MekWars Headquarters tab

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Contents

Units

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A classic headquarter filled mostly with medium and light units armies.

All your units are displayed in the headquarters tab. In order to compose an effective army you need to check the informations attached to each unit.

Unit name and image

Each unit have a top-down image and a name. Sometimes you can see one or more asterisks (*) next to the unit name. This mean that the unit pilot/crew/commander has special skills.


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How can i put those cute camouflage and dirt like hex on my unit ?
You can activate the hex behind units from configuration window (file > configuration) by checking "Hexes in HQ" option. You can select a camo by clicking the "change camo" button on the bottom part of the headquarters tab. Please note that the camouflage you pick is the one you'll bear in battle.

Weight class

Depending on your "HQ Color Scheme" configuration, your units background has a different color/contrast. This is an expression of the unit weight class (light, medium, heavy or assault). Hangar units involved in an army are highlighted.

Icons

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A hangar with damaged units.

Note: most of the normal status icons are not shown on the MekWars interface, not to overload the screen with useless information. Those normal status are in italic.

Damages Ammo Maintenance Pilot
  • Image:MekWars_ui_headquarters_damage_ready.gif No damage
  • Image:MekWars_ui_headquarters_damage_armor.gif Armor
  • Image:MekWars_ui_headquarters_damage_structure.gif Structure
  • Image:MekWars_ui_headquarters_damage_critical.gif Critical slot
    (e.g. hip, hand, actuator, gyro, ...)
  • Image:MekWars_ui_headquarters_damage_engine.gif Engine
  • Image:MekWars_ui_headquarters_ammo_full.gif Full
  • Image:MekWars_ui_headquarters_ammo_low.gif Low
  • Image:MekWars_ui_headquarters_ammo_empty.gif Empty
  • Image:MekWars_ui_headquarters_maintenance_maintained.gif Maintained
  • Image:MekWars_ui_headquarters_maintenance_unmaintained.gif Unmaintained
  • Image:MekWars_ui_headquarters_maintenance_repairing.gif Techs are repairing the unit
  • Image:MekWars_ui_headquarters_maintenance_pending.gif Ordered repairs are pending
  • Image:MekWars_ui_headquarters_pilot_ready.gif Ready
  • Image:MekWars_ui_headquarters_pilot_missing.gif Missing
  • Image:MekWars_ui_headquarters_pilot_wounded.gif Wounded
Auto-Ejection Night battle options Unused options
  • Image:MekWars ui headquarters autoeject actived.gif Activated
  • Image:MekWars ui headquarters autoeject deactived.gif Deactivated
  • Image:MekWars ui headquarters searchlight no.gif No searchlight
  • Image:MekWars ui headquarters searchlight off.gif Mounted searchlight, but deactivated
  • Image:MekWars ui headquarters searchlight on.gif Mounted and activated searchlight
  • Image:MekWars_ui_headquarters_commander.gif Army commander

Tooltip

Holding your mouse still above a unit triggers a tooltip. In this tooltip you can find the more useful informations.

#23301 Assassin, ASN-21 (Lt. George "Chum" Watson, 4/4) 
BV: 949 // EXP: 25 // Kills: 1 
Skills: Maneuvering Ace, Astech 2
Repair cost: 0/1314
Built by Federated Suns on Dahar IV
  • Unique identifier : Each unit have an unique identifier, you can trace a unit from hand to hand with this entry.
  • Name : Unit name can be a short or long one. In the Assassin example, the short name is "ASN-21" and long name is "Assassin".
  • Pilot : The ASN pilot is the lieutenant George Watson, nicknamed "Chum". His gunnery ability is scored 4 (which is standard) and piloting ability is 4 (which is rather good). George Watson is also a maneuvering ace, and an astech (level 2). Those skills can be useful in battle (e.g. Maneuvering Ace) or in hangar (e.g. Astech).
  • Repair cost : The left value is the current needed cbills in order to fix the unit. The right value keeps trace of the overall sum expended to repair that unit.
  • Fluff text : A fluff text is finally associated with the unit. Most of the time it is a text that indicates the place the unit was built.

View Unit

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A Phoenix Hawk (PXH-1) unit view.

The view unit dialog is the beginner's best friend. You can consult the whole unit with it.

Customize Unit

The customize unit dialog allow you to change ammunition at anytime before you join a game. This mean that you can get anti-infantry ammunition before a game involving a lot of infantry or soft target units starts. Once you reach the MegaMek game lobby, that's too late for customization. Customizing units allow you to mount anti aircraft systems on your units, or to equip special ammunitions. Access to special ammunitions may be restricted depending the current campaign setting.

Don't forget to get back to basic ammunition after a game with special ammunitions. Don't expect positive effects soft target ammunition on hardened units !

  • You can pick allowed ammunition types.
  • Spotlights are useful equipment that can be used in night battle.
  • Disable autoeject. By default a pilot which mek received a critical hit on ammunition will eject as soon as possible. Even if there are not enough ammunition to destroy the whole mek. That's a default setting you can override by asking pilot not to eject. It's your choice either to sacrifice pilot or an minimal chance not to lose a unit.

Pilots

Pilot management is an important part of the your role. You need to find the proper units for a given task, but also to find the pilot/crew/commander for it. Pilot is a generic term that match vehicle crew or infantry leader. It is important to remember that a pilot is trained for a single unit type (mek, vehicle or infantry) but also to a weight class. You can't move an assault Banshee BNC-3E to a light Stinger STG-3R, the pilot can't simply handle it properly. Vehicle crew or infantry commander are not able to change assignment.

Assigning a pilot to an empty unit.

To assign a pilot to a unit, you first need at least one free pilot for the unit type and weight. For instance, to man a Banshee you'll need an "assault mek" pilot. If a legal pilot is available, right click the unit you want to man and select the pilot you want under the "Pilots > Assign" menu.

If the "Pilots Assign" is empty, you are missing a legal pilot. You can buy a new pilot from the menu : "Campaign > Personnel > Buy Pilots". You can also check your pilot list at any time using the "Campaign > Personnel > View Pilot Queue" dialog. The pilot queue is limited to 3 unaffected pilots.

Changing pilot

You'll maybe want to remove a great pilot with 3 piloting ability from a Wasp and put it in a Ostscout. You can ask the pilot to swap by first removing the Wasp pilot from its mek, then using the "Pilot > Exchange" contextual menu.

Retiring a pilot

It is possible to retire a pilot. Most of players prefer not to play leveled players who are somewhat more expansive battle value wise. In order to avoid that you can remove a pilot from your roster by retiring him. The more a pilot is experienced the less pension you'll have to pay for him to leave.

Armies

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A well filled hangar with combined armies (mek+vehicle+infantry) at various Battle Value.

An army is a group of units. You can build up armies in the headquarters tab. There is no limitation to the army size or members, but you may win or lose access to operations depending the army composition. One army fills one or more row in the headquarter tab.

Army informations

Army informations can be read on the leftmost cell.

  • Army number, used in order not to type the whole army name in dialogs.
  • Army name, the army name. It is not a mandatory field.
  • Army Battle Value. The total battle value of the army, used to find a matching opponent in a theoretically balanced game.


Composing an army

In order to create an army you first need to use the "Create New Army" located in the bottom part of the headquarter's tab. As expected you'll see a new empty army on the above your hangar row(s). To add a unit, simply drag'n'drop the unit from the hangar rows to an army. Don't forget that a unit can be part of an unlimited amount of armies. Of course, you can't add a single unit twice in a same army. Depending the MekWars server configuration you are limited to a given number of armies (8 armies on MegaMekNET).

You may need to read the Battle Value rules and some army composition guide in order to field an army that fit a real battle.


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Why my army can't play XXX operation ?
You can ask the server why your army is not able to play a given operation type. In the game menu, click "Games > Check Access", then pick the army and the operation type you want to test. The MekWars server will answer you in Main Chat tab.
 Assault is illegal for Army #0 because: 
 - you have too little experience for this type of attack 
 - the army is under the BV limit for this type of attack 
 - the army does not have enough Meks
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