Been a while due to MWO challenges etc but time for a new run on missions 4 of each campaign. Will update over night.
Exodus:
-This is a quick mission, run in and kill things. Nothing else to it. Make sure to salvage everything. Lots of salvage here.
Turncoat:
-Have to be quick to the airfield, one shot from the side will do to the fuel tank. There will be a swarm of Commandoes, make sure to bring close up weapons.
-Huge vehicle fight in the northeast corner island.
-Ammo dump in the middle; use one JJ mech to cap the turret control. Make sure to have some short ranged stuff to take care of the SRM carriers and strikers, plus the container stacks (you have to blow em up).
-Directly north will be a LANCE (not star) of Vulture A's (they engage 1 by 1), and also the component vault. Use repair bay for any hurt mechs.
DSC Raid:
-Another capture and hold. Self-explanatory; single repair base north of the main one.
-Attackers come from northwest and northeast bridges.
X-Ray:
-This one is insane; to capture really powerful stuff (some Warhawk W's and Rail Gun Component Vaults here).
-Two ways to do this, do the bare minimum and run, or go and do everything including attempting to kill two Masakaris.
-To do the former, simply run in guns blazing and go to the base, avoid the mine field and the parameter alarms (activating them means you activate 7 mechs from the northwest base, along with possibly those Masakaris, though they can't jump).
-Kill everyone in the main component warehouse base. Don't forget to collect the southeast base container and the middle resource warehouse.
-Then capture the buildings, run to the extraction. Kill the two patrol hovercraft from behind, and if you haven't another set of patrollers. Then should be a-ok as long as you don't engage the northwest 7 mechs.
-If you DO engage however, it'll be a rough run. You should lure em into turrets and minefields. Use JJ lights to do that.
-The 7 mechs don't include the Masakaris, and there may be some leftovers at their base. The special Uller/Cougar both are armed with ER LL boating (some LBX too). Easy to kill close up. The others include two Catapults, two Hunchbacks, and a Jager. The Masakaris take effort with JJs, forcing you to jump across all the small islands.
-Once everything is dead and/or you've fled to the extraction point, then good job either way and you win.
Xenocide:
-More or less a quick engagement, run in, kill and capture, hunt for enemies.
-Remember to defend the generator, enemies will come west of your starting position, and north (which holds a few salvage buildings).
Bengal Lancers:
-Lance 3 should have mid/long ranged heavies/assaults in order to go after a few heavies/assaults out there. Turkinas are common.
-A star guards both areas, let em be meatshields.
-You can either play the waiting game or hunt, which it's quicker to hunt but safer to wait and defend. A star is at north west give or take, north east (two of em, but one across the river), and south west.