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Campaign Rules (Updated: 19JUN2006)
Army Construction
- Each player will create two 600 point army lists. Each list will be refered to as a Lance in this rules description.
- Each lance must contain at least one 'mech.
- Each lance may only contain one unique 'mech.
- You must designate one 'mech in each lance as "Lance Commander". Unique 'mechs are automatically designated "Lance Commander".
- All units must be of the same faction (all symbols on the base must match). House Alliances, however, are allowed. The following House Alliances are in effect:
Clan Nova Cat - Spirit Cats
Clan Wolf - Steel Wolves
House Kurita - Dragon's Fury
House Davion - Swordsworn
House Steiner - Stormhammer
Republic of the Sphere - Highlanders
- No gunslinger 'mechs, mercenaries, or faction pride cards are allowed in armies.
- Players will take turns drafting gunslinger pilots until each player has drafted three.
- Each lance may contain a maximum of one vehicle with the artillery ability and two infantry with the artillery ability.
Teams
- Players will be assigned to one of two teams based on chosen faction.
- Each team will draft from a set of 15 worlds/weather conditions unitl each team has drafted four worlds.
Campaign
- Teams will alternate attacking/defending the other teams planets (i.e. round one team A attacks one of team B's planets, round two team B attacks team A).
- Each planetary assault will use the weather condition(s) of the target planet.
- Each planetary assault will be fought as a series of battles in two phases.
Planetary Assault Phase 1
- Each player on the attacking team choses a player on the defending team to attack.
- A player may not attack another player a second time, until they have attacked all other players on the opposing team once.
- The attacker/defender will play a "Standard Game" detailed below.
Planetary Assault Phase 2
- After all Phase 1 games have been played, the teams will play phase 2 games.
- Each attacking player will choose another attacking player and form a pair.
- An attacking player may not pair up with another player a second time, until they have paired up with all players on their team once.
- If there are an odd number of players on a team, that odd player has a bye. No player may have a bye for two consecutive planetary assaults.
- The defending players will likewise form pairs of two players. There are no restrictions to the defending pairs.
- The team with the most wins in Phase 1 of the Planetary Assault will decide the game matchups for Phase 2. In case of a tie, the attacker's choose the matchups.
- The four attackers/defenders will play a "Team Game" detailed below.
- The team with the most Standard Game and Team Game wins in one planetary assault, wins the planet. In case of a tie, no team wins the assault and the planet remains in possesion of the defenders.
- Teams will continue campaign play until one team has control of all eight planets.
Standard Game
- Games played on 3' x 3' table using standard MW terrain placement and setup rules.
- Games are played with one lance each (600 points, four orders per player).
- Games will last at least 15 turns. On the 16th turn and every turn after, player one rolls 3d6. On a roll of 11+ the game ends.
- The player with the most points in the defender's deployment zone when the game ends, wins.
- Units may NOT be withdrawn from the field.
Team Games
- Games played on 3' x 3' table. Each team brings 3 pieces of terrain and places two. Roll to determine which team places terrain and sets up first.
- Each player will field one lance (so each pair will be fielding 1200 points, each player getting four orders per turn).
- Players alternate turns (i.e. Team A player one, Team B player one, Team A player two, Team B player two).
- Games will last at least 15 turns. On the 16th turn and every turn after, player one rolls 3d6. On a roll of 11+ the game ends.
- The pair with the most points in the defender's deployment zone when the game ends, wins.
- If two players on the same team are using the same faction, they each may use one faction pride card ability for that faction per turn at no cost. Faction pride ability must be the same. Situational alliances may not be used, we are stressing faction purity, even on a team level.
- Units may NOT be withdrawn from the field.
Experience Points System
- Players will track experience points for each lance they control.
- A lance gains experience points equal to the value of every enemy unit it destroys.
- A lance gains experience points equal to two times the value of every enemy unit it has captured, if the lance still controls the enemy unit when the game ends.
- A lance gains 200 experience points for winning a Standard game.
- A lance gains 100 experience points for winning a Team game.
- All lances gain 100 experience points if their team wins a planetary assault and that lance played in at least one of the phases.
- A lance loses 200 experience points if they have less than 200 non-salvage unit points left on the field when the game ends.
- A lance loses 400 experience points if they have no non-salvage units left on the field when the game ends.
- A lance loses 100 experience points if it's Lance commander is destroyed.
- It is possible for lances to have negative experience points.
- Following each planetary assault players may "spend"
experience points to swap units from lances. This
represents veteran units leaving, and green units
replacing them. To replace a unit, you must "spend"
2x the unit's point value in experience points.
- Example: I swap out two 25 point Shamash recon
vehicles (50 points total) for a 50 point Tokugawa. I
must pay 100 points of experience points.
- You cannot spend more experience points than you
currently have.
- You cannot swap out your lance commander's 'mech or
pilot , though you may swap out gear.
Bonuses:
- For every 1000 points a lance gains in experience points they gain one ability from the following list. Each ability may only be chosen once.
- At the beginning of your order stage, oone of your lance units gets +1 to its attack value for the rest of the turn.
- At the beginning of your order stage, oone of your lance units gets +1 to its damage value for the rest of the turn.
- At the beginning of your order stage, oone of your lance units gets +2 to its maximum range value for the rest of the turn.
- At the beginning of your order stage, oone of your lance units gets +2 to its speed value for the rest of the turn.
- At the beginning of your opponent's commmand stage, one of your lance units gets +1 to its defense value until the start of your next turn.
- Note: It is possible to gain 1000 experience points, gain a bonus ability, then fall below 1000 experience points in a subsequent battle. In this case, the lance does NOT lose the gained bonus ability, but needs to reach 2000 points to gain a further bonus ability.
- In addition, Lance Commanders gain the abilities detailed below as their lance gains experience points. The abilities are cumulative and are only in effect as long as the Lance Commander is not salvaged unless otherwise stated. The Lance Commander gains these abilities at no cost.
- 1000 pts: Lance Commander gains "Commannd".
- 1500 pts: Lance Commander gains "Beaglee Active Probe".
- 2000 pts: Lance Commander gains "Anti-MMissile System".
- 2500 pts: Lance Commander gains "Point Defense".
- 3000 pts: Lance Commander gains "Repairr".
- Note: Unlike Lance Bonuses, Lance Commander Bonuses are lost if their experience point total falls below the required threshold.
- Special Assignment Rule:
When a Commander's Lance gains 3000 or more experience points, that commander becomes highly sought after by other units of the regiment for special assignments. Before every game a lance commander with 3000 or more experience points is played, roll 3d6. On a roll of 11+ the commander has been tasked with another mission and is not available for the current mission. He is replaced with a temporary lance commander for the game. Treat the temporary lance commander as being identical to the lance commander except that he does not have any of the Lance Commander bonuses.
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