The Meatgrinder: Walkthrough - Warenwolf/Flashpoints-of-the-Inner-Sphere GitHub Wiki
This should be unnecessary to mention but there will be spoilers in the text below. This page is intended for those players who may need a helping hand in completing a mission or two.
Battle of AFB-19
This is fairly simple defend the base type of mission, seeing how AI prioritizes targets. You will be attacked from three different directions eventually and your job is to distract the attackers.
First wave will come from the North-West while the second will consist of two lances attacking from North-East and South-East. The South-East lance is support lance, while North-East lance is combat lance with a Stalker assault mech.
The key is to survive long enough and ensuring that defense towers are activated and online will go long way since AI will prioritize attacking them. APCs bringing crews to the towers will also help since they will either sensor lock enemy mechs (for towers) or they will attract enemy fire. Deal with scout mechs or most closest mech first since they light up the buildings and your own mechs. As long as 1 building survives by 10th turn, you will win.
Lonesome Two
Here you will be operating in a demi-lance (half lance) formation with only two mechs. Opposition is initially just pair of Scorpion and pair of Manticore tanks. You don't need fast mechs for this one, even slow mechs will catch up with convoy (perhaps not the slowest ones though).
Go straight North (up) towards the road -see blue line on image over. The convoy is moving from East (right) to West (left) with cargo vehicles first and tanks trailing them. It is fairly easy to intercept the convoy but beware turning you back (as you chase the convoy) towards the trailing tanks, since particularly Manticores have a bite. As you keep destroying convoy (three trucks and an APC) eventually a light/medium lance will join the fight but will start on the very edge of the map, giving you ample time to deal with remains of the convoy and perhaps even escorts. The exfiltration zone is right by the intercept area and you can comfortable exit the mission with Leopard.
Hunter-Killers
In this mission you will be, just as Darius warns, be engaged by two enemy lances at same time from the moment you come in contact with one of the lances. Worse, you will find yourself in "enfilade" with one lance attacking your from the front and the another one attacking you from the left.
The key here is to travel as much to the mountain wall as possible - this means here that Riflemen and Trebuchet from enemy HK Support Lance (Riflemen, Trebuchet, Firestarter and Phoenix Hawk)) will not have direct fireline to your mechs. You can also choose to pull back, breaking sight-line to the HK-Combat lance (Orion, Hunchback, Wolverine and Firestarter) and force them to come to you, destroying them piecemeal.
Whatever you choose to do here, in case you don't have reserve mechs and reserve mechwarriors, play conservatively because you will be thrown in next mission with no chance to R&R.
The Meatgrinder
With no respite, you are thrown in next battle. Together with allied lance from Warrior House Kamata, you are to engage two enemy lances which will be joined by an air dropped third lance.
The key here is not being tempted to rush in and crest the hill, thereby putting you mechs in view of several enemy lances. Stay on the reverse slope and kill all enemy mechs that crest the hill yourself.
Warrior House Kamata lance may not be armed with heaviest mechs but they are very capable mech warriors and will dish out damage by virtue of hitting more than usual for AI. Do note that second enemy lance (Tooth of Ymir mercs) have an Stalker 3F assault mech. If you are not sporting full assault lance by this time in game, remember to rotate you mechs as they become damaged and keep disabling mechs by firing on their critical areas (if they got AC20 in Right Torso, target that first). The mission will end when all enemy mechs are destroyed.
Lunar Piracy
Key here is to go through the mission systematically and not to get overeager. The main danger is getting in fight in fire zones before defense towers (marked by red "X") are disabled and not watching your heat (in lunar biome heatsinks are only 60% as effective).
You will dropped off by the area marked by the blue "X". Pretty much immediately you will encounter garrison lance. Do not go into area marked as fire zone - instead wait for the enemy lance to come to you. Use the terrain to shield you from the turrets fire (three of turrets, named A1 to A3, are AC-10 and AC-5 type of turrets with sensor lock capability) until you have dealt with garrison lance.
When enemy lance has been eliminated, start destroying turrets one by one. Don't be tempted to rush in the upper area since enemy reinforcements will arrive (1 lance) with mechs coming from three directions (marked by red arrow).
What you want to avoid on this map at any cost is fighting both turrets and the enemy lance at same time.
Once both lances + turrets have been eliminated, capture the base and R&R. This is the last mission of the flashpoint.