The following is a chart of all major operations in the Sept 2021 cycle (click on image to enlarge):
For descriptions of the above specs, see 'Definition of Chart Terms,' below.
If the theme of the June 2021 cycle was more infantry and combined arms in operations, the theme of the September cycle is making artillery a bit more commonly used. The way that we've sought to go about doing this is by organizing the operations into 3 tiers:
- Tier 1: Low-stakes battles with no artillery (Beachheads and Ground Skirmish ops)
- Tier 2: Medium-stakes battles with light artillery (Ground Incursions)
- Tier 3: High-stakes battles with with heavier artillery (Ground Assaults)
Tier 2 ops--which feature a small amount of artillery--are available to all players who reach 600 XP and the attacker must have at least 1 leveled pilot per 4 non-infantry units.
By contrast, Tier 3 ops are going to be restricted to players with 1000+ XP and ELO ratings of 1610 or higher. The attacker must also have at least 2 levels for every 4 or 5 units. This means these ops will mostly be played between experienced players.
Note About Operation Payouts
Another aspect of the operations that needs to be pointed out is the payout structure. In every op, the defender will always be paid more than the attacker.
Defenders receive 25% more CBills than attackers and they also receive a significant amount of influence for defending.
The reason for this payout structure is an attempt to balance attacking vs. defending. Traditionally, attackers on MMNet have enjoyed some pretty major advantages:
- The attacker decides the target planet, which determines terrain, and
- The attacker can also potentially attack a world where they have no land (a "0% world") and therefor risks nothing if they don't win
- To attack a 0% world, the attacker must use a Beachhead operation, and that op carries a number of risks for the attacker (lower pay, big loss penalty, low salvage %)
- Because the defender is paid significantly more than the attacker, that also means defender can afford to lose more units and still break even
Definition of Chart Terms:
- Player Min XP: the amount of XP required for a player to be able to launch or defend this op
- Player Min ELO: how high a player's rating must be to launch or defend this op (rating is invisible this cycle, but winning about 50% corresponds to about a 1600 ELO)
- Units: what type of units are required to launch the op
- Att Max Skillsum: the maximum average skillsum for the army (skillsum = gunnery + piloting, therefore a lower number means more skill is required)
- Range: the operation's range in light years
- Minimum Attacker Own: how much land, measured in cp, the attacker must have on the target planet to be able to launch this op (numbers greater than 0 indicate a beachhead is required)
- Attacker Deploy: any unusual conditions that apply to the attacker's deployment position
- Add Ons: any extra units, such as artillery, that are added as a part of the op
- Reference BV Level: provided so that players can compare their army BV to the payouts in the following columns
- Attacker Pay (CBills): how many CBills the attacker receives after completing the op
- Att Loss Penalty: what percentage of the payout the attacker loses if they lose the battle
- Defender Pay (CBills): how many CBills the defender receives after completing the op
- Def Loss Penalty: what percentage of the payout the defender loses if they lose the battle
- Attacker Pay (Flu): how much Influence the attacker gains for completing the op
- Defender Pay (Flu): how much Influence the defender gains for completing the op
- Attacker Salvage %: the attacker's chance to salvage enemy units if the attacker wins
- Defender Salvage %: the defender's chance to salvage enemy units if the defender wins