First part is here (along with links to all the other parts). 5 parts so that each mission can get its fair shake, without too many threads
Chain of Ascension - The quintessential tug-of-war map. Pre-clearing areas is fun and helps, but spawn camping isn’t really a thing here.
It’s easy to miss just how close J’inara is from home pit, so it’s not unusual to realize too late and you lose. Bonus obj. can be REALLY annoying for some COs. You tend to get the big gun waves sicc-ed on you early on (we’re talking Carriers, BCs, and a good chunk of T2 units to boot).
Dead Of Night - Was a fan of the mission this is based off of in WoL, and also a fan of the zombie survivor scenarios that that mission was based off of. The 5 “hero infested”… Stank, Choker, Kaboomer, Spotter, and Hunter do provide for some nice variety in the roster of missions. If you’re a CO who’s fast to ramp up, this is frantic but fun to finish early (by Day 3, if not earlier). This mission can make good use of defenses and towers! Day night mechanic is neat. Unpopular opinion, but I like having only one base offering only 50% more resources vs. a typical 2-base setup. You get less resources, but it should be balanced out by the fact that you don’t need to expand (which helps towards quick finish)
This is one of the rare moments where I dread having a Tychus ally. If they wander too far off, or don’t make preparations vs. Chokers (one ally had Sirius turrets IIRC), they’ll get wrecked. I’ll do what I can to help, but it’s not always easy. This is a map where you really push, but is disguised as the opposite. Map is also cramped. It sucks if you have 2 COs who require a lot of building space. You can consolidate defenses vs. NE and SE entrances (helps on certain mutations), but that’ll further limit your building space. I’ve had to build supply depots and pylons at the SW part of the map after clearing those spots.
Cradle Of Death - It’s an escort mission, but at least you get to control the thing you’re escorting (so you can tell it to not run through enemy tower territory, or to not take so freaking long on rails). Update a while back did give Trucks a nice boost in speed. When they’re making their way to the empty pad, they seem to get a “kick of nitro”. Stone says “truck” a lot. After a while, I just substitute another word that rhymes with that, and it still feels appropriate. The way enemies just drop pod/warp right next to your truck does keep you on your toes. The mission can make good use of players who can set up a decent defense (unless you got someone who’s mobile and can go back to defend without missing too many beats)
Stone says “truck” A LOT. The way enemy forces materialize next to your truck gets obnoxious. The area going kablooie means you’ll have to flee and come back for Essence/biomass. Not sure why they changed the bonus obj. to keep the truck there.