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Author Topic: MechWars: Domnion  (Read 371 times)

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TigerShark

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MechWars: Domnion
« on: July 25, 2013, 09:52:48 PM »

MEKWARS DOMINION
THE STAR LEAGUE


For a long time, I've been considering a MekWars campaign set in the year 2750, just prior to the Birthday Proclamation. I have a particular fondness for this era and quite a few concepts in mind to be implemented for the first cycle. This thread is acting as a poll to gauge peoples' interest in the implementation of this server. If enough people are interested, I will begin work immediately!


FACTION AVAILABILITY
  • Capellan Confederation
  • Draconis Combine
  • Federated Suns
  • Free Worlds League
  • Lyran Commonwealth
  • Rim Worlds Republic
  • Territorial States (Magistracy of Canopus, Taurian Concordat and Outworlds Alliance)


ECONOMY
  • Players control a pool of economic wealth, used to strengthen planetary defenses, develop new technologies, build factories, customize existing designs and form trade alliances.
  • Customization rules for Commander units; StratOps Class A through F modifications possible. An emphasis placed on balance and oversight will be made by staff, who will carefully review each submission for fairness and a realistic integration into the campaign.


ROLE-PLAYING INTEGRATION
  • Army composition centered around canon formation types, giving bonuses for applying a unit's core concept to the player's army.
  • Player-leveled pilots, including the purchase of RPG gunnery/piloting skills with an emphasis on balance.
  • Game-Mastered scenarios ("Events") re-enacting some of the most important events of the era, including the Hidden Wars, Amaris Coup, Operation Mailed Fist, and many others.
  • Optional player-designed characters, used to pilot 'Mechs during Events. Characters will have a full, detailed bio, gain XP and earn special skills unavailable to normal pilots.


FACTORIES AND PRODUCTION
  • Individualized factories created to house each 'Mech and variant produced during the era, giving each faction a detailed, accurate portrayal of their economic capabilities.
  • Players build additional factories to enhance the chances of pulling a particular unit.
  • Customizations are placed in a single factory at a specific weight in proportion to other units.
« Last Edit: July 25, 2013, 09:54:51 PM by TigerShark »
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TigerShark

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Re: MechWars: Domnion
« Reply #1 on: July 25, 2013, 09:59:58 PM »

As I will be beginning a campaign soon, I would like a bit of help in reviewing the "balance" of each of the following Unit Formations. These will be mandatory for all players once the campaign begins.

Also, if you have suggestions for new Formations, let me know! The year is 2750.



UNIT FORMATIONS
Any unit's Order of Battle will heavily influence into the types of units they bring to the field. Regiments are typically trained in the use of specialized equipment, filling a role on the battlefield. An armored company is likely to specialize in the use of tanks, for example. When using these tools of war, the unit fights efficiently. When they are deployed without proper equipment, a fighting unit can quickly become ineffective.

BattleTech's many factions have their own Order of Battle, each tailored to their preferred fighting style. Players must choose from either the General Formations, available to all factions, or choose one of the Formations available specifically to their faction. When their army is deployed with the Restrictions met, they receive the abilities listed in the Bonus section.

If a player chooses not to build to their Formation's restrictions, they may still field an army, but receive no bonuses, aside from the Commander Initiative Bonus (+2 to all Commanders). Players must still follow the Army Composition rules listed in the appropriate rules section, including banned and restricted units.

SUPPORT UNITS
Units classified as "support units" are limited to (1) per full Lance deployed. These units are listed under the "Support" category in the Unit Formation description and ignore all weight class restrictions.

Quote

    • Artillery
    • Aerospace Fighter
    • Conventional Fighter
    • Field Gunners
    • Infantry
    • Infantry (w/APC)*
    • PA/L Squad
    • VTOL

* Infantry (w/APC) must add a vehicle capable of carrying the full Platoon in order to legally deploy.





GENERAL FORMATIONS
Code: [Select]
Name:                Heavy Assault
Description:         Assault formations are usually the heaviest and heavily-armed units and serve as the spearhead of an attack.
Restrictions:        • Players field Heavy/Assault class units. Artillery and APCs may be of any weight class.
Support:             Artillery, Infantry (w/APC)
Bonus:               +1 to Team Initiative; may add (1) additional Commander per full Lance.

Code: [Select]
Name:                Battle
Description:         Battle formations form the bulk of the modern military, promoting a dynamic, flexible approach to combat.
Restrictions:        • Players field Medium/Heavy class units and may include (1) Assault or Light in a full Lance.
Support:             Infantry, VTOL
Bonus:               +1 to Team Initiative.

Code: [Select]
Name:                Striker
Description:         Striker formations act as scouts and raiding forces for heavier formations.
Restrictions:        • Players field Light/Medium class units.
Support:             Conventional Fighter, Infantry (w/APC), VTOL
Bonus:               +1 to Team Initiative.




CAPELLAN CONFEDERATION
Code: [Select]
Name:                Armored Cavalry
Description:         Experts in scouting and probing actions, the Armored Cavalry prefer hit-and-fade tactics whenever engaged.
Restrictions:        • Players field Medium/Heavy class units and may include (1) Light unit per full Lance formation.
                     â€¢ Armies must consist of (2) unit types ('Mechs, vehicles and/or infantry).
                     â€¢ Armored Cavalry armies fielding only (1) unit type grant their opponent an additional +1 to Team Initiative.
Support:             Infantry (w/APC), VTOL
Bonus:               +1 to Team Initiative; may make (2) additional remaps when attacking, (1) additional when defending.

Code: [Select]
Name:                Liao Lancers
Description:         Masters of defensive warfare, the Liao Lancers are the Confederation's line holders.
Restrictions:        • Players field Medium/Heavy class units and may include (1) Light unit per full Lance formation.
Support:             Artillery, Field Gunners, Infantry (w/APC)
Bonus:               +1 to Team Initiative; if defending, Liao Lancers may choose to either deploy (2) minefields per full
                     Lance deployed at the start of the game or assign (2) pre-designated additional artillery spots.




DRACONIS COMBINE
Code: [Select]
Name:                Sword of Light
Description:         The elite combat units of the DCMS, the iconic Sword of Light are deployed into every important conflict.
Restrictions:        • Players field Medium/Heavy class units and may include (1) Assault unit per full Lance formation.
                     â€¢ Commanders must be Skillsum 7 or better.
Support:             Artillery, Infantry (w/APC), VTOL
Bonus:               +1 to Team Initiative; additional +1 to Team Initiative when fighting on Badlands, Desert, Farmland,
                     or Plains maps.




FEDERATED SUNS
Code: [Select]
Name:                Davion Guards
Description:         The home guard units of the AFFS, the Davion Guards are deployed along the frontier to stand against hostile incursion.
                     They are the best line of defense against House Kurita.
Restrictions:        • Players field Medium/Heavy class units and may include (1) Assault per Lance Formation.
Support:             Artillery, Field Gunners, Infantry
Bonus:               +1 to Team Inititative; When defending, Davion Guards may set deployment to Edge and choose a deployment zone.
                     If this option is used, the player gives up their free remap prior to deployment.




FREE WORLDS LEAGUE
Code: [Select]
Formation:           Marik Militia
Description:         â€¢ Militia formations may field Medium and Heavy weight class units and a maximum of (1) Light or Assault
                     per full Lance.
                     â€¢ Vehicles are restricted to (1) unit per full Lance, including Support Units.
                     â€¢ Commander skill sum must be 7 or better to utilize Assault Drop ability.
Support:             Infantry, VTOL
Bonus:               +1 to Team initiative; 50% of jump-capable 'Mechs deployed (rounded up)  may Assault Drop
                     during deployment.




LYRAN COMMONWEALTH
Code: [Select]
Name:                Royal Guards
Description:         The most well-supplied unit of the LCAF, Royal Guards are utilized in the toughest assignments the
                     Archon has to offer. They are highly effective in urban environments.
Restrictions:        • Players field Heavy/Assault class units.
Support:             Artillery, Infantry, VTOL
Bonus:               +1 to Team Inititative; When fighting on Heavy Urban, Metro or Town maps, Royal Guards receive
                     an additional +1 to Team Initiative.




RIM WORLDS REPUBLIC
Code: [Select]
Formation:           Amaris Dragoons
Description:         The Heavy-Assault formation of the Rim Worlds Army, Amaris Dragoon regiments are well-equipped and
                     tactically flexible.
Restrictions:        • Dragoon formations consist of Heavy/Assault class units and may include (1) Medium in a full Lance.
                     â€¢ Hover Tanks ignore weight class descriptions.
Support:             Artillery, Conventional Fighter, Infantry, VTOL
Bonus:               +1 to Team initiative; may spend (1) re-task (re-roll) of terrain type prior to deployment.

Code: [Select]
Formation:           Amaris Republican Guard
Description:         Republican Guard formations are the elite divisions of the Rim Worlds Army. Well-equipped and 
                     highly fanatical, the Guards seldom withdrew from a fight.
Restrictions:        • Guard formations consist of Heavy/Assault class units and may include (1) Medium per full Lance.
                     â€¢ Army skill sum must be 8.5 or better.
                     â€¢ Republican Guard units reduce their Commander Initiative bonus to 1, but receive an automatic +1 bonus
                     to Team Initiative.
Support:             Artillery, Field Gunners, Infantry, PA/L Squad
Bonus:               +1 to Team Initiative; additional +1 to Team Initiative while defending.




TERRITORIAL STATES
Code: [Select]
Formation:           Taurian Guard
Description:         The Taurian Concordat's house units are the last line of defense against foreign invaders. They employ
                     an intelligent and effective method to warfare, making attackers pay for every inch of ground.
Restrictions:        • Guard units consist of Medium/Heavy units and may include (1) Assault or Light in a full Lance.
                     â€¢ A minimum of (1) vehicle per full or partial Lance must be deployed.
Support:             Field Gunners, Infantry (w/APC), Infantry, VTOL
Bonus:               +1 to Team initiative; when defending, Taurian Guards receive (3), 10-strength minefields per full
                     ground Lance, deployed before Round 1.
« Last Edit: August 01, 2013, 12:46:40 PM by TigerShark »
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TigerShark

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« Reply #2 on: July 29, 2013, 04:46:10 AM »

« Last Edit: July 29, 2013, 02:47:51 PM by TigerShark »
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Takiro

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Re: MechWars: Domnion
« Reply #3 on: July 29, 2013, 11:37:59 AM »

Nice art TS
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TigerShark

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Re: MechWars: Domnion
« Reply #4 on: August 01, 2013, 12:47:44 PM »

I'd appreciate any opinions of the "balance factor" of each Formation.

As a note, Commanders automatically receive a +2 Command Initiative Bonus. Players who do not build armies to the Unit Formation may be fielded, but receive no bonuses like the ones described.
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