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Mech Hammer Gold

Game Name: Mech Hammer Gold
Console: PC
Reviewed: Unknown

What- MechCommander Gold
When- 3060, during Task Force Serpents counter-offensive
Where- Crossroads planet Port Arthur, and Star League Outpost Cermak
Who- Davion guards versus Clan Smoke Jaguar
Why- Big Mechs, BT story and good strategy.

What (is it?)- MechCommander was released in '99, with the Gold edition (with a mission editor and a second campaign on Cermak) coming out about a year later. The Gold edition is superior- with the editor, more weapons, more vehicles, as well as everything in the original.

When (does it take place?)- The 31st Century saw a massive conflict- an ex-Star League defence force, divided into (and known as) Clans, launched an offensive that Hitler would have been proud of. Millions of planets were captured, and the Inner Sphere forces were as effective as the Polish cavalry was against the German armour.

However, the Clans were eventually stopped by inventive and, according to the Clans, dishonorable tactics. While the Clans regrouped for another assualt, the IS houses rallied, and, while the Clans fought each other, launched a massive counter-offensive on one of the Clans- the Smoke Jaguar. Thousands of planets were selected for a blitz-attack, with the most important one being Port Arthur. The Clanners arent expecting such an attack, but they are far from unready...

Where (does it occur?)- First of all, you must liberate Port Arthur from the Clans. It is an important transport hub in Smoke Jaguar space- it has large amounts of infarstructure, including a large spaceport, and an even larger military. Hundreds of local militia are armed with IS Mechs and armour, but they are not they main threat- the Clanners have over a hundred Omni-Mechs of various types. A single heavy Omni-Mech can hold off a lance of IS heavies. There are also a large number of orbital guns, which reduces the number of LZs for the Davions Dropships. Ironically, it was these guns that almost stopped the Clans in the 3050 invasion. Fortunetly, there are also rebel forces on the ground, who are willing to assist any way possible, by supplying you with information, weapons, and occasionally 'loaning' you a Mech and pilot.

Following your liberation of Port Arthur, you are then mobilised to nuetralise a renegade Smoke Jaguar commander, Marcus Kotare, who has set up base at the ancient Star League outpost Cermak- the planet is nothing more than a wasteland with a number of firebases and command posts. Kotare is unstable, and was under arrest for war atrocities when Task Force Serpent attacked. Command doesnt know what he is doing, but it cant be good...

Who (is involved)- There are 2 sides- the Clan Smoke Jaguar, who is holding its gains from the 3050 offensive, and the Inner Sphere forces, specificly the 1st Davion Guards of Task Force Serpent, who is attempting to liberate the planet of Port Arthur from the Jaguars.

All of the Clans, from Wolf to Ghost Bear, are known for their brutality, but they all pale in comparison to the Jaguars. During their offensive, they completly destroyed the peaceful planet of Turtle Bay. And when they fight, they hold nothing back- they willingly use full Binarys of heavies to wipe out a single IS light lance. Fortunetly, they are still restricted by the traditions of the Clan wars and Trials, which takes away some of their commanders initiative.

Early in the campaign, most of the enemies forces will be of 2 kinds- armoured units, mainly light tanks such as J. Edgars and Harrassers, and Bondsman units- captured and brainwashed IS pilots, now fighting for the Clans and using IS Mechs; easy to fight and defeat, but they do serve a purpose. That is, simply, to hold up your forces while the OmniMechs move in- Large, fast, heavily armed and armoured, piloted by the best Clanner pilots. Much more capable than the IS chassis, they can still be taken down... all it requires is a bit of strategy.

During the Cermak campaign, the Bondsman are gone- since the planet was abandoned, there were no locals to impress into the military. Instead, you will only engage Clan OmniMechs, and also some elite pilots, who have customised their Mechs with heavier armour and more unique weapons- you will encounter a Vulture with a Railgun, and a Masakari with half a dozen X-Pulse Lasers. You will even engage the Clan Star Colonel, Marcus Kotare, in the final mission, before he can initiate his plan...

Your commander, Colonel Reeves, is a hard nose women who knows how to get a message across, knows the tactical and strategic situation of any operation, and how to motivate the troops. The way she gives your briefings is impressive, getting to the heart of the situation and giving you any information needed. Her style remains when she is put in charge of the Cermak operation, and is even more convincing.

Finally, you have the heart of your force- the MechWarriors. Each pilot has there own strengths and weaknesses in piloting, gunnery, jumping, and sensors, their level of skill that affects their prefered Mech size, as well as individual radio-chatter and portraits. You'll come to know Countess from her nasal voice, Gunman from his gruff manner, and the Elite Paingod from his calm under fire.

Why (should you buy it?)- Several reasons, with most of them only applying to the Gold edition-

Customized forces- you can have up to a full company (3 lances, 4 units each) under your control, limited only by weight according to commands 'strategic situation assessment' (which, as you will find out in manual, is a load of bull to most commanders). The forces you send into battle can be adjusted as much as you like- pick the Mechs, the pilots, the weapons, assign them to lances, and go into battle.

With 13 IS Mechs for purchase (the 25t Commando, the 30t Firestarter, the 35t Raven and Stilletto, the 45t Hollander II, 50t Hunchback, the 55t Centurion and Bushwacker, 65t Catapult, 70t JaggerMech, the 80t Awesome, 85t Mauler and the 100t Atlas), and another 11 Omni-Mechs that can be salvaged from the battlefield (30t KitFox 'Uller', 35t Cougar, 45t ShadowCat, 50t Hunchback IIC, the 60t Mad Dog 'Vulture', 65t Hellbringer 'Loki', 70t NovaCat and Summoner 'Thor', 75t Timber Wolf 'Mad Cat', 85t Warhawk 'Masakari', and the 95t Turkina), plus a huge variety of weapons (Pulse Lasers to X Pulse Lasers, Large Lasers to ER-PPCs, SRMs to Thunderbolts, LBX-AC-5s to Ultra AC-20s, Gauss Rifles to Long Toms) and over 2 dozen pilots of various backgrounds and skill, you can modify your combat units as much as you want.

There are also several armoured vehicles, including J. Edgar tanks, SRM carriers, Swiftwind scout cars and Shrek PPC carriers. Although not as fast, powerful or versatile as the Mechs, they are still deadly in the right hands, and much cheaper. However, in the campaign, you will be limited to only 1 combat vehicle, and several non-combat units such as minelayers and repair vehicles.

Strategy > Run-and-gun- Sending your force headlong into a fortified Clan base will result in a lot of scrap metal- unfortunetly, most of it will be from your own Mechs. Tactical use of different weapon systems, automated defence networks, and special units such as Jump-jet equipped Mechs and Minesweepers all play a role. Have a light Mech start a forest fire, then get the attention of a group of Clanners- they will see numerous contacts on their sensors, and persue them. While they are away, have you main force flank them, capture the base they were defending, and then shoot them in the back. Use artillery strikes to blow holes in walls, lead enemy tanks into minefields, and more.

Individual units- The Mechs are all standard; the pilots arent. With each Warrior having his/her own remarks on movement (I'm stoppin', Theres no way through here, Sir this way is blocked), sensors (I think I have a new contact, I'm picking up a new contact, My sensors are picking up a new contact), and combat (My armours like paper, Thats it I need a new target, Swingin' for the fences, I'm taking harrassing fire), with their own identifiable voice and portrait (and an animated one for important messages), you can quickly ID which Mech needs your attention, or support. And although it can become repetative after a while, it is still better than having generic voices for all of them. (Although the armoured units do share the same voice...)

Mission Editor- the Gold version comes with 3 single missions, and an editor. With this editor, you can create single or multiplayer missions. Create the terrain, structures, mark your LZ, place enemy and friendly units and give them patrol paths or areas to guard, select what support and finance you receive, then go out and take the enemy down.

Multiplayer- Online play has a number of options, with King of the Hill and standard 'deathmatch'- where players take control of their forces, and have to destroy their opponents. Each side is issued with resource points, say 200000- if there is one player per side, each player gets the full amount, and command of a full company. If there are 2 or 3 player per side, the money and sunit size is divided, with 2 getting 100000 and a lance and a half each, and 3 getting 66666 and a single lance each. This helps even sides if there is a 3 against 1...

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