246 lines
12 KiB
Solidity
246 lines
12 KiB
Solidity
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BATTLETECH: THE CRESCENT HAWK'S REVENGE
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1 Introduction, Lyons-East,
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Kellhound Base, Lyons-North
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2 Operation: Liberty
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3 Training Grounds, Luthien
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Campaigns, Endgame
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BATTLETECH: THE CRESCENT HAWK'S REVENGE
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Part 1
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INTRODUCTION
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This version of the BATTLETECH game is much more closely aligned with the FASA
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standard BATTLETECH combat system. As with all walkthrus, it is best used as a
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reference when you get stuck; however, in BATTLETECH even the right strategy
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will not always yield the desired results. So, this is more of a list of
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strategies that worked for me but which might need modification to suit your own
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needs.
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In many of the scenarios, you will start out with new mechs. Unfortunately, you
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will often find there are times when you have to use severely battered mechs,
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and you may even have lost some. Now, on to the game.
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Hint: Make photocopies of the maps starting on page 118 so you can plot where
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enemy mechs are anytime that the satellite link is active.
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LYONS: EASTERN AREA
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The first thing you will do is select the mechs for your first drop. Grab the
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hardest hitting mechs you can -- especially those with good, long-range
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capabilities (give Jason the Griffin). The dropship is shot down, two mech
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pilots are killed, and you land in the drink with no mechs to use. But there is
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a "blind" Jenner being piloted by Grease Anderson; you need it to guide you to a
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Locust that is coming in to finish you off. The manual describes an effective
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strategy in the Quick-Start section for the first two scenarios.
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The Dragon scenario is tough, and you will need to ensure that you don't go
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one-on-one with him. Stick to a close-knit formation and keep your mechs moving
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(you can't afford to slug it out).
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The Mobile HQ scenario is tricky as you will need to nail it as soon as
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possible because it moves very fast. The HQ starts out just to the north of your
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Mech force. So, quickly plot an intercept (using the road where possible). The
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Phoenix Hawk, which is pretty fast, is your best bet (.2 MPH faster than the
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HQ).
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Engage overburn, but keep an eye on the heat buildup when you get to firing
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range. Turn on Fire-At-Will as you close. In addition, get all your other mechs
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moving west as fast as they can; there's some heavy-hitting stuff coming
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(including Rommel Tanks) from the east, and you need to regroup with the Phoenix
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Hawk once the HQ is nailed.
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Another Hint: If you can't get the satellite link to work, there's still the
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chance that you can spot enemy mechs by looking for their tracks through woods
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and grass!
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THE KELLHOUND BASE
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Here, you receive a couple Urbanmechs which are very slow; so, try to keep them
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on the road. Try to keep them on intersections giving you crossfire and good
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long-range capability against the short-ranges of infantry and jump troops. The
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loader will pick up the ammo from different parts of the base automatically, but
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you will need to control it outside the city which is tough: An Assassin mech is
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blocking the gates!
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Team up the two urbanmechs and the truck behind the building near the gate
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(remember the truck moves fast, so don't get it too far out in front). Move the
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mechs to the north of the gate; keep them moving and the Assassin should chase
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and overrun you. Put the urbanmechs between him and the gates and get the truck
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moving (keep to the road) like the blazes out the gate. You don't need to
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destroy the Assassin to complete this scenario.
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LYONS: NORTHERN AREA
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The real trick here is in keeping together and out of sight as long as possible
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until you are needed to make your attack, but you need to stay nearby. One good
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strategy is to head into the thick, forested area in the center of the map. You
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can make quite a lot of undetected movement toward the north in 20 minutes.
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Again, there are heavy mechs here, so concentrating your firepower is a must.
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BATTLETECH: THE CRESCENT HAWK'S REVENGE
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Part 2
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OPERATION: LIBERTY PREPARATIONS
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You can take either of two routes: around the mountain or through the passes. I
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would recommend the latter because you are less likely to lose the APCs (needed
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for the city scenario). You will run into Rommel tanks and Drillsons -- the most
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dangerous foes in this scenario. You will need to keep the heavy mechs out front
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and the APCs to the rear. When you clear the mountains (and before you enter the
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city), send either a mech or the APC to the northeast: You will find a mech
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repair facility, and receive four shiny new Crusaders to attack the city.
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OPERATION: LIBERTY -- THE CITY
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You start just inside the gates and will need to move the APC lance very
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quickly to the east. To give yourself more time, immediately set the game speed
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to 1. Move the remaining mechs south to the large crossroads, and hold them
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there until the APC is clear.
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You will be attacked by a Drillson and some Skulkers. Disable the Drillson as
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soon as you can. As soon as an enemy has a movement of "none," move onto another
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target, as you can move out of a disabled vehicle's range quite easily. Move
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quickly to the prison with the Crusaders (I simply moved the lance target to the
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prison gate). Move the APC lance to the east wall, and move them close to the
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prison as your mechs are closing.
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About now, I set the speed of the game to 8 and waited until I heard firing,
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then I moved the APC lance in. Blast a hole in the wall, move the APC in, get
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the prisoners out, and get the heck out of there. Don't bother going after the
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infantry; they are in endless supply and only whittle down your Crusaders (you
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will need all the firepower you can muster to get out the gate).
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Move the mechs back to the large crossroads and keep the APC nearby. You can
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target the APC lance on lighter targets like Skulkers. The tanks guarding the
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gate have no long-range firepower and won't budge, so you can pick them off with
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relatively light hits, _if_ the infantry isn't in too hot pursuit!
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This is one of the toughest scenarios in the game. Once you have escaped the
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city, you have to make a run back through the mountains with whatever mechs you
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have left. Unfortunately, there is a Kurita warrior, Chiun, who has sworn to
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roast you; the Kurita have planes strafing the roadways, so keep moving.
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Interestingly, they are almost single-mindedly after Jason Youngblood, so they
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will only shoot at other mechs in passing.
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Move all of your mechs (except Jason's) up the road, and take the first left
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turn. Go just a little way off the road to the south, line up your mechs (and
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even the APC lance!), and start firing into the forest in different spots to set
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fire to it. This will definitely help heat up the enemy mechs and give your
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mechs a better shot. After a bit, much of the forest will be ablaze. Cease fire
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to cool off, set the speed to none, and your firing instructions to "fire at
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will."
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Meanwhile, Jason's mech should move northwest a little way from the gate and
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wait by the lake. As soon as the enemy mechs clear the burning trees, they will
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come after you. Move west to the mountain's edge, then north to put the forest
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between you and the enemy lance. Follow the enemy mechs with your remaining
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force (the enemy won't be firing much), and fire defensively (or target bits of
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forest in their path -- they're still only after Jason and won't deviate). I
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even set the APC lance to fire-at-will (they took out an Archer) and they didn't
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get scratched.
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Even if one mech breaks free, provided Jason's mech is in relatively good
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shape, he should be able to finish it off. Regroup both lances, and send the
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Crusaders round the mountain. Meanwhile, send your mech and the APC at full
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speed through the mountain passes, and you should not meet any resistance until
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you clear the opening at the other end. Wait just inside until your other mechs
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arrive. Your mechs should meet a Rommel tank and a Drillson or two at the
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northern entrance to the mountain (they would've come in after you). Because
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they are in a line, advance slowly and concentrate your firepower on the nearest
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vehicle (again, if you disable a vehicle, move on to the next).
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Finally, the mech will meet a couple of Rommels and a Galleon or two. Draw them
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off and they will follow; meanwhile you can make a dash for the dropship
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coordinates and wipe the sweat from your brow! Don't be surprised if you lose a
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mech or two in this scenario!
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BATTLETECH: THE CRESCENT HAWK'S REVENGE
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Part 3
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THE TRAINING GROUNDS
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The training grounds are relatively straightforward but give you a taste of
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using the satellite link and artillery: Use it as much as you can.
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On the assault session, hold your mechs back in a concentrated large formation
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to the south of the target. Shell the heck out of the target area where four
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heavy mechs should be sitting ducks (why get shot at yourself?); you might
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actually destroy one with shelling, but you will certainly make some dents in
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them. With about three minutes to the deadline, make a rush at the target area
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(don't forget to turn the shelling off).
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Use the same strategy with the "defend position" scenario. Shell the oncoming
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mechs and look out for stationary reserves: They're easy pickings. Again, if you
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lose the link, look for footprints and water ripples, and shell them instead.
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Rolling barrages are good for troops on the move. But just make sure you keep it
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coming!
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LUTHIEN CAMPAIGNS
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Again, where possible, go for the heavy hitting, long-range mechs, and
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especially the upgraded mechs. Make sure Jason is in something with lots of
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armor.
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Do stop and help the locals at the first jump-point. If nothing else, it will
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raise the skill level, and in the "protect the city" scenario, your mechs will
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be repaired for you.
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In the first scenario, just keep your mechs in a tight formation, concentrate
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long-range firepower, and you can pick off the enemy (they seem to attack in
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columns).
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In the city scenario, use the satellite link, and set up a strafing run on the
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heavy mechs near the gate. Move your fire lance quickly down the wide street,
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and have them set up shop on the far side of town (stop strafing when your fire
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lance nears the fire line or you'll get hit, since strafing a point actually
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strafes two lines that cross at that coordinate!). Send your scout mechs up
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north to keep an eye out for flankers, then move them in behind the enemy. Move
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the heavy mechs in, set them up about one-third of the way in, and you can catch
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the enemy in a crossfire. Having beaten the Clan, you will get your mechs
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repaired by a grateful city.
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The Luthien Campaigns can only be won by continual strafing, shelling, working
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at long-range concentrating firepower, and keeping your mechs out of firefights
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as much as possible. The mountainous terrain is ideal since the enemy is
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channeled down passes which can be easily strafed and/or shelled.
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In one of the most difficult Luthien Campaigns, you will come across Elementals
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-- nasty things; they're slow, but devastating at short range. They appear at
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the northeast, so strafe the heck out of that area. Move your mechs so that you
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can get your long-range weapons working to your best advantage: Avoid close
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combat at all costs.
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ENDGAME
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The final scenario involves destroying the Clan Galaxy Commander's mech. You
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will need to move your mechs immediately north and locate them about two-thirds
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of the way up the map. Strafe the central corridor until you have nailed a puma
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or two. After a while, try crossing the corrider around the south of a building
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(roughly in the center of the map): There are four Madcats waiting there. Wait
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for the remaining Pumas and nail them when they emerge from the passes (don't
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move, they'll come to you). Immediately move west at top speed and get your
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mechs to a storage building (you protected this in an earlier scenario).
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Somewhere along the way you will be told that the Galaxy commander is in the
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area (four more Madcats). Remember to turn off the strafing as you cross the
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line of fire; turn it back on again when you are clear! Stake out the area south
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of the grassy/forest peninsula and wait. You might want to strafe the oncoming
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Madcats if you get a satellite link (move your mechs to one side first).
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Other than that, try different strategies/equipment mixes; this is a very good
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tactical implementation of BATTLETECH. Of course, you will still need luck, so
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good luck!
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BATTLETECH: THE CRESCENT HAWK'S REVENGE is published by Infocom and distributed
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by Mediagenic.
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*****DOWNLOADED FROM P080 SYSTEMS (304) 744-2253
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