BattleTech: The Crescent Hawks Revenge

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 Battletech: The Crescent Hawk's Revenge Walkthrough
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 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).

 ---THE END---
 
