I have completed my first revision, so it is time to see if there is enough interest to actually run this thing.
The Kerensky Cluster Campaign is a player-run campaign system using Clan stock mechs. Players join one of the four invading Clan and battle each other for control of planets and the factories on them. Each Clan has a pool of mechs based on tabletop random assignment tables. Destroyed machines are removed; factories add new ones.
The full rules are available here, as is an easier-to-read map.
I anticipate running roughly one campaign turn every week, which would usually amount to 1-3 battles per Clan. I am hoping for around 10 players per Clan to start. Battle size is defender-based, so you do not need a full 12-man for every fight (and you may not want to wager that many machines anyway).
If you are interested in participating, please post here with your preferred faction (Ghost Bear, Jade Falcon, Smoke Jaguar or Wolf). We will try to self balance so each Clan ends up with roughly similar player numbers and skill levels. You do not need to own every Clan mech to play, but having a good spread would be beneficial. You may also want to check your stable against the mech tables since certain Clans make very heavy use of certain light and medium mechs.


The Kerensky Cluster Campaign: Now Recruiting
Started by Rekkon, Nov 15 2016 12:08 PM
9 replies to this topic
#1
Posted 15 November 2016 - 12:08 PM
#2
Posted 15 November 2016 - 12:28 PM
Try Kerensky Kluster Kampaign for more interest....it would at least polarize people to join or hate your unit.
#3
Posted 16 November 2016 - 07:21 AM
I will take Reading Comprehension Failure for $200, Alex.
#5
Posted 16 November 2016 - 03:40 PM
Rekkon, on 15 November 2016 - 12:08 PM, said:
I have completed my first revision, so it is time to see if there is enough interest to actually run this thing.
The Kerensky Cluster Campaign is a player-run campaign system using Clan stock mechs. Players join one of the four invading Clan and battle each other for control of planets and the factories on them. Each Clan has a pool of mechs based on tabletop random assignment tables. Destroyed machines are removed; factories add new ones.
The full rules are available here, as is an easier-to-read map.
I anticipate running roughly one campaign turn every week, which would usually amount to 1-3 battles per Clan. I am hoping for around 10 players per Clan to start. Battle size is defender-based, so you do not need a full 12-man for every fight (and you may not want to wager that many machines anyway).
If you are interested in participating, please post here with your preferred faction (Ghost Bear, Jade Falcon, Smoke Jaguar or Wolf). We will try to self balance so each Clan ends up with roughly similar player numbers and skill levels. You do not need to own every Clan mech to play, but having a good spread would be beneficial. You may also want to check your stable against the mech tables since certain Clans make very heavy use of certain light and medium mechs.
The Kerensky Cluster Campaign is a player-run campaign system using Clan stock mechs. Players join one of the four invading Clan and battle each other for control of planets and the factories on them. Each Clan has a pool of mechs based on tabletop random assignment tables. Destroyed machines are removed; factories add new ones.
The full rules are available here, as is an easier-to-read map.
I anticipate running roughly one campaign turn every week, which would usually amount to 1-3 battles per Clan. I am hoping for around 10 players per Clan to start. Battle size is defender-based, so you do not need a full 12-man for every fight (and you may not want to wager that many machines anyway).
If you are interested in participating, please post here with your preferred faction (Ghost Bear, Jade Falcon, Smoke Jaguar or Wolf). We will try to self balance so each Clan ends up with roughly similar player numbers and skill levels. You do not need to own every Clan mech to play, but having a good spread would be beneficial. You may also want to check your stable against the mech tables since certain Clans make very heavy use of certain light and medium mechs.
Me and at least more 5 members of our unit are interested!

(it's a shame there is no Steel Viper, since we are all Brazilians and SV has some Brazilian roots...)
Nicks are:
Dettman
Dianesion
Anarcho
Urdnot Mau
LordCrasher
#6
Posted 17 November 2016 - 06:45 AM
I actually computed the starting mechs for Steel Viper (as well as Nova Cat and Diamond Shark), but SV is problematic since they make significant use of the Battle Cobra and Crossbow, neither of which we have in MWO, which leaves them 20 machines short without an obvious substitution.
#7
Posted 22 November 2016 - 06:22 PM
One question: will the Omnimechs pilots be able to use any configuration ("variant")? Suggestion: yes, they should.
#8
Posted 25 November 2016 - 08:15 AM
Under the current rules, only the chassis matters, so yes omnimechs (and battlemechs) can use any variant when you go into battle. Example: I bid two Stormcrows for a particular battle. Once inside the lobby, the individual pilots of those machines can choose any variant they want (Prime, A, B, C, D). The only exceptions are heros and champions, which are not allowed.
This was partially done to represent the flexibility of omnimechs, but mainly it is for logistical convenience. I would wager most people do not own every variant of the machines they have mastered, and it is a lot more difficult to find someone with specifically a Stormcrow C, rather than just any old Stormcrow.
If/when I extend the rules for Inner Sphere factions, I will have to give additional thought on how to handle this issue for them. My current thought is still to only track chassis but with additional faction restrictions per variant. These restrictions (zero, one and unlimited) would dictate the maximum number of that variant allowed in any single battle. So a (completely arbitrary) example could be Davion Catapults: A1 (unlimited); C1 (1); C4 (none); K2 (1).
This would mean a Davion team could bring any number of Catapults they wished (assuming they owned enough), but at most one of them could be a C1, at most one of them could be a K2, and no C4s at all. In this way the faction distributions of variants boils down to "common," "uncommon" and "rare/nonexistent."
This was partially done to represent the flexibility of omnimechs, but mainly it is for logistical convenience. I would wager most people do not own every variant of the machines they have mastered, and it is a lot more difficult to find someone with specifically a Stormcrow C, rather than just any old Stormcrow.
If/when I extend the rules for Inner Sphere factions, I will have to give additional thought on how to handle this issue for them. My current thought is still to only track chassis but with additional faction restrictions per variant. These restrictions (zero, one and unlimited) would dictate the maximum number of that variant allowed in any single battle. So a (completely arbitrary) example could be Davion Catapults: A1 (unlimited); C1 (1); C4 (none); K2 (1).
This would mean a Davion team could bring any number of Catapults they wished (assuming they owned enough), but at most one of them could be a C1, at most one of them could be a K2, and no C4s at all. In this way the faction distributions of variants boils down to "common," "uncommon" and "rare/nonexistent."
#9
Posted 21 January 2017 - 08:07 PM
If this thing is still alive, I'd be interested.
#10
Posted 21 January 2017 - 08:10 PM
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