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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!
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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.