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Curtis Cook

First Lieutenant
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Jun 11, 2016
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I'm not talking about the Kobayashi Maru, which was hackable, but scenarios you genuinely can't win, no matter how many cheat-saves you try. I've seen two, and they were very similar.

I'm currently running a campaign, which I'm playing with what are virtually Clan mechs, and a 'straight' career. Interestingly, the no-win scenario has popped up twice in the campaign.

I could've listed in my 'things I've never seen before' thread, as each time it happened on a map I'd never seen before… or since. Each time it was a badlands map; each time it was projected as a 5-skull mission; and each time it was a set-the-beacons mission, which I usually excel at. So, what made them impossible? Primarily it was the mission type, as with only ten turns I couldn't use my usual 'roll left/right' tactic to isolate on part of the enemy force and whittle them down.

You see, in this one the scenario objectives start right out listing three enemy lances you have to face… and they're all on the map. On turn one you spot the first lance. On turn two you get shot at by the first lance using direct fire and the second lance using indirect. On turn three you're shot at by two lances using direct fire and the third one chimes in with indirect. By turn four all three enemy lances are getting direct fire shots on you. AND THEY'RE CONCENTRATING THEIR FIRE!

As you probably know, in set-the-beacon scenarios there's usually one beacon location relatively near you and two on the opposite side of the installation, each separated from the others by 120 degrees. (You enter at 6 o'clock; the beacons are placed at 6, 2 and 10.) Standard procedure (for me) has been to rush the nearest location with the entire lance, then send two mechs to hit each of the other locations. Easy peasy. In this one the locations are still separated by 120 degrees, but two of them are kinda/sorta on your side of the installation and the third is as far away from you as it can be. (You enter at 6 o'clock; the beacons are to be placed at 4, 8 and 12.) As a result I split the lance with the Bull Sharks heading toward 8 o'clock, and the Atlas/Highlander to 4 o'clock.

It's an open question for me whether I can even get to the farthest location within the time limit (I suspect not), because I've never gotten close to it.
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A poster here a few days ago mentioned that it had been a long time since he'd played with an mech under 70 tons. My hot take was derisory… until I remembered that I was playing with Clan mechs, so this was very much a pot-and-kettle situation. At any rate, my force is set up so I can run lances at every half-skull increment from 145 tons up to 380. I always try to match my force to the threat level, though to be fair I should probably be using lances one full skull lower than the projected threat level. For a 5 skull mission I run an Atlas II, 2 Bull Sharks with the Thumpers and a Star League Highlander as my missile boat — all of them with jump jets.

Now you might be thinking I should either ditch the jump jets for additional weaponry or use faster mechs. On a badlands map the additional weaponry will just slow me down and make me overheat faster. My next two lances in terms of size are a 4/6/0 group (Cyclops HQ/Marauder 3D/Warhammer 6D/Archer 2S) and a 4/6/4 (2 Victors/Grasshopper/Thunderbolt SE). Even the lance with the Marauder's damage resistance would be dead in a New York minute. (All of my mechs have maxed out their armor, and have the +3 to be hit gyroscopes and +3 to be hit pilots. This company has over 5200 days in their campaign.)

The first time I encountered this Sumire set the lance down on the other side of a chasm from all three beacon locations. If I hadn't had the jump jets it would've been impossible to even set one. As it was it took until turn 5 to set one (using the Atlas II), by which time all of my mechs except the missile boat were shot up AND in deep heat difficulty. I had destroyed 5 of the 12 OpFor mechs, but I would've lost the Atlas (it was down for the second time) and probably one of the Bull Sharks the next turn, and I never would've set even the second beacon.

The second time I got the first beacon set on turn 4 (Atlas again) and had taken out 4 of 12 mechs (2 of 4 heavies and 2 of 8 assaults). It was a miracle the Atlas survived long enough for me to withdraw. I could probably have taken out another heavy and (with luck) an assault on turn 5, and by turn 6 could probably have placed the second beacon, but even if I ONLY(!) lost the Atlas II I don't think I could ever have made it to the third location.

In both scenarios 8 of the 12 OpFor mechs concentrated their fire on the Atlas and nobody fired on the missile boat. In the first, the Bull Sharks faced 4 assaults who distributed their damage pretty evenly (from the movie Dragnet, "Deep and crisp and even."); in the second they faced 4 heavies and were giving much better than they got.
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Have any of you guys faced a no-win scenario?
 
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My experience with this mission type is that they really are designed for extremely fast, jump-capable light mechs.

I have beaten these 5 skull target acquisition missions with a lance of 4 Firestarters. I don't even attempt to destroy a single enemy mech, just run and jump in as fast as possible to set the beacons and leave even faster. Honestly, target acquisition missions might be the one thing the Spider could excel at, being as fast and long jumping as it is.

With the mods I use, this scenario may be slightly easier (having Guardian ECM helps), but I suspect that even in the vanilla game such a strategy might work.

Basically the only way to win this scenario is to play the objectives and not engage the enemy mechs. If you have to take a level 5 target acquisition mission, I suggest taking a pure C-bill payout and not worrying about salvage. And make sure that you can get full movement every turn...those evasion pips matter! I personally have several pilots trained up to be as evasive as possible for missions that require piloting skill over gunnery.

Also, as to the poster who made the statement about having no mechs lower than 70 tons, I absolutely do not do that. I have a full lance of Firestarters, a full lance of mediums (in my case Crab, Talos, Bushwacker, Blackjack), a full lance of heavies (Marauder, Archer, Jagermech, Black Knight), and 6 Assaults (Devastator, Atlas, Nightstar, Banshee-3S, Stalker, and Bull Shark). I adjust my lance depending on mission type, skull difficulty etc and because I also play with drop costs going with a full assault lance on every mission costs me c-bills (plus its just not fun to roll over the AI every time with no challenge).
 
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I've never had a mission that I thought that I could not win regardless of what I did, but some of the most difficult were the target acquisition and attack & defend missions. In some cases, I won't complete the mission in time, and will need to face down an enemy kill team, but most of the time I can ambush them as soon as they drop in since you know where they are landing.
 
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You can solo that mission with a PHX-1b.

;)
 
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My experience with this mission type is that they really are designed for extremely fast, jump-capable light mechs.

I have beaten these 5 skull target acquisition missions with a lance of 4 Firestarters. I don't even attempt to destroy a single enemy mech, just run and jump in as fast as possible to set the beacons and leave even faster. Honestly, target acquisition missions might be the one thing the Spider could excel at, being as fast and long jumping as it is.

With the mods I use, this scenario may be slightly easier (having Guardian ECM helps), but I suspect that even in the vanilla game such a strategy might work.

Basically the only way to win this scenario is to play the objectives and not engage the enemy mechs. If you have to take a level 5 target acquisition mission, I suggest taking a pure C-bill payout and not worrying about salvage. And make sure that you can get full movement every turn...those evasion pips matter! I personally have several pilots trained up to be as evasive as possible for missions that require piloting skill over gunnery.

Also, as to the poster who made the statement about having no mechs lower than 70 tons, I absolutely do not do that. I have a full lance of Firestarters, a full lance of mediums (in my case Crab, Talos, Bushwacker, Blackjack), a full lance of heavies (Marauder, Archer, Jagermech, Black Knight), and 6 Assaults (Devastator, Atlas, Nightstar, Banshee-3S, Stalker, and Bull Shark). I adjust my lance depending on mission type, skull difficulty etc and because I also play with drop costs going with a full assault lance on every mission costs me c-bills (plus its just not fun to roll over the AI every time with no challenge).

Unfortunately, my force isn't set up for that strategy. My 'light lance' consists of a Firestarter, Vulcan 2T and 2 Panthers, and the next-fastest mechs are 5/8/5 55 tonners. Due to the CT 'specials' on the Vulcan, it doesn't have the +3 gyro. Considering the OpFor's established tactic of firing at one mech with eight, I'm doubtful that your tactic would work for my force.

I've never had a mission that I thought that I could not win regardless of what I did, but some of the most difficult were the target acquisition and attack & defend missions. In some cases, I won't complete the mission in time, and will need to face down an enemy kill team, but most of the time I can ambush them as soon as they drop in since you know where they are landing.

Some of my toughest missions have been attack/defense. I've had some in which 'bonus' lances of attackers have shown up in addition to the starting attackers, and either the garrison lance or turrets. Twice (both 3 1/2 skull missions on a tundra/arctic map I've fought on many times) I had to face all four of those at once, and those were near-run things. Even facing three of the four simultaneously always slows me to the point where the first wave of reinforcements arrives.

You can solo that mission with a PHX-1b.

;)

I knew you were going to say that. I still have never seen one of those, or even a part of one for sale (same with the Star League WarHammer, Marauder and a couple of others). Mark Dey suggested I make friends with the Pirates, but getting relations up over 150 has not been enough to make them show up. I'm strongly considering starting a Career with some of those 'phantom mechs' edited into the starting force.
 
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That Pixie isn't easy to find, but I think you should absolutely start with one sometime.
You will have so much fun with it.
 
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Unfortunately, my force isn't set up for that strategy. My 'light lance' consists of a Firestarter, Vulcan 2T and 2 Panthers, and the next-fastest mechs are 5/8/5 55 tonners. Due to the CT 'specials' on the Vulcan, it doesn't have the +3 gyro. Considering the OpFor's established tactic of firing at one mech with eight, I'm doubtful that your tactic would work for my force.
Yeah, your light lance is a bit on the 'too slow' side for that to work. And that Vulcan is a projectile magnet since it gets the medium penalties against it. I have the advantage of building my lance and the pilots for it from my career start, and since I have a lot of practice with it, I've learned how to use it effectively. But don't get the wrong impression, I don't always succeed even with my lance and pilots. RNG being what it is will get you. :eek:

Just for reference: My Firestarter A/H/M build goes like this: 6 JJs, 1 ML, 4 SL, 2MG and a 1/2 ton ammo bin. Full armor except for legs, which IIRC I have to shave 5 points off each to make it work weight wise. Since I use all of the support HPs, I don't get to put the +3 defense gyro in, instead depending on my pilots skills in the mech to protect them.

I also have a Firestarer S1 which has a built-in Guardian ECM and endo steel which means I get the exact same JJs, armor and weapons on the chassis and the added ECM unit; however I do have to remove its AMS unit to make it happen. It's just by far a better mech and I get as many of those as I can during the course of the career.

As for pilots take the skills that allow you to keep evasion and get better called shots. The Firestarter build I use is best as a back-stab mech, you don't want to attack from the front, but try to get to the rear. I can have one of those mechs with a good pilot take out a heavy in a single shot, especially on mechs like Thunderbolts and Rifleman that put ammo in the CT.

Basically it's all those old TT rules that manage to still apply in the computer version. A swarm of light mechs is the biggest threat to an Atlas there is, since at least one of the lights will always manage to be behind it. The question is, can the heavies/assaults swat the gnats fast enough to survive?
 
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I just played another two weeks in my 'Pirate' career. I found myself in a city fight against 2 Commandos, 2 Centurions and 3 55 tonners against my Firestarter (6SL, 6 JJ, max armor), Centurion, Kintaro and Griffin. At one point the Firestarter was in a park and the big boys knocked down both of the OpFor Centurions. The Firestarter walked out of the park, called CT on one of them (tactics 6), killed it, then went first in the next round, called CT on the other, killed it and walked back into the park (Ace Pilot and Bulwark). Very neat.

"I love it when a plan comes together."
 
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I just played a somewhat similar mission in my Pirate Career. It was advertised as a 4 1/2 skull 'plant the beacons' mission in badlands. I knew I didn't have a force tough enough to take it on, so I tried the 'speed' option. I sent in a Phoenix Hawk, Firestarter, Vulcan with the jump jets pulled out and a Kintaro with jump jets added.

When I saw the map my heart sank, because I'd played this same scenario on this map four times before, though always as a 5 skull mission, and always got beaten up. Seeing no other option, I started running.

The saving grace was that this turned out to be a 4 skull mission (replaced 4 mechs with assault vehicles) AND instead of having the OpFor come at me from three sides as they usually do, they only came from two. Normally a full lance of enemy mechs is camped all around where the Leopard picks me up, but this time they were all concentrated on the opposite side of the map.

Long story short, I accomplished the mission on turn 5 and evacuated on turn 7. Easy-peasy, right? Hardly. The OpFor's insistence on concentrating on one mech (the Vulcan) resulted in him losing a side torso and associated arm (including a ++ LL and 2 +++ SL). His instability was so consistently high that on turns 3 and 5 he couldn't sprint, so lacking jump jets he had to walk, and the terrain was so constricted (divided by a sharply-sided plateau) that he could neither get to a patch of woods nor get an obstacle between himself and the horde that was shooting at him. Heroically, he took out a Warhammer nearly singlehandedly (since he couldn't run, he might as well shoot).

The Phoenix Hawk and the Firestarter both went internal. The Phoenix Hawk inflicted minor damage on a Hunchback on turn 7, and the Firestarter did minor damage to the WarHammer. The Kintaro was barely scratched and took out a Demolisher. (He was supposed to be providing cover/distraction for the others, since he was the slowest and most heavily armored, but he was almost completely ignored.) The Vulcan planted the first beacon on turn 2, the Phoenix Hawk the second on turn 3, and the Firestarter the third on turn 5 (one more space and he could've done it on turn 4).

This is NOT something I'll try again, as if the defender distribution had been 'normal', probably only the Kintaro would've survived to evacuate.
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I just cheat-saved in a 4 1/2 skull 'destroy the convoy' mission when the OpFor suddenly materialized four new mechs right in the middle of my force. That's something I'd never seen before; it was like Scotty beamed them down.
 
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As I've been mentioned at least twice in this thread I'd like to clarify my 70 tonner statement.

I've been playing one of the modded versions of Battletech for a while now (3025 Extended I think, sorry can't check right now). This mod gives a bunch of new mechs and missions and access to the whole Inners Sphere, including the Clans. It is very different to Vanilla allowing upto 8 mechs in a drop + 4 vehicles and 4 battle armors against a much expanded op for. I think I have seen upwards of 28 enemies on the opfor is some 5 skull missions. The game mechanics are also altered with evsion pips not eroding like they do in Vanilla when you get shot at as well at many other things.

The biggest change though is in mech customisation and that includes being able to use clan tech on IS mechs, incuding XL clan engines and DHS, as well as upgrading engine sizes too.

My go to "scout" mech is a Battleaxe (not available in vanilla) or a Grasshopper. As configured my Battleaxe runs faster that a vanilla Grasshopper making it faster than most mediums, has jumpjets, CDHS, 4 ERML and 4 CSSRM6 and the full armour that a 70 tonner boasts. I regularly best 2 Assault kill teams in this mech.

This mech is fast, runs cool, packs amazing firepower up close and can even snipe a bit. 1v1 It's never lost a battle in probably 1000 missions. I have no need to run anything lighter and considering I rarely take vehicles on missions as they are too slow (except urban missions) and it is often 8 v 24 or more, then I need as much mobility, firepower and armor as I can get.

FWIW the rest of the 2 lances is usually made up of a Grasshopper and a mix of Heavies and Assaults with the heaviest beng a Bullshark (not the thumper one) at 95 tonnes.

Back when I was playing vanilla still I would run that Griffin 2N until I got a Grasshopper to replace it.
 
Now you might be thinking I should either ditch the jump jets for additional weaponry or use faster mechs.
Ditching the jump jets is the last thing you should do when overwhelmed.

This is the difference between two JJs and three JJs:
1722330343945.jpeg

1722330366492.jpeg
With both having full JJs that extra JJ in the A-II makes a big difference for avoiding getting hit. And it is a five skull mission in badlands.


I've never had a mission that I thought that I could not win regardless of what I did, but some of the most difficult were the target acquisition and attack & defend missions. In some cases, I won't complete the mission in time, and will need to face down an enemy kill team, but most of the time I can ambush them as soon as they drop in since you know where they are landing.
The time limit is only for the secondary objectives and can be safely ignored. Just kill/destroy everything.