 
Mission: 3-6: Liberate Affendale г.а аа 0 rho recep E Y es 175 
(VETVIeW" e Leu cies ERI hte UR VU ES ada was ota Ata ef dpi i s ade tol et Cs 175 
Recommended. Forces 43v kv we ase po ORARE PURO фри KT 177 
Battle: Map «iie m cu terre co etie cas Ged Padus Me 176 


Strategy Blueprint: «ssi ausis demo he а а вале Va dus 177 


Chapter 9—Operation 4: Lynchpin .................... ee eee neces 


Mission 4-1: Capture Masakari and Destroy Orbital Guns ................... 181 
OVERVIEW? аа chewed gears restes ao es ae eR e o eoe ae v 181 
Recommended Forces 2. uri coin ro отаде RI LP SEO E S 181 
Battle. Map" seeen rardan P ues aos Sfc bte Sox RU e ATO SR ea nee rece 182 
Strategy BIüeDEIDE s cere ERR Exe ESS SOEUR TERED 181 

Mission 4-2: Interdict Clan Supplies 254r ere meses tree 184 
QVERVIEW 2. """""-————— 185 
Recommended Forces: 22s deser lone ERE he KOS ие EA EE Ee 186 
Battle Map. 4st aioe eas atu ect neath Bude a ates 185 
Stratesy- Blueprint «224 veste P rb аА убива на пре олово 186 

Mission 4-3: Capture Clan Field Basé... seek meme xw 189 
OVetVIe WW". io soccer ERE EV ex eR ERO MCI NEIN EV HR 189 
Recommended Forces ааа аа EE quad sea ke SS ETE Td 191 
Battle Map 2 erit nit Ce tuba e oO ete yas sie ind xao 190 
Strategy BlueprinE «esa Pura sepa e bb onu ER HA ES d 191 

Mission 4-4: Capture Industrial Facility scree cessi asarin r rincorsa enis 193 
Overview deseszcesrtarers ER ea фа, нураан EAS 193 
Recommended. Forces: sacro Re ERR виде UR ere e pln 195 
Battle Map? 4 o oma канони dee о ond gS ie tec ae TET T 194 
Strategy Blueprint готова ze eese DES CEDE e dde ere ВАЛЕ 195 

Mission 4-5: Intercept Enemy Кокев 14524 doce de Ree RR RET 198 
СЕТТЕ): Lasso es deut in chan a 48 ов B br RARUS Ques dub de ло 198 
Recommended Forces ааа us oe ted de а оф ваа whe Ria дов дв 198 
Battle: Map ea va Ex Ко ву вра во ЖАНЕ Аа PETERE cee 199 
Strategy Blueprint А eva фе AER EMecUPB DEES 199 

Mission 4-6: Destroy Hidden Smoke Jaguar Orbital Guns .................. 202 
Ое: dudo bob tesoros о аа Б cae p dei Editeur 203 
Recommended Ботсеѕ огромни I EO а deem es ова 204 
Battle: Map» asesores ee eens age Ran oa PE DAE eI E INA 203 
Strategy Blueprint: ores rrini ment xx RERO MER ORA IX PU EFC 204 

Chapter 10—Operation 5: Cutthroat ............. ccce hm n 207 

Mission 5-1: Rescue Allied Commander ................................ 208 
OVCTIVIEW ол ioco eb rt o EU en Qus e dal Brea oie oo ir а tdi На 208 
Recommended: Forces-4.3 25 ege tx ra rS SEE E awe drugs eiie 209 
Battle Мар; т ee rh dor e pai P echoes Веро ка 209 
Strategy. Blueprint os ts eee ke bi ebay. Re cte a e E EN NS 210 

Mission 5-2: Exterminate Clan Presence ................................ 211 
OVE EW ccc ied eb 6.8.3 whois ales a ee dare eue S REINES Ка ir dtd BSE ORES 213 
Recommended Forces: т.а ume tances ава ei вува онаа нија 213 
Battle: Map) „ока woven ERE REDE ear ene Sas pae Rea a БО 212 


Strategy ВШерИШЕ «29 vu вики teu o aee ne e Rice voee Cs gd 213 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Chapter 10, continued 


Mission: 5-3: Capture Fuel Верос, iex R toe Saco seed Raa eee ees 215 
OVETVIEW esca eater duds x ips RE Foe RR ao WES OES 215 
Recomménded Forces „гасови dees pele ad ao E NES MUS dV 217 
Battle: Map: utut se ex оа ch D ae S IO eco AVE вра 216 
Strategy BlüeprIDEe «cose bec mir uie Wits тн но eer ene 217 

Mission:5-4: Position Allied Artillery... 2e сетам vr RR CEP Ue 219 
OVERVIEW! scenic usas afi e Fra v Oe oie END ARMES ae 219 
Recommended Forces Leu ade Soc E Ee Ren vibe ib Ее 219 
Battle Map ааа emu mei dant Ede Nc. 220 
Strategy Blueprint oos ар нЕ Ауа Арана ЕИ 221 

Mission 5-5: Destroy Secondary Power ................................. 223 
(OVERVIEW н eu Ehe ante ehe tad аат 223 
Recommended, Forces. aderit ee Ee Retos ENDE esee 223 
Battle Мар: «ese E Re ke ot awa wae чи ЊЕ SNR Eb c ес 224 
Strategy Blueprint: органи usos acto RR CERA ACE C e dg s 225 

Mission.5-6: Capture Starbase «i... оаа eua e bn o EE 227 
ОЧЕН они лува bea chew be pee DB gta Balak диви бено E eee 227 
Recommended -POVGeS гага Ae Ur oan ви oO RR RR sed 228 
Battle Мар: аач уе vod e EP ARCU aera E rera e A 229 
Strategy ВЕНЕЦ £u os os eRe cas Gee b ente s SUP RC RP EOS 229 

Chapter 11— Desperate Measures Operation 1: Hydra ...................... 232 

Mission 1-1: Secure Landing Zone c sese e o eR; ER» S ene 233 
OVERVIEW PIT 233 
Recommended отсе: ‘isd ose diet gatas Co UR de Ronee V ERR 233 
Strategy Blueprint za eaa ace teet bale oa Vei 9 Poe E 235 

Mission 1-2: Protect Base Nomad. ааа s eva s ee RACER AR 237 
OVERVIOW ests gio derbi оно SO ed Um edge i Beanie 238 
Recommended BOPGes: «25 2e eost uo IE Id eae dg aig 238 
Strategy Blüeprinb заа ntes аль ама дра ане зрео ань й 238 

Mission 1-3:5есиге Baitan. Sector ое des er per wr RYE 242 
OVERVIEW ааа ато М НЕН аа NER quis 242 
Recommended осебе уо а wate а sees ето 243 


Mission 1-4: Eliminate Base Ogre aui us bent eek Gece sak Weegee гас © 247 


OVerVWIeW Ca Acard. a etie db bash а ач HEC 8063 ано 247 
Recommended Forces „55 edi н eae od Vr BG keane rep VERUM 249 
Stratesy Blueprint ааа DER NI Врвни ES Rao 249 
Chapter 12- Desperate Measures Operation 2: Gorgon ..................... 253 
Mission 2-1: Targets ot Opportunity: „аа sees rmm Rm Rx aa 254 
OVERVIEW: зедов вака San te te oe RAW ve rU AQ E Ran 254 
Recommended. «cz PCENA POM OE es wes e d ase e 256 
Strategy Виери. omen eee eer tutte eene se kid n Aware eae is 251 
Mission 2-2: Capture Ordnance Convoy ................................ 259 
OVerVieW: «ies dien EP ваа водното чна x Qe E eee xw 259 
Recommended Forces! ivo coer ocak н EDAM I pep EA 261 
Stratesy Blüeprinb: «35 Seas oud ve ad Rio dead nds mr он Nep Фани ed 261 
Missiom2-3s Eliminate Orbital GUS a 1-523 40 abes d eto свила овј ова вон а 265 
OVeryleW" ало ан BLES RR ВЕЛЕ (Ga YS REE RR AREE 265 
Recommended Forces 20.55 seeds deleti te Pew Bip Gia мал Бон 265 
Strategy Blueprint oie а EE wis ee pue erem re eid оловен ados 267 
Mission 2-4: Capture Enemy Commanders .............................. 271 
OVERVIEW зора новава ED EREEREER EEEE 272 
Recommended Forces. 2.2.6 3.0% o due inina bae e аана ДЫЛЫ 272 
Strategy Blueprint 24.252 x ru Re YR y RR eR neds 272 
Chapter 13— Desperate Measures Operation 3: Міпоќёаиг .................... 277 
Mission 3-1: Capture Base Kraken ................. „а... eere 278 
СМЕТЕ зора ected aha eho te re a due Pc oU UC RU PRU ани nw alerts 218 
Recommended Forces oaro tars etr Ra REX bates EAT Sacs 280 
Strategy Blueprint са а ааа Н BENATA 280 
Mission 3-2: Eliminate Reinforcements .............................0... 283 
(ОЎ xv arte aston ette teo a ale opina a ake Ra cadere Bras оа ено 283 
Recommended Forces еи dnm oes DER KEW LOEO UM COO A Vel 282 
Strategy Blueprint «3225 ees Ex Said Grn aera ER PRESS 285 
Mission 3-3: Obliterate Complex ...... 0.0... ccc eee ne 288 
OVEWIEW cobre cote Lc einig Ohi ha, Maclay eae et we Em Rees ines 288 
Recommended Forces sc. wins abo eR eda RG ајот rea vete dod 289 
Strategy Blüeptint «а cee estes t rx aw Se ee вка ба ви be RQ ETETANES 290 
Mission:3-4: Destroy Engine РИЦ. cs. et. ah DP RR REX AR ace 292 
OVerVIeW S, do зо an Pasteur ако ведена падина aiti ego «D avy N 292 
Recommended. Forces... seen ale pea y ee vie eee КЕЈ eg 294 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Chapter 14: Multiplayer MechCommander Tips ........................... 298 
The Essence of Multiplayer MechCommander ........................... 299 

Teak On Predictability ооо ое otros hb aT ub LEES Nee uei 299 

Improved Enemy Telts „а аьа XR УМ CE eS 299 

Equal. Footing аа EET. ави E SESS E RES ET 300 

The Need for Teamwork «ica resto dre eU oie Sut ne a pale Sin eS 4 300 

Patience Required 245 spo dob ES RIS ERA Ee eaid 301 

Container: Stacks) acuerdo ent ost bol deos me aed VA EN EE aS 301 

СОП? зрачи mas adi dosi s cde Maas i Ind tog порачки 200 301 
Understand the Game: 2 uus o aera ratem roe eere 301 

New Maps for Desperate Measures .................................... 304 
Mele6S usi o utet dev OR ES dave veo ba y бра 304 
AssaulEarid Defense: «3» e edu Bist oe bum ns UERBO 305 
Capture.and: НО оз ts ceu esed vun ou locos uie oon onde Dto Te we elo бочни 306 

Chapter 15: The Mission Editór.. i4... oi uw RR AR RS 308 
The:Essentials зе estne Soa diss Rips meds ака Абу Фог пола bte 309 
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FOREWORD 


A message from Victor Davion, Co-Leader of the Clan Counter Invasion Forces: 


“The twilight of the Clans is at hand. You, your fellow MechCommanders, 
and the MechWarriors you lead have dealt the Smoke Jaguar Clan a fatal 
blow. Starting with the retaking of Port Arthur and continuing to the 
final challenge on Strata Mechty, each of you has demonstrated the 
strength, determination, and ingenuity that defines humanity in every 
military action in which you've participated. In many ways, our 
strongest weapon has been your creativity; each of you figured out 

how to not only deal with, but also soundly defeat, enemy forces of 
superior numbers armed with superior technology. 


“Thus, it is with great pleasure and even greater pride that I hereby 
order you to return to your homes and relax within them, knowing that 
it's what you did here that has made them once again secure." 


A message from Colonel Reese, Commanding Officer of the 1st Davion Guards: 


“As much as I hate to disagree with Prince Davion, I am rescinding 
those orders. I am sorry to say that your odyssey is not yet over. Zulu 
Company is hereby ordered to move to the planet Cermak and await 
my further orders." 


Thus begins another adventure for Zulu Company and the MechWarriors that 
serve within it. 


Desperate Measures takes Zulu Company back into the fray against a Clan 
commander unlike any they have encountered before. 


The original MechCommander provided a unique perspective into the BattleTech 
Universe, a perspective that was both more removed and more immersing. That point 
of view provided the commander a more holistic view of the battle and made it possible 
to focus on the larger tactical issues of concentration of firepower and the maneu- 
vering of large numbers of units. It also demanded that the commanders get to know 
their MechWarriors' strengths, weaknesses, and even their personalities. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


MechCommander broke new ground as the first game to provide a true tactics 
simulator that concentrated exclusively on the intelligent and creative use of units 
rather than the “build and rush” style of gameplay that so many real-time strategy 
games employ. This is why we have dubbed MechCommander a “real-time tactical” 
game (RTT). MechCommander also offered persistence and growth of resources, and 
characters between missions—both firsts in the real-time genre. 


We've received countless requests for additions to MechCommander, many of 


which are reflected in this new version—Waypoints, Ammo Conservation Fire, a 
Mission Editor, and, of course, more 'Mechs. 


Thanks for sticking with us and continuing to enjoy the BattleTech Universe. 
MechCommander: Gold immerses you within this dynamic universe once again. To 
steal a line from Victor Davion, it is your creativity and ingenuity that will once again 
determine the fate of Zulu Company, and by extension, the entire Inner Sphere. 

Good Luck, 


Jordan Weisman 
Co-Creator of BattleTech 


INTRODUCTION 


he landscape of war has changed since you last commanded a Force Group. The 
T against the Smoke Jaguars has largely been won; the allied Inner Sphere has 

proven itself to be stronger than the Jaguars expected. But the battle is far from 
over. A renegade Smoke Jaguar Star Colonel has fled to the planet Cermak, where his 
forces seem to be bent on unearthing old Star League technologies. Your task in 
Desperate Measures" is to stop him. 


Though the war against the Clans is proceeding smoothly, your operations on 
Cermak are actually harder than your previous operations on Port Arthur. Your foes 
are more numerous and more determined, not to mention more skilled. They also 
possess new technologies, both 'Mechs? and weapons, which promise to further 
complicate your tasks. 


Fortunately for you, though, you'll have new technologies of your own. And your 
command interface has been updated to give you more precise control over the 
MechWarriors? under your command. 


Also in your favor is possession of this strategy guide. It contains all the tips and 
information from Prima's original MechCommander™ strategy guide, plus revised and 
updated material on the new weapons, ’Mechs, and missions of Desperate Measures. 
You'll find it an invaluable companion as you battle your way across the inhospitable 
vistas of Cermak. 


Read on, then, and prepare yourself for a difficult fight. Even with the help of this 
book, you'll need skill and resourcefulness to overcome the challenges that await you. 


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PRIMA'S OFFICIAL STRATEGY GUIDE. 


CHAPTER 1 


THE BATTLE 
CONTINUES 


he rules of engagement haven't changed, but you'll find that the 
| missions that lie ahead of you on Cermak are substantially harder 
‘than many of those on Port Arthur. This high level of difficulty acts 
asa razor, cutting down the number of viable options until only a few 
ssful decisions remain. Strategies that may have worked in the 
hCommander missions may be less effective now. You'll 
ave to strive for efficiency and power in your weapons and 
, sound decisions in your grand strategy, and fast, effective 
your Force Group in unit-level tactics. 

k will show you the path to success. The following pages 
ef synopsis of what you'll need to learn, why you should 
here to find the relevant information in this book. 


WEAPONS & EQUIPMENT 


s a MechCommander, you'll have limited 
Mos over your 'Mechs. Because you 

won't have access to complete "Mech 
factories, you can't change the degree of 
armor on your ’Mechs or the location of 
specific weapons or equipment. You can, 
however, control what weapons and equip- 
ment are loaded onto each 'Mech for each 
mission—and that's an important decision. 
Figure 1-1 gives you a sense of just how many 
choices you have. 


Chapter 2 contains a complete overview 
of the weapons and equipment you'll use 
throughout your campaign, including new 
weapons specific to Desperate Measures. Read 


CHAPTER |: THE BATTLE СЕ 


MAIN MENU 1 
BRIEFING/DEPLOYMENT 
e PURCHASING: 


| 


ја | STREAK SAM PACK 


Figure 1-1. You have access to a wide variety of 
weapons and equipment. 


it thoroughly to learn each weapon’s strengths and weaknesses. 


"МЕСНА 


Clan designs are at your disposal. Clan designs are technologically superior to 


Та BattleMechs® themselves are at the center of your fight. Both Inner Sphere and 


those of the Inner Sphere, though Clan ’Mechs are only available through salvage. 
Instead of neat, regimented rows of identical units, you’ll usually find yourself 
mustering a patchwork Force Group of completely disparate "Mechs. 


Chapter 3 explains the strengths and weak- 
nesses of each ’Mech, and offers suggestions 
on how to customize each 'Mech to improve 
its combat readiness. 


VEHICLES & EMPLACED DEFENSES 


hile Mechs are the single most fasci- 
Westin element of Inner Sphere 


warfare—as well as the deciding factor 
in most battles—they aren’t the only enemies 
you'll face. Though certainly not as powerful 
as BattleMechs, assault vehicles and emplaced 
defenses will conspire to whittle down your 
Force Groups to nothing. As Figure 1-2 illus- 
trates, vehicles often pose a threat through 
sheer numbers. 


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Figure 1-2. Vehicles tend to travel in groups, th 
compensating for their limited firepower. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Chapter 4 provides an exhaustive look at the vehicles and emplaced defenses that 
you'll encounter throughout your campaign, including detailed notes on how to 
attack them. 


TACTICS & TECHNIQUES 


nce you've assembled the right Mechs and the right gear, you'll be ready to give 
IÈ Clan a well-deserved beating—right? Not yet. Before setting foot on the battle- 

field, you should learn about the strategies and tactics that can spell the difference 
between success and failure. Should you run close to your enemies or stay back? 
Should you keep your 'Mechs together or divide them? Questions like these are 
addressed in Chapter 5. 


Also found in Chapter 5 is a complete roster of BattleMech pilots. This roster gives 
you a sense of which MechWarriors to hire and which ones to leave in the bunker. 


MISSION WALKTHROUGHS 


single-player campaign. Chapters 6 
through 13 provide detailed walk- 
throughs of every single-player mission, 
including Battle Maps like the one in Figure 
1-3. These maps show you enemy forces and 
provide ideal routes for your forces to follow. 
Chapters 6 through 10 discuss the 
missions of the original MechCommander, 
and Chapters 11 through 13 deal with the 
new Desperate Measures campaign. 
The walkthroughs in Chapters 6 
through 13 supplement the general combat 
information in Chapters 1 through 5. 


I: heart of MechCommander is its 


Figure 1-3. Detailed maps will help you get through 
every mission. 


CHAPTER |: THE BATTLE Ci 


Whereas the early chapters give you general pointers, the later ones provide you with 
specific details to get you through the toughest missions. 

You needn’t read Chapters 6 through 13 entirely. Rather, we suggest that you use 
them on an as-needed basis when missions prove too difficult, then read the walk- 
throughs you skipped after you finish the entire campaign. That way you can find out 
if you missed anything interesting, and try to catch it on your second time through. 


MULTIPLAYER MECHCOMMANDER TIPS 


Chapter 14 gives tips on translating your single-player skills into multiplayer 
MechCommander games. 


THE MISSION EDITOR 


We've synthesized some of the essentials of mission editing into Chapter 15. Use it to 
get a jump-start on mission building. 


CHEAT CODES 


Chapter 16 provides some helpful cheats, as well as some fun ones. Read this chapter 
in order to learn exactly how to set up the cheats. 


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decia se eme did 


CHAPTER 2 


WEAPONS 
AND 
EQUIPMENT 


fter assigning BattleMechs to a given mission, the Mech- 
Commander's next vital decision is choosing weapons. A ’Mech’s 
abili es and shortcomings are determined to a surprisingly large 
degree: by the weapons it wields; remove a Laser here, add an Autocannon 
b. dies and the 'Mech is suddenly much better suited for some tasks and 
or others. Indeed, very few MechCommanders use the 
ured weapon packages of a newly purchased 'Mech, instead 
0 tailor each 'Mech's weapon set to his or her personal 

ories, the rigors of a specific mission, or—all too often—the 
of weapons in the armory. 


CHAPTER 2: WEAPONS AND E 


It’s recommended, MechCommander, that you customize your 'Mechs' weapons 
with the greatest of care. You can't alter the gross tonnage of a 'Mech, nor can you 
alter its armor rating or jump capabilities. You simply don't have the facilities for 
these kinds of full-scale customizations in the field. You do, however, have the ability 
to overhaul each 'Mech's weapons payload. Seize this opportunity! 


Every MechCommander has personal opinions about which weapons are most 
effective. The following pages don't try to prove or disprove any of these personal theo- 
ries. Instead, they contain hard information on the advantages and liabilities of both 
Inner Sphere and Clan weapons and equipment, to enable each MechCommander to 
make informed decisions. 


ТЕР Some of the weapons discussed in the following pages appear only in 

wv the Desperate Measures missions; they aren't present in the original 
MechCommander campaign. We make note of these weapons whenever 
they appear. i 


Also, note that in Desperate Measures, projectile weapons only 
have one Load Value listed. This value reflects the total weight of 
the weapon including ammunition. This is different from projectile 
weapons appearing in the original MechCommander, which have 
listed Load Values for both the weapon alone, and the weapon plus 
its ammunition (in parentheses after the first value). 


INNER SPHERE WEAPONS 


fter centuries of internal warfare, the planets of the Inner Sphere drove themselves 
А: technological stagnation followed by a gradual deterioration of knowledge. 

Science ceased to march forward, and scientists possessing specialized knowledge 
became rarer and rarer. Soon, crucial technologies were lost. Even the technologies 
behind the BattleMechs themselves, which were crucial to the ever-present wars of the 
Inner Sphere, faced extinction. Old factories still churned out BattleMechs, but new 
designs were rare—and when the factories themselves needed repair, solutions 
weren’t always forthcoming. 


In light of these circumstances, we can understand the inferiority of Inner 
Sphere weapons. Centuries of neglect and entropy have taken their toll, and left the 
Inner Sphere with a technological disadvantage to the invading Clans. Fortunately for 
the Inner Sphere, this disadvantage isn’t always pronounced. In the case of some 
weapons, it’s incremental. But in general, it’s correct to say that the Inner Sphere’s 
weapons are a trifle heavier, slower, and simply less effective than the lean and efficient 
designs employed in the Clans’ formidable OmniMechs. 


ee 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Energy Weapons 


Energy weapons, as their name suggests, fire bursts of raw energy instead of solid projec- 
tiles. This class of weapons includes Lasers, Particle Projector Cannons, and Flamers. 


Energy weapons typically (but not always) pack less raw punch or feature a 
slower recycle speed than projectile-firing weapons of roughly similar weights, but 
they make up for this by never running out of ammunition. MechWarriors piloting 
"Mechs with multiple energy weapons might not be the most formidable force on the 
battlefield, but they tend to have greater staying power than opponents possessing 
Heavy Autocannons and Gauss Rifles. 


Each weapon listed below has several entries followed by a description. The entries are 
as follows: 


* Damage is how many “damage points" the weapon causes when it hits the enemy. 
In the case of missiles, damage is a bit more complicated, because some missiles hit 
their mark while others don't. The Damage values expressed for missile weapons in 
this chapter are the average amount of damage done by a typical shot, assuming that 
50 percent of the missiles in a given salvo will hit their target. 


* Recycle is short for Recycle Time, or the number of seconds between shots. Lower 
numbers indicate a faster rate of fire. 


* Load Value is the relative size of the weapon. Projectile weapons also have a number 
in parentheses, which is the combined size of the weapon and its ammunition. 


e Range is expressed in meters and appears as three values: short, medium, and long. 
The long-range value is the weapon's absolute maximum range. The short and 
medium numbers also are significant because a weapon has its best chance of 
hitting when fired at a target inside its short range, an intermediate chance of 
hitting a target at medium range, and its worst chance of hitting a target at long 
range. Some weapons also possess a minimum range inside of which they can't 
target anything. 

* Cost is the weapon's full price in Resource Points. Note that you won't get full price 
when you sell items back to Battalion. 


* Shots tells you how many times the weapon can fire before running out of ammo. 
This value doesn't apply to energy weapons, which can fire unlimited times. 


CHAPTER 2: WEAPONS AND E 


e Power 15 how much damage the weapon deals over a full minute of continuous 
firing, assuming that all its shots hit the mark. Some weapons deal great damage 
but fire slowly, while others have low damage but fire quickly. The Power rating is 
simply a way of combining a weapon’s damage and rate of fire into a single rating. 


* Power/Size is a measure of a weapon's efficiency. Higher numbers are usually better, 
because they mean the weapon packs more punch for its size. 


ТІР Bevery careful when reading the Power and Power/Size values of 
any weapon. Each weapon has its own distinct advantages and 
disadvantages, so you can't just discount a weapon with poor Power 
or Power/Size. 


For example, many weapons with extremely long range have a 
poor Power/Size value. That's because they ve sacrificed efficiency for 
the ability to shoot at longer range. They're not worse because of that; 
they've simply made a tradeoff. You have to decide which is more 
important to you, efficiency or long range. 


On the other end of the spectrum, the Clan Heavy Ultra Autocannon 
has amazing Power and Power/Size values. But before you decide that 
it's the best weapon in existence, look at the tradeoffs that weapon 
has made to pack such great Power—most importantly in the area 
of ammunition. 


The bottom line? Consider each weapon carefully, and make your 
oun determinations. 


laser 

Damage: 2 E 
Recycle: 5 

Load Value: 4 

Range: 25/50/75 

Cost: 1,060 


Power: 24 
Power/Size: 6.000 


The Laser is an economical weapon. It's small enough that you can fit many of them 
onto even the smallest 'Mech, cheap enough that cost is never a concern, and highly 
efficient when you consider the minimal size. Lasers don't deal too much damage in 
one shot, and their rate of fire isn't impressive—but again, their size is small enough 
that you can pack them on in bunches. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


If you're of the school of thought that likes to pack Mechs with heavy weapons 
that deal concentrated damage, the Laser won’t seem too attractive. But if you’re 
looking for efficiency above all else, the Laser is a good candidate. The Laser offers one 
of the best power-to-size ratios of any Inner Sphere weapon, and it’s limited only by its 
minimal range. 

Even if you tend to dislike Lasers, you’ll probably find yourself using them occa- 
sionally just to round out a 'Mech's payload. They're useful as “filler” because of their 
small size. 


ТІР At the hardest difficulty levels, you'll do better with heavy-hitting 
wv weapons (like PPCs) than with small yet efficient designs like 
i the Laser. 


Pulse Laser 
Damage: 1 
Recycle: 1.75 
Load Value: 6 
Range: 25/50/75 
Cost: 1,130 


Power: 34 
Power/Size: 5.714 


Pulse Lasers beg the question: Do you want a weapon that fires quickly and deals 
minimal damage, or a weapon that fires slowly but deals heavy damage? The Pulse 
Laser falls squarely into the former category. 


Many MechCommanders rank the Inner Sphere’s Pulse Laser low on their list of 
preferred weapons. It’s large and bulky enough that it isn’t a great “filler” weapon, and 
its low damage tends to result in scarred but generally intact enemies instead of 
enemies with gaping wounds. Furthermore, its Power/Size ratio isn’t quite up to the 
level of the standard Laser. 


CHAPTER 2: WEAPONS AND 


Small weapons that fire quickly are ideal for chipping away at an enemy 
BattleMech you want to salvage, as they don’t inflict the massive damage that tends to 
make a 'Mech's engine explode. Furthermore, Pulse Lasers are great protection 
against small targets that try to swarm your 'Mechs; Elementals come to mind. 


Unfortunately, these situations are rare, especially in the Desperate Measures 
campaign at the Normal or Hard difficulty levels. In these missions, at these difficulty 
levels, standard Pulse Lasers are not a great choice. Your main threats will be 
massive, heavily armored 'Mechs and vehicles. You'll need weapons that deal massive, 
concentrated damage to a single part of the enemy 'Mech, rather than small, fast- 
firing weapons. 


large Laser 

Damage: 4 

Recycle: 5 

Load Value: 9.5 

Range: 50/100/150 (Min. 25) 
Cost: 4,480 

Power: 48 

Power/Size: 5.053 


The Large Laser deals exactly twice the damage of a standard Laser, yet consumes 
more than twice the space. In other words, it's not one of the more efficient weapons 
you'll encounter. This might initially make the Large Laser seem like a poor choice. 


There are, however, definite benefits to the Large Laser. For one thing, the Large 
Laser deals more concentrated damage than two regular Lasers. Concentrated 
damage, as you'll learn in Chapter 5, is a true ally in tough fights. 


Furthermore, the Large Laser has significantly better range than the standard 
Laser. This makes it more suited to heavier, slower 'Mechs that can't necessarily get 
close enough to small targets to employ short-range weapons. 


Ultimately, Large Lasers are a decent choice in the early stages of a campaign, 
especially for 'Mechs that need long-range punch but can't afford to run out of ammu- 
nition. Later on, more efficient weapons become available and the Large Laser loses 
some of its appeal. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Large Pulse Laser 
Damage: 2 

Recycle: 2 

Load Value: 12 

Range: 50/100/150 (Min. 25) 
Cost: 4,350 


Power: 60 
Power/Size: 5.000 


The Large Pulse Laser is essentially what it sounds like: a bigger version of the Pulse 
Laser, with all the associated benefits and drawbacks. It deals better damage than its 
smaller cousin and has a better range, but it doesn't deal particularly concentrated 
damage when compared to the Large Laser. 

The Large Pulse Laser's Power rating is significantly better than that of the Large 
Laser, mainly because of its fast rate of fire. But when you figure in the weapon's addi- 
tional size, its Power/Size ratio is roughly equivalent to that of the standard Large Laser. 

Large Pulse Lasers aren't efficient weapons, but they're decent weapons against 
lightly armored targets such as Elementals and light vehicles. Their fast rate of fire 
allows the MechWarrior to dispatch small foes quickly and then rapidly move to the 
next target. 

Again, this is a weapon suitable for the early stages of campaigns, but in later 
missions you'll find more effective designs. 


Large Extended Range Laser 
Damage: 4 

Recycle: 5 

Load Value: 11 

Range: 75/150/225 (Min. 50) 
Cost: 5,210 

Power: 48 

Power/Size: 4.364 


CHAPTER 2: WEAPONS AND 


The Large Extended Range Laser (or Large ER Laser) is in most regards identical to a 
Large Laser, the primary difference being its extended range. It features the longest 
possible range of any weapon, but its drawbacks include increased size and a slightly 
higher cost. These factors conspire to give it one of the worst Power/Size ratios of 
any weapon. 

Before you dismiss the Large ER Laser as an inefficient waste of space, though, 
bear in mind that most weapons with extremely long ranges make tradeoffs to possess 
that range. Thus, the Large ER Laser is in good company. 


Is the extra range worth the size? That varies with opinion, tactics, and each indi- 
vidual mission. If you like to fight at extremely long ranges and plan to utilize the 
Large Extended Range Laser’s range to the fullest, then it’s a very capable weapon. If 
you tend to fight close up, then it’s a very bad choice, indeed. 


Fight at long range as much as possible, especially in the Desperate Measures 
missions, so use this weapon for the early stages of the campaign. Later on, you should 
be able to replace this weapon with the Clan variant, which is significantly more effi- 
cient and effective. 


Large X-Pulse Laser (Desperate Measures Only) 
Damage: 1.5 

Recycle: 0.75 

Load Value: 13 

Range: 75/150/225 (Min. 50) 

Cost: 19,570 

Power: 120 

Power/Size: 9.231 


Normally we discourage the use of Pulse Lasers, because we prefer weapons that deal 
massive, concentrated damage rather than fast-firing weapons that deal only minor 
damage with each shot. However, we make an exception in the case of the Large X- 
Pulse Laser. This weapon is, quite simply, a must have. We think it’s the single best 
weapon that you can buy from Battalion, and arguably the best all-around weapon, 
period. Buy Large X-Pulse Lasers whenever they become available, and use them as 
much as possible. They’re truly superior weapons. 


The key to the Large X-Pulse Laser’s potency is its hyper-fast fire rate. It only 
deals 1.5 points of damage per shot, but it shoots so quickly that its damage output 
over a short period of time is matched only by certain massive Autocannons—and 
those Autocannons weigh much more than the Large X-Pulse Laser, have extremely 
limited range, and carry a limited supply of ammo. 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


The Large X-Pulse Laser’s fast fire rate is also extremely helpful under certain 
circumstances. When you’re facing swarms of small vehicles or Elementals at long 
range, for example, the Large X-Pulse Laser is highly effective. Also, mixing Large X- 
Pulse Lasers with heavy-hitting weapons like ER-PPCs is a nice combination. The heavy 
hitters open gaping holes in enemy armor, and the Large X-Pulse Lasers (ideally) deal 
enough extra damage to finish off the enemy without rendering it unsalvageable. 

Again, we stress that X-Pulse Lasers are excellent weapons. Obtain them whenever 
you can, either through salvage or outright purchase, and use as many as possible. 


Heavy Flamer 
Damage: 5 
Recycle: 7.5 

Load Value: 8 
Range: 25/50/75 
Cost: 2,030 
Power: 40 
Power/Size: 5.000 


The Heavy Flamer is a heavy-duty, short-range weapon suitable for Mechs that wish 
to carry a big punch. The Heavy Flamer isn’t the most efficient short-range weapon; 
you can equip a Mech with two Lasers for the same eight-ton Load Value as a Flamer, 
and the Lasers deal more damage than the Flamer because of their faster rate of fire. 


So why choose the Flamer? It has the distinct advantage of lumping all its 
damage into one damaging, concentrated burst instead of spreading it out into several 
smaller shots like the Lasers. This concentrated damage is a very powerful tool, as 
explained further in Chapter 5. 


The Flamer is a good choice for the MechCommander looking to fit his or her 
'Mechs with potent short-range punch. The weapon's reasonably light weight makes it a 
heavy hitter that even the lightest BattleMechs can easily wield, and that's truly unique. 


CHAPTER 2: WEAPONS AND E 


Particle Projector Cannon (PPC) 
Damage: 7.5 

Recycle: 7.5 

Load Value: 12 

Range: 50/100/150 (Min. 25) 
Cost: 6,900 


Power: 60 
Power/Size: 5.000 


Particle Projector Cannons are among the most sought-after weapons of the Inner 
Sphere, and for good reason. Their tonnage requirements are fairly steep and they 
have a long down time between shots—but when they do manage to squeeze off a 
shot, they’re guaranteed to deal serious damage. Single PPC shots can blow up vehi- 
cles and bring ’Mechs to their knees. 

MechCommanders seeking to outfit their "Mechs with a potent long-range 
weapon often agonize over whether to select a PPC or an Autocannon. The two weapons 
are fairly close in terms of abilities; they feature similar range, and although the PPC 
weighs less and deals more damage per shot, the Autocannon has a higher rate of fire. 
The bottom line is that both weapons are potent. The PPC is a better choice on 
extended missions where ammunition shortages are a concern, while the Autocannon 
is perhaps a better choice for all-out slugging because of its better rate of fire. 


Extended Range Particle Projector Cannon (ER-PPC) 
Damage: 7.5 
Recycle: 7.5 Ea 
Load Value: 14.5 

Range: 75/150/225 (Min. 50) 

Cost: 7,210 

Power: 60 

Power/Size: 4.138 


The ER-PPC features better range than the standard PPC, at the cost of 2.5 tons. As 
with the Extended Range Lasers, personal preference and fighting style must be your 
guides in determining whether the multi-ton sacrifice is worth the extra range. 


We recommend long-range fighting whenever possible, especially in the difficult 
Desperate Measures campaign, so we heartily recommend ER-PPCs despite their rela- 
tive inefficiency. They're hard to beat for sheer, concentrated punch at long range, and 
that's exactly what you want. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Note, however, that the Clan version of the ER-PPC is vastly better than this 
Inner Sphere version. Whenever possible, replace Inner Sphere ER-PPCs with the 
Clan version, which deals quite a bit more damage. 


Projectile Weapons 


Whereas energy weapons have an unlimited supply of energy, projectile weapons 
possess a limited supply of ammunition. The exact type of ammunition varies from 
weapon to weapon, but the one constant is the danger of running out. 


Projectile weapons compensate for their limited ammunition with a somewhat 
faster rate of fire (and often, better power) than energy weapons. This makes them 
tempting, but be careful not to load your "Mechs with too many projectile weapons— 
or they'll be helpless when the ammo runs out. 


Light Autocannon 

Damage: 1 је | 
Recycle: 2 

Load Value: 8.5 (9.5) 

Range: 75/150/225 (Min. 50) 

Cost: 1,410 

Ammo: 100 


Power: 30 
Power/Size: 3.158 


The Light Autocannon has excellent range and seldom runs out of ammunition. It also 
fires very quickly. However, the large tonnage of the weapon coupled with its 
extremely low damage-dealing ability makes it unpopular with many 
MechCommanders. It holds the dubious distinction of being the least efficient weapon 
in the Inner Sphere in terms of Power/Size, save for the Long Tom, which compen- 
sates somewhat by dealing splash damage. 


It’s recommended that you steer clear of the Light Autocannon unless you truly 
intend to make use of its range and rate of fire—for example, against emplaced 


CHAPTER 2: WEAPONS AND EQU 


defenses or multiple small vehicles. This weapon is perhaps best suited to medium- t 
sized, fast Mechs that will spend most of any given combat fighting at extreme range. - 
Even if you decide that you want a weapon of this general description, a Light ут 
Ultra Autocannon or Light LB-X Autocannon is a much better choice. a г 
Light Ultra Autocannon 
Damage: 1 
Recycle: 1.33 
Load Value: 9.5 (11) 
Range: 75/150/225 (Min. 50) 
Cost: 2,740 
Ammo: 112 
Power: 45 
Power/Size: 4.091 
The Light Ultra Autocannon features an even faster rate of fire than the Light 
Autocannon, but at the cost of extra tonnage. This weapon is well suited to dispatching 
multiple small targets from afar. 
The Light Ultra Autocannon deals substantially more damage per second and is 
more efficient than a standard Light Autocannon. If you can afford the extra space and 
cost, the Light Ultra Autocannon is preferred over the Light Autocannon. However, 
the Light LB-X Autocannon is better still. 
Light LB-X Autocannon (Desperate Measures Only) 
Damage: 1.5 
Recycle: 1.75 
Load Value: 9.5 F 
Range: 75/150/225 (Min. 50) С 
Cost: 3,270 E. 
Ammo: 260 XO 
Power: 51 ee 


Power/Size: 5.368 


The Light LB-X Autocannon brings a measure of respectability to the typically ineffi- 
cient Light Autocannon family. It features better efficiency than the other two Inner 
Sphere-made Light Autocannons and carries significantly more ammunition. It works 
like a shotgun and is capable of hitting multiple armor locations simultaneously. It is, 
therefore, better at shredding armor off of Mechs, possibly making them more salvage- 
able. If you use an Inner Sphere-made Light Autocannon, this is the model to choose. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Despite these positives, however, we still recommend using heavier-hitting 
weapons in most cases. This is especially the case in the Desperate Measures missions, 
which feature uniformly tough opposition. 


Autocannon 

Damage: 6 

Recycle: 5 

Load Value: 13.5 (15.5) 
Range: 50/100/150 (Min. 25) 
Cost: 7,000 

Ammo: 40 


Power: 72 
Power/Size: 4.645 


A good all-around weapon, the Autocannon is a favorite among MechCommanders. It 
has good range and a moderate ammunition supply, and it pumps out concentrated 
damage at a considerably faster rate than the somewhat comparable PPC. Thus, a 
BattleMech equipped with an Autocannon is ready for almost any fight. 


One of the few real downsides to the Autocannon is its limited ammo. Forty shots 
may sound like a lot, but on extended missions it's not uncommon for Autocannons 
to run dry. This limitation prevents MechCommanders from making Autocannons the 
true staple weapon of prolonged missions. 


Use Autocannons in moderation, and you'll find them to be one of the better 
weapons available in the early stages of a campaign. 


CHAPTER 2: WEAPONS AND 


LB-X Autocannon (Desperate Measures Only) 
Damage: 6 

Recycle: 4 

Load Value: 14.5 

Range: 50/100/150 (Min. 25) 
Cost: 7,890 

Ammo: 90 

Power: 90 

Power/Size: 6.207 


The LB-X Autocannon is superior to the standard Autocannon, and should be used 
instead whenever possible. It works like a shotgun and is capable of hitting multiple 
armor locations simultaneously. It is, therefore, better at shredding armor off of 
"Mechs, possibly making them more salvageable. It features better power and efficiency 
than the standard Autocannon, plus it carries over twice as much ammo. This makes 
the LB-X Autocannon one of the best weapons that you can purchase from Battalion. 
Use it in the early stages of the Desperate Measures campaign, replacing it later on 
with the Clan version. 


Heavy Autocannon [di] 
Damage: 15 


Recycle: 7.5 

Load Value: 17.5 (19.5) 
Range: 25/50/75 

Cost: 10,890 

Ammo: 13 

Power: 120 
Power/Size: 6.154 


A true monster of the battlefield, the Heavy Autocannon dishes out more raw damage 
per minute than most other Inner Sphere weapons. It’s also highly efficient for an 
Inner Sphere weapon. But to balance this power the Heavy Autocannon has downsides 
that are both numerous and severe: it’s very expensive, it has short range, its recycle 
speed is slow, and it weighs more than any other weapon mounted on a BattleMech, 
period. As if that isn’t enough, the unkindest cut of all is its severely limited ammu- 
nition supply—a meager 13 shots. 


Why suffer all these inconveniences? The answer lies in the weapon’s unprece- 
dented power. Few weapons can approach the sheer power unleashed by a single shot 
of this weapon. Its concentrated fury is capable of killing a perfectly intact Mech with 
a single shot, given a lucky hit. Even a less-than-optimal hit causes a massive loss of 
armor and internal structure. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


The Heavy Autocannon is a great temptation to many MechCommanders, but it 
can’t be used indiscriminately. It must be conserved for worthy targets and, in many 
cases, must be left behind altogether in favor of smaller weapons. The ammunition 
restrictions are just too severe for you to take it on every mission. 

Heavy Autocannons are best used in missions when: 

е You want close-range punch 


e You don't have access to more efficient Heavy Autocannons, like the Heavy 
LB-X Autocannon 


e It’s either a short mission, or you have access to Repair Bays, a Refit Truck, or 
an Ammo Truck 

* You have the discipline to use Ammo Conservation fire mode whenever the 
Autocannon isn't needed 


Even then, you may want to hold off until you find more practical, efficient 
Autocannons, like the Heavy LB-X Autocannon, discussed below. 


Heavy LB-X Autocannon (Desperate Measures Only) 
Damage: 15 
Recycle: 6 

Load Value: 19.5 
Range: 25/50/75 
Cost: 11,530 
Ammo: 35 
Power: 150 
Power/Size: 7.692 


The Heavy LB-X Autocannon is an excellent design, and ranks as one of the very best 
weapons you can purchase from Battalion. It works like a shotgun and is capable of 
hitting multiple armor locations simultaneously. It is, therefore, better at shredding 
armor off of 'Mechs, possibly making them more salvageable. It's superior to the stan- 
dard Heavy Autocannon in almost every way, especially in the all-important field of 
ammunition. Its plentiful supply of ammo greatly relaxes the strict circumstances 
under which you should take a large Autocannon, as you won't need to stop for ammo 


CHAPTER 2: WEAPONS AND E 


every moment or two with this weapon. Still, the ammo isn’t unlimited, so you should 
use this weapon with care in long missions lacking Repair Bays or Refit Trucks. Use 
the Ammo Conservation command to save precious shots. 

If you want to provide your 'Mech with close-range firepower, this is one of the 
best weapons available. We strongly recommend it for Mechs specializing in close- 
range combat. 


Gauss Rifle 

Damage: 7.5 

Recycle: 5 

Load Value: 15.5 (16.5) 
Range: 75/150/225 (Min. 50) 
Cost: 15,150 

Ammo: 16 

Power: 90 

Power/Size: 5.455 


The Gauss Rifle is often compared to an ER-PPC. The weapons feature identical 
damage and range, and similar weight. The Gauss Rifle is heavier than the ER-PPC but 
fires faster, and thus it’s one of the most powerful long-range weapons available. 

This distinction comes at the price, however, of limited ammunition. 
MechCommanders must choose between the staying power and endless shot supply of 
the PPC (or ER-PPC) and the rapid-fire fury of the Gauss Rifle. The Gauss is clearly 
the more potent weapon over the short term, but it’s also heavier and more suscep- 
tible to ammo shortages. 

In many respects the Gauss Rifle is like a long-range Heavy Autocannon. It’s one 
of the heaviest hitters at its range, but its limited ammo prevents you from taking it 
along on every mission. We usually pick the ER-PPC instead. 


Light Gauss Rifle (Desperate Measures Only) 
Damage: 5 

Recycle: 5 

Load Value: 13.5 

Range: 75/150/225 

Cost: 7,110 

Ammo: 50 

Power: 60 

Power/Size: 4.444 


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MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


The Light Gauss Rifle deals less damage than a standard Gauss Rifle, but it compen- 
sates somewhat by weighing less and having a much more plentiful ammo supply. 


The Light Gauss Rifle is actually quite comparable to an ER-PPC. Its weight is in 
the same range, and it deals similar damage over a short period of time. However, the 
ER-PPC deals its damage in bigger chunks, plus it can fire an unlimited number of 
times. Thus, while the Light Gauss Rifle is very comparable, we usually lean toward 
the ER-PPC. 


Short-Range Missile (SRM) Pack 
Damage: 1 
Recycle: 4 

Load Value: 2.5 (3) 
Range: 25/50/75 
Cost: 410 

Ammo: 62 

Power: 15 
Power/Size: 5.000 


Short-Range Missiles are extremely light, and they fire at a moderate pace. They carry lots 
of ammunition and possess limited range. They’re comparable to a Laser in efficiency. 


All things considered, SRM Packs are the consummate “filler” weapon, offering a 
little extra punch at a minimal tonnage cost. Use them to round out 'Mechs with an almost 
full payload, or just to add a little short-range power. But don't use them as a main- 
stay of your 'Mechs, because they usually aren't capable of dealing a knockout punch. 


TIP Missiles of both short-range and long-range varieties deal one point of 
damage per missile that connects with the target. However, MechCommander 
always assumes that the average number of missiles hit the target —and 
the average is half the total number of missiles, rounded up. Thus, an 
SRM Pack, which fires two missiles, will always connect with one of the 
two. The result is one point of damage with every shot. 


An LRM Rack, which fires five missiles, will always connect with three. 


CHAPTER 2: WEAPONS AND E 


Streak Short-Range Missile (SRM) Pack 


Damage: 2 

Recycle: 4 

Load Value: 4.5 (5) 

Range: 50/100/150 (Min. 25) 
Cost: 1,300 

Ammo: 62 

Power: 30 

Power/Size: 6.000 


Streak Short-Range Missiles deal twice as much damage as regular Short-Range 
Missiles. That’s because both Streak SRMs always hit their target, as opposed to 
regular SRMs, which tend to hit with only one of their two missiles. 


This extra accuracy and damage comes at the cost of extra tonnage, so the Streak 
SRM isn’t as perfect as a "filler" weapon as the standard SRM. But on larger "Mechs 
with bigger weapon payloads, the Streak SRM is usually the better choice. 


Long-Range Missile (LRM) Rack 
Damage: 3 

Recycle: 10 

Load Value: 3 (4) 

Range: 75/150/225 (Min. 50) 
Cost: 1,760 

Ammo: 24 

Power: 18 —— 
Power/Size: 4.500 


Long-Range Missiles deal good damage for their light weight, though their sluggish 
Recycle rate means that they're not fired too often during combat. А ’Mech loaded with 
multiple LRMs has a devastating first punch to open any combat, but tends to be 
vulnerable as the enemy charges in and attacks with faster-firing weapons. It's usually 
a bad idea to have LRMs constitute more than 25 percent of a 'Mech's total payload— 
though there are significant exceptions. 

Despite their slow Recycle speed, LRMs are still effective weapons, and their 
extreme range makes them a great choice for destroying stationary defenses (such as 
Turrets) from afar. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


А "Mech loaded almost exclusively with LRMs is vulnerable by itself, but can be 
an excellent "fire support" 'Mech that hangs back while the rest of the Force Group 
fights at close range. In this role, it can dish out missiles from afar and take little 
damage in return. 


TIP LAMs can be fired over heavy walls that would block the fire of other 
weapons. Take advantage of this fact by hiding your LRM-equipped 
‘Mechs behind walls, then letting the enemy have it. 


Heavy Thunderbolt ae Measures E 
Damage: 12 

Recycle: 6 

Load Value: 21 

Range: 50/100/150 (Min. 50) 
Cost: 9,115 (Salvage Only) 
Ammo: 32 

Power: 120 

Power/Size: 5.712 


The Heavy Thunderbolt, which can only be salvaged (it's not available from Battalion), 
is attractive because it deals massive, concentrated damage and can be fired over walls 
and obstacles. It's also extremely heavy, and it has an unusually long arming distance 
for a medium-range weapon, so it's unwieldy against enemies that get too close. 


The Heavy Thunderbolt has a reasonable supply of ammo, and its efficiency is 
quite good for a weapon that deals such heavy damage. This makes it a very good 
weapon overall, though not as desirable as a Large X-Pulse Laser or a Clan ER-PPC. 


Use the Heavy Thunderbolt on large 'Mechs that can handle its significant 
tonnage and that need mid-range power. 


ТІР Because the most effective ‘Mechs are often geared toward either long- 

wv range or short-range fighting, the mid-ranged Heavy Thunderbolt is 
sometimes hard to use effectively. But, it has a place in Force Groups 
equipped with primarily long-range weapons, as long-range battles 
often close to mid range whether you want them to or not. 


^" 


CHAPTER 2: WEAPONS AND E 


Rail Gun (Desperate Measures Only) 

Damage: 20 we 
Recycle: 7.5 pine dr 
Load Value: 30 "m а 
Range: 75/150/225 (Min. 50) 

Cost: 16,215 (Salvage Only) 

Ammo: 15 

Power: 160 

Power/Size: 5.333 


This relic of the Star League era is not available from Battalion; it must be salvaged. 


The Rail Gun fires shots that deal more damage than those of any other weapon. 
However, thanks to its massive Load Value (an unprecedented 30) it’s not the most effi- 
cient weapon available. 

The Rail Gun is a potent weapon, but it must be used in the right situations. It 
requires a heavy yet fast 'Mech—heavy enough to carry the Rail Gun, yet fast enough 
to maintain separation from the target and thus take advantage of the weapon’s long 
range. You’ll also either need a short mission or some method of replenishing your 
ammo, because if the Rail Gun runs out of ammo, it effectively becomes dead weight. 
And with a Load Value of 30, that’s more dead weight than you can afford to carry. And 
finally, you should be sure to have your most accurate MechWarrior piloting the Mech 
with the Rail Gun because each shot is precious; you really don’t want to miss. 

To summarize, use the Rail Gun only on missions where you have a 'Mech suited 
to carrying it, where long-range power is needed, and where reloads are likely to be 
frequent, either because the battlefield has Repair Bays or you’ve decided to bring 
along a Refit/Ammo Truck. Under these circumstances, the Rail Gun can live up to its 
massive promise. Otherwise, you'll think you're doing the right thing by bringing 
along a massive weapon, but you'll suffer when the ammo runs dry. У 


Long Tom Cannon (Desperate Measures Only) 
Damage: 8 (Splash Damage) 
Recycle: 7.5 

Load Value: 34 

Range: 75/150/225 (Min. 50) 
Cost: 33,840 

Ammo: 25 

Power: 64 (More if multiple targets are hit) 
Power/Size: 1.882 (More if multiple targets are hit) 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


When we said that the Rail Gun’s Load Value of 30 was unprecedented, we lied. The 
Long Tom tips the scales at a whopping 34, making it the heaviest weapon you can 
load onto a 'Mech. 


The Long Tom looks pathetic on paper. Its Power is pitiful, and its Power/Size is 
ridiculous. However, what these statistics don't account for is that the Long Tom's 
ammo has a blast radius, and anything within that radius takes damage. Thus, the 
Long Tom's effectiveness increases greatly if you target enemies that are clustered 
close together. 


The Long Tom holds the promise of great results if you can use it against clus- 
tered targets. Unfortunately, enemy 'Mechs seldom oblige you by walking side by 
side. Indeed, they often end up running amongst your own 'Mechs, in which case the 
Long Tom is capable of dealing friendly fire. Stationary targets are vulnerable to the 
Long Tom, but quite frankly, you shouldn't waste valuable ammo on Turrets and 
enemy structures. 


The bottom line is that the Long Tom is tough to use effectively. We recommend 
avoiding it on the harder difficulty levels, though it's fun to play with at Easy difficulty. 


CLAN WEAPONS 


lan weapons typically improve on Inner Sphere designs in one or more ways. Some 
р are identical to their Inner Sphere counterparts save for their lesser 

weight, while others feature a heavier punch, faster Recycle speeds, better range, 
or some combination of these benefits. 


The superiority of Clan weapons over Inner Sphere weapons varies greatly from 
system to system. The Clan Short-Range Missile Pack, for example, fires a bit faster 
than the Inner Sphere variant but isn’t vastly superior. The Clan ER-PPC, on the other 
hand, is truly a technological marvel that eclipses its Inner Sphere cousin in terms of 
both weight and power. 


Generally speaking, Inner Sphere MechCommanders should integrate salvaged 
Clan technology into their Force Groups as much as possible. This technology is 
simply too powerful and efficient to ignore. 


CHAPTER 2: WEAPONS AND E 


Energy Weapons 


Clan energy weapons tend to fire faster and weigh less than those of the Inner Sphere, 


but otherwise are similar to the Inner Sphere weapons that share the same name. 23 
Thus, instead of reiterating each weapon's strengths and weaknesses (which we xi 
already covered in the Inner Sphere section), here we'll concentrate on how these 

weapons are different from their Inner Sphere variants. 

Clan ER Laser 

Damage: 2 

Recycle: 5 

Load Value: 3.5 

Range: 50/100/150 (Min. 25) 

Cost: 2,380 

Power: 24 

Power/Size: 6.857 

The Clan ER Laser fires farther (yet weighs less) than a standard Inner Sphere Laser. 

The difference between this weapon and the Inner Sphere Laser is most pronounced 

in ‘Mechs that spend most of the battle fighting at medium to long range. 

Clan Pulse Laser 

Damage: 1 

Recycle: 1.75 

Load Value: 4 |o X 
Range: 25/50/75 40 
Cost: 1,700 x | a 
Power: 34.3 p E ќ 


Power/Size: 8.571 


The Clan Pulse Laser is identical to its Inner Sphere counterpart save for its drastically 
lower weight. The weight makes a huge difference; a Mech loaded with several Clan 
Pulse Lasers is a veritable speed demon, firing Laser bursts at an amazing rate. 


The Clan Pulse Laser is hard to beat for raw efficiency. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Clan Large ER Laser 

Damage: 5 E 
Recycle: 5 

Load Value: 10 

Range: 75/150/225 (Min. 50) 

Cost: 9,690 


Power: 60 
Power/Size: 6.000 


The Clan's Large ER Laser is an excellent weapon that weighs less and deals more 
damage than its Inner Sphere counterpart. This makes it a very attractive item for 
MechCommanders seeking a heavy-hitting, long-range weapon with relatively 
minimal tonnage requirements. 


Because we recommend long-range weapons for most Desperate Measures 
missions, we recommend the Clan Large ER Laser—especially for times when you 
can't get your hands on Clan ER-PPCs or Large X-Pulse Lasers. 


Clan Large Pulse Laser 
Damage: 2.5 

Recycle: 2 

Load Value: 11 

Range: 50/100/150 (Min. 25) 
Cost: 8,010 

Power: 75 

Power/Size: 6.818 


The Clan Large Pulse Laser weighs less and deals fractionally more damage than the 
Inner Sphere Large Pulse Laser. Because the Inner Sphere model is already a very 
damaging weapon, these modest improvements make the Clan Large Pulse Laser an 
often-overlooked powerhouse. 


Clan Flamer 


CHAPTER 2: WEAPONS AND EQUI 


Damage: 5 a 
Recycle: 6 pe qt 
Load Value: 7 d 
Range: 25/50/75 
Cost: 3,620 
Power: 50 
Power/Size: 7.143 
Typical of the efficiency built into most Clan weapons, the Clan Flamer fires at a faster 
rate than its Inner Sphere counterpart yet weighs less, resulting in a highly efficient, 
highly effective close-range weapon that can add offensive punch to even the lightest 
of 'Mechs. It's recommended for light 'Mechs that need to fight at close range. 
Clan ER-PPC 
Damage: 11.25 
Recycle: 7.5 
Load Value: 13.5 
Range: 75/150/225 (Min. 50) 
Cost: 21,450 
Power: 90 
Power/Size: 6.667 
The Clan ER-PPC is almost too good to be true. It weighs less than the Inner Sphere’s 
ER-PPC and deals excellent damage at extreme range. Thanks to its lethal combina- 
tion of power and range, it’s a great all-around weapon that you should use whenever 
possible. 
The Clan ER-PPC isn’t technically the most efficient weapon in existence, but 
few other weapons can match its blend of excellent power, excellent range, and unlim- X 
ited shots. When you consider the sacrifices that most weapons make to achieve long eA. Na j 
range and high power, either in terms of efficiency or ammunition, you'll understand ` ~ >- 


the value of this weapon. 


Although it’s true that all weapons have their uses, some are indeed better than 
others. This is one of the best; use it as much as you can. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Projectile Weapons 


The Clan’s projectile weapons carry on the proud tradition of technological superiority 
manifested in their energy weapons. Interestingly, though, the Clan weapons don’t 
tend to improve on the one area where Inner Sphere projectile weapons are weakest— 
ammunition. The heaviest-hitting Clan projectile weapons possess equal or (in some 
cases) less ammunition than their Inner Sphere variants. Thus, the truism that 
projectile weapons trade extra short-term power for long-term ammo shortages is 
especially true when applied to Clan weapons. 


Clan Light Ultra Autocannon 
Damage: 1 

Recycle: 1.33 

Load Value: 7 (8.5) 

Range: 75/150/225 (Min. 50) 
Cost: 3,550 

Ammo: 112 

Power: 45 

Power/Size: 5.294 


The Clan Light Ultra Autocannon weighs significantly less than the Inner Sphere 
variant. This transforms it from a weapon of dubious efficiency to one of highly 
respectable efficiency. It’s still not a heavy hitter by any means, but it’s hard to find a 
weapon that deals more damage at extended range for similar tonnage. 


CHAPTER 2: WEAPONS AND E 


Clan Light LB-X Autocannon (Desperate Measures Only) 
Damage: 1.5 

Recycle: 1.75 

Load Value: 8.5 

Range: 75/150/225 (Min. 50) 
Cost: 3,560 

Ammo: 260 

Power: 51 

Power/Size: 6.050 


The Clan Light LB-X Autocannon is another solid weapon. It’s generally preferable to 
the Clan Light Ultra Autocannon, thanks to its slightly better damage and greatly 
enhanced ammunition supply. If you're going to pick a Light Autocannon, we'd 
recommend this one over all others. 


Clan Ultra Autocannon 

Damage: 6 Ea) 
Recycle: 4 

Load Value: 11.5 (13.5) 

Range: 50/100/150 (Min. 25) 

Cost: 12,590 

Ammo: 30 


Power: 90 
Power/Size: 6.667 


The Clan Ultra Autocannon fires at a considerably faster rate than an Inner Sphere 
Autocannon, yet weighs less. Over an extended time, it deals damage equal to a Gauss 
Rifle, putting it in the same ballpark as the heaviest-hitting 'Mech-mounted weapons. 

This weapon's only deficiency is its curiously low ammunition supply—lower, in 
fact, than the Inner Sphere model. Thus, although the Clan Ultra Autocannon is far 
superior to the standard Autocannon over the short term, the Inner Sphere model is 
in some ways better suited to long missions with multiple targets. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Clan LB-X Autocannon (Desperate Measures Only) 
Damage: 6 

Recycle: 4 

Load Value: 13.5 

Range: 50/100/150 (Min. 25) 
Cost: 8,480 

Ammo: 80 

Power: 90 

Power/Size: 6.667 


If you’re looking for a medium-sized Autocannon, use the Clan LB-X Autocannon. Its 
power and efficiency are on par with that of the potent Clan Ultra Autocannon, but its 
greatly superior ammo supply ensures that you won’t run dry at inopportune times. 
Bear in mind before you take a regular Autocannon that a Clan ER-PPC offers 
nearly identical power and efficiency, deals more concentrated damage, and has better 
range. Unless you’re dead set on medium-range combat, therefore, look to the Clan 
ER-PPC or Large X-Pulse Laser before turning to medium-sized Autocannons. 


Clan Heavy Ultra Autocannon 
Damage: 15 

Recycle: 5 

Load Value: 16 (17.5) 

Range: 25/50/75 

Cost: 27,400 

Ammo: 10 

Power: 180 

Power/Size: 10.286 


CHAPTER 2: WEAPONS AND E 


The Clan Heavy Ultra Autocannon weighs less than an Inner Sphere Heavy 
Autocannon and fires at a faster rate. No weapon in existence can equal the damage 
this weapon ladles out over a short time. However, the chronic ammunition shortages 
that plague its Inner Sphere cousin are augmented in this weapon because of its 
higher rate of fire and its fractionally lower ammo capacity (only 10 shots). 


Think of this weapon as a chainsaw with only a few drops of gasoline left to fuel A 
it. While the fuel lasts it can rip through anything in mere seconds—but unfortu- ve : 
nately the fuel won’t last much longer. и 

If you're gearing a Mech toward short-range combat, seriously consider using TOME 

this weapon—and if you do, seriously consider using an Ammo Truck or Refit Truck. 
Without the portable ammo source, you'll have an extremely hard time keeping the 
weapon filled. Even Repair Bays won't completely alleviate the problem; you almost 
have to commit to using a Truck, which can tag along and continually re-supply the 
Autocannon. 


Even with an Ammo Truck or Refit Truck, you must conserve this weapon and 
use it only on worthwhile enemies. Learn to use the Ammo Conservation fire mode. 


Clan Heavy LB-X Autocannon (Desperate Measures Only) 
Damage: 15 
Recycle: 6 

Load Value: 17.5 
Range: 25/50/75 
Cost: 12,850 
Ammo: 35 
Power: 150 
Power/Size: 8.571 


The Clan Heavy LB-X Autocannon doesn’t fire as quickly as a Clan Heavy Ultra 
Autocannon, but in typical LB-X Autocannon style, it makes up for this by carrying a 
lot more ammunition. We generally recommend this weapon above all other Heavy 
Autocannon designs, save for missions where you’re absolutely sure to have a constant 
source of ammo. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Clan Gauss Rifle 

Damage: 7.5 

Recycle: 5 

Load Value: 12.5 (13.5) 
Range: 75/150/225 (Min. 50) 
Cost: 18,520 

Ammo: 16 

Power: 90 

Power/Size: 6.667 


The Clan’s Gauss Rifle is another weapon that improves on the Inner Sphere model in 
terms of tonnage. As with the IS Gauss Rifle, the Clan variant does great damage at 
long range but suffers from limited ammunition. 


If you want more ammunition and don’t need the Clan Gauss Rifle’s excellent 
range, the Clan’s Ultra Autocannon does comparable damage over a short period of 
time. But if it’s potent extended-range marksmanship you’re after, you want either an 
ER-PPC or a Gauss Rifle. 


Clan Short-Range Missiles 
Damage: 1 

Recycle: 3 

Load Value: 2.5 (3) 

Range: 25/50/75 

Cost: 740 

Ammo: 83 

Power: 20 

Power/Size: 6.667 


CHAPTER 2: WEAPONS AND 


The Clan’s Short-Range Missiles fire at a slightly faster rate than Inner Sphere Short- 
Range Missiles, and they also carry more ammunition. These features make them 
extremely efficient and a good addition to any BattleMech requiring light, short- 


range punch. 


Clan Streak Short-Range Missiles 


Damage: 2 
Recycle: 3 


Load Value: 4.25 (4.75) 
Range: 25/50/75 


Cost: 1,450 
Ammo: 83 
Power: 40 


Power/Size: 8.421 


Clan Streak Short-Range Missiles weigh fractionally less, and fire a bit faster, than 
their Inner Sphere counterparts. These improvements transform an already efficient 
design into one of the most efficient weapons you can possess. As with all SRMs, this 
version lacks massive punch, but this is hardly an issue when the weapon is so effec- 
tive. Use one or two of these weapons to add short-range punch to an otherwise long- 
range 'Mech, or use multiples to create a short-range powerhouse. 


Clan Long-Range Missiles 


Damage: 3 
Recycle: 10 


Load Value: 2 (3) 
Range: 75/150/225 (Min. 50) 


Cost: 2,340 
Ammo: 24 
Power: 18 


Power/Size: 6.000 


The Clan Long-Range Missile Rack weighs substantially less than Inner Sphere Long- 
Range Missiles. The weapon itself doesn’t do more damage, but the reduced weight 
allows you to pack on more weapons—a substantial asset. Use these instead of the 


Inner Sphere version whenever possible. 


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MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


MISCELLANEOUS EQUIPMENT 


The list of miscellaneous equipment available on your campaign is short and sweet. 
Not every item in this list is a sensor, but all of them are sensor related. 


Sensors 


Sensors come in several varieties. Functionally, the main difference between these 
sensors is their range. Note that the effective range of a 'Mech's sensors decreases the 
faster the "Mech is moving. The pilot's Sensor skill counteracts this effect, so the better 
the Sensor skill the closer to maximum the ’Mech’s sensors operate while moving. 


There's not much strategy involved in loading sensors on your 'Mechs. Just bear 
in mind that you shouldn't spend inordinate sums on Advanced Sensors, because your 
enemies seldom have such powerful sensors themselves. Also, remember that only one 
'Mech in your Force Group needs to possess great sensors for all group members to 
enjoy the benefits. 


Sensar— Basic 
Load Value: — 
Cost: 1,000 
Range: 350 meters 


The Inner Sphere Basic Sensor is standard on most Inner Sphere 'Mechs. It has a range 
of 350 meters and, like all sensors, it can't detect Elementals or powered-down 'Mechs. 


Sensor—Intermediate 
Load Value: 0.5 

Cost: 2,000 

Range: 470 meters 


The Inner Sphere Intermediate Sensor weighs a half-ton but possesses significantly 
more range than the Basic Sensor. 


CHAPTER 2: WEAPONS AND 


Sensor—Advanced | 
Load Value: 1 — 
Cost: 6,000 ората 
Range: 525 meters E 


The Inner Sphere Advanced Sensor possesses unparalleled range. However, it can only 
be mounted in the Raven or in light Clan 'Mechs. 


Clan Sensor— Standard 
Load Value: — 

Cost: 1,500 

Range: 385 meters 


The Clan's Standard Sensor is marginally better than the Inner Sphere's Basic Sensor, 
and like the Basic Sensor it doesn't weigh anything. 


Clan Sensar—Extended 
Load Value: 0.5 

Cost: 3,500 

Range: 490 meters 


Although it doesn't possess quite the range of the Inner Sphere Advanced Sensor, the 
Clan Extended Sensor weighs half a ton less. 


Other Equipment 


The following pieces of equipment aren't sensors, but they all either work like sensors 
or have some effect on sensors. 


Beagle Probe 
Load Value: 1.5 
Cost: 1,000 
Range: Special 


The Beagle Probe detects powered-down units at half the normal sensor range. This is 
occasionally useful, as campaign missions frequently take you into Clan territory 
where powered-down BattleMechs are on guard. 


The Beagle Probe can't detect Elementals. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Guardian ЕСМ Suite 
Load Value: 1.5 
Cost: 3,000 

Range: 525 meters 


The Inner Sphere’s Guardian ECM (Electronic Countermeasures) Suite halves the 
range of any enemy sensors it contacts. Load this item onto a 'Mech that also possesses 
good sensors, and your Force Group is practically guaranteed to spot enemy forces 
long before they can see you. 


Unfortunately, this system can only be loaded onto Raven 'Mechs or light 
Clan 'Mechs. 


Clan Active Probe 
Load Value: 1 
Cost: 1,200 
Range: Special 


The Clan Active Probe is almost identical to the Inner Sphere’s Beagle Probe, save that 
it weighs half a ton less. 


Clan ECM Suite 
Load Value: 1 
Cost: 3,400 
Range: 525 meters 


The Clan ECM Suite is identical to the Inner Sphere model, save that it weighs half a 
ton less. 


CHAPTER 2: WEAPONS AND 


WEAPON CHOICES 


Itimately, it’s up to you to decide which weapons to load onto your BattleMechs. 

Some weapons, such as Lasers, are general-purpose staples that you can’t go 

wrong with. Others, like Heavy Autocannons, can be a great asset or a tremendous 
liability depending on which missions you use them in and how well you conserve 
your ammunition. 


Generally speaking, the game difficulty you play at will make a difference in 
which weapons are effective. At lower difficulty levels, most weapons can be employed 
to good effect. But when you're playing Desperate Measures at Hard difficulty, you'll 
want the heaviest-hitting weapons available. Experiment with weapon choices, and 
pay attention to the differences they make as you proceed through a mission. With the 
right weapons, a seemingly difficult mission can be rendered manageable. With the 
wrong ones, an easy task can be made formidable. 


ce mile 


CHAPTER 3 
BAT TLEMECHS 


| ttleMechs are the foundation of Inner Sphere warfare. Vehicles, 
emplaced defenses, and Elementals play significant roles in many 
Ў battles, but it’s undeniably the BattleMech that reigns supreme. 
, are the final arbitrator of conflict, both throughout the 
and beyond. 

L its vital for every MechCommander to recognize the 
ns employed by the Clan and Inner Sphere, and understand 
s and weaknesses. Carefully examine each 'Mech in the 
wuse the default configurations are what the player is 
ith most often. 


Each BattleMech is rated in several different areas. First you'll find these 
attributes: 


* Weight is the 'Mech's raw tonnage. 
• Speed is the 'Mech's top speed, provided in meters per second (m/sec). 


e Jump is the distance а Jump-equipped 'Mech of that type can leap. Obviously, this 
value doesn't apply to the Armor and Weapon variants. 


Other attributes change depending on which 'Mech variant (Weapon, Armor, or 
Jump) you're dealing with. These are presented in the form of a small table. 
e Armor Points tells you how much total overall armor protects a particular variant. 
Different body locations will have differing amounts of armor protection. 
e Payload is how much Load Value of weapons and components the variant can carry. 
* Alpha Strike is how much damage the variant would deal if it unloaded all its 
weapons onto a single target simultaneously. (Note that this value changes if you 
modify the 'Mech's weapon payload.) 


10-Second is shorthand for 10-Second Damage, and it's another way of measuring 
the 'Mech's punch. It's the amount of damage the 'Mech would deal to a target if it 
fired continuously with all weapons for 10 seconds. (Again, this value changes if you 
modify the 'Mech's weapon payload.) 


Cost is the 'Mech's cost in Resource Points. 


ТІР The new BattleMechs included in Desperate Measures also appear in 

wv this chapter. There is, however, a difference in these ‘Mechs’ data 
tables. They're so new to Battalion that the exact numbers for their 
Armor Points and jumping distances aren't yet known. (Note that in 
your Desperate Measures manual, most of the new 'Mechs' Armor 
Sources are listed as “Unknown’—even for Inner Sphere 'Mechs/) 
Thus, instead of numerical values representing these 'Mechs' jump 
capabilities and Armor Points, you'll find general descriptive adjectives 
such as “Long,” “Light,” or “Moderate.” 


INNER SPHERE BATTLEMECHS 


nner Sphere Mechs are a diverse lot, ranging from small, speedy recon 'Mechs like 
| the Commando to the lumbering hulk known as the Atlas. Although not as efficient 

as Clan 'Mechs, Inner Sphere designs aren't so inferior that they can't hold their 
own when piloted by skilled individuals. 


Learn these designs well, as they'll constitute the bulk of your forces throughout 
the greater part of the campaign. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP Unless otherwise noted, all Inner Sphere ‘Mechs come with 


wv a Basic Sensor. 


Commando 
Weight: 25 tons 
Speed: 27 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 96 16 6 14 14,150 
Jump 48 16 6 14 16,250 
Weapons 48 19 8 18 13,290 


Armor, Jump Payloads: Laser, 4 SRM Packs 
Weapon Payload: 2 Lasers, 2 SRM Packs, 1 Streak SRM Pack 


The Commando is a cheap, fast scouting "Mech. Because its speed is similar to that of 
the 35-ton Raven, however, its diminutive tonnage is no real advantage. Make no 
mistake: This is a small, lightly armored 'Mech suitable for reconnaissance or skir- 
mishing, not heavy combat. It is, however, very inexpensive—a quality endearing to a 
MechCommander on a tight budget. 


Commandos are good for filling out a drop payload. They can be used to scout 
ahead of your main force or as support ’Mechs that lend a hand in firefights. It's crucial 
that they don't attack first and bear the brunt of enemy attacks, as they wither quickly 
under heavy weapon fire. Let your other 'Mechs charge in and distract the enemy 
while Commandos lend fire support. 


Commandos also are ideal for missions requiring your forces to be in two places 
at once. For example, let's say you need to destroy a bridge and guard a pass. You can 
leave the majority of your forces at the pass to provide a stalwart defense, and mean- 
while have the Commando sprint deep into enemy territory and attack the bridge (or 
spot it so that artillery strikes can destroy it). 


CHAPTER 3: BA | 


The Commando’s weapon payload is adequate but not overwhelming. SRM Packs 


normally aren’t weapons of choice, but the minimal weapons capacity of the pem 
Commando makes them а good selection. Those preferring a heavier-hitting Мес... 
could replace SRMs with another Laser or two. A 


ТІР 7n Desperate Measures, the ultimate scout ‘Mech is the Stiletto. The e 
wv presence of the Stiletto reduces the relative value of the Commando, M 
as the Stiletto is so much faster and more capable. 


Firestarter 
Weight: 30 tons 
Speed: 27 m/sec 
Jump: 100 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 112 19 11 15.83 17,620 
Jump 64 19 11 15.83 19,720 
Weapons 64 22 11:5 19 19,530 


Armor, Jump Payloads: 2 Heavy Flamers, SRM Pack 
Weapon Payload: Laser, PPC, 2 SRM Packs 


The Armor and Jump variants of the Firestarter are true to the 'Mech's name, sporting 
a pair of Heavy Flamers that deal good damage at close range. The Weapon variant has 
standard-issue SRM Packs and a Laser, plus a real surprise: a PPC. 


The Firestarter generally outperforms the Commando at both reconnaissance 


and fire support. Its extra tonnage allows it to carry surprisingly effective firepower, — | 

especially in its Weapon configuration, and its extra armor lets it run through combat ! : 

zones without being felled by passing shots. ee \ oe 
The default weapon configurations for Firestarters are fairly good. The Armor M xw 

and Jump variants are capable of dealing surprisingly severe short-range damage with _ x 


their Heavy Flamers, while the Weapon variant's PPC makes it an instant contributor 
to battles that develop at long range. 


ТІР Because small ‘Mechs tend to fare poorly in close-range combat, you 
might want to remove the Heavy Flamers and replace them with long- 
range weapons, turning the Firestarter into a fire-support "Mech. 


MECHCOMMANDER: 0010 — PRIMA'S OFFICIAL STRATEGY GUIDE 


Stiletto (Desperate Measures Only) 
Weight: 35 tons 
Speed: 36 m/sec 
Jump: Long 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor Light 17.5 11 14 22,420 
Jump Light 17.5 11 14 26,780 y, да 
Weapons Light 20.5 8 16 22,070 


Armor, Jump Payloads: Streak SRM Pack, 3 LRM Racks, 1 Sensor-Intermediate ` 
Weapon Payload: 1 Large Pulse Laser, 2 LRM Racks, 1 Sensor-Intermediate 


The Stiletto is an extraordinary new BattleMech that you should make extensive use 
of. The Desperate Measures campaign features several missions where it’s of great 
importance to scout the terrain, lure enemy ’Mechs out of their starting areas, and/or 
jump over obstacles. If you purchase a Stiletto for this task, you certainly won't be 
disappointed. 


Inner Sphere 'Mechs are normally slower than Clan 'Mechs of comparable size, 
but the Stiletto is geared for speed, and it’s by far the fastest 'Mech available to you. It 
can outrun any enemy it encounters, making it invaluable for scouting the battlefield 
and jumping quickly in and out of enemy bases. It can't handle much punishment, 
though, and it can't dish out much damage—so don't expect to use it in a combat role. 


If you buy a Stiletto, we strongly suggest the Jump variant. Because the whole 
point of the Stiletto is mobility, why not maximize that quality? Also, the Weapon 
and Armor variants don't add enough extra payload or armor, respectively, to make 
the Stiletto into a great fighter. Don't try to make it something it's not; go with the 
Jump variant. 


Equip your Stiletto with long-range weapons almost exclusively; the LRM Racks 
on the Armor and Jump variants are ideal. These allow the Stiletto to sit well back 
from a battle and lend fire support, and to take out Turrets hidden behind heavy walls. 


TIP You only need one scout unit per mission (if that), so you should only 
wv need one Stiletto. More would be overkill—plus, because the Stiletto 
isn't a great fighter, you'd be hampering your Force Group's combat 
ability by taking multiples. 


Raven 

Weight: 35 tons 
Speed: 27 m/sec 
Jump: 100 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 120 19 8 18 27,640 
Jump 72 19 8 18 29,740 
Weapons 72 22 10 21 28,900 


Armor, Jump Payloads: 2 Lasers, 2 SRM Packs, Streak SRM Pack, Guardian ECM 
Suite, Beagle Probe, Sensor-Advanced 
Weapon Payload: Large Laser, 2 Lasers, Streak SRM Pack, Guardian ECM Suite, 
Beagle Active Probe, Sensor-Advanced 


The Raven represents a cutoff point in terms of Inner Sphere ’ Mechs’ speed. The next 
heaviest Inner Sphere design, the Hollander IT, is slower than the Raven and also isn’t 
capable of jumping as far. Thus, the Raven can be considered the biggest of the Inner 
Sphere's scout or reconnaissance Mechs. 


The Raven can hold a number of weapons similar to its lighter cousin, the 
Firestarter, but its armor is somewhat tougher. Also, the Raven is a high-tech design 
capable of carrying the sophisticated Inner Sphere Advanced Sensor or Clan Active 
Probe. It's the only Inner Sphere 'Mech capable of holding these two items. 


The default weapons loaded onto Ravens are adequate but lacking in punch, and 
should probably be retooled by the MechCommander; SRMs are good filler weapons, 
but they lack the power demanded by tough battles. Another Laser in place of SRMs is 
usually a good tradeoff; LRMs are another option. 


ТІР /fyoure playing the Desperate Measures missions, you're better 
| off using a Stiletto than a Raven. If you’re playing the original 
i MechCommander missions, on the other hand, the Stiletto is 
unavailable, making the Raven the best Inner Sphere-made 
scout ‘Mech. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Hollander II 


Weight: 45 tons 
Speed: 24 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 128 25.5 11.5 24 34,240 
Jump 88 25.5 11.5 24 35,950 
Weapons 88 30 13.5 27 35,380 


Armor, Jump Payloads: Gauss Rifle, Laser, Streak SRM Pack 
Weapon Payload: Gauss Rifle, Large Laser, Laser 


The Hollander II is a curious-looking beast, mainly because of its trademark Gauss 
Rifle. Like the Hunchback, the Hollander II belongs to a class of 'Mechs that try to 
pack the biggest, deadliest weapons onto the smallest possible frame. The result is 
formidable, but not without its drawbacks. 


The Hollander IT is somewhat slower than the Commando, Firestarter, and 
Raven, so it’s less suitable than those designs for quick strikes and scouting. 


Although most MechCommanders agree that there’s a certain beauty to packing 
a massive Gauss Rifle onto an economical 45-ton frame, the drawbacks are significant. 
If the Gauss Rifle is destroyed in combat or (more likely) runs out of ammunition, 
the Hollander II loses the majority of its firepower and becomes little more than a 
spectator. The Weapon variant at least has its Large Laser to fall back on, but the 
Hollander IT is still a mere shadow of its former self when the Gauss Rifle is inoperative. 

A conservative MechCommander could achieve good effects by ripping out the 


Gauss Rifle and replacing it with a PPC or ER-PPC, which don’t rely on ammunition 
and would leave room for another small weapon. 


CHAPTER 3: 


Hunchback 


Weight: 50 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 176 28.5 19 28 33,160 
Jump 128 28.5 19 28 33,680 
Weapons 128 33 21 32 34,100 


Armor, Jump Payloads: Heavy Autocannon, 2 Lasers 
Weapon Payload: Heavy Autocannon, Large Laser, Laser 


The Hunchback is little more than a platform for the massive Heavy Autocannon. 
Because of this weapon, the Hunchback is deadly at close range, capable of defeating 
'Mechs twice its size in a matter of moments. It's also a surprisingly limited Mech, 
incapable of fighting at long range or participating in sustained firefights because of 
the Heavy Autocannon’s limited range and ammunition. 


Heavy Autocannon aside, the Hunchback is similar to a tank—tough but slow. It 
features substantially better armor than the Hollander IT and can carry several tons 
more weapons, but its speed is a large step down from the Hollander II. The result is an 
extremely durable mid-sized Mech that’s adequate for missions that don’t require speed. 


You'll have to make some tough decisions when you purchase a Hunchback. The 
Heavy Autocannon is formidable and oh-so-tempting, but its limited ammo begs the 
question: Can you afford to spend over 17 tons on a weapon that'll only fire 13 times 
in a mission? Sometimes, when the mission calls for heavy hitters and you have access 
to frequent refits, the answer is yes. But other times, when drop weight is limited and 
endurance is key, the answer is no. 


ТІР The Hunchback is a poor choice for Desperate Measures missions 


wv because of its poor speed. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Bushwhacker (Desperate Measures Only) 
Weight: 55 tons 
Speed: 24 m/sec 
Jump: Short 


Variant Armor Points Payload Alpha Strike 10-Second Cost 
Armor Moderate 29.5 15 24 34,680 
Jump Moderate 29.5 15 24 35,950 
Weapons Moderate 33.5 17 28 33,260 


Armor, Jump Payloads: Laser, SRM Pack, LB-X Autocannon, 2 LRM Racks 
Weapon Payload: 2 Lasers, SRM Pack, LB-X Autocannon, 2 LRM Racks 


The Bushwhacker, along with the super-fast Stiletto, is the only Mech that’s strongly 
recommended for purchase in the Desperate Measures campaign. This is because 
speed is extremely useful in most Desperate Measures missions, and the Bushwhacker 
is faster than any other Inner Sphere ’Mech of its size. If you want to build a team of 
fast, capable 'Mechs, your first and best option is to use salvaged Clan designs—but if 
you aren't lucky enough to salvage many of those, a Bushwhacker or two will help 
round out a Force Group. 


Use the Armor or Weapon variant of the Bushwhacker, as the Jump variant can't 
jump particularly far. 


Heavy-hitting, long-range weapons like Large X-Pulse Lasers are a great addition 
to the Bushwhacker, because its speed allows it to maintain long range with most 
enemies, thereby maximizing the value of such weapons. 


Centurion 
Weight: 55 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 184 315 16 26 34,090 
Jump 136 31.5 16 26 34,610 
Weapons 136 36 19.5 28 36,390 


Armor, Jump Payloads: Autocannon, 2 LRM Racks, 2 Lasers 
Weapon Payload: Autocannon, 2 LRM Racks, PPC 


The Centurion is a relatively nondescript 'Mech with few visible strengths or weak- 
nesses. It's particularly useful in early MechCommander campaign missions, where it 
tends to outweigh enemy 'Mechs by a sizable factor. 


At 55 tons, the Centurion can support a few limited-ammunition weapons (such 
as the Autocannon that it comes with in default configurations). However, you might 
want to rearrange the weapon payload to make the Centurion less dependent on 
ammo, removing the Autocannon and a few small weapons and replacing them with a 
PPC or numerous Lasers. 


ТЕР As with many Inner Sphere designs, the Centurion is good for the 
early stages of the MechCommander campaign but its low speed 
makes it unsuitable for the tougher missions of Desperate Measures. 


If you're forced to use slow ‘Mechs in a Desperate Measures 2&4 "t 


mission, you might as well use heavier ’Mechs that travel just as ХА ye 
quickly as the Centurion, such as the Awesome. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Catapult 


Weight: 65 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 208 36 20 29.43 37,200 
Jump 144 36 20 29.43 39,920 
Weapons 144 40 22 32 37,070 


Armor, Jump Payloads: 6 LRM Racks, 2 Pulse Lasers 
Weapon Payload: 6 LRM Racks, Large Pulse Laser, Laser 


The Catapult in its default configuration is a particularly well-armored ’Mech. It’s also 
something of a paradox, because its tough armor makes it suitable for front-line slug- 
ging, but its weapon payload (consisting largely of LRMs) is better suited for a long- 
range fire-support Mech. 


If you leave the Catapult in its default configuration you'd be well advised to use 
it in the fire-support role suggested by its weapons. It’s almost helpless at short 
range, though its Pulse Lasers come in handy when the Catapult is swarmed by 
smaller, faster enemies such as Elementals. Allow the Catapult to rain missiles on the 
enemy while other ’Mechs serve to distract, and you'll find the Catapult a valuable 
asset indeed. 

If you adjust the weapon configuration, you can use the Catapult in almost any 
role, including front-line slugger. Its armor is tough enough that it won’t suffer from 
the change of pace. 


Jagermech 
Weight: 70 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 192 41 10 31.38 37,080 
Jump 128 41 10 31.38 39,800 
Weapons 128 45 8 33.38 36,030 


Armor, Jump Payloads: Large ER Laser, 2 Lasers, 2 Light Ultra Autocannons 
Weapon Payload: Large ER Laser, Large Pulse Laser, 2 Light Ultra Autocannons 


The Jagermech is five tons heavier than the Catapult but actually carries marginally 
less armor than its lighter cousin; all that extra tonnage has been devoted to increased 
weapon payload. Thus, the Jagermech represents the philosophy that the best defense 
is a good offense. 


A quintessential heavy ‘Mech, the Jagermech boasts slow to moderate speed and 
armor while bristling with weapons. Some might quibble with the default configura- 
tions, however, which contain long-range weapons with good fire rates but very little 
in the way of true heavy hitters. A PPC in place of one of the Light Ultra Autocannons 
and Lasers might provide just that. 


Awesome 
Weight: 80 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 224 54.5 26.5 38 51,490 
Jump 160 54.5 26.5 38 54,170 
Weapons 160 59 24.5 41 48,310 


Armor, Jump Payloads: 3 ER-PPCs, 2 Lasers 
Weapon Payload: 3 ER-PPCs, 2 Pulse Lasers 


The Awesome is an 80-ton monster that moves just as quickly as a 50-ton Hunchback. 
It’s better armored than the Jagermech and Catapult, though not so much that the 
difference is overwhelming. 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


The true difference between the Awesome and those lesser 'Mechs lies in raw 
weapon tonnage. With over 54 tons to spend on firepower, the Awesome is a walking 
weapon platform capable of reducing smaller 'Mechs to piles of charred rubble in 
seconds flat. 

MechCommanders who belong to the school of thought that endorses multiple 
small weapons instead of a few big ones will retrofit the Awesome’s payload immedi- 
ately on purchase, but those in favor of big guns will love it. 

The sheer power of the Awesome’s triple PPCs, not to mention their devastating 
range, make an Awesome in its default configuration a true force to be reckoned with. 
This sort of power almost guarantees a devastating shot in the first few volleys. 

All 'Mechs are useful, but the Awesome tends to be more useful than most large 
Inner Sphere designs. It features great weapons, and it lies right at the speed cutoff 
point; heavier 'Mechs made by the Inner Sphere all travel more slowly. Thus, if you 
want a heavy Inner Sphere 'Mech, this is the one we recommend. 


Mauler (Desperate Measures Only) 
Weight: 90 tons 
Speed: 15 m/sec 
Jump: Short 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor Heavy 63.5 23 46 60,740 
Jump Moderate 63.5 23 46 65,220 
Weapons Moderate 76.5 34.5 64 66,170 


Armor, Jump Payloads: Large Laser, 2 LRM Racks, 2 Light LB-X Autocannons, 2 Light 
Gauss Rifles 

Weapon Payload: 2 Heavy LB-X Autocannons, 1 Large Laser, 1 Large ER Laser, 1 Light 
LB-X Autocannon, 2 Light Gauss Rifles 


The Mauler, a new design, lives up to its name. It relies heavily on ammo-dependent 

projectile weapons, but thanks to its use of the relatively high-ammo Light Gauss 

Rifles and LB-X Autocannons, this limitation isn't nearly as detrimental as it could be. а а 
Despite the Mauler’s power, we don’t recommend it too highly for most 

Desperate Measures campaign missions—at least, not those that require speed. The 

Mauler is powerful, to be sure, but its sluggish speed can be limiting in the speed- 

intensive missions you’ll encounter frequently in the expansion campaign. Lf 
If you select the Weapon model, bear in mind that Heavy LB-X Autocannons can 

be tough to use when your 'Mech is this sluggish—so you might want to use longer- 

range weapons. Some foes undoubtedly will be foolish enough to approach the Mauler, 

but those that hang back will be able to easily weave out of the Heavy LB-X 

Autocannons' limited range. 


Atlas 


Weight: 100 tons 
Speed: 15 m/sec 
Jump: 50 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 
Armor 288 66.5 29.5 54.43 69,510 
Jump 192 66.5 29.5 54.43 73,550 
Weapons 192 71.3 37.5 56.71 68,480 


Armor, Jump Payloads: Gauss Rifle, 2 Large ER Laser, 4 LRM Racks, 2 Pulse Lasers =~ 
Weapon Payload: Gauss Rifle, 2 ER-PPCs, 4 LRM Racks, Laser, Pulse Laser № \ P 


The Atlas is the heaviest 'Mech on the battlefield, boasting superior armor and unri- 
valed weapon tonnage. If there's any downside to this monster, it's certainly the lack 
of speed, which—like the 'Mech's formidable tonnage—is practically unmatched. 


An Atlas occupies a huge amount of DropShip space, so you'll need to think twice 
before taking it on missions featuring limited tonnage. Furthermore, if you know 
you'll need a modicum of speed, you might want to reconsider bringing the Atlas. You 
can only afford this beast on missions with heavy tonnage limits and no speed consid- 
erations whatsoever. 


If there was ever a 'Mech suited to carrying massive weapons such as the Gauss 
Rifle and Heavy Autocannon, this is it. Still, you need to exercise restraint. Loading up 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


the Atlas with such weapons gives it incredible short-term power, but leaves the Mech 
a well-armored husk when the ammunition runs dry. Ultimately, the need to balance 
short-term punch with ammunition considerations might be the toughest decision 
the Atlas inspires. 


Shortcomings aside, the Atlas has a place on the battlefield, especially in the 
original MechCommander missions. In Desperate Measures, however, the enemy will 
be able to run circles around it. 


CLAN МЕСНА 


Clan ’Mechs are superior to Inner Sphere designs in several ways. The most significant 
areas of superiority are as follows: 


* They carry Clan weapons, which are superior to Inner Sphere designs. See Chapter 2 
for details. 


* Less room is taken up by engines and internal components, leaving significantly 
more room for weapons and armor than in Inner Sphere 'Mechs of comparable 
tonnage. 


* Mid-sized to heavy Clan 'Mechs are considerably faster and more mobile than Inner 
Sphere 'Mechs of comparable tonnage. 


Whenever possible, you should integrate salvaged Clan 'Mechs into your battle plans. 


ТІР Unless otherwise noted, all Clan 'Mechs come with a Standard 


wv Clan Sensor. 


Uller 


Weight: 30 tons 
Speed: 27 m/sec 
Jump: 100 meters 


Variant Armor Points Payload Alpha Strike 10-Second 


Armor 112 21 7 22 
Jump 64 21 7 22 
Weapons 64 25 9 29 


Armor, Jump Payloads: 2 Clan ER Lasers, 
Clan Streak SRM Pack, Clan Light Ultra Autocannon 


Weapon Payload: 2 Clan ER Lasers, 2 Clan Streak SRMs, Clan Light Ultra Autocannon 


Though not light years beyond its nearest Inner Sphere equivalents, the (ет shows 
its dominance by holding significantly more weapons than the Inner Sphere's 
35-ton Raven. 

The Uller is a fast 'Mech suitable for both scouting and light combat duties. In its 
base configuration, it's most suitable for mid-range combat, but we recommend that 
you retool it for long-range combat, which tends to be easier on a light 'Mech's armor. 

Ullers are among the most common Clan 'Mechs, and you'll eventually collect 
several. As your campaign progresses, you'll want to gradually phase out your 
supply of Commandos and Firestarters and replace them with Ullers, which make 
excellent scouts. < 


Cougar 
Weight: 35 tons 
Speed: 27 m/sec 
Jump: 100 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 

Armor 128 28 11.5 21:5 33,870 
Jump 80 28 11.5 21:5 36,050 
Weapons 80 34 17 37 38,280 


Armor, Jump Payloads: Clan Heavy Flamer, Clan Large Pulse Laser, 3 Clan LRM Racks 
Weapon Payload: 2 Clan Large Pulse Lasers, 4 Clan LRM Racks 


The Cougar exhibits even more superiority than the Uller in terms of armor and 
weapon-carrying capacity. Its armor is similar to that of the Hollander П, while its 
weapon capacity is roughly equal to that of a Hunchback—a 'Mech outweighing it by 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


15 tons! So, when you obtain a Cougar as salvage you shouldn’t consider it a light 
'Mech in the same category as Firestarters and Ravens, but rather, the equal of a 
medium-tonnage Inner Sphere design. 


In their base configurations, the Armor and Jump variants of the Cougar possess 
an interesting mix of weapons. The Heavy Flamer deals good damage at close range, 
while the Large Pulse Laser and LRM Racks constitute its long-range threat. The 
Weapon variant is more focused in its ambitions, pairing Large Pulse Lasers and LRM 
Racks for a Mech that's at its best when fighting at medium to long range. 


Shadow Cat (Desperate Measures Only) 
Weight: 45 tons 
Speed: 27 m/sec 
Jump: Medium 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor Moderate 29 9 33 39,650 
Jump Light 29 9 33 40,870 
Weapons Light 36.5 9.5 41.5 42,000 


Armor, Jump Payloads: 2 Clan ER Lasers, 2 Clan Large Pulse Lasers 
Weapon Payload: Clan ER Laser, 3 Clan Large Pulse Lasers 


The Shadow Cat is a frequent enemy in the Desperate Measures campaign. It's light and 
fast enough to serve as a scout, but heavy enough to deal good damage in a fire support 
role. Its weapons are efficient but not overwhelming, so in combat it does best as a 
member of a large group, especially when it lags somewhat behind the heavier hitters. 


When you salvage Shadow Cats, feel free to use them, especially to replace Inner 
Sphere designs. They'll rank among the very fastest 'Mechs in your Force Group, but 
more than a few is usually a bad idea because of the Shadow Cats’ “in-between” size 
and durability. You should initially replace your mid-sized Inner Sphere 'Mechs with 
Shadow Cats, then gradually try to replace your Shadow Cats with heavier Thors and 


Mad Cats. 


A Shadow Cat is functional as a scout, though for pure scouting purposes a 
Stiletto is much better; on the other hand, a Shadow Cat is functional as a general 
combat ’Mech. 


Hunchback Ис 


Weight: 50 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 160 35.5 25 52 57,530 
Jump 96 35.5 25 52 57,130 
Weapons 96 45.5 37 72 77,450 


Armor, Jump Payloads: Clan Heavy Ultra Autocannon, 
Clan Heavy Flamer, 2 Clan ER Lasers, Clan Pulse Laser 
Weapon Payload: 2 Clan Heavy Ultra Autocannons, Clan Heavy Flamer, 
Clan ER Laser 


The Hunchback IIc actually isn’t a true Clan design, but rather a Star League-era model 
that has been modified and refitted by the Clans. This accounts for certain shortcom- 
ings in the design that aren't present in other Clan 'Mechs of similar tonnage. 


For example, in an unusual departure, the Hunchback IIc is actually less 
armored than its direct Inner Sphere equivalent, the Hunchback. However, the armor 
discrepancy is minor, and the Hunchback IIc more than makes up for this short- 
coming with the extra tonnage it devotes to weapons. —_ o 


More significantly, the Hunchback IIc is just as sluggish as its Inner Sphere 
counterpart. This is in stark contrast to most heavy Clan ’Mechs, which are very 
nimble despite their bulk. The end result is a Mech that bears an uncanny resem- 
blance to the standard Inner Sphere Hunchback. 


The chief difference between the Hunchback and the Hunchback Пс is that the 
Inner Sphere design makes great sacrifices in weapon range and diversity just to pack 
the Heavy Autocannon on board. The Clan variant, on the other hand, has enough 
room to fit the Heavy Autocannon on board and pack a respectable array of support 
weapons. 


The Weapon variant of the Hunchback IIc is particularly noteworthy, packing an 
amazing two Clan Heavy Ultra Autocannons onto a 50-ton frame. While a 'Mech 
configured this way is guaranteed to run out of ammunition in no time flat, it's also 
guaranteed to be a daunting foe while the ammo lasts. 


MECHCOMMANDER: BOLD— PRIMAS OFFICIAL STRATEGY GUIDE 


If you see a Hunchback IIc on the battlefield, it goes without saying that you 
should keep your ’Mechs as far away from it as possible. Because it doesn’t share the 
remarkable speed of other heavy Clan ’Mechs, you’ll have a good chance of main- 
taining the desired extreme range. 


Vulture 
Weight: 60 tons 
Speed: 24 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 168 46 29 49 56,910 
Jump 136 46 29 49 62,610 
Weapons 136 52 36 55.5 61,870 


Armor, Jump Payloads: 2 Clan Large Pulse Lasers, 8 Clan LRM Racks 
Weapon Payload: 2 Clan Large ER Lasers, 8 Clan LRM Racks, 2 Clan Pulse Lasers 


The Vulture in its base configuration is a fire-support Mech in its purest state. It 
combines decent armor with the devastating long-range punch of multiple LRM Racks 
and Large Lasers. 


As with all fire-support Mechs, the Vulture is at its best when it stands well back 
from the melee and fires its long-range weapons with a devastating effect. It needs to 
be used in conjunction with tough, well-armored 'Mechs that will handle the close 
fighting while the Vulture hangs back. 


A lone Vulture has difficulty with enemies who get too close because its LRMs 
don't fire very quickly—and in its Armor and Jump configurations, it has no weapons 
that can fire at a point-blank target. 


Like many other medium and heavy Clan 'Mechs, the Vulture demonstrates 
remarkable speed for а 'Mech of its tonnage. Whereas the Hunchback Пс is just as 
sluggish as its Inner Sphere counterpart, the Vulture and most other heavy Clan 
'Mechs are surprisingly fast. 


CHAPTER 3: BA 


Loki 


Weight: 65 tons 
Speed: 24 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 192 50.5 29.25 59.3 70,540 
Jump 128 50.5 29.25 59.3 74,760 
Weapons 128 56.5 29 63.3 80,120 


Armor, Jump Payloads: Clan ER-PPC, 4 Clan ER Lasers, 
2 Clan Streak SRM Packs, Clan Ultra Autocannon 


Weapon Payload: 2 Clan Gauss Rifles, 2 Clan Large ER Lasers, 2 Clan Streak SRM Packs 


The Loki is a typical heavy Clan ’Mech. It exhibits the same unusual speed of other 
heavy Clan ’Mechs, it has a daunting weapons payload, and it can stand toe to toe with 
Inner Sphere 'Mechs that outweigh it by 10 tons. 


In its Armor and Jump configurations, the Loki has an interesting mix of short- 
and long-range power. These models fight most comfortably at medium range, where 
most of their weapons systems can be employed simultaneously. 


The Loki’s Weapon configuration is much more geared toward extreme-range 
fighting. Its twin Gauss Rifles deliver unbelievable power, but their severe ammo 
restrictions make this a risky model to send on prolonged missions. 


Nova Lat (Desperate Measures Only) 
Weight: 70 tons 
Speed: 21 m/sec 
Jump: Short 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor Heavy 54 43 52 61,590 
Jump Moderate 54 43 52 66,210 
Weapons Moderate 58 39 62 57,490 


Armor, Jump Payloads: Clan Heavy Flamer, 3 Clan Pulse Lasers, 
2 Clan Heavy LB-X Autocannons 

Weapon Payload: Clan Pulse Laser, 4 Clan Streak SRM Packs, 

2 Clan Heavy LB-X Autocannons 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


The Nova Cat is a potent new Clan design. It isn’t as overwhelmingly fast as many 
other heavy Clan 'Mechs, but its speed is still better than Inner Sphere 'Mechs of 
comparable size. It also enjoys the typical Clan advantage in weapon payload over 
Inner Sphere 'Mechs. 

When fighting Nova Cats, stay away; it's as simple as that. If you don't, their 
combination of good armor and devastating Heavy LB-X Autocannons will shred your 
'Mechs in minutes. Fight from long range whenever possible, and remember: There's 
no shame in running away! 

If you salvage Nova Cats, they make serviceable additions to your fighting group. 
By all means, use them instead of Inner Sphere designs. However, if you have other 
heavy Clan designs to choose from, such as Lokis, Thors and Mad Cats, we recom- 
mend those designs because of their superior speed. 


Thor 


Weight: 70 tons 
Speed: 24 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 224 53.5 45.25 69.3 74,390 
Jump 152 53.5 45.25 69.3 78,130 
Weapons 152 58 42.25 69.7 79,870 


Armor, Jump Payloads: Clan Heavy Ultra Autocannon, 
Clan Streak SRM Packs, Clan Pulse Laser, 

2 Clan Large Pulse Lasers 

Weapon Payload: Clan Heavy Ultra Autocannon, 

2 Clan Streak SRM Packs, Clan Pulse Laser, 2 Clan Ultra Autocannons 


The Thor is tough, quite well armored, and carries an unusual mix of weaponry. It's 
also just as fast as a Vulture. 

Instead of concentrated damage at a single range, the Thor opts for a mix of 
weapons. Its Heavy Ultra Autocannon provides incredible power at short range until 


its ammo runs out, and its Autocannons or Large Pulse Lasers give it medium-range 
punch. Miscellaneous Lasers and Streak SRMs round out the lot. 


The Thor is definitely an unusual design. If you opt to use it in its base weapon | ж 


configurations, you should try to employ it at close range until the Heavy Ultra 
Autocannon’s ammo runs out. Then fight at medium range, where it’s less vulnerable. 


Better still, refit the Thor as a long-range threat. With its great speed, it can 
usually maintain long range and thus take advantage of such weapons. 


Mad Cat 


Weight: 75 tons 
Speed: 24 m/sec 
Jump: 83 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 256 57:5 42 62.8 92,790 
Jump 192 575 42 62.8 96,970 
Weapons 192 65 40.5 72.7 95,560 


Armor, Jump Payloads: 2 Clan ER-PPCs, 
Clan Large Pulse Laser, Clan Heavy Flamer, 
4 Clan LRM Racks 


Weapon Payload: 2 Clan ER-PPCs, 2 Clan Large Pulse Lasers, 
4 Clan LRM Racks, Clan Pulse Laser 


The Mad Cat is an intimidating foe. It’s extremely well armored and carries a chilling 
amount of weaponry. Yet, despite its heavy tonnage, it manages to maintain the same 
running speed as a 45-ton Hollander II. It’s this combination of speed and power that 
makes the Mad Cat a disheartening opponent—or to put it another way, an opponent 
without weaknesses. 


The Mad Cat’s weapon payload is beyond reproach. Its ER-PPCs and LRM Racks 
allow it to fight at extreme range, exploiting its great speed by maintaining that range 
throughout combat. Large Pulse Lasers also are useful at long range, while a Heavy 
Flamer (for the Armor and Jump variants) and a Pulse Laser (for the Weapon variant) 
handle the occasional short-range target. 


Whatever weapons it carries, the Mad Cat is a formidable BattleMech. If you 
manage to get control of one, you should use it at every opportunity: it’s а Mech with 
many strengths and no liabilities to speak of. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Masakari 
Weight: 85 tons 
Speed: 18 m/sec 
Jump: 67 meters 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor 264 69 43.5 77.7 102,020 
Jump 216 69 43.5 Mad 105,460 
Weapons 216 74 53.5 82.7 120,480 


Armor, Jump Payloads: 2 Clan ER-PPCs, 

2 Clan Large Pulse Lasers, 2 Clan Heavy Flamers, 

2 Clan LRM Racks 

Weapon Payload: 2 Clan ER-PPCs, 2 Clan Gauss Rifles, 
2 Clan Heavy Flamers, 2 Clan LRM Racks 


Whereas most heavy Clan 'Mechs maintain a vast speed advantage over Inner Sphere 
designs of similar weights, the Masakari is an exception. This makes it less versatile 
than the lean and mean Mad Cat, which can be literally brought along on any 
mission—even those requiring great speed—without becoming a liability. 


Despite this shortcoming, the Masakari is still a formidable BattleMech. Its 
armor and ability to carry weapons is squarely on par with the Inner Sphere's 100-ton 
Atlas, over which it does enjoy a speed advantage. This makes it a tough opponent. 


In their base configurations, the Armor and Jump variants of the Masakari are 
geared toward long-range combat. Twin ER-PPCs and twin LRM Racks, plus a pair of 
Large Pulse Lasers, enable the Masakari to chew up opponents before they close to 
short range and prevent nimble enemies from exploiting the Masakari's lack of speed. 
Up close, twin Heavy Flamers pose a formidable threat. 


The Weapon variant ditches the Large Pulse Lasers in favor of a pair of massive 
Gauss Rifles. This configuration makes the Masakari a master of long-range combat, 
but also makes it somewhat vulnerable to ammunition shortages. 


CHAPTER 3: BATIL 


Make no mistake, the Masakari is an extremely powerful force. It's extremely 
useful in certain missions where speed isn't an issue, but many missions in Desperate 
Measures do in fact demand speed—so you'll want to mothball it for those missions. 


Turkina (Desperate Measures Only) 
Weight: 95 tons 
Speed: 15 m/sec 
Jump: Short 


Variant Armor Points Payload Alpha Strike 10-Second Cost 


Armor Heavy 74 32 72.8 84,110 
Jump Heavy 74 32 72.8 90,190 
Weapons Very Heavy 81 44.5 75.1 104,710 


Armor, Jump Payloads: Clan Pulse Laser, 
2 Clan LB-X Autocannons, 2 Clan Large ER Lasers, 
2 Clan LRM Racks, 2 Clan Light LB-X Autocannons 


Weapon Payload: Clan Pulse Laser, 2 Clan LB-X Autocannons, 
2 Clan ER-PPCs, 2 Clan LRM Racks, 2 Clan Light LB-X Autocannons 


The Turkina is an unusually wide 'Mech design with extremely potent firepower at its 
disposal. As a pure offensive force it's hard to beat; it can carry more tons of weaponry 
than the average 'Mech weighs in total. 

The Turkina is almost as heavy as the Inner Sphere's Atlas. Although it's clearly 
the superior design, it's limited by its extremely low speed. Its plethora of long-range 
weapons, however, save it from being vulnerable to faster enemies that remain outside 
its firing radius. 

When attacking a Turkina, be sure to clear out all other opposition in the vicinity 


first. Then group-attack it. If you have 'Mechs that are capable of attacking at short : E 
range, do so—because many of the Turkina's weapons won't fire at extremely close `~ 3 3 
range. Otherwise hang back at long range and keep moving. iX ЗА ? 


If you capture a Turkina, the temptation to use it will be great. But again, bear 
in mind that many of the new missions require speed, something that the Turkina 
doesn't have. If you decide to use it for a mission, make sure that you maintain the 
Turkina's long-range emphasis. If you load it up with short-range weapons, it'll have 
a hard time getting close enough to enemies to bring its weapons to bear. 


“CHAPTER 4 


VEHICLES AND 
EMPLACED 
DEFENSES 


attleMechs aren't the only foes you'll face. Elementals, vehicles, and 
ced defenses such as Turrets are commonplace—in fact, in 


many. missions theyre more common than BattleMechs. The 
ons for this are obvious: BattleMechs are complex, costly units that 
~ reguire vast. resources to create and maintain. Furthermore, factories 
D as roduc BattleMechs are relatively rare. Vehicles, Elementals, and 
ced d /fenses, although not as potent or versatile as BattleMechs, 


highly cost-effective way of fighting. 


CHAPTER 4: VEHICLES AND EMPLACED | 


This chapter provides detailed information on the non-’Mech forces you'll 
encounter throughout your campaigns. Enemy vehicles and defenses vary widely in 
capability, and you'll become a better MechCommander if you learn to distinguish them. — 


VEHICLE ROSTER E 


he following pages shed light on every common weapon-bearing vehicle you'll 
Г" іп your campaign. You’ll also learn about important unarmed vehicles, 

such as the Mobile HQ and the Aerospace Spotter. The only vehicles that aren’t 
covered in these pages are unique (mission-specific) vehicles and vehicles with no 
distinctive capabilities: civilian cars, unarmed trucks, and so forth. Thus, if you 
encounter a vehicle that isn’t listed in these pages, it’s likely to be a common civilian 
vehicle with no armament and no tactical significance. 


ТЕР Vehicles are slowed down by terrain that doesn’t affect BattleMechs. 
Specifically, vehicles slow down when traveling up a hill. Keep this 
in mind when considering a vehicle's top speed. 


Vehicles Available from Battalion 


The following vehicles may all be purchased from Battalion. They aren’t always avail- 
able, but you can buy them all at one time or another. 


The enemy can and does employ these vehicles on occasion. Become familiar 
with them so you can command or destroy them with equal proficiency. 


Swiftwind Scout Car 
Weight: 5 tons 

Speed: 21 m/sec 

Total Armor Points: 25 
Cost: 1,000 RP X 
Weapons: Vehicle Sensor А r 


dct epic 


The Swiftwind Scout Car is little more than a sensor array on wheels. Its name 
suggests blazing speeds, but in reality the Swiftwind isn’t the fastest thing on the 
battlefield. It'll outrun the majority of opponents but can be overtaken by swift 
BattleMechs. 


The chief use for the Swiftwind is as an early warning system. You can drive it 
into enemy-controlled areas and use its superior sensors to get a good sense of what's 
there before committing your main forces to an attack. 


Swiftwinds also can be used to distract and confuse the enemy, drawing enemy 
'Mechs away from a location you intend to attack with your main army. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР /fyou have five spare tons, a Swiftwind can be useful for scouting. But 
don’t try to integrate this vehicle into your plans for every mission; 
there are other, faster units that can serve as scouts. 


Enemy-controlled Swiftwinds sometimes act as spotters for larger forces. 


Ammo Truck (Desperate Measures Only) 
Weight: 10 tons — 
Speed: 18 m/sec 

Total Armor Points: 50 
Weapons: None 

Cost: 1,500 RP 


The Ammo Truck can travel along with your Force Group and resupply Mechs’ ammu- 
nition. This makes it more limited than a Refit Truck, which restores both ammunition 
and armor. However, the Ammo Truck weighs a lot less than the Refit Truck. It is also 
combustible and a clever MechCommander can use this as an offensive tactic. 

If your 'Mechs use lots of heavy, ammo-eating weapons like Gauss Rifles or 
various Heavy Autocannons, an Ammo Truck is a good idea. This is particularly true 
in missions featuring low drop weight and few Repair Bays. 


If your 'Mechs use mostly energy weapons, or if the mission features lots of 
Repair Bays, the Ammo Truck might be unnecessary. 


Finally, if you anticipate the need for extra ammo but the mission's drop weight 
is quite high, consider a Refit Truck instead. Its ability to repair armor, as well as 
replenish ammo, is well worth the extra tonnage. 


CHAPTER 4: VEHICLES AND EMPLACED 


Pegasus Light Scout Tank 

Weight: 15 tons 

Speed: 21 m/sec 

Total Armor Points: 50 

Cost: 3,100 RP 

Weapons: 3 SRM Packs, Vehicle Sensor 


The Pegasus is a moderately fast, lightly armored tank with vehicle-class sensors. 
Think of it as a slightly better-protected Swiftwind with minimal offensive capabilities 
to boot. 

The Pegasus’ three SRM Packs aren’t going to chew a hole in most ’Mechs, but 
they’re adequate for destroying small buildings, small vehicles, and very light 
emplaced defenses. Thus, a lone Pegasus can be useful for sneaking behind the enemy 
and taking out key buildings, bridges, or other vital structures. 


ТІР When examining the Pegasus (and all other weapon-bearing vehicles) 
af bear in mind that you can’t compare ‘Mechs and vehicles of the same 
tonnage on an equal basis. Vehicles simply aren't as potent—and can't 
carry as many weapons—as a "Mech. This makes the Pegasus a vehicle 
that you should generally avoid taking. 


Centipede Scout Car (Desperate Measures Only) 
Weight: 15 tons 

Speed: 21 m/sec 

Total Armor Points: 50 

Cost: 8,580 RP 

Weapons: Large Laser, Advanced Vehicle Sensor, Guardian ECM 


The Centipede is a superior scout to the Pegasus Light Scout Tank. It’s just as fast, it 
carries a weapon with better range, and its combination of Advanced Vehicle Sensors and 
Guardian ECM make it better at both detecting and eluding enemies. Thus, if you’re 
going to spend 15 tons of drop weight on a scout vehicle, it’s best to take this one. 


However, if you’re truly serious about scouting, and your mission features a high 
drop weight, you might consider buying a Stiletto J instead. The Stiletto J costs and 
weighs more, but it’s much more durable, capable of jumping long distances, and 
capable of outrunning any foe on the battlefield, bar none. Plus, it can play a useful 
role in combat, particularly when it hangs back and uses long-range weapons in a fire 
support role. This makes it the ultimate scout. 


и" 


а 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Refit Truck 

Weight: 35 tons 

Speed: 18 m/sec 

Total Armor Points: 50 
Cost: 4,500 RP 
Weapons: None 


Refit Trucks restock the ammunition of depleted Mech weapons and perform repairs 
to Mech armor and internal structures. The repair process requires the ‘Mech to 
temporarily power down. 


The Refit Truck doesn’t have a glamorous task, but it’s a vital one. Most missions 
feature pauses in which you have time to make repairs—and if you have a Refit Truck 
you can make the most of that time, repairing your Mechs to nearly pristine condition. 


More importantly, Refit Trucks pave the way for you to use potent weapons such 
as Gauss Rifles and Heavy Autocannons, which are typically hindered by their low 
ammunition. With a Refit Truck, you can safely use such weapons, confident in the 
knowledge that you can replenish the ammo supply when it runs low. 


Refit Trucks are best used in missions that allow you lots of drop weight and 
feature pauses during which you can repair your Mechs. In missions with very limited 
drop weights, you might want to skip the Refit Truck and just use those 35 tons to add 
another BattleMech instead. 


ТІР /fa mission is giving you problems, and those problems seem to stem 
from a lack of weapon power, consider using a Refit Truck and loading 
your ‘Mechs up with Heavy Autocannons and Gauss Rifles. This often 
does the trick. 


CHAPTER 4: VEHICLES AND EMPLACED DEFENSE 


Minelayer 

Weight: 40 tons 

Speed: 18 m/sec 

Total Armor Points: 75 
Cost: 9,000 RP 
Weapons: Mines 


The Minelayer is capable of creating vast minefields that damage enemies passing 
through them. Friendly units aren’t affected by these mines. 

Mines are laid in neat squares that cover a good deal of terrain; once a unit enters 
a square, the mines in that square are detonated. Two mine squares can destroy most 
vehicles, while three or four can severely damage a medium-sized ’Mech. 

Minelayers are extremely useful in defensive missions, as they can effectively close 
off certain approaches to the spot you’re trying to defend. Mines work best in locales 
with mountains or forest; wide-open plains require lots of time to mine thoroughly. 

The Minelayer is a fairly swift vehicle, but when laying mines it automatically 
slows down—that’s just how its mine-laying mechanism works. So, if you want to get 
the most out of your Minelayer, you should never order it to lay mines at a spot too 
distant from its current position. Instead, order it to move at full speed to the spot 
where the mines are to be laid, then give the order to actually lay mines. 


ТІР The Minelayer is useful in a few missions from the 
wv original MechCommander, but isn't needed in any 
1 Desperate Measures missions. 


Minesweeper 

Weight: 40 tons 

Speed: 18 m/sec 

Total Armor Points: 100 
Cost: 4,000 RP 
Weapons: None 


A Minesweeper is the best antidote to a Minelayer. While the Minelayer produces mine- 
fields, it’s the Minesweeper’s job to safely clear them away. 

Minesweepers automatically detonate minefields as they cross them. Although 
they detonate the mines in such a way as to minimize damage, they do take damage 
in the process and are destroyed after clearing numerous mines. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP Again, the Minesweeper isn't needed in Desperate Measures missions. 
You'll encounter a few minefields in these missions, but they’re small 
enough that you can simply avoid them or detonate them with 
weapon fire directed at the ground. 


Uther Enemy Vehicles 

The remaining vehicles detailed in this chapter aren’t available to Battalion, so you 
can’t purchase them. Nor can you salvage vehicles from combat as you would salvage 
a 'Mech. Therefore, barring any special circumstances, you'll always find yourself 
fighting against the following vehicles instead of commanding them. 

Because the remaining vehicles are, for the most part, available in multiplayer, 
there is a “Cost” entry present. Also, there's a “Behavior” entry that describes what the 
driver of each vehicle is likely to do in combat. There are occasionally variations in 
behavior based on individual drivers or specific mission conditions, but in general 
you'll find that these vehicles behave in the way we describe. 


Long-Range Tanks 


The Clans and their Bondsmen employ numerous tanks, many of which are special- 
ized for long-range fighting. These tanks run the gamut from light weapon platforms 
like the Saracen to potent monsters like the Shrek. 


Saracen 

Weight: 35 tons 

Speed: 18 m/sec 

Total Armor Points: 50 
Weapons: 2 Light Autocannons 
Cost: 3,920 RP 

Behavior: Maintains long range 


The Saracen is a pesky beast that’s easy to dispatch if you attack it in force. Its armor 
is thin, and its twin Light Autocannons aren’t particularly formidable. The key is 
simply to finish off the Saracen quickly because—despite their low damage—the 
Light Autocannons fire rapidly. 


CHAPTER 4: VEHICLES AND EMPLACED 


Striker 

Weight: 35 tons 

Speed: 15 m/sec 

Total Armor Points: 75 
Weapons: 5 LRM Racks 
Cost: 10,200 RP 
Behavior: Comes to a halt when firing; distributes fire among multiple targets 


Strikers are particularly annoying enemies. They’re much like an LRM Carrier, save 
that they carry fewer missiles and possess tougher armor. The range of their LRMs 
ensures that they'll always get in a shot or two, but it also ensures that they're virtually 
defenseless when your forces get too close (inside the LRMs' minimum firing radius). 


Worse still, Strikers’ LRM payload allows them to sit behind tall concrete walls 
or other reinforced barriers—because, as all good MechCommanders know, missiles 
are capable of flying over such obstacles. 


When attacking Strikers, try to get as close as possible and maintain a direct line 
of fire. If your 'Mechs possess their own LRMs, however, this is less of an issue; they 
can dispatch a Striker with their own missile volleys. 


Regulator Hover Tank (Desperate Measures Only) 
Weight: 45 tons 

Speed: 21 m/sec 

Total Armor Points: 75 
Weapons: Gauss Rifle 

Cost: 17,250 RP 

Behavior: Maintains long range 


The Regulator is a tough long-range attacker. Although not as durable as some of the 
heavier tanks you'll face, the Regulator nonetheless demands attention, thanks mainly 
to its damaging Gauss Rifle. 

As usual with vehicles packing long-range weapons, the ideal scenario is to 
approach so close that the Regulator's long-range Gauss Rifle is ineffective. Barring 
that, you should attack quickly and decisively with all of your 'Mechs. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Pilum Heavy Tank (Desperate Measures Only) 
Weight: 70 tons 

Speed: 18 m/sec 

Total Armor Points: 100 
Weapons: 6 LRM Racks 

Cost: 12,560 RP 

Behavior: Snipe from long range 


This heavy, missile-bearing tank is a dangerous foe. Think of it as a faster, tougher 
version of an LRM Carrier, and you'll see why it's dangerous. 


As always with LRM-carrying vehicles, the ideal tactic is to run to close range, 
inside the minimum range of enemy LRMs. From there your ’Mechs can safely pound 
away at the Pilum and take no return fire. If your "Mechs aren't geared for short-range 
combat, fight at long range and overwhelm the Pilum with multiple Mechs’ fire. 


Von Luckner 

Weight: 75 tons 

Speed: 12 m/sec 

Total Armor Points: 100 

Weapons: Gauss Rifle, Light Autocannon 
Cost: 18,260 RP 

Behavior: Comes to a halt when firing; never retreats 


Von Luckners belong to that rare class of vehicles that Mechs must fear. Although a 
75-ton Von Luckner is nothing compared to a 75-ton 'Mech (such as a Mad Cat), its 
twin long-range weapons make it a legitimate threat. The Gauss Rifle in particular is 
a heavy hitter, capable of tearing holes in even the thickest and most pristine armor. 


As with other long-range tanks, a good policy with the Von Luckner is to 
approach as quickly as possible and destroy it immediately with concentrated fire—or 
at least get inside the minimum firing radius of the dreaded Gauss Rifle. This 
shouldn't be terribly difficult for medium or small 'Mechs to achieve, because the 
Von Luckner is a sluggish vehicle. 


CHAPTER 4: VEHICLES AND EMPLACED 


Shrek 

Weight: 80 tons 

Speed: 9 m/sec 

Total Armor Points: 125 
Weapons: Clan ER-PPC, ER-PPC 
Cost: 30,660 RP 

Behavior: Comes to a halt when firing; distributes fire among multiple targets 


m 


a: 
и 


The Shrek is even more formidable than the Von Luckner, and is one of the toughest 
vehicles you'll face. Its twin ER-PPCs (one Clan, one Inner Sphere) are a downright 
devastating combination. The Clan ER-PPC in particular is one of the finest all-around 
weapons in existence, and the Inner Sphere variant is potent as well. 

The SArek fires slowly because of the slow recycle speed of its weapons, but when 
it does fire, your 'Mechs are in serious trouble. 


As with all vehicles, the Shrek must be destroyed quickly. However, destroying 
the Shrek requires concentrated fire because of its potent armor, which ranks as the 
thickest on any vehicle. 


If the Shrek has any weakness, it's the combination of slow speed and long-range 
weapons. Most BattleMechs are fast enough to quickly get inside the PPCs’ minimum 
firing radius and stay there, where the Shrek can do no harm. 


Alacorn MK УП Heavy Tank da Measures Only) 
Weight: 95 tons 

Speed: 12 m/sec 

Total Armor Points: 150 
Weapons: 3 Gauss Rifles 
Cost: 47,450 RP ` 
Behavior: Maintains medium to long range ~ 


The Alacorn, an old Star League-era design, is the deadliest vehicle you’ll face. You 
can’t fall into the trap of thinking “It’s just a vehicle,” because at 95 tons and carrying 
three hyper-potent Gauss Rifles, the A/acorn is a legitimate threat to any ‘Mech. 


There's no perfect way to deal with an A/acorn, but some tactics are better than 
others. If your 'Mechs are geared toward long-range combat, engage the A/acorn at 
long range with all 'Mechs simultaneously, but keep them moving at all times to mini- 
mize Gauss Rifle hits. 


MECHCOMMANDER: GOLD—PRIMA'S OFFICIAL STRATEGY GUIDE 


If any of your 'Mechs are geared toward short-range combat, you'll fare much 
better, however. Approach the Alacorn to point-blank range and stay there, pounding 
it and moving along with it so it can’t get away. Its Gauss Rifles can’t fire at targets 
within 50 meters, so your close-range attackers will be safe. 


Medium-Range Tanks 


Medium-range tanks can’t match the all-out fury of the awe-inspiring Shrek or 
Alacorn, but they include a pair of formidable enemies nonetheless. The Condor, 
Manticore, and Rommel all pack a serious punch; the Rommel in particular can give 
lone ’Mechs problems. 


Condor Heavy Hover Tank 
Weight: 50 tons 

Speed: 15 m/sec 

Total Armor Points: 75 
Weapons: Clan Large Pulse Laser 
Cost: 9,410 RP 

Behavior: Sticks close to target 


The Condor Heavy Hover Tank is an average mid-range fighter. Its Clan Large Pulse 
Laser doesn't pack a huge punch but it's fast and efficient and possesses good range. 


Groups of Condors are deceptively tough. As usual, the best defense is simply to 
concentrate fire on them and get rid of them quickly. 


Manticore Heavy Tank (Desperate Measures Only) 
Weight: 60 tons 
Speed: 15 m/sec 

Total Armor Points: 75 

Weapons: PPC, Large Pulse Laser, 2 SRM Packs 
Cost: 13,870 RP 

Behavior: Maintains medium range 


CHAPTER 4: VEHICLES AND EMPLACED DEFENSES — 
peru 
The Manticore is a formidable medium-range threat, with extra punch at short range : 
if the battle happens to get too close. As you might expect, the best way to handle 
Manticores is to pick them off from extreme range, where they can't fight back. _ None 
Thanks to the Manticore’s relatively sluggish speed, this shouldn't be a particularly — A 
tough task. : : 


Rommel 

Weight: 65 tons 

Speed: 12 m/sec 

Total Armor Points: 100 

Weapons: 2 Autocannons 

Cost: 15,700 RP 

Behavior: Comes to a halt when firing; never retreats 


The Rommel is a potent mid-range tank. Its twin Autocannons aren’t as formidable as 
the Shrek’s paired ER-PPCs, but they’re devastating nonetheless. Either dispatch this 
vehicle from extreme range with LRMs or other long-range weapons, or get close and 
destroy it quickly with concentrated fire. Whatever you do, don’t allow it to remain at 
mid-range and don’t let it hang around too long. 


Short-Range Tanks 


The list of short-range tanks includes a number of lightweights (such as the Savannah 
Master) but also some true heavyweights (such as the Bulldog). Learn to recognize 
each of these vehicles and deal with them accordingly. 


APC 

Weight: 10 tons 

Speed: 18 m/sec 

Total Armor Points: 50 
Weapons: Laser ON Na 
Cost: — \ У “х 


Behavior: None 


The APC is an unremarkable, lightly armored vehicle with one true purpose: to trans- 
port infantry from one place to another. APCs have little or no significance as combat 
vehicles, but protecting or destroying one is occasionally critical to your mission goals. 

The APC is marginally more durable than the Swiftwind, but not as fast—so it 
can neither outrun most enemies nor take much of a beating. It must be protected 
carefully at all times. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Savannah Master 

Weight: 5 tons 

Speed: 21 m/sec 

Total Armor Points: 15 

Weapons: Small Laser 

Cost: 1,000 RP 

Behavior: Swarms, concentrates fire 


The Savannah Master is so miniscule as to be almost a non-issue, even when it 
appears in sizable packs. Whereas it’s usually a good strategy to destroy enemy vehi- 
cles before concentrating on enemy 'Mechs (simply because the vehicles are more 
fragile and can be eliminated quickly), it’s often a good policy to ignore Savannah 
Masters until all other threats are gone. 

When your ’Mechs are swarmed by Savannah Masters, just stop and let them 
target the enemy. If your Mechs have a few decent short-range weapons, they'll take 
out the Savannah Masters in a matter of seconds. 


The Savannah Master's only real asset is its speed. 


Armored Car 

Weight: 8 tons 

Speed: 27 m/sec 

Total Armor Points: 20 
Weapons: Laser 

Cost: — 

Behavior: Attempts rear attacks 


Armored Cars, much like Savannah Masters, should be low on your list of priorities. 
They’re exceptionally fast, but that’s their only strength. 


Destroy Armored Cars at your convenience, but otherwise don’t worry about them. 


CHAPTER 4: VEHICLES AND EMPLACED 


J. Edgar Light Hover Tank 
Weight: 25 tons 

Speed: 18 m/sec 

Total Armor Points: 50 
Weapons: 2 Clan Pulse Lasers 
Cost: 4,500 RP 

Behavior: Circles the target 


The J. Edgar Light Hover Tank is a marginally effective vehicle sporting moderate 
armor, moderate weapons, and good speed. If ignored long enough it can cause prob- 
lems. So, unlike the Savannah Master and Armored Car, it should be made a 
priority—if only a minor one. 


J. Edgars are best destroyed from long range. 


Harasser 

Weight: 25 tons 

Speed: 18 m/sec 

Total Armor Points: 50 
Weapons: 4 SRM Packs 
Cost: 3,040 RP 
Behavior: “Jousts” (drives toward target, passes it while firing, and turns for another shot) 


Harassers are functionally identical to J. Edgars save for their weapon payloads and 
their unusual combat style. Treat them as you would a J. Edgar. 


Bulldog Medium Tank + 
Weight: 65 tons З | А 
Speed: 12 m/sec 

Total Armor Points: 100 
Weapons: Heavy Autocannon 
Cost: 12,590 RP 

Behavior: Gets close to target and never leaves 


The Bulldog Medium Tank is one of the toughest vehicles you'll face, even though it 
isn't one of the heaviest. It's a well-armored tank bearing a single Heavy Autocannon, 
but that lone Heavy Autocannon is more than enough to make it a deadly foe. 


Bulldogs are deceptive; they fire infrequently and possess only one weapon, and 
furthermore don't appear terribly threatening (just as most vehicles don't appear 
terribly threatening to 'Mechs). But one lucky shot of a Heavy Autocannon can bring 
down a 'Mech and change the complexion of a mission. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


When facing Bulldogs, try to maintain medium or long range to prevent them 
from using their Heavy Autocannons. Have your ’Mechs run if necessary, periodically 
turning around to fire. Bulldogs can never be ignored, and should always be among 
the very first targets you attack when facing a mixed group of enemies. 


Missile Carriers 


Two missile carriers are common throughout the Inner Sphere: the SRM Carrier and 
LRM Carrier. These vehicles are similar to tanks, save that they’re less armored than 
tanks of comparable weight and carry a larger payload. 


Because they carry such heavy payloads, missile carriers should be destroyed as 
quickly as possible. This job is usually easy because of the carriers’ light armor—but 
should you fail for some reason to dispatch these vehicles quickly, the penalty is harsh. 


SRM Carrier 

Weight: 60 tons 

Speed: 18 m/sec 

Total Armor Points: 25 
Weapons: 6 SRM Packs 
Cost: 3,210 RP 

Behavior: Fires and retreats 


A lone 'Mech with decent long-range punch usually can destroy SRM Carriers before 
they get close enough to fire their missiles. 

The SRM Carriers' extremely light armor makes them easy targets. If allowed to 
hang around, though, they can dish out serious punishment. 


CHAPTER 4: VEHICLES AND EMPLACED D 


LRM Carrier 

Weight: 60 tons 

Speed: 15 m/sec 

Total Armor Points: 50 
Weapons: 7 LRM Racks 
Cost: 13,420 RP 
Behavior: Comes to a halt when firing; distributes fire amongst multiple targets 


LRM Carriers are maddening when situated behind heavy walls or other defenses, 
because they can fire their missiles at you from a spot where most of your Mechs’ 
weapons can’t reach them. So, the main rule when dealing with LRM Carriers is to cut 
a path to them as quickly as possible, and not let them pick your forces apart from 
long range. 


Miscellaneous Mobile Threats 


You’ll encounter a few other armed vehicles in enemy hands. They aren’t as easy to 
categorize as the tanks and missile carriers, but they can be formidable nonetheless. 


Elementals 

Weight: 1 ton 

Speed: 3 m/sec 

Total Armor Points: 3 
Weapons: Small Laser or SRM 
Cost: — : 
Behavior: Swarms the enemy т — 


Elementals are not vehicles, but rather, genetically engineered Clan warriors іп № . 2 
special powered-armor suits. These warriors don’t present a major threat to a =^ — 
company of 'Mechs, but they can damage vehicles and are hard for 'Mechs without \ 
short-range weapons to handle. They always appear in swarms, and they don’t show 
up on sensors—so you have to keep a close watch for Elemental ambushes. The best 
policy to guard against Elementals is simply to make sure that one or more of your 
'Mechs has a couple fast-firing, short-range weapons; the Pulse Laser is ideal. With 
such weapons, you can quickly dispatch a swarm of Elementals. Also, try using the 
GUARD command and selecting the terrain near the Elementals. The player AI knows 
how to dispatch them efficiently. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Mobile Field Artillery 
Weight: 70 tons 

Speed: 15 m/sec 

Total Armor Points: 150 
Weapons: Artillery 

Cost: — 

Behavior: None 


Mobile Field Artillery is used to deliver artillery strikes against targets that are kilometers 
away. As it takes a great deal of time to set the unit up to fire, it can’t fire when mobile. 


Non-Combatant Vehicles 

The following vehicles possess no weapons but have strategic significance nonetheless. 
Remember that, during certain missions, you’ll encounter vehicles that aren’t 

listed here, but they aren’t as likely as these to be significant to your mission. (Civilian 

cars and farm vehicles would fall into this category.) 


Cargo Truck 

Weight: 40 tons 

Speed: 18 m/sec 

Total Armor Points: 50 

Weapons: None 

Cost: — 

Behavior: Follows designated route 


Cargo Trucks possess no weapons but are nonetheless vital to some Jaguar supply lines. 
Occasionally, you’ll be tasked with protecting, capturing, or destroying Cargo Trucks. 
Because Cargo Trucks are very fragile, you’ll have little trouble destroying 
them—if you can catch them. 
Cargo Trucks usually follow a designated route across the map. Often, they follow 
a road. Careful reconnaissance of the local road network usually allows you to 
correctly judge where the Cargo Truck is headed. 


CHAPTER 4: VEHICLES AND EMPLACED DEFENSES 


Aerospace Spotter 
Weight: 45 tons 

Speed: 15 m/sec 

Total Armor Points: 75 
Weapons: None 

Cost: — 

Behavior: Calls in an air strike; flees if possible 


The Aerospace Spotter is a lumbering hulk whose only purpose is to call in air strikes. 
Destroy it quickly to prevent Aerospace fighters from targeting key structures such as 
bridges and command posts—or your ’Mechs themselves. 

Because Aerospace Spotters are capable of calling in air strikes right on top of 
your Mechs’ heads, it's good to keep your Mechs moving while fighting a Spotter. You 
always have a few seconds to move your 'Mechs out of the blast area, but large, slow 
'Mechs have difficulty moving fast enough. It's best if they're already in motion when 
the strike marker appears. 


ТЕР You can pause the game briefly whenever a strike marker appears, 
then assign your 'Mechs destinations that'll take them away from the 
blast. Un-pause the game whenever you're through. 


Also, try not to let your 'Mechs stand in tight clusters when fighting Aerospace 
Spotters. This is a sure recipe for disaster, because the 'Mechs tend to get in one 
another's way and practically guarantee that one or more 'Mechs won't make it out of 
the strike area. 


Mobile HO Vehicle 
Weight: 50 tons 

Speed: 15 m/sec 

Total Armor Points: 75 
Weapons: None е и 
Cost: — \ Ad * 
Behavior: Flees (usually reveals terrain if captured by enemy) : 3 


Mobile HQ Vehicles are mobile command posts. They don’t play an active role in most 
battles, but if you capture an enemy Mobile HQ, you'll usually be rewarded with infor- 
mation, such as a direct view of previously hidden spots on the map. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Fuel Truck 

Weight: 55 tons 

Speed: 18 m/sec 

Total Armor Points: 25 

Weapons: None 

Cost: — 

Behavior: Follows designated route 


Fuel Trucks possess no weapons but are highly explosive. Attacking them while they’re 
close to enemy 'Mechs or structures can be highly profitable, but attacking them while 
they're in the vicinity of your own forces can result in disaster. Fuel Truck explosions 
are capable of destroying a light 'Mech outright. 


If you want to destroy a Fuel Truck, be sure to do so from as far away as possible. 
Usually you can just ignore Fuel Trucks, and this is often the wisest course of action. 


EMPLACED DEFENSES 


“Emplaced defenses” include any type of weapon or defensive structure that isn’t 
capable of moving. The most common defenses you'll encounter are walls and Turrets. 


Walls 


You'll encounter several types of walls throughout your campaigns. Walls designated 
as Large Walls block all weapon fire save for missiles, which are capable of flying over 
the wall. Other walls aren't as high and can be fired over. 


Walls can be destroyed with concentrated weapon fire, though the exact amount 
of damage a wall can sustain varies from wall to wall. Most walls feature a gate that 
can be opened either by capturing the relevant Gate Control Building or by weapon 
fire. Gates are usually a bit weaker than their surrounding walls, and thus can be shot 
down more quickly—but gates are typically guarded by tough defenses, so destroying 
a section of wall is often preferable to storming the gate. 


CHAPTER 4: VEHICLES AND EMPLACED [ 


Automated Turrets 


Most enemy bases are defended by an array of automated Turrets. Most Turrets are 
linked to a Turret Control Tower. Capturing this tower allows you to take possession 
of the Turrets, and forces them to fire on your enemies. Destroying the tower renders 
the Turrets inoperative. (Note that Pop-Up Turrets are independent and never have a 
Turret Control Tower.) 

Also, in many cases, you can destroy a nearby Power Generator to render Turrets 
inoperative. 


Laser Turrets 
Weapon: Pulse Laser 
Range: Short 
Armor: 25 points 


Laser Turrets are the weakest Turrets you’ll encounter. They can be safely destroyed at 
long range, but they're weak enough that your 'Mechs can wade right through them, 
ignoring them, if they're in a big enough hurry. 


Cannon Turrets 
Weapon: Autocannon 
Range: Medium 
Armor: 30 points 


Cannon Turrets are the second tier of Turrets. They’re a bit more fragile than Laser 
Turrets and are capable of dishing out good damage—but again, they can be safely 
destroyed at long range. 


Missile Turrets 
Weapon: 4 LRM Racks 
Range: Long 

Armor: 40 points 


Missile Turrets are the best Turrets available. They fire missiles that deal equivalent 
damage to multiple LRMs. So, they're fairly heavy hitters and are dangerous to "Mechs 
of every size. 


Despite their long range, it's indeed possible to shoot down Missile Turrets while 
standing outside their maximum firing radius. Just order your 'Mechs to attack and 
then inch them ever closer until the 'Mechs start firing. If this isn't possible because 
of time restraints or lack of long-range weapons, the next best strategy is to charge in 


pu oc 
P 


Sm 
P a 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


full speed with a large group of Mechs, and destroy the relevant Turret Control Tower. 
The final option is to destroy the Turrets themselves, though this should only be done 
if there are no other options. 


Artillery Turrets (Desperate Measures Only) 
Weapon: Long Tom Artillery Gun 
Range: Long 

Armor: 50 Points 


Artillery Turrets are the most damaging turrets of all. When your 'Mechs get too close, 
they'll pop out of the ground and fire damaging artillery shells that affect everything 
within their sizable blast radius. These enhanced Long Tom shells are capable of 
severely damaging even a medium or heavy ’Mech. 


Artillery Turrets look like flat discs until your forces approach too close, at which 
time the artillery gun itself pops out and fires. These Turrets can be attacked from 
outside their maximum firing range, and they can be attacked even if the artillery gun 
itself hasn’t popped up. 

You can and should destroy Artillery Turrets before approaching the base they 
defend—unless you can sneak in from behind, outside of the Artillery Turrets’ range, 
and capture their Turret Control Tower. In this case they make a valuable ally. 


Pop-Up Turrets 
Weapon: Variable 
Range: Variable 
Armor: Variable 


Pop-Up Turrets come in the same configurations as standard Turrets (except for 
Artillery Turrets). The chief distinction of Pop-Up Turrets is that they’re hidden under- 
ground until an enemy enters their firing radius, at which time they pop up and 
attack. Skilled MechCommanders can learn to identify Pop-Up Turrets before they 
reveal themselves, but it takes time to identify the signs. 


Pop-Up Turrets are autonomous, and are never linked to a Turret Control Tower. 


VEHICLES AND МОМ- МЕСН IN SUMMARY 


Itimately, vehicles will never replace BattleMechs—but that doesn’t mean they’re 
рене А lone Commando left to handle a pair of J. Edgar tanks, for example, 
has its work cut out for it. 


Enemy vehicles are seldom heavy hitters, but that’s usually not their role. Their 
job is to wear down your ’Mechs to the point where enemy ’Mechs can finish them off. 


Your job, on the other hand, is to learn to recognize enemy vehicles, distinguish 
among them, and employ an effective strategy to destroy them. An Armored Car is a 
much different threat from a LRM Carrier, and a Bulldog is completely different from 
a Shrek. 


The best thing about enemy vehicles is that they’re specialized. Most carry only 
one sort of weapon, and those with multiple weapons tend to have weapons that all 
focus on the same range. Thus, you can foil vehicles with extreme-range weapons 
(Shreks, LRM Carriers) simply by getting within kicking distance of them, and you can 
foil short-range vehicles (Bulldogs, SRM Carriers) by destroying them before they get 
close enough to use their weapons. 


The other key when fighting vehicles is to remember that concentrated fire will 
destroy them even more quickly than a BattleMech. Therefore it’s usually a good idea 
to gang all your "Mechs up on an enemy vehicle and remove it from the picture as 
quickly as possible. 


If you learn to recognize vehicles and deal with them appropriately, your 
missions will flow much more smoothly. 


CHAPTER 4: VEHICLES AND EMPLACE | 


CHAPTER 5 
COMBAT 


ye ‘combat engagement has a distinct character and its own set of 
es. Although you can’t be prepared for every subtle nuance of 
mission, you can learn a set of general guidelines that help you 
story regardless of the circumstances. This chapter provides you 
such a set of guidelines. They'll help you prepare for—and over- 
very obstacle that's thrown in your path. 


CHAPTER 5: D 


CONFIGURING "MECHS AND FORCE GROUPS 


Before you even start your mission, you'll have to make several decisions. Chief among 
these decisions is which 'Mechs to bring along and how to equip them. 


A truly skilled MechCommander can often succeed without giving too much 
consideration to these issues, but on particularly difficult missions, it's vital to tap 
every last resource available to you—and one of those resources is the ability to 
customize 'Mechs and Force Groups to the task at hand. 


Tonnage Considerations 


Each mission presents you with a maximum drop weight and a limited number of 
DropShip slots in which to place Mechs or vehicles. You may choose to send a lesser 
tonnage than the maximum, and collect a bonus of 1,000 Resource Points for every 
five tons under the maximum you send. 

Going under the maximum allowable tonnage m 


is often referred to as "low balling." * венно DEPLOYMENT 
Most missions can be accomplished M 

using 5 to 10 tons less than you’re allocated; : 

many missions can be won even if you low ball 

them by up to 20 tons. Beyond this, however, 


you're venturing into dangerous territory. 


OF? 1/3 


ТІР The Desperate Measures missions 

are typically harder than those 

wv of the original campaign, so you 
should generally use most of your 
available tonnage on these missions. 


Also, playing at the Hard difficulty Figure 5-1. This mission's high drop weight is Qu 
level makes it a lot harder to win conducive to low balling. pe і 


without using all available tonnage. 


How much you want to low ball is entirely up to you. Bear in mind, however, that 
low balling can be dangerous. Aside from the obvious danger that you won’t have 
enough firepower to succeed, there's always the subtler danger that your 'Mechs will 
get shot up more than usual because they won’t have the overwhelming firepower 
they might have had if you’d used the maximum allowable tonnage. That extra fire- 
power could’ve been used to dispatch enemies faster, thus allowing them less time to 
cause expensive damage to your Mechs. This, in turn, results in expensive repairs that 
sometimes neutralize the benefits of low balling the mission—or causes losses that 
can’t be remedied, such as a pilot’s death or the loss of a rare Clan weapon. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Light or Heavy Mechs? 


Generally speaking, if you stage a battle between two 50-ton ’Mechs and four 25-ton 
"Месһ, the 50 tonners will win. That's because the 50-ton Mechs have heavier armor 
and are capable of carrying heavier weapons with more concentrated firepower (PPCs 
and such) that can deal devastating knockout punches to the little Mechs. 


The smaller Mechs, on the other hand, have armor that’s weak enough to be 
completely shredded by one massive weapon strike, and can’t carry heavy-hitting 
weapons that allow them to dispatch an opponent quickly. 


TIP = Note that the 50-ton ‘Mechs won't always win, but in general 
wv they tend to fare better than the smaller Mechs. 


Figure 5-2. The Mad Cat combines high tonnage 


with high speed, making it a near-perfect Mech. 


Thus, you'll usually find that medium to 
heavy ’Месһѕ are a good choice in combat- 
intensive missions. Missions that require lots 
of running and sneaking around, on the other 
hand, tend to be easier for light 'Mechs. Often 
you won't know just how combat intensive a 
mission is until you're in the middle of it, but 
usually you'll have some indication before the 
battle is under way. 


When in doubt, lean to the heavy side of 
the 'Mech spectrum. Heavy 'Mechs are a good 
choice on all but the most speed-intensive 
missions, as their superior punch and armor 
let them dispatch enemies quickly while 
taking minimal damage in return. 


Because the Desperate Measures missions tend to emphasize speed 
and because we recommend taking fast Mechs armed with long-range 
weapons, we discourage taking the very heaviest Mechs along on most 


Desperate Measures missions. 


ТІР Our ideal Force Group would be comprised entirely of Mad Cats, which 
wv combine excellent size and firepower with excellent speed. Lacking 

1 Mad Cats, we'd use Thors and Lokis. If those weren't available, we'd 
use the durable Nova Cat, which isn't quite as fast but is otherwise 
competent, or Shadow Cats, which are less durable but quite fast. 
And finally, if none of these Clan ‘Mechs were available, we'd use v 
Bushwhackers, which combine good size with very good speed. pA 


Special Units es a 


Some missions, especially those from the original MechCommander game, require 
you to bring along a special unit, such as an APC to rescue prisoners or a Minesweeper 
to clear out minefields. On these missions, you should do your best to protect the 
special units. 


Other missions don't require you to use special units, but they're recommended. 
In these cases, do yourself a favor and take the special units; they'll make your job a lot 
easier. Failing to take a Minelayer on a defensive mission where a Minelayer is suggested, 
for example, can lead to serious headaches. A Minelayer can effectively block multiple 
passes at once and head off enemy incursions before they get a chance to develop. To 
deprive yourself of the Minelayer in this case puts you at a real disadvantage. 


ТІР Generally speaking, the only non-'Mech units you should take along 
wv on Desperate Measures missions are Refit Trucks or Ammo Trucks. The 
i others aren't needed. This is different from the original campaign, 
which occasionally demanded special units. 


WEAPON CHOICES 


hat weapons should you bring along on any given mission? There are no hard and 
Wes rules to guide you. Certain unique missions might require special weapon 

payloads, but for most missions, you'll find that any number of weapon strategies 
will work just fine. One MechCommander might wish to load up on long-range 
weapons and fight from a distance, while another might choose to attack from close 
in. Still others might prefer a mix of long-range and short-range attackers. 


In summary, there are two main reasons to select a weapon: because you like it 
and because the mission demands it. 


Preferred Weapons 

The first class of weapons that you should employ includes those you happen to like. 
Perhaps you love the long-range punch of PPCs or the sheer devastation of a Heavy 
Autocannon. How about the raw efficiency of the Clan's lightweight missile systems? 


MECHCOMMANDER: 000 — РЕІМА З OFFICIAL STRATEGY GUIDE 


There’s a great deal of room for personal choice in weapon selection, and there aren’t 
necessarily any right or wrong answers. There are a few guidelines you'll want to 
adhere to, though—at least at first. We'll cover those later. 


Situational Weapons 


The other reason to take particular weapons 
is because there’s some compelling reason to 
do so in the upcoming mission. Maybe you 
know there’ll be lots of Turrets, so you bring 
LRMs to pick them apart at long range. Or 
maybe you know a mission will take place in 
a particularly enclosed space, so you try to 
load up on short-range weapons. Any time 
you've got a clue about what you're up 
against in your next mission, take full advan- 
tage by selecting weapons that excel in the 
situation you expect. 


> 


Figure 5-3. These Missile Turrets will pose problems 
if your Mechs don't have long-range weapons to 
pick them off. 


WEAPON GUIDELINES 


Although there’s room for personal choice in weapon selection, some weapons are 
much more versatile than others. 

Here are the three main guidelines you should take to heart when choosing your 
weapons. These aren’t hard and fast rules, but you should still think carefully before 
disregarding them. They’ve been proven over the course of many, many missions. 


Cluster Your Weapons 
The first rule of thumb is to cluster your weapons by range, so that most of them can 
be fired simultaneously. Here are two examples. 


Example 1: AMechCommander buys a brand new Catapult. Elated, he sticks two 
of his favorite weapons in it—a Heavy Autocannon and a Gauss Rifle. This more or less 


CHAPTER à 


fills up the Mech, so no more weapons can be loaded. (Note that filling a Mech with 
only one or two weapons is a bad idea for several reasons, which we'll cover later.) 


Unfortunately, however, the Catapult now has two great weapons whose ranges 
hardly overlap. The Gauss Rifle has great range but can’t fire at a target inside 
50 yards, while the Heavy Autocannon’s maximum range is 75 yards. So, if the 
MechCommander wanted his 'Mech to fight at maximum efficiency (which means 
using all weapons simultaneously) he'd have to make sure his Mech kept within a very 
specific, narrowly defined radius of his enemies during combat—between 50 and 
75 yards. That’s tough to accomplish, especially against enemies that move around a 
lot. The end result is a Mech that'll probably only get to use one weapon at a time. 


Example 2: The same MechCommander buys a new Catapult and loads on a 
Heavy Autocannon. He also throws on four Lasers. Now he’s got a bunch of weapons 
that all have the same firing range. Once he gets within that range of an enemy, he 
can unload them all at once. The enemy isn’t likely to last very long. 


Concentrate the Damage (But Dont Overdo It) 


A few powerful weapons that deal heavy damage are usually better against heavy 
targets than lots of small weapons that deal miniscule damage. Why exactly is that? 
Here are a few facts that help to explain. 


Fact 1: Your ultimate goal when fighting a BattleMech is to pierce its armor and 
damage the vital internal components that make it work. 

Fact 2: Unless you aim for specific body parts, your shots usually don’t all hit the 
same spot on the enemy ’Mech. One shot might hit the left leg, one might hit the right 
torso, one might hit the left arm, and so forth. 

Fact 3: Each different location on the 'Mech's body has its own armor. 


What can we learn from these facts? Fact 1 says that your ultimate goal is to 
puncture the enemy's armor and damage its vital internal components. The most effi- 
cient way to do this would be to fire all your weapons at the same location on the 
'Mech's body, peel away the armor at that particular spot, and destroy the vital compo- 
nents underneath. 

But Fact 2 tells us that this isn't likely to happen. What's much more likely is that 
you'll end up shooting all different parts of the enemy 'Mech, which is pretty ineffi- 
cient. Instead of drilling a small hole right to those internal components, you might 
end up peeling away armor from several parts of the 'Mech but not really damaging it 
in any significant way. 


ТІР Youcan target a particular spot on the enemy "Mech, and thus achieve 
concentrated damage. But targeting individual parts of an enemy ‘Mech 
wv not only requires your own ’Mechs to stand still while firing, but it's 
tricky and leads to lots of missed shots. This introduces a different kind 
of inefficiency. We don't recommend targeted shots for this reason. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


There is, however, a solution. By using heavy-hitting weapons that dish out 
tremendous damage with a single shot, you guarantee that every time you fire, you'll 
have a chance of getting at those precious internal components. 


For example, it's possible to walk up to a more or less intact light 'Mech, fire a 
Heavy Autocannon at it, hit it in the head, and destroy it on the spot. On the other 
hand, if you were using a bunch of Lasers that dealt equal damage as a Heavy 
Autocannon, those Lasers would probably hit the target in all different spots. Each hit 
would deal only two points of damage, and the result would be a 'Mech with slight 
armor damage to several locations instead of a destroyed 'Mech. 


ТІР 7e only corollary to this rule is not to overdo it and put all your eggs 
in one basket. If your 'Mech can't carry more than one large weapon 
3 (such as a single PPC or Heavy Autocannon), you should probably 
equip it with smaller weapons instead. А "Mech with only one weapon 
runs a significant risk of having that single weapon destroyed —and 
then the ‘Mech is useless for the remainder of the mission. 


Balance Power and Ammunition 


The final weapon guideline is to balance your 
thirst for power with the hard realities of 
limited ammunition. Generally speaking, 
weapons that fire projectiles deal more 
damage over an extended period of time than 
energy weapons of comparable weight. 
Because of this, you'll be tempted to load up 
on potent Autocannons and Gauss Rifles. But 
beware the dangers of limited ammunition! 
'Mechs equipped only with these weapons 
tend to be extremely deadly for a short while, 
but then run out of ammunition and are 


ii 
Figure 5-4. This 'Mech's Heavy Autocannon is out of 
ammo, so the ’Mech is now almost useless. worthless. 


Generally speaking, no 'Mech should carry only projectile weapons unless the 
mission is certain to be short, or if Repair Bays or Refit Trucks are available. Those 
'Mechs that do rely heavily on projectile weapons should use Ammo Conservation 
fire mode when fighting lesser enemies, and use their full weapons set only against 
valid threats. 


Recommendations 


Despite our assurances that most weapons 


MAIN MENU 


have their uses, we thought you'd probably BRIEFING/DEPLOYMENT — | 
PURCHASING 


want specific weapons recommendations. REZI 


CORSE ET VENE 


Here they are. 


First, understand that we recommend 
long-range combat over short-range combat. 
By taking only fast Mechs and loading them 
with almost all long-range weapons, you can 
avoid confronting enemies with deadly Heavy 
Autocannons at short range, and you can keep 
the option to escape open at all times. 


Our favorite weapons are the Large 


CHAPTER 


X-Pulse Laser and the Clan ER-PPC. Clan Figure 5-4а. Heavy X-Pulse Lasers and Clan ER-PPCs, 
LRM Racks and standard LRM Racks are also Бош seen on this ’Mech, are highly recommended. 


favorites, especially for missions requiring 
you to shoot over walls. 


The Clan Large ER Laser is also very good, as is the Inner Sphere ER-PPC. Gauss 
Rifles also can be good if you have access to frequent refits. 


If you decide to gear your 'Mechs for shorter-range combat, we recommend the 
Clan Heavy LB-X Autocannon. It doesn't dish out quite the damage of the Ultra model, 
but its plentiful ammo supply makes it the best all-purpose heavy Autocannon. Clan 
Streak SRM Packs are also favorites. 


MECHWARRIORS 


echWarriors are important to your plans—almost as important as 'Mechs. 
M MechWarriors with great skills can hit a target more accurately, dodge enemy fire 

better, and get more range out of their sensors and jump jets than less skilled 
individuals. They often mean the difference between success and failure. 


Hiring and Firing 
MechWarriors do all the actual fighting, but it's up to you to decide whom to send into 


battle. There are a few simple rules to follow when hiring and firing MechWarriors, all 
of which are outlined in the next few sections. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Never Dismiss a MechWarrior 


MechWarriors cost nothing to maintain—all you pay is the initial cost to hire them. 
Also, there are a finite number of MechWarriors available to you over the course of 
your campaign, and firing one of them permanently removes him or her from the 
game. Add up these two facts, and you'll realize that there's seldom a good reason to 
send a MechWarrior back to Battalion. Sure, you'll get a few Resource Points, but it's 
not worth the lost potential. 


Although you'll want to keep using the same MechWarriors over and over so 
they'll develop their skills, you never know when one of them might get injured or 
even killed. Sometimes injuries will deplete your ranks so thoroughly that you'll end 
up sending MechWarriors you never thought you'd use on a mission. So keep those 
extra MechWarriors around. 


When in Doubt, Dont Hire 


Battalion periodically gives you the opportunity to hire new MechWarriors. You 
should periodically check for new arrivals and hire any with overwhelming skills, but 
don’t feel obligated to hire mediocre MechWarriors the instant they arrive. Once a 
MechWarrior becomes available he or she will remain available until hired or until the 
end of the campaign. 


Assigning MechWarriors to ‘Mechs 


Which MechWarrior should pilot which Mech? Here are a few simple guidelines that’ll 
help you decide. 


Match Good MechWarriors to Good ‘Mechs 


Your best Mechs are even better when good MechWarriors are handling them. If you 
want your Force Group to operate at maximum efficiency, you should give your best 
MechWarriors the biggest and most capable BattleMechs. 

Bear in mind that the MechWarrior in the point position (leading a Force Group) 


gets more experience from a mission than those in other positions. Therefore, even 
though you usually want your best MechWarriors to be in charge of a Force Group in 


CHAPTER 


the biggest "Mechs, you might want to give 
slightly less experienced MechWarriors a shot 
at leadership once in awhile. 


TIP Generally speaking, a Regular 
27 MechWarrior is better than a Green 

one, a Veteran is better than a 
Regular, and so forth. But when it’s 
time to evaluate and compare 
MechWarriors based on their actual 
skills, bear in mind that Gunnery 
and Piloting are usually the most 
important qualities to look for. 
Enhanced sensor range is nice but Figure 5-5. This Atlas, which is packed with potent 
unessential, and not all Mechs have weapons, should be piloted by a great MechWarrior. 
jumping ability—so Gunnery 
and Piloting are the skills that come 
into play most often. 


TIP Be sure to give your best-shooting MechWarriors the biggest weapons. 

"JJ The more damage a weapon deals with a single shot, the more 

wv crucial it is that the shot actually hits the mark. This is especially 
true when the weapon has limited ammo—so be sure to have skilled 
MechWarriors pilot ‘Mechs with large, limited-ammo weapons. 


Stick with Your MechWarriors 


Once you get a few good MechWarriors on your roster, stick with them unless you can 
hire someone better. Because pilots get better with experience, there’s very little 
reason to keep switching MechWarriors. Just keep using the ones you like, and they’ll 
continue to get better. The exception is if you can hire someone that has visibly better 
skills than your current MechWarriors. 


Always Allow Time To Heal 

MechWarriors are in many ways more valuable than BattleMechs, because their expe- 
rience is so hard to replace. Take care of your MechWarriors by letting them sit out a 
mission if they get hurt. Then rotate them back into the front lines when they're 
healthy again. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


SALVAGE STRATEGIES 


anaging salvage is a big part of being a MechCommander. Battalion is notorious 
M for providing only the minimum equipment necessary to finance a campaign, and 

salvage represents a great way of increasing your arsenal and your supply of 
Resource Points. While salvage is really no more complicated than shooting a foe and 
picking up the debris later, there are a few important tips to bear in mind as you 
acquire and manage your salvaged materials. 


Maximizing Salvage 
You'll have a better chance of salvaging a 'Mech if you just barely destroy it. For 
example, if the Mech has no armor left and you finish it off with a tiny Pulse Laser 
blast, you'll have a good chance of salvaging it. If, on the other hand, you level it 
with a massive Heavy Autocannon volley, it's almost certain that you'll damage it 
beyond repair. 

'Mechs whose engines explode aren't salvageable. Sometimes you'll get unlucky 
even if you destroy the 'Mech with very light weapons, and you'll damage it just 
enough to make it explode. That's the breaks; salvage isn't an exact science. 


You won't be able to salvage every 'Mech (or even most), but you can improve 
your odds of getting more salvage in several ways. The easiest way is to ease up on a 
'Mech that's almost destroyed and only let one or two 'Mechs with reasonably light 
weapons finish it off. This is better than letting all your 'Mechs pound it into oblivion. 


Another trick is to target the 'Mech's legs, thus disabling it in a way that's 
unlikely to ruin it completely. This should only be attempted when the "Mech is so 
battered that it no longer poses a threat, however. 


ТІР The tougher your opponents, the harder it is to employ these salvaging 
wv tricks. In a rough fight you can't worry about keeping the enemy 
intact—you must destroy him, and quickly! In these cases, targeting 
the legs or having just one of your ‘Mechs fire allows the enemy to 
stay alive longer and do extra damage to your ‘Mechs. 


Balance your desire for salvage with the necessities of the battlefield. 


CHAPTER 


Capturing Structures 


Keep a sharp lookout for salvage opportunities 
in every battle. Some missions feature Clan 
structures you can capture for salvage, often 
in out-of-the-way places. Sometimes they’re : 2 
placed dangerously close to explosive struc- 3 
tures that might get detonated during battle— < 
so remember to look before you shoot. 


Some of the best weapons and items in 
Desperate Measures are available primarily 
from salvageable structures. 


а Figure 5-6. Salvageable buildings are often hidden in 
Taking on Extra Foes aut of he way places 

Although you can sometimes get away with 

avoiding the toughest enemy 'Mechs, you should always consider battles from a salvage 
standpoint. Sure, avoiding that Mad Cat or Vulture might seem like a great idea in the 

short term—but you should ask yourself: Can I beat it? If so, you might want to give it 

a shot. A big Clan 'Mech is a valuable prize, and capturing one in salvage can make 
subsequent missions that much easier. Mad Cats, especially, are excellent catches. 


Vehicles can't be salvaged, so there's never an upside to fighting vehicles you 
don't absolutely have to fight. 


ТІР / the toughest missions, taking on extra ‘Mechs might not be a great 
wv idea. Measure the potential damage to your existing Mechs against 
k the odds of salvaging your enemy, then attack or avoid based on 
your assessment. re 


Using Clan Weapons and Mechs 


As explained in Chapter 3, Clan "Mechs and weapons are flat-out superior to those 
from the Inner Sphere. Clan weapons are usually lighter and in all cases better than 
Inner Sphere weapons, and Clan ’Mechs can carry а lot more weapons and armor than 
their Inner Sphere counterparts. 


Just how great is this discrepancy? To put it into perspective, a 60-ton Clan 
Vulture-W can carry seven more tons of weapons than a 70-ton Inner Sphere 
Jagermech-W. Furthermore, it carries fractionally more armor than the Jagermech. 
This isn't an uncommon scenario! A typical Clan 'Mech is equal or superior to an 
Inner Sphere design that's ten tons heavier. That makes a huge difference. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


The same can be said for the Clan’s ultra-light and super-potent weapons. When 
you compare them individually to Inner Sphere models the differences might seem 
manageable, but there is a huge difference between a 'Mech loaded with Clan weapons 
and one loaded with Inner Sphere designs. 


The bottom line then is to save Clan Mechs and weapons whenever possible, and 
try to slowly phase out Inner Sphere designs. 


Sell or Repair? 


Only sell Clan "Mechs or weapons if you have a huge surplus, and even then think 
twice. Remember, you can’t just buy a new Clan ’Mech or weapon at Battalion! 


Spares come in handy, and that's true both for Mechs and weapons. Hold on to 
that Clan technology, and use it as much as possible. If you sell it, rest assured that 
Battalion won't give you enough Resource Points to compensate for its loss. 


ТІР = The Clan’s ER-PPC and Heavy LB-X Autocannon are true prizes. Never 
wv sell these weapons, regardless of how many you already possess. 


NON-COMBAT STRATEGIES 


ecause combat is at the core of what you'll do as a MechCommander, the following 
Вт strategies are actually related very closely to combat. They’re only 
referred to as “non-combat” because they don’t pertain to actual fighting. Instead, they 
relate to the things you should do before and after combat over the course of a mission. 


This advice is quite general; much more detailed advice appears in the individual 
mission walkthroughs in Chapters 6 through 13. 


Stick Together 


The first rule is simple: Have your "Mechs stick together. That's because the combined 
firepower of all your 'Mechs can usually dispatch enemies quickly. If you split up your 
'Mechs and order them all to fight the enemy individually, they'll take a long time to 
gun down opponents. This gives the bad guys extra time to shoot holes in your 'Mechs, 
which they inevitably capitalize on. 


Sometimes splitting up your Mechs is 
profitable or simply necessary. For example, 
perhaps you need to defend both the front and 
back of a convoy, or you need to defend two 
sides of a base simultaneously. Or perhaps you 
want to break a small scout "Mech away from 
the main group and have it investigate the 
other side of the map. All these are acceptable 
situations in which to break up your "Mech 
group. Just don’t make a habit of splitting up 
your Mechs for no good reason. 


Watch Your Sensors 


Sensors are very useful and often overlooked. 
By paying careful attention to sensor contacts 
in the black, unrevealed portion of the battle- 
field map you can usually get a good sense of 
what you’re walking into. How are the 
contacts arranged? Are they moving or 
stationary? How many are there total? 


Here are some of the clever things you 
can do when you pay close attention to your 
sensors: 


* Look for ways to avoid an area filled with 
too many sensor contacts, or figure out 
which of two paths is easier by comparing 
the number of contacts on each. 


* Observe a pattern of contacts and approach 


in such a way that your forces will only 
engage one of those contacts, instead of 


plunging into the middle and taking fire from all sides. 


e Watch contacts over a long period of time to figure out (and avoid) enemy patrol | : 


ied 


routes. 


Use High Ground 


While commanding a mission, it’s easy to get tunnel vision and lose sight of the world 
around you. Here’s a tip that’ll serve you well: Always watch the map for high ground. 
Ridges, bluffs, hills, and mountains affect your Mechs’ vision more profoundly than 
you might expect. Climbing to the top of a mountain, for example, gives you a view of 
a very large area around the mountain. This enhanced vision is useful in any number 


CHAPTER 5: COM T 


um 


1 IG H Ц E 2 i i: 
Figure 5-7. Sticking together, as these 'Mechs are, 
allows your ’Mechs to concentrate their fire effectively. 


epa МИА 


"фе * iei РИ ТШ 
Figure 5-8. These moving sensor contacts аге 
patrolling vehicles. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


of ways: It can improve your navigation, reveal key terrain features, give a view of 
distant enemies, and even pave the way for long-distance artillery strikes. 


Whenever you see high ground, therefore, it’s a good idea to climb it. Remember 
that your Mechs, unlike vehicles, are largely unaffected by steep terrain—so there's 
no downside to ascending it. 


Avoid Unnecessary Combat 


While some missions require you to completely eliminate enemy resistance in a given 
area, most of them don’t. On the ones that don’t, you need to avoid unnecessary 
combat because chances are good that you’re heavily outnumbered. 


Even if you’re required to eliminate all opposition, you still need to pick and 
choose your fights. Don’t wade into the midst of enemy fortifications and fight multiple 
enemies simultaneously. Instead, go up to the edge of the fortified area and then retreat 
after firing a few long-range volleys, hoping to lure some of the defenders out. 


Choose a Path (or Burn Опе) 


MechCommander missions often give you the opportunity to take different paths to a 
destination. The obvious path is not always the best one. Instead of striding up a paved 
road, you'll often get better results by sneaking around in the wilderness or circling 
an enemy hideout to approach from the rear. 

Always bear in mind that your BattleMechs have the ability to affect the land- 
scape. Burn down a forest that gets in the way with weapons fire, and create alternate 
paths for your units to cross. Break down walls that block your path. Destroy bridges 
that provide extra escape routes for the enemy. 


Protect the Non-Combatants 


Occasionally you'll find that missions require you to protect a civilian unit or a fragile 
combat unit. In these cases, you should keep the unit(s) that need protection close to 
your main force, but somewhat to the rear to avoid enemy fire. 


If your mission requires you to keep a more durable unit such as a BattleMech 
intact, you can usually get away with using that unit in combat. Just make sure your 


CHAPTER 


other Mechs attack the enemy first and draw their fire, then let the mission-critical 
'Mech join the fray. 


ELEMENTARY COMBAT STRATEGY 


Here are the basics of "Mech combat boiled down into a few simple tenets. Every 


battlefield offers its own subtleties, but certain constants always apply. 


Fight on Advantageous Terrain 


It goes without saying that you should fight on advantageous terrain. For the purpose 


of Mech battles, advantageous terrain has а few key characteristics: 


terrain, but you can do your best to make the 
battlefield better. Here’s how: 


It offers room to maneuver and retreat if necessary. 
It doesn’t contain enemy emplaced defenses such as Turrets. 


It doesn’t contain features such as walls 
that protect the enemies while they fire at 
your units. 


It doesn’t force your 'Mechs to go too close 
to explosive hazards. 


You can’t always avoid unfavorable 


Be extra careful around bridges and other 
choke points. Send a scout across the 
bridge to discover enemy forces and lure 
them back instead of sending your units 
across and letting them fight on the 
cramped quarters of the bridge. 


ја 


D b. 
checking — 
à 


a t USB 
Figure 5-9. Don't cross these bridges without 
to see what's on the other side first. 


Try to lure mobile defenders such as 'Mechs and vehicles away from bases with 
emplaced defenses such as Turrets. Destroy the mobile units well away from the 
emplaced defenses, then return to chisel away at the defenses. 

Destroy emplaced defenses at long range, where they can't return fire. Only when 
the coast is clear should your forces attack. 

Break holes in enemy walls before approaching and starting to fight. Your 'Mechs 
will have a path to go through when the fighting starts, instead of being forced to 
break a hole while they're getting shot at. 

Avoid or detonate explosive structures instead of walking your ’Mechs too close, 
or—better yet—lure the enemy into them. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Concentrate Firepower 


This point bears repeating: The best way to eliminate the enemy is to concentrate fire- 
power on an individual unit instead of spreading your fire out against multiple targets. 
By blasting as much ordnance as possible into a single enemy, you remove it from the 
picture quickly and efficiently. 


Concentrated firepower is effective because it gets results quickly. If three Mechs 
attack your forces, and your forces return fire against all three simultaneously, it’ll 
take a long time for your forces to destroy any single Mech. By concentrating on one 
'Mech and ignoring the others, you can destroy it quickly. Now there's one less Mech 
firing at your forces, and your job is just that much easier. 


Keep Moving 

Your 'Mechs and vehicles remember your attack orders even after you've told them to 
move to a different spot. Thus, you can assign your units a target and then have them 
move to a new position; they'll keep firing at the target as they move. 


Walking and running reduce the chances that your 'Mechs will get hit. It's always 
a good idea, therefore, to have them pace back and forth during combat. Don't let 
them stand still. 


TIP Walking is usually best, as your 'Mechs will maintain a weapons lock 
wv as they walk. Running interferes with aiming and shooting consider- 
1 ably more than walking, so you should only run when the fight has 

moved to a range you aren't comfortable with. 


For example, if your ‘Mechs all have long-range weapons and ап 
enemy with a Heavy Autocannon is getting too close, you should have 
your forces run until they've opened a large gap with the enemy, then 
return to a walking pace. 


Conserve Ammunition 

If you're employing "Mechs with heavy projec- 
tile weapons, you're bound to have ammuni- 
tion shortages. This makes it tempting to 
avoid projectile weapons altogether. Still, 
many missions feature tough enemies that 
are hard to dispatch without the aid of 
powerful projectiles. The best solution is 
generally to conserve ammunition. Use 
Ammo Conservation mode when firing on 
small, unthreatening targets to avoid wasting 
precious ammo. 


To Target or Not to Target? 
The final combat tenet regards targeting. 


It’s up to you whether to spend most of 
the battle targeting pieces of enemy ’Mechs, 


CHAPTER 3 


P 


Figure 5-10. In the original MechCommander, 
"Mechs that wanted to conserve their ammo would 
have to hang back and simply not fight (as the lone 
Hunchback ПС is doing here). Now you can use Ammo 
Conservation mode instead. 


or to allow your MechWarriors to fire indiscriminately at the entire enemy 'Mech. Just 
bear in mind that targeting portions of an enemy is akin to gambling. Targeting a 
specific body part results in concentrated damage when your shots hit, but a lot more 
shots will miss when you target specific locations. You're gambling that enough shots 


will hit to make the targeting worthwhile. 


The head is the hardest part of the enemy to hit. Arms and legs are also tough, 
and sections of torso—while not nearly as elusive as the head—still aren't easy shots. 


If you do decide to target specific body parts, bear in mind that it works best if 
your 'Mechs have lots of fast-firing weapons like Large X-Pulse Lasers (so you'll get 


lots of chances to hit) and the target is at close range (where your chances of hitting 
are improved). Also, big, slow 'Mechs are more vulnerable to targeted fire than small, 
nimble 'Mechs—so don't waste your time trying to shoot the head off a running 


Commando. Just destroy it conventionally. 


When in doubt, don’t target specific portions of the enemy. Stick to the basics, — А hs 
and only target body parts when you know the battle is well in hand. 


COMBAT TIPS AND TRICKS 


get the most out of every battle. Most are very situational, so you can’t use them 


В: the basics of combat, there are a number of tips and tricks that will help you 
all the time—but you should definitely use them whenever possible. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Attack from Afar 


If your Mechs have long-range attack capabilities, you should use them to take out 
immobile targets from afar. Turrets are the best targets, but vehicles and Mechs 
hiding behind barriers are often equally vulnerable to long-range gunnery. Don’t feel 
obligated to close to medium range: force your 'Mechs to retreat if they get too close. 


Protect the Weak 


You can change the leader or point man in each Force Group as often as you like 
during a mission. Because the point man tends to encounter the enemy first and take 
the most fire, you should always assign a new point man when the current leader’s 
'Mech is severely damaged. 


If a 'Mech is so thoroughly damaged that a mere scratch could destroy it, 
switching it to a backup position may not be enough. You might have to assign it to 
its own group and let it lag well behind the others, catching up only after combat is 
well under way and the enemy has started attacking other 'Mechs instead. 


Bait and Switch 


This technique is absolutely crucial in tough missions. 


Enemy 'Mechs tend to target a single one of your 'Mechs and pound away at it— 
that's just common sense. If enough enemies have targeted the same 'Mech, it'll start 
to deteriorate fast. Watch for this occurrence and have the 'Mech that's getting pelted 
run away while your other 'Mechs engage the enemy at closer range. Running makes 
the persecuted 'Mech harder to hit, and eventually takes him out of danger. 


ТЕР you can pause the game to make it easier to issue these orders in the 
wv heat of battle. 


In the very hardest missions, it's absolutely essential that you monitor your 
'Mechs' status during battles and move the most severely damaged 'Mechs out of enemy 
range. This prevents any number of needless 'Mech losses and MechWarrior deaths. 


CHAPTER 


ТІР After the damaged ‘Mech has moved out of enemy range and the 
wv enemy has turned its attention to your other ‘Mechs, you can move 
the damaged "Mech back into range and have it attack the enemy 


from afar. 


Use Artillery and Environmental Effects 


Some missions give you multiple artillery 
strikes. Usually you don’t need these strikes 
for any specific purpose—they’re just there to 
make your job easier. Take advantage of these 
strikes! It’s easy to forget about them, but 
they’re a great tool for destroying emplaced 
defenses and stationary vehicles. They also can 
be used against moving enemies, but you'll 
have to use a little guesswork to figure out 
where they'll be when the artillery finally hits. 


Similarly, always watch for explosive 
vehicles or structures that you can detonate 
near enemy units. 


Pause the Dame 


Never forget that you can pause the game in single-player missions, and issue orders 
while the game is paused! Pausing the game allows you to control the battle much 
more finely than you could without pausing. It's especially useful for evaluating the 
position of your 'Mechs in relation to the enemy and assigning them destinations to 


move to. 


Pausing the game allows you to easily move damaged 'Mechs toward the rear, and 
bring undamaged 'Mechs up to the front lines. It also lets you assess the battlefield 


objectively. 


T IP You can't pause the action in multiplayer games. 


BASE ATTACK STRATEGIES 


ver and over again you'll find yourself in the position of having to assault a forti- 
1 enemy base. This happens so frequently that we thought we’d devote a small 


final section to it. 


Figure 5-11. This Fuel Truck can be detonated from 
afar, damaging everything around it. 


MECHCOMMANDER: 0000 — РАІМА З OFFICIAL STRATEGY GUIDE 


Pick Away or Charge In? 


Although it may be tempting to gather all your "Mechs together and then storm the 
enemy base in a lightning-fast strike, in practice you’ll have an easier time if you 
attack slowly and methodically. Occasionally you’ll find a mission in which attacking 
quickly has real merits—for example, the base is filled with powered-down units and 
by attacking fast you can destroy them before they power up—but, generally speaking, 
you should enter bases with deliberate patience. 


First, keep your Mechs well back and methodically destroy Turrets or Turret 
Control Towers with your longest-range weapons or artillery strikes. Even the longest- 
ranged Turrets can be shot at and destroyed from outside their effective range. 


In the process of destroying enemy Turrets, you might warn mobile defenders of 
your presence. If enemy units start to flood out of the base, have your units retreat a 
bit and fight them well away from the base itself. Only approach the base again when 
all those attacking units have been destroyed. (If you stray too close to the base while 
you fight these units, you’ll be in the maddening position of taking fire both from the 
base’s mobile defenders and its emplaced defenses—plus any units still hiding inside 
the base itself.) 


Now, finish destroying the Turrets from afar. Also blast a hole in the base from 
afar, then rush inside. 


ТІР Picking off Turrets from long range is particularly essential in 

| Desperate Measures, because the new Artillery Turret is devastating. 
Wading into a cluster of Artillery Turrets is a surefire way to lose 
the missions. 


CHAPTER 


Attack the Wall or the Gate? 


Most bases feature a main gate. Gates open 
automatically for the side that controls them, 
but lock out the enemy. Although gates are 
generally more fragile than the walls they’re 
set into, you should generally try to shoot a 
hole in the base wall rather than storming the 
gate. Base defenses tend to be built around 
the gates, and you can avoid some of those 
defenses by creating an unexpected entrance. 


Destroy Turrets or Capture Them? 


If there's a possibility that you'll need to defend preferable to storming the gate. 

an enemy base after capturing it, take care to 

capture enemy Turret Control Towers instead of destroying them. Although this might 
result in a little extra punishment for your 'Mechs, it's usually worth it to possess those 
Turrets when the enemy counterattacks. 


Figure 5-12. Blasting a hole in the wall is usually 


Note that you can't capture enemy structures while there are active enemies 
nearby. In this case, you might want to draw out the enemies as described under "Pick 
Away or Charge In?" before trying to capture the Turret Control Tower. 


ТІР Desperate Measures features many opportunities for jump-capable 
wv ‘Mechs. Look for places where a jump-capable "Mech can leap over a 
wall and capture a Turret Control Tower. 


Once the Turrets have been captured, try to defend the Turret Control Tower and 
keep your forces nearby, where the Turrets can lend fire support. 


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HLOMMANDER: Bi 
PRIMA'S OFFICIAL STRATEGY 


OPERATIO 


МЕС 


BEACHHEAD 


“he goal of your first Operation is to establish a beachhead on Port 
Arthur. The campaign has begun on a grim note; Battalion has lost 
| “contact with X- ray Company, the first company to be dropped on the 


als keep a sharp lokaut for remnants of X-ray Company and 
48 tha slack caused by their absence. 

ou read these mission walkthroughs, bear in mind that they 
nly one way of attacking a mission. There are always alterna- 
el free to experiment and find your own path to victory. 


X: 


CHAPTER E—DPERATION I: BEACHHEAD — 
pU. 


TIP Throughout the campaign you'll encounter a number of enemy 
wv structures. Many of these can be captured for salvage parts. These 
structures usually have no direct bearing on your mission goals, ee 
but capturing them can be quite profitable. 4 
Instead of repeatedly mentioning these structures and telling 
you to capture them, the following mission walkthroughs assume 
that you'll keep your eyes open and capture these structures 
whenever convenient. 


Always remember: There are salvage opportunities in most 
missions, and it’s up to you to exploit them. 


MISSION 1-1: LIBERATE WORK LAMPS 


he Smoke Jaguars have been placing dissidents into so-called “Reeducation” 
Camps. Your task is to liberate two such work camps, designated Alpha and Beta, 
by destroying each camp’s headquarters (HQ), any Clan units at Camp Beta, and a 
Natural Gas Tower at Camp Alpha. 
Also, the local garrison must be dealt with. This garrison is hosted by three main 
buildings; destroy the buildings and Clan control in this area will be broken. 
You might face Laser Turrets, and a Clan Uller OmniMech has been reported in 
the area. 


* Destroy Alpha Camp HQ and Natural Gas Tower 
e Destroy the three Garrison Buildings at Garrison Base 
* Destroy Beta Camp HQ and guard 


Overview 


This is a simple mission that will ease you into the flow of the campaign. Enemy resis- 
tance is limited to two small 'Mechs, a few Armored Cars, and several Laser Turrets. 
Enemies tend to be scattered while your forces are concentrated. This makes it easy to 
crush the opposition while sustaining minimal damage in return. 


The map is littered with structures of various sorts, only a few of which are truly 
important. Specifically, you’ll need to destroy two Camp HQ buildings, a Natural Gas 
Tower, and three Garrison Buildings. 


Recommended Forces 

Your Drop Weight Limit is 85 tons. If you assign all three of your starting "Mechs 
(two Commandos and a Firestarter) to the mission, you'll have a respectable 80 
tons. You might want to remove a few SRMs from these 'Mechs and replace them 


MECHCOMMANDER: BOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


Fig. 6-1. Battle Map of Mission 1-1. 


CHAPTER B — OPERATION |: В 


with harder-hitting weapons such as a Heavy Flamer or Lasers, but this is entirely 
up to you. The mission can be won with a minimum of 'Mech customization. 


If you want to lowball the mission and win with only two 'Mechs, be sure to stock 
up on those harder-hitting weapons. If you don't, you'll probably have trouble with the 
Uller you encounter at the end. 


Strategy Blueprint 


Your forces are all deployed at Drop Point 1. 
The only opposition in the immediate area is 
a trio of Armored Cars. Start walking your 
'Mechs along the path outlined on the Battle 
Map, heading for Camp Alpha. Destroy the 
Armored Cars you encounter along the way 
with concentrated fire. 


Soon you'll reach Camp Alpha, which is 
labeled on the Battle Map and seen in Figure 
6-2. It's defended by a single Laser Turret. 
Destroy the Turret with concentrated fire, 
then destroy the structures labeled Camp HQ 
and Natural Gas Tower. Be sure to stand clear 
of the Tower as you destroy it. 


1 


Fig. 6-2. This is Camp Alpha. The parked Fuel Truck 
will drive away as you approach, so be careful! 


ТІР As you approach Camp Alpha, a Fuel Truck will depart. Watch out! 
The Truck is highly explosive, and shooting it when it’s too close to 
your ‘Mechs is one of the easiest ways to take a beating in this 
mission. Attacking the Fuel Truck is completely unnecessary. 


After leveling Camp Alpha, start moving your 'Mechs toward the spot labeled 
Garrison on the Battle Map. The Garrison has slightly better defenses than Camp 
Alpha, because—in addition to an Armored Car and its single Laser Turret—a 
Commando-A is patrolling the area. Since you possess three 'Mechs of equal or greater 
tonnage than the Commando, you should have little difficulty killing it with concen- 
trated fire. 


Destroy the Laser Turret before fighting the Commando, so that both the 
Commando and Turret aren't hitting your 'Mechs at the same time. 

When all resistance has been eliminated, destroy the three nearby structures 
labeled Garrison Building. 


Now proceed to Camp Beta, taking the highlighted path on your Battle Map. By 
following the path illustrated on the Battle Map you can avoid a small checkpoint 
defended by an Armored Car and a Laser Turret. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


At Camp Beta you'll find an Uller standing guard. Immediately attack the Uller 
and destroy it with concentrated fire. Remember to keep your 'Mechs moving as they 
fight! When the Uller is obliterated, destroy the building labeled Camp HQ. The 
mission ends when this structure is demolished. 


MISSION 1-2: RESCUE CAPTURED PILOTS 


wo MechWarriors and some supplies have been captured by Clan Bondsmen. The 
Г are being held іп а field camp; the MechWarriors are being held captive іп 

a barn somewhere in the vicinity. Your task is to locate and liberate both the 
supplies and the MechWarriors. 


The location of the prison barn is unknown, but if you capture an HQ vehicle 
located near the field camp, it will reveal the location of the barn. 


Once you've liberated both MechWarriors and supplies you must proceed to the 
Extraction Point. 


Artillery strikes are available in this mission. The recommended use for these 
strikes is to detonate a bridge after your Mechs have crossed, thus preventing enemy 
reinforcements from following. 


e Capture supplies from Bondsman field camp 

* Rescue captured pilots from Bondsman prison barn (using APC) 
e Escort APC to Extraction Point for pickup 

* Capture HQ vehicle (secondary) 


Overview 


This mission, unlike the last, features more enemies than you can safely defeat. Thus, 
you'll do much better if you pick and choose your fights instead of attacking every- 
thing in sight. 

Most missions from here on out will feature similarly tough odds. Theoretically, 
a supremely lucky and talented MechCommander could defeat every enemy in 
the combat area, but it’s best to plan carefully and only fight battles that are abso- 
lutely necessary. 


CHAPTER E—OPERATION І: ВЕАСННЕА 


iet 


Fig. 6-3. Battle Map of Mission 1-2. 


Despite the enemy's superior numbers, this isn't a terribly difficult mission. Most 1 
of the enemy forces are sequestered in a fortified base to the north, and will only > ~. . 
emerge gradually. If you proceed south in a fairly efficient manner and destroy the — А х 
bridge behind you, you don’t need to worry about getting overwhelmed by these ~ ~ 
northern forces. 


Recommended Forces 


Your Drop Weight Limit is 80 tons. If you salvaged the Uller from Mission 1 you can 
deploy it here along with a pair of Commandos for a total of 80 tons. More likely, 
though, you'll be stuck with the same three 'Mechs you started with. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


You'll also get an APC for this mission, which is automatically added to your 
forces. Thankfully, it doesn’t count against your 80-ton drop limit. 


Again, weapon configuration is left to your discretion. This isn’t a combat-inten- 
sive mission if you do it right. 


You're allocated two Large Artillery Strikes, useful for destroying bridge 
segments. 


Strategy Blueprint 


Your forces are dropped into a clearing in the forest. Immediately blast away the trees 
to the southeast and escape the clearing as quickly as possible. 


Your forces are now on a roadway that’s patrolled by several vehicles, chiefly 
Armored Cars and J. Edgars. Proceed southwest along the road, following the path 
highlighted on the Battle Map. Dispatch any vehicles that get in your way. 


ТІР Ве sure to keep your APC away from combat. If it's destroyed, your 
mission is an automatic failure. A good policy is to keep it close to 
4 your ‘Mechs, with the ‘Mechs between the APC and any enemies. 


Move quickly, because a few Armored Cars and a J. Edgar will periodically 
emerge from a northern base. 


Eventually you’ll reach a bridge. Destroy any vehicles in the vicinity and have all 
your forces cross to the south side of the bridge. Then, select a Large Artillery Strike 
and target the bridge with it. Blowing up the bridge prevents forces from the northern 
base from easily pursuing you. 


TIP Once the bridge is destroyed, patrolling forces from the northern base 

wv will have a hard time getting at you. You don't have to worry about 
them now—unless you're extremely slow, or you try to attack the 
base, which isn't recommended. 


Proceed along the path indicated on the Battle Map. Eventually you'll reach the 
field camp where the enemy HQ vehicle is parked, along with a J. Edgar and Striker 
for defense. Have your 'Mechs target the J. Edgar or Striker, meanwhile sprinting after 


eoo 


CHAPTER Б — OPERATION |: BEACHHEAD 


the HQ vehicle as it tries to drive away. The vehicle is slow, so your 'Mechs should be 
able to easily catch and capture it. (Remember, though, if the enemy is too close you 
will not be able to capture it.) Once it's captured, the location of the prison barn will 
become visible on your map. Now dispatch the Ј. Edgar and Striker. 


Also capture the nearby Container Stack. Once you've done that, you'll have 
completed your primary objective. 


Now go northeast toward the prison barn. A Commando-A and Commando-W 
guard this barn. Destroy them with concentrated fire, first targeting the Commando-W 
until it’s disabled or destroyed and then targeting the Commando-A. Keep your APC 
well to the rear to prevent it from getting damaged in the firefight. 


Note that a stray Armored Car or J. Edgar may enter the area from the north. If 
so, you'll have to take them out as well. 


When the Commandos are destroyed, you can capture the prison barn with the APC, 
thus completing your second objective. 


Around this time, the Hollander II parked in the northern base will power up and 
start approaching. If you move quickly, however, you needn't fight it. 


Now send all units toward the Extraction Point marked on your Battle Map. Get 
them inside the Extraction Point marker, and 
the mission ends successfully. 


TIP Before ending the mission, you 
may attack the fortified base in 
i the northern part of the map. It’s 
defended by a Hollander II, as well 
as any Armored Cars or J. Edgars 
that failed to attack you earlier. 
The base is shown in Figure 6-4. 
Only the very bold or reckless 


should attempt this maneuver, as 
it’s a very difficult fight to win. 


TEE 2 
The main payoff for winning Fig. 6-4. Destroying this base is completely 

this battle is a Container Stack unnecessary. 

containing two Clan Streak SRM 

Packs, and the chance to salvage the n 

Hollander II. But again, this battle is practically suicide. 


n 
. 


Another ploy is to send а lone ‘Mech into the base to capture Neu 
the Container Stack, then run away. This is also risky, as the X 
Hollander II has great range and accuracy with its Gauss Rifle. Wise v Y ` 
MechCommanders will simply steer clear of the base altogether. X 


MECHCOMMANDER: 0010 — РАІМА З OFFICIAL STRATEGY GUIDE 


MISSION 1-3: RECOVER RAVEN “MECH 


Raven scout 'Mech that was lost during the initial combat drop has been located. 
The pilot was forced to land her Raven near an enemy cargo transfer post, and has 
powered down her 'Mech to avoid detection. Your task is to locate the Raven and 
escort it to safety. You'll have full command control over the Raven after locating it. 
The enemy is well entrenched on this island. Discretion and careful avoidance of 
unnecessary combat are key to finishing the mission intact. 
e Link up with Raven 


• Escort Raven to the Extraction Point 


[lverview 

This is a difficult mission. It takes place on a map that's virtually crawling with enemy 
vehicles and 'Mechs. The suggested path outlined on the Battle Map doesn't keep you 
safe from everything, but allows you to avoid a number of vehicles patrolling the 
central and northern parts of the island. 

Patience is necessary on this mission. Instead of charging from one spot to 
another, you'll do well to move your 'Mechs from one spot to the next, carefully 
destroying any fortifications you can from long range before moving ahead. 

You have access to several air strikes during this mission. It's recommended that 
you use them to destroy immobile vehicles and Turrets. 

The toughest fight of the mission comes at the very end, so be prepared. 


Recommended Forces 


Your Drop Weight Limit is 115 tons. We recommend that you take the full amount (or 
something very close to it). If you’re lucky enough to have enough Resource Points 
you can buy a brand new Centurion from Battalion. Its weight and punch will be 
worthwhile for this mission. More likely, you can’t buy the Centurion without selling 
too much valuable equipment. In this case, at least try to muster four small Mechs. 
(Hopefully, you managed to salvage a Commando somewhere in Missions 1 or 2). 


CHAPTER 6 — OPERATION 1: BEA 


Fig. 6-5. Battle Map of Mission 1-3. 


Equip all but one of your Mechs with the usual array of heavy-hitting weapons & 
(perhaps including an Autocannon or two). One light 'Mech, however, should possess „№ x. 
nothing but long-range weapons. A payload of either four LRM Racks or two Light — : : 
Autocannons will suffice for this "*Mech—the Autocannons, with their extra ammo, are 
probably best. 


You'll have two Small and three Large Artillery Strikes for this mission. 


Strategy Blueprint 


Your forces are all dropped to the spot marked Force Group 1 on the Battle Map. 
Capture the nearby building. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Immediately after the drop, an enemy air strike will destroy the bridge leading 
south to the Extraction Point. A Saracen will then appear near the Extraction Point. 
Move your 'Mechs slightly north so the Saracen can’t shoot them. 


There are two paths drawn on your Battle Map that lead away from the drop 
point. For now, you want to blaze a path that hugs the coastline, proceeding north- 
west. Before you start following this path in earnest, however, you must destroy the 
first of three Missile Turrets mounted on tiny islands off the coast. 


ТІР /¢’s vital that you destroy the three Missile Turrets located along the 
wv coast without taking much return damage. But how? 

Keep all of your Mechs out of the first Missile Turret’s range and 
drop a small artillery strike on it. This will almost destroy it. Then 
finish off the Turret by attacking it with your lone Mech bearing 
long-range weapons. Be sure to use the Attack from Current Position 
command so the ‘Mech doesn't walk into the Turret’s fire radius. 

Repeat this process for the second Missile Turret. You'll be clear of 
small artillery strikes when you reach the third Missile Turret, though, 
so you ll need to destroy it entirely with your 'Mech's long-range 
weapons. Be patient. 

Note that the second Missile Turret is initially out of your view, so 
you ll have to move your "Mechs into its fire radius to reveal it. Have 
your ‘Mechs retreat, running, as soon as the Turret is revealed. This 
not only gets them out of the Turret's range quickly, preventing a 
second shot, but their movement makes them harder to hit with that 
first missile. 

Or you can destroy the Turret Control Building located on the first 
island. This is certainly the more efficient way, but it does leave your 
units more exposed to missile fire. 


After following the coast and destroying all three Missile Turrets, you'll approach 
a spot labeled Condor Base. There, you'll find several buildings and a trio of parked 
Condor vehicles. Destroy all three Condors with a well-placed Large Artillery Strike, 
being careful not to destroy the capture-able building they're parked next to. 


Now proceed north toward the spot marked Raven on your Battle Map. 


CHAPTER Б — ОРЕКАТІОМ I: B 


ТЕР Before moving north, look for patrolling enemy vehicles. Stay well 

i back from moving sensor contacts and watch the vehicles’ patrol 
routes. Wait until they’re headed away before proceeding, then run. 
This way, you can avoid the Strikers and Harassers patrolling the 
interior of the island. 


Eventually you'll reach the powered-down Raven. Send at least one "Mech up to 4 
touch the Raven and you'll assume control of it. Now have all your Mechs (including ~ 
the Raven) backtrack all the way to the spot marked Force Group 1 (the place where ^ 
your 'Mechs were dropped to start the mission). Follow the same path you originally 
took, and again try to avoid patrolling vehicles. 


Back at your drop point, take the other path that's outlined on your Battle Map 
(the one leading north, toward the center of the island). Dispatch a pair of Harassers 
along the way—you can do this easily by detonating a network of fuel tanks near their 
patrol area. 


Proceed north as indicated on the Battle Map. Eventually you'll reach a small base 
guarded by a pair of Commando-Ws. Destroy the Commandos with concentrated fire. 
You may have to destroy a Saracen that rolls in from the center of the island, as well. 


Attack the forest to the northeast (see the map) to cut a path through it. Proceed 
through the new gap and head due south along the illustrated path, sticking near the 
coast to avoid a pair of Firestarters stationed to the east. 


As you proceed south, you'll encounter a small base guarded by three Cannon 
Turrets. Destroy the western two Turrets with long-range fire and continue after 
capturing a nearby structure. 

Your greatest challenge now awaits you. A Mad Cat is stationed to the southeast, | 
and it will try to prevent you from reaching the Extraction Point. The Mad Cat is 


incredibly potent. Your choices are to fight it or to run past it. We recommend running. 


ie 


If you choose to run past the Mad Cat, simply follow the path all the way to the 
Extraction Point. Don't stop until you reach it. You'll win when all your Mechs get 
within a few meters of the extraction marker. 


ТІР The mission only ends when all your ‘Mechs reach the Extraction 
wv Point. Therefore, if three of your four Mechs reach the Extraction 
Point but one of them gets knocked down or crippled by the Mad Cat, 
the mission won't end until that last ‘Mech either makes it to the 
Extraction Point or is destroyed. 


If you choose to fight the Mad Cat (which is very risky), try to drop a heavy 
artillery strike on the fuel barrels near the spot where the Mad Cat attacks you. You 
can increase the chances of keeping the Mad Cat inside the artillery strike zone by 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


attacking it while it’s in that area, thus slowing it down. If you manage to catch the 
Mad Cat in the explosion, your odds of winning are much better. 


Regardless of whether your artillery does the job, have all your "Mechs unload 
everything on the Mad Cat and keep moving to avoid excessive damage. Have the 
Raven fight, but keep it behind the others until it’s clear the Mad Cat is focusing on a 
different Mech. It's entirely possible that your entire force group will be destroyed, but 
the battle is winnable—especially if you kept your forces in good shape through the 
mission's early stages. Try again if you fail, and this time try to keep your 'Mechs in 
pristine condition for the final Mad Cat battle (or else avoid the Mad Cat completely). 


Note that fighting the Mad Cat is really only worthwhile if you get lucky and 
manage to salvage it. Otherwise, fighting it just gets your "Mechs beat up. 


TIP Heavy weapons are useful for defeating the Mad Cat. Large Lasers, 
Autocannons, and PPCs are recommended. 
If your 'Mechs have Autocannons or other ammunition-powered 
weapons, try your hardest to keep them from running out of ammo 
before the Mad Cat battle. You'll need all the power you can get! 


MISSION 1-4: DESTROY CLAN ADMINISTRATION BUILDING 


small stronghold containing a Clan Administration Building has been discovered 
M Clairesfield, a rural farming community. A temporary Support Building has 

been erected nearby. Your task is to locate and destroy the Admin Building, and 
ideally defend the Support Building as well. 


The Clan stronghold is protected by strong perimeter defenses. Destroying the 
base's lone Generator or capturing the Turret Control Towers are two viable methods 
of eliminating the threat of Turrets. 


The temporary Support Building where you start your mission is vulnerable to 
enemy patrols. It's recommended that you leave a small portion of your forces behind 
to defend this base (or eliminate all enemies who would destroy it before moving on). 


* Locate and destroy Clan Admin Building 
e Withdraw to Extraction Point for recovery 
* Defend Support Building (secondary) 


CHAPTER В — DPERATIDN І: BEACHHEAD - 


oe 


Overview 


This scenario features an enemy base (shown in Figure 6-7) that can be approached 
from two directions. Tactically, both directions are practically identical, so neither 
offers a great advantage over the other. Both directions are defended by identical 
forces (SRM Carriers, a J. Edgar, and an Uller), both require a bridge crossing, and 
both require you to deal with a concrete wall protected by Laser Turrets. 


This mission walkthrough goes somewhat counter to your orders—and probably 
counter to what you’d expect. Instead of splitting up your forces, it instructs you to 
keep them all together. And instead of making a direct run on the enemy base, it 
instructs you to scour the area and kill the enemies guarding both approaches first. 


Fig. 6-6. Battle Map of Mission 1-4. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


There is a logical reason for both 
tactics. By keeping your 'Mechs together, you 
keep your Force Group strong, and by 
destroying the enemy forces guarding both 
entrances to the base, you get to deal with 
them individually instead of letting them 
attack you when you're busy with the Base 
defenders. (If left untouched, Clan forces in 
outlying areas are smart enough to return to 
their base, and then let you have it with all 
their firepower at once.) 


veli * This isn't a difficult mission if you use 
Here's the enemy base. most of your drop weight, keep your forces 
together, and above all avoid situations where 
multiple groups of enemies are attacking you 
at once. 


COEM T 
Fig. 6-7. 


Recommended Forces 


Your Drop Weight Limit is 200 tons. You can win with 170 tons and not have too much 
difficulty. Attempting the mission with a weight under 170 is possible but risky. 


You might not have much choice about which ’Mechs to bring on this mission, 
as Resource Points and 'Mechs are still scarce at this stage of the campaign. But if you 
haven't purchased a medium-sized 'Mech by now, do so—buy a Centurion. Medium- 
sized 'Mechs like the Centurion will prove valuable during confrontations with enemy 
Ullers, and while you're assaulting the Elemental Base. Lighter 'Mechs are valuable for 
chasing down enemy vehicles that seek to escape and alert the base to your presence. 


Similarly, both light and heavy weapons will prove useful. The heavy weapons are 
great for downing Mechs and blasting holes in the concrete walls of the base, while 
small, fast-firing Lasers and SRMs are good for quickly dispatching pesky Armored 
Cars. Also, a few LRMs are nice for attacking the LRM Carriers secreted behind the 
fortified base's walls. 


You'll have three small artillery strikes for this mission. 


CHAPTER Б — OPERATION |: 


Strategy Blueprint 


Your forces are deployed near the Support Building. Group them all together and 
check your map. A roving Saracen will soon become visible as a sensor contact; wait 
near the base until it gets into attack range, then destroy it. 


Now proceed along the path drawn on your Battle Map. At the spot marked Scout 
Group 1 you'll find a J. Edgar and pair of SRM Carriers parked on the road. The SRM 
Carriers will approach and try to distract you while the J. Edgar tries to flee. Go after 
that J. Edgar and destroy it quickly! It’s a scout, and the enemy base will be better 
prepared for your arrival if you fail to destroy it. 


ТІР Though your job is slightly easier if you kill the J. Edgar, don’t worry if 
wv it escapes. If you do the mission in the way we suggest, you can win 
with relative ease regardless of whether the base is alerted. 


After killing the J. Edgar and finishing off the two SRMs, keep moving toward the 
enemy base. An Uller-A is your next opponent; engage it and try to destroy it quickly. 


Do not cross the bridge that leads to the enemy base—in fact, stay away from it. 
Instead, after killing the Uller, continue to follow the path marked on your Battle Map. 
It leads you north, to where a pair of Saracens are on patrol. Blow them up as soon as 
they enter visual range. 


ТІР You couldve avoided these Saracens, but if you don't destroy them 
wv now they'll head toward your Field Office and destroy it later, while 
you're busy attacking the base. 


Now keep following the path until you encounter Scout Group 2: two SRM 
Carriers and a J. Edgar. Destroy these vehicles and fight the Uller-A stationed nearby. 
(The Uller won't be around if you allowed a J. Edgar to escape earlier.) 


When all enemies are dispatched, cross the bridge to the south. Pause for a 
moment. This is where you need to make a decision. 


If you managed to destroy both Scout Groups' J. Edgars before they managed to 
escape and you already destroyed both Ullers, the Clan base is currently unprepared. 
Thus, you can attack the base with a certain element of surprise. To do this, pick off a 
couple of the closest Laser Turrets, run up to the wall, blast a hole in the wall, and 
destroy the three Vehicle Barracks located inside the base. Then clean up any Strikers 
and miscellaneous vehicles shooting at you from inside. (Destroying the Vehicle 
Barracks quickly is key, because it prevents many of the parked vehicles inside the base 
from powering up and attacking.) 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР _ There's a lot of explosive material inside the base. Be careful 
: or you ll accidentally take out structures you can later capture 
3 for salvage. 


If you didn’t manage to destroy both J. Edgar and both Ullers, the base is now 
prepared for your arrival. (In other words, all vehicles are now manned, so destroying 
the Vehicle Barracks is pointless.) If this is the case, station your Mechs well back 
from the base walls and wait. Pick off a couple of Laser Turrets from long range if 
you're bored. Eventually a stream of Armored Cars and a Bulldog will approach. 
Destroy them, trying your best to keep your 'Mechs far away from the Bulldog. 


When it seems like no more vehicles are coming your way, blast a hole in the 
base wall and march inside quickly. Take over both Turret Control Towers and destroy 
any Strikers inside. If you previously failed to kill one of the two Ullers, it'll come after 
you when you attack the base. Capturing the Turret Control Towers, however, will 
make the fight against the Uller easier—the Turrets will actually turn on the Uller and 
help destroy it! 


When all resistance inside the base is destroyed, take the two capture-able struc- 
tures and destroy the large Administration Building. Then march all your 'Mechs 
back to the Extraction Point, located right near the spot where the 'Mechs were 
initially dropped. 


MISSION 1-3: DEFEND FARMS FROM ATTACK 


number of small Smoke Jaguar strike forces are attacking a resistance cell in the 
Дт region of Port Arthur. The resistance is based in two Farms. Your task 
is to defend both Farms from Jaguar attack. 


Each Farm consists of several buildings in a tight cluster. Practically speaking, 
“defending” a Farm simply means preventing the Jaguars from leveling every struc- 
ture in the cluster. Thus, if you manage to preserve at least one structure from each 
Farm, you'll succeed in your mission. 


The local terrain is heavily forested. A Minelayer is recommended for this 
mission, because its mines will help seal off possible routes of attack. 


* Defend both Farms 


CHAPTER В — OPERATION |: BEAGHHI 


Overview 


This is the first mission where a Minelayer really comes in handy. The map is filled 
with congested choke points that are ideal for mines. 

The essence of this mission—at least, if you follow the strategies in this 
chapter—is to foil small attacks with the Minelayer while handling substantial Mech 
forces with your own ’Mechs. 

Don’t be discouraged if you have to try this mission more than once. Speed and 
good mine placement are both required, and a single oversight can send you back to 
the drawing board. 


Force Group 1 
Force Group 2 


Fig. 6-8. Battle Map of Mission 1-5. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Recommended Forces 


Your Drop Weight Limit is 240 tons. It’s a good idea to use all your weight on this 
mission because it's pretty difficult—plus, you'll get paid well just for winning, so the 
low drop weight bonus isn’t as crucial at it might be otherwise. 

You should purchase and use a Minelayer for this mission. The Minelayer can 
seal off possible avenues of attack so you don’t have to worry about defending several 
locations at once. 

Place four Mechs in Force Group 1, the Minelayer in Force Group 2, and a final 
'Mech in Force Group 3. 

You'll have one Large and five Small Artillery Strikes for this mission. 


ТІР Jt’ possible to win this mission without a Minelayer, but it requires 
a great deal of scrambling around and chasing small vehicles. 
The method outlined in the Strategy Blueprint will help you avoid 
Just that. 


Strategy Blueprint 
After your forces hit the drop area, send the 'Mechs from Force Group 1 toward the 
area labeled “C” on the Battle Map. Also, send the lone 'Mech in Force Group 3 toward 
Farm 1. 

Meanwhile, the Minelayer should quickly lay a row of mines all along the pass 
marked “A” on the map. 

When Pass A is mined, have the Minelayer hurry to lay mines all along Pass B, 
and leave the single light 'Mech from Force Group 3 to defend Farm 1. 


Eventually a group of four Saracens will approach from the south and try to filter 
north through Pass B in an attempt to attack Farm 1. Watch them approach, and allow 
them to detonate most of the mines in the Pass. Use a small artillery strike to help 
destroy them if you'd like. If any Saracens get through the mines, use the lone 'Mech 
you left behind to destroy it. 


Shortly after the Saracens attack, a group of four Condors will attack Farm 2. 
Since you've already stationed most of your 'Mechs at Point C, they're now in a good 


ја 


CHAPTER E—OPERATION |: BEACHHEAD — 


position to greet the Condors. Destroy the Condors, meanwhile starting to move your 
Minelayer toward area “D”. 


ТЕР Leave Force Group 3 near Farm 1, just to handle the lone SRM 
L Carrier that straggles up from the south to attack. When your 
4 Force Group kills the SRM Carrier, you can have it join the 
‘Mechs in Force Group 1. 


When the Saracens and Condors have been dealt with, have your Minelayer thor- 
oughly mine the pass at Point D. Move quickly! When area “D” has been mined, also 
mine area “Е”. 


Soon, an enemy force will appear from the northwest. Have your Minelayer 
retreat. A pair of LRM Carriers will try to approach from the Point D pass but will be 
destroyed by your mines; a pair of SRM Carriers accompanied by a Hunchback-A and 
a fleet of Savannah Masters will approach from the Point E pass. This group will be 
damaged by your mines, but the Hunchback and a few Savannah Masters will prob- 
ably survive. Have your 'Mechs destroy the stragglers. 


You should now have a moment of peace. Instruct your Minelayer to lay mine- 
fields in the vicinity of Point C and all around the southern edge of Farm 2. 


Now you'll face two final threats. An Uller and Firestarter team will attack from 
the southeast, and meanwhile an Uller and Cougar team will attack from the south- 
west. Both will try to take out Farm 2, taking (roughly) the paths indicated on the 
Battle Map. You can use your remaining artillery strikes on them as they approach. 


Have all your 'Mechs gather near Point C. When the bad guys get close, meet 
them with concentrated fire. Do your best to distract them. This is crucial! Damage 
enemy 'Mechs until you've got their attention and they're firing at you, then attack 
any 'Mechs that are going after the Farm. Those Farm buildings are very fragile, so it's 
absolutely key that you distract enemy 'Mechs by shooting them. 


You win when these four 'Mechs are destroyed. 


ТІР Jfyou failed, try again and this time try to make better use of your 
mines. Lay minefields faster, and make them bigger. Softening up 
enemy ‘Mechs with mines makes the mission a lot easier. 


Sometimes the final battle does you in. Do your best to make sure 
that Farm 2 isn't damaged at all before the final assault, and try to 
make sure that you're distracting enemy ‘Mechs instead of allowing P 
them to stand near the Farms and fire at them unhindered. Ne eut 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


MISSION 1-6: LIBERATE KAIO INDUSTRIAL ZONE 


lan and Bondsmen forces have entrenched themselves in a defensive position near 
Е Industrial Zone іп the mountainous Weimar region. This position controls 

approaches that are vital to the second stage of the campaign. Thus, you must lead 
an assault on this defensive position. 


The position you’re attacking is well defended, thanks both to natural fortifica- 
tions and man-made barriers. Furthermore, the infamous commander Akodo Haru is 
overseeing the defenses in his Catapult "Mech. Expect a difficult fight. 


* Destroy all enemy 'Mechs defending the Industrial Zone. 


Overview 


This mission offers three different paths to the enemy base. The first path is the most 
obvious one—along the road that leads right up to the base’s main gate. This path is 
barred by a substantial checkpoint complete with Turrets, Saracens parked on a hill 
where they can snipe at you, and miscellaneous vehicles parked behind a concrete 
wall. (See the Battle Map for its location; it’s labeled “Checkpoint”.) Taking this path 
is one possible strategy, but it opens you up to a fair amount of abuse. Since destroying 
enemy vehicles is not one of your mission requirements, this is a bad path. 


The second path leads through the forest. It’s not readily visible, but if you study 
the map you'll see a mostly open path going through the trees. This path seems like a 
good idea, but if you take it you’ll be ambushed by several hidden Pop-Up Turrets (see 
Battle Map). Taking this path is still a better idea than taking the main road, however. 


The final path, the one recommended in the Strategy Blueprint, follows the 
southern coastline. This coastline is completely undefended, and offers a straight shot 
to the southern edge of the enemy base. 


Recommended Forces 


Your Drop Weight Limit for this mission is a hefty 300 tons, which should be more 
than enough. If you follow the strategy outlined below, you can lowball by as much as 
30 tons very comfortably, and get by with even less if you’re skillful. 


CHAPTER 6 — OPERATION 1: В 


Fig. 6-9. Battle Map of Mission 1-6. 


There's really no need for speed in this mission. Big, heavy-hitting 'Mechs are a 
good choice. Just make sure they've got weapons with adequate range, because the 
Catapult you're trying to kill has lots of LRMs and likes to fight at extreme range. 
Therefore your 'Mechs need to have weapons with decent range—or at least be fast 
enough to close the gap and fire their shorter-range weapons. 


You have one small artillery strike at your disposal. 


Strategy Blueprint 


When your forces hit the drop site, band them all together into one large group. 
Immediately set off to the southwest along the path illustrated on the Battle Map. By 
sticking to the coast you'll have a straight shot to the enemy base. 


МЕСНСОММАМОЕЕ: 000 — РЕІМА З OFFICIAL STRATEGY GUIDE 


Eventually you'll find yourself at the edge of the enemy base. A thick concrete 
wall guards the base, but there are no Turrets to bother you. Blast a hole in the wall 
and proceed through it as quickly as possible. 


Inside the wall, you'll have to fight a couple of patrolling SRM Carriers, followed 
by the four J. Edgars whose start location is noted on your Battle Map. 


As you proceed along the indicated path, a group of six Firestarters will attack. 
Fall back toward the coast somewhat before fighting them in earnest. Concentrate fire 
on one Firestarter at a time. 


When you've given the Firestarters a good beating, the stragglers will run away. 
They aren't leaving the area completely, however—they're heading toward the Catapult. 
Shoot them as they run away, and hopefully you can pick off one or two of them. 


Proceed north toward the Catapult, capturing the quadrant of Container Stacks 
marked on your map before initiating the final battle. There are valuable weapons in 
those warehouses. 


When you reach the spot marked “Catapult,” you'll have to fight the Catapult 
itself, any surviving Firestarters, and a pair of LRM Carriers. Figure 6-10 shows the 
Catapult atop its hill. 


Charge in and take out the Catapult as 
quickly as possible, then demolish the 
remaining Firestarters to win the mission. 
The Catapult and LRM Carriers are on a small 
hill, but if you loaded up on long-range 
weapons as suggested in “Recommended 
Forces," you shouldn't have a problem. 


T7» 


Fig. 6-10. The Catapult is on a small hill. If you want 
to get up there, approach from the west. 


CHAPTER / 
OPERATION 2: 


n Operation Skyhook, you must disrupt the Clan’s supply ab commu- - 
nication lines. You'll intercept trains and convoys, destroy | bases em 


pe 


communications dishes, and generally wreak havoc on the systems 
that the Smoke Jaguars have c come e to rely on. Expect Ee but 


DM 
= USER 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР _ the combat in any of these missions seems too difficult, remember 
wv that you can always buy a Refit Truck and then load up on Auto- 

l cannons, Heavy Autocannons, and other ammo-intensive weapons, 
using the Truck to replenish ammo as necessary. This strategy won't 
always help, but it’s a viable option in missions where you need 
firepower and aren't in a hurry. 


MISSION 2-1: ESCORT HUNCHBACK ТО SAFETY 


Kurita Special Forces operative has obtained valuable information about enemy 
supply and communication lines. Unfortunately, getting her to safety will be diffi- 
cult, as she’s currently trapped on the other side of the Clan-controlled Froese River. 
Your task is to locate the Kurita operative’s stolen Hunchback Пс and escort it 
to the Extraction Point to the south. 
Clan air strikes are a possibility; destroy Aerospace Spotters to negate certain air 
strikes. Also, watch out for Clan Minelayers. 
* Escort Hunchback IIc to the Extraction Point. 


Overview 
This mission takes place on a map bisected by a river. Two man-made bridges and one 
land bridge cross the river, and the man-made bridges are likely to get destroyed if you 
are not careful. Thus, your best bet is to take the land bridge. 

Your Hunchback Пс is tough but it'll be stuck by itself throughout the early 
stages of the mission. You’ll have to learn to juggle two entirely separate groups of 
'Mechs simultaneously if you hope to succeed. 


Recommended Forces 


Your Drop Weight Limit is 150 tons. This is a mission where speed and agility aren’t 
terribly necessary, so load up on good-sized "Mechs with heavy-hitting weapons. 
Hopefully you'll have recovered a few Clan Mechs by now—these, too, are appropriate. 


You have four small artillery strikes and one Sensor Probe for this mission. 


CHAPTER 7— OPERATION 2 ! 


Rommels, ie 
Strikers ШО 


Hollander 


Figure 7-1. Battle Map of Mission 2-1. 


Strategy Blueprint 


Your forces start out split up. Force Group 1 is dropped south of the river, while the 
Kurita agent in her stolen Hunchback IIc is located to the north (see the Battle Map). 


Immediately start the Hunchback Ис moving toward the spot marked “Wait Here" 
on the Battle Map. A Harasser will overtake it; kill the Harasser and just keep moving. 


Meanwhile, as the Hunchback IIc lumbers toward its waiting place, the Mechs 
of Force Group 1 need to follow the path outlined on the Battle Map. Note that this 
path leads through lightly forested areas, but two or three weapon volleys are enough 
to destroy trees and clear the way. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


When the Force Group 1 ’Mechs reach the Saracen marked on the Battle Map, 
have them destroy it and then continue along their path. Meanwhile the Hunchback Пс 
should simply wait at the spot marked “Wait Here.” Occasional Harassers might attack 
it there, but it can hold its own for now. 


Use a Sensor Probe to reveal the locations of two Hunchbacks and a Hollander II 
whose approximate location is marked on the Battle Map. There are lots of explosive 
tanks in this general area, as seen in Figure 7-2. You can use small artillery strikes or 
weapon fire to detonate these tanks as the Hunchbacks and Hollander II approach your 
"Mechs, thus destroying one or more of them. This requires some timing, but is vital 
since these three foes are extremely tough—more than a match for Force Group 1. 


TI P You should be able to kill two ‘Mechs flat-out by detonating the 
i explosive tanks. Your mission is in serious jeopardy if you don’t 
manage to destroy at least one of them in this way. 


Fig. 7-2. Use these explosive tanks to destroy 
enemy BattleMechs. 


After killing these three enemies with 
the help of the explosive tanks, send your 
Force Group 1 ’Mechs north across the land 
bridge as indicated on the Battle Map. 
Simultaneously send the Hunchback IIc 
south from its waiting spot. Ideally the two 
forces should meet in the forest, as shown on 
the Battle Map. 


The Hunchback Пс undoubtedly will be 
attacked by the various Clan ‘Mechs hiding іп 
this area as it proceeds south, but it should 
just keep moving. Force Group 1 can inter- 
cept and destroy these 'Mechs. A few 
Harassers or Condors also might be filtering 
in from the west around this time, but again, 
Force Group 1 can handle them. 


Send the Hunchback Пс south across the land bridge toward the Extraction 
Point. Have your remaining 'Mechs follow it at a slight distance, destroying anything 


that tries to follow them. 


CHAPTER 7—OPERATION 2: | 


When all your Mechs are huddled around the Extraction Point, you'll win the mission. 


ТІР When the mission’s over you'll find that you've got a 
Hunchback Пс. И come in handy during subsequent 
missions requiring serious firepower. 


MISSION 2-2: DESTROY LOCAL POWER GENERATORS 


T: Kurita operative recovered in the last mission has informed Battalion that the 


Jaguars are using the local industrial base to manufacture parts and fuel. The base 

itself must remain intact, so Battalion has decided to destroy the two Power 
Generators along the Ai-Ki River that fuel it. It’s your job to take out these Power 
Generators. 


Your secondary task is to verify the existence of Smoke Jaguar supply caches in 
the area. Take control of these caches if you can find them; the rewards will certainly 
be worth the risk. 


e Destroy local Power Generators. 
e Get all units to Extraction Point. 


Overview 


This is a deceptively simple mission. To reach both power stations, all you have to do 
is follow the road—but the road is fraught with perils. Your enemies are, for the most 
part, vehicles—but they include heavy hitters such as Bulldogs that can deal a crip- 
pling blow to your forces in the blink of an eye. Be careful! 


This is a very simple scenario if you ignore the Clan’s supply containers and stick 
strictly to the task of destroying the Power Generators. However, the plan outlined 
below involves taking over most of these containers for extra salvage—trust us, the 
salvage is worth it. 


Recommended Forces 


You should pack a few large "Mechs into your 200-ton drop limit instead of several 
small Mechs. These large Mechs should be able to withstand the punishment dealt 
out by the heavy-hitting enemies you’ll encounter in this mission. 


Also, try to include lots of energy weapons in your ’Mechs’ payloads. There are 
lots of minor targets in this mission, and lots of opportunities to waste ammunition. 
If you do choose to pack weapons that run out of ammo quickly, try to concentrate 
them on one particular 'Mech and don't let it fight minor threats such as vehicles and 
Turrets. Instead, save its ammunition for enemy 'Mechs. 


Optionally, use heavy-hitting, ammo-intensive weapons, and bring along a 
Refit Truck. 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


Fig. 7-3. Battle Map of Mission 2-2. 


CHAPTER 7— OPERATION 2: 


Strategy Blueprint 


From your drop point, proceed north along the path drawn on your Battle Map. By 
dodging the road, you'll avoid a pair of Bulldogs. 


Proceed to the spot marked “Container, SRM Carriers, Strikers.” Destroy the 
vehicles you find there and capture the Container for loot. 


Move on to the next Container, which is guarded by a lone Centurion. Repeat 
the process. 


Now dip back to the south and visit a Container guarded by three Harassers. If 
you don’t venture foo far south you won’t rouse the Bulldogs parked on the road—but 
you'll probably end up fighting a pair of Strikers parked nearby. Capture the Container 
when you're done fighting. 


Loop back to the north, still following the path marked on your Battle Map. 
Follow the path carefully to avoid the small minefield located nearby. Destroy any 
Perimeter Alarms you encounter along the way, or else several unmanned vehicles at 
the Vehicle Base will come after you. 


You'll now encounter the spot labeled “Defenses” on your map. It consists of a 
couple lines of Turrets, a pair of Bulldogs, a Striker, an SRM Carrier, and a Commando. 
Instead of charging into this area, pick away at the defenses and fall back when the 
Bulldogs attack. When all mobile defenses have been drawn out and destroyed, pick 
away the Turrets and proceed. 


North of the well-defended area is a cluster of buildings. Among these buildings 
is a Generator labeled “Main Power" (see Figure 7-4) guarded by a Catapult. Destroy 
the Catapult and the Generator. i 


Now follow the second path outlined on 
your Battle Map. It leads away from the main 
Power Generator across a long bridge, past a 
Rommel and an LRM Carrier you must destroy, 
and up to a base with another Generator (this 
one labeled “Auxiliary Power”). 


Follow the path slowly, and beware the 
tough strike force guarding the new 
Generator. It consists of a Hunchback, a 
Bulldog, and some SRM Carriers. Also, a small 
squad of Elementals will harass you as you 
close in on the Generator itself. 


And keep your eye on the nearby Fuel Fig. 7-4. Destroy the main Power Generator 
Tank farm, you may have the opportunity to апа half your work is done. 
make good use of it. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Once the defenders have been beaten, blow up the nearby auxiliary Power 
Generator and march your ’Mechs to the Extraction Point located somewhat to the 
southwest. The mission ends when all your ’Mechs are close to the Extraction Point. 


ТІР There's another Container Stack you can capture in the extreme 
northwestern part of the map. It’s guarded by a Bulldog and a pair of 
wv Harassers. We recommend avoiding this one because it’s off the beaten 
path, and your ‘Mechs will probably be battered by the time they've 
destroyed the two Power Generators. If you do indeed try to capture this 
final container, though, hug the coastline as you approach—otherwise 
you'll get caught in the little minefield marked on your Battle Map. 
If you have difficulty getting through this mission, try again 
and feel free to avoid some of the better-defended Container Stack (like 
the one guarded by the Centurion). Also, realize that most of the tough 
enemies in this mission can be defeated by specific tactics. Bulldogs and 
Hunchbacks can be picked apart at long range, and Catapults can be 
picked apart at close range. Try to exploit your enemies’ weaknesses. 
A final possible tactic is to use the projectile weapon/Refit Truck 
combination we've been mentioning all along. 


MISSION 2-3: DESTROY THE CONVOY 


our task is to efficiently destroy a lightly guarded Bondsman convoy. You'll be 
Үз on the other side of the river from the convoy, which is why Battalion 
recomends using jump-capable ‘Mechs. 
Bakersville, the nearby suburb, is reputedly seething with pro-Clan sentiment. 
Thus, you should be wary of hostile citizens. 


* Destroy the convoy. 


Overview 


At the start of this mission, your 'Mechs' sensors will detect the convoy on the oppo- 
site side of the river. The convoy’s ultimate destination is a small base in the southeast 
corner of the map. 


CHAPTER 7—DPERATION 2: ! 


Figure 7-5. Battle Map of Mission 2-3. 


Although the mission briefing recommends using jump-capable 'Mechs, this is 
unnecessary; the Strategy Blueprint explains how to beat the missions without a 
single jump-capable 'Mech. There are bridges leading across the river near the south- 
east corner of the map. Your task is to lead your 'Mechs to these bridges and have them 
cross, then intercept the convoy before it reaches the base. Loitering isn't a good idea, 
but the convoy isn't terribly fast—so you don't have to worry about getting outrun. 
Just make sure you keep moving toward your goal. 


The convoy itself is lightly guarded by a Rommel, two Strikers, an Aerospace 


Spotter, two Cougar-Js (that may jump across the river to attack you if you walk along 
the shore), and two Hunchback IIc-Ws. It’s possible to destroy all enemy units that 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


guard the convoy, but this is difficult to do without letting a Truck sneak past you. 
Thus, Trucks are your primary concern. 


Recommended Forces 


Your Drop Weight Limit is a substantial 300 tons. As mentioned above, jump "Mechs аге 
not necessary or even advisable for this mission. Instead, take several medium to heavy 
"Mechs with potent weapons. Speed shouldn't be an issue as long as you don't loiter. 


You have two small artillery strikes, one Sensor Probe, and one Camera Drone 
for this mission. 


Strategy Blueprint 


Your Force Groups are dropped side by side. Unless you decided to try using jump- 
capable 'Mechs, have your 'Mechs stay clear of the river and head southeast along the 
path indicated on the Battle Map. 


ТІР /f you hurry, you can run your forces up to the riverbank as soon as 

wv they're dropped and target one of the enemy BattleMechs guarding the 
convoy. You'll probably be able to destroy the 'Mech you target. Note 
that if you fire at a Cougar, it may jump across the river to get a better 
shot at you. 


If you do decide to take potshots at the enemy, just be sure not to 
waste too much time doing it. Remember, you're under time pressure 
to head off the rest of the convoy. 


Send your 'Mechs southeast along the path shown on the Battle Map. They'll 
soon come across a swarm of Savannah Masters. It’s not necessary to stop and fight 
them; your 'Mechs will destroy them as they pass by. 


Next your forces will approach the Sensor Tower indicated on the Battle Map. 
Here they're met by several enemy vehicles: two Bulldogs, two Strikers, one Saracen, 
and two Harassers. They won't cause you much trouble if you keep your 'Mechs 
together and concentrate your fire. 


After destroying the vehicles, keep following the path into the city. 


CHAPTER 7—OPERATION 2: 


As you enter the city, capture the Container Stack shown on the Battle Map. 


The city itself is occupied by several LRM Carriers. Keep your Mechs together 
and take the LRM Carriers out as you find them. Don’t be in so much of a hurry that 
you let your fastest Mechs get away from the slower ones; keep them all together for 
optimal firepower. 


The road leading out of the city is surrounded by gas tanks. Blow them up from 4 
a Safe distance. (If you don’t, the Aerospace Spotter ог the Striker just down the road 
will.) Alternatively, you could walk around the tanks to the south, but if you do you'll 
run into more LRM Carriers. 


As soon as the Aerospace Spotter marked on the Battle Map is visible, take it out. 
Then deal with the Striker. Once the enemy vehicles have been destroyed, capture the 
nearby Resource Warehouses shown on the Battle Map. 


Follow the road out of town. As you near the bridge, you’ll be greeted by a pair 
of SRM Carriers and a Rommel. Destroy them and proceed toward the bridge. 


TIP Around this time you should use your Sensor Probe on the dark area 
wv to the northeast. This will give you some advance warning of where, 
exactly, the convoy is located. 


There are three enemy vehicles to deal 
with on the other side of the bridge: a Bulldog 
and two Strikers. Instead of crossing the 
bridge, try to bait these vehicles into crossing, 
thus allowing your forces time to pick them off 
from a distance. If they don't take the bait, just 
charge all your 'Mechs across in a tight group 
and maximize firepower. 


On the other side of the bridge, follow 
the road north. You'll find a spot where the 
road proceeds through a short canyon seen in ERE 
Figure 7-6. This canyon is the perfect place to Fig. 7-6, Concentrate. on the trucks in the con 
stop and wait for the convoy. After your forces — rather than the escort ’Mechs. 
are in position, use your Camera Drone on the 
road to the north. This reveals the road, allowing you to accurately drop your small 
artillery strikes when the convoy enters the area. 


* BM. 


TIP Avoid the base marked on your Battle Map. It contains a pair of jump- 
wv capable Ravens; if you don't go near the base, the Ravens will leave 
you alone. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


The only significant structure in the base is a Gate Control. If you 
had a jump ‘Mech and wanted to be clever you could order the Меси 
to jump inside the base, capture the Gate Control, and thus effectively 
lock the convoy out of the base. 


The first member of the convoy to arrive is the Aerospace Spotter. Destroy it 
immediately, as it will start calling in air strikes if you don’t. 

As the rest of the convoy approaches, try to focus on the trucks as much as 
possible; destroy them quickly, then concentrate on 'Mechs and combat vehicles. 
Always target the convoy trucks that are farthest south. 


ТІР _ There’ a highly explosive Fuel Truck near the back of the convoy. 
Target it with weapons fire or an artillery strike, and you might 
s be able to take out a few nearby vehicles or ‘Mechs as well. 


You don't need to destroy the 'Mechs or combat vehicles guarding the convoy to 
complete the mission. When the last convoy truck has been destroyed, you win. 


MISSION 2-4: DESTROY THE 
HYPERPULSE COMMUNICATION DISHES 


ntelligence reports that an enemy communiqué requesting additional Jaguar forces 
|“ be sent from Hyperpulse Generators (HPGs) within a heavily fortified base at the 
edge of Yokohama. Your task is to destroy the HPGs before the message can be sent, 
thus ensuring that Jaguar reinforcements are not sent to Port Arthur. 
Your Force Groups will be dropped approximately 15 minutes before the HPGs 
power up to send their message. If you fail to destroy the HPGs before the 15 minutes 
elapse, you fail the mission. 


* Destroy Smoke Jaguar Hyperpulse Generators. 


Overview 


This mission can be played as a full bore slugfest or a quick raid. The Strategy Blue- 
print explains the former course of action, though the latter is also feasible. Your 


CHAPTER 7— OPERATION 2: SKYHDUK — 


Hunchback, 
Uller, 
BS SRM Carrier МИ 


Resource 
Warehouse 


Figure 7-7. Battle Map of Mission 2-4. 


BattleMechs start out at a point southwest of the base, and they can either march 
straight up and conquer it, or circle around back and attack from the rear. 


Though this is a timed mission, the clock should not be a limiting factor. Even 
if you proceed at a fairly leisurely pace, you'll be able to finish well ahead of schedule. 


Recommended Forces 


Your Drop Weight Limit is a massive 400 tons. Thus, you’ll probably be using most of 
the "Mechs in your possession. If you haven't already bought an Atlas or similarly 
heavy 'Mech, we recommend that you buy one now. 


Don't worry about your heavy 'Mechs' lack of speed. As previously stated, speed 
is not vital in this mission. What's truly important is that you bring along massive 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


‘Mechs with serious punch, the better to squash the hordes of vehicles and 
BattleMechs you’ll encounter as you attack the base. Long-range weapons such as 
PPCs are preferred, since you’ll face numerous Strikers and LRM Carriers. 

Since this is a mission of full-scale combat, we recommend that you use most of 
your drop weight. Low-balling this mission too severely tends to result in extra casu- 
alties, and ends up costing you more than you save. 


You have two small artillery strikes and one Sensor Probe for this mission. 


Strategy Blueprint 


Both of your Force Groups are dropped at the same spot, on a road southwest of the 
city. Gather all your forces into one colossal group and march them slowly northeast 
toward the city. 

A light scattering of enemy vehicles is located inside the city. Capture the 
Resource Warehouse indicated on the Battle Map and march through the city, 
destroying enemy vehicles with concentrated fire. Move very slowly, concentrating on 
keeping your forces together. 

There are a number of Perimeter Alarms scattered throughout the city. Don’t 
destroy them. 


TIP 7e Perimeter Alarms “wake up” two groups of enemy forces within 

! the walled base you're trying to attack. One group consists of a 

wv Hunchback IIc, an Uller, and assorted vehicles. The other consists 
of assorted vehicles. All these ‘Mechs and vehicles are un-crewed as 
the mission begins. 

Theoretically if you destroyed all Perimeter Alarms you could 
then dash up to the base, break inside, and destroy these Mechs and 
vehicles before their pilots got to them. In practice, however, the pilots 
slowly filter into their Mechs and vehicles as the mission progresses, 
so you'd end up fighting most of them anyway. 

Feel free to take out the Perimeter Alarms and try a “mad dash” 
strategy, but this walkthrough recommends a slow, grinding assault, 
in which you'll actually benefit from setting off the alarms. 


CHAPTER 7—OPERATION 2 


Eventually the Alarms go off. Remain in the city, perhaps moving ever so slightly 
toward the base containing the Hyperpulse Generators. Vehicles and BattleMechs will 
pour out of the base and charge toward your ’Mechs. 


Deal with these enemies methodically, 
concentrating fire on one unit at a time. 
Killing enemies outside the base is much 
easier than rushing the base and attacking it 
while the enemies are still inside, because 
then you have to deal with walls and Turrets at 
the same time. 


Keep destroying "Mechs and vehicles, 
staying well away from the actual base. When 
no more mobile enemies are forthcoming, 
slowly approach the walled base and pick off 
the Laser and Cannon Turrets guarding the 
wall from long range. Then, blast a hole in the 
gate and march inside. A few LRM Carriers 
and other vehicles are still in there; use your 
artillery strikes to help destroy them quickly. 


і PRES 
Fig. 7-8. These Hyperpulse Generators are defended 
by walls. You can either shoot through the walls or 
capture the nearby Gate Control Buildings to open 
the gates. 

Once all vehicles in the base are gone, 
capture all available structures inside the 
base. This includes a number of structures 


containing salvaged parts. 


Finally, destroy both Hyperpulse Generators. The mission is a success when 
they’re both demolished. 


ТІР There is an alternate way of beating this mission. Immediately to 
wv the southeast of your ‘Mechs’ initial drop point is a path that leads 
through the forest. Have your ‘Mechs take this path until they reach 
a paved road, then take the road a few meters northwest. To the 
north you'll notice another path that leads the rest of the way 
around the base—it’s accessible if your forces destroy a few trees. 


This second path is guarded by a few Perimeter Alarms and 
Pop-Up Turrets, but little else. It leads all the way around to the 
very back of the base. 


Have your ‘Mechs follow this path, then punch a hole in the 
base's rearwall and dash inside as quickly as possible. They can 
destroy the MechWarrior Barracks inside the base to prevent a 
dangerous Hunchback Ис from powering up, then quickly destroy 
the HyperPulse Generators. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Fighting the rest of the enemy forces is not necessary; just destroy 
the Generators and you'll win. 

Some players may prefer this mode of attack, but bear in mind 
that it isn't perfect. You'll miss out on some valuable salvage if you go 
right for the Hyperpulse Generators, and if you aren't fast enough it's 
easy to get swamped by the base's multiple defenders. 

Alternatively, you can slug it out and try to destroy all defenders, 
then carefully chisel away at the Hunchback IIc in hopes of salvaging it. 


MISSION 2-а: INTERCEPT THE TRAIN 


vital Jaguar supply train is moving through the area, escorted by a contingent of 
Ae BattleMechs. Furthermore, additional forces have been deployed along the 
route the train will take. 


Your task is to destroy every car in this train before it reaches its destination. 
e Intercept and destroy the enemy supply train. 


Overview 


From your starting position, there are three ways to get to the train tracks. The 
southern route has one Centurion stationed near the river as shown on the Battle 
Map. Unless you feel the need to gamble and try for lots of salvage, this route is not 
recommended. You'll need healthy 'Mechs to deal with the substantial guard escorting 
the supply train. 

The middle route follows the road as shown on the Battle Map. If you take this 
route, five Rommels await you on the opposite side of the bridge. They are much less 
damaging to your 'Mechs than the Centurions, and destroying them should not be a 
problem. This is the route recommended in the Strategy Blueprint. 


The northern route, while completely unguarded, forces your 'Mechs to walk a 
good distance and takes them quite far north while the train is busy heading south. 
Thus, taking this route results in a mad dash to catch up with the train. 
Theoretically, you can take this route and destroy the entire train quickly, but in 


CHAPTER 7— OPERATION 2: 


Figure 7-9. Battle Map of Mission 2-5. 


practice it’s hard to catch up—and when the train reaches the Rommels you'll have 
yet another set of headaches. 


There are seven ’Mechs escorting the supply train: four Ullers and three jump- 
capable Hunchbacks. Because it takes a while to destroy that many enemy ’Mechs, it's 
a good idea to destroy the train engine as soon as possible. This causes the rest of the 
train to derail so you can deal with it at your leisure. 


Recommended Forces 


Your Drop Weight Limit is 240 tons, and there’s only enough DropShip slots for eight 
'Mechs. You will need medium to heavy ’Mechs for this mission. 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


You'll probably want to use as much tonnage as possible. This is a combat- 
intensive mission. 


You don’t get any artillery strikes for this mission. 


Strategy Blueprint 


As you begin the mission, your Mechs’ sensors will pick up three Hunchback-Js to the 
north, as shown on the Battle Map. However, the Hunchbacks soon begin to run and 
jump toward the east. There's not too much you can do with them now; you'll meet 
them later as they escort the train south. 


From your drop point, send your 'Mechs southeast along the path drawn on your 
Battle Map. They'll soon run into the road. Follow the road until your 'Mechs reach 
the bridge. 


There are five Rommels waiting for you on the other side of the bridge. However, 
they are no match for your 'Mechs. Bait them into crossing the bridge, and you'll have 
an easy time destroying them. 


ТІР /fyou have fast Mechs or good sensors, you may arrive at the bridge 

wv soon enough to also notice a group of four Ullers moving from south- 
east to northwest. Again, don't worry about them yet. You'll encounter 
them later as they guard the train. 


Once the Rommels are destroyed, proceed across the bridge and follow the road 
until you encounter the railroad tracks. Unless you wasted a lot of time getting there, 
the supply train will still be far to the northeast, out of sensor range. 


Head northeast along the tracks until you get to the point marked “Wait” on the 
Battle Map. This is an open area that will allow you some maneuvering room in the 
upcoming battle. Stay far enough away from the track so that you don't attract the 
attention of enemy 'Mechs sooner than you mean to. 


The next order of business it to stop the train by destroying the engine, as seen 
in Figure 7-10. This will derail the rest of the cars, which you can destroy at your 
leisure once you've taken out the enemy 'Mechs. 

The four Ullers and three Hunchbacks guarding the train will now attack. They 
can deal quite a lot of damage to your forces, so it's important to use concentrated fire 


CHAPTER 7— OPERATION 2 


to eliminate first one Mech and then another. 
Move damaged ’Mechs toward the rear of the 
fight to keep them alive. 


If you're skillful and lucky, you'll be able 
to beat all enemy 'Mechs with all of your 
'Mechs and pilots more or less intact, 
although a few of them will probably have 
taken a serious beating. 


Once the enemy 'Mechs are destroyed, 
methodically destroy any remaining railroad 
cars. The mission ends when the last one is -o 
demolished. i WBF A 
Fig. 7-10. Take out the train engine, and the rest 


MISSION 2-6: CAPTURE AND ена erste Now you don't have to worry 
DEFEND THE BASE 


our task is to capture an enemy base at Serpent Bay and defend it against possible 
| ЕН This mission requires precise timing: You’ll fail if you don’t manage 
to capture the Base HQ in under six minutes. 

Note that since your task is to capture and defend the enemy base, it’s better to 
capture resources such as Sensor Tower Control Buildings and Turret Control Towers 
than to destroy them outright. If left intact they can be put to use on your side. 

e Capture enemy Base HQ 
• Defend HQ from counterattack 


Overview 


This is not a terribly difficult mission if you approach it methodically. It may be a bit 
different than you expected, however: The act of capturing the base, which you might 
have expected to be very difficult, isn’t really so tough. The trick lies in defending the 
base against the swarms of attackers who seek to destroy it. 

The plan outlined in the Strategy Blueprint calls for a bit more legwork than 
absolutely necessary, but by scouring the map and destroying potential threats while 
they’re still good distance from the base, you can make defending the base signifi- 
cantly easier. 

There are several ways to approach this mission. We’ll discuss one of them thor- 
oughly in the Strategy Blueprint, and suggest a second strategy as well. 


Recommended Forces 


You get to carry 400 tons of power on this mission. You can low-ball it by 30 tons or 
so, but beyond that you might be asking for trouble. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Figure 7-11. Battle Map of Mission 2-6. 


CHAPTER 7— OPERATION 2 


Most of your 'Mechs can be relatively slow, heavy sluggers (though Atlases are а 
trifle too slow). At least one, however, should be extremely quick—an Uller or Cougar 
is recommended. 


Long-range weapons are good for this mission, since you'll be facing enemies 
that are more intent on attacking your HQ Building than your 'Mechs. Long-range 
weapons allow your 'Mechs to engage the enemy early, and continue to pepper them 
as they try to run past your forces. 


You get two small and two large artillery strikes for this mission. 


Strategy Blueprint 


Force Groups 1 and 2 are dropped to the same spot on the map. Immediately gather 
all your 'Mechs and guide them along the path drawn on the Battle Map. 


TIP Move quickly. If you delay too long, forces from distant corners of the 
map will converge on the base and make your task far more difficult. 
Y Also, the clock is ticking. 


As you follow this path, stay as far away from the base as possible. Destroy any units 
that spill out of the base; it's defended by an Uller, a trio of Rommels, and four Harassers. 


Quickly proceed to the spot marked Commandos and destroy the pair of 
Commandos you find there with concentrated blasts. 


Now send your 'Mechs northwest to the spot marked “Strikers.” There, you'll 
encounter a trio of Strikers. Also, any base defenders you didn't fight earlier are likely 
to spill out and attack you here. Remain outside the range of the base's Cannon 
Turrets as you fight them. 


Remain outside the base until you're à 
quite sure every defender (or almost every > 
defender) has left. Then have a single light 
'Mech dash inside the base at full speed and 
capture the Turret Control Towers at the 
center of the base (see Figure 7-12). The 
Turrets are now yours. Also have the 'Mech 
capture the Sensor Control Tower. 


Look at the clock. If you still have over a 
minute left, don’t capture the HQ Building 
yet. Wait until your time is almost up, thus 
giving your other 'Mechs time to destroy the 
J. Edgars and return. 


Fig. 7-12. Here's the center of the base. You'll 
to enter the base itself from the west, then ci 
to the east to get up the base's central hill. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Meanwhile, have the remainder of your Mechs proceed south toward the spot 
marked “J. Edgars” at that spot, or somewhere along the road leading to down it. 
Destroy all the tanks you find there and send your ‘Mechs back up to the base. 


Your captured Sensor Towers will soon give you a view of approaching forces: two 
Hunchback ITs from the northwest, and a pair of Hollanders and trio of Centurions 
from the northeast. Use your artillery strikes to slow down the enemy. 


Have all your "Mechs stand somewhat north of the base. Be sure they're far 
enough away from the base that they can initiate combat with the enemy well before 
the bad guys get within shooting range of your Base HQ. Meanwhile send a small, fast 
'Mech to scout the area north of the base so that you can see the enemy approaching 
well ahead of time. 


As the enemy 'Mechs approach you must do your best to destroy them quickly with 
artillery strikes and concentrated fire. (The Hunchbacks are slowest and thus most 
vulnerable to artillery.) At the very least, engage each enemy in combat so it doesn't 
attack your HQ. The Hollander IIs are your top priority, as they're reasonably fast and 
contain potent long-range Gauss Rifles. They're also very concerned with destroying 
your base, while other 'Mechs such as the Hunchbacks are more interested in combat. 
Take the Hollander IIs down quickly, therefore, or they'll make short work of your HQ. 


ТІР /fyou manage to destroy all but one of the enemy, try to disable the last 
wv one by targeting its legs. Then, if you succeed in shooting a leg off and 
^ the enemy no longer presents a threat to your base, send a few Mechs 
north to the spot labeled *Hollanders, Centurions, Container Stacks" 
on your Battle Map. Capture the structures you find there for extra 
salvage—but beware the Bulldogs you'll encounter along the way. 


That's the essence of the mission. The toughest part is destroying 'Mechs effi- 
ciently so they can't demolish your HQ. If you fail, try again and this time try to meet 
the enemy farther north, well away from the base. 


TIP 


v 


CHAPTER 7—OPERATION 2: 


If you want to approach the mission in a different way, try this. 


At the mission’s start, immediately send your ‘Mechs north to the 
middle of the map, where a trio of Bulldogs guard two bridges. Destroy 
the Bulldogs with concentrated fire, then destroy the bridges as well. 
Now return to the base, clean out the defenders, and take it over. 


Now, when you capture the HQ Building, you'll have to watch out 
for the Commandos and J. Edgars coming up from the south. This 
forces you to scramble your forces a bit more in order to cover all 
sides of the base. However, there's a major benefit to this strategy: The 
Centurions approaching from the north can't jump, so they can't cross 
the bridges you destroyed. Thus, you don't need to deal with them to 
win the mission. 


CHAPTER 8 


OPERATION 3: 
VANGUARD 


Y ow begins Operation Vanguard, the boldest set of missions to date. 

N Yankee Company has been severely damaged and is in the process of 

rs, and so it’s up to Zulu Company—your company—to strike 

у і fo Clan territory and liberate the pivotal city of Affendale. The 

vi no doubt be surprised by the decisiveness of the strike, but that's 
that they'll roll over easily. Far from it; expect a tough fight. 


CHAPTER 8—OPERATION 3: 


MISSION 3-1: ESCORT MEDICAL CONVOY 


edical supplies are urgently needed at Field Hospital Delta. A convoy of ambu- E 
M lances has been loaded with the necessary supplies, but their path is exception- — — 
ally dangerous—it involves following a paved road in Jaguar territory. t 


The ambulances have orders not to stop regardless of any dangers on their route. 
Your mission is to ensure that at least two ambulances make it to the hospital. 


e Escort at least two ambulances to the hospital. 
e Escort five ambulances to the hospital (secondary). 


Force Group 1 
e 


"A 


Fig. 8-1. Battle Map of Mission 3-1. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Overview 


Your 'Mechs all start out very close to the ambulances. The ambulances themselves 
follow the paved road shown on the Battle Map. Your 'Mechs must stay slightly ahead 
of them at most times in order to clear the way. 


A number of attackers coming from both front and back will do their best to 
sabotage the ambulances during the later stages of the mission. The walkthrough 
presented under Strategy Blueprint offers tactics to deal with these two-front attacks, 
but executing these tactics requires good timing. 


Make no mistake, this is a very difficult mission. You may need to attempt it 
more than once to learn the exact timing of the enemies' approaches. 


Recommended Forces 


You're allocated 150 tons for this mission, and you'll need it all. Since timing is impor- 
tant in this mission, you'll want 'Mechs that can move fairly quickly. Cougars and 
Ullers are a good choice. They're fast, yet they can carry an impressive arsenal. 


If you send one or two slower but more powerful 'Mechs, such as Hunchbacks, 
you can still finish the mission, though the slower 'Mechs tend to lag behind at the 
times when you need them most. Stick with the little 'Mechs and load them up with 
the best available weapons. Be sure to have a number of short-range weapons, though 
mid-range and long-range weapons are fine as well. 


You have four small artillery strikes and a Camera Drone for this mission. 


Strategy Blueprint 


Your 'Mechs and the ambulances start in the northeast corner of the map. Group all 
your 'Mechs together immediately and head down the road without waiting for the 
ambulances. The first enemy units you'll encounter are two Firestarter-/s and one 
Commando-J. Using concentrated firepower, you should be able to destroy them 
quickly and without much trouble. 

Once you have dealt with the jump 'Mechs, continue down the road. Soon you'll 
come upon two Rommels. Again, these are not a problem and your 'Mech Group can 
destroy them easily. 


CHAPTER 8 — OPERATION 3: 


When the Rommels are gone, continue following the road. On the north side of 
the road are two Aerospace Spotters. Destroy them as quickly as possible. Keep your 
'Mechs moving while you attack, as the Aerospace Spotters will waste no time calling 
in air strikes. Pun 


At this point in the mission, it's most efficient to split up your forces. 


Break off your fastest 'Mech and send it 
southeast toward the Mobile HQ shown on the 
Battle Map. Have it chase down the Mobile HQ 
(seen in Figure 8-2) and capture it as quickly 
as possible, then return to the main group. 
Allow the main group to continue down the 
road instead of waiting for this 'Mech; it can 
catch up eventually. 


Once the Mobile HQ is captured, you'll 
be able to see a small group of 'Mechs waiting 
in ambush farther down the road. It consists 
of a pair of Ullers; their position is shown on 
the Battle Map. Immediately use all four of 
your small artillery strikes on them. 


Fig. 8-2. Capture the Mobile HQ quickly, before 
it can go too far south. 


TIP 7e artillery strikes will damage the Ullers and soften them up. They 
wv also alert the Ullers to your presence and cause them to attack earlier 
l than they otherwise would. This is good, because if you don’t use 
artillery strikes they attack much later while you're fighting a 
Vulture—and if they attack then, they’re too much to handle. 


Have your ’Mechs continue down the road and deal with the Pop-Up Turrets 
noted on your Battle Map. There are three of them; destroy each of them in turn, | 
staying out of range of the others until you are ready to deal with them. а ur 


Have the 'Mechs continue down the road into the City area marked on the Battle p А 
Мар. In the City area, there’s a row of barrels set up across the roadway as shown on 
the Battle Map. Destroy it and begin firing at the trees that flank the road nearby. 

Swarms of Elementals are hiding in the trees near the City, and you can see them 
if you look closely. Keep firing at different parts of the trees until you activate them, 
then destroy them when they rush out. 

Now send your 'Mechs down the road once again. Two LRM Carriers are parked 
on either side of the road (see the Battle Map); destroy them as quickly as possible. 

Any Ullers from the group on which you previously used your artillery strikes 
will probably choose this time to attack. Run down to meet them and finish them off 


MECHCOMMANDER: 010 — РЕІМА З OFFICIAL STRATEGY GUIDE 


as quickly as possible. Then send all but your smallest Mech back north toward the 
ambulances, because a Cougar will try to sneak in from behind and destroy your 
ambulances from the rear. 


TIP You may experience slight differences in the timing of the Uller attacks, 
depending on exactly where the ambulances are and where your 
‘Mechs are. We can't anticipate every possibility, so just remember this: 
The Ullers you struck with your artillery earlier will attack from the 
south somewhere around this time, and a lone Uller will try to attack 
the convoy from behind shortly thereafter. Your job is to take out the 
southern Ullers first, then go take out the sneak attacker. 


Have your larger 'Mechs destroy the lone sneak-attacking Cougar while your 
smallest 'Mech stays with the convoy. Then have your large 'Mechs rejoin the convoy 
as quickly as possible after they've dispatched the Cougar. 


If you haven't destroyed the LRM Carriers noted on the Battle Map, head down 
the road until you find them and take them out now. If you already did, just continue 
down the road. 


The next enemy units you come across are two Armored Cars. Of course these 
pose no threat to your 'Mechs, and you can destroy them easily. The only trick is 
making sure your 'Mechs get there before the ambulances do, which is easy if you took 
out the Ullers efficiently. 


The next and final enemy unit you come upon is a Vulture-A. If your 'Mechs are 
in reasonably good shape, you'll be able to take out the Vulture without losing any 
'Mechs. Remember that you can kill a Vulture very swiftly by crowding up so close to 
it that it can't fire its LRMs at your 'Mechs. (The LRMs have a minimum range, inside 
which they can't target anything.) 

You may not have killed the Vulture by the time the ambulances get close to it, 
but if you're harassing it with your 'Mechs, it won't bother to target the ambulances. 

Once the Vulture has been destroyed, there are no more obstacles for the ambu- 
lances. Wait for them to reach the Extraction Point shown on the Battle Map, and 
you've completed the mission. 


S v 


CHAPTER 8 —OPERATION 3: 


TIP Remember, timing is everything in this mission. If you fail, try to move 
faster next time and keep a better lookout for sensor contacts. You have 
a Camera Drone at your disposal; use it if you think it'll help. 


MISSION 3-2: DESTROY ENEMY COMMAND UNIT 


ondsman Major Piotrev’s Command Unit is heading toward a Repair Base in the 
Jaguars’ rear area after a particularly tough battle. Your task is to preemptively 
take over the Repair Base and greet the Major when he arrives. 


Also, you are to destroy two Industrial Complexes located inside the base that are 
fabricating spare parts. 


Before taking over the Repair Base, you should cut off the primary power to the 
base’s Turrets. The power source is a geothermal power plant located east of the 
base itself. 


e Destroy two Industrial Complexes. 
e Destroy Major's Unit. 
е Destroy primary Turret power. 


Overview 


You have two main objectives in this mission: take over the Repair Base and defeat the 
Major’s Command Unit. Fortunately, the base has Mech Repair Bays. These buildings 
allow you to repair any damaged BattleMechs before facing the Command Unit. If 
you're careful, the mission will be easy to complete. 

The Command Unit approaches the Repair Base after approximately 10 minutes. 
You should have more time than you need to prepare for its arrival. 


Recommended Forces 


You have a drop limit of 300 tons and eight ‘Mechs. You want to use as much tonnage 
as possible, as this is a tough mission. We recommend heavy, ammo-intensive weapons. 


Though most of your Mechs should be large, we recommend that you bring 
along one very small, light Mech as well. An Uller is ideal. 


You have one small artillery strike and one Camera Drone for this mission. 


Strategy Blueprint 

From the drop point indicated on the Battle Map, send all your Mechs southwest along 

the indicated path. The first units you'll encounter are a pair of Strikers, an Aerospace 

Spotter, and a Mobile HQ Vehicle (noted as "Assorted Vehicles" on the Battle Map). 
The first order of business is to destroy the Aerospace Spotter and eliminate the 

threat of air strikes. The Mobile HQ Vehicle takes off to the south the minute your 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Fig. 8-3. Battle Map of Mission 3-2. 


"Mechs open fire; assign your smallest, fastest "Mech to hunt it down and capture it 
while the other 'Mechs fight. When you capture it, the Repair Base will become visible 
on your map. 


CHAPTER 8 — OPERATION 3: 


Next, head southwest toward the spot marked “Primary Turret Power” on the 
Battle Map. You’ll have to destroy several Pop-Up Turrets guarding the borders of the 
base. Do not destroy the primary Turret Power Generator yet! Instead, leave your 
smallest "Mech behind, right next to the Generator. 


TIP You shouldn't blow up the Generator now, because the Turrets it powers 
wv only go off-line for a minute or so when it's destroyed. After a minute, 

: an auxiliary power source located inside the Repair Base kicks in, and 
the Turrets become fully functional again. Therefore, you don’t want to 
destroy the Primary Turret Power until your BattleMechs are in striking 
position, where they can capitalize on the temporary loss of power. 


Send the remainder of your BattleMechs toward the Repair Base, staying out of 
range of the Cougars as shown on the Battle Map. 


Once all of your units have reached the spot labeled “Wait Here” on the Battle 
Map, use the ‘Mech you left behind to destroy the primary Turret Power Generator. 
Send your remaining 'Mechs into the base as soon as the Generator is destroyed. Have 
them target enemy 'Mechs and vehicles but not Turrets. 


Several Clan units are waiting for you inside the base, including two Ullers, five 
Condors, a Saracen, and an SRM Carrier. If you didn't capture the Mobile HQ Vehicle 
before, it'll be in the base now as well. 


The base's Turrets will be off-line only for a short time. To create an advantageous 
battleground for your units, take over the nearest Turret Control Tower as quickly as 
possible, then have your 'Mechs huddle near the Turrets that Tower controls. Unless 
you are ruthlessly efficient, the Turrets will come on-line before you have taken out 
all of the enemy units in the base—so your 'Mechs should stay near the Turrets they've 
captured and avoid the ones they haven't. 


Once all mobile enemy units are destroyed, run your 'Mechs around the base and 
capture all remaining Turret Control Towers. Try not to destroy the Turrets you 
haven't yet captured; they'll help you out once the Command Unit arrives. 


ТІР You can also have your light ‘Mech run into the base at this time. 
wv Make sure that it avoids the Cougars marked on your Battle Map. 


When all Turret Control Towers are in your possession, capture the two 'Mech 
Repair Bays and the Container Stack located inside the base. Start repairing your 
'Mechs. Remember that the Repair Bays replenish ammo as well as armor, so even 
'Mechs with little apparent damage should repair themselves. 

The next step is to wait for the Major's Unit to arrive. Gather your 'Mechs near 


the middle of the base. The Major's Command Unit approaches from the southwest 
and enters the base through the south entrance. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР /fyou want to do a little preemptive damage, send your fastest "Mech 
wv (with sensors) through the southern entrance until it picks up the 
à approaching ‘Mechs with its sensors. Have your ‘Mech return to the 
base when sensor contact is made. Then, when the Command Unit 
comes into visible range, drop your lone artillery strike in its path. 


yi б E "Y t : 

Fig. 8-4. The southern edge of the base has the 
most Missile Turrets, so that’s where you should 
try to fight the Command Unit. 


The Major’s Unit consists of one 
Awesome-A (moderately damaged) and four 
Jagermechs (two jump-capable, one Weapons 
variant, and one Armor variant). Ideally, you 
should engage the enemy only after the 
Missile Turrets have fired a salvo at them. 
Then, before they can destroy any Turret 
Control Towers, attack. 


While you engage the enemy ’Mechs in 
battle, try to keep your units near the 
southern edge of the base. That’s where you 
have the highest concentration of Missile 
Turrets to contribute to your cause (see 
Figure 8-4). 

Once the enemy ’Mechs are destroyed, 
you can demolish the two [Industrial 
Complexes located inside the base and you'll 
win the mission. 


ТІР /fyou want to save on repair bills for the next mission, send your 
BattleMechs into the Repair Bays after fighting the Command Unit 
but before destroying the Industrial Complexes. 


CHAPTER B—DPERATION 3: VANGUARD 


Boe oa 


MISSION 3-3: CAPTURE ENEMY CONVOY 


he Clan is moving seven supply trucks loaded with valuable cargo through the 
Kenuk river region near Affendale. 
Your job is to capture as many of those supply trucks as possible, thus making 
your attack on Affendale easier. You need to capture a minimum of four trucks, but 
you'll be generously rewarded if you manage to capture all seven. 


e Capture four supply trucks. 


e Capture all supply trucks for extra Resource Points. 


Fig. 8-5. Battle Map of Mission 3-3. 


MECHCOMMANDER: 010 — PRIMAS OFFICIAL STRATEGY GUIDE 


Overview 


In this mission, there are seven supply trucks to capture. They start out as one large 
group on the eastern edge of the map, but quickly split into three separate groups. 
This makes them difficult to catch. 


There are three paths that the trucks can follow to escape. These routes include 
the road that disappears off the northern edge of the map, the road that disappears off 
the western edge of the map, and the road that disappears off the southern edge of the 
map. Fortunately for you, both the northern and western exits require the supply 
trucks to cross bridges. Your goal, therefore, is to destroy all bridges on the map, thus 
forcing the trucks toward the southern exit, where your Mechs can simply wait for 
their arrival. 


Recommended Forces 


You’re allocated 300 tons for this mission. We recommend that you take a mix of heavy 
and medium ’Mechs to drop in Force Groups 1 and 2, and a light, fast Mech to place 
in Force Group З. Make sure you place the fast Mech in Group 3! 

Energy weapons, such as Large Lasers and PPCs, are desirable for this mission. 
These weapons have the punch required to quickly dispatch the escorts guarding the 
supply trucks, yet won’t run out of ammunition at critical junctures. 


You have two small artillery strikes and two Sensor Probes for this mission. 


Strategy Blueprint 


Force Groups 1 and 2 are dropped next to one another, while Force Group 3 is dropped 
on the other side of the river. As mentioned previously under Recommended Forces, 
you should have deployed your fastest 'Mech in Force Group 3 and all the rest in Force 
Groups 1 and 2. 

Send the Force Group З "Mech northeast along the nearby road, ignoring the 
Striker and J. Edgar parked on a nearby hill. This 'Mech's task is to reach the map's 
northernmost spot labeled *Destroy Bridge" on the Battle Map. It needs to hurry. 


CHAPTER 8 — OPERATION 3: 


Meanwhile, move the rest of your Mechs south, following the path indicated on 
the Battle Map. Once those 'Mechs are in motion, you should concentrate on making 


sure that Force Group 3 reaches the northern bridge. paler Saee 
Once the Force Group 3 'Mech has sighted the northern bridge, send it back to ВО ча o 

its original drop point and from there have it rejoin the other 'Mechs, continuing to 

ignore the Striker and J. Edgar. e 
Drop both of your small artillery strikes on the bridge your light 'Mech just Pas 


exposed, destroying it. 
While your scout 'Mech is returning from its mission, continue to advance the 
rest of your forces south until you reach the spot marked "Base". 


There is one Turret Control Tower in 
this base, controlling a number of damaging 
Cannon Turrets. Destroying the Control 
Tower will disable the Turrets much more effi- 
ciently than destroying each Turret in turn. 
There are also a number of Laser Turrets with 
no apparent control. These will have to be 
destroyed individually. 


There are also two Rommels located in 
the southern part of the base. Destroy them as 
well. After the Turrets are off-line and the 
Rommels are destroyed, capture the Com- 
ponent Warehouse located in the base itself. 


Fig. 8-6. Destroying the Turret Control Tower is the 
By this time your scout 'Mech should most efficient way of disabling these particular Turrets. 
have returned from its mission. If either the | A 
Striker or the J. Edgar are still giving it chase, have your main 'Mech force destroy 4 05 
them. Then destroy the map’s central bridge with concentrated weapons fire. | 


Group all of your 'Mechs together in one huge Force Group. At this point there 
should be only one bridge left on the map—the southern one. Have all your 'Mechs 
cross the southern bridge. 


Once all your 'Mechs have safely crossed the bridge, destroy it. Now the only 
escape route for the Trucks is the road leading south. 


Gather your ’Mechs at the spot labeled “Wait Here” on the Battle Map, then use 
Sensor Probes to locate the nearest group of supply trucks. Feel free to move out to 
intercept them, but don't get so far out of position that subsequent groups can sneak 
past your forces. 

This first convoy group contains an SRM carrier, a Rommel, a Hunchback Пс, 
and three supply trucks. Destroy all the defending units and then capture the two 
supply trucks. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Soon the second convoy group will arrive. (You'll see them well in advance 
because your Force Group З "Mech already explored the area they're coming from.) 
This second group contains a Cougar, a Rommel, a Striker, and two supply trucks. 
Again, take out all of the defending units and then capture the Trucks. 

When the second group has been dealt with, look for the third group. This group 
consists of two Cougars, a Rommel, and three supply trucks. Once you have taken care 
of this group, you win the mission. 


MISSION 3-4: LIBERATE REEDUCATION CAMP 


our mission is to rescue loyal Inner Sphere warriors from a “Reeducation Camp” 
Y: the Mayan Canyons. This will be complicated somewhat by the mazelike quality 
of the canyons. 
Even as you try to capture the Reeducation Camp's HQ Building you'll need to 
guard your Field Base from enemy patrols. This will require you to divide your forces, 
which may cause difficulties despite the large drop weight allotted for this mission. 


* Capture Reeducation Camp HQ Building. 
* Defend Field Base HQ Building. 


Overview 


In this mission, you must defend your own base and capture the enemy base. This 
means you'll need to divide your forces into two groups. Fortunately, you have more 
than enough drop weight allotted to get the job done. 


You have 12 minutes to get to the enemy base and take over the headquarters. You 
should have no trouble reaching the base in time if you proceed at a reasonable pace. 


There are several routes you can take to reach the enemy base, and your forces 
are strong enough to brave any of them. However, the northernmost path is the 
simplest and gets you to the enemy base with plenty of time to spare. This is the path 
recommended in the Strategy Blueprint. 


If you take long enough to capture the enemy base, many of the enemy units 
shown on the Battle Map will mobilize and gradually make their way toward your Field 


CHAPTER 8 — OPERATION 3: 


TNT ANS? 


Fig. 8-7. Battle Map of Mission 3-4. 


Base HQ Building. As long as you proceed at a reasonable pace, though, you'll 
complete the mission before most of these units decide to attack. 


Recommended Forces 


You are allowed 425 tons in this mission, but only eight Mechs. We recommend that 
you take two heavy, slow ’Mechs to guard your base and six relatively fast Mechs to go 
after the enemy base. Blazing speed isn’t crucial, but moderate speed is useful. 


You have one small and one large artillery strike on this mission, plus one 
Sensor Probe. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Strategy Blueprint 


Your units begin the mission just outside your Field Base in the southwest corner of 
the Battle Map. Divide your forces into two groups: Two large, sluggish "Mechs that 
will stay behind to guard the base, and a number of faster Mechs that will assault the 
enemy Base HQ. 


Send the two big defending 'Mechs into the Field Base itself. Then group the 
remaining fast 'Mechs together and send them north along the path illustrated on the 
Battle Map. 


As you head north, you'll need to burn down a row of trees blocking your path. 
Once the trees are gone, continue north to the top of a hill. Here you're likely to meet 
three jump-capable Ullers and two LRM Carriers. At some point, these enemy units 
will be in motion and, depending on how quickly your forces arrived at the hilltop, 
none, some, or all of the aforementioned units will be waiting there for you. 


Keep an eye out for these units if you don't find them on the hilltop. If you don't 
destroy them, they'll eventually head toward your base, where your two defenders will 
need to deal with them. 


Once the Ullers and LRM carriers have been destroyed, head east along the path 
drawn on the Battle Map. You won't encounter any more enemy units until you reach 
the enemy base. 


About this time, two Cougars and two Ullers approach your Field Base from the 
east; their path is drawn on the Battle Map. Your pair of defending 'Mechs should inter- 
cept them before they can do much damage to your HQ Building. (If you take too long 
to capture the enemy Base HQ, a pair of Rommels also will attack along this path.) 


Your base has a few Turrets for defense, so wait for the enemy to get within Turret 
range before advancing your defenders to fight them. The four enemy 'Mechs tend to 
stand in a tight cluster and fire at your forces; this is the perfect opportunity to use an 
artillery strike or two to soften them up. 


| 


CHAPTER 8 — OPERATION 3: 


ТІР Neither the forces at the enemy base nor the forces attacking your 
base are overwhelmingly tough, but both require your attention. 
Therefore, you don't want to be fighting them both at the same time. 
It may be beneficial to wait to attack the enemy base until the coast is 
reasonably clear near your own base. 


When the 'Mechs attacking your base have been taken care of, it's time to attack 
the enemy base. 


Several Turrets surround and stand inside the enemy base. You can disable them 
by destroying the Turret Control Tower located at the base's southern end. Several 
enemy units are also present, including three Bulldogs, two Rommels, a Cougar, and 
two Ullers. Although this sounds like a lot to deal with, the enemy units are somewhat 
spread out. You'll be able to destroy some of them before the others come into range. 

As always, use concentrated fire to destroy the nearest enemy and then move on 
to the next. Once all enemy units are destroyed, capture the Component Warehouse 
for salvage. Then capture the HQ Building to win. 


MISSION 3-3: DEFEND ALLIED SUPPLY BASE 


Clan force is marching on a pivotal supply base near the embattled city of 
Де The defense force already stationed there is minimal, апа your unit is 

the closest one in the area. Thus, you’re tasked with defending the base from the 
Clan onslaught. 

Your primary goal is to defend the Base HQ, but secondary structures such as the 
Sensor Control Building and Turret Power Generators are vital to the base’s defense. 
Don’t let them fall. 

Two 'Mech Repair Bays are available for your use during this mission. 

* Protect Base HQ Building. 

* Protect Sensor Control Building. 

e Protect northern Turret Power Generator. 
e Protect southern Turret Power Generator. 


Overview 


When you notice that you’ve got 480 tons of drop weight allocated for this mission, 
you have a clue that it’s going to be a massive slugfest. Add in the fact that you’ve got 
Repair Bays and you just know it’s gonna be a big one. 


The essence of this mission is to get your 'Mechs into the Supply Base as quickly 
as possible and have them defend it against multiple waves of attackers. This is simple 
in theory but tough in practice, especially considering the sheer number of 
Hunchbacks possessed by the enemy. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Centurions, 
Hunchbacks 


Fig. 8-8. Battle Map of Mission 3-5. 


Despite the ponderous amount of tonnage involved in this mission, finesse is 
definitely required. You’ll need to learn how to manage two battles at once, and make 
the most of the brief respite time between enemy waves. Your ability to handle these 
tasks will determine your success in the mission. 


CHAPTER 8 — OPERATION 3: 


Recommended Forces 


You've got 480 tons but only eight slots in the DropShip. That means you're going to 
take your biggest 'Mechs—if your biggest "Mechs don't even approach the weight 
limit, you might need to buy a new one. We recommend buying an Awesome, which 
has great power but isn’t quite as slow as the Atlas. 


Bring along your biggest Mechs with the heaviest hitting weapons you can 
muster. Don’t be afraid to use a few Autocannons, Heavy Autocannons, or Gauss 
Rifles—it’s all good. You’ll have access to Repair Bays, so those weapons’ meager 
ammunition supplies can be restocked midway through the mission. 


You have four small artillery strikes and one Sensor Probe for this mission. 


You are also placed in command of a Minelayer and two Pegasus Scout Tanks 
that begin within the walls of the base you must defend. The Minelayer, if used prop- 
erly, could be one of your most effective units. The two scout tanks can either be used 
for scouting, or to harass the enemy. 


Strategy Blueprint 


Your Force Groups are dropped at the south central part of the map. Immediately 
select all your "Mechs, and start marching them up the road toward the base. Get them 
inside the base quickly. 


Once they are moving, send the Minelayer out the northwest gate along the road, 
all the way out to where the road bends. Have it lay mines back into the base all the way 
to the intersection near the Sensor Control Building. Order the scout tanks to Guard the 
Minelayer just in case. If time permits, start mining the area in front of the objectives 
you must protect, the HQ Building, the generators, and the Sensor Control Building. 


Your 'Mechs are now inside the base. 
Run them up to the northern edge of the base, 
where they need to intercept and destroy a 
quartet of jump-capable Firestarters that 
attack the base's northern edge. If you fail 
to destroy them quickly еу! take out 
one of your crucial 'Mech Repair Bays (see 
Figure 8-9). 

Now that the Firestarters are gone, 
quickly examine your 'Mechs. They're already 


Fig. 8-9. Don't panic if this one gets destroyed, there 
is another in the far corner of the base. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


in two groups, but you need to tweak those groups a little. Instead of two groups of 
four "Mechs, you want to have one group of five and one of three. Make sure both 
groups include at least one really big Mech. We'll call the big group Group A and the 
little one Group B. 


Now position Group A inside the eastern edge of the base walls, at the spot marked 
“A” on the Battle Map. Meanwhile position Group B at the spot marked “B” on the 
Battle Map, near the base’s northwest corner. If you are comfortable with the amount 
of mining along that northwestern road and into the base you can leave a minimal force 
here to take care of any straggler tanks that are not destroyed by the mines. 


Shortly, a massive attack will punish the walls near Point A. It consists of several 
Ullers and Cougars, plus a brutally large group of Centurions and Hunchbacks. These 
'Mechs will approach the wall and try to blast a hole in it. This is a prime opportunity 
to use artillery to soften them up some. Then, use concentrated fire to take down 
'Mech after 'Mech as they mill around outside, then systematically take out the 'Mechs 
that break through the wall. It'll be chaotic and brutal, but if you concentrate your fire 
on one target at a time and move severely damaged 'Mechs to the rear, you'll probably 
manage to survive. 


Complicating matters, at the same time the Point A attack is going on, a squad 
of six Rommels will attack Point B. You need to quickly flip back and forth between 
the Point A and Point B battles, reassigning targets to Groups A and B as necessary. 


If all goes well, you'll foil the attacks on both fronts without losing any 'Mechs. 
When all enemies are gone, immediately have Group A enter the northern Repair Bay 
and repair themselves. Simultaneously have Group B repair themselves in the 
southern Repair Bay. 


As 'Mechs are repaired, send them down to the southern edge of the base, which 
is marked *C" on your Battle Map. Form all the 'Mechs into one huge group. 


Eventually a mixed group, including a couple of Catapults, several Hunchbacks, 
and several LRM Carriers will appear from the southwest and trickle their way up 
toward Point C. Let them have everything you've got as they break through the walls. 
As usual, concentrate on one target at a time—and stay inside the base so your Turrets 
can do their work. This is another tough battle, but with luck (and enough heavy 
'Mechs) you'll survive. 


CHAPTER 8—OPERATION 3 


The mission ends when this wave of attackers is destroyed. 


ТІР 7he directions for this mission are simple because it's so combat-inten- 

wv sive. If you fail the first time, try again and attempt to manage your 
battles a little better. Or else go back to the drawing board and try 
different weapon payloads, perhaps specializing in one particular range 
so you can move all your ‘Mechs to that range for maximum effect. 


MISSION 3-6: LIBERATE AFFENDALE 


our mission is to destroy the Clan Administration Building in the foothills of Mount 
Samurai near Affendale. 


Intelligence reports indicate that the capture of the Clan's Sensor Grid will be 
invaluable in completing this task. The Sensor Control Building is located within a 
double-walled facility in the middle of Affendale. Power Generators powering the 
Turrets around the Sensor Control Building are located to the southeast. 


This mission represents the culmination of Operation Vanguard. Don't expect 
a cakewalk. 


e Destroy Clan Administration Building. 
e Capture enemy Sensor Control. 
e Ascend Mount Samurai for extraction. 


Overview 


There are essentially two parts to this mission: Take over the Sensor Control Tower, 
then destroy the Administration Building and all units near the Extraction Point. 


The first part is broken into two steps. Step one is to take out the southern Turret 
Power Generator, thus disabling all Turrets surrounding the Sensor Control Complex. 
Once the Turrets are disabled, the only defenses left are two Catapults. The second 
step, naturally, is to attack the complex and assume control. 


There are several vital structures for you to capture in the Sensor Control 
Complex. The Sensor Control Tower allows detection of all enemy 'Mechs on the 
map, while the nearby headquarters reveals two bridges leading to the Clan 
Administration Building. 


The second part of this mission involves getting to the Clan Administration 
Building itself. There are several possible paths to the Administration Building, none 
of which is vastly superior to the others. However, if the island is approached from 
the southeast, it's possible to destroy the northern Turret Power Generator and 
capture a few extra Resource Warehouses. Therefore, that's the path detailed in the 
Strategy Blueprint. 


ee 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


Force Group 1, 
Force Group 2, 
Force Group 3 


Southern Bridge 


Fig. 8-10. Battle Map of Mission 3-6. 


CHAPTER 8 — OPERATION 3 


Recommended Forces 


Your Drop Weight Limit is a massive 450 tons. Speed is a complete non-issue in this 
mission, so you’ll probably want to take the biggest and most powerful ’Mechs avail- 
able. Don't bother with a Refit Truck, because there are two fully functional “Mech 
Repair Bays that you can capture early in the mission. 

Lots of LRMs, PPCs, and ER-PPCs will prove most useful for this mission. 


You have one small and one large artillery strike for this mission, plus one 
Camera Drone. 


Strategy Blueprint 


Group all your 'Mechs together into one massive Force Group, then send them east 
along the path shown on the Battle Map. The first units you’ll encounter are a pair of 


Strikers. Destroy them. Next, you'll be welcomed by a pair of Catapults on patrol in . 


the area. Again, they are not much of a problem for your forces if you concentrate fire. 


Once the Catapults have been taken out, continue east toward the southern 
Turret Power Generator shown on the Battle Map. When you arrive, the four resident 
Jagermechs standing guard will come out to greet your forces. As long as all of your 
forces are together, you should be able to take out all four Jagermechs without losing 
any 'Mechs. Remember to rotate damaged units to the rear of the fight. 


TIP The Jagermechs’ idea of good fighting technique involves lots of 
4 standing around. Feel free to use one or two small artillery strikes on 
3 them, but save two small ones and the two large ones for later. 


Once the Jagermechs are destroyed, enter the base and take out the Turret Power 
Generator. Then capture the Repair Bay located there and thoroughly fix up your 
'Mechs. (Remember to restock your 'Mechs' ammo supplies even if they didn't take 
any damage.) 


Now that you have taken out the power to the Turrets surrounding the Sensor 
Complex, it's time to go take over the vital Sensor Tower. 


Send your 'Mechs northwest along the path shown on the Battle Map. When they 
near a bridge, one of the two Catapults patrolling on the other side will come across 
and fire at your forces. The other will hang back and start to blow up the bridge. Allow 
the bridge to be destroyed; you don't need it. Just concentrate on destroying those 
Catapults quickly and efficiently, while staying on your side of the bridge. 


When the Catapults are gone, you can proceed toward the Sensor Complex. 


Enter the Sensor Complex through the gate on the northeast side. Avoid 
destroying the gate if you can because it may come in handy later. Since you recently 
took out the Turret power, the only defenses the Sensor Complex has left are two 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Catapults. Destroy both with concentrated fire, then start capturing buildings inside 
the complex. 


Be sure to capture the Sensor Tower and the Headquarters Building. The Sensor 
Tower reveals the position of all enemy ’Mechs still left on the map, while the 
Headquarters Building reveals two bridges that lead to the Clan Administration 
Building. Also, if you didn’t destroy the gate, be sure to capture the Gate Control. Next, 
capture the Repair Bay and start fixing up your Mechs as quickly as possible. 


Taking over the Sensor Complex alerts 
the Jaguars to your presence and causes three 
of the six Jagermechs patrolling the 
Administration Building to march south and 
attack. You'll see them crossing the bridge to 
the north if you’ve already captured the 
Headquarters Building. (The remaining three 
Jagermechs continue to patrol the area in 
front of the Administration Building.) 


By the time the Jagermechs arrive, you 
should have at least been able to repair your 
most damaged 'Mechs. Leave your forces 
inside the Sensor Complex and fight the 


2 b t © 


you see all enemy ’Mechs’ sensor contacts. 


intact, the Jagermechs won't be able to shoot 
at you over the wall as they have no missile 
weapons. This buys you time as you blast them with your own missile weapons. Even 
if the gate is destroyed, you can use the heavy walls of the Sensor Complex to partially 
shield your 'Mechs. 


Once the Jagermechs have been taken care of, fix your 'Mechs again at the Repair 
Base. When they're once again in great condition send them all southeast toward the 
spot marked “Southern Bridge” on the Battle Map. 


Cross the Southern Bridge and destroy the Pop-Up Turrets on the other side. Then 
head north toward the spot marked “LRM Carriers.” Destroy the three LRM Carriers 
you find there, and capture a pair of Resource Warehouses you discover along the way. 


CHAPTER 8— ÜPERITIDN 3: VANGUARD — 


ТІР /fany of your ‘Mechs have taken some damage or are low on ammo, 
you may want to take them back to the Repair Bay at this point. 
There's a big battle ahead. 


Also, before crossing the bridge to the spot marked “Strikers”, you 
might want to use your Camera Drone somewhere close to the Clan 
Administration Building or guarded Extraction Point—ideally, some- 
where that several enemy ‘Mechs are congregated. Thanks to the 
captured headquarters in the Sensor Complex, you can see all enemy 
‘Mechs’ sensor contacts and thus pick and choose a good spot. 


Then, after the Camera Drone has revealed a few enemy 'Mechs, 
drop your remaining artillery strikes on their heads. 


Proceed north across a bridge and destroy the two Strikers sitting near the gate 
of the main Administration Building base. (Keep at long range as you do this.) Then 
destroy the gate from long range and run your 'Mechs through it at top speed. 
Then either turn them left and have them locate and destroy the Turret Control Tower 
that commands all Missile Turrets nearby, or have them turn right and destroy the 
northern Turret Power Generator shown on the Battle Map. Either way, they'll take 
the Missile Turrets off-line. 


Once the Turrets are out of the picture, immediately turn your ‘Mechs’ attention 
to the three (or fewer) Jagermechs that have most likely tried to attack you by this 
point. Use concentrated fire to dispatch them. 


After you’ve taken out the Jagermechs, continue northwest to the Clan 
Administration Building and blow it up. Then visit the nearby Component Warehouses 
and pick up some free gear. 


ТІР Again, you can return to the ‘Mech Repair Bays at this point, if you 
wv want to. It's a long walk, but there's no time pressure. 


Next, slowly walk your 'Mechs up Mount Samurai. There's quite a collection of 
enemy units waiting for them up there, including a Mad Cat, two Hunchbacks, and 
four Bulldogs. That's a lot to deal with. Make the Bulldogs a priority because they're 
your least-armored foes, followed by any enemies who get too close. Use any 
remaining artillery strikes at this point. 


Once all enemy units are destroyed, send all of your 'Mechs up to the Extraction 
Point marker and you'll win the mission. 


T IP J/fyou fail this mission, bear in mind that you can return again and 
again to the Меси Repair Bays. It may be tiresome to keep marching 
back there after every combat engagement, but it makes your job a 
whole lot easier. 


he last few Operations paved the way for a larger assault on Port 

_ Arthur, but the powerful Orbital Guns the Clan captured when they 

; first took Port Arthur are still an obstacle to an all-out assault. These 

за owes are capable of destroying DropShips well before they even have 
__achance to land. 

ce ~The goal of Operation Lynchpin is to silence these Orbital Guns by 


whatever means necessary. In addition to emplaced guns, the Clans have 
-deployed а Biptured mobile guns to fortify their defenses—and finding 


|. 


CHAPTER 9 — OPERATION 4: LYNCHPIN 


Believe us when we say these missions are vastly more difficult than anything 
you've done to this point. They require precise strategies, precise timing, and all the 
combat tricks and tactics you've honed throughout your previous missions. Even if you 
execute them to perfection you run the risk of losing 'Mechs. Prepare yourself for a fight! 


MISSION 4-1: CAPTURE MASAKARI AND 
DESTROY ORBITAL GUNS 


wo of the Jaguars’ deadly Orbital Guns have been pinpointed by Battalion 
Гн They’re located so far behind enemy lines that а large-scale combat 
drop is not feasible, but a small-scale raid is. 

Intelligence also has located a Masakari undergoing repairs in the area. Your 
15-ton combat vehicle will have to be dropped in by plane, after which it will meet up 
with an APC carrying Firestorm, an elite MechWarrior. 

From here the combat vehicle and APC need to link up with the Masakari, which 
Firestorm will pilot. Use the Masakari to take out those Orbital Guns. 

e Link up APC with Masakari, then use Masakari to complete the second objective. 


* Destroy Orbital Guns. 


Overview 
The first goal in this mission is to get the APC to the Masakari located in the base to the 
east. There are several possible routes, but the most efficient (and safest) is to blast your 
way through narrow bands of trees. The biggest pests in this mission are the Aerospace 
Spotters, which will continually call in air strikes. Just keep moving as quickly as you 
can, keeping the Pegasus and the APC close together for maximum control. 

Once you reach the Masakari and activate it, things get easier. But don’t get 
too cocky, because a lone Mech without backup—even a monster like а Masakari— 
has limits. 


Recommended Forces 


You're allotted only 15 tons for this mission. Go buy yourself a Pegasus. It moves at 
the same rate as the APC you need to deliver, and it has some firepower to boot. 


You have three small artillery strikes for this mission. 


Strategy Blueprint 


At the start of the mission, an APC joins your Pegasus. This is the vehicle you must 
safely deliver to the eastern base. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Fig. 9-1. Battle Map of Mission 4-1. 


Gather the Pegasus and the APC and send them east along the path shown on 
the Battle Map. Once you have crossed the bridge, your best option is to follow the 
coast for a while, then veer north into the city. Again, this is the path drawn on your 
Battle Map. 


CHAPTER 9 — OPERATION 4: LYNCHPIN 


It’s likely that an Aerospace Spotter or two may notice you at this point. A few 
scattered Elementals also are roving through the area. Mostly, you can ignore these 
enemy units, though you can stop to destroy an Elemental or two if they’re being a 
particular nuisance. Otherwise, keep moving and only alter your course if necessitated 
by air strikes. 


As you approach the northern edge of the City area, blow up the narrow band of 
trees as shown on the Battle Map. Destroy as many as necessary to break through and 
into the open countryside; keep moving while the forest burns to avoid air strikes. 


Now you're in the clear. One or two enemy vehicles may decide to pursue you, 
but they'll lag behind because your vehicles are faster. Keep an eye out—there's a 
Resource Warehouse in the City that holds weapons you will want. 


Proceed northeast toward the small base containing the Masakari, and enter 
through the western gate. There are several enemy vehicles waiting in the base, 
including three Saracens and one Condor. Ignore them for now, and get the APC to 
the Repair Bay where the Masakari is sitting. Click on the Masakari itself and once the 
APC arrives, the Pegasus comes on-line. 


ТІР /fyou want to use one of your small artillery strikes on the enemy 
wv vehicles, it'll shorten your work. 


Make sure the APC gets right up to the feet of the Masakari, or 
else it won't come on-line. 


Now you're in business. Have the Masakari take out the four vehicles, then 
capture the Repair Bay and send the Masakari back into it for repairs and fresh ammo. 


Next send all three of your units northwest along the path indicated on the Battle 
Map. You'll soon encounter a group of vehicles including an LRM carrier, three 
Saracens, a Condor, and a Striker. Destroy them methodically with the Masakari, 
keeping the APC and Pegasus well back from the fray. 


TIP Once this wave of enemy vehicles has been destroyed, you may want 
wv to send the Masakari back to the Repair Bay to repair and reload. This 
is a bit of a pain, but it makes the last part of your mission easier. 


Now send your forces northwest, toward a small base containing the Orbital 
Guns marked on your map. Here you will find the two Orbital Guns themselves, plus 
a Rommel and a pair of Ullers. 


Dispatch the Rommel and then the Ullers with the Masakari, concentrating first 
on one Uller and then the other. Try to stay at medium range as much as possible, 
where your Masakari can utilize most of its weapons simultaneously. Also, stay some- 
what back from the base itself so the Cannon Turrets and Missile Turrets scattered 
throughout it can't attack your Masakari. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP Feel free to throw the Pegasus into the fray after the Masakari 
has engaged both Ullers. (It's expendable.) You also can use your 
remaining artillery strikes, though the Ullers move around so much 
that it's hard to catch them in the blasts. 


Fig. 9-2. Stay back from the base with the Orbital 
Guns until both Ullers are destroyed. 


When the Ullers are gone, you can either 
send the Masakari back for repairs if it's in 
bad shape, or proceed to methodically destroy 
the nearest Turrets with ER-PPC and LRM 
fire. You'll be able to take out all the Turrets 
without suffering much collateral damage, 
because of the Masakari's great long-range 
punch. 


When the Turrets are gone, jump the 
Masakari up onto a ledge overlooking the 
Orbital Guns and capture two Resource 
Warehouses. Then destroy both Orbital Guns 
to end the mission. 


MISSION 4-2: INTERDICT CLAN SUPPLIES 


supplies for remaining Clan Orbital Guns. We can’t allow those Orbital Guns to 


MN number of ordnance trucks have arrived at the Kylemartin Depot carrying 


be supplied. 


The Clan is prepared for attacks on these Trucks, and the Trucks will scatter to 
the west, south, and east when your forces have been detected. This means you'll have 
to plan carefully if you wish to catch every Truck. 


Capturing the Headquarters Building at the Depot will reveal the current loca- 


tions of all Trucks. 


* Destroy seven of twelve ordnance trucks. 


* Destroy 12 of 12 ordnance trucks (secondary). 


CHAPTER 9 — OPERATION 4: LYNCHPIN 


Turrets 


Perimeter 
Alarm, 
Turrets 


Fig. 9-3. Battle Map of Mission 4-2. 


Overview 


This is a mission that’ll drive you crazy if you’re one of those people who tries to do 
everything: Destroy every enemy, capture every resource, and complete every 
secondary objective. Although it’s possible to do just about everything you’re asked to 
do in this mission, it requires a big time investment. Those ordnance trucks bolt from 
the enemy base with lightning speed once the alarm is sounded, and catching them 
all is like trying to catch a fish with your bare hands. 

The Strategy Blueprint assumes that you’re one of those frenetic types who tries 
to do it all. Be forewarned, though, that doing this mission as explained in the 
Blueprint requires a lot of time and effort, and the rewards for completing your 


secondary objective may not seem worth the trouble. V — 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР /fyou want to just get the mission over with, do it like this: Have 
Force Groups 2 and 3 take over the Turret Control Tower near the 
spots marked “Turrets” on the map. Then return these Force Groups to 
their original drop point. 

Now, gradually circle Force Group 1 around toward the southern 
edge of the base, meanwhile gradually moving Force Groups 2 and 3 
toward the northern edge. Then, when the enemy starts to spill out 
of the base, charge all your ‘Mechs in at full speed from both sides, 
shooting as many Trucks as possible. You should be able to get at least 
five of them if you're fast, and your captured Turrets can take out the 
remaining two. 


Recommended Forces 

Your Drop Weight Limit for this mission is a substantial 360 tons. It’s recommended 
that you take very close to all of it. Take a large force of reasonably fast 'Mechs—no 
Atlases—with good firepower. Also take along a Minelayer. 

Stock up on LRMs, ER-PPCs, and other long-range weapons: They'll definitely 
come in handy. Don’t take too many ammo-intensive weapons, however. 

Also, make at least one of your 'Mechs a Cougar and load it with Advanced 
Sensors and an ECM Suite. This will effectively halve the range of enemy sensors, 
making it easier to evade detection from the enemy ’Mechs in the base. 

You'll have one small artillery strike and two Sensor Probes for this mission. 


Strategy Blueprint 

As the mission starts, Force Group 1 is divided from Force Groups 2 and 3. Select 
Force Group 1 and march it over to join the other Force Groups as illustrated on the 
Battle Map, taking care to avoid the sensors of the Mechs in the enemy base. 


ТІР 7he base contains a Hollander Пс, Cougar, Hunchback, Firestarter, and 
wv a trio of Rommels in addition to the 12 ordnance trucks. There are 
also nine Missile Turrets and a large number of structures that may 
be captured for salvage. 


CHAPTER 9— OPERATION 4: LYNCHPIN 


Three circumstances will alert 
the base to your presence and cause 
the ordnance trucks to leave: 
Attacking the trucks, attacking the 
‘Mechs inside the base, and setting 
off a Perimeter Alarm. 


The first case is self-explanatory: 
Don't attack the trucks until you 
want those ordnance trucks to flee. 


The second case is a bit more 
complicated. If you get too close to 
the base and allow the ‘Mechs inside W TB TQ ETE 
to see your forces on their sensors, Fig. 9-4. The base is heavily guarded but contains 
those Mechs will come out and a wealth of resources for you to capture. 
attack. The instant you return fire 
on those ‘Mechs, the base is alerted and the ordnance trucks take off. 

Thus, you need to stay out of enemy sensor range until the time is 
right. (Also note that standing too close to the bridge directly south- 
west of the base causes ‘Mechs to spill out and investigate.) 


n 


Note that you can safely destroy any ‘Mechs that didn't originate 
from the base without alerting the base. To repeat, only ‘Mechs that 
actually come out of the base will alert the base when fired upon. So, 
you can destroy most ‘Mechs safely. 


The final case is self-explanatory: Stand in range of a Perimeter 
Alarm for too long and it'll go off, alerting the base. Therefore, either 
stay away from these alarms or destroy them quickly. 


Now all your 'Mechs are together. Just let them sit there for awhile, waiting. 
Eventually a Cougar and a Hunchback IIc will wander up from the southwest. Destroy 
both with concentrated fire as soon as they appear. 


ТІР There are also a Cougar and a Hunchback Пс wandering around the VM XN 

wv southwest part of the map, across the river. Later, a Centurion will | `~ ~ 
appear in the northern part of the map and another Cougar will start c n 
to prowl in the south. These 'Mechs all move around, so you can't 
predict where you'll encounter them. But when all your ‘Mechs are 
gathered in one huge group, it’s fairly easy to dispatch these loners. 
Just keep an eye out for them. 


When the Cougar and Hunchback Ис are destroyed, have your 'Mechs explore 
the general vicinity (staying out of the base 'Mechs' sensor range, of course). In several 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


spots are Perimeter Alarms guarded by Pop-Up Turrets; these places are noted on your 
Battle Map. Often the alarms are protected by forest, so you'll either need to burn 
down forest to shoot them or use LRMs that sail over the trees. 


While your ’Mechs are exploring, have your Minelayer thoroughly mine the 
nearest spots labeled Mine on your Battle Map. These are possible escape routes that 
the Ordnance Trucks will follow when they leave the base. 


After you finish the nearest minefields, send your 'Mechs along the general path 
highlighted on the Battle Map. They'll come across a pair of Missile Turrets in a 
clearing, guarded by a Von Luckner tank. Capture the Turret Control Tower between 
these Turrets and then destroy the Von Luckner. You now have control of both the 
Missile Turrets and a row of laser Turrets on a road to the southwest. They act as an 
insurance policy should any ordnance trucks make it all the way down here. 


Keep following the general path indicated on the Battle Map, sending your 
Minelayer to thoroughly mine every spot shown on the Battle Map. Make sure your 
'Mechs always precede your Minelayer to thwart dangers on the road ahead. 


Eventually your forces will cross a bridge to the south, then loop up to the spot 
marked “Wait Here." (They'll encounter several enemy 'Mechs on the way, but again, 
your sheer number of 'Mechs should make it reasonably easy to handle them.) 


As your 'Mechs wait at the spot marked "Wait Here," think: Have you forgotten 
to mine any spots marked “Mine” on the Battle Map? If you've got them all covered, 
you're ready to proceed. 


ТІР _ /fyour ‘Mechs are in such bad shape that they can't stand any more 
l punishment, just have them cross the bridge and approach the base, 
then retreat from the base as soon as the alarm sounds. This gets the 
ordnance trucks moving into your mines and allows your ‘Mechs to 
stay away from the base and its Missile Turrets. 
If your “Mechs can handle some more damage and you want to 
try to capture resources within the base itself, keep following the 
walkthrough. 


Drop a Sensor Probe over the base area and then send all your 'Mechs across the 
bridge leading toward the base. Move them at full speed. An enemy 'Mech or two will 


CHAPTER 9— OPERATION 4: LYNCHPIN 


rush out to meet them; don’t initiate fire on the enemy, as you don’t want to trigger 
the ordnance trucks until the last moment. 


Your ’Mechs will automatically fire back when shot at, alerting the ordnance -— 
trucks as you crash the base's gate. Plunge all your 'Mechs directly into the heart of г 
the base and take out the central Turret Control Tower, or else your Mechs will get 
demolished in no time flat by Missile Turrets. (Ignore the fleeing ordnance trucks.) 


With the Missile Turrets silenced, start capturing Resource Warehouses as 
quickly as possible, meanwhile fighting the nearest 'Mechs in the base. You only have 
a short time to do this, because if you laid your minefields properly all 12 ordnance 
trucks soon will be destroyed by mines and the mission will automatically end. 


If you missed a spot with your mines, the trucks that got through will take a little 
longer to escape. If this happens, the mission doesn't immediately end and you'll have 
to fight all enemies in the base. The mission ends when all 12 trucks are accounted 
for—either destroyed or escaped. 


MISSION 4-3: CAPTURE CLAN FIELD BASE 


econnaissance has located a small Clan field base in the Cambridge region. 
[ress currently inactive, the base will become important in upcoming battles, 
so it’s vital not to let the Jaguars maintain control of the base. 


Your task is to seize control of this base by capturing the HQ Building, then 
defend it from the Jaguar onslaught that’s sure to follow. This is no easy task, because 
you'll have to hurry to reach the base in time. 

e Capture Base HQ Building. 
* Destroy all enemy 'Mechs in the area. 
* Protect all three Base Turret Control Towers. 


Overview 


This is a difficult mission that requires speed, skill, and grace under pressure. If you 
approach it in the wrong way you’re sure to fail, but if you follow the Strategy Blueprint 
skillfully you can escape without losing a single ‘Mech. It's hard, but possible. 


The essence of this mission is staying one step ahead of the Jaguars. If you allow 
them to overtake your forces from behind, you'll pay the price. There's no stated time 
limit for the mission, but in essence the clock is indeed running. 


The pure combat skills of your 'Mechs aren't tested as much in this mission as in 


others. If you do the mission right, automated Turrets will help you dispatch your foes, 
reducing the combat load immensely. 


MECHCOMMANDER: GOLD —PRIMA'S OFFICIAL STRATEGY GUIDE 


Condors, D 
Warehouses Von Luckners, PRSE 


Hunchback 11с5, 
Swiftwinds 


Fig. 9-5. Battle Map of Mission 4-3. 


CHAPTER 9— OPERATION 4: LYNCHPIN 


Recommended Forces 


You’ve got 300 tons to play with, and you'll need some very particular Mechs to succeed. E bt 


First, all of your 'Mechs need to be reasonably fast. Don't take Atlases or - - 
Hunchbacks or anything that slow. Instead, use as many fast Clan 'Mechs as possible — 
(Masakaris excluded). If you end up using light 'Mechs—Cougars and even a few uet 
Ullers—that's fine. Just make sure you've got some speed in your corner. i 


Second, two of your smaller Mechs need to be jump-capable. Although you 
technically can finish the mission without jump-capable ’Mechs, you'll take a 
pounding. Two small jump-capable 'Mechs are just what you need. 


You have two small artillery strikes for this mission, as well as four Sensor Probes 
and one Camera Drone. 


Strategy Blueprint 


Your forces are all dropped into the same general area. Immediately start them 
running along the path drawn on the Battle Map, staying away from the Von Luckners 
and LRM Carriers moving into position to the northeast, and the five Hunchback Ис 
filtering in from the south. 


Soon your forces will find themselves at the spot marked “Wait Here,” just south 
of a pass guarded by enemy Cannon Turrets and Missile Turrets. Quickly have your two 
small jump-capable 'Mechs leap along the paths marked "Jump" on the Battle Map, 
staying away from the Missile Turrets as much as possible. By circling around behind 
the Turrets and fortifications, they can capture the Turret Control Towers on either 
side of the pass (marked "Control" on the 
Battle Map) to assume control of the Turrets 
(see Figure 9-6). 

Now have the rest of your 'Mechs march 
through the pass while your small jump 
'Mechs capture salvageable structures near 
the Turret Control Towers. 


Join all your 'Mechs together in one big 
group and send them northeast along the 
indicated path, into an urban area dotted with 
six Condors, four LRM Carriers, and various 
structures you can capture for salvage. Your 
'Mechs should still be in great shape, so these | e ; 
assorted vehicles should pose little threat. Fig. 9-6. Seize control of the Turret Control To 
Destroy them quickly and capture all the and you'll have control of this pass. 
Container Stacks and Resource Warehouses. 

Hurry! 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


ТЕР Speed is of the essence here. If you miss one or two Resource 
Warehouses, that’s fine. It’s more important to get inside the base 
before the enemy does. 


Now veer northwest, still following the path indicated on the Battle Map. 
Meanwhile the enemy Hunchback lcs to the south are probably passing through the 
gauntlet of Turrets you captured earlier. 


Run most of your 'Mechs up to the main gate of the base and have them stop at 
the spot marked “Wait Here.” Don’t worry about the Missile Turrets guarding the base; 
they’re deactivated. 


Meanwhile, have a lone jump-capable 'Mech proceed to the southwest wall of the 
base, where you'll find a hole. Have it jump through the hole in the wall. Inside the 
base, have it capture the Gate Control Building, opening the gates so the rest of your 
'Mechs can get inside. 


Move your remaining 'Mechs into the base and capture every capture-able struc- 
ture, including Turret Control Towers, the Base HQ Building, and a pair of 'Mech 
Repair Bays. Quickly repair any damaged 'Mechs in the Bays. Then have your 'Mechs 
stand in a cluster near the Turret Control Towers. 


Around this time, a swarm of ten jump-capable Ullers will swarm in from the 
northeast, followed by three Vultures from the northeast and the five Hunchback Lcs 
that have been following you throughout the mission. This sounds overwhelming, but 
with the help of the Missile Turrets in the base, it won't be. 


First come the Ullers, which tend to jump over the walls. Intercept them near 
the Turret Control Towers, and focus your fire on them. Occupying their attention 
keeps them from destroying the all-important Turret Control Towers. 


Next come the Vultures and Hunchback Ilcs. If you stand your ground near the 
Turret Control Towers and fire at nearby enemies, they'll concentrate on your 'Mechs 
instead of the Towers. Retreat badly damaged 'Mechs to the Repair Bays. 

If you manage to keep the Towers intact, destroying the enemy 'Mechs should 
pose very few problems. If the onslaught is over and the mission still hasn't ended, go 
explore the city area for any straggling Hunchback Ilcs. 


CHAPTER 9 — OPERATION 4: LYNCHPIN 


ТІР Gaining control of Missile Turrets and moving quickly are the two keys 

wv to this mission. If the Hunchback IIcs catch your forces from behind, 
or if the Ullers get inside the base before your forces are there, you'll 
know you were too slow. 


Also, if you took significant damage while taking over that first 
group of Missile Turrets guarding the pass, you need to try again and 
keep your forces well back from the missiles while your jump-capable 
Mechs sneak around back to capture the Turret Control Towers. 


MISSION 4-4: CAPTURE INDUSTRIAL FACILITY 


ntelligence has located an industrial facility the enemy is using to fabricate replace- 
ment ’Mech parts. Your task is to capture the two Industrial Complexes that will give 
us access to the facility. 


Intelligence also reports that Jaguar forces are currently en route to the 
Complexes in an effort to fortify their defenses. You’ve been provided with numerous 
Sensor Probes that will help you monitor the battlefield for newcomers and destroy 
them before they can reach the facility. If you allow enough reinforcements to reach 
the facility, you’ll have a very hard time with your siege. 


Also note that the Jaguars would rather destroy the Complexes than let them fall 
into your hands. 
e Capture Industrial Complexes. 
* Defend Industrial Complexes. 
* Destroy all enemy forces. 


Overview 


At first sight this appears to be a mission of pure combat—and for the most part it is. 
However, you have to approach the combat in a very particular manner, making sure 
that your enemies can’t all assemble in one big group. If you let this happen, your 
chances of winning will quickly approach zero. 


Bridges are the primary tools you'll use to control the flow of enemies. You'll 
capitalize on the fact that they can be destroyed and that enemy forces are vulnerable 
when they cross bridges. 

This mission might require more than one try, though if you execute the maneu- 
vers in the Strategy Blueprint you should emerge victorious. Don't be surprised, 
however, if you lose a 'Mech despite a flawless tactical performance. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Industrial | 
Complexes 


Force Group 1, 
Force Group 2, 
Force Group 3 


Fig. 9-7. Battle Map of Mission 4-4. 


CHAPTER 9 — OPERATION 4: 


Recommended Forces 


You've got 480 tons for this mission, and low-balling by more than a few tons is not | 
recommended. This is a mission of intense combat, so shortchanging yourself usually  „. 
just leads to damaged or destroyed 'Mechs—and high repair bills. e 


Its recommended that you take several heavy 'Mechs for this mission, plus at Y 
least one smaller, faster 'Mech (preferably a Cougar). Atlases are a trifle too slow and < 
aren’t recommended. 


Load your ’Mechs with lots of PPCs and ER-PPCs, as well as LRMs and other 
long-range weapons. Don’t exclude short-range weapons completely, but make sure 
long-range weapons are abundant. 

You have one large artillery strike and six Sensor Probes for this mission. 
Conserve the artillery strike until you’re directed to use it in the Strategy Blueprint. 


Strategy Blueprint 


Your forces are all dropped to the same location. As soon as they hit the ground, 
several groups of enemies will start in motion toward the Industrial Complexes noted 
on your Battle Map. 


ТІР Your enemies will all try to reach the Industrial Complexes and then 
guard them. If allowed to do so, they'll gather there in a massive group 
and uait for you to arrive. 


Your enemies' starting positions are marked on the Battle Map. 

These enemies are: 

e Two Lokis and two Thors that attempt to cross the easternmost 
bridge 

e Five Hunchback IIcs—two that can jump—that try to cross the oe ја 
central bridge и 

e Five Von Luckner tanks and three Bulldog tanks that try to cross N 
the westernmost bridge 


e Ten Firestarters that approach the base from the northeast 


A few additional forces, noted as "Stragglers" on the Battle Map, 
periodically will appear from the northeast as the mission continues. 


Immediately select your smallest 'Mech and send it northeast. Have it follow the 
path on the Battle Map that leads northeast from your drop point—the one that leads 
to the spot labeled “Destroy Bridge." 


Simultaneously, select all your remaining 'Mechs and have them take the other 
path, which leads to a spot labeled “Assemble Here." 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


If you move quickly and don't waste any time, your fast "Mech will reach the spot 
labeled “Destroy Bridge" well before the Lokis try to cross that bridge. Have the small 
'Mech cross the bridge and then destroy it with weapons fire. (We repeat, don't destroy 
the bridge until a/fer your 'Mech has safely crossed.) 


Meanwhile your other 'Mechs should gather at the spot marked “Assemble Here,” 
somewhat removed from the map's central bridge. 


After your small "Mech has taken out the eastern bridge, have it run over to the 
spot labeled “Assemble Here" and join its companions. 


Now all your 'Mechs are at the spot labeled “Assemble Here,” arrayed just a little 
way back from the bridge as seen in Figure 9-8. 


Eventually the Hunchback Псѕ will 
arrive and begin to cross the central bridge. 
Have your ’Mechs attack from their current 
position (hold down [C]) as early as possible, 
targeting the closest Hunchback Пс first, then 
the next, and so forth. Your Mechs’ withering 
long-range fire will stop the Hunchback Ics 
in their tracks as they try to cross the bridge. 
Fallen Hunchback Ис will temporarily block 
the Hunchback IIcs behind them, buying you 
even more time. If you’re lucky, the 
Hunchback won't get in more than a few shots 
before they're all completely destroyed. 


Fig. 9-8. Enemy 'Mechs are vulnerable when forced 


о сена bridge: Now your forces should wait a while. 


Eventually a group of two Lokis and two Thors 
will arrive south of the “Assemble Here” point. 
As with the Hunchback Ics, you should engage them with long-range fire as they 
attempt to cross the bridge. Your great number of long-range weapons, coupled with 
concentrated fire, should allow you to finish off the enemy ’Mechs with relative ease. 


TIP You shouldn't have lost more than one "Mech in this whole exchange. 
If you managed to lose more than one "Mech, or you had more than 
one "Mech lose the majority of its weapons, you need to try again. 


CHAPTER 9 — ОРЕКАТІО 4: L 


Next time, start your long-range attacks earlier and make sure you 
move wounded ‘Mechs to the back of the group to protect them. This is 
key, as the enemy tends to focus on one of your ‘Mechs at a time. 


When the Lokis and Thors are gone, briskly move most of your forces toward the 
'Mech Repair Bay shown on the Battle Map. Have a lone scout 'Mech explore the = 
northeast corner of the map. If any stragglers are appearing from the northeast, you d 
might want to have your whole 'Mech group run up to destroy them before your А 
'Mechs go to the Repair Вау. 


As your Mechs repair themselves, keep watching that northeast corner for strag- 
glers, and intercept them as they appear. Over a long period of time, the following 
units will appear from that corner: 


* Two Firestarters 

* Two Lokis 

• Two Hunchback IIcs 
* One Bulldog 

* One Von Luckner 

* One Thor 


These stragglers will appear in ragged pairs. Keep watching for them and 
destroying them before they reach the base, repairing your 'Mechs at the Repair Bay 
during slow times. 


The Thor is the last enemy that appears from that corner. When you've destroyed 
it, you'll know it's time to attack the base. 


After destroying all stragglers and repairing your 'Mechs one last time, you | х 
should attack the base, which is guarded by ten Firestarters, five Von Luckners, three ~~~ 
Bulldogs, and any stragglers you didn't intercept. 


You can attack the base from the front or through the woods in the southwest. 
If you attack through the woods, you should be able to destroy the explosive tanks 
marked *Explosives" on the Battle Map and, hopefully, take out a few enemy units in 
the process. 


Regardless of where you attack from, don't charge into the base with reckless 
abandon. Approach just far enough to get some Firestarters to attack you, then retreat 
slightly. By attacking in this way, you can usually engage the Firestarters without 
rousing the vehicles parked near the rear of the base. 


Start targeting and destroying individual Firestarters as soon as they get into 
range. Concentrated fire is a must! If the Von Luckners join the fray, use your lone 
artillery strike on them; otherwise, wait until you see a swarm of stationary Von 
Luckners to use the strike. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


The melee is sure to be wild, but you can eliminate targets quickly with your 
'Mechs' concentrated fire. When there are only a few Firestarters or vehicles left, 
they'll make a break for the Industrial Complexes and try to blow them up. Ве 
prepared for this, and move toward the Complexes as the battle winds down. Pursue 
any remaining units and destroy them before they manage to blow up the Complexes, 
targeting the ones closest to the Complexes first. 


When all enemies are gone, capture several nearby structures with salvageable 
resources. Then capture the Industrial Complexes themselves. Since the enemy is now 
dead, the mission ends when you capture the Complexes. 


MISSION 4-3: INTERCEPT ENEMY FORCE 


rbital Reconnaissance has located a large force of Jaguar Mechs that has 
ІК us and is approaching our vulnerable back lines. If they break through, 
they'll cause great damage to our supply lines, support bases, and even our 
command structure. 
The enemy 'Mechs will be moving from south to north; none may be allowed to 
slip through. The majority of your forces will be dropped near the north end of the 
engagement area, though two scouts may be dropped further south. 


* Destroy all enemy 'Mechs. 


Overview 


The last few missions have been no cakewalk, but this is one of the hardest yet. Precise 
timing and a bit of luck are necessary to beat this mission, so you should expect to try 
it more than once. 

The key to this mission lies in funneling the enemies into paths where you can 
deal with them. This is a fine art, as there are multiple groups of enemies appearing 
at various times throughout the mission, and all must be contained. Not a single 
'Mech can get through if you hope to emerge victorious. 


Recommended Forces 


You've got 500 tons at your disposal, and we suggest that you use all of it. Place an 
assortment of extremely heavy-hitting "Mechs with PPCs and other potent weapons іп 


CHAPTER 3— DPERATION 4: МСНЕН 


" 


Figure 9-9. Battle Map of Mission 4-5. 


the first two Force Groups, and place a single Cougar or Uller in the third group. 
Speed is semi-important for this mission, so don't bring any Atlases. 
You've got three small artillery strikes, four large artillery strikes, and two 


Sensor Probes in this mission. Pay close attention to the Strategy Blueprint for tips on 
using these resources wisely; they're the keys to victory. 


Strategy Blueprint 


The very instant your forces touch the ground, get your lone light 'Mech in Force 
Group 3 headed toward the mountain marked on your Battle Map. Simultaneously, 
have your Force Group 1 and 2 'Mechs proceed south along the indicated path. Move 
both groups at a full run, and don't let them stop. 


MECHCOMMANDER: GOLD —PRIMA'S OFFICIAL STRATEGY GUIDE 


When your Force Group 3 'Mech climbs the mountain, it'll reveal a bridge to the 
east. Destroy this bridge immediately with two small artillery strikes, then have the 
Force Group 3 'Mech continue up to the spot marked “Ambush Here." 


ТІР _ Zany enemy Cougars cross the bridge before you destroy it, start 
wv over and move faster this time. You must destroy the bridge before 
4 the Cougars cross. 


Meanwhile, Force Groups 1 and 2 should proceed along their southern path. At 
the first point marked “Turrets” on the Battle Map, have them capture the Turret 
Control Tower and keep heading south. 


Your 'Mechs will pass through a grid of high-pressure explosive fuel tanks 
marked “Explosives” on the map, then encounter the second spot marked “Turrets.” 
Here, they'll find a couple more Turrets and a concrete wall without a gate (there's just 
a hole). Have them capture the nearby Turret Control Tower and then stand squarely 
in the hole in the concrete wall. Try to position them so they physically block the hole. 


Shortly, a group of six Cougars approaches from the south. Destroy them as they 
arrive with concentrated fire, using the “Attack from Current Position” order to force 
your 'Mechs to stand their ground as they fight. This is very important, as it allows 
them to block the hole in the wall so no Cougars can get through. 


ТІР /fthe Cougars get through the hole in the wall before your ‘Mechs 
wv can block it, you were too slow. You can still try to destroy all the 
i Cougars, but if you fail you'll have a much rougher time of it later 
in the mission. 
If more than one Cougar slips past your forces, they'll be very 
hard to catch, but if only one slips through, you can have your 
Force Group 3 "Mech try to cut it off. 


Cougars that aren't destroyed will loop north and around the 
lake, then proceed south to link up with the Lokis and Jagermechs 
marching up from the south. They'll be a real nuisance later on, so 
destroy them now! 


CHAPTER 9 — OPERATION 4: 


When all Cougars are destroyed, send your Force Group 1 and 2 ’Mechs back to 
their initial drop point, then from there to the spot marked “Ambush Here.” This spot 
marks the beginning of a narrow path leading through the forest. 


Pack your ’Mechs into this narrow forest path, trying to block it. Po v g 


TIP Again, it’s vitally important that all of your ‘Mechs pack into a small ~ 
wv section of path as shoun in Figure 9-10. By crowding in, they effec- 
tively block the path so that no enemies can sneak through. 


Around this time, a group of four 
Catapults will slowly start to filter up from 
the south on the eastern side of the river. 
Keep an eye on them but don't worry about 
them yet. 


Also, a group of four Jagermechs and 
four Lokis will start to march north on the 
western side of the river. You'll see them 
approach, thanks to having surveyed the 
mountain earlier. 


Once all your 'Mechs are in place at the = 
ambush point, drop all but one large artillery Ё ti 
strike on the enemy Lokis. (Save your last Fig. 9-10. Pack your ’Mechs into this small area, 
small strike as well) You must target the leaving no room for the enemy to squeeze past. 
Lokis and damage a few of them, because 
they're the fastest remaining enemy ’Mechs, and they'll find a way to slip past your 
forces if you don't damage them. Note that the Lokis will start running after getting 


hit by the first artillery strike. Beo e 
Meanwhile, on the other side of the river, the Catapults should be approaching : 4 
the spot marked “Explosives.” At that spot, а large grid of pressurized tanks flanks the b \ y 
road on either side. When the Catapults are all near this grid, blow up the tanks with — ~~ 
your last small artillery strike, taking all four Catapults with them. e 


~% o v 
Sox / 


Now the only 'Mechs left are the Lokis and Jagermechs. When they approach 
your ambush spot, have all your 'Mechs attack from their current position. Attack 
Lokis if possible, ignoring the Jagermechs if necessary—remember, the Jagermechs 
are slow and are unlikely to sneak through your ambush. 


TIP Again, it’s vital to use the “Attack from Current Position" command 
Y (the |C] key). This forces your ‘Mechs to stand their ground while they 
fight, not budging an inch. If you allow them to move around instead, 
they will—and the Lokis will sneak past. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Destroy all remaining Lokis and Jagermechs to end the mission, using your 
remaining large artillery strike to deal further damage while the enemy 'Mechs are 
standing still. The mission is a success when the last 'Mech is wiped out. 

If you did everything correctly, you may still have lost a 'Mech or two—after all, 
you were facing rough opposition. 


ТІР /fyou failed, chances are good that timing was your downfall. Here's 
wv where timing comes into play: 
* You need to get Force Group 3 over to reveal and destroy the bridge 
before the Cougars get across. 
* You need to get Force Groups 1 and 2 into place to intercept the 
Cougars. 
• You need to time your artillery strike on the Explosives area so that 
every Catapult is destroyed. 
* You need to damage the Lokis with large artillery strikes, which is 
tough because they're moving. 


Also, you need to make sure your ‘Mechs fire from their current 
position without moving around, or else they'll scatter and allow 
Cougars or Lokis £o get through the ambush. 

Make no mistake, this is one hard mission. Expect to try it 
multiple times. 


MISSION 4-6: DESTROY HIDDEN SMOKE 
JAGUAR ORBITAL GUNS 


ntelligence has located the Mobile Orbital Guns that were responsible for disabling 
КА DropShips during the initial attack. These guns must be destroyed before the 
main invasion force reaches orbit. 


Aerial reconnaissance has located the position of the three Gun Emplacements, 
but because of the Jaguars’ air superiority an air strike is not feasible. 


Each site (Alpha, Beta, Gamma) contains one or more Mobile Orbital Guns. All 
guns at all locations must be destroyed for the mission to be considered a success. 


CHAPTER 9— OPERATION 4: LYNCHPIN ~ 


Warehouse, 


Figure 9-11. Battle Map of Mission 4-6. 


e Destroy Mobile Orbital Gun at Alpha. 
* Destroy Mobile Orbital Guns at Beta. NS 
* Destroy Mobile Orbital Guns at Gamma. EX и 


Overview 


This mission is relatively straightforward, and involves marching your 'Mechs from 
one Orbital Gun site to the next in a methodical fashion. Numerous caches of salvage- 
able materials are scattered throughout the map. These are noted on the Battle Map, 
but the walkthrough doesn’t recommend visiting all of them because of the extra 
punishment your 'Mechs will receive. However, feel free to capture these extra struc- 
tures if you're feeling brave. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


You'll find that the enemy forces guarding the Gamma site are extremely 
formidable. Thus, this walkthrough recommends a mad dash to destroy the guns 
instead of a grinding assault that takes on all enemies to the finish. 


Recommended Forces 


You have 560 tons but only eight 'Mech slots for this mission. Don’t bring any 
Atlases, but do try to use any Lokis, Vultures, or other big, fast OmniMechs you 
happen to possess. 


If you want to take a single small Mech, however, make it a Cougar—and load 
Advanced Sensors and a Guardian ECM onto it. 


Long-range weapons are again a high priority in this mission; PPCs and the like 
will serve you well. 


You have three small artillery strikes for this mission. 


Strategy Blueprint 


Your forces are dropped in the western part of the map. Collect all your "Mechs and 
guide them along the path drawn on the Battle Map, which leads to the trio of LRM 
Carriers noted on the map. Destroy these vehicles. If you’re feeling ambitious, you also 
can capture the Warehouse located a bit to the east, which is guarded by Von Luckners. 


Now gather your forces and have them approach the lone man-made bridge 
leading to the Beta site, which is a well-fortified island base. (Note that there’s actu- 
ally a land bridge that leads to the Beta site as well, which serves as a backup if the 
man-made bridge gets destroyed.) 


A trio of Von Luckners, a Vulture, and a pair of Aerospace Spotters guard the 
bridge to the base. Fight them from afar without crossing the bridge. As you fight, a 
pair of Thors will join in the fray. Continue to pound your enemies from long range, 
then enter the base when all visible forces are destroyed. 


Capture the Sensor Control Building at the center of the base after destroying 
the two LRM Carriers guarding it. Capturing the building gives you control of 
multiple Sensor Towers overlooking the rest of the map. Then, locate the two Mobile 
Orbital Guns in the base, one of which is guarded by a pair of LRM Carriers. Destroy 
both Guns and their LRM Carrier guards. 


CHAPTER 9 — OPERATION 4: 


Finally, take over the Mech Repair Bays and thoroughly repair your Mechs 
in them. 


When your 'Mechs are fully repaired, go back across the bridge and proceed === 
toward the Alpha site, taking the indicated path. This site features tough defenses, ~ 
including a pair of Aerospace Spotters, an Atlas, a pair of Vultures, four Von Luckners, 
and—very noteworthy—a large group of unmanned ordnance and Fuel Trucks. 


Approach this encampment slowly, 
picking off the closest enemy units and letting 
them come to you instead of charging in. 
When one or more enemy 'Mechs approach 
the Fuel Trucks, detonate a nearby truck to 
set off the whole pile and (hopefully) destroy 
one or more enemies. If you're patient you 
can destroy the Atlas and at least one Vulture 
this way. 


When all enemies at the Alpha site have 
been cleared out, destroy the lone Mobile 
Orbital Gun at the center of the area and 
capture the Mobile HQ. 


When you've done all there is to do in Fig. 9-12. This pileup of explosive Fuel Trucks 
this area, send your 'Mechs south along the isa valuable tool. Detonate it while enemy 'Mechs 
path outlined on the Battle Map. This path are nearby. 
eventually loops east, toward the spot labeled 
"Container Stack and Vehicles." 


TIP eel free to visit the 'Mech Repair Bays again before taking this path. 


wv As you approach the spot marked "Container Stack and Vehicles," 
i be sure to avoid the sensors of the Atlases parked to either side. You 
don’t want to alert them to your presence. 


If you brought a Cougar with a Guardian ECM, avoiding the 4 
Atlases’ sensors is easy. Without the ECM it’s still possible, but you a Ne , 
have to be careful not to let your 'Mechs wander. RU E 


At the spot labeled “Container Stack and Vehicles,” you must destroy three 
Von Luckners and two LRM Carriers. Capture the Container Stack when all vehicles 
are destroyed. 


Now gather your 'Mechs, and make a beeline toward the spot marked Orbital 


Guns, destroying any trees that get in your way. Remember to steer clear of those 
Atlases' sensors! 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


You'll soon hit a ring of Perimeter Alarms. Don’t bother to painstakingly destroy 
them, because a couple Thors parked near the Gamma site will detect your forces by 
the time you're close to the alarms—and when the Thors attack, the Atlases also start 
lumbering toward you. 

Ignore the Thors and Atlases as best you can, therefore, and have your 'Mechs 
make a mad dash for the spot labeled Orbital Guns. Destroy the three Orbital Guns you 
find in a line there, using concentrated weapons fire. Also, use your three small 
artillery strikes to speed the process. 


When these three Orbital Guns are destroyed, the mission ends. 


TIP Your Mechs might have taken a beating from those final Thors, but 

wv if they were reasonably fast and made a beeline for the Orbital Guns 
instead of fighting back, they should have gotten to the Guns before 
the sluggish Atlases could really jump into the act. 


peration Lynchpin was a rousing success—so much so, in fact, that : 
the Jaguars have retreated to defend the Starbase. Your task in — - 
Operation Cutthroat is to foil their efforts and open the Starbase to X 


the main Allied invasion force. This is the most decisive Operation ote — AA 


entire campaign; your company's failure would mean the failure. of the. 
entire invasion effort. | 

The balance of the struggle for Port Arthur rests in y 
MechCommander. You can tip it one way or the other by you 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


ТЕР As with the missions in Operation 4, Operation 5's missions are diffi- 

wv cult enough that even a flawless tactical performance can't guarantee 
a perfectly intact corps of BattleMechs. Expect to take some serious 
damage on these missions, and don't second-guess yourself if you fail. 
These missions are difficult enough that you're unlikely to succeed on 
your first attempt. l 


MISSION 3-1: RESCUE ALLIED COMMANDER 


aptain Nairn of X-ray Company successfully led a Binary of Clan OmniMechs from 
Ге normal post (defending the Starbase) into а trap. However, while executing 
this maneuver he was pinned down by Jaguar reinforcements. He’s managed to 
maneuver his Atlas onto high ground and defend himself, but he can’t hold out forever. 
Your task is to link up with Nairn and escort his Atlas back to the Extraction 
Point. You might have to be careful, though, as Nairn is unpredictable and might 
attempt to attack the Jaguars instead of simply escaping as planned. 


e Escort Allied officer to Extraction Point. 


Overview 


This mission can be frustrating because it requires you to protect a unit that’s not 
directly under your control. Captain Nairn has a tendency to make some rather ques- 
tionable tactical decisions, and his poor judgment will get your mission off to a 
dangerous start. 

As the mission commences, Nairn and company are located at the extreme 
northern edge of the combat area while your forces start out at the south. Nairn and 
his men are quickly swarmed by Vultures and Hunchback Іс, but instead of taking 
a roundabout southeastern escape route (which is free of enemy influence) he 
chooses to rush headlong into an enemy base. Thus, your only option is to attack the 
base from the south and clean it out before he gets there, otherwise Nairn's Atlas will 
be picked apart. 


Vultures, 
Hunchback lics 


Hunchback Ilcs 
Shreks, 


Bulldogs 


Figure 10-1. Battle Map of Mission 5-1. 


Recommended Forces 


You have 500 tons of Mech to play with in this mission. Avoid taking the very largest 
'Mechs, such as Aflases, as they're too slow for the initial rush on the enemy base. 
Instead, take substantial Clan 'Mechs, which are much lighter on their feet than heavy 
Inner Sphere Designs: Thors and Lokis are ideal if you've managed to salvage any, and 
Vultures also are a good choice. 


Take heavy-hitting weapons as usual. Long-range weapons are ideal because 
you'll face so many Vultures in this mission that you'll need to trade long-range fire. 


You have four small and two large artillery strikes for this mission, plus one 
Sensor Probe. 


MECHCOMMANDER: 0010 — РЕІМА З OFFICIAL STRATEGY GUIDE 


Don’t take a Guardian ECM, in this mission it sometimes pays to let the enemy 


see you ahead of time. 


Strategy Blueprint 


Your Mechs аге all dropped to the same area. Select them and immediately have them 
all start to march north as indicated on the Battle Map. Meanwhile Nairn’s Force 
Group of 'Mechs is busy fighting a group of four Vultures and two Hunchback Псѕ in 


the northern part of the map. 


Following the path drawn on the Battle Map, your 'Mechs eventually will reach 
a concrete wall fortified with turrets. Don’t break through it yet. 


Fig. 10-2. Detonate these tanks to take out a 
pair of Vultures. 


On the other side of the wall is a grid of 
explosive tanks marked “Explosives” on your 
Battle Map. Gather your ’Mechs near the wall 
and wait just a moment as two Vultures on 
the other side approach. Drop a small artillery 
strike on the explosive tanks (or just shoot 
them) as the Vultures approach them, hope- 
fully destroying both Vultures outright. 


Now blast a hole in the wall and march 
all your 'Mechs into the base. Capture the 
nearby Turret Control Tower and proceed 
north through the base, destroying the 
Rommels and Von Luckner parked in there. 
Also capture the base's northern Turret 
Control Tower and destroy its northern gate. 


TIP Around this time, Nairn will approach the base's northern gate in his 

: Atlas. /f you're incredibly unlucky he'll get destroyed before entering 
l the base, but if you're quick to take over those Turrets and destroy the 
northern gate, his 'Mech should remain intact—and he'll walk into the 


base to join your forces. 


As Nairn joins your troops, а pair of Hunchback Ilcs and some heavy vehicles 
(Shreks and Bulldogs) will attack from the western edge of the base. Destroy the 
Hunchbacks and vehicles, and gather around Nairn. 


Nairn won’t stop when he enters the base. Instead, he’ll keep moving south 
toward the Extraction Point. You must keep your 'Mechs near him, firing at enemies 
as you retreat. Skillful use of your artillery strikes is absolutely crucial here; use the 
small ones to destroy vehicles and moving 'Mechs, and use the big ones to destroy 
'Mechs that are more or less stationary. 


Keep fighting as you follow Nairn, using occasional bursts of concentrated fire to 
level enemies and then running back to catch up with Nairn. You should be able to 
incapacitate most enemies well before Nairn approaches the Extraction Point. 


As Nairn approaches the Extraction Point, have your 'Mechs walk out in front of 
his Atlas. A pair of Vultures and a pair of Hunchback Псѕ are parked near the 
Extraction Point, and you'll need to destroy them to end the mission. Use concen- 
trated fire as usual, but make sure to fire at any enemy that's targeting Nairn’s Atlas, 
distracting the enemy so it won't destroy him. 


The mission ends when these four 'Mechs are destroyed. 


ТІР Dont be surprised if you fail; this is a tough mission that's very 
wv combat-intensive. The keys are: 
| • Make sure you destroy those two Vultures with the explosives 
marked on the map. If you don’t at least send them to the brink of 
destruction with the explosion, they'll only add to your problems. 
e Make effective use of those artillery strikes, using them to destroy 
pursuers. This requires a good sense of timing. 


е Stick with Nairn, and don’t allow him to get too far away. 


MISSION 3-2: EXTERMINATE GLAN PRESENCE 


he Binary of Clan "Mechs that Commander Nairn led into a trap prior to the last 
[eso is still wandering around the countryside. However, rescue forces are 

expected to be dropped soon—so if we’re to finish them off, it has to be quickly 
(within 15 minutes). 

These eight OmniMechs are piloted by some of the Jaguars’ very finest 
MechWarriors, and destroying them would be a tremendous blow to Jaguar morale. 
Unfortunately, the enemy has dug in for a long wait, and they will be extremely diffi- 
cult to destroy. 


e Seek and Destroy all eight Clan Mechs. 


CHAPTER 10 — OPERATION 5: СИ 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


Fig. 10-3. Battle Map of Mission 5-2. 


CHAPTER 10 — ПРЕКАТІОМ 3: С 


Overview 


This mission will teach you a little bit about the value of quality versus quantity. 
You're fighting a very low number of enemy 'Mechs in this mission but they're all well 
equipped, and they're all piloted by the Jaguars’ elite men. As a result, your Mechs are 
going to get damaged or even destroyed in a matter of moments, whereas against 
lesser pilots they’d only receive scratches. 


This is a simple mission, strategically: You must destroy all eight enemy 'Mechs. 
The difficult part, however, is the combat itself. Be sure to take your very best Mechs 
and pilots, as well as your very best weapons. And don’t forget to keep moving! 


Recommended Forces 


You've got 400 tons at your disposal. Take large Clan Mechs loaded with the best Clan 
weapons you've got. Make sure your very best pilots are in the cockpits, as well. 


Potent long-range weapons such as Gauss Rifles and ER-PPCs are an excellent 
choice for this mission, so long as you remember to conserve them (don’t waste the 
Gauss Rifles’ ammo by shooting trees). 


Place your biggest, heaviest, meanest Mechs into Force Group 1. They'll be 
doing much of the work. Force Group 2 is almost an afterthought. 


You've got nothing in the way of artillery support or Sensor Probes for this mission. 


Strategy Blueprint 


Your two Force Groups are dropped quite far from one another. Ignore Force Group 2 
for now and concentrate on Force Group 1. 


Guide Force Group 1 along the path indicated on the Battle Map, blasting trees 
as necessary (but holding back 'Mechs with ammo-intensive weapons so they don't 
waste any). 


TIP You need to hurry through this mission. Bear this in mind, and don't 
wv let your Mechs stand still for more than a moment. 


This path leads you up a small mountain, which reveals a Thor parked in a nearby 
grove of trees. Continue along your path until your forces are northwest of the Thor, 
then attack it with long-range weapons. It'll jump out to confront you, but you should 
be able to destroy it quickly with concentrated fire. 


When the Thor is attacked the nearby Mad Cat will spring into action and will 
head for the land bridge leading to the base. Immediately after destroying the Thor, 
send your forces north toward the bridge so they can cut off the Mad Cat before it 
escapes into the base. Destroy it, too, with concentrated fire. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


With both 'Mechs gone, send Force Group 1 into the base marked on the Battle 
Map. Have them quickly take over the Turret Control Tower inside, and prepare them- 
selves for a pair of Thors that run down from the north. This will be a tough fight. 
Remember to keep your Mechs moving! 


When these two Thors are gone, capture all salvageable buildings in the base and 
then quickly make use of the 'Mech Repair Bay. When your 'Mechs have been repaired, 
send them out the base's southwest gate and down the road as shown on the Battle Map. 


They'll quickly reach a manmade bridge. Have all but one of your Force Group 1 
'Mechs stop at the bridge while the fastest one crosses and continues south toward the 
powered-down Hunchback Псѕ noted on the Battle Map. 


As soon as the powered-down Hunchbacks start to power up, have your lone fast 
'Mech turn around and run back across the bridge. From the other side of the bridge, 
hammer the Hunchbacks with long-range fire. If you're lucky, you'll be able to destroy 
one before it gets into Heavy Autocannon range, and destroy the other before it 
finishes off more than one of your 'Mechs. 


Meanwhile, you should start moving Force Group 2 up from the south so that 
they can join Force Group 1. Their path should be clear because around this time the 
Mad Cat located south of the Hunchbacks' 
starting point will run up to engage Force 
Group 1. 


By the time the Mad Cat and 
Hunchbacks are finally destroyed, your Force 
Group 1 ’Mechs are likely in bad shape. 
Quickly send them north to the 'Mech Repair 
Bay, having Force Group 2 meet them there. 


When your 'Mechs are reasonably 
repaired, send them all north along the 
coastline path drawn on the Battle Map. Have 
your undamaged Force Group 2 'Mechs lead 
the way. 


UP 


Fig. 10-4. Avoid the explosive structures littering 
the area near the Masakari. 


CHAPTER 10 — OPERATION 3: СІЙ 


Eventually they'll reach the spot marked “Masakari” on the Battle Map. Here, a 
Masakari lurks amidst a field of Natural Gas Towers and other explosive structures. 
Destroy the Masakari with concentrated fire, taking great care to keep your 'Mechs 
away from explosive structures. If the Masakari gets too close to any explosive struc- 
tures itself, shoot the structures to deal some quick, cheap damage. 


Your mission ends when the Masakari goes down. 


TIP 77e sheer difficulty of the combat in this mission is a bit surprising, 
wv thanks mainly to the excellent pilots you're facing. Don't be surprised 
i if a precise shot to the head or internal components takes out one of 

your ‘Mechs quickly and forces you to start over. 


MISSION 3-3: CAPTURE FUEL DEPOT 


he Jaguars have captured the Wiesman Fuel Depot and Processing Plant, which is 
located just a few kilometers away from the Starbase. Your task is to capture and 
defend the Depot, keeping at least two of its four oil derricks intact for Allied use. 


Due to the Depot’s great tactical significance, the Jaguars will stop at nothing to 
deny you this resource—even if it means destroying it. 


The Depot is an extremely volatile and hazardous place for a battle. You can use 
this quality to your advantage, detonating nonessential structures that are close to 
your enemies, but you must take care not to let your enemies use this tactic. Also, be 
careful not to destroy oil derricks in this way. 


* Destroy all enemy forces. 
e Capture and defend all four oil derricks. 
e Capture Clan HQ Building to gain valuable tactical data (secondary). 


Overview 


This is a brutal mission because the hard part isn’t combat—it’s anticipating when and 
where the enemy will try to sneak past your forces and destroy the oil derricks you’ve 
captured. Furthermore, the toughest part comes at the end, when you've been lulled 
into complacency by the relatively easy combat up to that point. 


The essence of this mission is to slowly work your way around the Depot, 
capturing oil derricks as necessary and establishing a good defensive position in case 
of sneak attacks. The Strategy Blueprint tells you when and from where the attacks 
will come, but it’s up to you to defend the derricks. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Force 
Group 1, 
Force 
Group 2 
Explosives 
е LRM Carriers, 


Derrick 
1 Derrick 
3 
J. Edgars, 78 
S 
Von Luckner Guard 
Resources Base 


Fig. 10-5. Battle Map of Mission 5-3. 


CHAPTER 10 — DPERATION 5: 


Recommended Forces 7 


You're given 350 tons for this mission. It's a bad idea to take multiple slow 'Mechs, ue 
because in the mission's last stages you'll have to give chase to small, fast 'Mechs. A ud 
mix of fast and slow 'Mechs can work, but as always, large Clan 'Mechs are ideal ^ ја 
because of their great mix of size and speed. 


Long-range weapons are a good investment for this mission. 
You have three small and three large artillery strikes for this mission. 


Strategy Blueprint 


Your forces are all dropped to the same area. Gather them and send them all south 
along the indicated path, destroying the explosive tanks at the spot marked 
“Explosives” on the Battle Map. 


TIP You should destroy those explosive tanks because your ‘Mechs have to 
wv walk through that area, and you don't want them to detonate while 
Y your ‘Mechs are nearby. 


Proceed to the spot marked "Turrets," where you'll find a concrete wall with Missile 
Turrets and three LRM Carriers behind it. Blast a hole in the wall from afar, then charge 
in and destroy the Turret Control Tower behind it. Then destroy the LRM Carriers. 


Now proceed to the spot marked “HQ Base,” taking the indicated path. This base 
is surrounded by heavy walls. Again, blast a hole in the walls from afar, then charge 
inside and take out the Turret Control Tower with a quick strike. There also are four 
Von Luckner tanks for you to destroy in this base. 


Once all opposition has been crushed inside the base, capture the Base HQ, 
Sensor Control Building, and a pair of Resource Warehouses. Also capture a 'Mech 
Repair Bay and repair your 'Mechs thoroughly. 


When your 'Mechs are repaired, proceed south to the spot marked Derrick 1. 
Destroy the pair of Rommels and the Loki that guard this derrick, then capture it. If 
you have one 'Mech that got particularly beat up by the Loki (and you probably do) 
send it back to the Repair Bay while leaving the other 'Mechs at Derrick 1. 


A small flood of six J. Edgars and three Condors is now likely to emerge south- 
west of Derrick 1. You must intercept these vehicles before they reach Derrick 1 and 
detonate the Pressure Tanks surrounding it. The vehicles themselves have to pass 
through a cluster of explosive tanks to reach Derrick 1, and exploding these tanks will 
take out many of them simultaneously. 

Now rejoin your repaired 'Mech with its companions and move all your 'Mechs 
briskly toward Derrick 2. Have them destroy the pair of Von Luckners guarding 
Derrick 2, capture the derrick, and quickly move on. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Proceed to Derrick 3 and destroy the three Bulldogs guarding it. Around this 
time a pair of Hunchback 11сѕ will appear from the east; stick around near Derrick З 
and intercept the Hunchbacks, destroying them with concentrated long-range fire. 


When the Hunchbacks are gone, head 
south to the spot marked “Von Luckner Base.” 


Have your 'Mechs blast a hole in the wall 
of this base, destroying the Vehicle Barracks 
as quickly as possible, and then destroying 
the Uller inside. Four of the parked Von 
Luckner tanks in this base will presently 
spring to life, but the other four will remain 
inactive if you destroyed the barracks quickly 
enough. Destroy any active vehicles. 


Finally, send all your 'Mechs north 
toward Derrick 4. Have them rush the gate 
and destroy the pair of Von Luckners inside, 
then capture the Turret Control Tower and 
Gate Control Building. 


Before capturing Derrick 4 itself, scout 
the area east of Derrick 4 thoroughly, revealing all terrain. Then, split your 'Mechs 
into two roughly equal groups: slow and fast (or just divide them equally if all your 
'Mechs are fairly fast). Send the slow group to stand at the northern spot marked 
"Guard" on the Battle Map. Then, have the fast group capture Derrick 4 and quickly 
run down to the southern spot marked “Guard.” 


Fig. 10-6. The lower four Von Luckners will activate 
no matter what you do. The upper four will remain 
dormant if you destroy the nearby Vehicle Barracks. 


Two groups of enemy 'Mechs will appear from the east. A Masakari will approach 
your northern, slow 'Mechs, while a pair of Commandos and a trio of Cougars will 
approach your southern, fast 'Mechs. 


The key to destroying these 'Mechs is detonating the explosive tanks near them; 
we've labeled spots 1, 2, and 3 on the Battle Map because they're significant patches of 
explosive tanks that the enemy 'Mechs will walk past. If you're fast and you time your 
attacks on the tanks properly, you can take out most of these newcomers with ease. 


CHAPTER 10 — OPERATION 3: LUTTE 


If any Mechs slip past you, give chase and use your artillery strikes to slow them 
down. You can’t let them destroy your oil derricks! (Note that Derricks 1 and 2 are the 
most fragile, because they aren’t protected by walls). 


The mission is a success when you've finished off all newcomer ’Mechs. 


ТІР Jfyou failed, try again and attempt to move quicker. You may just 
, have had bad luck catching that last group of 'Mechs—so next time, 
reveal more of the map before capturing the last derrick, so you can 
more readily see the positions of all the advancing Мес. 


MISSION 9-4: POSITION ALLIED ARTILLERY 


ur attack on the Starbase has entered its initial stages, and fire support is needed. 
fe task is to escort a number of Mobile Artillery pieces through the moun- 
tainous Lambert Valley region, and up to the designated spot atop a ridge. 


The Jaguars have positioned Air Control Towers along this ridge, and these 
towers must be destroyed before the artillery approaches the area—or else air strikes 
will make your mission virtually impossible. 


The Mobile Artillery can’t fire during transit, so they’ll be of no combat value 
during the mission. 


You need to complete this mission in under 20 minutes. 
* Destroy all three enemy Air Control Towers. 
e Move all forces, including artillery pieces, to the top of the ridge. 


Overview 


This mission requires patience and a well-chosen set of Mechs. It also requires good 
surveillance of the surrounding area and a willingness to carefully micromanage your 
'Mechs' path in case of rapid air strikes. 


Assuming that you’re patient and fairly adept at avoiding air strikes, this 
shouldn’t be a backbreaking mission. The unfortunate thing about air strikes, though, 
is that they can dash your hopes in a matter of seconds. You'll have to exercise caution. 


Recommended Forces 


You’ve got 380 tons to play with. You can low-ball by 20 or 30 tons if you’ve got great 
'Mechs and weapons. 


Take speedy 'Mechs, because they've got to be able to evade air strikes. Ditch your 
slow Inner Sphere 'Mechs and Masakaris in favor of Thors, Lokis, Cougars, and the like. 


As usual, ER-PPCs, PPCs and other long-range weapons are highly recommended. 
You have no artillery strikes or support of any kind in this mission. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


Raven, : 
oe Hunchback lics, 
Centurions 


Hunchback Ис, 
Ф ewes LRM Carrier, 
| Saracen 


ke Hunchback Ис, 
@ Catault, Saracen 
cen 


Bulldog 
Sara 


@ 
Hunchback llc, e 
Catault NA 
9, 


* Bulldog, Bulldogs, 
Saracen Saracens 
9 e 


Force Group 1, PX 
Force Group 2 e m Ue 


Rommel, 
Condor 


Fig. 10-7. Battle Map of Mission 5-4. 


CHAPTER 10 — DPERATION 5: СШ 


Strategy Blueprint 


Your forces are all dropped to the same general area. Gather all your Mechs and assign 
them all to one group, and leave your Mobile Artillery in the other group. Send both 
groups due east toward the spot marked *Rommel, Condor." 


TIP Move quickly all throughout the mission, because in addition to the 
wv timer, there are enemy forces that will catch you from the rear if you 
aren't quick. 


Along the way, a pair of Bulldogs and a pair of Saracens might come down from 
the north and attack; destroy them with concentrated fire, then destroy the Rommel 
and the Condor. 


Keep moving your forces east, up into the mountainous terrain, toward the spot 
labeled “Bulldogs, Saracen.” Destroy the two Bulldogs and the Saracen located there, 
allowing your Mobile Artillery to lag behind somewhat. 


Now have your 'Mechs veer north as shown on the Battle Map, leaving the Mobile 
Artillery well behind. As the 'Mechs proceed north, several groups of enemies marked 
on the Battle Map will mobilize and head toward them. These include the Bulldog and 
Catapult to the east, the Hunchback Пс and LRM Carriers to the west, and the 
Centurion and Catapult positioned even farther west. Take on all these foes as soon as 
they arrive, destroying them with concentrated fire. 


When all enemies seem to be gone, send both Mechs and Mobile Artillery toward 
the spot marked “Wait Here." Then have the 'Mechs ascend the nearby mountains to 
view the surrounding terrain. 


ТЕР An enemy group including a Raven, two Hunchback IIcs, and two 
Centurions has been gradually looping around from the west, and 
eventually will catch up with your group. The first ‘Mech to appear 
will be the Raven; the others will follow somewhat later. 


While your Mobile Artillery waits at the “Wait Here" spot, have your Mechs back- 
track, searching for the enemy 'Mechs mentioned in the tip above. When they've 
destroyed all five 'Mechs, have them return to the “Wait Here" spot and then take off 
to the north as shown on the Battle Map. Leave the Mobile Artillery behind. 


As the 'Mechs proceed north, they'll be pelted with air strikes. Keep a careful 
watch over them and steer them away from strike markers, always keeping them in 
motion. This is absolutely critical. 

Eventually your forces will reach the spot labeled "Tower 1," which is the first Air 
Control Tower. It's guarded by six Pop-Up Missile Turrets and a Von Luckner. 
Furthermore, four Cougars hiding to the north are likely to jump down and attack 
when your 'Mechs approach. 


neut 


Seeman oO — 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Fig. 10-8. Air strikes rain down on your 'Mechs as 
they cross this intermediate region. Keep a close eye 
on them and keep them moving. 


then destroy the Air Control Tower. 


Destroy the Von Luckner and enemy 
Cougars methodically, staying away from the 
Missile Turrets so they can't add to the 
damage. Continue to watch for air strikes as 
you fight. 

When all enemies are destroyed, 
demolish the Air Control Tower and move on 
to Tower 2. 


ТІР Stay away from the site of 
E destroyed Air Control Towers, 
as they tend to get pummeled 
with extra air strikes. 


Tower 2 has another complement of 
Pop-Up Turrets, plus an LRM Carrier. Destroy 
all defenses, still watching for air strikes, and 


Finally, proceed to Tower 3, destroy the Turrets and LRM Carrier guarding it, and 


destroy the tower itself. 


With the threat of air strikes gone, immediately send your Mobile Artillery 
toward the Extraction Point near the former site of Tower 2. Have your 'Mechs back- 


track and escort them. 


ТІР Another group of roving ‘Mechs emerges from the base in the north- 
wv west corner of the map around the 12-minute mark. These Mechs 
include a Raven, fwo Centurions, and a Hunchback IIc. Like the 
previous roving group, this group will loop around and follow the 


same path your forces followed. 


If you were fast, none of these 'Mechs will catch your Mobile 
Artillery from the rear. If you were slow, the Raven will catch up 
and you ll have to bring your ‘Mechs down to deal with it. Only if 
you were horrendously slow will the Centurions or Hunchback catch 


your artillery. 


CHAPTER 10— ОРЕКАТІОН 5: CU 


When all 'Mechs and artillery are huddled around the Extraction Point, the 
mission is considered a success. 


MISSION о-о: DESTROY SECONDARY POWER 


he Bellum area contains three power stations, designated Alpha, Beta, and Gamma, 
To: provide secondary energy to the Starbase. If the Power Generators in these 

stations were to be destroyed, the Starbase's defense grid would be forced to 
operate solely on local power, which would reduce the overall efficiency of the 
Starbase's automated Turrets and sensor grid. 


The area is well defended by Bondsman vehicles, plus a scattering of Clan and 
Bondsman 'Mechs. Also, an elite Star of Clan OmniMechs reportedly guards this area, 
and will no doubt provide a serious challenge: It's reported to contain multiple 
Masakaris. 


* Destroy Power Complex Alpha 
e Destroy Power Complex Beta 
e Destroy Power Complex Gamma 


Overview 


This is a mission that requires you to tiptoe around potential trouble spots instead of 
charging in to attack. Specifically, the biggest threat to the health of your mission is 
a large group of Masakaris stationed in a base near the center of the map. If you 
attempt to storm this base right away you’re just asking for trouble, but if you avoid 
it the Masakaris will emerge gradually so you don’t have to fight them all at once. 
Also, you can make your job much easier by fighting the Masakaris with environ- 
mental effects (such as explosive tanks and Turrets). 


Once you've taken care of all the Masakaris, you'll know you're past the difficult 
part of the mission. But dealing with these heavy monstrosities is easier said than done. 


Recommended Forces 
You have 415 tons of drop weight, and as usual it’s difficult enough to win with all that 
weight—so don’t try to low-ball by too much. 

Also as usual, avoid Atlases altogether and try to steer clear of sluggish Inner 
Sphere ’Mechs. By now, you should have a wide variety of superior Clan OmniMech 
designs to choose from, so you can take along big "Mechs without having to sacri- 
fice speed. 

The usual array of ER-PPCs, LRMs, Large Lasers, and other heavy-hitting 
weapons are in order. 

You've got six small and four large artillery strikes for this mission. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


Fig. 10-9. Battle Map of Mission 5-5. 


CHAPTER 10 — DPERATION 5: С 


Strategy Blueprint 


Your forces are dropped in the northwest corner of the map. Gather them into a single 
group and send them southeast toward the Shreks indicated on the Battle Map. Have 
them destroy the three Shreks they find here with concentrated fire, meanwhile grad- 
ually advancing. 


As they continue, the trio of Von Luckners noted on the map also will attack, 
along with a Thor. Destroy these enemies methodically, sending any damaged 'Mechs 
to the rear. 


When the Thors and Von Luckners are gone, have your 'Mechs run past the 
Alpha site, pausing only to capture the Sensor Control Building (that's right, ignore 
the Power Generators for now) and dash down to the spot marked “Explosives” on 
your map. There you'll find a line of Gas Tanks and Pressure Tanks. When these tanks 
are revealed, have all your 'Mechs backtrack and gather slightly to the north of the 
tanks (outside their explosive radius). 

Soon, two Masakaris will come up from the Masakari base. As they approach, 
they'll walk right past these tanks. Detonate the tanks either with weapons fire or a small 
artillery strike, and you should be able to destroy (or nearly destroy) both of them. 


Now return to the Alpha site and destroy all three Power Generators. Also, 
capture all the valuable structures located near the spot marked “Explosives.” You'll 
claim lots of salvage there. 


When you're done, proceed east along the indicated path, sticking to the 
northern coastline. An LRM Carrier and a pair of Von Luckners will attack from the 
south; destroy them and keep on moving. 


Soon you'll reach a bridge. Gather your forces south of the bridge and then rush 
across it, destroying two Cannon Turrets on the other side. Then charge right into the 
area marked Beta and look for two structures labeled MechWarrior Barracks. Destroy 
these buildings as quickly as possible. Then concentrate on the nearby LRM Carriers. 


ТЕР 7en unmanned Ullers are parked in this base. If you destroy both 
MechWarrior Barracks quickly, only two or three of these “Mechs 
will actually become active. 


When all nearby opposition is gone, destroy the bridge your forces just crossed. 

Now send your least-damaged 'Mechs west toward the large area labeled “Turrets.” 
Here you'll find a vast field of Missile Turrets and a pair of Turret Control Towers. 
Capture the Towers quickly, before your 'Mechs are hit with too many missiles. 


-— voee 
а 
AU 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP Meanwhile, a trio of Masakaris is heading north from the Masakari 
base. Since you destroyed the bridge they wanted to cross, they'll have 
to loop around and approach your forces from the west—and they ll 
get pounded by the Missile Turrets you just captured. 


E 


you'll claim a vast number of Missile Turrets. 


Fig. 10-10. Capture the Turret Control Towers, and 


Now have your 'Mechs repair themselves 
in the Beta site's two 'Mech Repair Bays. Also 
destroy the nearby Power Generators. 


When you've done all there is to do here, 
approach the captured Missile Turrets and see 
how badly they've damaged the attacking 
Masakaris. If you hang back and let the 
Turrets do all the work, they'll destroy all 
three Masakaris.. 


When the Masakaris are destroyed, send 
your 'Mechs northwest through the Missile 
Turrets, then south toward the Alpha site, 
then east toward the Masakari base, which 
now contains only three Masakaris and four 
LRM Carriers. It's also guarded by a few 
Cannon Turrets. 


Attack this base from the west. In the base's western corner are numerous fuel 
tanks that you can detonate—and hopefully damage a Masakari or two. If this trick 
fails, you can still use your numerous artillery strikes to help destroy the Masakaris. 


Don't hold back! 


When all base defenses are gone, enter the Masakari base and capture all struc- 
tures containing salvage. Then capture a few 'Mech Repair Bays (the base is packed 
with them) and get your 'Mechs back into fighting shape. 

From here, send your 'Mechs south toward the Gamma site. After crossing a 
bridge, they'll have to destroy a pair of Cannon Turrets and a pair of Thors. 


When the Thors are gone, have your 'Mechs approach the Gamma site. This site 
is surrounded by Cannon Turrets. Pick off the Turrets at long range, blast a hole in the 


CHAPTER 1 — DPERATION 5: С 


wall, and destroy the Power Generators located inside. The mission is a success when 
the last Generator is destroyed. i 


TIP The main key to this mission lies in timing: You need to destroy 


wv explosive tanks at the right moment to take out Masakaris, and you 9 

need to hurry to destroy the MechWarrior Barracks before too many = 
Ullers can power up. If you succeed on both counts, this mission isn’t : wt 
terribly difficult. 4 


MISSION 9-6: CAPTURE STARBASE 


his is it: The culmination of all your previous efforts. Your mission is to destroy the 
six Mobile Orbital Guns defending the Starbase, thus paving the way for the 
primary invasion force. 

The Starbase’s outer Turret ring has been temporarily disabled by your previous 
actions, but it’ll come back on-line within a minute of your drop. If you hurry, you 
might be able to capture the temporary Turret Control Towers controlling these 
Turrets before power is restored. 

Also, because this is a prelude to the definitive battle for control of Port Arthur, 
the Jaguars will throw everything they’ve got at you. In addition to the current 
defenders, intelligence reports a group of Thor OmniMechs approaching the base 
from the south. If you hurry you might be able to ambush them before they reinforce 
the Starbase. 

This is your final mission, so hold nothing back. Send your best pilots and your 
best ’Mechs, outfitted with your best weapons. Even if you throw everything you’ve got 
at the Jaguars, you’re in for a difficult fight. 

Your mission must be completed within 35 minutes. 

e Destroy center Mobile Orbital Guns. 

• Destroy northwest Mobile Orbital Guns. 

e Destroy northeast Mobile Orbital Guns. 

e Capture or neutralize perimeter Turrets (secondary). 


Overview 


This is the final mission, and the Jaguars have overwhelming forces guarding the 
Starbase—but you don’t need to feel overwhelmed. The Strategy Blueprint shows you 
how to avoid many of the worst enemies, and let automated defenses such as Turrets 
take care of others. 


The first minute of this mission is a mad race against the clock, but after that the 
pace relaxes. You should have no difficulty performing the mission in less than 
35 minutes—because combat is the real challenge, not time. 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


1 


Force Group 1, 
Force Group 2, 
Force Group 3 


Fig. 10-11. Battle Map of Mission 5-6. 


CHAPTER (0 — OPERATION 5: С 


Recommended Forces 


You’ve got a massive 600 tons for this final mission. By now you should have built up 
a large collection of heavy Clan Mechs and impressive Clan weaponry. Ideally you 
should send Masakaris, Mad Cats, Thors, Lokis, and Vultures on this mission, all 
loaded with high-powered Clan and Inner Sphere weapons. 


In addition to these heavier 'Mechs, you need to send one lighter, jump-capable 
'Mech with a Guardian ECM Suite or Clan ECM Suite loaded onto it. Ideally, this 'Mech 
should be a Cougar. Make sure a pilot with good Jumping skill is in control of it. 


You have three small and three large artillery strikes for this mission, plus two 
Sensor Probes. 


Strategy Blueprint 


All three Force Groups are dropped to the same spot. Immediately select your lone 
small, jump-capable 'Mech (we'll assume that it's a Cougar) and have it sprint along 
the path drawn on the Battle Map, all the way to the spot marked “Gate.” (Leave the 
other 'Mechs behind for now.) 


TIP You can't waste any time getting your jump-capable Cougar into the 
base, because you have exactly one minute before the base's perimeter 
Turrets are activated. You'll need to start over if your Cougar is too 
slow and gets destroyed. 


Have your Cougar jump over the gate, 
then jump over the wall protecting the 
Perimeter Turret Control Base, which is 
marked on your Battle Map. 


The instant your Cougar gets inside 
that base, have it take over the three Turret 
Control Towers located side by side in there. 
Also have it take over the Gate Control 
Building. 

At the 34-minute mark (one minute 
after the mission started), the Missile Turrets 
guarding the Starbase's perimeter activate. A 
few moments later, the group of four Thors 


* гт, 


gate and get attacked by those Turrets. Allow destroy the Power Generator. 
the Missile Turrets to completely destroy all 
four Thors. 


: : Fig. 10-12. This is the Perimeter Turret Contro 
marching up from the south will reach the Take over all three Turret Control Towers, but 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


When the Thors are gone, march your remaining "Mechs up to the gate and have 
them walk through it to rejoin the Cougar. 


TIP Make sure your forces walk along the road as they enter the Starbase. 
wv If they stray too far to either side they'll have trouble, because the 
ground outside the Starbase's walls is littered with mines. The road 
itself, however, has no mines. 


Now that your forces are inside the Starbase, have them approach the Turret Con- 
trol Tower located near the center of the map, taking the path drawn on the Battle Map. 


As your forces approach this Turret Control Tower, which is located near the 
mouth of an area that's blanketed with Missile Turrets, a trio of Cougars is likely to 
attack from the north. Have most of your forces fight the Cougars while your own 
jump-capable Cougar jumps over the walls protecting the Turret Control Tower and 
captures it. 


TIP Above all else, be sure to capture that Turret Control Tower as soon 

wv as possible! A pair of Masakaris guarding the nearby Orbital Guns will 
attack your forces as they approach the tower, but by capturing the 
tower immediately you'll assume control of a great number of Missile 
Turrets. These Missile Turrets will shred the Masakaris before they can 
get close enough to your forces to deal damage. 


After the Cougars and Masakaris are gone, capture the 'Mech Repair Bay located 
slightly east of the Turret Control Tower. Repair all your 'Mechs. Then attack the two 
nearby Orbital Guns. 


As you attack the Orbital Guns, a group of enemy 'Mechs stationed to the south- 
east attacks. This group includes two Vultures, a Thor, and a Mad Cat. Keep your 
forces in the midst of your newly captured Missile Turrets as you fight these 'Mechs, 
and the Missile Turrets will help you win. 


Repair your 'Mechs again after this fight, and make sure you destroyed both 
central Orbital Guns. Now return to the vicinity of the Perimeter Turret Control Base, 
then approach the western edge of the Starbase, taking the path outlined on the Battle 


CHAPTER 10 — ÜPERATION 5: CUT 


Map. This path takes your 'Mechs past a long line of Missile Turrets protected by 
concrete walls; ignore the Turrets and dash madly toward the Turret Control Tower 
and Vultures at the extreme western edge of the Starbase. 


Capture or destroy the Turret Control Tower as quickly as possible, either by 
jumping your Cougar over the wall for a quick capture or by breaking through the 
wall and then taking the tower. After dealing with the tower, destroy the swarm of five 
Vultures that jumps down to attack. 


Now break through the walls protecting the nearby western Orbital Guns and 
destroy the guns themselves, taking care to stay well out of the sensor range of the 
Hunchback Псѕ, Mad Cat, and Masakari stationed due east of the western Orbital Guns. 


When both western Orbital Guns are destroyed, backtrack to the Perimeter Turret 
Control Base along the same path you took west. Then, from the Perimeter Turret 
Control Base, return to the Repair Bay near the central Orbital Guns for fresh repairs. 


When all of your 'Mechs are repaired, you're ready to make a run on the northern 
Orbital Guns. Send your 'Mechs northeast along the path drawn on the Battle Map, past 
the Masakaris guarding the way, all the way up to the northern Orbital Guns themselves. 


As your 'Mechs run past the Masakaris, five jump-capable Hunchback Псѕ will 
leap over to attack. Ignore the Masakaris and the Hunchbacks. Both 'Mech types are 
slow; you'll probably lose a 'Mech as you dash past these enemies, but that's not a big 
deal at this point. All you want to do right now is reach those last two Orbital Guns! 


When a few of your 'Mechs reach the northern Orbital Guns, immediately 
target each Orbital Gun with a large artillery strike and a small artillery strike. Then 
have all your 'Mechs take evasive action from the pursuing Masakaris and 
Hunchback IIcs. When the artillery strikes hit, they'll destroy both Orbital Guns, 
and the mission is a success. 


Congratulations! You've won the campaign and freed Port Arthur. Kick back and 
watch the endgame cinema. 


CHAPTER 11 


DESPERATE MEASURES 
— | OPERATION 1: HYDRA 


‘he Smoke Jaguars have been largely obliterated, but a renegade Star 
Colonel, Marcus Kotare, has established an outpost on the old Star 


ing for long-forgotten technologies. Your task is to discover what 
is up to on Cermak, and to stop him. 


CHAPTER [| — DESPERATE MEASURES OPERATION 


This first set of missions is surprisingly challenging. To succeed, you’ll need to 
use sound combat tactics and make good use of your salvage. 


MISSION 1-1: SECURE LANDING ZONE uem 


our first mission is relatively simple. Your task is to clear the area around your 
Џена drop point, capture an HQ Vehicle, then capture a pair of Smoke Jaguar 

Component Warehouses. When you’ve completed these objectives, you should 
move your forces to the Extraction Point. 


Capturing an HQ Vehicle typically reveals part of the map, and this mission is no 
exception. If you accomplish your objectives in the order presented here, you should 
have relatively little difficulty in completing the mission. 


Your objectives are as follows: 

e Capture HQ Vehicle (Primary) 

e Capture Component Warehouses (2) (Primary) 
e Move all units to Extraction Point (Primary) 


Overview 


As mentioned before, this is a relatively easy introductory mission, especially if you 
take your three heaviest "Mechs and load them up with potent weapons. 


The strategy recommended in the Strategy Blueprint takes you all over the map, 
and instructs you to capture all possible salvage. It’s important to claim as much 
quality salvage as possible in these early missions because it will make your later 
missions easier. 


Salvage includes: 
e Southwest Container Stacks: 4 Clan LRM Racks, 3 Heavy Flamers 
* Point D Container Stacks: 3 Clan Pulse Lasers, 1 ECM 


e Point 2 Component Warehouses: 2 Clan LB-X Autocannons, 2 Clan Large 
Pulse Lasers, 6 Clan ER Lasers, 4 Clan Streak SRM Packs 


* Point E Component Vault: 2 Heavy Thunderbolts 


Recommended Forces 

You’re allotted 180 tons of drop weight, plus four Small Artillery Strikes for this mission. 
Take your Jagermech, Centurion, and Bushwhacker. Remove some of their 

ammo-dependent weapons and replace them with larger energy weapons. For 

example, replace Light Autocannons with PPCs and Heavy Flamers. Don’t buy 

weapons at this stage; just use what you’ve got. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Shadow Cat J, 


Uller Js, 
J. Edgars, 


948 HQ Vehicle 


Battle Map of Mission 1-1 


CHAPTER [| — DESPERATE MEASURES OPERATION 


NOTE Later in the game, we'll recommend specializing in particular ranges— 
for example, we'll recommend loading your 'Mechs with long-range 
weapons and then fighting exclusively at that range. 


Right now, however, your 'Mechs are big and slow, and you don't Le g 
have the resources to get faster ones. With slow 'Mechs, you'll find 
yourself fighting at fairly close range whether you want to or not, 
simply because your 'Mechs aren't fast enough to separate from the 
enemy. So feel free to take short-range weapons like Heavy Flamers 
for this mission, in addition to PPCs and Autocannons. ~ ue 


Strategy Blueprint 


Your forces start at the point labeled F1 on the 
Battle Map. Immediately gather them and 
proceed west to Point A, the top of a hill. 
Walking up here reveals lots of nearby terrain 
(Figure 11-1). 

Follow the path on the Battle Map that 
leads west toward Point B. As you approach 
Point B, J. Edgars and Uller Js approach 
from the vicinity of Point 1. Retreat slightly 
while fighting these enemies, targeting the 
Uller Js first. 


Figure 11-1. Walking up the hill reveals the HQ Vehicle 
TIP As you fight these enemies, the HQ and assorted enemies near Point 1. 
wv Vehicle stationed at Point 1 flees to 
the west, accompanied by a Shadow 
Cat. Don't worry; you'll catch up 
with it later. d a 


With these enemies gone, go west along the designated path toward Point C. 
Near Point C, you’re likely to run into a Striker and a J. Edgar, and you also might 
encounter the fleeing HQ Vehicle and Shadow Cat. Destroy all combat vehicles, but 
don’t worry about the fleeing HQ Vehicle. Capture it if the opportunity is there, but 
otherwise just ignore it for now. 

When all foes at Point C have been dispatched, proceed west along the designated 
path toward the spot labeled Strikers, Container Stacks. You’ll encounter a pair of 
Strikers here, plus the HQ Vehicle (if you didn’t capture it earlier). 

Destroy the Strikers and capture the HQ Vehicle if you didn’t do so earlier. Locate 
a pair of Container Stacks nearby, and take them for salvage. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Now proceed north along the designated path, toward the spot marked Strikers. 
(Along the way you'll encounter a Saracen.) The path leads you to a hilltop with a pair 
of Strikers atop it. Destroy the Strikers and make sure that you explore the hilltop; 
you'll reveal a good deal of the surrounding terrain from up here. 


After scouting the terrain, follow the path that leads north to Point D. At Point D, 
you'll encounter a trio of J. Edgars. Destroy all three, and capture a pair of Container 
Stacks nearby. 


At this point, you're ready to attack the 
base at Point 2. Follow the path on the Battle 
Map; it sends you into the base from the north, 
where there are no Turrets. Immediately take 
out the single Bulldog parked inside the base 
(Figure 11-2). 


TIP You can use your Small Artillery 
WA Strikes to soften up the Bulldog 
Y before initiating combat; you 
won't have much use for the 
strikes otherwise. 


| as а 
Figure 11-2. The Bulldog in the upper left of the screen After taking out the Bulldog, you should 
is your main threat at the Point 2 base. either have your Bushwhacker run in and 


capture one Turret Control Tower, then 
destroy the other from a distance; or have all of your Mechs destroy both Turret 
Control Towers from a distance. The first method is probably better, as your newly 
captured Cannon Turrets will obliterate a second Bulldog parked just south of the 
base. Either way, you should neutralize all Turrets and the second Bulldog. 


ТІР _ There are various non-combatant vehicles scattered around the 
wv Point 2 base. You can ignore these; they're not mission-critical. 


When all threats are neutralized, capture both Component Warehouses in the 
middle of the Point 2 base. 


CHAPTER 1| — DESPERATE MEASURES OPERATION 


At this point, you’re almost ready to exit 
the mission. Follow the path that leads north- 
east from here, terminating in a spot labeled 
Shadow Cat J, Elementals. When you reach 
this point you'll encounter—not surpris- 
ingly—a Shadow Cat J and several 
Elementals (Figure 11-3). Destroy the 
Shadow Cat first, remembering to stay on the 
move as you fight, and then pick off the 
Elementals. 


You now have a clear shot at the 
Extraction Point at Point 3, but you should ЕГ x oe 
hold off for a moment. Are your 'Mechs so Figure 11-3. As you approach the Extraction Point 
heavily damaged that you wouldn't risk marker, this Shadow Cat and several Elementals 
fighting a couple more vehicles? If so, send intercept you. 
them directly to Point 3 to end the mission. 


If your 'Mechs aren't on the absolute brink of falling apart, we recommend that 
you avoid Point 3 for now and instead proceed southeast, through the forest, to the 
spot labeled Burn Forest. You'll have to fight a pair of J. Edgars on your way, but that 
shouldn't be tough. At the spot labeled Burn Forest, you should attack the forest and 
burn it away until your 'Mechs can cross. Then move to Point E and capture the 
Component Vault there. 


Now that you've cleared all the salvage from this map, go north and assemble 
your 'Mechs at Point 3. The mission ends successfully. 


MISSION 1-2: PROTECT BASE NOMAD 


his mission requires you to defend a long-abandoned base. This base has func- 
Tis Turrets, plus a Sensor Control Building that allows you to detect enemies 
well before they reach your base. 


Despite that fact that your forces start out in the base they must defend, there 
are definite rewards for leaving the base at the appropriate times. We'll cover that in 
the Strategy Blueprint. 


Your objectives are as follows: 

* Defend Base Headquarters (Primary) 

e Defend local Turret power (Secondary) 

* Defend Sensor Control Building (Secondary) 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Overview 


This mission requires you to maneuver two separate groups of Mechs at once, and it 
also requires you to move quickly at times. The easiest way to manage this is to occa- 
sionally pause the game while you switch between groups and assign new orders. If 
you don’t do this, the mission can be quite difficult. 


This map contains the following salvage: 

* Point B Container Stack: 5 Clan LRM Racks 

e Point C Container Stack: 1 Clan Heavy LB-X Autocannon 
* Point D Component Vault: 2 Large X-Pulse Lasers 


Recommended Forces 


You have 245 tons to work with, as well as three Small Artillery Strikes and one Large 
Artillery Strike. Take the five Mechs you started the game with, substituting in any 
Smoke Jaguar Mechs you were lucky enough to capture in the last mission. 


Use heavy mid-range weapons, like the Clan LB-X Autocannons and Heavy 
Thunderbolts you should have salvaged in the last mission. Use Clan weapons when- 
ever possible, and heavy-hitting weapons whenever possible. You'll have a Repair Bay 
in this mission, so ammo isn't a problem. 


Strategy Blueprint 


Your forces start out in a large, sprawling 
base in the southeast corner of the map. 
Immediately select your Commando J and 
have it proceed at full speed, alone, along the 
path to Point A. Note that following this path 
requires you to jump across a short stretch of 
water rather than cross the bridge. (You do 
this to avoid Turret fire.) 


Figure 11-4. By jumping across the water instead of 
taking the bridge, you can capture the Turret Control 
Tower without sustaining much damage. 


CHAPTER Il — DESPERATE MEASURES OPERATION Ё 


Battle Map of Mission 1-2 


ТІР You can't waste a second during these early stages. Make sure 
wv the Commando keeps moving at all times! 


At Point A, capture а Turret Control Tower (Figure 11-4) and continue to follow =~ ~ X 
the path drawn on the Battle Map. It leads you off the road and atop a hill, which gives ^ : 
you a view of the surrounding area. 


Jump across a section of forest at the spot marked Jump, then loop around the 
back of the small base at Point B. Jump over the wall and capture the Heavy Turret 
Control Tower inside the base, as well as the Container Stack next to it. 


As soon as you capture the Heavy Turret Control Tower, the base's Missile Turrets 
attack Column 1, which is on the road to the southeast. Ignore the Column; let the 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


missiles soften it up. Have the Commando jump back across the wall and retrace its 
steps all the way back to the starting point (F2). 


TIP Your Commando may be pursued by Ullers as it backtracks, but the 
Ullers will be stopped short by the Turrets near Point A. If the Ullers 
start firing on the Turret Control Tower near Point A, you might want 
to drop one of your Small Artillery Strikes on them. 


When your Commando returns to the base, move it into the Repair Bay in the 
southwest corner of the base. 


Meanwhile, the remnants of Column 1 (which originally consisted of two 
Harassers, two Manticores, two Saracens, and four Ullers) will attack your base. The 
vehicles are likely to approach via the bridge near Point A, while the Ullers tend to loop 
to the south and attack near the Repair Bay. Position your main ’Mech group halfway 
between the Repair Bay and the base’s northwestern entrance, and move them to 
intercept whichever group of enemies arrives first. When one group has been 
destroyed, go catch the other. 


ТІР Jfboth groups attack simultaneously, the Ullers should be intercepted. 
wv They're the ones most likely to break into the base and start attacking 
the HQ Building. 

The best place to fight is inside the base walls, where the Turrets 
can fully support you. If the Ullers stand well outside the base and pick 
away at the Turrets, go attack them and then retreat after you've got 
their attention, luring them in to fight amongst the Turrets. 


The HQ Building is pretty tough, but you want to keep this enemy 
Column from attacking it so that it can withstand the punishment 
doled out by the second and third enemy Columns. 


When this Column is defeated, have your 'Mechs repair themselves in the Repair 
Bay. Meanwhile have the Commando run to the northeast part of the base, jump over 
the northern wall, and follow the path on the Battle Map that leads to Point C. 


Have the Commando capture the Container Stack at Point C, then proceed to 
Point D. He'll need to jump across the water to do so. Have him run past the two Pop-Up 


CHAPTER I|—DESPERATE MEASURES OPERATION 


Turrets on the other side of the water, 
ignoring them, and then capture the 
Component Vault at Point D (Figure 11-5). 
Finally, have him backtrack all the way to the 
Repair Bay for repairs. Don’t let him fight the 
Pop-Up Turrets. 


Meanwhile, your other Mechs should be 
fully repaired. 


Eventually, the second Column appears 
from the north. It includes a pair of Ullers, a 
Cougar, and a pair of Aerospace Spotters. Like 
the first group, it splits and attacks in two à 
sections—very likely, one from the west and Figure 11-5. Have your Commando capture this 
one from the south. Component Vault. 

Again, position your main 'Mech group 
halfway between the Repair Bay and the base's 
northwest entrance, and intercept whichever 
group of enemies decides to attack first. Then 
take on the remainder of the Column. 


When this wave is gone, repair your 
'Mechs (Figure 11-6). 


A lone Cougar approaches from the 
vicinity of Point D. If left unchallenged, it will 
halt for a while before approaching the base 
along the same path your Commando took 
when it visited Point D. As soon as this Cougar 
appears, however, you should have your | Dinh - DES 
Commando jump over the northern wall and Figure 11-6. Frequent stops at the Repair Bay improve E 
run just far enough toward it to get its atten- your chances of success. A uen 
tion. Move quickly! 


nd E E 


As soon as the Cougar moves to attack the Commando, have the Commando 
retreat to the base and jump back over the northern wall. Gather your other 'Mechs 
here. The Cougar will chase the Commando all the way inside the base, where you can 
quickly destroy it with concentrated fire. 


As you destroy the Cougar, you'll see the third and final Column start to 
approach from the northwest. Repair your 'Mechs and gather them near the center of 
the base—by the HQ Building. 


This last Column consists of a pair of Cougars and a Mad Cat. It will probably 
split up; the Mad Cat may approach from the north, where that last Cougar just came 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


from. Whatever the case, have all your 'Mechs stand ready near the HQ Building. Have 
them move to attack whichever enemies get inside the base first. If all 'Mechs arrive 
more or less simultaneously, the Mad Cat must be targeted first. 

You should be able to destroy these three foes if you use concentrated fire and 
if you remember to move particularly damaged 'Mechs to the rear, where they'll take 
less damage. 


The mission is a success when these three 'Mechs are destroyed. 


MISSION [-3: SECURE BAITAN SECTOR 


his mission requires you to attack a Smoke Jaguar base that’s essentially three 
Г" placed adjacent to one another. Each mini-base contains a Base 
Headquarters and other important structures. You may choose either to take over 
two Base Headquarters and ignore the third, or capture all three to complete a 
secondary objective. The walkthrough in the Strategy Blueprint gives you the option 
to play it either way. 
Your objectives are as follows: 
* Capture/destroy 2 HQs and destroy Defenders 
* Move all units to Extraction Point 
e Capture/destroy 3 HQs and destroy Defenders (Secondary) 
* Capture 2 Component Vaults (Secondary) 


Overview 


There are several ways to attack this mission, so the method explained in the Strategy 
Blueprint certainly isn’t your only option. It’s fairly simple to execute—at least in 
theory. Also, it has the benefit of leading you to two different Repair Bays, which 
makes your job significantly easier. 


Make no mistake, however: this is a pretty difficult mission, especially if you 
choose to take over all three HQ Buildings. In particular, the combat with ace 
MechWarrior Katherine Furey is brutal, as her Mech is heavily armored and packs a 
Rail Gun capable of downing one of your 'Mechs with one lucky shot. 


CHAPTER 1---ПЕЗРЕВАТЕ MEASURES OPERATION 


ham 
Container Stack, - 
AE — то 
LRM Carrier, 
Rommels, 


Manticore, 
LRM Carrier 


Battle Map of Mission 1-3 


Salvage is as follows: 
e Point 4 Component Vaults: 2 Heavy Thunderbolts 
e Container Stack near Point H: 2 Clan Gauss Rifles 


Recommended Forces 


You have 280 tons of drop weight, two Small Artillery Strikes, and one Sensor Probe 
to work with in this mission. It's recommended that you buy a Bushwhacker A to 
supplement your forces, unless you had the good fortune to salvage that Mad Cat in 
the last mission. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Otherwise, just make sure to take reasonably large "Mechs (no Commandos). 
Jump ’Mechs are recommended in the mission briefing, but you won't need them to 
beat the mission in the way we recommend. 


Also, purchase and use any X-Pulse Lasers, Clan LRMs, Heavy Thunderbolts, and 
LB-X Autocannons (especially the Clan variant) you can get your hands on; these 
weapons will give your 'Mechs great medium- and long-range punch. 


Because you'll have access to Repair Bays in this mission, ammunition won't be 
a major concern. 


Strategy Blueprint 


Your forces start out in the southwestern corner of the map. Have them proceed 
northeast toward Point A, a hilltop that will reveal a good deal of the surrounding 
terrain. Destroy the three vehicles that approach you as you near Point A. 


After revealing the terrain at Point A, continue to follow the path drawn on the 
Battle Map. It leads you toward Point B, but you should proceed slowly. Along the way, 
you may encounter a Manticore, and well before you approach Point B you will 
encounter a Hunchback Пс. As soon as the Hunchback gets within firing range, have 
your units target it and then start moving 
backward, keeping it at long range. Continue 
to move backward while firing until it's dead. 


The second Hunchback Пс lurking 
inside the base will now approach from the 
same direction as the first. Again, fight while 
retreating to keep the Hunchback’s Heavy 
Autocannon at bay. 


With both 'Mechs gone, continue to 
approach the Point B base (Figure 11-7). Pick 
away the Missile Turrets flanking the gate to 
this base until the path is clear, then destroy 
the gate itself and enter the base. Capture or 


Figure 11-7. Destroy the Turrets nearest the gate so 
you can safely enter the base. 


CHAPTER || — DESPERATE MEASURES OPERATION 


destroy all four Turret Control Towers in this base immediately to deactivate any 
Turrets you didn’t destroy. 


Capture the Base Headquarters at Point B, then capture the nearby Repair Bay. 
Repair all of your Mechs. 


Now follow the path on the Battle Map 
that leads from your current location to Point C. 
This path leads you through the north gates of 
the small base you're in, past a pair of Pop-Up 
Turrets (destroy both) and to a small ridge. 
Point C is a spot overlooking a power source 
labeled Generator on the Battle Map (if you 
put your mouse cursor over it in the game it's 
called Primary Turret Power). 


Destroy the forest between your 'Mechs 
and the Primary Turret Power. Then start 
picking away at the wall between your 'Mechs $ 1 
and the Primary Turret Power. As you do this, Figure 11-8. Destroy Primary Turret Power from 
the pair of Shadow Cats stationed inside the outside the base. 
middle base will likely jump out to attack you. 

Destroy them with concentrated fire, then turn your attention back to the wall. 


Once the wall is destroyed, you can freely shoot at the Primary Turret Power 
from Point C. Destroy it. Then return to the Repair Bay near Point B, and repair your 
'Mechs once again. 


Backtrack as if you were returning to the mission's starting point at F1 and F2, 
but instead, take a right near Point A and halt your 'Mechs at Point D. While your 
'Mechs stand at Point D, the entrance to a ravine leading to the middle base, scroll 
your view over the middle base. You'll see three Bulldogs in there. Drop one of your 
Small Artillery Strikes on a Bulldog or two to get their attention, then let the Bulldogs 
drive down the ravine toward your 'Mechs. Have your 'Mechs stand at Point D and fire 
from their position, destroying the Bulldogs as they approach. 

With the Bulldogs gone, send your 'Mechs along the path that leads northeast 
to Point E. Capture the Base Headquarters at Point E. Also capture the two 
Component Vaults at Point 4 and the Repair Bay in the northeast corner of this base. 
Repair your 'Mechs. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


When your ’Mechs are repaired, slowly 
move them up to Point F, keeping them in a 
tight pack. Furey’s Vulture is patrolling up 
here. Attack the Vulture with everything 
you've got (Figure 11-9), and be sure to 
immediately note which of your 'Mechs Furey 
is targeting. Have that 'Mech run away! Furey 
can dish out unbelievable damage, so you 
can't allow her to keep pounding away at the 
same 'Mech. 


TIP This is a tough combat, but you 

wv should escape without losing 
any ‘Mechs if you order the 
‘Mechs that are getting picked 
on to run away, and have the 
others fire on Furey from 
medium range. 


Figure 11-9. Furey's Vulture puts up a tough fight. 
Remember to move injured 'Mechs to safety when 
fighting her. 


With Furey gone, you could now proceed to Point 2 and end the mission. 
However, if your 'Mechs are still in reasonably good shape, or if there's still some 
energy left in the Repair Bay, you can go repair your forces at the Repair Bay, then 
follow the path that leads west toward Point G. 

The path leading to Point G is guarded with several Pop-Up Turrets, so you should 
move your 'Mechs slowly and in a tight cluster, taking out Turrets as soon they appear. 

At Point G, use your remaining Small Artillery Strike on an LRM Carrier behind 
the walls of the nearby base. Then have your 'Mechs stand at Point G, destroying the gate 
to the south so they can get clear shots at the LRM Carriers and other vehicles inside. 


When the flow of vehicles emerging from the gate stops, go through the gate and 
follow the path toward Point H. You'll encounter a few more vehicles inside the base, 
including Aerospace Spotters and Rommels. Keep your 'Mechs moving at all times to 
avoid air strikes, and target the Aerospace Spotters first. 


When all vehicles are gone, capture the Base Headquarters at Point H to 
complete a secondary mission goal. Also, capture the Container Stack nearby. Then 
send all your 'Mechs to Point 2 to end the mission. 


MISSION 1-4: ELIMINATE BASE OGRE 


his mission requires you to eliminate Base Ogre by destroying its Command 
Га This base, like the enemy base іп the last mission, is divided into several 

distinct compartments or cells. The defenders of one cell usually won’t come out 
to attack you if you’re in the next cell—even if you’re within visual distance. The only 
things that will activate individual Mechs within a particular cell are charging into 
their cell, firing at them, or triggering a Perimeter Alarm. 


This mission is overwhelming if you rush it, or if you allow a Perimeter Alarm to 
be triggered. If you follow it slowly and methodically, however, it should be manageable. 


Your objectives are as follows: 

e Capture Mobile HQ (Secondary) 
* Destroy Command Building 

* Destroy all enemy 'Mechs 


Overview 


Base Ogre is divided into several cells or mini-bases. Our method of beating the 
mission involves a slow, methodical march from one mini-base to the next, taking 
over Heavy Turret Control Towers along the way so that Turrets become your allies 
rather than your enemies. However, bear in mind that there are many ways to attack 
this mission. 


You'll capture a Repair Bay fairly early in this mission. This Repair Bay has lots 
of energy, so you can use it quite a lot before it runs dry. Frequently sending damaged 
'Mechs back to this Repair Bay is a key to victory. 


Salvage in this mission includes: 


e Container Stack at тар" eastern edge: 2 Clan Gauss Rifles, 1 Clan LB-X 
Autocannon, 1 Clan Basic Sensor 


e Container Stack east of Point A: Clan Large ER-Laser 

e Component Warehouses at Point F: 5 Clan LRM Racks, 1 Clan ER-PPC 
* Container Stack near Point G: 2 Clan ER Lasers 

* Component Warehouse at Point H: Long Tom Cannon 


CHAPTER Il — DESPERATE MEASURES OPERATION 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Hunchback lics, 
Component Warehouse 


pA Turrets, 


ос Regulator, 
1009 


Ва е Map of Mission 1-4 


CHAPTER Il — DESPERATE MEASURES OPERATION 


Recommended Forces 


You get 350 tons and three Small Artillery Strikes for this mission. Hopefully by now 

you've salvaged a few Clan Mechs—a few Shadow Cats at the very least, and hopefully Pu 
Furey's Vulture as well. Use these Clan 'Mechs as well as Bushwhackers and any heavier ~ 
Inner Sphere models you happen to have. You only need one Jump-capable 'Mech. em 


It's recommended that you take all the usual heavy-hitting weapons, like Large 
X-Pulse Lasers, various LB-X Autocannons, Clan LRM Racks, Heavy Thunderbolts, and 
ER-PPCs. You'll have frequent opportunities to repair and re-supply your ’Mechs, so 
you needn't worry about ammunition. 


Strategy Blueprint 


Your forces start out in the southeast corner of the map. Follow the path leading to 
Point A, which loops north past a Container Stack that only Jump-capable Mechs can 
reach, and a second Container Stack guarded by a Bulldog and two Strikers. You're 
also likely to encounter a patrolling Shadow Cat. Destroy all opposition and capture 
both Container Stacks along the way to Point A. 


At Point A, you'll gain a good view of the southeastern fringes of Base Ogre. 


ТЕР Two more Shadow Cats are on patrol in this region. They patrol a wide 
wv area, and could pop up at any time. If they appear, just dispatch them 
with concentrated fire and keep moving. 


Now follow the path leading northeast to Point B. This is another hilltop that 
shows you more of Base Ogre. Be careful to stay just out of range of Base Ogre's Turrets! 


Backtrack from Point B to Point A, then follow the looping path southwest that 
leads to Point C. Along the way you'll 
encounter a parked Bulldog and Manticore. 
Destroy both. 


At Point C, another hilltop, you'll see a 
cluster of three Rommels and one HQ Vehicle 
parked to the south at Point 1 (Figure 11-10). 
From Point C, destroy the partially concealed 
Artillery Turret next to the four vehicles. Then 
start attacking a Rommel. The HQ Vehicle will 
try to flee to the northeast. Move your 'Mechs 


Figure 11-10. Attack one of the three Rommels from a 
distance, staying away from that Artillery Turret. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


due east to intercept it, still firing on the Rommels. Don’t drift to the south as you 
fight, because there’s a second Artillery Turret down there. 


After destroying the Rommels and capturing the HQ Vehicle, proceed west and 
destroy the Heavy Turret Control Tower near Point 1. Don’t stray too far south as you 
do so, or the remaining Artillery Turret will attack. 


With the Heavy Turret Control Tower gone, repair your 'Mechs in the Repair Bay 


near Point 1. 


ТІР This Repair Bay has lots of energy, so it can perform lots of repairs. 
Throughout the rest of the mission, you should periodically send 
damaged Mechs back here for repairs before proceeding to the 
next step. 


Figure 11-11. Destroy the Perimeter Alarm first, then 
a couple of nearby Missile Turrets. 


Now approach the mini-base at Point D, 
following the designated path. Destroy the 
Perimeter Alarm in the southwest corner, 
followed by the two closest Missile Turrets. 
Slowly advance, staying close to the water. 


The Regulator and Bulldog parked inside 
this mini-base eventually drive out. Destroy 
them with concentrated fire, then send a 
reasonably durable, yet fast 'Mech (like a 
Bushwhacker) in to capture the Turret 
Control Tower at Point D. 


Repair your 'Mechs. Now gather them 
again in the Point D mini-base. Drop one of 
your three Small Artillery Strikes on the 
Hunchback IIc and two Ullers parked in the 
Point E mini-base (Figure 11-12). This damages them and causes them to run south 
toward your 'Mechs. Allow them to come to you, giving your newly captured Turrets 
time to damage them. You should be able to dispatch these three 'Mechs with ease. 


p 


CHAPTER Il — DESPERATE MEASURES OPERATION | 


When these three 'Mechs are gone, send 
а 'Mech to capture the Heavy Turret Control Е : 
Tower at Point E. Either use a Jump 'Mech to ase 
do this, or destroy the Heavy Wall south of the 
Control Tower and then run a 'Mech in. 


iem 


Repair your 'Mechs again. Gather them 

in the Point E mini-base, and drop a Small 

Artillery Strike on the Hunchback IIc, Uller, 

and Cougar parked in the Point F mini-base. 

Again, the air strike will force the enemy 

'Mechs to attack. Hang back and let your 

Turrets do most of the work for you. 

Eventually all three Mechs will go down. Figure 11-12. Drop a Small Artillery Strike on this 
Have your 'Mechs advance on the Heavy Cluster of "Mechs. 

Turret Control Tower at Point F, blasting 

down a Medium Wall in the way. Capture it quickly, before you sustain much damage 

from the Turrets. A few vehicles from the west may fire on you; fall back into your 

newly captured Turrets, and the vehicles will follow to their doom. 


ТІР 7ry not to venture too far west. If you do, though, destroy any 
Perimeter Alarms that you get close to. 


Repair your 'Mechs again. Return to 
Point F and capture a pair of Component 
Warehouses nearby. Then drop your last 
Small Artillery Strike on the Loki in the 
central mini-base at Point 2 (Figure 11-13). 
The Loki and Cougar stationed in there will 
run out, and you should engage them just 
enough to distract them from destroying your 
Turret Control Towers, then retreat so that 
your Turrets can do most of the work. You 
should be able to finish both 'Mechs off with 


relative ease. i —Á — 
e faa РА 


Repair again if necessary, then run your Figure 11-13. Target the Loki near the center of th 
‘Mechs from Point F into the mini-base at screen with your last Small Artillery Strike. — 
Point 2. Have them capture the Heavy Turret 
Control Tower there as quickly as possible to 
prevent damage. The Missile Turrets will now 
destroy any remaining vehicles near Point G. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Now capture the Heavy Turret Control Tower at Point G, as well as the Repair Bay 
and the Container Stack there. Allow the Perimeter Alarm north of G to go off when 
you approach it. This causes a pair of Hunchback Псѕ stationed on an island at Point Н 
to approach you. If you hide among your Turrets, however, the Turrets will take care 
of the Hunchbacks. 


TIP /fyou destroy the Perimeter Alarm by accident, no big deal; you'll 
wv just have to fight the Hunchback IIcs yourself when you explore 
the western island at Point H. 


After repairing your 'Mechs at the new Repair Bay, proceed to Point H (taking any 
route you choose) and capture the Component Warehouse there. If you didn't lure out 
the Hunchback IIcs there with the Perimeter Alarm earlier, you'll have to fight them 
now. Remember to fight them from a distance! l 


Finally, return to Point 2 and destroy the Command Building to win the mission. 


CHAPTER 12 


DESPERATE MEASURES 
OPERATION 2: 
GORGON E 


his second operation features timed missions. Some have explicit Y - 


limit. If you're slow, you'll miss the conver! 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


You don’t need to take fast Mechs for these missions, but they help out a lot. Fast 
"Mechs give you a larger margin of error on timed missions, allowing you to succeed 
even if you waste a moment here or there, and allowing your 'Mechs to recover quickly 
if they wander into a bad position. 

Hopefully, you'll salvage a number of speedy Clan 'Mechs to assist you with these 
missions. Barring that, however, you can supplement your Clan 'Mechs with the 
Bushwhacker design, which is the heaviest 'Mech you can purchase from Battalion 
that we'd classify as “fast.” 


MISSION 2-1: TARGETS OF OPPORTUNITY 


he only primary objective in this mission is to move your forces to the Extraction 
Tos. This is easy to accomplish. However, if you ignore all the secondary objec- 
tives, the payoff in potential salvage is low. 


Trying to complete all the secondary objectives, on the other hand, is signifi- 
cantly harder. Our main strategy for beating the mission assumes that you want to 
complete all secondary objectives, but the Overview also gives instructions on how to 
complete the mission with only a single, small 'Mech and earn more Resource Points 
than you'd get for completing all secondary objectives. (This alternate method mini- 
mizes your salvage, however.) 


Your objectives are as follows: 

* Move all units to Extraction Point 

* Destroy OmniMech Star (Secondary) 

e Destroy bridge (Secondary) 

* Destroy Research Complexes (2) (Secondary) 
e Capture Component Vaults (2) (Secondary) 
* Complete all secondary objectives 


Overview 


The method for beating this mission laid out in the Strategy Blueprint allows you to 
collect all possible salvage. If you don’t have the patience for all that, however, you can 
take one light Jump ’Mech (a Stiletto, Cougar, Uller, or Commando) and complete the 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


Hunchback Ilcs, 
Component Vaults 


Container 
Stack 
5 


Mad Cat, 
Shadow Cat, 
Hunchback lics 


Turrets, 
Component 
Warehouse 


Battle Map of Mission 2-1 


mission easily, using only a small fraction of your allotted 350 tons. The compensation 
for your low drop weight is actually slightly more Resource Points than you'd get for 
completing all of the secondary objectives! 


Keeping your light 'Mech out of trouble would be fairly easy as most of the 
enemy units in this mission are located in the bases at the edges of the map. If you 
choose this strategy, you may want to make a slight detour over to the small island in 
the northeast corner of the map, and collect the two Large X-Pulse Lasers from the 
Container Stack. 


If you choose to go for more salvage, on the other hand, you're in for a tough 
fight. The hardest battle (by far) occurs near Point 2 on the Battle Map. It may take 
several tries to get it right. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


If you use the strategy outlined here, the base located near Point 3 is never 
visited. Although it’s theoretically possible to take out the defenders at Point 3, collect 
the salvage (two Clan ER Lasers), and use the Repair Bay nearby within the mission 
time limit of 25 minutes, the payoff isn’t worth the trouble. 


This mission’s salvage includes: 

e Point A Container Stack: 5 Clan LRM Racks 

e Point 2 Container Stack: 2 Clan ER-PPCs 

e Point 5 Component Vaults: 2 Rail Guns 

* Point B Container Stack: 1 Clan Medium Ultra Autocannon 
* Point B Island Container Stack: 2 Large X-Pulse Lasers 

e Point 3 Component Warehouse: 2 Clan ER Lasers 


Recommended Forces 
You have 350 tons, plus three Small and two Large Artillery Strikes, at your disposal. 


You can either take tough, heavy-hitting "Mechs for this mission, or faster, 
lighter designs. If you take slow, heavy 'Mechs like Jagermechs, you'll need to arm 
them with potent short-range weapons. (Most of the enemy 'Mechs in this mission are 
fast, so you won't be able to get your slow 'Mechs far enough away to use long-range 
weapons.) If you go with faster designs, particularly if you've been lucky enough to 
salvage lots of Clan 'Mechs, you can arm them with long-range weapons instead. 


If you go with slower, heavier 'Mechs, you should complement the heavy hitters 
with a faster, long-range 'Mech. A Mad Cat J is ideal for this situation (there is salvage 
you can get only if you have a Jump 'Mech but if you weren't lucky enough to salvage 
one, a Vulture J or Bushwacker J will also do). Give this 'Mech long-range weapons 
such as LRM Racks and ER-PPCs. 

Another approach is to use faster and lighter 'Mechs such as Bushwackers. This 
approach can be more difficult and will require you to move damaged 'Mechs to the 
rear of combat more actively, but it's possible even on the Hard difficulty level. 


Finally, take a Refit Truck on this mission. Because the mission is timed and you 
have slow 'Mechs, it would eat too much clock to send them back to the 'Mech Repair 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


Bays after each battle. Don’t be afraid to use powerful weapons with limited ammo 
(such as Heavy Autocannons) because you can reload frequently. 


Strategy Blueprint ves 
From your start point in the south of the Battle Map, send your forces north along 
the indicated path until they reach Point A. Then, arrange your units as shown in и 
Figure 12-1, with your heavy short-range "Mechs in front, and your long-range 
lighter "Mechs and Refit Truck farther back. 


Send your fastest (or only) long-range Mech northwest through the Fuel Tanks 
toward Point 2, until the enemy Mechs at Point 2 start to move. (The enemy Mechs 
include a Mad Cat A, a Shadow Cat A, a Hunchback Ис A and a Hunchback Ис W.) As 
soon as you see the enemy 'Mechs move, run your long-range 'Mech back to its orig- 
inal position behind the front line. 


Wait until the Mad Cat is standing near the Fuel Tanks before you detonate 
the tanks. 


ТІР The Mad Cat is the biggest threat to your ‘Mechs. If it won't come 

wv close enough to the Fuel Tanks, send your long-range ‘Mech(s) a little 
closer, fire at it, then back up again. Don't worry too much about 
moving your short-range ‘Mechs during the battle. It's more important 
to keep your long-range ‘Mech out of trouble. If one of your short- 
range ‘Mechs gets beat up, take it out of the battle and send the Refit 
Truck to repair it. 


ТЕР The Fuel Tanks have 

wv a Gas Tank and Pipe 
Junction attached to 
them. These structures 
are more fragile than the 
Fuel Tanks themselves, 
and are therefore easier 
to destroy instantly. The 
destruction of any one of 
these structures causes 
the whole group to go 
up in flames. 


Figure 12-1. Position is important in this battle. Be sure 
not to place your 'Mechs too close to the Fuel Tanks. 


MECHCOMMANDER: 0000 — РЕІМА З OFFICIAL STRATEGY GUIDE 


H 5 
Figure 


12-2. Two Hunchbacks guard the Compone 


This battle is tricky, and it may take several tries to get it right. The key is to 
injure as many enemy 'Mechs as possible in the Fuel Tank explosion—especially the 
Mad Cat. 


Once the four enemy 'Mechs have been destroyed, have a 'Mech capture the 
Container Stack just to the east. Then send all of your units north to Point 2. Capture 
the 'Mech Repair Bay and the Container Stack. Repair your 'Mechs. 

From Point 2, head east along the path shown on the Battle Map. Destroy the 
forest blocking your route and cross the land bridge to the northern half of the map. 

As soon as your 'Mechs cross the water, send them northwest along the shoreline 
(to keep them out of range of the Turrets at the base at Point 4), still following the 
indicated path. 


Gather all of your units on the hill just southwest of the Point 4 base. Then send 
your fastest 'Mech into the base to capture the Turret Control. This causes the two 
Thors stationed in the base to power up and start fighting the Turrets. Five Regulators 
then drive down from the north to attack. The Thors are occupied for a while with the 
Turrets, so initially begin destroying the Regulators. Once the Thors decide to come 
after your 'Mechs, take them on instead. Most importantly, don't let the Turret Control 
be destroyed. 


After the battle, use the Refit Truck to 
repair your 'Mechs and destroy the Research 
Complexes at Point 4. 


Next, head east toward Point 5 on the 
Battle Map. There are a pair of Hunchback Псѕ 
on patrol in this area. Send your short-range 
'Mechs ahead until they engage one of the 
Hunchbacks. Then, add your long-range 
'Mech to the battle. Again, if one of your 
'Mechs starts to get in trouble, pull it out and 
send in the Refit Truck. When the battle is 
over, capture the Component Vaults. 


А. 
nt 


Vaults near Point 5. 


CHAPTER 17 — DESPERATE MEASURES OPERATION 


With the Hunchbacks dispatched, send your units southeast toward the base at 
Point B, as shown on the Battle Map. You'll encounter five Bulldogs; retreat as you 
fight them to stay out of Heavy Autocannon range. 


When the Bulldogs have been eliminated, send your Jump 'Mech into the base 
and capture the Container Stack. Then jump across the blown-out bridge leading to 
an island north of Point B. Capture the Container Stack there. 


Gather and repair all of your 'Mechs at 
Point 5, then send them to the hilltop at Point C. 
Have your fastest "Mech move far enough 
south to expose the bridge to the south. Place 
a Large Artillery Strike on this bridge. 
(Hopefully you can do this without disturbing 
the two Shadow Cats residing nearby.) 


Repair your 'Mechs and send them north 
toward Point 1. As you approach the Extraction 
Point, you encounter two Missile Turrets and a 
lone Hunchback Ис on patrol. You should have 
no problem destroying these forces. 


Continue north to the Extraction Point. Figure 12.3. A Large Artillery Strike takes out the 
When all of your units arrive, you win the bridge near Point 3. 


mission. 


MISSION 2-2: CAPTURE ORDNANCE CONVOY 


Tre mission requires you to capture Salvage Rigs that move across the map in a 


heavily guarded Convoy. You need to capture at least four Salvage Rigs to complete 
your main objective, and you get bonus points for capturing more than that. 


The Convoy is guarded by an assortment of heavy ’Mechs and vehicles, including 
Mad Cats, Nova Cats and a customized Masakari. 


Your objectives are as follows: 
e Capture 4 of 7 Salvage Rigs 
e Capture 6 of 7 Salvage Rigs (Secondary) 
e Capture 7 of 7 Salvage Rigs (Secondary) 


Overview 


This is another mission in which we recommend pausing the game occasionally. You'll 
be moving independent groups of 'Mechs at the same time that the Convoy is busy 
trying to escape, which can lead to frustration and confusion unless you occasionally 
pause and assign orders. 


MECHCOMMANDER: BOLD— PRIMAS OFFICIAL STRATEGY GUIDE 


Battle Map of Mission 2-2 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


The only salvage in this mission is contained within the Salvage Rigs that you 
must capture: 

e Rig 1: 3 Large X-Pulse Lasers 

e Rig 2: 2 Clan Heavy Ultra Autocannons 

e Rig 3: 3 Heavy Thunderbolts 

e Rig 4: 3 ER-PPCs 

e Rig 5: 2 Large X-Pulse Lasers 

* Rig 6: 3 Heavy LB-X Autocannons 

e Rig 7: 1 Small Laser, 4 Long Toms 


Recommended Forces 


You have 385 tons for this mission, plus five Small Artillery Strikes and one Large 
Artillery Strike. 


TIP You have lots of Artillery Strikes for this mission, so feel free to use 

1 them—but be warned that it's tough to damage the Convoy's combat 

wv units without damaging the Salvage Rigs as well. You should err on 
the side of caution when using your Artillery Strikes rather than 
destroying Salvage Rigs with accidental artillery blasts. 


Things will go smoothly if you take only fast ‘Mechs for this mission: This means 
Bushwhackers and speedy Clan designs. Slow 'Mechs won't get you very far; in fact, if 
you use slow ’Mechs, you might have to resign yourself to not capturing all the 
Salvage Rigs. 


Also, be sure to bring along a Refit Truck. This truck is key to success, as there 
are no Repair Bays on the map. 


Load all of your 'Mechs with potent long-range weapons, and skimp on short- 
range weapons. Place your lightest 'Mech and your Refit Truck in Force Group 2. 


Strategy Blueprint 


The strategy for this mission requires you to be attentive and play it by ear. This is 
necessary because you must react to the movement of the Convoy, as opposed to most 
missions, in which your enemies are largely static and you can attack them at your 
leisure. 

Immediately after the mission starts, pause the game. Select your lightest Mech 
(which should be in Force Group 2) and assign it a running path (using (F10)) that 
takes it to Point A, following the path drawn on the Battle Map. 


*. 


soci cotes tese iet 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Now select the remainder of your units 
and assign them to run to Point B. (They’ll 
follow the path drawn on the Battle Map). Set 
the game in motion. 


As your lone light "Месһ approaches 
Point A, have him capture the Heavy Turret 
Control Tower there and then run to rejoin 
his comrades at Point B. 


Meanwhile, the rest of your units find 
themselves at Point B. The Convoy is visible, 
emerging from the south at the spot labeled 
Convoy on your map. 


„а 


Figure 12-4. Have your 'Mech capture this Heavy 
Turret Control Tower. 


ТІР The Convoy consists of the following units, in this order: 
wv е 2 Mad Cat Js 
е Cluster: 2 Salvage Rigs, 1 Nova Cat A, 2 Manticores 
е Cluster: 2 Salvage Rigs, 1 Nova Cat J, 2 Strikers 
е Cluster: 2 Salvage Rigs, 1 Nova Cat W, 2 LRM Carriers 
е Cluster: 1 Salvage Rig, Osis’ Masakari 


Your units should target the pair of Mad Cat Js that lead the convoy. Attack from 
the vicinity of Point B, with the Refit Truck positioned somewhat farther from the 
convoy than your ’Mechs. The Mad Cats are Jump-capable and will jump up to meet 
your 'Mechs, so you'll need to move your units backwards during combat to maintain 
medium-long range. 


CHAPTER 17 — DESPERATE MEASURES OPERATION 


ТІР Jfyou want to, you can initiate your attack on the Mad Cats with an 


wv Artillery Strike. 


Remember to immediately move injured 
units to the rear of the fight. There, the Refit 
Truck can patch them up immediately, and 
you can send them right back into the fray. 
Feel free to pause the game at any time to 
facilitate repairs and 'Mech movements. 


When the Mad Cats are gone, return to 
Point B and shoot at subsequent 'Mechs and 
combat vehicles in the convoy. The next 
target is a Nova Cat that can't jump, so it 
can't get at your forces. Shred it with long- 
range fire, along with the pair of Manticores 
accompanying it. 

Continue to shred enemy units as they 
walk through the valley, moving your 'Mechs 


Figure 12-5. Attack the Convoy from the relative 
safety of Points B and C. 


between Points B and C for the best possible shot. Always keep your 'Mechs close 
enough to the Convoy to shoot at it, but far enough away to prevent the enemy from 
using shorter-range weapons. Keep repairing 'Mechs that get damaged. 


TIP = This early phase of the mission is critical to success. If you manage to 

wv get your ‘Mechs down to Point B quickly enough, and destroy enough of 
the forces protecting the Convoy, the rest of the mission won't be that 
difficult. If you're too slow and let the Convoy pass Point B relatively 


unhindered, on the other hand, you'll face tough combat later on. 


Eventually the Convoy moves north of the valley. A glance at your mini-map 
shows that while part of the Convoy is following the path drawn on the Battle Map (the 
one that loops all the way to the east before hooking back to the west), another part 
of the Convoy is likely to be heading due north, up the center of the map. 

Now you should send your 'Mechs and Refit Truck northwest along the path 
connecting Point C to Point A. Your units end up in the small, abandoned base at Point A 
(the one that your smallest 'Mech visited at the mission's start). 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


a ZEE ges À 
4 Bi | Ке 


attention to the remainder of the Convoy. 


TIP 


‘Mechs at Point A. 


Figure 12-6. Capture the Salvage Rigs, then turn your 


Now that your forces are at Point A, they 
should be able to cut off the segment of the 
Convoy that was traveling due north. That 
segment of the Convoy will eventually turn 
west and pass along the road just north of 
Point A. Intercept this part of the Convoy and 
destroy any combat vehicles you failed to pick 
off earlier. Then capture the Salvage Rigs. 


Now you should turn your attention to 
the other part of the convoy, which is prob- 
ably still following the route drawn on the 
Battle Map. Send your 'Mechs and Refit Truck 
northeast to Point D, a bridge that the 
remainder of the Convoy will try to use. 


If you were too slow and it’s clear that your ‘Mechs can't reach Point D 
before the Convoy gets there, you can destroy the bridge at D with 
artillery strikes, thus forcing the Convoy to proceed south toward your 


Intercept the remainder of the Convoy and destroy the defenders. 
Capture the remaining Salvage Rigs to win the mission. 


Again, we'll stress that the latter half of this mission isn't tough if 


wv you did a good job in the first half. The key is to destroy or severely 
1 weaken most of the Convoy's defenders from your perch at Points B 
and C. Then you won't have to face many enemies later on. 


If you had trouble with combat at the end of the mission, try 
again, and this time try to damage the Convoy's protectors more in 
the mission's early stages. 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


MISSION 2-3: ELIMINATE ORBITAL GUNS 


our mission is to capture the Headquarters Building located at Point 1, then 
Үз» each of the Mobile Orbital Guns (MOGs) апа their nearby Targeting 

Computers. This mission is fairly easy if you take a disciplined and careful 
approach, following the strategy outlined below. 


You have a 30-minute time limit for this mission. 
Your objectives are as follows: 

e Capture the Base HQ 

e Destroy MOG and Targeting Computer 1 

* Destroy MOG and Targeting Computer 2 

* Destroy MOG and Targeting Computer 3 

* Destroy MOG and Targeting Computer 4 

* Destroy MOG and Targeting Computer 5 


Overview 


The first order of business is to take over the southeastern base. It contains a Sensor 
Control that will give you sensor coverage of almost the entire map. It also contains a 
Headquarters Building (located at Point 1) that reveals the location of all the MOGs. 
Finally, this base also contains a 'Mech Repair Bay, which makes things easier if you 
sustain significant damage while taking control of the base. 

All of the MOGs (except for the one at Point 5) are lightly guarded. Fortunately, | 
you're given enough artillery power in this mission to take out the MOG at Point 5 \ 
without having to actually go there. | 

Salvage includes: а 

e West Component Vault: 2 Light LB-X Autocannons 

e Southwest Container Stacks: 2 Clan Pulse Lasers, 2 Clan Large ER Lasers 

e Northwest Container Stack: 2 Large X-Pulse Lasers 


e Point 5 Component Warehouses: 3 Clan Pulse Lasers, 2 Clan Large ER Lasers, 
1 Probe 


Recommended Forces 


You’re allotted two Small Artillery Strikes, one Large Artillery Strike, two Sensor 
Probes, and two Camera Drones. Your drop weight limit is 250 tons. 

Durability is more important than speed in this mission, even though there is a 
30-minute time limit. As long as you're efficient, you'll have plenty of time to accomplish 


MECHCOMMANDER: BOLD— PRIMAS OFFICIAL STRATEGY GUIDE 


Condors, 
Container Stack 


Condors, 


P, ња а @ Container Stacks у iud 
Wp Hunchback llc es 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


all of your objectives. You have 350 tons to work with, so make sure you bring some 
heavy hitters. If you want to collect all of the salvage available, also bring at least one 


reasonably fast Jump ’Mech. 


As usual, bring heavy-hitting or super-efficient weapons, like Clan ER-PPCs, 
Large X-Pulse Lasers, and Clan LB-X Autocannons. 


Strategy Blueprint 


From your start point, head northwest to the nearby base. Blast a hole in the south- 
eastern wall and send your units through. (Watch for the Pop-Up Turret near the wall.) 


Take over the Sensor Control Building, the Headquarters Building (Point 1 on 
the Battle Map), and the Turret Control Tower. Keep your ’Mechs in the northern half 


of the base as you capture these structures. 


ТЕР The Sensor Control gives you sensor 
wv readings over a large portion of the 
1 map. The Headquarters Building 
reveals each of the MOGs that you 
need to destroy. 


Once you've captured these buildings, it's 
time to deal with the three Thors stationed at 
the southwest end of the base (near Point 2 on 
the Battle Map). Try to hang back and make 
them come to your 'Mechs one at a time, using 
a fast 'Mech to lure them out if necessary. 


ТІР /fa Pilum patrolling the northeast 
wv edge of the base attacks your forces, 
q take care of it before engaging the 
Thors. If not, dispatch it only after 

the Thors are gone. 


When the Thors and Pilum have been 
destroyed, send your forces southwest to the 
southwest end of the base (Point 2 on the 
Battle Map). Capture a Repair Bay along the 
way, and send your 'Mechs in for repairs. 


Figure 12-8. The MOGs near Point 2 are guarded by 
three Thors. 


Figure 12-7. Capture the Headquarters building to 
uncover each of the MOGs. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


As some of your Mechs are repaired, have others take out the MOG and Targeting 


Computer at Point 2. 


ТІР fat any time during this mission your Mechs get seriously damaged, 
wv you can send them back to this Repair Bay. But watch the clock! 


Now send your 'Mechs along the path leading away from Point 2, making sure to 
capture the nearby Turret Control on the way out of the base. 

Follow the path west across the bridge, then turn southwest and follow the river 
to Point A, as shown on the Battle Map. 


Figure 12-9. The MOG at Point 3 is surrounded by 


four Artillery Turrets. 


There are only two defenders at Point 3: 
A Hunchback Пс and a Pilum. As soon as your 
'Mechs reach Point A, the Pilum engages 
them. Destroy it. You'l deal with the 
Hunchback later. 


The MOG at Point 3 is surrounded by 
four Artillery Turrets, so don't get too close. If 
you can't see the two Turrets closest to you, 
deploy a Camera Drone to reveal them. 

Instruct your 'Mechs to fire from posi- 
tion on the Artillery Turret closest to them. 
This causes the Hunchback to engage your 
forces. As you fight the Hunchback, be sure to 
stay out of range of those Turrets. 


When the Hunchback has been destroyed, 


take out the two nearest Artillery Turrets, then destroy the Turret Control. Afterwards, 
send your 'Mechs in to destroy the MOG and the Targeting Computer at Point 3. 


ТІР There are two pairs of Shadow Cats that patrol between Point 3, Point 4, 
: Point 5, and Point 6 on the Battle Map. Once you have captured the 
1 Sensor Control near Point 1, you will be able to tell where they are 
most of the time. You can tell them apart from patrolling vehicles by 
their sensor rings. You can choose to engage them or avoid them. If 
you chose to engage the Shadow Cats, don't fight both pairs at once. 


9 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2 


ТІР = At any point during the mission, an enemy Mech may decide to 
destroy a Sensor Tower. If this happens and you’re about to enter 
an area that doesn’t have sensor coverage, use a Sensor Probe to 


see what lies ahead. A u 
Send your 'Mechs north along the path indicated on the Battle Map, and capture 4 
the nearby Component Vault. (A pair of Condors parked to the southeast may v 


approach as you do this; destroy them if they do.) 

Next, send your 'Mechs to the southeast and capture the two Container Stacks 
located there. Destroy the Condors now if you didn't earlier. 

Now head northeast along the path leading to Point 4; you may encounter a 
Pilum along the way. 

Point 4 is surrounded by Missile Turrets, and there are Elementals lurking in the 
nearby ruins. Get close enough to Point 4 to coax the Elementals out, and destroy 
them while staying out of Turret range. 

Once the Elementals have been eliminated, either take over the nearby Turret 
Control or destroy it. Then, destroy the MOG and Targeting Computer. 


ТІР = /fyou plan on fighting some patrolling Shadow Cats, you may 
wv want to capture the Turret Control and wait for the Shadow Cats 
i to approach Point 4. 


From Point 4, head northwest along the path shown on the Battle Map. You'll likely 
encounter two Condors. Destroy the Condors and capture a nearby Container Stack. 


Send your 'Mechs northwest toward Point B, still following the path shown on 
the Battle Map. A pair of Vultures on patrol near Point 6 will engage your forces as they 
approach. As long as your 'Mechs are healthy, 
you should be able to destroy them without 
incurring too much damage. 


ТІР Make sure that any remaining 
Ў Shadow Cats on patrol are far 
from Point 6 when you engage 
the Vultures. Taking on four 
or six ‘Mechs at once can have 
devastating consequences. 


Figure 12-10. Two Vultures guard the MOG at Point 6. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


When the Vultures have been destroyed, take out the MOG and Targeting 
Computer at Point 6. 


This leaves only the MOG and Targeting Computer at Point 5. Point 5 is a well- 
guarded base, with Turrets, two Cougars, and two Nova Cats. However, you also have 
two Small Artillery Strikes and one Large Artillery Strike at your disposal. One Small 
and one Large Artillery Strike placed on the MOG is enough to destroy both the MOG 
and its Targeting Computer. You can win the mission right now by dropping the artillery 
strikes. Feel free to do so now; if you do so, you can stop reading this walkthrough. 


However, there are also two Component Warehouses located on the eastern edge 
of the base at Point 5. If you decide you want this salvage and you have sufficient 
mission time left, you can send one (preferably durable) Jump 'Mech to fetch the 
salvage for you. 


If you want the salvage, send your Jump 'Mech east to Point C, repairing at the 
southeastern Repair Bay if you have sufficient time remaining. 


When your 'Mech has reached Point C, drop your Large Artillery Strike on the 
Point 5 MOG to soften it up. Then jump your lone 'Mech into the base and have it 
streak for the Component Warehouses. Target the MOG with a Small Artillery Strike 
just as the 'Mech is reaching the Component 
Warehouses. This strike will destroy the MOG 
and Targeting Computer, ending the mission, 
so youll need to have those components 
captured by the time the strike hits. 


ТІР We recommend this simulta- 

wv neous strike-and-capture 
strategy to preserve your Jump 
"Mech. If executed properly, it 
gives your ‘Mech just enough 
time to get the salvage, but 


doesn't give the enemy much 
time to damage your "Mech. 


Figure 12-11. Using artillery strikes on the MOG at 
Point 5 allows you to avoid the tough defenders 
stationed there. 


CHAPTER 17 — DESPERATE MEASURES OPERATION 2: B 


MISSION 2-4: CAPTURE ENEMY COMMANDERS 


This mission requires you to capture a heavily defended Clan HQ Building. The sheer 
tonnage of Mechs located in the enemy base makes this a fairly difficult task. 


The mission hinges largely on your ability to fight two Masakaris. Your objec- 
tives are as follows: 


e Capture Clan HQ Building 

* Return forces to Extraction Point 

e Capture Star League Command Center (Secondary) 
e Capture APC (Secondary) 


Battle Map of Mission 2-4 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Overview 


The general strategy for this mission is to capture the small base to the northwest, 
then use the Mech Repair Bay located there throughout the rest of the mission as 
needed. Capturing this northwestern base isn't difficult; the hard part is teasing the 
defenders out of the main base in the middle of the map. 


Once these defenders have been destroyed, you'll enter the base and take over the 
base Turrets. These Turrets will help you clean up all remaining enemy units. 


The salvage includes: 

e Southwest Container Stack: 2 Clan Large Pulse Lasers 

* Point 3: 3 Thunderbolt, 2 Long Toms 

e Southeast Container Stacks: 1 Clan LB-Xs, 3 Clan ER Lasers 
* Eastern Container Stack: 4 Clan LRM Racks 


Recommended Forces 


Speed isn’t a real issue in this mission, so if you need to, you can bring relatively slow 
Mechs. You have plenty of room; your drop limit is 450 tons. 

You'll want to take the usual assortment of long-range weapons (Large X-Pulse 
Lasers, Clan ER-PPCs, Clan LRM Racks, Clan Large ER Lasers, etc.). Note that there 
are several times in this mission when you'll want to fire over walls from long range, 
so bring more LRMs than you normally would. 

You also have three Small Artillery Strikes, one Large Artillery Strike, one Sensor 
Probe, and one Camera Drone. 


Strategy Blueprint 


From the start points shown on the Battle Map, head northwest along the designated 
path. This path takes you close to a Container Stack; capture it along the way. 


ТІР = There are two Shadow Cats on patrol in this area. You may or may not 
: run into them, depending on your timing. If they come into range, 
3 fight them. Otherwise, leave them for later. 


CHAPTER [2 — DESPERATE MEASURES OPERATION 


Continue north along the path drawn on the Battle Map until you reach the 
northern half of the map. Walk your Mechs cautiously until they meet a Vulture on 
patrol southwest of Point A. Destroy the Vulture and continue along the indicated path. 


Gather all of your Mechs on the hilltop 
southwest of Point A. 


A Shadow Cat is on patrol around the base at 
Point A. There are two Cougars stationed inside 
the base as well. Be patient and wait for the 
Shadow Cat to come to you. 


ТІР 7e Cougars emerge when you fire at the 
Shadow Cat. Most of the time, you should 
be able to destroy or severely damage 
the Shadow Cat before the Cougars can 
enter the battle. 


a velt sl 

Figure 12-12. Walking up the hill reveals two 
When all three Clan Mechs have been elim- Cougars and a Shadow Cat near Point A. 

inated, head northeast into the base at Point A. 

Capture the 'Mech Repair Bay and begin making repairs. When all of your 'Mechs have 

had their turn in the Repair Bay, send them east to Point B on the Battle Map. 


From Point B, you should be able to see the Masakari A and two Alacorns in the 
main base to the south. Drop a Small Artillery Strike on each A/acorn, and a Large 
Artillery Strike on the Masakari A. 


ТІР The Artillery Strikes set the Alacorns 

wv in motion. They will leave the base 
through the northern exit, then eventu- 
ally loop down from the north to attack 
your forces at Point B. 


The Artillery Strikes also alert a 
Masakari W that’s on patrol inside 
the base. It, too, will leave the base 
through the northern exit, loop west, 
and attack your forces from the north. 


Figure 12-13. A Masakari W and two Alac 
stationed in the north end of the central 


The Alacorns and Masakari W are 
slow, however, so you'll have a little free 
time in which to attack the Masakari A 
from your vantage point at B. 

You can and should, therefore, attack the Masakari A from Point B 
with everything you've got until the Alacorns or Masakari W appear 
from the north and engage your forces. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Attack the Masakari A from Point B until the Masakari W or the Alacorns come 
into range from the north. Once this happens, target the newcomers and retreat to the 
northwest toward Point A. 


ТІР Backing toward Point A allows you to fight the newcomers without 
wv remaining in the Masakari As weapon range. 
Note however that the Masakari A will slowly leave the base as 
soon as you stop fighting it, so you can expect it to come after you 
eventually, as well. 


When the Masakaris and Alacorns have been disposed of, send your 'Mechs in for 
another round at the 'Mech Repair Bay. 


When repairs are done, send your 'Mechs northeast along the path shown on the 
Battle Map until they reach Point C. Be sure to visit each of the hilltops along the way 
to maximize visibility. 


The next goal is to get the APC out of the 
base and away from most Clan defenders. To 
do this, divide your 'Mechs into two equal 
groups. Send one group to Point D and leave 
the other at Point C. (This will block the 
APC's escape routes.) 


Deploy a Camera Drone at Point 4. This 
reveals the APC and two Harassers guarding 
it. Use your remaining Small Artillery Strike 
to take out the two Harassers, being careful 
not to hit the APC. 


Figure 12-14. Use an artillery strike to flush out the 
APC, as well as destroy two Harassers. 


CHAPTER 17 — DESPERATE MEASURES OPERATION 


When the Artillery Strike detonates, the 
APC will flee the base along with a pair of 
Regulators. These vehicles will follow one of 
two routes—either a route leading past Point C, 
or a route leading past Point D. Fortunately, 
you've stationed 'Mechs on both paths. When 
the vehicles approach, destroy the Harassers 
then capture the APC. 


Now send all of your units back to Point B, 
making sure to stay out of range of the main 
base's Turrets. When all of your 'Mechs have 
arrived at Point B, blast through the north- f itp" yl СО 95 
west wall of the base (at the spot indicated on Figure 12-15. A 'Mech blockade prevents the APC from 
the Battle Map) and send your 'Mechs just escaping, but first the Regulators must be destroyed. 
inside the wall. 


Send one tough 'Mech over to the Turret Control at Point E and capture it. 


Now observe Point 3. If the A/acorn on patrol near Point 3 is near the Turret 
Control, wait until it moves away. Then blast through the wall guarding Point 3 and 
send a tough 'Mech in to capture the Turret Control. The newly captured Missile 
Turrets will take care of the A/acorn for you. 


Now move all your 'Mechs to Point 3. Capture the Command Center, Component 
Warehouses, and the Gate Control nearby. 

Shortly, two Mad Cats, a Shadow Cat, and a Cougar that are patrolling the base 
approach. They'll attack either your 'Mechs, your newly acquired Turrets, or both. 


TIP Sometimes one of the Mad Cats will go after the Turret Control. | M 
A Д7 Watch for this, and if it happens, destroy that Mad Cat as soon as uec 
you can with concentrated fire. 


When these four Clan 'Mechs have been destroyed, send your toughest and 
least damaged 'Mech to capture the Turret Control at Point 1, then capture the 
nearby HQ Building. 


Next, capture the Turret Controls along the southern edge of the base. 
TIP You may want to use a different 'Mech for each Turret Control, 


Ø depending on how damaged they get. If necessary you can send ‘Mechs 
back to the "Mech Repair Bay at Point А. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


ТІР Af some point while you are taking over the Turret Controls, a Vulture 
on patrol south of the base is likely to approach. If you've captured 
most of the Turrets, you can back off and let them do the fighting. If 
not, send your healthiest ‘Mechs to lend a hand. 


When all the Turrets are captured and the Vulture is gone, capture the Repair 
Bay near Point 1 and send your ’Mechs in for repairs. 

When the repairs are complete, blow a hole in the wall near the Repair Bay. If you 
feel the need for more salvage and your ’Mechs are healthy, send them southeast 
toward the base at Point F. If not, proceed directly to the Extraction Point. 


ТІР yf you failed to destroy the patrolling Shadow Cats earlier in the 
1 missions, watch out for them now. 


If you decide to go for the salvage, send your Mechs toward Point F, by way of a 
hill to the northwest of Point F. From here you'll see four Pilums stationed in the base, 
and one Pilum on patrol around the base. Eliminate the Pilums. 

Once the Pilums have been destroyed, capture the Container Stacks located at 
Point F, as well as a lone Container Stack located to the north. Then send your 'Mechs 
to the Extraction Point. 


When the last 'Mech reaches the Extraction Point, you win the mission. 


CHAPTER 13 


DESPERATE MEASURES 
OPERATION 3: 
MINOTAUR 


you'll have to follow an effective plan and perform at a vd 
beat these missions on Hard difficulty. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


You'll encounter a fairly wide variety of missions in this last operation, including 
one that requires defense and another that features extremely limited tonnage. 
Prepare to do more, therefore, than simply blast the enemy. 


MISSION 3-1: CAPTURE BASE KRAKEN 


The objectives in this mission are to capture the Sensor Control in the base at Point 1, 
then take over the base at Point 2 and defend it from attackers. 


This mission is fairly easy if you follow the strategy described in the Strategy 
Blueprint, and use the Turrets at Point 2 to your advantage. 


Your objectives are as follows: 

e Capture Sensor Control 

e Capture Hyperpulse Generator (HPG) Stations (3) 
e Defend HPG Base 


Overview 


The easiest way to beat this mission is to follow the road that runs northeast through 
the center of the map. You can work your way up the road, taking out small Smoke 
Jaguar bases as you pass. 


There is а Mech Repair Bay in the very northeastern base at the top of the map, 
so you can repair any damage incurred on the way. 


The next step is to approach the base at Point 2 from the northeast, and take over 
the Turrets that guard the base. Defending the base then becomes a trivial matter. 


This mission’s salvage includes: 
* Point 1 Container Stack: 2 Clan LB-X Autocannons 
* Point 1 Component Warehouse: 2 Clan ER-PPCs 


е Salvage Rigs: 5 Clan Advanced Sensors, 3 ECM, 2 Probes, 4 Clan Gauss Rifles, 
and 2 Clan Heavy Ultra Autocannons 


* Point D Component Warehouse: 3 Clan Large Pulse Lasers, 12 Clan Streak 
SRM Packs 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


? Hunchbacks, 


P" — UPGs, Q 
“1 Component 


9 знаци ит apii i 
usen | uw М o j e 5 
UN А Turrets Ps 


Turrets, 
Component 
Warehouse 


Turkina, 
Shadow Cats, 
Rommels, 
Container Stacks 


Battle Map of Mission 3-1 


e Point E Component Warehouse: 2 Clan Heavy LB-X Autocannons, 2 Clan LB-X 
Autocannons, 2 Clan Light LB-X Autocannons 

e Point F Component Warehouses: 1 Clan ER-PPC, 8 Clan Pulse Lasers, 12 Clan 
LRM Racks, 2 Clan Large Pulse Lasers 

e Point 2 Component Warehouses: 2 Clan Gauss Rifles, 12 Clan LRM Racks, 
6 Heavy Flamers, 2 ER-PPCs, 3 Clan Heavy LB-X Autocannons, 3 Clan Heavy 
Ultra Autocannons 


e Point B: 6 Clan Pulse Lasers, 4 Heavy Flamers, 4 Clan Advanced Sensors, 
6 Clan ER Lasers, 2 Clan Large Pulse Lasers, 2 Clan Large ER Lasers, 12 Clan 
Streak SRM Packs, 2 Clan Heavy Ultra Autocannons, 2 Clan Gauss Rifles, 
2 Clan Heavy LB-X Autocannons, 12 Clan LRM Racks, 2 Clan ER-PPCs 


MECHCOMMANDER: 0010 — PRIMA'S OFFICIAL STRATEGY GUIDE 


Figure 13-1 


Recommended Forces 


You have 400 tons of drop weight for this mission. Speed isn’t really an issue, though 
by now you should have a large complement of large Clan 'Mechs—so speed should be 
a given. 

The usual array of weapons is appropriate (mostly long range, a few medium 
range, all heavy hitters). 


You also have two Small Artillery Strikes available. 


Strategy Blueprint 


From the start points indicated on the Battle Map, head south along the path shown, 
and then turn north until you reach Point A. Nearby LRM Carriers are likely to fire at 
you as you do this; return fire but don’t stop moving. 


There is a pair of Nova Cats in the Point 1 base. Fight them from long range, 
backing away and staying away from the Turrets at Point 1. 


When the Nova Cats have been destroyed, take out any remaining LRM Carriers. 
Then enter the Point 1 base and take over the Turret Control. The Turrets on the 
southwest edge of the base activate and destroy two Manticores stationed there. 


Now have your forces capture the nearby 
Sensor Control, Component Warehouse, and 
Container Stack. 


ТІР А Convoy of lightly guarded Salvage 
Rigs makes its way south, down the 
map’s central road, early in the 
mission. When you run into them 
depends on how quickly you move. ` 
You may want to wait for them after 
taking over the base at Point 1. That 
way, you can be sure you won't be 
dealing with anything else when 


. Walking up the hill reveals the Nova Cats they arrive. 


and assorted enemies near Point 1. 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


The Convoy is guarded by an 
Alacorn and an LRM Carrier. In 
addition to the Salvage Rigs, the 
Convoy also includes a Mobile HQ 
that you can capture. Doing so 
reveals portions of the base at Point 
2 and the base in the southeast 
corner of the map at Point B. 


Now send your forces northeast to Point C. 
From here, get just close enough to the 
nearby base to reveal two Bulldogs inside it; 
destroy them. Then enter the base and take 
over the Turret Control and Component 


Warehouse. other enemy ’Mechs and vehicles. 

Next, follow the path indicated on the 
Battle Map to Point D. From Point D, walk slowly west toward the small nearby base 
and destroy the Alacorn and LRM Carrier stationed there. Then blow a hole in the 
southeast side of the wall surrounding the Turret Control and take it over. 


j 
1 


ТІР 7ereS a patrol consisting of a Vulture and two Bulldogs that travels 
wv along the road connecting the base near Point D with the base at 
k Point 2. You could stay at the base at Point D and wait for the patrol, 
but unless you’re itching for a fight, there’s no reason to stay. 


Continue northeast along the path shown on the Battle Map until you reach 
Point E. From there, fire at the Gas Pipe located in front of the nearby Turret Control. 
This destroys the Turret Control. Then walk into the nearby base and capture the 
Component Warehouse. 


Now continue northeast, still following the path drawn on the Battle Map, toward 
the base at Point F. Destroy the Auxiliary Power located in the southwestern edge of the 
base to disable the local Turrets. Also, destroy a lone Nova Cat guarding the base. 


When the Nova Cat has been destroyed, capture the Repair Bay and begin 
repairing your ‘Mechs. Also capture the nearby Component Warehouses. When all of 
your ’Mechs have had their turn in the Repair Bay, send them west toward the base at 
Point 2 along the path shown on the Battle Map. 

Gather your ’Mechs at Point G. Keeping your units at long range, destroy the 
nearby Perimeter Alarm. Next, destroy each of the Artillery Turrets along the north- 
east edge of the base as marked on the Battle Map, staying at long range as you do so. 


Figure 13-2. Capturing the Mobile HQ reveals the base 
to the southeast (Point B) containing a Turkina and 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


Figure 13-3. Capturing the Turret Control in the base 
near Point 2 is the key to this mission. Be sure the 
Hunchbacks don’t destroy it. 


Once you’ve destroyed the Artillery 
Turrets, blast through the wall next to the 
Turret Control and capture it. Four 
Hunchback Псѕ and four LRM Carriers 
stationed in the southern parts of the base 
will attack. Destroy them with the help of the 
newly captured Turrets, making sure to 
protect the Turret Control as you do so. 


At this point, the Clan units in the base at 
Point B exit their base and march toward your 
current position. The units include a Turkina, 
two Shadow Cats, and four Rommels. It takes 
them an extremely long time to reach your 
current position at Point 2. In the meantime, 
capture and use the Repair Bay in the north- 
eastern corner of the base. Also, capture the 
two Component Warehouses nearby. 


T IP роп? capture the HPGs at this time. If you do, you'll cheat yourself 
i out of some salvage later in the mission. 


After an extremely long wait, the Turkina and company finally arrive at the base. 
Depending on how lucky you are, the Artillery Turrets may take out the entire inva- 
sion force by themselves. Just to make sure though, your Mechs should fire on 


attackers from inside the base’s walls. 


When the last attacker is destroyed, send one or two of your fastest Mechs to the 
base at Point B. If one of the 'Mechs is Jump-capable, jump over the wall and capture 
the Turret Control. If you don't have a Jump 'Mech, blast through the gate and then 
capture the Turret Control. Then, capture the vast number of salvageable structures 


in this base. 


When you've collected all of the salvage, have the 'Mechs back at Point 2 take 
over the three HPGs scattered throughout the base. You win when all of the HPGs 
have been captured. 


CHAPTER [3——DESPERATE MEASURES OPERATION 3: 


MISSION 3-2: ELIMINATE REINFORCEMENTS 


his mission has an exceptionally low drop weight, and should be undertaken with 
T: single Jump-capable 'Mech. It's to some degree a “puzzle” mission, requiring you а 

to take on superior forces with the help of useful terrain features, captured Turrets, ~ 
and Repair Bays. 


The strategy presented here is by no means the only way to beat this mission. 
Your objectives are as follows: 

e Take out defenders at bridge 

* Destroy Elemental Training Cadre 

* Capture Repair Bay 

* Eliminate Three-’Mech Patrol 

* Destroy forces at Vehicle Depot 

* Take out all enemies at land bridge 


Overview 
Unlike most missions, this one isn't about huge 'Mechs and firepower. Almost all of 
the objectives involve capturing Turrets and using them to your advantage. 
Also, the strategy presented here focuses on capturing a Repair Bay early on, so 
that any damage from subsequent battles can be fixed before entering the next battle. 
The mission can be easy to medium in difficulty, depending on when you arrive 
at any given location, where patrolling enemy forces currently are, and how lucky 
your shots are. If you think you’ve gotten stuck with a particularly unfortunate set of 
circumstances, restart the mission and you may have better luck. 


Salvage includes: 


* Point 1 Component Warehouse: 5 Clan LRM Racks M | a 

e Point 4 Component Vaults: 2 Large X-Pulse Lasers, 1 Rail Gun | M Y. a 

e Point 4 Component Warehouse: 1 Clan Advanced Sensor, 1 ECM, 2 Clan | Ke ; 
Medium Ultra Autocannons x x M ^ 

* Point 5 Container Stack: 2 Clan Large ER-Lasers Per 


Recommended Forces 


You have four Small and two Large Artillery Strikes, three Sensor Probes, and two 
Camera Drones at your disposal. 


You don’t have much drop weight to work with in this mission: only 70 tons. The 
optimal 'Mech for this mission is the Thor J. Other possibilities include a Loki J or a 
Nova Cat J. If you don’t have a suitable Clan Jump ’Mech on hand, you can buy a 
Catapult J or a Jagermech J. Speed isn’t a critical issue in this mission. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


Hunchback lics, 
Shadow Cat 


1 pes 


Rommel 


Gate C 
Control Nova Cats 


Battle Map of Mission 3-2 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


You can complete this mission without a Jump ’Mech, but it would be much 
more difficult. 


It’s best to give your "Mech a well-rounded arsenal. Include a few fast-firing 
short-range weapons for fighting off small vehicles, two Large X-Pulse Lasers or Clan 
ER-PPCs for long-range combat, and a few LRM Racks for firing over walls. 


Strategy Blueprint 


Send your ’Mech east from the start point to 
Point A. As you approach Point A, you'll likely see 
a Bulldog on patrol. Fire at it from long range. 


As you fight the Bulldog, you'll hear 
enemy ’Mechs (a Shadow Cat and an (ет) 
power up. Jump across the river to Point B 
and finish off the Bulldog.Then capture the 
nearby Turret Control Tower. 


Once you've destroyed the Bulldog and 
captured the Turret Control, head south EX 
toward the bridge at Point C on the Battle Figure 13-4. A Bulldog guards the Turret Control near 
Map. Destroy the bridge to prevent the enemy Point B. 
from accessing your newly captured Turret 
Control. Now jump to Point 1. Destroy the 
Shadow Cat and Uller with the help of the 
nearby Turrets; you can hide behind a nearby 
wall for extra cover. 


ТІР There is also a pair of Bulldogs to 

wv the east. The Turrets will destroy 
them, however—probably before 
you even notice them. 


Once all nearby enemies have been elim- 
inated, capture the Component Warehouse in 
the base at Point 1. 


Now head south along that path indi- 
cated on the Battle Map, hooking east and 
then north until you reach Point D. 


Figure 13-5. A Shadow Cat and an Uller inhab 
base near Point 1. 


ТІР As you move around the base at Point 3, be sure to stay out of range 
wv of its Cannon Turrets. Don't destroy them, as they'll be a valuable 
resource later on. 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


From Point D, you can see two Strikers 
stationed in the base at Point 3. Other Clan 
vehicles (two Condors and a Rommel) prob- 
ably won't be fully revealed, but may be visible 
as sensor traces. 


Place a Large Artillery Strike in the 
middle of the Strikers and unseen Condors. 
This strike will likely take out three of the 
four vehicles. Use a Small Artillery Strike to 
finish off any remaining visible vehicles. 


; Once you've eliminated the vehicles, 

Е Кт jump the southeastern wall of the base near 
Figure 13-6. Taking out these vehicles with an the Turret Control. A Rommel engages you, 
Artillery Strike makes your job easier. but you should be able to overpower it 
quickly. When the Rommel is destroyed, 
capture the Turret Control and Repair Bay. 
Repair your 'Mech. 


ТІР A patrol consisting of two Hunchback IIcs and a Shadow Cat will at 
some point approach your current location from the northeast and 
begin to fire at the Cannon Turrets. This may happen immediately 
after you capture the Turret Control, or you may have time to use 
the Repair Bay before they arrive. All three 'Mechs may appear at the 
same time or they may appear separately, although the Hunchbacks 
tend to come together. 


When the patrol mentioned in the tip arrives, fight them. If you took LRMs, you 
can fight from inside the base's walls. If not, you can jump outside the walls and 
retreat as you fight, leading the enemy through the Cannon Turrets. 


ТІР There are several Fuel Tanks located near the northern corner of the 
wv base. You can lead the enemy into these and detonate them. 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


Once you've destroyed the patrol, you can repair your Mech and move on to your 
next task. Head southeast and then northeast, following the path shown on the Battle 
Map. This route takes you along a ridge adjoining the base at Point 6, and exposes 
most of it. 


Continue along the ridge until you reach 
Point E. From here, fire at a Striker located 
inside the Point 6 base. Other vehicles, 
including four Rommels and a Regulator, also 
appear. Destroy these vehicles, using the 
nearby Fuel Tanks if necessary. 


If your Mech is badly damaged after this 
battle, send it back to the Repair Bay at Point 3. 


Next, backtrack along the ridge as shown 
on the Battle Map until you reach Point F. From 
here, jump over the trees and capture the Баи x 
nearby Turret Control in the base at Point 6. Figure 13-7.Use the Fuel Tanks to take care of the 
The Turrets immediately begin firing at atrio of ^ enemy vehicles near Point 6. 

Nova Cats stationed just southeast of the base. 


Send your 'Mech to the southwest and capture the Gate Control located at the 
southwest end of the Point 6 base, effectively locking out the Nova Cats and protecting 
the Turret Control. 


The Turrets will either destroy the Nova Cats outright, or nearly do so. Finish 
them off if the Turrets don't. 


Send your 'Mech back to the Repair Bay at Point 3, if necessary, before moving 
on to the next task. 


Head northeast toward Point 4. There 
are two Component Vaults and a Component 
Warehouse here; capture them. 


Next, head southwest along the path 
leading to Point G. From here, you'll be able to 
see 15 Savannahs and 3 Strikers inside the 
base at Point 5. Place a Large Artillery Strike 
in the middle of the Savannah fleet and use 
the smaller strikes to take out the Strikers. (Be 
careful not to hit the Turret Control nearby.) 

Now approach the base from the south- 
west corner. Pick off any remaining vehicles, 
either with direct fire or by shooting Fuel Tanks. 


x Ff 


y 


Figure 13-8. One well-placed artillery strike 
useful here. 


MECHCOMMANDER: GOLD — PRIMAS OFFICIAL STRATEGY GUIDE 


When all the vehicles in the base have been eliminated, capture the nearby 
Repair Bay and make any necessary repairs. Also, capture the nearby Container Stack. 

Next, head north along the path shown on the Battle Map toward Point 2. At 
Point 2, you encounter a group of Elementals on patrol. Gain their attention, then run 
back to the base at Point 5. The Elementals follow. Place your Mech amidst the Turrets 
on the northeast side of the base, and let the Turrets do most of your work for you. 


When the last Elemental is destroyed, you win the mission. 


MISSION 3-3: OBLITERATE COMPLEX 


he objective for this mission is simple: Destroy all the buildings in the base at Point 1 
T» the Battle Map. These buildings include three Engine Drills, two Gantries, a 
Research Complex, and four Factories. 
This mission is fairly easy if you follow the plan outlined here. However, things 
are much more difficult if you want to get all of the salvage. The salvage is spread out 
over the map and tends to be well defended. 
Your objectives are as follows: 
* Destroy all buildings in the complex 


Overview 


There are three main points of conflict in this mission: the base at Point C, the base 
at Point E, and the base at Point 1. The middle portion of the map has many stationary 
defenders as well as a moving patrol of Mechs, including three Shadow Cats and two 
Mad Cats. It’s best to stay out of their way. 


The recommended strategy for this mission is to send your forces north along 
the western edge of the map. The patrolling Clan "Mechs don’t come very far west, so 
this path allows you to avoid them altogether. 

Salvage includes: 

• Southwest Container Stacks: 8 Heavy Flamers, 5 Clan ER-PPCs, 3 Clan Gauss 

Rifles, 3 Clan Heavy Ultra Autocannons, 10 Clan LRM Racks, 5 Probes, 4 ECM, 
3 Clan Advanced Sensors 
e Northeast Component Vaults: 4 Thunderbolts, 2 Large X-Pulse Lasers 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


Shadow Cat, 


- Y LL 


‘ao 


N 


Battle Map of Mission 3-3 


e North Central Component Vaults: 4 Rail Guns 


e Northwest Component Warehouses: 1 Clan Advanced Sensor, 5 Clan SRM 
Racks, 1 Clan Heavy LB-X Autocannon, 2 Clan LB-X Autocannons 


e Salvage Rigs: 2 Clan ER-PPCs, 1 Rail Gun, 1 Thunderbolt 


Recommended Forces 


Your drop weight for this mission is 420 tons. This should give you enough working 
room to bring a strong Force Group. 

Use Medium to Heavy ’Mechs for this mission, but avoid 'Mechs with speeds 
under 21 m/sec. You'll also want to bring a light Jump 'Mech. 


MECHCOMMANDER: BOLD—— PRIMAS OFFICIAL STRATEGY GUIDE 


Medium and long-range weapons will be the most useful: Clan ER-PPCs, Large 
X-Pulse Lasers, and the like are best. You also have two Large Artillery Strikes, three 
Small Artillery Strikes, two Camera Drones, and three Sensor Probes. 


Strategy Blueprint 


When your forces are dropped, immediately send your light Jump ’Mech east along 
the path toward Point A. Stay south. Your Mech should be able to approach Point A 
undetected. 


At Point A, take over all of the Container Stacks, then bring your Jump ’Mech 
back to the starting point. 


Next, you’ll use your Camera Drones and 
Air Strikes to soften up the buildings at Point 1 
on the Battle Map. First, deploy a Camera 
Drone directly on the Point 1 marker on the 
mini-map. This reveals the Engine Drills, the 
Gantries, and also a Turkina W. Deploy a 
second Camera Drone on the northeast edge 
of the area uncovered by the first drone. This 
should reveal the Research Complex. 


You have two Large Artillery Strikes and 
three Small Artillery Strikes. Use a Large 
Artillery on each of the two easternmost 
Engine Drills. Use a Small Artillery Strike on 
the Research Complex, and the others on the 
Engine Drills. 

Now you're ready to begin the main assault. Group your 'Mechs together and 
head northwest as shown on the Battle Map. Destroy the forest blocking your way at 
Point B. 

Continue north to the base at Point C along the path indicated, being sure to stay 
far enough to the west to avoid detection by enemy units. 


Figure 13-9. Use a Camera Drone to reveal the 
contents of the base at Point 1. 


Gather your forces just outside the base at Point C. Two Shadow Cats are on 
patrol at the base. Destroy both, aided by explosive tanks if possible. 


ut 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


Watch for an Aerospace Spotter arriving from the north. As soon as you see it, 
destroy it, even if you haven’t taken out the Shadow Cats yet. 


Once the Shadow Cats and Aerospace 
Spotter have been taken care of, head north- 
east through the base as shown on the Battle 
Map. You’ll soon encounter four Component 
Warehouses. Begin capturing them, but 
watch for a Mad Cat that will appear from the 
northeast. Engage the Mad Cat, but be sure to 
stay to the southwest, as there are Missile 
Turrets just out of view. 


Once the Mad Cat is destroyed, either 
capture or destroy the Turret Control at Point D 
on the Battle Map. j 


Now that all immediate threats have Figure 13-10. The Mad Cat is stationed among Missile 
been eliminated, destroy the northern Turret Turrets near Point D. 


Power Generators near Point D and capture 
any remaining Component Warehouses. 


Head northeast toward the small base at 
Point E. You’ll encounter a few Fuel Trucks 
on the way, but you can ignore them. 


As you approach the base, you’re greeted 
by a Shadow Cat. Fortunately you've 
destroyed the Turret Power Generators, so the 
Cannon Turrets are off-line. Eliminate the 
Shadow Cat and enter the base. 


At this point, one or two Shadow Cats 
will likely approach from the north. Try to 
engage and destroy both of them before 
taking over the Repair Bay in the base. 


Once you've eliminated the Shadow 
Cats, capture the Repair Bay and repair your 'Mechs. 


When all of your 'Mechs have been repaired, destroy the forest just north of the 
base at Point E. Then send your 'Mechs through the newly created hole in the forest, 
moving them east toward Point F along the path shown on the Battle Map. Capture 
the two Component Vaults located at Point F, then head northeast. 


Approach the base at Point 1, following the designated path. Destroy Pop-Up 


Turrets that appear as you advance. As soon as the nearby Turkina starts advancing on 
your forces, forget about the Turrets and concentrate on attacking it. The Turkina is 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


likely to pass close by a Factory as is approaches; if you blow up a Pipe Junction 
between Factories, thus detonating the Factory near the Turkina, you can severely 
damage it with the explosion. Finish off the Turkina with concentrated fire. 

Once the Turkina is gone, destroy the buildings near Point 1. Because you used 
your artillery strikes on these buildings at the start of the mission, destroying them 
now shouldn't take very long. 


When the last building in the base is destroyed, you win the mission. 


ТІР /fyou take too long destroying the buildings, the Shadow Cats 

wv stationed just southwest of the base will approach. Although you 
can most likely win this battle, you may lose a ‘Mech or two. So 
hurry as you destroy the buildings near Point 1! 


MISSION 3-4: DESTROY ENGINE DRILLS 


This is the last mission in Desperate Measures, and it’s a fairly hard one. It requires 
good combat skills and the discipline to continually repair your "Mechs. 


The mission difficulty is such that, even though you'll encounter three Repair 
Bays, we still recommend taking a Refit Truck. With the help of the Refit Truck, the 
mission should become manageable. 


Your goals are as follows: 

* Destroy hidden Vault Drill Group Alpha 
* Destroy Vault Drill Group Beta 

* Destroy Vault Drill Group Gamma 

* Destroy Vault Drill Group Delta 


Overview 


This mission is reasonably hard. Each of the Vault Drills is fairly well protected. The 
recommended approach essentially requires you to take a Refit Truck. The enemy 
'Mechs are pretty tough and tend to fight in groups, so having your ’Mechs close to or 
at 100 percent before each battle is key to completing the mission without casualties. 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: N 


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Vultures, 
Wirth's Turkina 


Battle Map of Mission 3-4 


You can complete the objectives in any order, especially at the easier difficulty — i. 
levels. In the strategy outlined here, though, you'll take the objectives in order, eM 
starting with the hidden Vault Drill in the center of the map and next attacking Points 2, 
3, and then 4. This approach allows you to make use of the Artillery Turrets at Point 2 
and to avoid dealing with the Vultures on the small island south of Point 4. 


There is no salvage in this mission. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


Recommended Forces 


You’re given 400 tons of drop weight, plus two Small Artillery Strikes and two 


Sensor Probes. 


Take reasonably fast and sturdy "Mechs (Mad Cats, Thors, and Nova Cats) with 
the usual array of long-range weapons such as Clan ER-PPCs, Clan LRM Racks, and 
Large X-Pulse Lasers. The mission is easiest if you take at least one Jump ’Mech, but 


it’s not necessary. 


A Refit Truck will prove invaluable. You’ll be fighting a lot of tough ’Mechs in this 
mission, and you’ll need constant repairs. 


and Mad Cat near Point A. 


Figure 13-12. Walking up the hill reveals the Masakari 


Strategy Blueprint 


From the starting point, send your units to 
the top of the nearby hill to reveal some of the 
map. You should now be able to see the 
Masakari and Mad Cat stationed in the small 
base at Point A. 


Send your 'Mechs to the southwest 
along the path shown on the Battle Map until 
you run into the wall that isolates the south- 
east corner of the map. Blast a hole in the wall 
and send your units through. 

Send your units north toward Point B, 
but watch the mini-map carefully. At some 
point, the Masakari moves to attack. Once 


you start fighting the Masakari, the Mad Cat approaches as well, but you should’ve 
either destroyed or severely injured the Masakari by then. 


When you've destroyed both enemy 'Mechs, take out the bridge at Point B. 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


ТІР The island connected by the Point B bridge contains three Cougars, as 
wv well as a 'Mech Repair Bay. 


Unless you failed to bring a Refit Truck, there's no real benefit to 
fighting the Cougars. If you don't destroy the bridge, however, the a 
Cougars will eventually head north and make a nuisance of themselves : 2 
later in the mission. Because none of the Cougars are Jump-capable, a 
taking out the bridge strands them on the island. 


Next, head east and take out the Turret Control at Point A, then proceed north- 
west to the large forest in the center of the map. The hidden Vault Drill is located in 
the middle of the forest (at Point C), guarded by a Vulture and a Cougar. 


There’s a path through the forest, located on the southwestern side. Send a 
'Mech up the path to lure out the Vulture and Cougar. The enemy ’Mechs will chase 
your 'Mech out of the forest, and they'll be much easier to hit. When the enemy 'Mechs 
have been destroyed, head into the forest and destroy the Vault Drill at Point C. 


Now send your units northeast along the path toward Point 2. Line your Mechs 
up behind the Fuel Tanks shown on the Battle Map. Be careful not to send them too 
far north, as there are minefields beyond the Fuel Tanks. 


Send one 'Mech to the east until one or all of the two Vultures and Nova Cat 
stationed tó the east start to move. Run your lone 'Mech back to join the others as soon 
as the enemy responds. When the enemy 'Mechs are close to the Fuel Tanks, destroy 
one of the Gas Tanks. The explosion will hopefully deal significant damage. Continue 
fighting until the three 'Mechs are destroyed, using the Refit Truck as necessary. 


Next, send your forces north along the 
path toward Point D. As they pass by Point 2, 
the Nova Cat stationed there likely will 
attack. Destroy it. 


As you approach the Point D base, the 
Alacorn and Regulator defending it attack. 
Destroy them while staying away from the 
Artillery Turrets guarding the southwest wall 
of the base. 

Now send a Jump ’Mech into the base 
and take over the Turret Control at Point D. (If 
you don't have a Jump "Меси, blasting a hole ТЕ ey EX. 
in the wall works too.) Send your units in, Figure 13-13. The Vault Drills near Point 2 a 
capture the 'Mech Repair Bay at Point D, and surrounded by ridges and guarded by a Nova 
repair your 'Mechs. 


Send your forces southeast and destroy the three Vault Drills at Point 2. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP 77e drills are surrounded by a ridge, and you may not be able to see 

wv all three of them. If you have a Jump Меси, send it over the ridge to 
expose the drills. If you don't have a Jump Мес, send your forces 
around to the east of Point 3. From there they can walk to the drills. 
However, this path is mined. Be sure to fire at the ground before 


sending your ‘Mechs in. 


A Mad Cat and Nova Cat (located on the small island just south of Point 2) power 
up as soon as the last drill is destroyed. Head back to the base at Point D and wait for 
these newcomers near the Artillery Turrets. Allow the Turrets to help you win the 
battle, then repair again in the Repair Bay. 


wi i Mol : 
Figure 13-14. The drills near Point 3 are protected 
by Kotare’s Turkina. 


Send your 'Mechs west toward Point 3, 
as shown on the Battle Map, and pause on the 
hilltop along the way. This region is 
surrounded by Perimeter Alarms and camou- 
flaged Pop-Up Turrets. However, as long as the 
Perimeter Alarms aren't activated, the Pop-Up 
Turrets remain dormant, as do the Pilum and 
Alacorn stationed nearby (as long as you don't 
get too close). This area is also patrolled by 
Kotare's Turkina. Luckily, the Turkina also 
won't attack unless you get very close to it or 
if the Perimeter Alarms are set off. 


Destroy any nearby Perimeter Alarms 
and wait until the Turkina is nowhere in 
sight. Then head west toward Point 3 and 
destroy the two Vault Drills located there. 


Now, retrace your steps back to the hilltop and head west along the very top of 
the map, destroying Perimeter Alarms as you go. Continue toward Point 4 on the 
Battle Map. 


CHAPTER 13 — DESPERATE MEASURES OPERATION 3: 


As you approach the Point 4 base, you'll 
note a battery of Missile Turrets and Artillery 
Turrets located in the northern corner of the 
base, so approach with caution. Destroy the 
two Artillery Turrets from long range, but 
ignore the Missile Turrets. 


Send a lone Jump ’Mech around to the 
northwest side of the base, as indicated on the 
Battle Map. Jump over the wall and capture 
the two Turret Controls just inside the wall. 
(If you lack a Jump 'Mech, bring all your 
'Mechs and simply blast a hole in the wall.) 

Now bring the rest of your 'Mechs along 


the same path the Jump 'Mech followed, and 
have them blast a hole in the wall. 


Figure 13-15. Destroy the Artillery Turrets, then send 


a 'Mech in to capture the Turret Control. 


There's a 'Mech Repair Bay located in the northern corner of the base. Capture it 


and repair any damaged ’Mechs. 


Three Vault Drills are located at Point 4, in the center of the base. Approach them 
with your entire Force Group. As you start to destroy them, Wirth's Turkina and two 


Vultures power up and head toward your forces. 


At this point, you can choose to stop firing on the Vault Drills and fight, or 
continue to destroy the Vault Drills. Because the mission ends when the last Vault Drill 
is destroyed, concentrating on taking them out is the easiest way to win the mission. 


However, if you choose to fight it out, we recommend retreating back into your 


captured Turrets to make the fight much easier. 
Again, you win when the last Vault Drill is destroyed. 


CHAPTER 14 
MULTIPLAYER 


|: MECHCOMMANDER 
И те 


r beating MechCommander’s single-player campaign, you'll 
ably want to explore its multiplayer options. This chapter gives 
a few pointers on getting started in multiplayer 
wander, and how to get a leg up on the competition. 


CHAPTER (4: MULTIPLAYER МЕСНСОММ 


THE ESSENCE OF MULTIPLAYER MECHGOMMANDER 


n most games featuring both single-player and multiplayer modes, it’s striking how 
| different the two forms of play can be. Often, skills honed in single-player mode are 

somewhat related to those needed in multiplayer games, but the complete skill set 
is not tested. The result? You enter the multiplayer arena thinking you've got the 
game mastered but instead get thoroughly trounced. 


MechCommander is different, however, in that the skills you learned while 
playing the campaign will serve you in good stead for multiplayer missions. Sure, 
there are a few extra nuances when you're playing a real human opponent, but by and 
large you already know how to play a multiplayer game if you're familiar with single- 
player action. 


Here are some key differences between single-player and multiplayer games that 
you should watch for. 


Lack af Predictability 


Humans aren't as predictable as the computer-controlled forces in the single-player 
campaign. This is an obvious statement, but you need to consider it thoroughly before 
engaging in a multiplayer fray. Humans are capable of luring your forces into traps the 
same way you lured computer-controlled forces into traps; they're capable of 
retreating and then suddenly going on the offensive or attacking with diversionary 
forces while the main force attacks elsewhere. 


Just as unpredictable will be the enemy 'Mechs. You'll see Hunchbacks with 
LRMs, Hollander IIs with Flamers, and Mad Cats with Gauss Rifles. Enemy forces are 
going to be as varied as the units you fielded in the campaign game. 


Expect the unexpected while facing human opponents or else you'll be in for a 
rude surprise. 


Improved Enemy Tactics 


There are several techniques covered in Chapter 5 that you, as the human player, 
constantly used during the single-player campaign—but your enemies didn't. We're 
talking about things like concentrating all your fire on one enemy at once, or 
retreating damaged forces to the rear of a conflict. Only the very best computer- 
controlled pilots use these tactics, but any human player with a modicum of skill will 
use them. 


In other words, while playing human players, expect to have your own tricks 
used against you. 


а 


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E. А А 
ENS | 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Equal Footing 


In single-player missions you're usually asked to fight against seemingly insurmount- 
able odds. The enemy has more ’Mech and vehicle tonnage than you do. You’re able to 
prevail, however, because the enemy forces tend to be scattered and poorly coordinated. 


In multiplayer games, on the other hand, you typically start with a roughly equal 
amount of tonnage as your foe(s)—but there’s the possibility of even greater danger, 
because your opponent can coordinate and manage that tonnage very skillfully. The 
upshot is a different sort of game, one in which you must match strategy with strategy 
instead of expecting to capitalize on the enemy’s poor awareness. 


Additionally, we recommend a handicap in the Inner Sphere’s favor of about 20 
to 30 percent more Resource Points when playing Inner Sphere against Clan tech- 
nology. The reason? Clan technology is inherently superior, and the Inner Sphere 
needs the additional RP edge to remain competitive. 


The Need for Teamwork 


If you're playing a team game, you'll be surprised at how easy it is to lose track of what 
your teammate is up to. This is especially true on the Internet, where you can't just 
talk to your teammate as you would in a face-to-face LAN setting. 


If you don't know your teammate, and extensive coordination and planning is 
logistically difficult, either keep your forces close to those of your partner to maximize 
fire support, or develop a simple strategy. Examples of simple strategies would include: 


“You attack from one side, and I’ll attack from the other." 
“You defend our base, and ГП attack theirs." 
"At the two-minute mark, we'll both charge the hill regardless of where we are." 


If you're familiar with your teammate you can develop even better strategies, but 
if you're playing with an anonymous stranger you can get a lot of mileage out of these 
tried and proven plans. 


CHAPTER 14: MULTIPLAYER MECHCOMMAN 


Patience Required 


There’s an anecdote about two master swordsmen who agreed to a duel, then stood 
facing each other for hours waiting for the other to make the first move. Neither 
would make that move, so the duel was called off. The point isn’t that the swordsmen 
were foolish, but rather, that they were disciplined. Both swordsmen knew that they'd 
put themselves at a disadvantage by making the first move, so they decided not to 
make that move at any cost. 


Take a cue from the swordsmen and be patient. MechCommander isn’t a fast 
action game where your reflexes can bail you out even though you walked into a stupid 
situation. If you wander your ’Mechs through a field of enemy Turrets, attack four 
heavy ’Mechs with three medium-sized ones, or expose your forces to needless fire by 
charging them across a bridge at the enemy, you’ll lose. Learn to match strength to 
weakness—and if the situation doesn’t look advantageous, run. 


Container Stacks 


The one physical change from the campaign game is the Container Stack. In the 
campaign game, they hold salvage, but salvage is not that useful for you in a multi- 
player battle. In multiplayer games, the Container Stacks hold fire support missions. 
Each time you capture a Container Stack, there’s a random chance of you getting a 
small or large artillery strike, or Sensor Probe. The stacks regenerate and can be 
captured again over time, so defending them or denying them to the enemy is a major 
tactic in multiplayer games. Every time the Stack is captured, the kind of fire support 
mission generated is randomly determined. In missions where fire support missions 
are not pre-set there is a limit of five of any kind of strike. Camera Drones aren’t active 
in multiplayer games. 


Scouting 


Even more than in the single-player campaign game, it’s important to reveal as much 
terrain as possible in multiplayer games. Your enemy is capable of feints and misdi- 
rection here, so having warning of his plans is essential to your success. Additionally, 
many of the multiplayer maps have Turret groups, Repair Bays, Container Stacks, and 
other useful items scattered throughout them. Scouting forward not only gives you an 
advantage in planning, but also can help you gain resources. 


Understand the Game 


Each scenario is different and presents different challenges. In the Arena you’re just 
expected to fight, while in Capture the Base you have to take over an enemy stronghold, 


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MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


and in King of the Hill you need to conquer a Base HQ. Understanding the game you’re 
playing is pivotal and prevents you from making stupid tactical mistakes. 


Here’s a look at the games you’re likely to play. 


Arena 


The Arena map is all about pure, unmitigated combat. The combat 
takes place in an enclosed area and can feature any amount of tonnage. 
The last Mech standing wins. From a tactical standpoint this is the 
simplest scenario. 


ТІР The Arena is a great place to try out new strategies or refine old ones. 
If an opponent can consistently beat you in the Arena, you need to 
figure out what he or she is doing that you aren't. 


Capture Base 
In this scenario, you possess a fortified base and so does your foe. The 
trick is to capture the enemy’s Base HQ while holding onto yours. 
Complicating the matter is the mazelike terrain, which is highly 
conducive to jump-capable 'Mechs. 

The “locked” variant of this mission pits an Inner Sphere player 
with 360,000 Resource Points against a Clan player with 300,000. 


ТІР = The terrain in this scenario is no laughing matter; jump ‘Mechs do 
үу indeed have more versatility on this тар. 


There are several feasible strategies. You can divide your forces 
in half, assigning some to offense and some to defense; you can leave 
everyone on defense and hope the enemy is foolish enough to attack; 
you can try to sneak into the enemy base instead of taking it by 
force. The success of your strategy will largely depend on who you're 
playing, and what he or she is trying to do. Even more so than in the 
other maps, Capture Base has many useful items sitting outside 
the two bases. Scouting is very helpful here. 


CHAPTER 14: MULTIPLAYER МЕСНСОММА 


King of the Hill 


King of the Hill is a classic multiplayer challenge. A Base HQ sits at the 
top of the hill, while various contenders start out arrayed along the map’s 
perimeter. There's always a mission timer—15 minutes is default—and 
the owner of the HQ when the timer runs out is the winner. 


The "locked" variant of this game pits an Inner Sphere player with 
270,000 Resource Points against a Clan player with 210,000. 


TIP One strategy is to ignore the hill until the last minute or so. Conserve 
g your forces and pick away at enemies, but don’t engage in full-scale 

wv combat that could weaken your forces. Then, make a rush as the timer 
runs out. The six Container Stacks ranged around the outside of the 
map make this an especially tempting tactic because you can build up 
a supply of artillery to use before assaulting. Unfortunately, by using 
this tactic you end up allowing the enemy to capture the Turret groups 
arrayed around the top of the hill. 


The other strategy is to take the hill as soon as possible and try 
to hold it. 


Many Bases 


In this scenario, your goal is to have control of five bases simultane- 
ously, out of a total of six. The mission is timed; in the locked variant, 
the Inner Sphere player has 450,000 Resource Points and the Clan 
player has 360,000. 


ТІР 7e two basic strategies for this scenario are to go for speed—taking 
wv over bases and then running away—or power, where your strategy 
is to attack first and capture bases later. 


A lack of speedy ‘Mechs can frustrate you to no end in this 
scenario. Don't sacrifice speed, even if power is your main goal! 
Otherwise your opponent will never be there when you try to fight. 


Power Surge 

In this timed mission, one side must protect four Power Generators 
while the other tries to destroy six. In the locked variant, the Inner 
Sphere player gets 480,000 Resource Points and the Clan player gets 
450,000. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


TIP Again, speed is vital for both sides. The defender has to protect 
multiple Power Generators and needs the mobility to get from one 
to the other. The attacker needs speed because, without it, his plans 
become transparent and are easily defended. 


With a good plan, smooth execution, and a bit of luck, the 
attacking player occasionally can win this one without fighting an 
enemy ‘Mech. 


NEW MAPS FOR DESPERATE MEASURES 


Desperate Measures features more than 30 new multiplayer maps—far too many to 
describe in detail. However, these maps feature common elements that we can discuss. 


Most of these missions can be lumped into one of three categories: Melees, 
Assault and Defense, and Capture and Hold. A few missions may combine elements 
from two of these game types or throw in a curveball of some sort, but these three 
classifications cover most of the maps in the game. 


Melees 
Melees are all-out battles. The only real requirement is to obliterate all enemy forces. 


Your strategy and choice of 'Mechs for these maps should be dictated partially by 
the map, and partially by what you expect from the enemy. If the map has lots of 
islands, for example, you might want to load up on Jump-capable 'Mechs with long- 
range weapons so you can jump to an island and pelt the enemy from afar. Or, if you 
expect your opponent to try to fight at close range, you can either take speedy 'Mechs 
to foil that plan, or try to beat him at his own game by using lots of heavily armored 
'Mechs and heavy weapons, such as Heavy Autocannons. 


The prime rules for battles of this sort are to keep your forces together and to 
concentrate fire on one enemy unit at a time. The chief exceptions to this rule are 
when you're trying to distract or lure the enemy with part of your force, or when you 
want a small, fast 'Mech to break away from the main group and concentrate on 
capturing Container Stacks. 


CHAPTER 14: MULTIPLAYER МЕСНСОММА 


ТІР /5 often a good idea—regardless of the game type—to have a 

wv small, fast 'Mech that wanders the map apart from your main group, 
revealing maps and capturing Container Stacks. Later, when these 
tasks are no longer necessary, this small ‘Mech can be used to harass 
or distract the main enemy force, or it can be re-integrated with your 
main Force Group. 


As always, massive weapons dealing massive damage are better than small 
weapons dealing minimal damage. And remember that although heavy 'Mechs are 
usually good fighters, fast 'Mechs are also potent, as they can dictate the terms of 
battle by running away or fighting at the distance they choose. Mad Cats represent the 
ideal combination of speed and power. 


Assault and Defense 


Many of the new maps place both you and your opponent in charge of a base or a set 
of structures, and charge you with both the protection of your structures and the 
destruction or capture of the enemy's structures. For these sorts of missions, you have 
three basic options, each of which can be effective. 


Playing Defensively 


The first and most conservative option is to play defense almost exclusively. With 
almost all of your forces on defense, you can fight the enemy from a position of 
strength, often assisted by friendly walls or Turrets. 


You can either play pure defense, or have most of your forces play defense and 
assign one or more small units to harass the enemy, picking away at weak spots and 
destroying anything that's left undefended. These small units also can serve as scouts 
and capture Container Stacks. 


We recommend that you play defensively during your first few attempts at this 
sort of mission. Of course, the degree to which you commit to defense must vary 
according to circumstances. For example, if your holdings are widely spread out and 
difficult to defend, playing pure defense is tough, because the enemy can attack in 
spots where you can't immediately respond. In these cases, you might want to play 
with a more offensive posture. 


In missions where your holdings are concentrated in a small area or are heavily 
fortified, on the other hand, playing defense can be great. Just be aware that if both 
players are highly defensive, the battle may become a boring stalemate as each waits 
for the other to attack. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Splitting Your Forces 

Another tactic is to split your forces evenly between offense and defense. This tactic 
can work well unless the enemy base is extremely compact, in which case enemy 
defenders can usually overwhelm your divided forces. 


If you choose to split your forces up, you'll probably want to go with fast Mechs. 
This is because they'll need to be able to escape if the enemy keeps his entire force 
together in a single army, and half of your force runs into this army. 


Playing Offensively 

The final tactic is to play pure offense, leaving only a token defensive force to slow 
down the enemy. This tactic can be extremely effective, unless the enemy is playing 
pure defense and has lots of emplaced defenses on his side. Still, even in that circum- 
stance, your aggression can sometimes catch the enemy off guard. 


Playing pure offense is a lot of fun, and it also can be the most effective tactic— 
depending, of course, on how your opponent likes to play. Experiment with offensive 
game plans, and note how your opponent deals with them. Depending on your rate of 
success, you'll either want to stick with your offensive tactics or shift to a more defen- 
sive posture for future games. 


Capture and Hold 


The final common mission type is the “Capture and Hold” mission, in which neither 
you nor the enemy starts the mission in control of contested buildings or resources, 
but both sides must attempt to claim them. Often these missions are timed. 


In these missions, your biggest decision is usually whether to capture the 
contested structures right from the outset, to wait until time has nearly expired and 
then capture them, or to fight the enemy as if it were a pure combat mission and only 
later capture the contested structures, when the enemy no longer has the strength 
to resist. 


CHAPTER 14: MULTIPLAYER МЕСНСОММАМ 


Generally speaking, it’s good to concentrate on combat first, and capture struc- 
tures later. If you spread out your forces to capture each contested structure before 
engaging the enemy, you'll spread them so thinly that they're vulnerable to attack 
from more concentrated forces. So it’s often best to locate the enemy, beat them in 
combat, and then assume control of the contested structures once the enemy can no 
longer fight effectively. 


ТІР Usually, you should conquer only as many contested structures 
wv as are necessary to win. For example, if there are five contested 
; structures, you should assume control of three. This is the 
minimum needed to win, and by capturing and holding only 
this many structures, you won't have to spread your forces as 
thinly as if you tried to hold all five. 


The terrain or terms of victory can change this strategy, of course. In some 
missions, for example, you'll lose if the enemy controls all contested structures simul- 
taneously, regardless of the amount of time remaining. In this situation, you'll need 
to control at least one structure at all times, or risk defeat. You'd probably do well to 
use a more fluid strategy in this sort of mission, attacking multiple structures simul- 
taneously with divided forces. 


CHAPTER 15 


THE MISSION 
EDITOR 


A: Keds ncluded with MechCommander: Gold is a powerful, fully featured 
b i ^ - Mission Editor. The Mission Editor contains extensive Help files that 


TIP Refer to the Help files for detailed advice on specific tools. We don't 
cover every tool in this chapter; rather, the emphasis is on getting 
you started and explaining some of the more difficult tools. 


THE ESSENTIALS 


here are a few essentials you must learn if you want to build any type of mission, 
IE it single-player or multiplayer. We'll look at single-player-specific and multi- 
player-specific concepts later. For now, here's a look at what you need to do when 
building both mission types. 


Getting Started 


Launch the Mission Editor by selecting it from your Start 
menu. You're immediately presented with a choice: 
Multiplayer Mission Editor or Solo Mission Editor. Pick 
whichever you want to build. 

Next, choose either New Mission or Edit Mission. 
Since you don't have any saved missions, pick New Mission. 

Now you'll see a dialog box (Figure 15-1) that lets 
you adjust the basic properties of the map. It includes the 
following features: 


* Locale: Port Arthur or Cermak changes which planet 
your mission takes place on. This just affects what the 
planet looks like, not how the mission will play. 


Terrain: Again, this is a cosmetic issue. On Port Arthur 
the two choices are Grass and Dirt, whereas Sand and 
Ash are your two options on Cermak. 


e Water, Forest, and Hill Coverage Sliders: These sliders 
affect the percentage of the map to be covered by each 
terrain type. They are to some degree linked; for example, if you maximize the 
Forest or Hill coverage, you'll automatically minimize Water coverage—because if 
the whole map is covered by forest or hills, there's just no room for any water. 


Adjust these sliders to your liking, then select OK. 


TIP 77e three sliders let you adjust the map in a very general sense, but 
you have no control over where each terrain type is located. If you 
have strong ideas about how a map should look, you'll probably end 
up changing everything anyway—so just minimize the three sliders 
by putting them all the way to the left. This starts you out with a 
“blank map" that’s easy to work with. ng 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


valleys. 


Adjust the Terrain 


By itself, a map is not a mission. For it to become a mission it must feature something 
for the player to do (i.e. objectives) and places for the player’s forces to be deployed 
(i.e. starting points). However, the map itself is an extremely important facet of a 
mission, and it’s probably the first thing you’ll want to work on. Here are some tips for 
molding it to your liking. 


Macro-Level Adjustments: 
Hills, Water, Elevation 


The first way of adjusting terrain is to raise 
and lower it, thus creating hills and valleys 
(Figure 15-2). Do this by selecting a square 
on the map and then pressing the up or 
down arrow, or by selecting the Raise 
Vertex or Lower Vertex buttons on the 
Standard Toolbar 


ТЕР You can also select the Raise Vertex or Lower Vertex buttons while 
wv no square is selected. This turns the cursor into a tool that you 
can use to raise or lower any point on the map quickly, just by 
clicking on it. 
Terrain that has been lowered as far as possible will automatically 
fill with water. 


The other way to effect large changes on the map is to 
select items from the Map Features palette (Figure 15-3). 


The first tab of the Map Features Palette, entitled 
Terrains, allows you to paint different terrain types onto 
the map. Most of these terrain types are purely cosmetic; 
they don’t haven any real effect on the map’s topography, 
just on how it looks. For example, if you replace grass with 
dirt, there’s no real effect. Water and cliffs do have a signif- 
icant effect, however, which is as follows: 


e Add Cliffs, and the terrain elevation is likely to change. 
If you don’t put cliffs on a border between two distinct 
levels of elevation, there will be an automatic two-level 
elevation adjustment. (Try playing with this tool to get a 
sense of how it works.) 


Figure 15-3. Select anything you want 


e Water flattens out the terrain square you're applying it from the Map Features palette, then 


to, as well as the terrain in a nine-tile radius around the — Paint it onto the map. 
selected square. 


The second tab of the Map Features Palette is called Overlays, and it includes 
things like trees, rocks, walls, and roads of various descriptions. These items are 
called Overlays because they don’t completely eradicate whatever terrain is beneath 
them; they just go over that terrain. However, you should realize that most of these 
selections—including roads, walls, runways and bridges—will, to some degree, 
flatten the terrain they’re placed on. That’s simply to make things match up: if terrain 
wasn't automatically flattened, for example, two sections of road wouldn't be able to 
connect properly. 


TIP Forest and rocks are the only Overlays that don't flatten the terrain 

wv beneath them. However, forest placed on a steep slope doesn't always 
look right; there will be gaps, as the various sections of forest don't 
match up perfectly. 


Many Overlays have multiple variants—for example, there are 
several types of Forest. Keep clicking on a particular square, 
“painting” the same Overlay repeatedly, to cycle through these 
different variants. 


The third tab on the Map Features palette is Force. It allows you to place all the 
items from the Overlays palette, but with two differences. First, it lets you place the 
Overlays without affecting the terrain beneath. This sometimes leads to visual 
strangeness, like if you place a section of Wall on top of the water—but it gives you 
the power to create that strangeness, if you want to. 


MECHCOMMANDER: 0000 — РЕІМА З OFFICIAL STRATEGY GUIDE 


Map Features 


Terrains | Overlays Force | Buildings : | 


Heavy Wall 


Figure 15-4. You can select the exact 
piece that you want to place on the 
map with the Force tab. 


Add Structures 


Also, it allows you to place any variant of an Overlay 
that you want. For example, Heavy Walls come in a vast 
array of different shapes (Figure 15-4). With the Force tab 
you can pick out the exact section of wall you want. This is 
key if you want, say, a T-shaped wall section in a spot where 
the regular Overlay tab will only let you place a regular wall. 


Minor Adjustments 


Use the elevation adjustment commands and the Map 
Features palette to thoroughly adjust the physical topog- 
raphy of the land. You'll probably continue to tweak the 
landscape as you proceed through later stages of mission 
design, either to repair some deficiency in the map, to add 
a new element (such as a new path for players to follow), or 
simply to make things look "right." You'll probably make 
these minor adjustments right up until the time you've 
finished the mission. 


After the natural topography of the map is largely in place, you'll probably want to add 


structures. 


Structures are placed with the help of the Map Features palette's fourth tab, 
Buildings. As with other Map Features, you can simply select buildings and drop them 
onto the map. There are, however, a couple of things to know first. 


Many structures are only significant as obstacles. Office buildings, for example, 
have no value beyond their ability to decorate and to take up space. Other buildings, 
especially those with real tactical significance (like Turrets and Turret Control towers) 


CHAPTER (5: THE MISSIO 


belong to a side. After selecting these structures but before 
placing them on the map, you can select Team 1, Team 2, 
or Neutral from a set of radio buttons (Figure 15-5). This 
determines who owns the structures at the mission’s start. 


NOTE Ina single-player game, Team 1 is the human 

wv player. Any structures assigned to Team 1 will be 
"friendly," while structures assigned to Team 2 
are *enemy." Neutral structures are owned by 
neither side. 


In a multiplayer game, Team 1 is the Inner 
Sphere player and Team 2 is the Clan player. 


After a building has been placed, you can right-click e 
on it and adjust certain properties. For example, some р gure 15-5. Select which team й 
buildings can be rotated 90 degrees. Others сап have their own the structure, using the three 
alliance changed—for example, you can switch a Turret radio buttons. 
from Player 1 control to Player 2 control. 


You can also give a damaged, war-torn look to structures with the hammer icon 
in the Standard Toolbar, or the Damage command under the Tools menu. To repair 
this damage, use the Repair command under the Tools menu, or the wrench icon on 
the Standard Toolbar. 


You can link buildings by selecting Link Buildings from the Tools menu (or by 
clicking the chain link icon on the Standard Toolbar), then clicking on the buildings 
you wish to link. The following list explains what structures can be linked, and what \ 
effect linking has on those structures. | 


e Link a Sensor Control to Sensors. Then, whatever player captures the Sensor = 
Control gets the benefit of the Sensors. | 

e Link a Gate Control to Gates. Any player in charge of the Gate Control controls 
the Gates. 

* Link a Turret Control to Turrets. A player in charge of the Turret Control then 
controls the Turrets. 

e Link Main Power or Auxiliary Power to a Turret Control, then link that Turret 
Control to some Turrets. Now the Turret Control has power over the Turrets (as 
usual), but with the added touch that the Turrets will go dead if the Power building 
is destroyed. 


Linking structures allows you to add lots of tactical options for players. For 
example, linked Turret Control towers and Turrets encourage players to figure out a 
way to assume control of the Turret Control instead of simply blowing up Turrets. 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Add Drop Zones 


You can select Drop Zones under the Tools menu, and then paint them onto the map 
like an Overlay. Every mission requires Drop Zones, which are simply the locations 
where player-controlled "Mechs are placed at the mission’s start. In a single-player 
game you only need to provide one Drop Zone, though you should provide more if the 
mission requires lots of Mechs. 


Multiplayer games, on the other hand, require three Drop Zones for each player. 


Adjust Settings 


Each player needs to have their settings adjusted before the mission can be considered 

finished. In a multiplayer mission, select Settings-Team 1 or Settings-Team 2 from the 

Mission menu to adjust settings. In 

Settings Team 1 _ DUM single-player missions, the Mission 

; menu has only one option for the lone 
human player, called Settings. 


As Figure 15-6 illustrates, the 
Settings menu allows you to adjust each 
players Drop Weight, Resource Points, 
Time Limit (for timed missions), and the 
availability of Artillery Strikes and 
Sensor Probes. 


TIP 77e single-player Settings 

: menu also allows the use of 
Figure 15-6. The Settings menu lets you adjust a number Camera Drones, and lets you 
of key settings for each player. select whether the player has 
access to the Inner Sphere or 
Clan technology base. 


Also, the Settings menu has a button labeled Player Briefing. Click this button to 
type in the briefing this player will see prior to mission launch. The player briefing 
should include a mission title, a list of objectives that the player must achieve, and a 


CHAPTER (5: THE MISSION 


general description of the mission. Optionally, you can also fill in the Tactical 
Warnings and Tactical Notices section to give the player additional tips. 


~ 
In a multiplayer mission, be sure to adjust the mission settings for both sides. и 
DESIGNING MULTIPLAYER MISSIONS e 
nce you've laid out a map and decorated it with the appropriate terrain, features, A 
1 structures, as well as adjusted player Settings and assigned Drop Zones for T 
both sides, you're well on the way to having a complete multiplayer mission. Just 


a few more elements are necessary to make your mission complete. 


Write a Description 


Multiplayer missions need a description that briefly characterizes the mission. Writing 
a mission description is as simple as selecting Description from the Mission menu, and 
typing in whatever you want the player(s) to see. 


Note that the description is no£ the same as the player briefing. The briefing is a 
detailed list of an individual player's objectives, complete with warnings and tips. The 
description is seen by all players, and is merely a way for players to see what a 
mission's all about before actually playing it. 


Adjust Objectives 


Objectives are adjusted by 
selecting Objectives-Team 1 
or Objectives-Team 2 from the 
Mission menu. Objectives are 
the "victory conditions" of the 
mission. When one of the 
players attains all of his 
primary objectives, he wins 
the mission. 


Each player can have up Figure 15-7. Each player can have up to four objectives. 


to four objectives (Figure 15-7). 

The default objective for each player is "Destroy all Enemies." If you leave this as each 
player's only objective, the mission will be a simple beat-em-up in which the player 
that destroys all enemy units wins the game. 


After adding an objective, you should type a slightly more descriptive version of 
the objective into the Description box following it. For example, instead of just 
"Destroy buildings," you should type "Destroy Auxiliary Generators in enemy base." 
This helps the player understand what, exactly, must be destroyed. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


You can also check three different boxes associated with each objective: 
If Primary is checked, the objective must be completed if the player is to win. 


If Marker is checked, the player will see a numerical marker on their Tactical Map 
(Mini-map) during the game, which shows them exactly where the objective is 
located. Leave this unchecked if you want the location of the objective to be secret. 
If Complete Previous is checked, the previous objective must be accomplished 
before the player can start on the objective they are currently pursuing. 


Here’s a look at the objectives you can set, other than the basic “Destroy all 


Enemies.” Some of these objectives can only be used in single-player games; these are 
marked as such. 


Destroy Units. Single-player only. Forces the player to destroy particular enemy 
units. (Redundant if “Destroy all Enemies” is already a Primary objective.) After 
selecting this objective, click on the ellipsis button (the one with the “...” on it), 
and then select a unit on the map that the player must destroy. Repeat if you want 
several units to be destroyed. Up to three units can be targeted. 

Destroy Buildings. The player must destroy targeted buildings. Click the ellipsis 
button and then click on buildings to be destroyed. Up to three buildings can be 
targeted. 

Guard Units. Single-player only. Selected units must not be allowed to die. Again, 
use the ellipsis button to pick individual units. 

Guard Buildings. Selected structures must not be allowed to be destroyed. Use the 
ellipsis button to pick which structures. 

Capture Units. Single-player only. Selected units must be captured. Use the ellipsis 
button to select them. 

Capture Buildings. Selected buildings must be captured. Use the ellipsis button to 
select them. 


Move to Area. All units must move to specified area. Check the “Enemies Allowed 
in Area” box if you want enemies to be able to approach the area. Use the ellipsis 
button to specify the area. 


CHAPTER 15: THE MISSIO} 


In multiplayer games, the two players’ objectives should either be identical, or 
mirror one another. 


For example, with identical objectives, both players can be assigned to capture —— 


the same set of buildings. Optionally, both players’ objectives can be to destroy all  — Е 
enemy units. 


Mirrored objectives include a mission where Player 1 has to defend Base А and a 
take over Base B, while Player 2 has to defend Base B and take over Base A. 


ТІР Note that for missions where the objective is to capture specific base 
structures, the “Indestructible” buildings under the Multiplayer 
Objectives tab of the Map Features palette can be very useful. 
Indestructible Headquarters, for example, prevents one player from 
accidentally (or intentionally) blowing up a Headquarters, thus 
preventing either player from achieving his victory conditions by 
capturing or losing the Headquarters. 


DESIGNING SINGLE-PLAYER MISSIONS 


nce you’ve tweaked the map, adjusted player settings, and placed a Drop Zone or 
Т your single-player mission is well underway. Here are the things you'll need 
to do to finish off that mission. 


Add Units 


When designing a single-player mission, an 
extra tab appears on the Map Features palette: 
Units (Figure 15-8). This allows you to place 
units on the map. Using radio buttons, you can 
select whether the unit will be friendly or 
hostile, and what variant (Armor, Jump, or 
Weapons) it is—if it's a Mech. 


Figure 15-8. The Units tab lets you 
place units on the map. 


MECHCOMMANDER: GOLO—PRIMA'S OFFICIAL STRATEGY GUIDE 


[Medium ER [Fie from Medium ] [Run : v 
Delay [sec] ^ MovekFie - Path (Enter to Finish] 
Figure 15-9. This dialog box lets 


you adjust how the unit behaves in 
the game world. 


Once a unit has been placed on the map, you can double-click it to bring up the 
Unit Settings dialog box (Figure 15-9). This dialog box lets you adjust how the unit 
will behave. 


Aside from allowing you to change the unit’s alignment and variant, you can 
change the following: 


е Color. Changes the appearance of the unit. 

e Pilot. Select Green through Elite to adjust the skill of the pilot. 
e Orders. Changes the unit’s orders. 

е Parameters. Lets you adjust how the unit moves and fights. 


Of these selections, Orders and Parameters deserve extra attention. 


CHAPTER (5: THE MISSION 


Orders 
Orders let you change how the unit behaves. Here’s a look at how orders work. 
e Attack. Default order. The unit attacks enemies that enter its Engage Radius (see 


Parameters.) 

Sentry. The unit attacks as usual, but if its enemy exits the Engage Radius or is 
destroyed, it returns to its starting point. 

Guard. Unit attacks enemies that enter the Engage Radius of the target structure. 
Use the ellipsis button to select which structure to guard, and the unit’s Engage 
Radius setting to select how close enemies must be to the structure before the unit 
attacks. 

Go To. Unit moves to designated spot after the Delay time has elapsed. Enter a 
number (in seconds) in the Delay box to select Delay time, and use the ellipsis 
button to select a path for the unit to follow. 

Patrol (Loop). Unit patrols in a circular path assigned with ellipsis button. As with 
Go To, you can set a delay before the unit starts moving. 

Patrol (Linear). When the unit reaches the end of its patrol path, it turns around 
and walks the same path to the beginning. 

Destroy Structure. Unit moves to destroy a structure selected with ellipsis after a 
delay has elapsed. 

Destroy Unit. Unit moves to destroy a unit after the delay has elapsed. 

Ambush. The unit is shut down and does not appear on sensors until it engages 
its enemy. 

Escort. Unit follows another unit. The direction it maintains from the escorted unit 
is determined by a box called Relative Direction. 

None. Unit neither moves nor attacks. Good for creating a “pilot-less” unit. 


ТІР The “Move and Fire" check box sometimes appears, depending on the 


order you've selected. If it's left unchecked, the unit will temporarily 
break away from its orders to attack enemies it encounters. If it's 
checked, on the other hand, the unit continues with its orders (say, to 
patrol a given route) despite the presence of enemies. It will fire at the 
enemy as it follows its orders but it won't deviate from its path. 


Parameters 
Parameters includes three selections: Engage Radius, Tactic, and Move Speed. 


Engage Radius affects how close the players’ units need to be before the unit 


attacks. Pick between Short (12.5 map tiles), Medium (28 map tiles), and Long (52 map 
tiles). 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Tactic affects how the unit attacks. Most tactics, like Fire From Short, Flank Left, 
and Attack From Rear, are self-explanatory. Joust causes the unit to run or drive past 
the target while firing, then turn back for another run. Stop to Fire causes the unit to 
halt whenever it takes a shot. Move Speed affects whether the unit walks or runs. 


Adjust Objectives 


As with a multiplayer mission, you must adjust the player’s objectives in a single- 
player mission. Think these objectives through and make sure the player can accom- 
plish them. Also, note that you have the option of using objectives involving units (i.e. 
Destroy Units, Guard Units, Capture Units) in single-player missions. 


MISSION DESIGN TIPS 


The tools to create a compelling mission are all in your hands. It’s easy to make a 
mission that’s functional; the tough part is making a mission that’s genuinely good. 


In single-player missions, always do your best to challenge, not overwhelm, the 
player. Make the enemy forces so potent that the player has no chance of winning 
simply by wading through the mission with no strategy at all. But simultaneously 
provide the player with the option to use strategy and thus, make things much easier. 
You can use several tricks to accomplish this: 


e Separate enemy units into clusters, so the player can take them out one cluster at 
a time. Then add Repair Bays so as to fix damaged ’Mechs between fights. 


e Create enemy bases with tough defenses, but leave paths that a clever player can use 
to either avoid those defenses (say, by going around them), destroy them quickly 
(perhaps by climbing a hill that reveals a Turret Control, then artillery-striking it), 
or capture them (perhaps by sneaking a jump-capable ’Mech over a wall). 


* Use patrols. The player then has to be careful not to engage the patrols while 
fighting non-patrolling units; that would be too many foes to fight at once. 


CHAPTER (5: THE MISSIO 


* Use powerful but highly specialized enemies, like Bulldog tanks. These enemies are 
brutal at close range, but the player can deal with them easily by using fast 'Mechs 
and staying well away. 


In multiplayer missions, be sure to set either identical objectives or mirrored 
objectives for each player. Make the map roughly symmetrical, and ensure that neither 
player has a distinct advantage over the other. For example, if each player is tasked 
with taking over the other's base, the mission will be unfair if one base is more heavily 
defended than the other. 


The best suggestion though, is to play-test your creations extensively. Only by 
repeatedly playing a map will you discover whether it behaves the way you'd expected. 
Without play-testing, your missions will often be “broken.” They might be too hard to 
beat, or too easy because of an unforeseen loophole, or unbalanced toward one side of 
the other (in the case of a multiplayer mission). Play the mission repeatedly and 
always consider how you can fix it or make it better. 


The best way to test your multiplayer mission is to create the mission as a single- 
player mission. All you have to do is drop one enemy in a remote corner of the map. 
Now you can run around the multiplayer map like it's a solo mission and test the 
terrain and placement of objects by yourself. Next, select Multiplayer mission. When 
it asks if you want to load a saved map, select the mission you've created. Place drop 
zones for the two teams and save. Happy mission making! 


—. . . CHAPTER 16 
= | CHEAT CODES 


f you: want to use cheat codes during the game, you must first create a 


— inew file i in the directory where you installed the game. Here’s how: 
Tem 


0 the directory where you installed the game. It’s usually a subdirectory of 


click on windows.fit and select Copy from the pop-up menu. 


lick somewhere else in this folder and select Paste from the pop-up menu. 
le will appear, called Copy of windows.fit. 


4. Right-click on Copy of windows.fit and select Rename. 


5. Rename the file ixfiriimceourl. That's i-x-t-l-r-i-i-m-c-e-o-u-r-l. 


Cheats are now enabled. They'll remain enabled as long as the new file remains 
in this directory. 


LOGISTICS CHEATS 


Type in these cheats during the Logistics Phase (that is, before you actually launch 
your mission). There's no need to preface the cheats with anything, and you don't need 
to capitalize or punctuate. Just type the letters. 


poundofflesh: Adds 1,000,000 Resource Points 
rockandrollpeople: Removes Drop Weight Limit on current mission 


mitchlovesyou: Repairs all 'Mechs in the 'Mech Bay 


hereitcomes: Gives you one of each weapon and component in your player 
inventory 


GAMEPLAY CHEATS 


Type in these cheats while you’re actually playing a mission. Note that you can type 
them in while the game is paused. 


(Control}+(Alt +W): Automatically wins the mission 
osmium: Makes your 'Mechs and vehicles invincible 
lorrie: Repairs damaged armor/weapons 


lordbunny: Gives you unlimited, near-instantaneous artillery strikes. Press (b) 
and left-click on the map to destroy a target 


mineeyeshaveseentheglory: Reveals the entire map 


Deadeye: Gives all your MechWarriors maximum Gunnery skill 


ee | 
4 z A 


i 
* 


INDEX 


10-Second Damage, 41 


A. 


Active сее, Clan, 38 


stroying Clan, 122-126, 175 
Sensor, 37 


3 Aerospace potter, 81 
: Afendlejn6, 165, 171, 175-179 
Towers, 219 


VII Heavy Tank, 73-74 


allied commander, rescuing, 208-211 
Alpha Camp, 111 

Alpha Strike, 41 

ambulances, escorting, 157-161 
Ambush order, 319 

ammo. See ammunition. 

Ammo Conservation mode, 103 
Ammo Truck, 66 


ammunition 
balancing weapon power, 92-93 
Clan projectile weapons, 30 
conserving, 95, 103 
running out of, 16 


APC, 75 
Arena multiplayer game, 301, 302 


Armor Points, 41 
Armored Car, 76 
artillery 
positioning, 219-223 
strikes, 105 
Artillery Turret, 84, 106 
Assault and Defense missions, 305—306 
assault vehicles, 3-4 
Atlas 'Mech, 53-54, 95 


Attack from Current Position 
command, 201 


Attack order, 319 

attributes, BattleMech, 41 
Autocannon, 16-21, 30-33, 92, 93, 98 
automated Turrets, 83-84 

Auxiliary Power, 313 

Awesome 'Mech, 49, 51-52 


B 

bait and switch, 104-105 

Baitan Sector, securing, 242-247 
base attack strategies, 105—107 
Base Kraken, capturing, 278-282 
Base Nomad, protecting, 237-242 
Base Ogre, destroying, 247-252 
Basic Sensor, 36, 42 

Battalion vehicles, 65-70 


Battle Maps, 4. See also maps. 
Beachhead, 112, 115, 119, 123, 127, 131 
Cutthroat, 209, 212, 216, 220, 224, 228 
Gorgon, 255, 260, 266, 271 
Hydra, 234, 239, 243, 248 
Lynchpin, 182, 185, 190, 194, 199, 203 
Minotaur, 279, 284, 288, 293 
Skyhook, 135, 138, 141, 145, 149, 152 
Vanguard, 157, 162, 165, 169, 172, 176 


BattleMechs. See also specific Mechs. 
assigning MechWarriors to, 94-95 
attributes, 41 


Clan, 54-63, 97 ER 


configuring Force Group, 3, 87-89 е z 
contrasted with non-’Mech forces, 64, 85 2 
damaging/destroying, 91-92 й 


importance of, 40 

Inner Sphere, 41-54, 97 

light vs. heavy, 88 

repairing, 320 

salvaging, 96 
Beachhead campaign, 110 


Battle Maps, 112, 115, 119, 123, 127, 131 
mission walkthroughs 

Defend Farms from Attack, 126-129 
Destroy Clan Administration 
Building, 122-126 
Liberate Kaio Industrial Zone, 
130-132 
Liberate Work Camps, 111-113 
Recover Raven 'Mech, 118-122 
Rescue Captured Pilots, 114-117 


Beagle Probe, 37 
behavior 
unit, 319 
vehicle, 70 
Bellum, 223 
Beta Camp, 111 
briefing, player, 314—315 
buildings 
adding to maps, 97 
destroying, 288-292 
linking, 313 
repairing damaged, 313 
salvaging, 97, 111 
Buildings tab, Map Features palette, 312 
Bulldog Medium Tank, 77-78, 140, 321 
Bushwacker 'Mech, 48 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


Camera Drones, 301, 314 
Cannon Turret, 83 
Captain Nairn, 208-211 


Capture and Defend the Base mission, 
151-155 


Capture and Hold missions, 306-307 
Capture Base Kraken mission, 278-282 
Capture Base multiplayer game, 301, 302 
Capture Clan Field Base mission, 189—193 


Capture Enemy Commanders mission, 
271-276 


Capture Enemy Convoy mission, 165-168 
Capture Fuel Depot mission, 215-219 


Capture Industrial Facility mission, 
193-198 


Capture Masakari and Destroy Orbital 
Guns mission, 181-184 


Capture Ordnance Convoy mission, 
259-264 


Capture Starbase mission, 227-231 
Cargo Truck, 80 

Catapult 'Mech, 50 

Centipede Scout Car, 67 

Centurion ’Mech, 49 

Cermak, 232, 309 

chain link icon, 313 

cheat codes, 322-323 

civilian vehicles, 65, 80 


Clan 
Administration Building, destroying, 
122-126, 175 
Base HQ Building, capturing, 189-193 
BattleMechs, 54—63 
contrasted with Inner Sphere, 3, 97-98 
probes, 38 
sensors, 37, 54 
weapons, 26-35, 97—98 
ER Laser, 27 
ER-PPC, 29, 93, 98 
Flamer, 29 
Gauss Rifle, 34 
Heavy LB-X Autocannon, 93, 98 
Heavy Ultra Autocannon, 32-33 
Large ER Laser, 28, 93 
Large Pulse Laser, 28 
LB-X Autocannon, 32 
Light LB-X Autocannon, 31 
Light Ultra Autocannon, 30 
Long-Range Missiles, 35 
LRM Rack, 93 
Pulse Laser, 27 
Short-Range Missiles, 34-35 
Streak Short-Range Missiles, 35, 93 
Ultra Autocannon, 31 


Cliffs setting, Map Features palette, 311 
clustering weapons/units, 90-91, 320 
Color setting, for units, 318 


combat 
assigning MechWarriors to ‘Mechs, 
93-95 
choosing weapons, 89-93 
configuring 'Mechs and Force Groups, 
87—89 
handling close-range, 43, 74, 93 
managing salvage, 96—98 
strategies, 101—103, 105-107 
tips and tricks, 103-105 


command unit, destroying enemy, 161-164 
Commander Nairn, 208-211 

Commando 'Mech, 42-43 

Condor Heavy Hover Tank, 74 

Container Stack, 139, 140, 301 


convoy 
capturing, 165-168, 259-264 
destroying, 140-144 
escorting, 157-161 


Cost 
BattleMechs, 41 
vehicles, 70 
weapons, 8 


Cougar 'Mech, 55-56 
customized weapons, 7 


Cutthroat campaign, 207-208 

Battle Maps, 209, 212, 216, 220, 

224, 228 

mission walkthroughs 
Capture Fuel Depot, 215-219 
Capture Starbase, 227-231 
Destroy Secondary Power, 223-227 
Exterminate Clan Presence, 211-215 
Position Allied Artillery, 219—223 
Rescue Allied Commander, 208-211 


damage, concentrating, 91-92 
Damage, 10-Second, 41 
Damage command, 313 


Damage value EI а 
BattleMechs, 41 P 
weapons, 8, 22 wt 

Defend Allied Supply Base mission, 171-175 : 

Defend Farms from Attack mission, 126—129 

defensive play, 305-306, 320 

design, mission 
multiplayer games, 315-317, 321 
single-player games, 317—320 

Desperate Measures missions, 4 
Gorgon campaign, 253-276 
Hydra campaign, 232-252 
Minotaur campaign, 277-297 
weapon Load Values, 7 

Destroy Clan Administration Building 
mission, 122-126 

Destroy Convoy mission, 140-144 


мис одо 


Destroy Enemy Command Unit mission, 
161-164 


Destroy Engine Drills mission, 292-297 


Destroy Hidden Smoke Jaguar Orbital Guns 
mission, 202-206 


Destroy Hyperpulse Communication Dishes 
mission, 144—148 


Destroy Local Power Generators mission, 
137-140 


Destroy Secondary Power mission, 223-227 
Destroy Structure order, 319 

Destroy Unit order, 319 

Drop Zones, 314 

DropShips, 180 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


E 

ECM Suite, 38 

Electronic Countermeasures Suite, 38 
Elementals, 64, 79 

elevation, 310, 311, 312 

Eliminate Base Ogre mission, 247—252 


Eliminate Reinforcements mission, 
283-288 
emplaced defenses, 3-4, 82 
enemies, 64, 321 
capturing 
base, 151-155 
commanders, 271-276 
convoy, 165-168 
destroying command unit, 161-164 
intercepting, 198-202 
energy weapons 
Clan, 27-29 
contrasted with projectile weapons, 8, 16 
description of, 8-9 
Inner Sphere, 9-16 
Engage Radius options, Unit Settings, 319 
Engine Drills, destroying, 292-297 
ER-PPC, 15-16, 21, 22, 29, 93 
Escort Hunchback to Safety mission, 
134-137 


Escort Medical Convoy mission, 157-161 
Escort order, 319 


Extended Range Particle Projector Cannon. 
See ER-PPC. 


Extended Sensor, 37 


Exterminate Clan Presence mission, 
211-215 


Extraction Point, 254 


F 

factories, 3 

farms, defending, 126-129 

field base, capturing Clan, 189-193 
Firestarter 'Mech, 43 

firing MechWarriors, 94 

Flamer, 14, 29, 43 


Force Groups, 3, 87-89, 94—95. 
See also specific missions. 


Force tab, Map Features palette, 311-312 
Forest Coverage slider, 309 

fuel depot, capturing, 215-219 

Fuel Truck, 82, 105 

Furey, Katherine, 242, 246 


[ 


gameplay cheats, 323 


gates 
controlling, 313 
storming, 82, 107 


Gauss Rifle, 21—22, 34, 92, 93 
Go To order, 319 


Gorgon campaign, 253-254 
Battle Maps, 255, 260, 266, 271 
mission walkthroughs 
Capture Enemy Commanders, 271-276 
Capture Ordnance Convoy, 259-264 
Targets of Opportunity, 254—259 


Green MechWarrior, 95 
Guard order, 319 
Guardian ECM Suite, 38 
Gunnery skill, 95 


H 


hammer icon, 313 

Harasser, 77 

Heavy Autocannon, 19-20, 93 

Heavy Flamer, 14, 43 

Heavy Hover Tank, 74 

Heavy LB-X Autocannon, 20-21, 93, 98 
Heavy Thunderbolt, 24 

Heavy X-Pulse Laser, 93 

Help files, 308—309 

high ground, 99-100 

Hill Coverage slider, 309 

hiring MechWarriors, 93-94 
Hollander II 'Mech, 46 

hospital, 157 

HPGs. See Hyperpulse Generators. 
Hunchback Ис 'Mech, 57-58, 134-137 
Hunchback ’Mech, 47 


Hydra campaign, 232-233 
Battle Maps, 234, 239, 243, 248 
missions walkthroughs 
Eliminate Base Ogre, 247-252 
Protect Base Nomad, 237-242 
Secure Baitan Sector, 242-247 
Secure Landing Zone, 233-237 


Hyperpulse Generators, 144, 147, 148 


icons, Standard Toolbar, 313 


industrial facilities, capturing, 193-198 e | 
injuries, MechWarrior, 94, 95 7 G 
Inner Sphere A 


BattleMechs, 41-54 

contrasted with Clan, 3, 7 

history of, 7 и 

probes, 37-38 ee 
sensors, 36-37 ^ 
weapons, 7-26 


Intercept Enemy Force mission, 198-202 
Intercept Train mission, 148-151 
Interdict Clan Supplies mission, 184—189 
Intermediate Sensor, 36 


J 

J. Edgar Light Hover Tank, 77 
Jagermech ’Mech, 51 

Jaguars, 133, 202, 207, 227 
jumping, 41, 107 


K 


Kaio Industrial Zone, liberating, 130—132 
Kenuk River, 165 


King of the Hill multiplayer game, 302, 303 
Kotare, Marcus, 232 xd Pa 
Kraken, capturing Base, 278-282 ! X \ A 


Kurita, 134, 137 
Kylemartin Depot, 184 


MECHCOMMANDER: GOLO—PRIMA’S OFFICIAL STRATEGY GUIDE 


L 


landing zone, securing, 233-237 

Large Extended Range Laser, 12-13 
Large Laser, 11 

Large Pulse Laser, 12 

Large Walls, 82 

Large X-Pulse Laser, 13-14, 103 

Laser Turret, 83 

Lasers, 9-14, 27-29 

LB-X Autocannon, 17-18, 19, 32, 93, 98 


Liberate Kaio Industrial Zone mission, 
130-132 


Liberate Reeducation Camp mission, 
168-171 


Liberate Work Camps mission, 111-113 
Light Autocannon, 16-17 
Light Gauss Rifle, 21-22 

Light LB-X Autocannon, 17-18 
Light Ultra Autocannon, 17 
Link Buildings command, 313 
Load Value, 7, 8 

Locale settings, map, 309 
logistics cheats, 323 

Loki 'Mech, 59 

Long Tom Cannon, 25-26 


Long-Range Missile Rack. See LRM Rack. 


long-range tanks. See tanks. 
low balling, 87 


Lower Vertex button, 310 
LRM Carrier, 79 
LRM Rack, 22, 23-24, 93 
Lynchpin campaign, 180-181 
Battle Maps, 182, 185, 190, 194, 199, 203 
mission walkthroughs 
Capture Clan Field Base, 189-193 
Capture Industrial Facility, 193-198 
Capture Masakari and Destroy 
Orbital Guns, 181-184 
Destroy Hidden Smoke Jaguar 
Orbital Guns, 202-206 


Intercept Enemy Force, 198-202 
Interdict Clan Supplies, 184—189 


M 

Mad Cat 'Mech, 61, 88, 89 

Main Power, 313 

Major Piotrov, 161 

Manticore Heavy Tank, 74-75 
Many Bases multiplayer game, 303 
Map Features palette, 311, 312, 317 


maps. See also Battle Maps. 
adding structures, 312-313 
creating/adjusting, 309-312 
play-testing, 321 


marksmanship, 95 

Masakari 'Mech, 62-63, 181-184, 271 
Mauler 'Mech, 52—53 

Mayan Canyons, 168 


MechCommander: Gold 
contrasted with original 
MechCommander, 2, 7, 304 
data tables for new BattleMechs, 41 
mission walkthroughs, 4 
(See also specific campaigns) 
new multiplayer maps/missions, 
304-307 
tonnage considerations, 87 
weapon Load Values, 7 
"Mechs. See BattleMechs. 
MechWarriors 
assigning to ‘Mechs, 94—95 
hiring/firing, 93-94 
taking care of injured, 95 
medical convoy, escorting, 157-161 
medium-range tanks. See tanks. 
Melee missions, 304-305 
Minelayer, 69, 127 
Minesweeper, 69—70 
Minotaur campaign, 277-278 
Battle Maps, 279, 284, 288, 293 
mission walkthroughs 
Capture Base Kraken, 278-282 
Destroy Engine Drills, 292-297 
Eliminate Reinforcements, 283-288 
Obliterate Complex, 288-292 
missile carriers, 78-79 
Missile Turret, 83-84, 90 
missiles, 22-24, 34-35, 78-79, 93 
Mission Editor, 308-309 
assigning Drop Zones, 314 
creating/adjusting mission map, 
309-313 
designing missions, 315-321 
using Settings menu, 314-315 
Mission menu, 314, 315 


mission walkthroughs, 4—5 
Beachhead campaign, 110-132 
Cutthroat campaign, 207-231 
Gorgon campaign, 253-276 
Hydra campaign, 232-252 
Lynchpin campaign, 180-206 
Minotaur campaign, 277—297 
Skyhook campaign, 133-155 
Vanguard campaign, 156-179 
missions 
adjusting objectives, 315-317, 320, 321 
designing/creating, 308-321 
play-testing, 321 
timed, 151, 253, 314 
Mobile HQ Vehicle, 81 
Mobile Orbital Guns, 202-206, 265, 267-2770 
MOGs, 202-206, 265, 267-270 
mountains, 99-100, 310 
move, making first, 301 
“Move and Fire" checkbox, 319 
Move Speed options, Unit Settings, 320 
multiplayer games 
contrasted with single-player, 299—302 
designing missions for, 315-317, 321 
and Drop Zones, 314 
mission objectives, 317, 321 
new, for MechCommander: Gold, 
304—307 
pausing, 105 
play-testing, 321 
and salvage, 301 
Settings menu, 314-315 
and structures, 313 
tips for specific, 302-304 
Multiplayer Mission Editor, 309 


Nairn, Captain, 208-211 
Nomad, protecting, 237-242 
Nova Cat 'Mech, 59-60 


MECHCOMMANDER: GOLD — PRIMA'S OFFICIAL STRATEGY GUIDE 


0 


objectives, mission, 315-317, 320, 321. 
See also specific missions. 


Obliterate Complex mission, 288-292 
offensive play, 306 
Ogre, destroying Base, 247-252 
OmniMechs, 211 
Operation Beachhead. 

See Beachhead campaign. 
Operation Cutthroat. 

See Cutthroat campaign. 
Operation Gorgon. 

See Gorgon campaign. 
Operation Hydra. 

See Hydra campaign. 
Operation Lynchpin. 

See Lynchpin campaign. 
Operation Minotaur. 

See Minotaur campaign. 
Operation Skyhook. 

See Skyhook campaign. 
Operation Vanguard. 

See Vanguard campaign. 
Orbital Guns, 180, 181-184, 184, 

202-206, 265-270 
Orders settings, for units, 318-319 
ordnance convoy 

capturing, 259-264 

destroying, 184 


Overlays tab, Map Features palette, 311 


P 


Parameters settings, for units, 318, 319-320 
Particle Projector Cannon. See PPC. 
patience, 301 

Patrol (Linear) order, 319 

Patrol (Loop) order, 319 

patrols, 320 

pausing game, 81, 104, 105 
Payload, 41 

Pegasus Light Scout Tank, 67 
Perimeter Alarms, 146-147 

Piloting skill, 95, 318 

pilots, rescuing captured, 114-117 
Pilum Heavy Tank, 72 

Piotrov, Major, 161 

Player Briefing, 314-315 
play-testing, 321 

Pop-Up Turret, 84 

Port Arthur, 110, 180, 207, 231, 309 
Position Allied Artillery mission, 219-223 
power, controlling, 313 

Power Generators, 137-140 

Power rating, 9 


power stations, destroying, 137-140, 
223-227 


Power Surge multiplayer game, 303-304 


Power/Size rating, 9 
PPC, 15, 21, 22 
probes, 37, 38 


projectile weapons 
ammunition considerations, 92—93 
Clan, 30-35 
contrasted with energy weapons, 8, 16 
Inner Sphere, 16-26 


Protect Base Nomad mission, 237-242 
Pulse Laser, 10-11 


R 

Rail Gun, 25 

Raise Vertex button, 310 

Range, 8 

Raven 'Mech, 45, 118-122 

Recover Raven 'Mech mission, 118-122 
Recycle Time, 8 

Reeducation Camp, liberating, 168-171 
Refit Truck, 68, 93, 134 

Regular MechWarrior, 95 

Regulator Hover Tank, 71 
reinforcements, eliminating, 283-288 
Repair Bays, 93, 320 

Repair command, 313 


Rescue Allied Commander mission, 208-211 


Rescue Captured Pilots mission, 114-117 


Resource Points 
BattleMechs, 41 
and salvage, 96 
and tonnage considerations, 87, 300 
weapons, 8 


rifle. See Gauss Rifle. 
Rommel, 75 

RP. See Resource Points. 
rules of engagement, 2 
running, 102 


S 


salvage 
managing, 96-98, 111 
and multiplayer games, 301 


Salvage Rigs, 259-264 

Saracen, 70 

Savannah Master, 76 

scout Mechs, 43, 45 

scout vehicles, 66, 67 

scouting, 301 

Secure Baitan Sector mission, 242-247 
Secure Landing Zone mission, 233-237 
Sensor Control, 313 

sensors, 36-37, 42, 99, 313 

Sentry order, 319 

Serpent Bay, 151 

Settings menu, 314 


Shadow Cat 'Mech, 56-57, 268, 269, 
212, 243 

Short-Range Missile Pack, 22 

short-range tanks. See tanks. 

Shots, 8 

Shrek, 73 

single-player games 
contrasted with multiplayer, 299-302 
designing missions for, 317-320 
and Drop Zones, 314 
mission walkthroughs, 4 
pausing, 105 
Settings menu, 314-315 
and structures, 313 


MECHCOMMANDER: 000 — РЕІМА З OFFICIAL STRATEGY GUIDE 


Skyhook campaign, 133 

Battle Maps, 135, 138, 141, 145, 149, 152 

mission walkthroughs 
Capture and Defend the Base, 151—155 
Destroy Local Power Generators, 
137-140 
Destroy the Convoy, 140-144 
Destroy the Hyperpulse 
Communication Dishes, 144—148 
Escort Hunchback to Safety, 134-137 
Intercept the Train, 148-151 


Smoke Jaguars, 111, 133, 202, 232 
Solo Mission Editor, 309 

special units, 89 

speed, vehicle, 65 

Speed attribute, BattleMech, 41 
splitting forces, 306 

SRM Carrier, 78 

SRM Pack, 22 

Stack, 301 

Standard Sensor, 37, 54 
Standard Toolbar, 313 

Star League, 232 

Starbase, 207, 208, 219, 227-231 
Stiletto J, 61 

Stiletto 'Mech, 43, 44—45 


strategies. See also specific missions. 
base attack, 105-107 
combat, 101—103, 105—107 
MechCommander: Gold contrasted 
with original, 2 
non-combat, 98-101 

salvage, 96-98 


Strategy Blueprints. See specific missions. 
Streak Short-Range Missile Pack, 23 
Streak SRM, 23 
Striker, 71 
structures 
adding to maps, 312-313 
destroying, 288-292 
linking, 313 
repairing damaged, 313 
salvaging, 97, 111 
supply base, defending, 171 
supply train, intercepting, 148-151 
supply trucks, capturing, 165-168 
Swiftwind Scout Car, 65—66 


T 


Tactic options, Unit Settings, 320 
Tactical Warnings/Notices, 315 
tactics, 4, 315, 320 


tanks 
long-range, 70-74 
medium-range, 74-75 
short-range, 75-78 

targeting, 91, 103 

Targeting Computers, 265 

Targets of Opportunity mission, 254—259 

teamwork, 300 

terrain, 99-100, 101, 301, 307 

Terrain settings, map, 309, 311-312 

Thor 'Mech, 60—61 

timed missions, 151, 253, 314 


tips. See also specific missions. 
BattleMechs 
Centurion and 
Desperate Measures missions, 49 
close-range combat, 43 
data tables, 41 
Hunchback and 
Desperate Measures missions, 47 
scout 'Mechs, 43, 45 
sensors, 42, 54 
Stiletto vs. Commando, 43 
Stiletto vs. Raven, 45 
combat 
bait and switch, 104, 105 
capturing Turret Control Tower, 107 
ideal Force Group, 89 
jump-capable ’Mechs, 107 
light vs. heavy 'Mechs, 88 
matching MechWarriors and 
Mechs, 95 
non-’Mech units for Desperate 
Measures missions, 89 
salvage considerations, 96, 97, 98, 111 
selling weapons, 98 
single- vs. multi-weapon ’Mechs, 92 
targeted shots, 91 
tonnage considerations, 87 
walking vs. running, 102 
general game-playing 
handling air strikes, 81 
pausing, 81, 104 
Mission Editor 
Help files, 309 
“Indestructible” option, 317 
map properties sliders, 309 
“Move and Fire” checkbox, 319 
Overlays, 311 
Raise/Lower Vertex buttons, 310 
single-player settings menu, 314 
multiplayer games, 302—304 


tips, continued 
vehicles 
overcoming lack of weapon power, 68 
speed considerations, 65 
using Swiftwind for scouting, 66 
weight considerations, 67 


when to use Minelayer/Minesweeper, P 
69, 70 v 
weapons and equipment и 


calculating damage points for 
missiles, 22 
choosing weapons, 9, 10 
interpreting Load Values, 7 
interpreting Power and Power/Size 
values, 9 
MechCommander: Gold contrasted 
with original, 7 
using Heavy Thunderbolt, 24 
using LRMs, 24 
tonnage 
low balling, 87 
in single-player vs. multiplayer 
games, 300 
toolbar icons, 313 
Tools menu, 313, 314 
train, intercepting, 148-151 
Turkina ’Mech, 63 
Turret Control, 313 
Turret Control Tower, 83, 106, 107 


Turrets 
attacking, 64, 90, 106 
best weapons to use against, 90 
controlling, 313 
descriptions of, 83-84 
destroying vs. capturing, 107 


MECHCOMMANDER: GOLD — РЕІМА З OFFICIAL STRATEGY GUIDE 


Uller ’Mech, 55 
Unit Settings dialog box, 318 
Units tab, Map Features palette, 317 


V 
valleys, 310 


Vanguard campaign, 156 
Battle Maps, 157, 162, 165, 169, 
172, 176 
mission walkthroughs 
Capture Enemy Convoy, 165-168 
Defend Allied Supply Base, 171-175 
Destroy Enemy Command Unit, 
161-164 
Escort Medical Convoy, 157-161 
Liberate Affendale, 175—179 
Liberate Reeducation Camp, 168-171 
Vault Drills, destroying, 292-297 
vehicles. See also specific vehicles. 
assault, 3-4 
civilian, 65, 80 
methods of acquiring, 65, 70 
mission-specific, 65 
recognizing and destroying enemy, 85 
salvaging, 97 
Veteran MechWarrior, 95 
victory conditions, 315 
Von Luckner, 72 


Vulture 'Mech, 58 


W 

walking, 102 

walkthroughs. See mission walkthroughs. 
walls, 82, 107 

warnings, tactical, 315 

Water Coverage slider, 309 

Water setting, Map Features palette, 311 


weapons. See also specific weapons. 
choosing, 3, 6, 9, 10, 39, 89-93 
clustering, 90—91 
customizing, 6-7 
guidelines for using, 90-93 
interpreting descriptions/Load Values, 
7, 8-9 
recommendations for specific, 93 
superiority of Clan over Inner Sphere, 
7, 26, 30, 97-98 

Weight attribute, 41 

Wiesman Fuel Depot, 215 

windows.fit file, 322-323 

work camps, liberating, 111-114 


wrench icon, 313 


X 


X-ray Company, 110, 208 


y 


Yankee Company, 156 


l 


Zulu Company, 110, 156 


115 Your Command: 


Dave Ellis 
John possidente 


www-primagames 


Electronic Entertainment