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This scenario will consist of five rounds and the teams will be fixed throughout the scenario. The two teams will be assuming the role of Mercenary units in the employment to the two Great Houses. The tech level will be restricted to tech level 1. No hero Mechs. The following Mechs are not available during this period: Wolfhound, Raven, and Cataphract. Additionally, due to high demand across the Inner Sphere, the Hunchback 4P and Grasshopper 5H and 5N will rarely be available. Finally, to try to replicate the attachments that MechWarriors had with their machines during this era, each player will carry over the Mechs used in the previous rounds. In each new round, both teams will be permitted to replace one Mech. Balance will be achieved by permitting the losing team to replace two Mechs.
The Campaign
ROUND 1 – A CALL TO ARMS
Map: Canyon Network
Mode: Skirmish or Domination (DCMS choice)
Average Tonnage: 45 tons per player
As the DCMS forces lead by General Yoryoshi engaged the AFFS forces led by General Mandella, two mercenary units employed by both factions met north of the Wagnall Plain near the suspected Star League depot. Both forces are expected either take or retain control of the rough terrain that provides a barely navigable pass through the western mountains.
Objective: The DCMS team has been tasked with taking control of the pass and securing the western flank of the Star League depot while the AFFS team must keep control if possible and keep up the appearance of defending an important facility. Both sides must include a Jenner and a Centurion among their forces.
ROUND 2 – ISOLATION
Map: Tourmaline
Mode: Conquest or Assault (AFFS choice)
Average Tonnage: 45 tons average plus 10 tons
The overall commander of the AFFS defenses on Galtor lies dead. He was last seen desperately holding off a battalion of Mechs from the cockpit of his Crusader to buy time for his shattered command to retreat. As the AFFS forces rally at the true location of the Star League base far to the south, the AFFS mercenary unit has been tasked with holding the Wuhan Pass to buy as much time for the Davion units to repair and rearm.
Objective: The AFFS unit must again fight to hold a pass through the western mountain ranges, this time to prevent a flood of DCMS units from destroying the retreating Federated Suns units. The total tonnage for this round is 10 tons more than total of round 1.
ROUND 3 – BATTLE FOR NEW DERRY
Map: Veridian Bog
Mode: Skirmish
Average Tonnage: 45 tons average plus 15 tons
While the bulk of the AFFS forces on planet rendezvous at the Star League depot, a small detachment of Davion units has been tasked with defending the planet’s capitol of New Derry. The AFFS unit defending the city barely rates as combat ready, and so mercenaries have been assigned to augment the outlying defenses and serve as a picket force. While the DCMS has assigned an overwhelming force to the assault, they have assigned the task of scouting out the marshy area surrounding the city to their own mercenaries.
Objective: The DCMS mercenary force must find and destroy the AFFS units that no doubt lie in wait in the swamps outside the city and open the way for their assault companies to push in. Both sides have an additional 5 tons over round 2 for this mission.
ROUND 4 – SPACEPORT SEIGE
Map: River City
Time of Day: Dusk
Mode: Conquest or Domination (previously defeated team’s choice)
Average Tonnage: 45 tons average plus 35 tons
As the sun sets, the AFFS forces have continually given up ground within New Derry. Block by block, the DCMS force has advanced towards the city center. But even so, they have had to pay for each meter with far greater losses than they have inflicted on the small defending force. The Mercenary unit that had served as a scouting force outside the city, when faced with the advancing battalions of Kurita Mechs, had no place to go but to fall back into the city. The only place left for them to go is to attempt to escape to their dropships. However, the spaceport and surrounding area must first be secured long enough for the dropships to be able to safely launch.
Objective: The previously defeated team has their choice of game modes to take control of the spaceport. The DCMS must prevent the AFFS units from escaping and deny the Davion units on planet from receiving much needed reinforcements. Recognizing the importance of this battle, both Kurita and Davion employers have made an exceedingly rare Grasshopper available to their respective Mercenary commands. Both sides have an additional 20 tons available to them over round 3
ROUND 5 – THE FALL OF NEW WUHAN CITY
Map: Crimson Strait
Mode: Previously defeated team’s choice
Average Tonnage: 45 tons plus 45 tons
As the attack on New Derry concluded, DCMS forces massed on the eastern side of the Wuhan Pass. Though AFFS had amassed a large force to defend the pass from the east, the DCMS managed to perform a daring, though costly drop in the field west of the pass and north of New Wuhan. The AFFS forces in the pass were effectively surrounded and trapped within the pass. The few Davion units stationed within the city attempted to contest the combat drop, but were outnumbered nearly 2-1. After taking heavy damage, the Suns units must withdraw and have chosen to abandon the city and meet up with the last remaining large concentration of AFFS units at the Star League facility. The AFFS mercenary unit has been assigned to a delaying action within the city to buy the Davion units time to retreat. Not willing to allow the Davion units to retreat in good order, the forces north of New Wuhan City have split into two. One half will work to crush the Federated Suns units still within the Wuhan Pass while the other pursues the escaping AFFS units. A small mercenary unit under the employment to the DCMS will clear the city of remaining defenders.
Objective: The previously defeated team will be able to choose the game mode for the final round.
Where to Join In
Matches will be organized on the House Steiner TS3 server. The address is ts1.housesteiner.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!
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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:Tech 1 Mechs will be allowed and no hero Mechs will be permitted. You can see a list of Tech 1 Mechs here: http://i.imgur.com/oYkbfos.gif
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 February 2017 - 11:17 AM.