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BattleTech - The Crescent Hawk's Revenge (e)

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