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Topics - RizZen

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While deeper testing multi-player functionality of darkest hours on gameranger we found out, that the 20 new warriors don't work for multi-player right now.

That's the bad news.
The good news is that everything else works actually.

New Warriors are currently out of Multi-Player-Feature
So you can use 24 Mechs, 23 vehicles, 49 weapons & equipment but only 30 of 50 warriors. To not being in danger to crash your MP session just use the blue colored pilot faces. The other warriors are not part of the current iso file. Therefore ISO file needs to be updated. I will upload new ISO for multi-player containing warrior files during next week. Also I will replace ISO file of full game download then.
Players who use current version right now can download new ISO for bugfix of multi-player games separate and won't need to download and install all files again. Just one. Players who download full version after ISO update will have it already in standalone game folder.

Game synchronizes players warrior data when warriors being placed in mission slot. For now the new warriors cause an error while being placed into Lance. This error will end session. To provide errors in multi-player just don't use new warriors in multi-player games until new ISO will be released.

Latest News
With MCG Darkest Hours - Full Version 3.0 no update is needed. Warriordowngrade is already part of this version´s pre built.

Sound Mods / MCG - Extracted Soundfiles
« on: 23 May 17 »
Extracted audio source of Mech Commander (Betty, Pilots...)

Sireyn asked me to offer mwo the extracted sound files ... well here it comes. Have fun modding ;)


Question: What is MCG Darkest Hours about?
Answer: MechCommander Gold - Darkest Hours is a full version colloquial containing all available standalone versions I could find. It includes
- Original ISO CD file -
+Original game folder pre-installed v1.8 with high resolution exe files for single player
+Multi-player mcx.exe for gameranger
+Original campaigns,
+X-Ray&DSCRaid &
campaigns merged into two XXL Campaigns for single-player (Original&Expansion).
= MechCommander Darkest Hours v3.0!

Question: Will original missions 1-30 and expansion 1-12 be back and working 100% like before?
Answer: Yes. They have been recreated and their final update will be just a matter of workload and time. Maybe other modders participate in recreation process so they can be put back into existent game version ealier. - DONE - (100% with v3.0 release)

Question: Will i loose my savegames when original missions get updatet?
Answer: No, the way i introduced Full Version allows to update your campaign files without corrupting any savegames. You can go on from ever you have got so far after mission updates and new missions will show up ingame. The missions you have already past won´t show up... of course. Therefore start a new game then.

Question: I´ve heard that game can be played Multi-Player with gameranger, how to play online?
Answer: MCG Darkest Hours contains Multi-Player feature inside. I have integrated a full mixedtech patch and activated 64 Multi-Player scenarios to play with gameranger. In order to play multi-player games you need to visit gameranger website, download gameranger and install it. It wants you to register with mail. After installing and starting gameranger you can search for & choose Mech Commander Gold - Desperate Measures. Gameranger will ask for the path of MCX.exe - this file you can find in your full version game folder. It´s the one from 2009. All other Resolution.exe files just work for Single-Player (X) & Solo-Mission features - not Multi-Player. When gameranger got Game´s exe path (f.e. "C:\Games\MCG Darkest Hours\MCX1440x900.exe), you can open a gameroom for MechCommander Gold, inviting your friends and let them join you to start & play Multi-Player scenarios with possibilities no Mech Commander got ever before.


How to make a bug report with
BIGGEST chance for solution?

Very easy, feed me with that data
- system ur running (win10 64bit f.e.)
- game version ur running (darkest hours full version 2.0d f.e.)
- try to explain exactly the problem
- what game feature u use (original/expansion campaign / solo- / multi-player missions)
- what mission / map causes the problem (overview here)
- awesome help would be screenshots or error reports from game when it crashes

After Full version release of MCG - Darkest Hours - some bugfixes need to be done, here a list of what I wanna do after mod has gone standalone and easy to install & play: - DONE -
- purchase files update (problems with warriors showing up in-game and related purchase entries needs to be fixed) - DONE -
- artwork: update for background and menu buttons to show modded content- DONE -
- repairing *.sol files and updating them to activate approximately 95 solo missions to play then - DONE -
- introducing missing multi-player missions (64 total to play currently) - DONE -
- some mission updates for campaigns to make them run better - DONE -
This will be stuff coming up with first Full Version Update Patch later. - DONE -
When you have in-game issues... - report bugs here. If it's part of my work I may introduce your ideas. After all bugs of introduced content got solved I'm focussing on older bugs, balancing campaigns & develop game further. Especially artwork will get some optional updates which will be part of v4.0 update.

FIRST UPDATE FOR STANDALONE FULL VERSION v3.0 to v4.0 (final evolution)
December, 2017
In time between no further patches are planned neither will be released (only optional updates or map packs will come up for existing version in between). All reported bugs will be recognized in Update. Last date (deadline) for bug reports: November, 15th
All reported bugs after November, 15th wont be released in first update when you give report later. This will be stuff for next update then.
Now Full Version Mod can speak for itself.


How to install MechCommander Gold - Darkest Hours?

Step 1
Download the Full Version 3.0

When entering googledrive it will say that file is too big to be content shown. It will also tell you that it couldn´t scan for viruses cause file is above 1.4GB in size. But you can download it in spite of that. Button will be shown in the middle for it. The file contains no virus or whatever. Only the game. You are free to scan file after downloading if you dont trust it.

Step 2
Extract the whole file with winzip or winrar. It contains this folder:
Put it whereever you want... - to your game directories.

Step 3
For Multi-Player install and login on, it needs the including MCX.exe path of gamefolder.

For Single-Player enter MCG - Darkest Hours and start with the resolution *.exe you desire to play. Notice that you need to use original disk or mounted *.iso (inside game folder) to play. Windows 10 can mount iso file easily, other Windows versions may need additional Software to mount virtual drives like Virtual Clone Drive (freeware).

Folder content for players. The MCX.EXE is the one for multi-player games. MCXOriginal.exe is the orignal one. Game can be started with it but no multi-player compatibility using this. Same with resolution exe files. They are intended to be used single player only. Windows10 users should Start exe Game Files with windows xp sp2 / (98) compability, 8/(16) bit graphics. Reduces errors in Solo-Missions & Single-Player-Campaigns.

Free Full Version, No Costs, MechCommander is legally free to download mod and play since 2006.

Single Player
XXL - Campaign Merges containing 130 single-player missions. For sp campaigns there is IS technology available as purchases in logistics. Clan technology can be salvaged from battlefield during campaigns. For Solo-Missions integrated mixed-tech is available.

Multiplayer Scenarios
In Multi-Player games both sides using same techs equalizes the natural disadvantage on IS side. This way all competitors of a multi-player scenario can use same potential for building a force.

Mixed-Tech all goods
(only remastered version)
For campaigns & solo-missions - mixed-tech can be used on both sides (IS & Clan). In solo-missions mixedtech is available for playing free as players desire to play using all stuff game offers in its original content.

Player´s Gadgets
For Mounting *.iso as disk - freeware
- GameRanger
Download for Multi-Player feature
- Original Manual
Mech Commander Gold - Desperate Measures
- Keyboard Layout
Showing MCG-Keyboard-Settings

User feedback & Bugfixing
- Feedback
from "MechCommander Gold - Darkest Hours 3.0"-players
- Bugs & Solutions - Thread for MCG-DH-v3.0

MCG - Line
- Line Group Invitation Code
In order to chat with other MCG players or coordinate meetings for MP gaming (free messenger APP).

MechCommander Gold
- MechCommander Link Collection
- MechCommander Gold - Downloads
- How to install Vanilla MechCommander Gold v1.8?
- MechCommander Gold - Online MP Community

MechCommander Modding - Threads, Tools & Milestones
- MechCommander Gold - Modder´s Corner
- MCShell by StaticZ
- MechCommander Sprites - Source Milestone by Bestia Infernali
- Object.PAK 2 content by Bestia Infernali
- Mech Paint schemes by Bestia Infernali
- Weapon Effects by Bestia Infernali
- Mech Data Modding by Bestia Infernali
- CMunsta Tools & *.fst editing video tutorial by SeanLang
- / combpas.csv / / objsort.rsp files Thread by SeanLang
- Weapon Balance by SeanLeang
- Modding Tool Suggestion & Error reports by SeanLang
- Weapon Rebalance-Mod by SeanLang
- MechCommander Modding Discord Channel by SeanLang
- MCG Campaign Clan-Tech Mod by Timothy Soh
- Vehicle Rebalance Mod v0.1, v0.2 & v0.3 by Confused_shelf
- Mech Tonnage Fix v1.0 by Confused_shelf
- NEW MODDING FORUM (MCG-DH Home) by Confused_shelf & RizZen


Remastered: Mech Commander Gold
- Darkest Hours -
Free Download
MechCommander Gold - Darkest Hours (Fully remastered) v3.0 Download - googledrive link - Latest Version

Size: ~1,75GB
1.043 files (1.337)
14 game folders
Gamefolder Name: MCG Darkest Hours; version: 3.0

Original game & ISO + Exodus & Turncoat
+ Xenocide & Bengal + X-Ray & DSC-Raid
user made custom campaigns
95 solomissions to play free & 64 multi-player missions
to play with gameranger

 - 89 missions original campaign merge
 - 41 missions expansion campaign merge
 - 95 solo missions to play (Solo-Mission-Update Part II available)
 - 64 multi-player mission maps pre-installed and activated - start game with gameranger on in order to play multiplayer
 - +20 new MechWarriors
 - new MixedTech Patch for Solo- and Multiplayer comparing all technologies into logistic purchases (full mechs, warriors, vehicles & equipment)
- pre-installed editor, editor2, extender - only work on windows 98 here

MCG - Darkest Hours Guide (full game content for players)

Fully remastered Version for Mech Commander Gold - includes a complete pre-installed game folder where you can just put into ur game directories and start playing MC without installing anything. MCG - Darkest Hours - pre installed folder with all updates, an installed and already used editor & CD *.Iso file to mount. (Mounting only necessary on singleplayer - gameranger loads iso when starting multiplayer game).

Save Game Screenshot from Main Menu

Load Mission Screenshot from Main menu

Multiplayer notice: I have set the standard resolutions (640x480) to 1024x768 for multiplayer. To change resolution on multiplayer you need to change Prefs.cfg file (line resolution 1-3 possible to use in MP). Playing MCG - Darkest Hours vs. Non Modded causes Crashes for non Mod players when Mod only items and maps are used. Be sure all participators of multiplayer game have running the same game version on gameranger. Remastered MCG - v3.0! New Warriors don´t work for Multi-Player. (only 30 instead of 50 to use) - Darkest Hours already HAS mixedtech-patch. No need to install mixed-tech versions from other sites.
Multi-Player Tutorial

Singleplayer Notice: When you play single player campaigns or solomissions use the resolution exe files to start game manually. (Be sure original MCG CD is in drive or Mounted before starting exe!!!)

Tested on following operating systems: Windows 10 (64-bit), Windows 8/7 (32/64bit), Windows Vista/XP (32/64bit), Windows 98 SE (8/16bit)


Updates / Patches / Game enhancements

Version (2.0d to) 3.0 Update (final version, release 06/16/2017):
- 2.0d to 3.0 Update final contains the three updates before (solomissions,artwork&mixedtechdowngrade) &
- colossal purchase file update and bugfix
- colossal original&expansion missions update & bugfix (100 of 100%)
- updated master campaign files
- new main screen background (v3.0)
- *.sol Fileupdate for solomissions (95 solomissions activated to play free, install hints inside readme.txt)
- ArtWork Update - More Elements of Main Menu resisigned.
- MixedTechDowngrade for new warriors. Took them out of Multi-Player purchase until technical issues for warriors fixed. With this downgrade you can enjoy multi-player without crashing when placing wrong pilots into lance.
v3.0 Update only is needed for v2.0d users. If you have downloaded Full version v3.0 there is no update to be made right yet - you have the latest version!

Latest Purchase & Warrior update (release 06/20/2017):
- contains some updatet purchase files correcting last warrior bugs in operation 2 and op3. Now all warrior bugs are solved. Special thx to Splina for bug reporting! Download latest 01_PuWa.fst

Update for original warrior skills for Multi-Player (release  06/20/2017):
- contains downgraded original warriors for solving problems with multi-player functionality (reversible & optional warrior update, can be removed for sp-campaigns having updatet skills for warriors again)

Solo-Mission Map Pack II (release 06/25/2017):
- contains 50 more Solo-Missions-PartII - part of five smaller campaigns (MechWarrior&MW3, 2nd Refusal War, The First Offense & Yankee Company

Multi-Player Map Pack II (release 06/30/2017):
- contains 18 additional Multi-Player Scenarios in order to play game Online with Gameranger.


All VANILLA MechWarriors to use with remastered MCG 3.0 - multiplayer & solomissions, Pilots: 1-15

Available in Original Mission 3

Basic Pilot Original Campaign

Available in Original Mission 3

Available in Original Mission 3

Available in Original Mission 4

Basic Pilot Original Campaign

Available in Original Mission 7

Available in Original Mission 3 from battlefield.

Available in Original Mission 7

Available in Original Mission 4

Available in Original Mission 4

Available in Original Mission 7

Available in Original Mission 10

Available in Original Mission 64 (Op4Mis9) from battlefield.

Available in Original Mission 21 from battlefield.


All BattleMechs to use with remastered MCG 2.0d - multiplayer & solomissions, Mechs: 1-15








Shadow Cat


Hunchback II-C







All vehicles to use in remastered MCG 2.0d - Multi-Player & Solo-Missions 1-15

Savannah Master


Ammo Truck

Pegasus Light Scout Tank

Centipede Scout Car

J. Edgar Light Hover Tank

Harasser Light Missile Tank

Saracen Hover Tank

Striker Light Tank

Refit Truck

Mine Layer

Mine Sweeper

Regulator Hover Tank

Condor Heavy Hover Tank

SRM Carrier


Mixed Tech Patch for Multi-Player- and Solomissions, weapons & Equipment 1-15:


IS Pulse Laser

Clan Pulse Laser

IS Short Range Missile Pack

Clan Short Range Missile Pack

IS Laser

IS Streak SRM

Clan Streak SRM

IS Heavy Flamer

Clan Heavy Flamer

IS Heavy Autocannon

Clan Heavy Autocannon

IS Heavy LB-X Autocannon

Clan Heavy LB-X Autocannon


IS Large Pulse Laser

Clan Large Pulse Laser


MCG - Darkest Hours - Multiplayer Maps 1-15


Arena 2



Blood makes the grass grow

Breach the line

Breach the line NA

Cache & Kill


Capture Island Base

Capture the Base - Deathmatch

Capture the Base - Deathmatch 2

Capture the Base - Canyon

Capture the base - Canyon 2



MCG Darkest Hours v3.0 - Solo-Missions

With Version 3.0 Release of MCG Darkest Hours Solo-Missions are content of game. No need install or move files, just use solomissions button and enjoy. For users of version 2.0d or below exists an v3.0 update.

Put the *.sol files into your "MCG Darkest Hours\data\savegame" folders in order to activate 45 solomissions to play without errors on remastered MCG - DH.

Updating your *.sol files activates following maps for being played free out of campaigns with a budget like you get in multiplayer to make a team and start playing. I must say that the original recreation process isnt finished yet. But we are on a point where *.abl skills are needed. Well i can abl-script this - but there are many files to be manually written before missions back 100%. What has been recreated was all what normal users can do with editor and extender for MCG - but im working on solutions to make it possible to play original missions 100% like they have been in original campaigns, which are the only unfinished in whole game content. So while all need to wait till some things are fixed you still have already the possibility to enjoy Mech Commander Gold on a new level without having them back 100%. This will happen - but needs more time and is seen on long time conditions. For december 2017 the first original missions can be expected to be back. Therefore enjoy what´s have been finished so far (and of course try out the campaigns - with a view seeing originals as training missions in between some really hard challenging ones of user campaigns.

These are the basic Darkest Hours Solo-missions from v3.0:
ACEHUNT (original solo)
PAREDUX (original solo)
THEGUN (original solo)
30 100% recreated original missions from original campaign (0101-0506)
12 100% recreated original missions from expansion campaign (0101-0304)
= 45 different solo missions for free play
Missions are playable when using standalone full version 3.0 or above.

Have fun.


Expansion Campaign
"MCG Darkest Hours" - Operation 1

Operation 1, Mission 1 - Briefing
Original Expansion Mission 01/01

Mission Objectives:
+ Capture HQ Vehicle (20.000 RP)
+ Capture Component Warehouses (20.000 RP)
+ Move all units to Extraction Point (8.000 RP)
Maximum Tonnage: 180
Maximum Units: 4 (4)
Artillery: 4 Small

Logistic Phase: Do yourself a favor and fire Rooster; if you really need to use the Commando J, use Siren or buy a new MechWarrior altogether. Due to the low dropweight you'll want to use the two mediums and lights, ignoring the Jagermech. Although having the Commando in your team will add some firepower, it will be no more than a target. An easy target. However, it might be useful to bring a fourth pilot in battle for some experience. Exchange the Centurion's autocannon with an energy weapon, possibly an ER Large Laser or a second PPC. If you want, drop few LRM racks for Pulse Lasers.
This mission is very simple, and you'll might want to capture at the very least the Shadowcat J. Salvaging an other Uller is fine, but not mandatory.

Combat Phase: Move west and climb the hill; this will reveal the HQ vehicle parked, protected by two Uller Js and three J.Edgars. When attacked, the vehicles and one Uller will escort the Mobile HQ in the south-west area of the map while the second Uller engages you. Quickly dispatch the vehicles and concentrate on the Ullers: when they are gone, capture the Mobile HQ, and head back to the hill and head east toward a lonely Saracen patrolling the eastern forrest: destroy it and capture the Container with two Thunderbolts.
Now go in the map's south-west corner, destroy the two Strikers by rushing them to close quarters and capture all equipment there (4 Clan LRM Racks, 3 Heavy Flamers). Head north from your position, destroy the Saracen and continue moving north. Do not attack the base from your current position, it is wiser to reach the upper-leftmost corner and attack from the north. While you're there, destroy the three J.Edgars and capture 1 ECM and 3 Clan Pulse Lasers in the Containers nearby.
Move east a bit and begin to attack the two Bulldogs parked into the base; ignore the flatbed and the salvage rig and use your fastest 'Mech to capture the two Turret Control Towers to bring the Cannon Turrets on your side. Capture the Component Warehouses here and place all your 'Mechs on the other side of the turrets, and use your fastest 'Mech to scout the area near the extraction point: a Shadow Cat J and some Elementals will power up. Immediately retreat toward the base and let the Turrets take care of the Elementals while you concentrate fire on the Shadow Cat. Once all enemy units are gone, move to the extraction marker.

Operation 1, Mission 2 - Briefing
Original Expansion Mission 01/02

Mission Objectives:
+ Defend Base HQ (30.000 RP)
* Defend Local Turret Power (15.000 RP)
* Defend Sensor Control (15.000 RP)
Maximum Tonnage: 245
Maximum Units: 6 (4/2)
Artillery: 3 Small, 1 Large

Logistic Phase: Sell the Commando without repairing it. If you salvaged the Shadowcat, arm it with a PPC and fast-firing laser weapons. Equip the Jagermech with an heavy autocannon and the rest of your lance with a good mix of medium/long range weapons. Ignore any 'Mech lighter than 30 tons when deploying. You can freely load as many ammo-based weapons you want, there's a 'Mech Bay in the base you are going to defend. There will be four waves, and when a wave recognizes its assault has been stalled, it will pull back waiting for the other to arrive. With your fastest 'Mech, you'll scout the whole area, capture the three Component Warehouses and the turret controls which will delay each wave.

Combat Phase: Immediately send one 'Mech outside the base, on the west, one on the hill to the east (be sure to capture the Container with a Clan Heavy LBX Autocannon on the other side) and an other near the river in the middle of the map to capture the Turret Control Tower. The six autocannon turrets there will help you repel vehicles, though they will be only a slightly slow-down for 'Mechs. The small base on the other side of the river is protected by LRM turrets and holds 5 Clan LRM Racks in a Container; there's a third container with 2 ECMs, 1 Clan Advenced Sensor and 2 Active Probes north-west of the base, protected by two pop-up laser turrets. Most probably, you'll find time to capture the northern Turret Control Tower and the third Container after the second wave, but if you find yourself overwhelmed, forget about the northern base, or just concentrate on getting the two nearest supplies.
There will be four waves. The first s composed by 2 Harrassers, 2 Manticores, 2 Saracens, 3 Uller As and one Uller W. The second wave is composed by 1 Uller W, 1 Uller A, 1 Cougar J and two Aerospace Spotters. The third wave is composed by a lone Cougar J. The fourth, and most powerful wave is composed  by a Mad Cat J, 1 Cougar W and 1 Cougar A.
The vehicles from the first wave will attack head-on, while the 'Mechs will attack the western side of the base. You should be able to pick the 'Mechs from long range while they are busy with the turrets there, and the vehicles will be blocked by the autocannon turrets near the river. If you don't destroy them all, they will flee toward the northern base waiting for the second wave.
The second wave will follow a similar pattern: vehicles head-on and 'Mechs from the west. This time they won't retreat so easily and you'll probably get the chance to destroy them all. Repair your 'Mechs and try to capture the northern base and everything else.
The third wave can be considered part of the fourth, as the Cougar J will scout the eastern area and will wait there until the Mad Cat J is near him to attack this side: note that this is very dangerous, as the Base HQ is near this side and both 'Mechs are jump-capable, and the Mad Cat outguns every 'Mech you have.
The remaining two 'Mechs will attack the west side, acting as a diversion. However, you should be able to drop a couple of artillery strikes on the Cougar J and force the other 'Mechs to attack. The Mad Cat will follow the same path as the vehicles in the previous waves, be sure to intercept it with all your 'Mechs and then go after the last two lights, whihc will engage any turret first before entering th base. When the last 'Mech is down, mission will end.

Operation 1, Mission 3 - Briefing
Original Expansion Mission 01/03

Mission Objectives:
+ Capture/destroy 2 HQs and destroy defenders (20.000 RP)
+ Move all units to the Extraction Point (10.000 RP)
* Capture/Destroy 3 HQs and destoy defenders (11.800 RP)
* Capture Component Vaults (22.000RP)
Maximum Tonnage: 280
Maximum Units: 8 (4/4)
Artillery: 2 Small
Probes: 1

Logistic Phase: Medium and heavies (the Mad Cat from the previous mission will work wonders), with a single light 'Mech for reconnaissance. A Cougar or an Uller J would be perfect, if you haven't just stick with the Raven. Equip one 'Mech with an heavy autocannon. There are three bases. The two lateral bases hold a 'Mech bat each. The one on the right is defended by LRM turrets and Hunchback IICs, and the LRM turrets are controller by four towers. The other two bases are a lot easier to take, though the entrance to the leftmost is mined and protected by Aerospace Spotters. The extraction point is patrolled by a customized Vulture...although the 'Mech itself is not that important, it uses Star League equipment which can be sold for large amount of RPs.

Combat Phase: Begin by heading north to climb the hill that will reveal the bases' defensive setup. You'll encounter a Manticore and a Bulldog: take out the Bulldog with long range weapons and rush the Manticore. Atop the hill there will be an LRM Carrier. The northernmost base is protected by two Aerospace Spotters and a LRM Carrier and its entrace is mined. The base in the center has a good number of cannon turrets flanking the road protecting its entrance and two Shadow Cats (one A and one J variant) are patrolling the area inside the base; there are three Bulldogs for support, which will move once the base is under attack. On this base's north side there are pop-up and normal cannon turrets, but it's the weakest side to attack.
The third base is well protected by LRM turrets and two Hunchback IICs; the northern side of this base, which has less LRM turrets, is protected by few pop-up laser turrets.Lastly, there are three Manticores patrolling the whole southern map perimeter. Begin heading toward the northern base: take out all vehicles daring to attack you and reach the unmmaned minelayer. Fire at the road with your laser weapons to make the mines detonate; this should alert the first Aerospace Spotter: take it out at long range and constantly move your 'Mechs; if you're lucky, the Aerospace strike will destroy more mines saving you some time. Expect the second Spotter and the LRM carrier to charge you as the first vehicle is destroyed. When all defenders are gone, enter the base, capture the HQ and the Container with two Clan Gauss Rifles inside. Now head toward the second base, passing though the base northernmost exit. Try to ignore the Vulture for now and carefully destroy the pop-up turrets: this will alert the base defenders; retreat a little when they start to move and pummel them at long range, concentrating fire on a single target at time. Then destroy the remaining turrets and enter the base. Capture the Warehouse containing 2 Thunderbolts, the HQ and repair your 'Mechs at the 'MechBay nearby. It's now time to take out the Vulture (be sure not to approach the extraction marker!). This 'Mech lacks the usual LRM Racks bu has two Star League Rail Guns and other medium and long-range lasers that makes it even more dangerous in a stand-up fight. Quickly rush it and let your close-range weapons bear of it.
Once the 'Mech is destroyed, fall back to the base, repair your 'Mechs and head toward the third base, moving through the small gaps between the ridges to reach the eastern side of the map. As before, take out a couple of pop-up laser turrets to alert the two Hunchback IICs (both W variant). Don't let them get near you and destroy them at long-range, then open a hole into the base perimeter and use your fastest 'Mech to capture all four Turret Control Towers, then move in all your 'Mechs, capture all buildings, repair your 'Mechs and head toward the extraction marker.

Operation 1, Mission 4 - Briefing
Bengal Mission 01/01

Mission Objectives:
+ Destroy Command Building (35.000 RP)
+ Destroy all 'Mechs (25.000 RP)
* Capture Mobile HQ (15.000 RP)
Maximum Tonnage: 350
Maximum Units: 8 (4/4)
Artillery: 3 Small

Logistic Phase: buy Hitman and assign him to your best long-range 'Mech. Deploy medium and heavies, with a single light 'Mech for recon. This mission calls for complete annihilation of Smoke Jaguar 'Mechs, which are all concentrated in the northern base, well defended by LRM and artillery turrets. Plus, if you let the perimeter alarms ring off, they will all come toward you. The artillery turrets are incredibly powerful, accurate and with an extremely long range, but are slow in popping up, which should give a fast 'Mech the tim to capture their control tower before they can aim. If this cannot be done, just order long-range fire and destroy them. Unfortunately there are no power generators visible, and the whole base is sorrounded by turrets. There is a weak spot; it's tricky, but it's your only chance.

Combat Phase: things are becoming serious and rushing things will only make you fail the mission. Begin to move toward the hill northwest of your position, destroying the two Shadow Cat Ws that will try to intercept you. Be sure to capture the containers near your starting position (worth one Clan ER Large Laser, 2 Clan Gauss Rifles, 1 Clan LB-X ACs and 1 Basic Sensor; note that you'll need a jump-capable 'Mech to capture everything, Clan ER Laser aside). Once you are on the top of the hill, move toward the Mobile HQ location; be sure to scout the hill south of its location to have a better view of the field. Destroy the Shadow Cat A patrolling the area and then take care of the two artillery turrets from long range (the turrets are the strange-looking circles near the walls...if you played MechCommander, you'll notice them for sure); now place your two fastest 'Mechs south of the Mobile HQ, then move in your heavies to engage the three Rommels. The Mobile HQ will move south-west trying to escape, but will be capture by your two 'Mechs, while the Rommels will meet their end at the hands of your other 'Mechs. Now step into the base, capture the Heavy Turret Control if there are still turrets alive and repair at the 'Mech Bay. From what you can see now, there's a Loki W and a Cougar J near the Command Building, protected by heavy walls and LRM turrets. A trio of 'Mechs (Hunchback IIC A, Cougar A and Uller W) are sitting on the base northern side and one Uller A, one Uller J and one Hunchback IIC are protecting the southern flank. Not enough, there are LRM and artillery turrets scattered all along the perimeter, with their Turret Control Towers very well protected and no generator to cut them off. Also, perimeter alarms will make all enemy 'Mechs converge on your position.
The best way to end the mission is to let all artillery barrages over the 'Mech group protecting the southern flank, then moving north along the paved bridged to circle the base and attack from the north, which has no perimeter alarms, fewer turrets and lighter 'Mech protection. However, before moving all your forces along the brdiges, place your heavies at the beginning of the first, then let your fastest 'Mech to scout the area. Two Hunchback IIC Js will power up and will come for you. Quickly retreat your 'Mech and let the other take care of the two Jaguar 'Mechs from long-range. DO NOT, I repeat, DO NOT, destroy the bridges; this won't stop the Hunchback IICs and will force you charging the base. When the two enemy 'Mechs are scrap, reach the northern side of the base and organise your forces. First, use a jump capable 'Mech to capture the container on the small island northwest of your position (where the Hunchback IICs came from) to retrieve a Long Tom cannon.
Now carefully scout the north sideto reveal a 'Mech Bay, a Heavy Turret Control, a Container (2 Clan ER Lasers), a Rommel and a Saracen. Take out the two vehicles and then charge (yes, charge) the Loki. Be sure to let you long-range 'Mechs take some fire and then move in your close-range fighter to make short work of both 'Mechs and than capture the Turret Control. Repair your 'Mechs and lure the remaining enemies toward your location; hopefully the massed LRM fire from the turrets will give you a great help in dealing with them. Once all enemy 'Mechs are gone, capture the two Component Warehouses east of the Command Building (1 Clan ER PPC and 5 Clan LRM racks), repair if you need and destroy the Command Building.

Operation 1, Mission 5 - Briefing
Bengal Mission 01/02

Operation 1, Mission 6 - Briefing
Turncoat Mission 01/01

Operation 1, Mission 7 - Briefing
Turncoat Mission 01/02

Operation 1, Mission 8 - Briefing
Bengal Mission 01/03

Operation 1, Mission 9 - Briefing
Turncoat Mission 01/03

Operation 1, Mission 10 - Briefing
Turncoat Mission 01/04

Operation 1, Mission 11 - Briefing - Op1 Final
Original Expansion Mission 01/04

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