First Session: TBD Based on Interest
As an extension of Stock Mech Mondays from Mech Force Classic, I'd like to offer a Sunday session that's timed for the evening for European players and early morning/early afternoon for U.S. players. The plan is to do solely Inner Sphere mechs from the 3025 era. These will be fation based fights where players will be assigned to a faction and required to use the mechs from their faction for the battle.
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Basic Structure: Each session is made up of a mini-campaign.
Mini-Campaign Structure
Each campaign is made up of five scenarios with a sixth tie-breaker battle. A team must score 5 victory points in order to take the planet. The campaign starts with the invasion phase. The campaign startes with an Assault scenario and finishes with an Assault scenario. The campaign follows the structure below. If for any reason, both sides are tied at the end of the campaign, there is a tie breaker scenario a called Commander (see below).
Battle Structure: Assault -> Conquest -> Skirmish -> Conquest -> Assault
Victory Points Awards:
- Destroy All Enemies: 1 VP
- Complete Objective: 2 VP*
- Time Out - Draw - 1 VP for each team.
- Tie Breaker - 5 VP
*Note: For Skirmish games, destroying all enemies is only worth 1 VP even though it is the mission objective.
Deployment
This is an honor system. Players are adults and should be expected to pick a legal mech set up. If anomalies show up, a player can challenge and if everyone agrees they are in violation, a vote can be called to kick them from the game.
Deployment Rules
- Each player gets 275 tons per campaign and five mech slots.
- If a mech has been destroyed in a previous battle, it may not be used again for the campaign.
- If a mech receives critical damage, it may not be deployed in the next combat round.
- If you do not have a functional mech, you cannot participate in the next battle.
Mech Rules
- Only Stock Mechs, no custom mechs.
- Player may only deploy mechs from their faction.
- No Clan Mechs
- No Hero Mechs
- No Champion Mechs (exceptions will be considered for new players)
- Disallowed Equipment: Do not use Mechs with AMS, Streaks, Pulse, ER, Double Heat Sinks, XL, Artemis, NARC, TAG, UAC, LBX, Gauss, ECM, Ferro-Fiberous Armor, or Endo-steel
- All Modules and Consumables are Permitted.
Tie Breaker Game - Commander
Each side gets a commander. The commander has a special mech. Hero mechs must be taken if possible. They represent unique mechs that remain from the Star League. A commander mech can have any equipment, and does not follow the rules for the campaign. The only rule is they can’t have clan mechs. Below is the priority order for command mech selection:
Command Mech
- Hero Mech
- Champion Mech
- Custom Mech
Rules for the Commander
Each side has a commander in Skirmish game mode. If the commander is killed, the leaderless side must surrender by shutting down their mechs. Players may elect to play out and fight the scenario, but victory goes to the side that killed the commander.
Victory Points
- Kiled Commander: 5 VPs
If you're interested please respond here so we can begin planning.