Invade the opposing team's home planet while defending your own home worlds. In-pod action with an over-encompassing strategy. Build your faction. Make your strategy. Launch your offensive while setting up your defenses.
This is a long-running competitive league system for team play (Pro-Am recommended).
Designed to be played over multiple weeks or months as desired by the player base.
This league system for team games was developed for the Battletech pods, circa 2008, as SiteWars when we used SiteLink (network that connected the podbays) to compete against the Pompton Podbay in New Jersey.
An invading faction may only attack the opposing faction's planet adjacent to the invading faction's currently occupied planet - indicated on the map by the path connecting it to a planet your team already controls.
In order to capture a planet:
1) The Attackers will have three objectives they must accomplish.
a. Stage 1: Invasion. [Land on the planet and setup a base camp.]
b. Stage 2: Recon. [Scout and locate the enemy’s main base.]
c. Stage 3: Attack. [Assault their main base and capture the planet.]
2) They have five total 'movement phases' to accomplish all three objectives.
3) The objectives must be completed in order.
Example:
If the Attackers attempt their Stage 1 objective and fail, they must try again. If they succeed on the second try, they move to Stage 2. Attackers will have completed the first objective but used two movement phases. They have three movement phases left to complete their last two objectives. If the Attackers are repelled twice while attempting Stage 2, the planet has been successfully defended. However, if the Attackers complete Stage 2 on their first attempt, they will have two movement phases left in which to complete Stage 3. In very simple terms: it’s a best of five series, first team to win three drops will either capture the planet or successfully defend their planet.
Each stage of an attack will offer a choice of mission types with pre-selected terrain for each planet.
After the attacking faction announces the planet they will be invading...
1) The Attackers select from the missions available in the stage for the planet under siege. (Starting at Stage 1)
2) The Attackers choose Time of Day unless Planetary Conditions dictate otherwise.
3) The Defenders will always choose the Drop Zone due to home field advantage.
4) All other conditions are randomized using the MC Randomizer unless Planetary Conditions dictate otherwise.
5) Outcome ...
If the attackers win, they move to the next stage and make the next selection. (repeat step 1 above as the next Stage)
If the attackers lose, the defenders will pick the next mission type from the remaining options in the same stage.
Ties go to the Defender. (see prior bullet point)
Stock 'Mechs recommended. Variants allowed if agreed upon by both factions.
Team Destruction, Team Attrition, Team Destruction (No Return), Team Attrition (No Return) :
1 Light, 1 Medium, 1 Heavy and 1 Assault per team.
Team King of the Hill:
Random chart. (see "Random Table" below)
Capture the Flag:
2 Runners (lights) and 2 Defenders (heavy or assaults). No duplicates
Siege Assault:
No duplicate chassis.
Die Roll (D6)
1. 1 Light, 1 Medium, 1 Heavy, 1 Assault
2. Assault Mechs only.
3. Open choice, no duplicates.
4. Light Mechs only.
5. Medium Mechs only.
6. Heavy Mechs only.
Each mission will be setup according to the game type associated with the chosen scenario. Each game will use the standard scoring method associated with that game.
Mission length will be 10 minutes. By default, all advanced features will be on for every mission type *except* Capture the Flag. CTF will have the advanced armor checkbox unchecked.
Return is ON, unless the game type listed is TANR, or TDNR. Those are no return missions.
Special note on Siege Assault:
This game has a scoring system that is not used. The game is won or lost based on whether the attackers destroy all three buildings or not. Failure to destroy all three buildings results in a victory for the defenders. You will hear a horn when the third building is destroyed and the screen will have a success and failure report in game at the top of your main screen. (Objectives)
Team Setups:
1) Each team may field a quantity of pilots that equal up to half of the number of available pods for a given battle.
2) This number does NOT need to remain the same for every drop.
3) The number of attackers must equal the number of defenders in every drop. (If one faction can field 4, but the other faction can only field 3, game drops as a 3v3)
4) No other restrictions exist at this time, owners, operators, masters, veterans, noobs, may all participate in this league!
A schedule will be set prior to the start of the league.
Each team will alternate as the attacker from session to session.
There will be a finite number of weeks giving each team the same number of attempts to capture enemy planets.
If a faction captures the other faction's "home planet", and the season is not over, the conquered faction will have one attempt to free their home-world by becoming the attacker and trying to seize their home planet from the invaders.
First team to capture and hold the enemy’s home planet wins the war and declared WINNER of that season's league.
If the home worlds of both factions are not conquered by the end of the league's scheduled season, the faction with the most planets at the end of the season wins. If there is still a tie, the team with the most drops won overall wins. If there is still a tie, we will call it a draw.