Plenty of challenge in this mission as well. Another well made and interesting map, where fielding a full team of jump capable mechs is extremely beneficial (I always do this anyways, but others may not).
I brought in 1 Warhawk (Psycho), 1 Guardian (Ghost), 3 Mad Cats (Steel, Xenomorph and Venom), 1 Shadow Cat (Rooster) and 2 Cougars (DeathFX and Wicked). I salvaged Claymore into a Highlander IIC (which he was later relieved of by an Atlas strike).
The main base was guarded by an Atlas and some 20 Hunchback IICs, in addition to several vehicles and roaming Hollanders and Razorbacks. We destroyed the turret generator to minimize the risk, and carefully jumped our full company into the rear of the base, using the steep incline to take cover. After taking out the base defenders we were immediately greeted by a counter assault, consisting of 2 groups of 8 mechs (3 Atlases and 5 Bushwackers each), in addition to a handful of additional Razorbacks. I salvaged a couple of Hunchback IICs (Meat and Payback), took a deep breath, and turned my guns to meet this new threat.
We used the walls of the base to take cover, but the counter attackers had significant indirect fire capabilities. Still, indirect fire proved preferable to taking the full punishment of the counter attackers' arsenal. We used the base's repair bays to patch up wounded mechs, and fought a slow battle of attrition, which we eventually won.
Nuke, Wolfman and Gunner were all brought in to pilot Atlas mechs, and any rebel stragglers were easily dispatched.
Fighting off the counter assault. Wearing down the attackers.