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The Big Meek Dec 24, 2018 @ 9:14pm
Ammo Story Mission
Can anyone give me any sujestions for the amunition capture priority mission? It's pretty intense, no matter how i go at it i always end up with massive damage and a few injurys to my crew.
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Showing 1-12 of 12 comments
Wantoomany Dec 24, 2018 @ 9:33pm 
The optional objectives are just that. If you are taking a beating let the trucks go. Ammo is your friend. There is one crate that can destroy two turrets outright and can damage some of the smaller mechs if you catch it early enough. Blowing up other crates while some of the bigger mechs are close by can also swing the fight in your favor.

Keep your eyes open for mineral fields. They can be easy to miss but can give you, or the enemy, a substantial defensive bonus.
orcaa Dec 24, 2018 @ 11:04pm 
there is already a few walk thrus on how to do this mission. Go look thru the discussions.
Nephilim Cat Dec 24, 2018 @ 11:43pm 
Give up on saving the crates. The time and frustration you'll save yourself can be spent on doing another mission to regain any lost money. Frankly, later story missions are way easier than this one, and the ammo/trucks are just a trap.
ToJKa Dec 25, 2018 @ 12:24am 
I did it pretty good this time, with all objectives completed. I moved to the left towards the Spider and turret, took the first truck down with the ammo crate it spanws next to, the other one in a traditional way. Then took out the LRM turrets and fired on the mechs from the hill, three of them got into the explosive radius of an ammo crate, which helped a lot. Then retreated to the forest and took the rest of them out. Some damage, nothing serious, and all objectives completed.

The first time i ignored the the trucks and just staid in the starting area, killing enemies as they came for me. That worked out pretty good, IIRC.
L37 Dec 25, 2018 @ 1:18am 
Last time i did it i went into small forest near turret on the left with some water nearby. Used AC20 to kill the trucks (the easiest and most reliable way to do it). Used forest as cover, water to manage heat, melee to kill lights as they are hard to hit with pretty average pilots i had. IIRC DFA-d firestarter because i really wanted it dead ASAP.
Did not even have to use crates this time.
It is also very usefull to have one mech with mid-long range weapons to be able to deal with turrets without exposing yourself to all the mechs coming from the other side of the base.
Last edited by L37; Dec 25, 2018 @ 1:20am
Lucid Dec 25, 2018 @ 4:42am 
I just managed it, but only barely.
I sprinted to intercept the trucks with a direct fire damage soaker, while the rest of the lance (2 LRM boats and 1 SRM striker) stayed out of LOS and bombarded the trucks or softened up incoming lights with missile salvoes.
With the 2 trucks taken care of by Round 3 or 4, I was basically backpedalling into the woods to stay away from enemy turrets and let their swarm of light mechs come to me. My lance was not properly equipped for heat management so I was unable to field most of my guns for most turns, but alternated with melee on the lights that got too close. Most importantly got the firestarter without it getting a shot in, and picked off PPCs early.

In the end only their heaviest was left, who had been adding to the indirect fire bombardment for most of the battle. But I was down one member and lost a second almost immediately.
At that point it was using vigilance every turn on one enemy in LOS while the other lobbed missiles. Even at 60% damage reduction it came down to the wire, with my final mech having lost a torso, a leg, and left with only 2 med lasers. A precision shot to the CT finished it off. 30 rounds of combat. Super scrappy. I probably would have ragequit if I had have lost that one.

For a 45% bonus payout on the mission, absolutely not worth it. I blew it all on repairs. But I have my pride, I guess.

Vuld_Edone Dec 25, 2018 @ 5:41am 
I used Fugue's strat back when Bulwark was a must (still is kinda...) but what really made a difference is instead of 1 60t and 3 50-55t I had 3 60-65t and 1 55t. Okay and the older Bulwark. Lots of structural damage at the end, plus wounds 'f couuuuurse but not even a mech part lost.

My bet is with the newer Bulwark that strat' wouldn't end so happily so basically, you either "git gud" or, I imagine, go with heavier mechs, including one sensor lock and two OP LRM boats. Since I don't know how to "git gud" and don't see the point of grinding so much at this early campaign stage just for a secondary objective, I say let the trucks go.

Who am I kidding, I know I will rather lose three-fourths of my lance rather than let this mission beat me...
MortVent Dec 25, 2018 @ 6:19am 
I grind missions a lot... so when I did it last time I had a stalker missile boat up on the ridge, a refitted kingcrab (dual ac/10s, large laser, lrm15 for better heat management and ammo load) as point, and 2 Atlas (replaced the ac/20 with ac/10s and heat sinks for better heat management and ammo loads)

Just moved into position to kill the trucks, and let the rest come to their deaths

Yeah I was way over tonage for it.
DNYI Dec 25, 2018 @ 5:15pm 
I did it in v1.3 with 3 mediums, 1 heavy mech, and no pilot injuries. Used a Kintaro with SRM 18, Centiurian with SRM 18, a Griffion with LRM30, and a Black Knight with 2 LL and 3 ML's. Everything except the Griffion was fitted with cockpit mod +3 injury resist. By first taking out all but one turret and Strategically retrating behind and to the left of the first hill/mountain with sightlines to passing trucks, was able to blow up all trucks, only need to blow up a single ammo crate when 3 enemy mechs were next to it, and beat the mission with only 2 days of repair needed for some minor stuctural damage. Being in cover and having most pilots leveled up full with all but one having new bulwark (40% damage resist for cover or gaurded, 60% for both) helped alot. Also timing the mission for when multiple pilots had high spirits so resolve abilities could be used almost non-stop made a big difference.
Last edited by DNYI; Dec 25, 2018 @ 5:18pm
Graygan Dec 25, 2018 @ 9:21pm 
I get through it with nothing but some scratched armor every time. No pilot hits. In this case, LRMs are your friend... coupled with a fast med/long range, fully armored, jumper.... I use a shadow hawk myself.

Keep your three long range guys in the valley where you start and park them.

Use your jumper to jump over to the next valley and do what he can to scout and kill stuff. The moment the first ammo truck leaves, kill it with the scout (and some LRMs if you have to). Rinse and Repeat. In between ammo trucks, keep your jumper jumping for max evasion and use sensor lock to focus fire on the enemy mechs/turrets as they come closer.

Once in a while, the Dragon will crest the ridge and get a shot or two off before it dies. No biggie.

I've done this mission 20+ times now on various difficulties and it's pretty much always the same.
mike_hanna211 Dec 26, 2018 @ 1:38pm 
You can destroy 2 crates and still get the maximum reward. Blow up one crate near the 2 LRM turrets immediately to take them out of the fight.

Use the environment; there's a couple patches of mineral deposits over the first ridge and a small pond for cooling.
L37 Dec 26, 2018 @ 6:02pm 
Originally posted by mike_hanna211:
You can destroy 2 crates and still get the maximum reward. Blow up one crate near the 2 LRM turrets immediately to take them out of the fight.

Use the environment; there's a couple patches of mineral deposits over the first ridge and a small pond for cooling.
Yeah, water is easy to underestimate but in those environment it provides huge advantage. Even better than cover/damage reduction.
Also, if you bring something long range to deal with turrets it is possible to use both crates to blow up mechs instead.
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Date Posted: Dec 24, 2018 @ 9:14pm
Posts: 12