MechCommander (Video Game)/Destroy Clan Headquarters Building

Destroy Clan Headquarters Building[edit]

****CLASSIFIED****

FEDCOM: BEACHHEAD/01PRDNO4

***DESTROY CLAN HEADQUARTERS BUILDING***

MISSION OBJECTIVES[edit]

1. Destroy Clan Base Headquarters
2. Withdraw to Extraction Point for recovery
3. Defend Allied Support Building

Intelligence has requested a strike against the Clan Headquarters building in Clairesfield. Our forces have hastily erected a temporary base in preparation for a sneak attack upon the small stronghold. Your team must eliminate the guarding forces, destroy the building, and then withdraw for extraction.

The enemy base will most certainly have scouting patrols guarding the obvious access routes. Stop them from returning and warning the base, or it will be prepared for your assault. Destroying enemy patrols will also give you enough time to recon the base from higher elevations. Intelligence reports only one Power Generator. Destroying that Generator will undoubtedly crippled the bases perimeter defenses, which includes automated turrets and Turret Control Towers.

Once you have destroyed the Headquarters building, return to the temporary base for extraction. Since there are active enemy patrols, we recommend that you divide your force and send one force to attack the enemy base while holding some units behind to guard the Support Building.

TACTICAL NOTICE[edit]

  • Capturing or destroying a Turret Control Tower disables nearby enemy turrets.
  • Defensive gates are controlled by Gate Control Buildings located nearby. Capturing the Control Building will make the gate it controls open automatically for your forces and stay closed for the enemy.
  • Once alerted, vehicle crews housed in Barracks take time to power-up their vehicles, signified by the Activation Markers located near the vehicles. When the Marker color is green, the vehicle is powered-down. When it turns yellow, the crew is getting ready. When it turns red, the vehicle activates. At any time before the Marker turns red, destroying the Barracks building prevents the vehicle from activating.