In order to help keep our hobby alive I've improved my MekWars Server and set it on the current eras.
This week the Shack will be in beta stage before I reset all accounts and start the next cycle, set in the Dark Ages, starting with the Early Republic (3085+).
If you want a place to relax playing battletech and just experimenting with the newest units, come over and take a look!
Here is the
client.Click on MekWarsClient.jar to start it!Megamek is also able to be set for German and we have a german ruleset as well in the forums.
The
WEBSITE has a full handbook to help out in both MekWars, Megamek and java issues.
The Shacks 7th Cycle: Early Republic EraGENERAL INFORMATIONEight weeks duration.
Factions compete for the greatest number of conquest points in their group (I.S., Clan, Periphery).
Some
event games reflecting conflicts of the early years of the Republic assign bonus points to a player's group.
Units are obtained through the use of
Warchest Points, obtained in battles. Just click on "Campaign - Other - Use Warchest" and select the kind of unit you need.
C-Bills are used to buy pilots and special kinds of ammunition (right click on a hangar mech and choose "custumize ammo").
This is no blind server. Arrange your games and use the /roll command to decide who gets to be the attacker.
FACTIONSAll players are allowed to have up to three accounts, one for each faction group.
INNER SPHERE - Mech and Vehicle Pilots: 3/4; Here you find the classic five houses of battletech.
- Capellan Confederation, Draconis Combine, Federated Suns, Free Worlds League and Lyran Commonwealth.
CLAN- Mech Pilots: 3/3; Vehicle Crews: 4/5 (Hell's Horses 4/4). All the clans that migrated to the Inner Sphere but the Raven Alliance form this group.
- Clan Ghost Bear, Clan Jade Falcon , Clan Hell's Horses, Clan Wolf and Clan Wolf-in-Exile.
PERIPHERY- All units: 4/5 (Raven Alliance Mechs are 4/4). The three major periphery states, a number of the small ones, the Raven Alliance and the Tortuga Dominion pirates form this group.
- Filtvelt Coalition, Fronc Reaches, Magistracy of Canopus, Marian Hegemony, Raven Alliance, Taurian Concordat, Tortuga Dominions and a catch-all Periphery for the minor states.
OPERATIONSThere are only two kinds of core operations:
Military Exercises and
Conquests.
Now and then some special operation will be turned on. The one fixed is the
Random operation, for 3025 fans.
MILITARY EXERCISES- Requirements: One non-infantry unit.
- This is the general training operation. It may be used against anyone and rewards some few C-Bills.
CONQUESTS- Requirements: At least two (2) non-infantry units. One must be set as a commander (just right click on the unit in the army and choose "Set as Commander").
- This is the catch-all campaign operation for battles between all groups with the following exceptions: 1) The Clans and the I.S. can't attack a periphery state, but they can defend against such attacks; 2) The Periphery group fights among itself using the Conquest (Periphery) operation, which rewards less points than usual, given the fewer number of planets among periphery players.
- Conquests may give a historical based bonus which will be the same for both sides at random (example: one or two industrial mechs). The bonus changes/gets turned on/off each week.
RANDOM- Requirements: One non-infantry unit.
- Both players will get a group of extra three mechs randomly chosen and slug it out! This battle is worth both C-Bills and a few conquest points.