MekWars Dominion: Grand Cycle VI [Now Online]

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TigerShark
10/27/15 07:42 PM
12.130.166.32

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WWW.MEKWARS-DOMINION.COM





GRAND CYCLE VI
2765 Era Campaign

OVERVIEW
Behind the façade of trade and cooperation, man's eternal greed and lust for power lays in wait. The Lords of the five Great Houses scheme and plot against one-another, creating shadowy feuds and conflicts which threaten to undermine mankind's Great Experiment: The Star League. Each member jockeys for position to become the driving force behind the League's might, blinding them to a greater evil being conjured from the darkness of the Periphery.

MEKWARS DOMINION allows players to participate in the most pivotal age of BattleTech history. Centered around the events of the 2760s, players work to strengthen their faction's position within the League, conquering land and experiencing the era's most iconic battles, including the Star League Civil War.


PLAYING IN THE STAR LEAGUE ERA
Users familiar with the 3025 era will find many of the same units available during the 2765 time period. Mechs and Vehicles carry advanced technologies which Succession Wars armies could only dream of. The armies of the Member States and Territories were highly advanced, with production soaring during a time of excess.

• Choose from among the seven available factions: Capellan Confederation, Draconis Combine, Federated Suns, Free Worlds League, Lyran Commonwealth, Rim Worlds Republic or the Territorial States.
• Play using canon-inspired Unit Formations, bringing the most iconic Regiments to life.
• Direct-buy units from their factories using Real Cost. Each factory gives a slight chance at its upgraded, Star League version!
• Level your own pilots! No automatic leveling here: RPG skills and piloting/gunnery increases may be purchased for your pilots as they gain XP.


NEW FEATURES
Between cycles, we had the opportunity to listen to player feedback and change the campaign. This should give us the most successful and populated cycle yet!

• Registration has been streamlined! Just download the client, register, defect to a Faction and start buying units for play!
• Aero-on-Ground games are now optional! You may request a "no Aero" game from your opponent. See rules for details.
• Aero units are much easier to play against, due to advanced rules which perfectly balance play.
• Additional camo schemes and unit images added.


Download the Client and Join the Fight!
TigerShark
10/27/15 07:43 PM
12.130.166.32

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I will be focusing more on scheduling Events this cycle, such as the example below. Please reply in this thread or via PM to let me know who's interested and what times work best for you.

http://www.mekwars-dominion.com


EVENT 2725: War of Davion Succession

SCENARIO

In 2715, Mary Davion-Kurita's death left the Davion throne vacant and with two, separate heirs apparent. Takiro Kurita's claim that an Act of Succession had never been ratified was used as the justification behind Vincent Kurita's claim as the head of the Federated Suns. Wanting to avoid open war, First Lord Jonathan Cameron appointed an investigatory committee to examine the issue, with further warnings that if Joseph died before the matter was decided, he would rule in favor of House Davion. However, after the committee had failed to come to a conclusion after eight years, Takiro Kurita took matters into his own hands and ordered the invasion of the Federated Suns in 2725, beginning with the planet Marduk

The initial invasion by the 11th Benjamin Regulars took the Davion forces by surprise. Though a large garrison exists on the planet, the AFFS was unprepared for an elite foe. The Attacker represents the Draconis Combine Mustered Soldiery (DCMS) while the defender represents the Armed Forces of the Federated Suns (AFFS).

FORCES
DCMS: Attacker brings a Lance of (4) Mechs with a minimum army skill sum of 8 and maximum skill sum of 7. The attacker will be assigned a pre-generated army, including a Dropship and two Lances of veteran troops.

AFFS: Defender brings a Lance of (4) Mechs with a maximum skill sum of 8. The player will be given a pre-generated army of two Lances with artillery support (off-board).


DEPLOYMENT
DCMS: Begins the scenario by landing his/her Dropship any place on the map and deploying troops. The player has two turns to deploy.

AFFS: Set the deployment of all troops to "Before Round 3" and deployment zone to "Edge". Check to verify that artillery is placed off-board.


VICTORY CONDITIONS
DCMS: Major victory is achieved by destroying 90% BV of the defender's force and killing both enemy Commanders. Minor victory achieved if the Dropship is functional after Turn 20, or if the scenario ends with more than 50% of Attacker BV remaining.

AFFS: Major victory if the Dropship is destroyed and the enemy force suffers 80% BV destroyed. Minor victory if either goal is achieved.


Edited by TigerShark (10/27/15 07:45 PM)
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