CAMPAIGN RULES

# BATTLEMECHS AND MECHWARRIORS

Now the battlefields are overwhelmingly dominated by the most powerful conventional armament system ever created being titanic mechanized machines with aspect vaguely humanoid having a height between six and thirteen meters know as ... BattleMechs !!! ... these awesome weapons of war are maneuvered by men and women who are the elite of the elite and are known as ... MechWarriors !!!

# INDEX :

0 - BASIC PILLARS
1 - BALANCE OF ASSETS
2 - UNIT ORGANIZATION
3 - LOGISTICS ORGANIZATION
4 - DROP-FORCE 
5 - ASSIGNATION OF FORCES AND RESOLUTION OF COOP-DROPS AND SCHEDULED BATTLES
6 - TONNAGE LIMIT AND FORMAT OF COMBAT
7 - DROP-ZONES AND MAPS
8 - CASUAL MECHGAMERS
9 - SERVERS
10 - MODALITIES OF MATCHS
11 - AVF / OVF
12 - CAMOUFLAGE
13 - BATTLE PROTOCOL 
14 - TIME BETWEEN DROPS
15 - CONFIGURATION OF THE CAMPAIGN HOSTER
16 - NEGLIGENCIES
17 - DECORATIONS 

0 - BASIC PILLARS

· The TAG of each unit can contain numbers,letters and symbols but the nickname of each MechGamer only can contain letters and must be a name with at least a minimum of logical sense. 

· Each unit participating in the MWMEL must have at least logo and roster that will are showed in the web-site of the league. 

· For each drop scheduled must be assigned a amount minimum of 6 mechs and until a amount maximum of 8 mechs.

· In each drop can be used only until 2 equal mechs on the battlefield. 

· In each drop it is not allowed to use more than 2 mechs that can carry Jump Jets except in the format Mission Play in which no exist limit to use mechs that can carry Jump Jets. 

· The campaign of the league is composed of three fundamental aspects:logistical,strategic and combat.

· For each match the tonnage limit to confront each drop always is determined by the attacking unit but in relation to the limits of tonnage that each opponent unit can reach on the battlefield depending on the class of the regiment to which belongs each opposing force:

Light ------> 225,325 or 425 tons.
Medium --> 225,325,425 or 550 tons.
Heavy ----> 325,425 or 550 tons.
Asault ----> 425 or 550 tons.

· There are administrative control of resources : mechs,ships,logistical tonnage accumulated etc...

1 - BALANCE OF ASSETS

The balance of assets of each unit determines its deficit or surplus in relation to the material resources needed to operate its potential.The balance of assets of the units of line is computed by multi-purpose tons while the balance of assets of the mercenaries units is computed by c-bills and the of alternatives units is computed by stock-assets.When the balance of assets of a unit is negative can not be extended and when has more than one regiment must pay their deficit with the Benefits made in their confrontations and/or material resources needed to operate their additional regiments when the deficit reaches the amount of multi-purpose tons or stock-assets or c-bills that have the worth of the additional regiments.When the deficit of one unit is less than its surplus the deficit must be paid with the surplus.

2 - UNIT ORGANIZATION

The sub-units of each unit must be organized into lances,companies,batallions and regiments so that to confront each match must be respected the tactical structure of each sub-unit : lances,companies,batallions etc.Each sub-unit must have a amount minimum and can have until a amount maximum of mechs :

Lance --------> 4 mechs 
Company ----> 3 lances (12 mechs)    
Batallion -----> 3 companies +1 optional command lance (36 or 40 mechs)
Regiment ----> 3 batallions +1 optional command lance or company (mínimum 108 mechs and maximum 132 mechs)
Brigade ------> 3 regiments (mínimum 324 mechs and maximum 396 mechs)
CRT -----------> 4 regiments (Combat Regimental Team [mínimum 432 mechs and maximum 528 mechs])
Division ------> 3 brigades (9 regimets [mínimum 972 mechs and maximum 1188 mechs]) 
Reinforced Division ------> 4 brigades or 3 CRT (12 Regiments [mínimum 1296 mechs and maximum 1584 mechs])

Each lance have name but within each company all lances have different names and within each batallion a certain name only can be assigned to a maximum of 2 lances.Must be used the following names:

# LANCE NAME # Attrition # Auftragstaktik # Blockade # Complementation # Interdictor # Fire # Support # Strike # Surgical # Command  Lance ( name assigned by the MWMEL ) 

3 - LOGISTICS ORGANIZATION

All mechs of each unit have a number assignned.The logistical organization of each unit can not be modified except to cover the gaps caused by the mechs neutralized on the battlefield.

Each unit have at least one regiment and must choose one class to each regiment if have various regiments and each class can cover up certain tonnage limits to confront each drop of each match in the battlefield :

Light ------> 225,325 or 425 tons.
Medium --> 225,325,425 or 550 tons.
Heavy ----> 325,425 or 550 tons.
Asault ----> 425 or 550 tons.

In light regiments the light mechs must be numerically majority,in second place the medium,in Third place the heavies and in fourth place the assault.

In medium regiments the medium mechs must be numerically majority,in second place the light ,in third place the heavies and in fourth place the assault.

In heavies regiments the heavies mechs must be numerically majority,in second place the assault,in third place the medium and can not be assigned light mechs to the heavies regiments.

In assault regiments must be assigned at least two heavies mechs by each assault mech available and can not be assigned medium mechs nor light mechs to the assault regiments.

For each regiment must be assigned an transport regimental fleet.

After each match the logistical organization of each sub-unit that was used and damaged must be repaired.When a sub-unit is used and repaired and its reparation has been notified can not be modified until the next reparation.

IT IS IMPORTANT TO ENSURE WELL THE LOGISTICS REPARATION OF THE SUB-UNITS BECAUSE IF THERE IS A ERROR THE ADMINISTRATION OF THE MWMEL WILL APPLY ARBITRARY DECISIONS THAT CAN NOT BE APPEALED.

4 - DROP-FORCE 

For each drop of each match must to be assigned a full lance and the reinforcement mechs of the DropForce must be assigned from a certain company therefore can not be used reinforcement mechs of different companies . But nevertheless in format coop for each coop-drop can to be assigned only until four mechs that must to be assigned to the same lance . Each mech only can be used in one drop during each match.

5 - ASSIGNATION OF FORCES AND RESOLUTION OF COOP-DROPS AND SCHEDULED BATTLES

For fight each battle must be assigned a battalion but if the format Mission Play is selected can be assigned a force of combat integrated by companies of different battalions and a optional command lance that integrate a force equivalent to one battalion.If are assigned 40 mechs for use in the battlefield additionally also can be assigned other additional lance or company.

Each CCFC must to be a batallion assigned as CCFC and of every three batallions that have a unit can be assigned until a battalion as CCFC that can be used in the MWMEL servers of casual activity to No-Respawn and marked as CCFC and in which each mechgamer can fight one or various missions of campaign using mechs of a CCFC of its unit . To each CCFC must to be assigned a fleet . Can be assigned until 10 equal mechs of a certain chassis for each CCFC.
Is necessary use at least 4 mechs of the CCFC in four different drops for compute 1 victory in one raid scheduled.

Is possible fight two or three coop-drops optionally and additionally . In Coop format each coop-drop can to be fought by each mechwarrior until 2 waves . After finalize each drop-coop each mech own that accumulate 1 death has been neutralized and each mech own that accumulate 2 deaths has been lost.

THE SCHEDULED BATTLES MUST BE FOUGHT AT FIVE DROPS AND IN CERTAIN CIRCUMSTANCES OPTIONALLY IS POSIBLE FIGHT UNTIL 7 OR 8 DROPS . THE UNIT THAT WINS MORE DROPS THAN THE OPPONENT ACHIEVE THE VICTORY IN THE BATTLE .

EACH DROP CAN BE FOUGHT UNTIL 3 WAVES AND OBTAIN THE VICTORY IN THE DROP THE UNIT THAT SURPASS TO THE OPPONENT WHEN ACHIEVE ONE OR MORE VICTORY CONDITIONS IN THE ORDER OF IMPORTANCE THAT SHOW THE FOLLOWING LIST :

1 - WIN MORE WAVES THAN THE OPPONENT
2 - DO MORE SCORE THAN THE OPPONENT  
3 - DO MORE KILLS THAN THE OPPONENT 

6 - FORMAT OF COMBAT AND TONNAGE LIMIT

When two units agree confront a match the attacking unit must always establish the format of combat and the tonnage limit that always is the same for all the drops of the match.When a unit confront a match against the environment as well can choose tonnage limit that also it is the same for all the drops of the match.

7 - DROP-ZONES AND MAPS

When two units agree confront a match the defender unit must always choose the drop-zones and the maps of the match.Some drop-zones of some maps are not allowed in modality unit versus unit . When a unit confront a match against the environment as well can choose the drop-zones and the maps of the match.For a match can not be chosen equal maps.

8 - CASUAL MECHGAMERS

All casual MechGamers can confront matchs in modality CCFC : Casual Combinated Forces Contingents because the CCFC matchs are confronted in open servers.    

9 - SERVERS

· opened servers -> by default some server of the MWMEL is opened.

· closed servers -> can to be posible request a closed server to confront a computable scheluded match in modality UVE : Unit Vs Environment or UVU : Unit Vs Unit and therefore in this situation the casual mechgamers they could not connect to the aforesaid closed server.

· dedicated servers -> It is possible to request a dedicated server to confront a computable scheluded match in modality UVU : Unit Vs Unit but must be confirmed beforehand the match at least 2 days before.

The following list show the servers of casual activity of the MWMEL :

MWMEL : CCFC
MWMEL : Multi-Examination
MWMEL : Momo-Objetive 
MWMEL : Multi-Format

The following list show the servers of scheluded activity of the MWMEL :

MWMEL : CCFC
MWMEL : UVE
MWMEL : UVU

10 - MODALITIES OF MATCHS

In the MWMEL the units can schedule three different modalities of matchs : UVU : Unit Vs Unit , UVE : Unit Vs Environment and CCFC : Casual Combinated Forces Contingents :

· UVU : Unit Versus Unit -> each opponent unit must assign at least 6 mechgamers and can assign until 8 mechgamers to confront on the battlefield matchs unit vs unit. 

· UVE : Unit Vesus Environment -> the unit envolved can assign until 4 mechgamers to confront each drop on the battlefield against a OVF : Opponent Virtual Force but before go to the battlefield to complete the DropForce in the Game Lobby are activated the amount neccessary of FBM : Friend BotMechs that are the friend mechs controlated by the A.I. of the MW4M but the aforesaid FBM they are previously choised before the match by the aforesaid unit envolved.
   
· CCFC : Casual Combinated Forces Contingents -> When a mechgamer is connected to a server marked as CCFC and uses  mechs that coincide with those of the CCFC of your unit potentially is using resources from the aforesaid CCFC.For each mechgamer in each match is used a mech by drop.One CCFC intervention is terminated when at least 30 mechs of a CCFC are used and from that moment the CCFC can be repaired.

11 - OVF

The OVF : Opponents Virtual Forces are the opponents mechs controlled by artificial intelligence and choiced by the randomizer of the MechWarrior 4 Mercenaries but respect to the limit of tonnage established by the attacking unit : 225 , 325 , 425 or 550 tons . Each OVF is configurated to the servers of campaign,olimpic and gladiatorial matches that need the aforesaid OVF . In modality CCFC the mechs of the OVF can be replaced by mechgamers when the server is full.The level of  artificial intelligence of the OVF is always 9.

12 - CAMOUFLAGE

MWMEL campaign is not a carnival therefore on the battlefield all mechs of the same team must have the same camouflage . Next you can see the camouflages used in MWMEL and ordered in the list exposed under these letters :

# ELIGIBLES CAMOUFLAGES # 0-Ops - Blue # 1-Ops - Red # 3-Ops - Green # 4-Ops - OrangE # 5-Ops - Cyan # 6-Ops - Purple # 9-Snow - SnowBlind # a-Snow - SnowBall  # k-Woodland - Hunter Woods # l-Woodland - Schwarzwald # m-Woodland - Olympic Forest  # r-Rock - Desert Fox  # r-Rock - Quattra Depression # r-Rock - Savannah Tiger # o-Sand - Negev # o-Sand - Sahara # o-Sand - Mojave # v-Urban - Concrete # y-Urban - Skyline.

In the CAMPAIGN CAMOUFLAGES section of this site you can see more clearitly the camouflages that use the league.

OBVIOUSLY THE ADMINISTRATION OF THE MWMEL CAN NOT CONTROL THE CAMOUFLAGES IN ALL MOMENT BUT WHEN ANY ADMINISTRATOR IS CONECTED TO MWMEL SERVER THAT REQUIRE USE CAMPAIGN CAMOUFLAGE THIS RULE WILL TO BE MONITORED AND APPLYED VERY STRICTLY.

13 - BATTLE PROTOCOL  

Optionally before confront each battle must be applied a very simple protocol that requires notify to the MWMEL administration some strategic data and optionally logistic data.

14 - TIME BETWEEN DROPS

In the Game Lobby the maximun time between drops is of 4 minutes for the mechgamers + 1 minute for the administration of the MWMEL. 
THIS RULE IS APPLIED  VERY STRICTLY !!!

15 - CONFIGURATION OF THE HOSTER

Due to the ability of some hardware to 'disable fog' in all maps will be activated the visibility "Clear" / "Default".The campaign servers are configured as follows :

Report Game Stats to stats.zone.com: On
Allow Join In Progress: Off / On (campaign / casual matchs respectively)
Allow Custom Decals: On
Extended Visibility: On
Force First Person: On
Limited Ammunition: On
Heat Management: On
Splash Damage: On
Force Respawn: Off / On (campaign / casual matchs respectively)
Dead 'Mech Can't Talk: Off
Dead 'Mech Can't See: Off
Restrict 'Mechs and Components: (only mechs allowed)
Game Type: Various (depends on the match to confront)
Visibility: Clear / Defeault
Weather: Off
Time of Day: Day
Time limit: 10 / 20 / 30 minutes 
Waves: On / Off (campaign / casual matchs respectively)
Radar: Simple
Lock Server: On / Off (closed servers / open servers  respectively)
Max Team Tonnage: 225 , 325 , 425 , 550 tons or unlimited in CCFC
Max C-bills: 35000000 (Unused)

16 - NEGLIGENCIES

When after the confirmation of a agreement to confront a scheduled match if a unit not present in the Game Lobby any mechgamer all the mechs assigned to the match are destroyed and this absence is computed as five negligences : one negligence by each drop no confronted.If the scheduled match is in modality unit vs unit in these cases the unit that is present in the Game Lobby to confront the match obtain a certain amount of multi-purpose tonnage or stock-assets or c-bills equal to the value of the limit total of tonnage of all the drops scheduled for the match.

When a unit voluntarily or not leave the scheduled match started cause one negligence per drop no confronted and all their mechs unused are destroyed apart from annul their possibilities for obtain benefits as well as recover mechanized tonnage of the battlefield and if the match is in modality unit vs unit the opponent unit win all the drops no confronted and a certain amount of multi-purpose tonnage or stock-assets or c-bills equal to the value of the limit total of tonnage of all the drops no confronted and if it accumulates three drops won obtain the victory of the match.

When the assignation of mechs in one drop is incorrect can not be recovered mechanized tonnage from the battlefield and the opponent unit wins the drop as well as this error is computed as a negligence.

If in a drop a mech does not present the correct camouflage can not be recovered mechanized tonnage of the battlefield in the aforesaid drop as well as this error is computed as a negligence.If two mechs have the same error also it is not possible to obtain benefits from the same drop.If three mechs present the same error also the drop is automatically lost and the opponent unit wins the mentioned drop.