Equip one ‘Mech with an heavy autocannon. A river runs through the whole map, and in the east-south- east there is a paved area. Proceed south, and you’ll find the first power generator, with one sensor array. Very limited ammo supply. After you’ve captured the HQ, the two remaining derricks will be revealed: After you captured the vehicle, the area sorrounding the prison will be revealed.
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Inner Sphere ‘Mechs use less advanced technology than the Clan ones, but this technology is readiliy available.
When you assign MechWarriors to ‘Mechs, try to assign green and regular ‘MechWarriors to the ligher ‘Mechs, later in the game having them at least at regular rank and with a decent gunnery skill. Heavies and mediums only. As a laser, it doesn’t need ammo.
Other “omni” tools, the probe mechcommander desperate measures recon camera don’t allocate damage, but allows you to scan the unknow areas: Though the resistance in this mission is composed of light ‘Mechs and vehicles, you’ll need some serious firepower to destroy them quickly. Capture the Gate and Turret Control towers, and group your ‘Mechs near the barracks, but not so close, try to keep a safe distance from the fuel tanks.
When moving the Long Tom is not able to fire, so be sure to guard them against any attack.
MechCommander Gold is a subtle enhancement to a nearly excellent real-time strategy game. The road runs through mechcommander desperate measures city and a small lake, though there’s no bridge: Lighter by 5 tons than an Atlas, fast as it and with an heavier armor. Now you have to take her and the ‘Mech to the extraction point. Expect the second Spotter and the LRM carrier to charge you as the first vehicle is measure.
Continue to head south west ignore the derrick for nowcapture the warehouse one Heavy AC and destroy the two Von Luckers protecting the second derrick. Armored Personnel Carrier Speed: Use your available artillery strikes to hit the Commandos.
Quickly dispatch the vehicles and concentrate on the Ullers: In this mission, F1 will begin at the north of the base, on a mecbcommander, while F2 and F3 on its east. After the artillery strike hit, the alarm will sound and despedate trucks will begin to move: The first has to be placed at the beginning the part near you and then at the end, to trap the Catapults on the bridge; if you are fortunate, these attacks will kill some ‘Mechs too.
Dock with it and then head north-east, toward the hill on the upper-right corner. Move the first lance and leave three ‘Mechs to protect the mechcommander desperate measures.
The most interesting variant is the W for its larger weapon capacity, or the J for advanced recons. This particular version of the basic chassis supports additional 5 tons. While you are doing so, to SRM Carriers will attack the first farm, but if you mined the areas I told you, they won’t be mechcommander desperate measures trouble. The other four trucks will try to escape from the east gate, where F2 is: Continue west and destroy the two other vehicles, Von Luckers tanks.
Nothing much to say. Deploy medium and heavies, with a single light ‘Mech for recon. Once mechcommander desperate measures near the enemy base, you’ll notice 2 Lase turrets with a Rommel backing up them. Immediately move your two vehicles along the road, and when you see an hill, climb it: The Sensor suite leaves no space for weapons, so you have to keep it away from enemies.
As mechcommander desperate measures bridge was destroyed at the beginning of the mission, you must complete your clock- wise turn on the island. You have to destroy a convoy composed of 6 truks plus one tanker, at the end of the convoy. 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.