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> Master Guide
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| Master Guide
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The
Basic Guide covered the game beginnings and the player interface. The Advanced Guide covered general strategies and tactics. Several
undisclosed or hidden features were briefly mentioned, but not discussed in depth. Salvage is the name of the game. This Master Guide is about
dominating the battlefield with a particular Lance setup, Load out and
Pilot configuration. Examples of the Mercenary Companies I used are
detailed below featuring all female crews, custom galleries, and the all important 75 ton Marauder. Again, this is for the
vanilla game with no Mods.
The Master Guide does use the 'Flash Points' and 'Heavy Metal' DLC's, but are not required.
Details include;
Undisclosed features
Unlimited
Travel
Building a formidable lance
25 min. video of the lance in action
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Merc Companies
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Click portrait to view Mercenary Company or use the buttons for quick access.
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Campaign > Career



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The Bloodmoon Shadows
commanded by Trista "Tigress" Valentina,
participated in the Arano campaign as a highly valued mercenary
company. Being personally wronged by House Espinosa, Tigress pursued
the leader and his daughter with particular vengeance to the very end.
The Bloodmoon Shadows took on every mission against the Directorate
with zeal, although it did prolong the bloody conflict.

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Career (Pirate)




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Chereath
"Rogue" Frostflower leads a ruthless Pirate mercenary company for hire.
She is relentless and unforgiving in her pursuit of glory and wealth.
'Mechwarriors under her authoritarian command are rewarded with riches and
luxuries not available to the common folk or other mercenary
companies.

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Campaign > Career (Pirate)




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Rue
"Hemlock" Silverleaph participated in the campaign against the
Directorate and House Espinosa. Not for the glory or the money,
although
both did happen, but because the Directorate interfered with her
business within the Aurigan Coalition. The disruption of Hemlocks very
profitable black market 'trade hub' on Itrom compelled her to join
forces with Lady Kamea to restore the sector to its former
'hands-off' attitude towards the Black market.

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| Career (Mercenary)




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freelance mercenary company lead by Marissa "Tempest" Lindholm has tried to remain
neutral with the various factions. Her all female crew work tirelessly
to maintain respect in the Periphery as competent guns for hire.

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| STRATEGY: Mid and late game
Battle Lance |
| Marauder, the Head
Shot King |
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The
only way to get a Marauder in early game is to find and buy the first
three pieces. I found mine in the upper north-east systems of the Reach
(starting area). OpFor Marauders don't show up until 3.5 skull
missions. But once you have your first Marauder, the game can progress
very quickly. Becoming friendly with the Pirates can get you marauder
parts more quickly, and at a discount in the Black Market. Particularly nice is the MAD-2R with Double Heatsinks. Many of my
battles with the lance setup shown below, can plow though two heavy lances
in 10-12 combat rounds, and usually less.
The weapons on your
Marauder play an equally important role. All 'Mechs have a head armor
rating of 45 and an internal structure of 18. Meaning that your weapons
have to do at least 63 points of damage. To get to that Internal
structure, you have to strip off that armor first. An AC 10 can do it,
but you suffer a recoil penalty in preceding rounds by using a
projectile weapon. That is
why an all-energy weapons loadout is important. The weapon of choice
has to penetrate the armor to make a
successful head shot. In the vanilla game (no mods or DLC's), the best
weapons are the PPC+++, Large Laser+++ or ER L Laser++ in addition to
matching Med Laser+++ loadouts.
The 'Mech- Only the Marauder has the Lance Command Mod. All your 'Mechs
must have the maximum Jump Jets, even the
assault 'Mechs. Movement is key to surviving a battle.
A pair of skilled pilots- You will need two pilots
maxed out in Gunnery and Tactics. Most important is to have a 9 in
Tactics to gain the 'Called Shot Mastery' ability, which give the pilot
in a Marauder up to a 35% chance for a successful called head shot.
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High Moral- In order to use the Called Shot bonus, you have to be
getting at least 50 Resolve points each round. Each time a pilot uses
the Precession Shot ability it costs 25-30 Resolve. Since the max Moral
bonus you can have is 50 (sometimes 52), you can only use that skill
twice in a combat round. Thus, having more then two Marauders in your
lance has no advantage. And, the first combat round you will only gain
30-40 Resolve, which means in the first actual combat round, only one
of the Marauders can utilize the Called Shot bonus.
Environment conditions- Locations such as Polar and Tundra offer the
best heat management. I will often pass up high risk engagements in
Desert and Badlands mission. On missions where you are likely only
going against a single lance (2.5 skulls or lower), your Marauder Lance
can handle those battlefields with a bit of strategy. One method is
having one of your Marauders lay back for a turn to cool down while
the other is taking out opponents, then switching it up.
Once you get your first
Marauder, the next tough process will be finding the Double Heatsinks, but there's a trick.
In a Black Market store you may be able to find other rare 'Mechs that
have the Double Heatsinks, such as the GRF-2N Griffin or CRB-27B Crab.
Don't purchase a complete 'Mech, but the three parts and have Yang put
them together. Single parts can cost over 1 million C-Bills which will
be cheaper then the complete 'Mech at over 12 million. Put it in
Storage where the components are removed and go back to the store a
sell the stored 'Mech. You will get around 1 million C-Bills returned
and have 6+ brand new Double Heatsinks.
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| A Battlemech Lance |
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Quirk: No Arms; Weak
head armor
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Command; Extd Actuators; Low
profile
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Command; Extd Actuators; Low
profile |
Command; No torso twist |

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| Head Shot Mastery |
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In order to make the
Marauder the most formidable 'Mech on the
battlefield, you need a pilot that can do the job. To reach that 35%
Called Shot bonus, pilots must have high skills in Gunnery and
Tactics. The more important of the two is Tactics, which is where the
Called Shot bonuses come from. A bonus at rank 6 and mastery at rank 9.
When leveling up a pilot specifically for a Marauder (MAD-3D, 3R or 2R)
it is important how XP are assigned. Advancing skills in a particular
order is key. In the image on the right you can see the progression and
order necessary. Following
the below progression.
1.) Get Multi-Target under gunnery first. If your pilot can't hit the
broad side of a barn, they will be useless in a Marauder. Each level
adds a percentage to Base Weapon Hit where a +25% is base at level 10.
2.) In order to deal with the heat generated by an all energy weapon
'Mech, having the Coolant Vent skill is critical. Make Bulwark
the 2nd primary skill so that Coolant Vent is still an option.
[This will lock in the Gunnery and Guts skill trees. The other trees
will get locked out.]
3.) Advance the Tactics skill to level 6 to gain the Called Shot Bonus.
4.) For your pilots secondary skill, level up Guts to level 8 to gain
the Coolant Vent
Bonus. This gives the pilot a way to deal with heat build up while
continuing turn after turn of firing all weapons. However, using this
skill will cost you extra heat over the next three turns. It's well
worth it to be able to continue firing all the weapons.
You
could technically opt for Gunnery's Breaching Shot as the secondary
skill, but having that stamina on the battlefield will win the day.
5.) Advance Tactics to at least level 9 to get the Called Shot
Mastery and that 33-35% chance to pop the top of any 'Mech on the
field with one shot (but may take 2 shots). |

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| Tactics |
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Once your lance starts taking out opponent 'Mechs with clean Head
Shots, you will have complete 'Mechs (3 parts) to sell in the stores.
So having as many salvage slots available will have you ahead in the
long run. Stick with the above mentioned Lance and don't add
unnecessary 'Mechs to you roster. Keep it simple. Two decked out
Marauders, a Catapult and one scenario specific 'Mech until you have
more 'Mech bays. Even then, six 'Mechs is all you really need.
Specialty 'Mechs could include a fast Light 'Mech for
spotting/distraction and/or a heavy-hitter to draw fire while your
Marauders pick off the enemy.
Remember that the first round of combat you only have about 30% of your
max Resolve. So don't move up too quickly as you will only get one
Precision Strike at that point. Jump into tree cover whenever you can
covering the most distance possible to increase your Evasion and
getting 40-60% damage reduction. Having a
slight elevation advantage over the opponent gives you a little bonus
to your
hit percentage. Too high and your opponent can target your torso and
arms more easily.
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Keep your artillery
support 'Mech out of reach of the battle. With LRM's they should be
able to damage the OpFor before they get to you. But more importantly,
the missile bombardment will lower their Evasion making it easier to
get in that precise head shot. Use the artillery to target two
different
'Mechs (Multi-target skill) that the Marauders are battling to make head shots a bit
easier.
Have the heavy-hitter or distraction 'Mech bait the opponents into a
Marauder shot box as the battle progresses. Ideally, you should jump
the Marauders into cover and get off a clean head shot before the other
OpFor 'Mechs can move into position. The selected secondary weapon will
determine the favorable range for your attacks (typically the M
Laser).
If an OpFor 'Mech gets knocked down, don't fire on it. Let it get back
up. Not for honor, but firing on it will usually hit the center torso
and destroy the entire 'Mech despite targeting the head or legs. Thus
less salvage recovered, and salvage is the mainstay of the game.
However, if a leg was already taken out causing the fall, wait for the
opponent to get back up, then target the other leg. You will still get
3 salvage from it.
Many times you will get a head shot, but not destroy the cockpit. The
base 33-35% hit chance is for each weapon fired and means only one or
two weapons dinged the cockpit. However, a second shot to the head will
usually do the trick. Head shots like these don't incapacitate a
pilot, but outright deliver a fatal blow.
If you have maneuvered your Marauder into the perfect spot for a clean
head shot only to find that your heat from the shot will damage your
internals, use the Cooling Vent skill. Take your shot, destroying the
opponents cockpit,
then jump away and cool off for a round or two. Use
that cooling off period to maneuver the Marauder into another ideal
firing spot.
NOTES:
SPECIALTY 'MECHS; A Shadow Hawk or other medium 'Mechs are
good for mid game. Victor, Stalker and of course the King Crab with
lots of armor for late game missions.
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| Video |
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Headshot Blitz (rumble link)
(15:42 min.)
Tempest's Dragoons merc company shows how to get it done on the battlefield against two heavy lances.
5 of the 8 OpFor received fatal cockpit sudden dissasembly events.
Completed in just 7 rounds and netted over 15mil C-Bills in claimed salvage.
View Tempest's Battlemechs
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Not all battles go this smoothly. Here's a link to another video that didn't go as well.
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15,023,332 > 1,094,000
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Priority Missions (Campaign)
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Liberation Of Weldry (+)
Liberate: Smithon (+)
Served Cold (+)
Grave Robbing
Raising the Dead (+)
Escape
Defense: Smithon
Extraction (+)
Liberation: Tyrlon (+)
Locura (+)
Showdown (+)
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