Two teams of equal numbers and maybe battlevalue will pound each other into pieces.
While it it is the most simple game systeme, it don't feel right.
It like those tests found in the clans... it favours those mechs that deal most damage as fast as possible.
But IS warfare is more dirty... when the ammunition or the damage is to serious they may fall back, hopefully there is a repair rig some where. At this location the techs will work as fast as possible to give those mech some repairs and rearm the ammunition.
At least it should work like the normal battle, you start do the things you do and when you think it is best you fall back...but after the battle is resolved you don't start in the "drop area" you start in a field hq area. You have only limited supplies and time, and when the opposite team press the attack, you take what you have to face them.
How could it work?
drop size
First your team has to decide for a drop...you pay c-bills for your drop ship.
Maybe you decide only to take a Leopard and deliver 4 Atlas mechs without a stock of supplies, because you have modified them for energy weapons only.
Or you are a large team and decide to have enough supplies and reinforcement and place a Overlord as dropship. That gives you full 36 mechs...and some supplies to allow some battles.
Resolving Battle
The resolving of the battle...the team with the last standing mech on the field may won the day. But if the victory is worth is a complete other question.
It is checked how many damage both teams dealt it is checked how many units remain. Based on this calculation a victor is choosen.
Take for example the 4 Atlas vs a Battallion. Your 4 Atlas had fought brave and fierce and destroyed all 12 Mechs they faced...however two Atlas are destroyed. Maybe with enough time and spare parts they could become operable again...but as you remember the other team has still 24 mechs...so the other team is the victor of this engagement and can press on
After the victor is clear...the commander of this team can decide when they attack again, wait until the salvage teams return and the mechs get a full load of fresh armor and ammunition however the opposite team get the same time...or accept the risk and didn't supply they take what was left after the last battle and attack again.
Mission type
On a commando screen the force commander decide what missions his team can accomplish. Make a supply run, send his light mechs for a stalling action or headhunt?
Mission timeout
no timeout...when you want to use gureallia style acction you may field a company of light and medium mechs that will make a attack run and disapear for before they attack from a different angle.
When the attacked company build a "Wagon Fort" they hit and runing team may accept that they couldn't get any good from attacking the target...so they fall back for another battle.
Change of Strategy
So you can still run a Galahad with dual gauss rifles..because when you are able to kill a enemy that enemy may not face you in the next battle...but when your team loose the battle and the enemy charges on...you may found your self in the next battle only with a single bullet left...well and with those arms you can hardly place that bullet in your own head.
However when you are confident that you should be able to deal enough damage in a single battle you can still hold on you fast and high damage dealing mechs
Edited by Karl Streiger, 05 September 2012 - 12:19 AM.