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Stock Mech Campaign - The Chaos March


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#1 Seth

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Posted 29 November 2016 - 07:08 PM

Rather than tack this onto the 10 page stock mech mayhem thread, I'll add the scenarios of this campaign to this thread instead. This campaign will consist of three to four scenarios over the next 3-4 weeks and will focus on the Chaos March. This scenario will start on Wednesday, Nov 30, at 930pm EST on the CJF TS3 server. Address is ts.clanjadefalcon.com, no password.

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Soon after the Clan Invasion, the Chaos March was born. Roughly occupying same region as the long dead Terran Hegemony, it was an area of shifting borders and instability consisting of pockets of planets that were contested between the various Successor States or of worlds that had rejected Successor State rule entirely and struck out on their own. The Lyons Thumb was an area of the Federated Commonwealth that existed between the previous Federated Suns and Lyran Alliance, the two halves of the Federated Commonwealth that were just at the brink of civil war. Though the Lyons Thumb was a part of the Federated Commonwealth, the worlds were under the “protection” of Draconis Combine peacekeepers.

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In this first scenario, mercenary units believed to be under the employ of the Draconis Combine the Lyran Alliance have struck at worlds on both sides of the border. After centuries of constantly fighting each other, both sides are convinced the other is behind the mercenary attacks on their own forces. This scenario will consist of five rounds and the teams will be fixed throughout the scenario. The technology level will be restricted to Tech Level 2. Clan Mechs will not be allowed except where otherwise noted. Balance will be achieved by giving the losing team an extra five tons per Mech in the next round. Hero Mechs will not be allowed.

The Campaign

ROUND 1 - SKYE

Map: Viridian Bog

Time of Day: Random

Average Tonnage: 30 tons per player

A Skye milita unit has detected a force of enemy light Mechs in the bogs outside of the capitol city of New Glasgow. The militia must stop the attackers from reaching the capitol. The defenders can attempt to outright destroy the attackers or hold the area long enough for heavier reinforcements to arrive to prevent the attack.

The Skye militia can choose to either engage the enemy outright or to prevent the enemy from gaining passage through the swamp.

Mission 1:

Mode: Skirmish

The outraged defenders can choose to destroy the unknown attacking force.

Mission 2:

Mode: Domination

The defenders can choose a more cautious strategy and try to hold the area long enough against the unknown force for reinforcements to arrive.

ROUND 2 – NEW GLASGOW

Mode: Capture

Time of Day: Night

Average Tonnage: 45 tons per player

While the Skye Militia valiantly fought to hold against the surprise attack, the force they faced was merely a diversionary one meant to draw them out of the capitol. The attackers, under the cover of ECM, snuck through the Bannockburn Bog unopposed and have their choice of sacking either the business or industrial districts of New Glasgow. The remaining Skye militia must meet the invaders and prevent as much destruction as possible. By sheer coincidence, both sides can count a single salvaged Fenris (Ice Ferret) among their BattleMech forces. Both sides have enough clan weapons to quickly build a Prime or Alternate Configuration-A loadout.

The attacking mercenaries must include at least one ECM equipped Mech in their drop deck. Both sides have can include a single Ice Ferret Prime or A in their force. The attackers may choose to attack one of two areas of the Capitol.

Mission 1:

Map: Crimson Strait

The heart of New Glasgow lies in the business district. If the attackers manage to destroy enough of the district, the entire planet could be faced with an economic disaster.

Mission 2:

Map: River City

The industrial output of Skye, and to an extent the entire Isle of Skye, depends on the industrial might of New Glasgow. A successful attack here could dampen the military and civilian production output of the planet for a year or more.

ROUND 3 – YORII

Map: Forest Colony

Mode: Assault or Domination (Defender’s Choice)

Average Tonnage: 35, 45, or 55 tons (Attacker’s Choice, choose second)

Time of Day: Night

While Skye is being attacked, planets under the protection of the DCMS, including Yorii, are also facing attacks of their own. Yorii’s main industry, off-shore mining, is being threatened by a mercenary attack force, seemingly at the behest of Lyran employers. While under the protection of the DCMS, the Combine has enjoyed very favorable access to the heavy metals extracted from the mining operations. That, coupled with the fact that the DCMS has been obligated to garrison the world, is reason enough to drive off the mercenary force. Both the mercenary force and the DCMS garrison are being anchored by Cyclops BattleMech. Additionally, both sides have an Uller (Kit Fox) Clan OmniMech among their Mech forces, though the lack of a Clan Gauss Rifle prevents the ability to outfit it to the alternate-A configuration.

Both teams must include a single Cyclops in their force. Both sides may also include any Kit Fox other than an KFX-A. The defenders will first choose the game mode, between assault or domination. Then the attackers will choose the team tonnage.

ROUND 4 – BEHR

Map: Terra Therma

Mode: Capture or Skirmish (Attacker’s Choice)

Average Tonnage: 35, 45, or 55 tons (Defender’s Choice, choose first)

Time of Day: Random

The same mercenary outfit has also attacked Imbros III. The mercenary unit has chosen to first land on one of the planet’s moons, Behr. The moon, a hellscape of volcanoes criss-crossed by rivers of lava along its equators, is home to a lucrative mining operation. The chosen site of the attackers necessitates that only Mechs equipped with Jump Jets be used to navigate the treacherous terrain in relative safety. The attackers may choose to attempt to either destroy the industry on the moon or to attack the DCMS garrison directly. The terrain does give the DCMS garrison the advantage of time, allowing them to force an engagement between fast & light Mechs or a slower & heavier force. Anticipating the need for jump capability, both sides have managed to field a Clan Thor (Summoner) OmniMech.

The defenders will first choose the tonnage of the match followed by the attackers choosing the mode. Both sides must have jump jets equipped on all Mechs. A single Summoner may also be piloted by both sides in any of the configurations.

ROUND 5 – IMBROS III

Map: Tourmaline, Canyon Network, or Caustic Valley (previously defeated team’s choice)

Mode: Domination

Average Tonnage: 65 Tons per Player. There is no bonus for the previously defeated team in the last round.

The planet Imbros hosts only modest resource extraction operations in its deserts. The true value of the planet has always been in the strategic location on the Lyran/Combine border and the ability to be used as a base of operations for striking farther into each of the two realms. The force that had been defeated on the orbiting Behr, has lifted off from the moon to link up with reinforcements on the planet’s surface. One of three desert-like locations have been selected as a suitable rendezvous point. The side that manages to secure the surface will be able to use the planet for further strikes into the enemy’s territory. Both sides managed to salvage their own Clan Thor (Summoner) from the previous battle, though the damage to the irreplaceable Clan weapons precludes each force from using the same configuration as before.

There is no tonnage bonus in the final round. The previously defeated team will be able to choose one of three desert maps for the battle to take place on. Both sides will be able to bring a single Clan Summoner. If the team brought a Summoner in round four, they cannot use the same configuration in round five.

Where To Join In

Matches will be organized on the CJF TS3 server. The address is ts.clanjadefalcon.com, no password. The start time will be on Wednesdays at 9:30 pm EST, though we might have a couple of warm up matches while we wait for stragglers. No sign-ups required, all are welcome!

Quote

FAQs
Q:Where can if find information on the different tech level loadouts?
A:Tips and information on the stock Mech matches can be found on the official forums here.

Q:Do I need to build the Mechs myself?
A:No, there's an option in the private lobby that temporarily resets your Mech back to the stock loadout. HOWEVER (!), you do need to have a valid build on your Mech. That means, it needs an engine, enough heatsinks, and at least one weapon. If your Mech has a red icon in the Mech Lab, it's missing something.

Q:Do I need to own the Mech to play with it in a stock match?
A:Yes. If you're missing Mechs for a tech level (see the forum link above), you can take a trial Mech and their champion build will be reset to the correct stock build.

Q:Are there any restricted Mechs?
A:Other than those noted above, only Tech Level 1 and 2 Inner Sphere Mechs will be used.

Q:Will this be streamed for me to watch?
A:You can watch it from my point of view here: https://www.twitch.tv/jfc_seth.

Edited by Seth, 30 November 2016 - 11:22 AM.


#2 Saori Arai

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Posted 29 November 2016 - 08:08 PM

Sounds like fun. When does it start?

#3 Seth

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Posted 29 November 2016 - 08:28 PM

A great question! I added the time, but not the day. These will be held on Wednesdays at 9:30pm EST.

#4 Saori Arai

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Posted 02 December 2016 - 07:06 AM

Cool, I'll look to be there with my Jenner / Panther. How do you enforce stock usage?

#5 TygerLily

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Posted 02 December 2016 - 08:07 AM

View PostSaori Arai, on 02 December 2016 - 07:06 AM, said:

Cool, I'll look to be there with my Jenner / Panther. How do you enforce stock usage?


There a new button for private lobbies that b temporarily reverts all player's Mechs back to stock. Customize your Mechs for the regular queues however you want! The lobby does all the work

Edited by TygerLily, 02 December 2016 - 08:08 AM.


#6 Seth

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Posted 07 December 2016 - 06:00 AM

This scenario is the second in the Chaos March campaign. This week’s scenario represents the beginning of the Skye invasion of the Ko, a planet that has historically been a part of the Skye region, but has been garrisoned by DCMS “peacekeepers”. Next week’s scenario will conclude the invasion of the Ko system and will be the lase in the Chaos March campaign. This scenario will start on Wendesday, Dec 7, at 930 PM EST on the CJF TS3 server. Address is ts.clanjadefalcon.com, no password.


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Planets within the Lyon’s Thumb, though technically a part of the Federated Commonwealth, have been garrisoned by Draconis Combine military forces at the request of Comstar. It was these garrison forces that were attacked by mercenaries believed to be employed by Lyrans. Though the mercenaries failed to dislodge any of the DCMS garrison forces, the fact that they were attacked at all is all the excuse needed for the DCMS to build up their military forces and to annex the planets within the region. The Lyran planet of Skye, too, was attacked by a Draconis Combine unit. Skye defense forces were able to destroy most of the unit that attacked them before they could retreat off-planet. Not satisfied with simply repelling an attack on the planet of Skye, the First Skye Jaegers have mustered their forces to avenge their fallen brothers and to free fellow Lyrans of Combine occupiers. This task force has set their eye on the planet Ko, the planet to which the Skye attackers are believed to have retreated to.

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In this scenario, the DCMS have taken advantage of the previous attacks on planets within the Lyons Thumb as an excuse to increase the strength of the military garrisons on the planets within the region. Likewise, forces loyal to the Isle of Skye have answered the call to action to avenge the attack on their capitol and mustered a sizeable force to follow and destroy the Combine unit and free Lyran citizens within the Ko system. Upon entering the system, the First Lyran Jaegers have committed the majority of their forces to the main planet and smaller auxiliary forces to each of the planet’s moons. This scenario will consist of five rounds and the teams will be fixed throughout the scenario. The technology level will be restricted to Tech Level 2. Clan Mechs will not be allowed except where otherwise noted. Balance will be achieved by giving the losing team an extra five tons per Mech in the next round. Hero Mechs will not be allowed.

The Campaign

ROUND 1 – PALAS: INFORMATION IS AMMUNITION

Map: Mining Collective

Time of Day: Random

Average Tonnage: 45 tons per player

One of three moons orbiting Ko, Palas is the smallest and outermost of the three. Incapable of holding onto anything more than the thinnest shell of an atmosphere, the surface of the moon is essentially a vacuum. However, its relatively low gravity and proximity to the planet of Ko allows it to serve as a logical waypoint for cargo being transferred in and out of the system while waiting for a jumpship. Two locations on the moon have been targeted by the Skye invaders. The first target is the main depot for cargo awaiting pickup. Both the attacking and garrison units count a salvaged Fenris (Ice Ferret) Clan Omnimech among their Mech forces.

The Skye invaders must learn as much as they can about the force disposition of the military units on Ko. They can choose to secure control of the depot or to attempt to capture the moon’s garrison commander. Both forces have at their disposal a single Ice Ferret in all the possible configurations.

Mission 1:

Mode: Skirmish

The Skye invaders can engage the garrison force directly to capture their commander alive. The commander no doubt possesses information on the strengths of the military units on planet as well as information about the mercenary unit that attacked Skye.

Mission 2:

Mode: Capture

The Skye invaders can attempt to take control of the depot to search through the depot’s computers for communication and shipment tracking logs that could inform the invaders of the strength of the DCMS force on Ko.

ROUND 2 – PALAS: THE BEST DEFENSE IS A GOOD OFFENSE

Map: HPG Station

Average Tonnage: 55 tons per player

The Skye invaders, relying on dated information, found neither the Palas’ garrison commander nor gained the cache of data they had hoped at the depot. While the invaders regroup outside of the perimeter of the moon’s HPG compound, the garrison commander is not content to merely wait for the inevitable attack. He has rallied the bulk of his Mech force at the compound to face the invaders head on. Both sides now have available to them a Dragonfly (Viper) Clan Omnimech: For the DCMS, one which had been stationed at the HPG station during the initial assault and for the Skye invaders, one which had been found in storage at the depot. Additionally, nearly a company’s worth of new Panther PNT-10Ks that had recently shipped to the Ko system. The DCMS force was unable to prevent the Skye invaders from making off with a few examples of the new design.

The DCMS force can choose to fight the Skye attackers in one of two ways. They can either attack the invading force directly during their assault on the HPG array or attempt to find and eliminate their commander at their mobile HQ. Both sides must include at least one Panther PNT-10K among their forces. Both forces can employ a single Viper in any of its configurations. Additionally, if the Ice Ferret wasn’t used in the first round, it can be used here.

Mission 1:

Mode: Domination

The DCMS force knows the Skye invasion force will attempt to capture the HPG array. Honor demands these invaders to be met on the field of battle.

Mission 2:

Mode: Assault

Those who would attack their betters deserve no respect and should be shown no honor. Eliminate the enemy commander and route the invasion force. Take caution that your own commander is not captured, however.

ROUND 3 – VALENCIA: MAKE WAR NOT LOVE

Map: Terra Therma

Mode: Skirmish

Average Tonnage: 50, 60, or 70 tons (Attacker’s Choice, choose second)

Valencia is the middle of the two moons in terms of orbit. The surface temperatures on Valencia stand in stark contrast to the sub-zero surface of Palas. Valencia endures a perpetual gravitational tug-of-war between its sister moons and the planet Ko. The angry surface reflects the tortured crust of the moon. The constant churning of deep mantle elements to the surface makes the otherwise inhospitable surface attractive for easy mining of metals, ores, and radioactive isotopes. This operation has been heavily guarded by the DCMS forces in system. The Skye invasion force cannot permit this garrison force to remain intact if they are to free the citizens of Ko from the Combine. Due to the dangerous terrain, only jump capable Mechs can be deployed here. The commanders of both forces happen to be piloting a recently upgraded Dragon DRG-5N. Additionally, both forces can field a Shadow Cat Clan Omnimech and have enough Clan weaponry on hand to outfit any of its common alternate configurations.

Both teams must include a single Dragon DRG-5N in their force. Both sides may also include any Shadow Cat other than the SHC-P.

ROUND 4 – FIONNA: BECAUSE ITS THERE

Map: Alpine Peaks

Mode: Capture

Average Tonnage: 40, 45, or 55 tons (Defender’s Choice)

Of the three moons, Fionna is the least hostile to human life, though the thin atmosphere requires a breathing apparatus for those not accustomed to the low oxygen. Fionna was terraformed by the Star League to support a large population that could have plentiful access to water and arable land. The fortunes of Fionna declined with the fall of the Star League. The technology to maintain the temperate climate of Fionna degraded and failed and, over the centuries, Fionna has returned to the frozen wasteland the first settlers encountered. The moon still supports a small population of settlers as well as a garrison of Draconis Combine warriors. The garrison on Fionna is aware of the attacks on Ko and the other moons and can choose to face the Lyrans with a light screen of Mechs or to wait until they have mustered most their Mech forces to face the invaders with. Both sides must reinforce the mountainous area before the Lyrans move onto the abandoned Star League era city. Both forces have a Clan Thor (Summoner) Omnimech available to them for this mission.

The defenders will choose the average tonnage for the teams. A single Summoner may also be piloted by both sides in any of the configurations.

ROUND 5 – FIONNA: IF THESE WALLS COULD SPEAK

Map: Frozen City

Mode: Previously defeated team’s choice

Average Tonnage: 65 Tons per Player. There is no bonus for the previously defeated team in the last round.

This location is the remains of the largest city built on Fionna during the height of the Star League. As the terraforming equipment failed, the ice that had once covered much of Fionna returned. Over the centuries, the city has been lost to the ice. However, the remains of the city provide effective cover for the outgunned DCMS garrison to use as a base from which to strike out and harass the larger Lyran invasion force. For the Lyrans, this cannot be permitted. For the Combine, tying up the Lyrans here will prevent them from assisting in the invasion of the planet below. Both forces have at their disposal a single Clan Nobori-nin (Huntsman) Omnimech.

There is no tonnage bonus in the final round. The previously defeated team will be able to choose any of the game modes for the match to take place on. Both sides will be able to bring a single Clan Huntsman in any configuration other than the HMN-P.

Where To Join In

Matches will be organized on the CJF TS3 server. The address is ts.clanjadefalcon.com, no password. The start time will be on Wednesday at 9:30 pm EST, though we might have a couple of warm up matches while we wait for stragglers. No sign-ups required, all are welcome!

Quote

FAQs
Q:Where can if find information on the different tech level loadouts?
A:Tips and information on the stock Mech matches can be found on the official forums here.

Q:Do I need to build the Mechs myself?
A:No, there's an option in the private lobby that temporarily resets your Mech back to the stock loadout. HOWEVER (!), you do need to have a valid build on your Mech. That means, it needs an engine, enough heatsinks, and at least one weapon. If your Mech has a red icon in the Mech Lab, it's missing something.

Q:Do I need to own the Mech to play with it in a stock match?
A:Yes. If you're missing Mechs for a tech level (see the forum link above), you can take a trial Mech and their champion build will be reset to the correct stock build.

Q:Are there any restricted Mechs?
A:Other than those noted above, only Tech Level 1 and 2 Inner Sphere Mechs will be used. Hero Mechs will not be permitted.

Q:Will this be streamed for me to watch?
A:You can watch it from my point of view here: https://www.twitch.tv/jfc_seth.

Edited by Seth, 07 December 2016 - 11:53 AM.


#7 darthJaeger

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Posted 08 December 2016 - 11:40 PM

The Chaos March, Scenario 2 Skye invasion of the Ko has been added to mwo.premade.team for players and drop commanders who like to organise drop rosters beforehand.

Some demo screenshots ...

http://mwo.premade.t...%20Creation.jpg

http://mwo.premade.t...am%20Roster.jpg

http://mwo.premade.t...%20Creation.jpg

http://mwo.premade.t...0allocation.jpg

http://mwo.premade.t...0engagement.jpg

http://mwo.premade.t...%20Building.jpg

Edited by darthJaeger, 09 December 2016 - 04:35 AM.


#8 Seth

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Posted 14 December 2016 - 01:12 PM

This scenario is the final one of the Chaos March campaign and will conclude the invasion of the planet Ko. It will also be the last one of 2016 and the Clan civil war campaign will begin in January. This scenario will start on Wednesday, Dec 14, at 930pm EST on the CJF TS3 server. Address is ts.clanjadefalcon.com, no password.

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The elite defenders of the Isle of Skye, the First Skye Jaegers, have responded to an attack on their capitol of Skye by following the unit that attacked them to the planet Ko. The unit is believed to be either under the employ or a part of the DCMS unit, Fifteenth Dieron Regulars. Ko is a planet that historically been a part of the Isle of Skye, but now finds itself effectively occupied by DCMS peacekeepers. Taken together, the two factors were reason enough to spur the entire First Skye Jaegers invade the system to free they Lyran citizens there and begin to eject the DCMS from the entire Lyon’s Thumb. Unbeknownst to both the Lyran and DCMS forces, the initial attacks on Skye and planets within the Lyon’s Thumb were not conducted by elements of either side, but rather a criminal organization within the Draconis Combine, the Black Dragon Society. By sparking a war between the two factions, they Black Dragon Society aims to restore all territory lost over the centuries to other houses and the invading Clans to the Draconis Combine and to end the recent policy of Inner Sphere wide cooperation in favor of Combine eminence.


Posted Image


In this scenario, the First Skye Rangers have landed their main invasion force on the planet Ko while smaller auxiliary units attempt to take the moons orbiting the planet. The Fifteenth Dieron Regulars must hold out long enough for DCMS reinforcements to arrive. Time, however, is the side of the Fifteenth Dieron Regulars. Theodore Kurita, Coordinator of the Combine, spurred by the attacks on his forces in the Lyon’s Thumb, has mobilized the Combine military to enter the region in force and annex the planets of the Lyon’s Thumb permanently. This scenario will consists of five rounds and the teams will be fixed throughout the scenario. The technology will be restricted to Tech Level 2. Clan and Hero Mechs will not be allowed unless otherwise stated.

The Campaign

ROUND 1 – FOOT IN THE DOOR

Map: Canyon Network

Mode: Capture, Domination, or Assault (DCMS choice)

Average Tonnage: 45 tons per player

Though much of the planet is quite temperate, the capitol city of Jarlton is situated in one of the few deserts scattered across the planet. The First Skye Jaegers have sent a fast force to raid a depot on the outskirts of Jarlton. The DCMS, having had enough forward warning, have taken precautions to guard their munition and repair parts supply against attack. As such, they have the option available to store their spare parts in one or several locations. Anticipating the uneven terrain of the depot, both forces have assigned a Clan Shadow Cat Omnimech to help in the fight.
Objective: The DCMS force has the option of selecting between Capture, Domination, or Assault game modes. Both sides have available to them a single Shadow Cat in any of the configurations.

ROUND 2 – HEAD OF THE SNAKE

Map: Previous Winner’s Choice

Mode: Escort

Average Tonnage: 65 tons per player for DCMS Force, 55 Tons per player for Lyran Force

The Skye invaders have learned that the commander of the Fifteenth Dieron Regulars, Tai-sa Micheal Warner, is attempting to reinforce the forces within Jarlton itself. This presents them with a golden opportunity to eliminate the head of the DCMS force and throw the garrison into disarray. Tai-sa Warner will be escorted by his personal guard and will be deep in enemy held territory, but the reward is worth the risk. Both sides have made the calculation that the inclusion of a rare Loki (Hellbringer) Clan Omnimech, with its ECM, will increase the odds of their side to win the day.
Objective: The previous victorious force has the choice of which map to attack the DCMS VIP Mech on. The DCMS will have an average of 10 tons extra per player. Both sides must include a HBR-Prime.
ROUND 3 – TURNABOUT IS FAIR PLAY

Map: Chosen by the team opposite of Round 2.

Mode: Escort

Average Tonnage: 65 tons for they Lyran force, 55 tons for the DCMS force

Karma is not a concept widely held by the Samurai of the Draconis Combine, but if they did, the opportunity to kill the Skye forces commander would be clear evidence of its existence. While the Fifteenth’s commander was struggling to save his own life, the Combine garrison forces intercepted comm chatter that indicated where the commander of the First Skye Jaegers, Colonel Steve Pitcher, was directing the invaders from. Now it is the Fifteenth Dieron Regulars who must brave enter enemy held territory and face a superior force in an attempt to end the invasion of Ko. Both sides have committed their last Clan Heavy Omnimech on the planet, a Loki (Hellbringer) to the battle to take advantage of the ECM cover offered by the advanced design.
Objective: The side that did not choose the map in round 2 will be able to choose the map for round 3. The Lyran side will have an extra 10 tons per player. Both sides must include a HBR-Prime.

ROUND 4 – THAT SHINING JEWEL, JARLTON

Map: Tourmaline

Mode: Skirmish, Capture, Domination (Lyran Choice)

Average Tonnage: 60 tons per player (the side that lost round 1 will have an extra 5 tons per player)

The First Skye Jaegers want to capture the desert canyon just outside of the capitol city to use as a rallying stage from which to enter Jarlton and gain effective control of the planet. The Fifteenth Dieron Regulars have sent a medium sized force to stop or slow them down long enough to reinforce the capitol. Both the Lyran and DCMS commanders, having escaped the attempts on their lives, now find themselves facing each other on the field at last. Both sides have available the last of their respective Clan Omnimechs on the planet, an assault class Man O’ War (Gargoyle) Clan Omnimech.
Objective: The side that lost in round 1 will have an extra five tons average available to them. The Lyrans will have their choice of game modes. Both sides must include an Atlas AS7-D-DC. Both sides may include a single Gargoyle in any configuration.
ROUND 5 – GET OFF MY LAWN

Map: Previous defeated team’s choice (Polar, Lunar, or Volcanic)

Mode: Skirmish

Average Tonnage: 50 Tons per Player. There is no bonus for the previously defeated team in the last round.

Time has run out for the First Skye Jaegers. Despite their best efforts, heavy DCMS reinforcements have been spotted at the Nadir jump point of the system and will make planet fall in less than a week. The Lyran forces must now consolidate their forces to make an orderly withdrawal from the system. Though no more Clan Mechs are available to the Lyran or pursuing Combine forces, both have been withholding experimental designs in case of emergency. For the First Skye Jagers, this is in the form of a Locust and Shadow Hawk equipped with advanced Star League technology. For the Fifteenth Dieron Regulars, two Dragon Mechs have been equipped with the same advanced technology.

Objective: The DCMS force must chase the retreating Lyran forces off planet to one of the moons orbiting the planet: Palas (Lunar map), Valencia (Volcanic map), or Fionna (Polar map). The previously defeated team from round 4 will be able to decide where this final confrontation will take place. The Lyran side can take a single Locust LCT-Pirate Hunter and Shadow Hawk SHD-Grey Death hero Mech. The DCMS side can take a Dragon DRG-Fang and DRG-Flame hero mech.
Where To Join In

Matches will be organized on the CJF TS3 server. The address is ts.clanjadefalcon.com, no password. The start time will be at 9:30 pm EST, though we might have a couple of warm up matches while we wait for stragglers. No sign-ups required, all are welcome!

Quote

FAQs
Q:Where can if find information on the different tech level loadouts?
A:Tips and information on the stock Mech matches can be found on the official forums here.

Q:Do I need to build the Mechs myself?
A:No, there's an option in the private lobby that temporarily resets your Mech back to the stock loadout. HOWEVER (!), you do need to have a valid build on your Mech. That means, it needs an engine, enough heatsinks, and at least one weapon. If your Mech has a red icon in the Mech Lab, it's missing something.

Q:Do I need to own the Mech to play with it in a stock match?
A:Yes. If you're missing Mechs for a tech level (see the forum link above), you can take a trial Mech and their champion build will be reset to the correct stock build.

Q:Are there any restricted Mechs?
A:Other than those noted above, only Tech Level 1 and 2 Inner Sphere Mechs will be used.

Q:Will this be streamed for me to watch?
A:You can watch it from my point of view here: https://www.twitch.tv/jfc_seth.






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