The "real" conquest Campaign: Planetary Assault
This could consist on a basic level of 1 to 4 parts and will field 2 Mechcompanies against each other. 24 mechs fighting for supremacy on a Planets surface. The following different Parts of the Planetary Assault i would now explain a little further.
First: Drop
Second: Counterattack
Third: Conquest Capital
Fourth: Payback
At the beginning of the Match there should be a made a decision who will defend and who has to be the intruder on coincidence or on a majority decision.
The intruder then has to choose in the same way wich one of 3 class of Dropships he want to use for Assault.
Dropships:
Option: Three Leopard Class Dropships with 4 Battlemechs each in a Droparrangement like 1H/2M/1L to a total of 3H/6M/3L on the Battlefield.
The DS should be able to defend against Anti Air Ground emplacements, for explaination lets say each will get 2 Wepon emplacements controlled to the Player to defend against and defeat enemy Anti Aircraft Gun emplacements while Airborne
The fastest Dropship
Option: One Union Class DS with all 12 Battlemechs in an Standard Droparrangement like 2A/4H/4M/2L
Also 4 Weapon emplacements for defend and attack while Airborne.
The Dropship with an average speed.
Option: One Fortress Class DS with 12 Battlemechs, Droparrangement 3A/3H/3M/3L
8 Weapon emplacements. One Long Tom Arty piece for Direct support on ground.
The slowest Dropship.
Part 1: The Drop and beach head operation
The Intruder has know to break through enemy AA defence, land and defeat enemy resistance to build an beach head on planet.
The Defender is standing ready at the Starport with 4 AA gun emplacements and his Mechs in an standard Arrangement of 2A/4H/4M/2L and tries to deny Intruder landing operation.
How could that funktion:
The Defender tries to damge incoming DS so much, that the DS has to abandon its Drop and head offworld. If that occurs the DS will drop all its Mechs airborne to fulfil at least the mission.
The Intruder will try to get down enemy AA defence and then land to fight surface bound defence.
Explanaition:
As much enemy AA defence will be destroyed as closer to the starport could the Intruder land.
If the DS will take too much damage it will drop its Mechs airborne, leaving the Intruder attack force without supplys. This could be critical for success or defeat.
Both the Starport and the DS will be equipped with repair and rearm facilitys for inbattle support of the mechs.
Starport: Could repair Armor and refill Ammunition of 4 Mechs simultaneously
Leopard DS: each Leopard could repair Armor and refill Ammunition of one Mech
Union DS: The Union could repair Armor and refill Ammunition of 4 Mechs simultaneously
Fortress DS: The Fortress could repair Armor and refill Ammunition of 4 Mechs simultaneously
No R+R facility could replace destroyed components in Battle, they could only repair armor or refill ammunition!!
On Ground all Dropship will use their defensive emplacements to defend themselve automatically against ground attacks. ie. 2Each Leopard, 4 each Union, 8 and a Long Tom Arty piece each Fortress.
Also will the Starport deactivate AA and activate 4 automatic defence emplacements.
To win Part I
The Intruder will have to either destroy all enemy Battlemechs or capture the Starport through
destruction of the enemy ground defence emplacements and the controlling HQ
or capture the R+R facility
The defender will have to destroy all enemy battlemechs or to destroy all defence emplacements on the dropship.
A Fortress Long Tom will automatically beginn to destroy enemy defence systems.
If the Intruder wins part I the campaign will proceed to part II. All salvage is accounted until the final outcome of the campaign.
If the Defender wins Part I the intruder will driven off world and loose compleatly.
There should be a bonus then for strong defence and all salvage is given to the Defender.
Part II: The counterattack
At start both sides will be repaired and rearmed compleatly, the Intruder occupies the Starport and is in favor of the 4 Ground Defensive Emplacements and its HQ, and the Starports R+R facility.
The Defender will bring into field a mobile HQ with 4 Ground Defence Emplacements, a Field R+R facility with a capacity of 2 mechs simultaneously. He will field also his 12 Mechs in the same deployment as in Part I. (Only the Clans should be allowed to customize Omnimech loadout between the Battles)
Win-conditions are the same as in Part I.
Destroy Ground Defence Emplancements or the HQ and seize R+R facility
or
destroy all enemy Mechs.
If the Intruder wins Part II all Slavage will add to account. And campaign will proceed to Part III.
If the Defender wins then the Intruder will driven off world and lose. All salvage on account will be given to the Defender.
Part III: The capital
Both sides will be repaired and rearmed in their respective orders.
The Intruder will at this time bring into field a mobile HQ with 4 Ground Defence Emplacements and a Field R+R facility.
The defender will defend Capitals Fortress, with HQ and 8 Ground Defence Emplacements, and Mechhangar (capacity 4 Mechs R+R).
Win-conditions are the same as in the previous Part´s.
Destroy Ground Defence Emplancements or the HQ and seize R+R facility/Mechhangar
or
destroy all enemy Mechs.
If Intruder wins the Defender surrenders and lose. All accounted salvage will given to the intruder and he gets the Capital Conquest Bonus.
If the Defender wins the salvage will add to account and the capaign will proceed to Part IV.
Part IV: The vengeance
Part IV will be directly equal with part II and with the same win conditions.
If the Defender wins the Intruder lose the whole campaign and head off world. All accounted salvage will be given to the Defender.
If the Intruder wins there would be a draw. The intruder will do a orderly retreat off world. All accounted salvage will be divided between both teams.