Requiem for Ronin: Walkthrough - Warenwolf/Flashpoints-of-the-Inner-Sphere GitHub Wiki
By this point in the game, I will assume that you are familiar with the game mechanics and I will only provide walkthrough on few selected parts of the flashpoint.
It should be unnecessary to mention but there will be spoilers ahead. This page is intended for those players who may need a helping hand in completing a mission or two.
After completing the first mission in the flashpoint, your crew will face you with a dilemma after the debriefing - giving Argo spacers and MechWarriors some rest on a nearby casino barge or keeping the top performance for the upcoming missions - you either take -5 morale hit (by denying them R&R) for 28 days or you lose 2500 tech points (slower repair speed) and 25 000 but gain +3 morale for 7 days. Last choice will get some of your MechWarriors hurt down the line.
After you complete second mission (easier than the first mission in the flashpoint, only two stars opponents), Darius will inform you that there is crises onboard the Argo. If you have sent people to party on the casino barge, he will inform you that we have sustained casualties in a terrorist attack onboard the casino barge. If you have not, he will inform you that a terrorist attack has happened with no further info.
You will also need to do quick response insertion on a local moon in order to deal with few enemies - having few mercenaries wounded and perhaps few of the crew tired from previous deployment will reduce the number of the MechWarriors available for the mission. If Farah is here, she might give you tip that not everything is OK with next mission.
Regardless of your choices you will be limited to 350 tons for your next deployment.
There are several ways of dealing with this mission. The main difficulty in this mission, beside heating issues and no cover on a lunar biome, is the time to kill - if you follow the objective list, you are supposed to engage with the Ronin Vanguard lance - however soon after attacking them, your flank will be hit by Ronin reinforcing lance, which arrives with two "artillery" Stalkers that will soon start hitting your 'Mechs with powerful LRM barrage.
The most straight forward way of dealing with this mission is to have ECM equipped lance which has powerful weapons that can quickly kill Vanguard lance (modified Marauder, Archer, Ostsol and Crusader) while using ECM cover to limit effects of the LRM barrage from the reinforcing lance. At least one of your mechs should be of the fast variant which can draw enemy attention using evasion to stay safe. Vanguard lance is geared towards close combat, with particularly Ronin Marauder being dangerous, having 2x AC/20 equipped. Point being - hold your distance...
Alternative tactics to the one above is to engage the reinforcing lance first (2x Stalkers, Marauder and Firestarter). Compared to Vanguard lance it is a range focused lance and you will be attacking over open area with no cover but Stalkers are thinly armored and can be relatively easily disabled. This approach too benefits from a fast mech, using its speed as protection while drawing attention of hostile mechs from your slower but more powerful units.
Regardless which method you choose note that most enemy mechs have weaknesses (Archer in the brawler configuration is useless over long range, Stalker have armor that is equal to that of a medium mech, etc...) which you as player can exploit. This is also a mission where your mech's will sustain damage. Enemy pilots are veterans so your builds should not rely on reduced armor especially if they are slow
Also note that damaging two mech (taking out some or all of their their weapons) can be long term more beneficial than spending turns of your own mechs to kill one hostile mech, which is contradictory to how one plays vanilla missions.
In this final mission, you will be deploying in the area marked by the blue rectangle. You will be reinforced by a Rasalhague lance, Draken Lance (Archer, Orion, Shadow Hawk and a Vulcan) with veteran pilots. While keeping them alive is secondary mission (the mission will not fail if they die), keeping them alive as long as possible makes this mission far more easier. It goes without saying that you should deploy your heaviest equipment - you are operating in hot, hilly biome. The mission will be long, so your builds should not rely on reduced armor and ammo for only 6-7 turns.
The initial enemy lance, C2IS Lance (Battlemaster, Crusader, Phoenix Hawk and Vulcan 5T), will be quickly reinforced by an enemy quick response lance (Archer, Shadow Hawk, Trebuchet and Rifleman) so your advantage in numbers will quickly disappear.
As you keep on fighting, additional enemy forces will be deployed in a final wave - an enemy support lance (2x LRM "Artillery" Stalkers, Warhammer and Ostsol) + Ivanova taking the field in her Atlas.
The positioning in this mission is the difference between a hard won victory with heavily damaged 'Mechs or a routine mission with few tense moments.
The key here is not to overextend and be aggressive but rather exploit the fact that enemy reinforcements, depending on your tactics will not start with line of sight on your 'Mechs. You should keep your lance on the side of the hill, perhaps fighting on the top of the hill where you started, keeping the hill and terrain between you and the final enemy reinforcements. This will force the enemies to walk towards your position, never being able to use all their 'Mechs to target the individual BattleMechs in your lance.