Fellow Mekwars players. The Council of Six has been working on a significant change to operations and the campaign since we have been elected. Through a great deal of discussion and work we have developed a number of ops which we are calling "core operations." There are two broad categories of ops--Inner Sphere Operations and Pirate/Counter-Pirate Operations.
Inner Sphere Operations
Inner Sphere operations fall into two general types: Incursions, which are low land-exchange thrusts into enemy territory, and Assaults, which are high land-exchange operations with artillery. Incursions have no special requirements. Assault operations require 750 XP to launch or defend. Both players must also have a minimum ELO of 1525. The attacking army must also have at least 1 level per 2 units (for example, two 4/5's, and two 4/4's).
These ops are then sub-divided into two deployment categories–Drop Operations and Ground Operations.
Drop Operations are mech-only (for the attacker) orbital insertions used to attack worlds where the attacker controls no or little land. They are more risky than ground operations because it is more difficult to escape when the enemy controls most of the territory. Drop operations therefor grant higher salvage percentages to the defender, and may grant other defensive bonuses (artillery, mines, etc.) as well. Drop operations also grant significantly more *potential* payouts to the DEFENDER (see "Operations Details," below.)
Ground Operations can only be launched only once the attacking faction has secured a beachhead (20% land or more) on the target planet. Unlike drop operations, ground operations allow the attacker to use any type of ground unit (mechs, tanks, infantry). Salvage chances are equal for attacker and defender and, in ops that feature artillery, both sides get these weapons.
The combo of base type and deployment type produces 4 total op types:
- Drop Incursion -- low land-exchange (~15 cp) operation, attacker can only use mechs
Drop Assault -- high land-exchange (~30 cp) operation, attacker can only use mechs, defender receives artillery and mines
Ground Incursion -- low land-exchange (~15 cp) operation, requires beachhead, all units types allowed
Ground Assault -- high land-exchange (~45 cp) operation, requires beachhead, all unit types allowed, both sides receive artillery
Pirate and Counter-Pirate Operations
Along the outer edge of the Inner Sphere, another war is being fought on the countless backwater planets of the Periphery and the Near-Periphery: the struggle between vicious Periphery pirates, and the pirate hunting forces of the Inner Sphere who are determined to stop them.
Pirate and Counter-Pirate Operations are organized similarly to Inner Sphere Operations, with Incursion-level ops and Assault-level ops.
Pirate and Counter-Pirate ops are distinct from Inner Sphere operations in that they generally have longer range because there are almost no naval forces to prevent pirate and pirate hunters from moving around. Pirate and Counter-Pirate operations also don't require beachheads because Periphery and Near-Periphery worlds don't have advanced defense grids. This means attackers can use any type of ground unit (mechs, tanks, infantry) because dropships are able to land with impunity. Pirate and Counter-Pirate ops are also distinguished by higher than normal salvage rates because pirates are interested primarily in material gain. Like Inner Sphere drop operations, the DEFENDER has more *potential* CBill awards (see "Operation Details," below.)
The Pirate and Counter-Pirate Operations are summarized below:
Pirate Operations (Launched By P)
- Pirate Foray -- the Incursion-level pirate operation; all units legal, no beachhead required
Pirate Onslaught -- the Assault-level pirate operation; all units legal, no beachhead required, elevated salvage chance, both sides receive artillery
- Counter-Pirate Incursion -- all units legal, no beachhead required, no salvage bonus
Counter-Pirate Assault -- all units legal, no beachhead required, elevated salvage chance, both sides receive artillery