Take command of your own mercenary outfit of ‘Mechs and the MechWarriors that pilot them, struggling to stay afloat as you find yourself drawn into a brutal interstellar civil war.
Tips in Company Management
1- Invest in Training Pods and Pilots early on. Your pilots will be inevitably injured. If you have pilots with high enough guts, they will survive sometimes but will be out of commision for 60-90 days at worst. If you need a reserve pilot, they should have Bulwark at the least. Training Pods will give enough experience to get at least 2 of the Basic Skills without needing to take them out in missions. You should at least hire 4 spare pilots and only use the XP to level their skills when the need arises.
2- Unless you’re just 1 quarter away from a Bankruptcy, Always get 3 Priority Salvage slots when negotiating. Meeting a King Crab or Atlas with max Cbills and no Priority Salvage is the most frustrating thing you can experience. Even though you weren’t able to get all three salvage from mechs, every bit counts and you will still be able to complete mechs later.
3- Keep spare mechs mission ready if you can. Mediums are still viable at 4 Skull missions and can be used to supplement your lance if you find your some of your Heavier mechs under repair. Another thing is that Escort missions will most likely need mechs with significant sprint distance to keep up, you will need 1-2 mechs to get ahead to draw fire and keep the enemy from focusing the escortee. Most of the Fees per quarter are from Ship Upgrades and Pilot Salary. You can afford having a few spare mission ready mechs.
4- At the start of the Campaign, always go Extravagant until you hit 35-40 morale points. It’s a lot harder to boost morale later on when you need more C-bills to just maintain morale.
More of this sort of thing:
- Battletech: Achievements Guide
- Battletech: Contract Enemy Guide
- Battletech: Mechwarrior Tips and Tricks
- Battletech: Tips and Tricks for Beginners
- Battletech: Building your Lance