Attacks & Battles
The following is a list of all combat types and descriptions found in the NBT-MWO league. Requirements for each battle type ('Mechs, Pilots, resources) are listed, as well as information on defending your planets. Basic Planetary Assault rules are listed below. For the full rules, please go to the Planetary Assaults page.
Attacking Forces: Attacking forces are by definition ALL 'Mechs transferred to the planet by the Attacker during the 18-hour window. This includes 'Mechs dropped by the Attacker and up to 1 ally (Allied Attacker in PA's).
Defending Forces: Defending forces are by definition ALL 'Mechs on the planet under attack, or that are dropped to the planet surface during the 18-hour window. These may include the Defender's own forces, as well as those of an ally (Allied Garrison)
Once a battle has been launched, Initial Lockdown begins. Any 'Mechs on planet may NOT be removed from the planets surface (they are stuck there for the duration of the battle). During this time period you may transfer 'Mechs to the planets surface at will. The Attacker and the Defender both can use their Jumpships screen to send 'Mechs to the planet. Failure to do so could result in the 18 hour window expiring, and the battle being lost due to lack of forces.
Full Planet Lockdown occurs 18 hours after the first incoming hostile Jumpship is detected. Once this time period has expired no forces may be transferred either to or from the planet. It is effectively isolated until the battle is resolved. Jumpships may still jump into the system, but they may not continue further into enemy space. They must jump into allied space to continue jumping.
This time window allows for the following to occur:
- Gives the Attacker ample time to position all of his forces.
- Gives an Allied Attacker time to jump in-system to join the fight.
- Gives the Defender some time to reinforce the planet, if he can, either with his own forces, or with those of a nearby ally.
ComStar Facilities - On planets with upgraded ComStar Facilities present, Full Lockdown is delayed for an additional 12 hours, thus allowing additional reinforcements to be dropped on planet. The locations of ComStar Facilities can be found in the public planet listings.
The above does NOT apply to Trespass Disputes. This is the only battle type to not lock down the Defender's forces on planet.
Battle limits are based upon your units current Activity Status. This is set on the Unit Admin page.
- Inactive Units: Inactive units cannot be attacked nor can they attack another unit. Inactive units cannot jump to any planet that is not owned by that unit.
- Semi-Active Units: Semi-Active status is a level of activity that can be set by the League Admin if a unit is having attendance or burn out problems. It enables the unit in question to continue in the league, but carry on with some battles rather than going fully inactive. Defensive Limits for Semi-Active status are 1 defensive PA, and 5 defensive Minor Battles. This is a temporary setting only, to give units time to get their affairs in order, and then return to Active Status.
- Active Units: Active units effectively have No Offensive battle limits. They can attack without restriction excepting the ability to schedule and fight all their Offensive and Defensive battles within current league time limits. Defensive battles for Active units are based on the number of pending Offensive battles they have launched. There is a minimum of two (2) Defensive Planetary Assaults and nine (9) Defensive Minor battles. These limits can be exceeded under the following rules.
- Units with 70+ planets: 2 PA's
/ 12 Minor Battles.
- Units with less than 10 planets: 1
PA / 3 Minor Battles.
- Periphery & ComStar Units: 1 PA
/ 6 Minor Battles.
- Defensive PA's = Offensive PA's with
a minimum of 2 at all times.
- Defensive Minor battles = Offensive
Minor battles with a minimum of 9 at all times.
- Trespass Disputes do not count.
- Friendly Defensive PA's are not
included in the totals.
- Counter-Attack PA's may be launched
regardless of limits.
Introduction: Battles are launched when a unit moves into the territory of a unit that is not an ally. Ally status is defined as either Full Alliance or Military Alliance. All other settings will allow the various battles to be initiated.
In order to launch an attack on a nearby unit, you must either use a Normal Jump, or a Surgical Strike Jump. All other jump types are non-combat and will not result in battles being generated. When traveling through space that does not belong to you, these are the Battle Types that may be generated, depending on your goals and activities within their space.
After launching a battle against an enemy planet, you will need to return to your Jumpship Management page and select which 'Mechs you wish to drop to the planets surface. Make sure that you drop enough to handle the battle type that you have selected. For Minor Battles you may only transfer up to 75 'Mechs into Primary Attack mode.
This type of jump is chosen when there is no intention of attacking. It is primarily used when moving within your own space or that of an ally. If the planet's owner does not have you marked as an ally there is a 15% chance that you will go unnoticed. If not, a Trespass Dispute Battle will result. The idea here is a small battle to decide if the JS can stay. If you win you can stay. If not, you are returned to wherever the JS came from.
- Trespass Dispute Battle - Fought in "Skirmish". Time limit TBD. A small battle using 2-4 '‘'Mechs with a maximum of 150 tons. 2-4 pilots on each side.
This jump type initiates a Recon battle. If the attacker wins, email is sent to ComStar requesting a recon report. What that report consists of is based upon your battle performance. There is a 15% chance that a recon jump will go unnoticed in which case the recon request is also sent to ComStar. Salvage award is 75%.
- Recon Battle - Fought in "Skirmish" with 5 pilots REQUIRED on each side. Time limit TBD. Tonnage is limited to 200 tons for the Defender and 200 tons for the Attacker. If you are the defender and unable to field 5 pilots with a drop weight of 200 tons or less, it will be handled as a no garrison win for the attacker. If the attacker is unable to field 5 pilots at or under 200 tons, the recon is a forfeit.
These battle types are designed to wear down the defenders garrison and economy through attrition, industry damage and 'Mech theft. If the attacker wins he will be allowed to inflict the damage value of his specified Raid. There are many different Raid types.
Standard Raid Rules: All Raids are fought in "Skirmish" with 5-8 pilots REQUIRED on each side; Time limit TBD; tonnage is limited from 350-500 tons per side; unless stated differently. Most Raids are single battle affairs, though some of the bigger ones can go for several drops. Some raids use maps where normal PA Siege rules apply.
Theft - The goal of this battle type is to steal
'Mechs from the Garrison or Mothball area of the planet.
Most units will steal 350-375 tons of 'Mechs from the planets
surface. Merc & Periphery steal 500 tons, and
Pirates 500-700 tons. Each planet may only have once
successful 'Mech Theft Raid launched on it each 2 weeks.
Theft - This is a raid designed to steal cash.
If the attacker wins he is awarded 100% of the planets industry
for one month, in C-Bills, which is deducted from the defenders
account. The planets industry does NOT change. Each
planet may only have ONE successful Industry Theft Raid
launched on it a month. The amount deducted from the
defender's account is scaled based upon the number of planets
the defender owns.
Destruction - Industry Damage is the name of
the game. This is a raid designed to damage the industry
of a planet. If the attacker wins the industry of the planet
is reduced by 20%. The attacker does NOT receive this; their
reward is the reduction in planet industry. Successful destruction
of industry may result in the planet being Over-Garrisoned.
Normal Over-Garrison rules then apply.
Disruption - This Raid will target a single Factory
Slot for production disruption. The Attacker winning
this raid will result in the production numbers for that
Planet being reduced by half the factories maximum output
for that slot (even into negative numbers). A factory currently
at 0 or negative numbers may not be further disrupted.
The attacker will steal that same number of 'Mechs from
Destruction - Do not expect to be popular by
launching this Raid. Success will totally destroy a single
factory slot on the enemy planet. Factories are rare throughout
the galaxy; destroying one does not win you brownie points
with anyone. This is a 5-drop Raid battle (make sure
you bring enough 'Mechs). ALL 5 drops must be won
by the Attacker. If successful, then the targeted
Factory Slot is rendered inoperative for a period of 120
Launch Guerrilla Raid
GRaids are a step up from normal
Raids. They can be VERY disruptive, even destructive.
After a successful Guerrilla Raid has been fought, the Attacker
will need to determine what type of damage he wishes to do
to the planet. Each planet may only have ONE successful
Guerrilla Raid launched on it a month, regardless of the effect
chosen. The size of this battle type is determined by
the industry level of the planet being attacked (see below).
The higher the industry, the more combat must be fought to
disrupt the planet.
Each industry level has a Prime
battle size associated with it that has a 50% chance of being
used. The remaining 50% is split between the other possible
battle sizes. This means that a GRaid can not be used to absolutely
determine the industry level of a planet.
Note: While only a single open Minor Battle Slot is required
for a GRaid to be launched, regardless of actual slot value,
higher level GRaids can take up multiple battle slots. 1 and
3 drop GRaids take up a single slot; 5 drop GRaids take up
2 slots; 7 drop GRaids take up 3 slots.
- Less than 150 million
- 1 (prime), 3 or 5 drops
- 150 to 250 million 1, 3 (prime), 5, or
- 250 to 400 million 1, 3, 5 (prime), or
- Higher than 400 million 3, 5, or 7 (prime)
Possible Guerrilla Raid Effects:
- Effect 1: System Raid - Results in the theft of both 'Mechs and Industry from the planet. The higher the number of drops fought and won, the higher the amount stolen.
- Effect 2: Causes the planet to go into Political Instability mode (see Planetary Management).
- Disruption of Charge Station for period of 30 days.
- Attacker receives one month's industry from the planet (IT Raid)
- Effect 3: Destruction of System-Defense Stations and Charge Stations for 30 days.
- Effect 4: Disruption of factory production - Will reduce factory production of ALL factory slots by 50%. Think of it as a larger version of the Factory Disruption Raid. Attacker will receive a large portion of those 'Mechs from the factory.
- Effect 5: Jumpship Seizure Raid - Allows the theft of a single Jumpship from a JS producing factory planet. Restrictions: Must be at War with unit, and the JS still costs 50% of normal price (have to pay for the carpeting and stock the galley).
Guerrilla Raid Battle: Tonnage is limited from 250-450 tons per side; unless stated differently. Salvage goes to the defender. GRaids are fought in "Skirmish" with 5-8 pilots. Time limit per drop TBD.
- Tonnage is determined randomly per drop by the automation. When you receive your ForceDec, it will inform you of the number of drops required.
- Even if best of X is lost (say best of 5 and the defender wins the first 3) ALL the battles are fought. The Attacking 'Mechs are there to damage the defender as much as possible.
- Attacker Jumpships auto-retreat at the end of a Guerrilla Raid, regardless of success.
This is the biggie. It has no chance of going unnoticed. A massive Attack force is jumped in-system to fight for and take control of the planet. A Command Flagship must be present with the Attack force to launch a PA. The result is an all out battle for control of the planet.
After you have launched a PA, you will be asked to drop your Attack forces to the planet surface. Each planet has a Recommended Support in place based upon its industry. As long as you drop within this number, no effects are felt. If you drop too many 'Mechs, you risk damaging the planetary industry, preventing Allied Attacks, as well as robbing yourself of valuable salvage. Thus having accurate Recon data becomes very important prior to launching a PA.
- You may drop up to twice the Planetary Limits. Winning under these circumstances will result in a 50% destruction of industry and only receiving 5% salvage on all drops. This is a scaled system. The more 'Mechs you bring, the more damage you do.
- You may drop less than the Planetary Limits. Doing so will result in a salvage bonus being awarded to your unit (75% maximum).
Thus, the more 'Mechs you bring, the more damage you will do to that which you are trying to conquer. The smaller the force you bring, the greater your potential rewards. Salvage effects and industry destruction are only applied to Planetary Assault type battles. For full details on PAs and how they work, please see the expanded Planetary Assault rules.
After an unsuccessful PA, the Flagship used cannot re-PA the same planet for a period of 4 weeks. Another Flagship will need to be used, or the same Flagship can PA another planet.
Battle Sets: When you launch Minor Battles on another unit, we would like to suggest that you launch a minimum of 3 Minor Battles at the same time. This will enable both teams to have a "full" nights worth of combat, rather than just getting the pilots together for a 20-30 minute stint. Instead, they will be meeting for at least an hour, allowing everyone to drop and participate. This does require have 3 Attack Jumpships launching attacks within a specific time period. This is not a requirement, but it is common courtesy.
Joint Assaults: You may be joined in a Planetary Assault by any unit that you share a Full Alliance with. The following rules apply:
- Your ally must jump and drop their 'Mechs to the planet surface within the 18-hour window before Planet Lockdown.
- Neither unit may individually exceed Recommended Garrison.
- The size of the Allies force is added to your own to determine total 'Mech numbers. That total is compared to the current Planetary Limits to figure salvage and industry damage.
- The Allied unit does NOT need their own Flag to participate in the battle.
If the Defender looses a Planetary Assault he can counterattack this lost
planet within 4 weeks from the date this PA is reported and confirmed.
This MUST involve the same two primary units although now in opposite
roles. Counter-Attacks bypass normal defensive battle limits.
Scaled Success: On both Raids and Recons the degree of success is determined by the number of 'Mechs destroyed on both sides. The more Attacker 'Mechs surviving will result in higher damage or stolen goods. On the other hand, the more of the Defender 'Mechs that survive, the less that damage or theft will be. Thus:
- The Attacker's goal will be to destroy as many defender 'Mechs as possible, while still preserving your own forces.
- The Defender on the other hand will try to destroy as many of the Attacking 'Mechs as possible, while keeping their own forces intact.
Introduction: Defensive actions are much simpler than Offensive, in that you only have to be present in order to defend a planet. But there are some various options available to you that will determine how you defend your realm.
Unit Garrison Limits
Units may have any percentage of their 'Mechs
in Garrison or Attack status at any time. Having an excessively offensive
based force can cause economic problems for the unit to support the scale
of their offensive activities.
- At 75%-100% Garrison levels, normal maintenance
- At 74%-50% Garrison levels, all maintenance costs are increased by
- At 49% and lower Garrison levels, all maintenance costs are increased
- Units that have less than 1000 'Mechs are exempt from the above increases.
Planetary 'Mech Limits
Each planet has a Recommended Garrison Limit assigned to it. This limit is based upon the planets current industry at a curve of 3 million for each 'Mech. Inner Sphere and ComStar units have a 2.7 million
rate. Salvage effects and industry destruction are only applied to Planetary Assault type battles.
Over-Garrisoning a planet - A planet may hold up to its Recommended Garrison +50%. If RG is 100 'Mechs, then Over-Garrison will allow another 50 'Mechs to be placed. Doing so will negatively effect both the planet, and any battles launched against that planet. These same rules apply for Over-Attacking a planet.
- Battle Penalties - Over-garrisoning a planet, as with over-attacking during a PA (i.e. sending in more attacking mechs based on the defending planets industry) will damage the planet's industry, and lower your salvage. The more 'Mechs you have, the greater the damage (twice the # of 'Mechs means 50% industry destruction, and only 5% salvage gained). Over-Garrisoning will result in a 10% industry destruction, no matter the level of OG.
- Attackers that damage the industry on a successful PA will be auto-charged to repair the damaged industry at the current industry prices.
- Industry Penalty - Each day that a planet is Over-Garrisoned, you bank will be charged a fee of 2% of the planetary industry. This represents the additional cost of keeping such a large force of 'Mechs on a planet that cannot support them.
- ‘Mech Damages - Each week that a planet is Over-Garrisoned, 'Mechs will begin to fall into disrepair, and eventually be disabled and unusable. In order to prevent this, a substantial sum must be paid each week, based upon the amount of Over-Garrison present.
- Allied Garrison - While a unit is Over-Garrisoning their own planet, their allies can not drop 'Mechs onto the planet to help with its defense.
- Political Instability - When a PA is completed on a planet that was Over-Garrisoned or Over-Attacked, there is a scaled chance that the planet will fall into PI mode.
Under-Garrisoning a planet - Like with the Attacker, if you decide to lightly garrison a planet that is PA'd, then salvage BONUSES apply to your unit, up to 75% salvage.
Every planet has the ability to support two types of garrison forces, yours and that of one ally. In order for an ally to garrison one of your planets, they must be set at Full Alliance or Military Alliance on the Diplomacy page. Allied Garrison is counted toward the total number of 'Mechs on planet and any negative effects of Over-Garrisoning still apply.
Breaking of Alliance - If your alliance setting drops to Neutral or below while Allied Garrison is in place, several things will happen. First is that the automation will ask you if you are REALLY sure you want to do this. Once you confirm this choice, it will ask you again. Once final confirmation has been received, ALL 'Mechs that either unit has placed as Allied Garrison will launch Guerrilla Raids on the other unit (yes, this means that 20 or 30 battles could be launched in about 5 seconds).
- Pulling this stunt can really damage both units, taking up a lot of time and resources to handle the battles, as well as to recover from the losses. Consider carefully before executing this maneuver. All normal Guerrilla Raid rules apply (# of battles, tonnage and pilot restrictions).
- If a Battle is currently active on a planet where Allied Garrison is present, then those 'Mechs default to the planet owners control. No Guerrilla Raids will be fought. Consider this confiscation of the on-planet 'Mechs due to planetary emergency (under attack).
Capital, Factory, high-industry and Charge
Station planets are protected by System-Defense Stations. After the
18-hour window has expired on a Planetary Assault, and all Attacker's
'Mechs have dropped, the SD Stations have a 50% chance of forcing a minimum
of 25% of the Attacking Dropships to return to their Jumpships.
These 'Mechs are not destroyed; only returned to the in-system Jumpships.
This can drastically reduce the # of available attacking 'Mechs in a Planetary
Assault. The Attacker may attempt to disable the SD Stations by launching
a successful Guerrilla Raid before the Planetary Assault, taking them
offline for 30 days. SD Stations have no effect on any other battle type.
The higher the industry on the planet, the more powerful the SD Stations
are. Additionally, all planets with an Industry of 400 million or
higher are protected by SD Stations.
The defender may disable their System-Defense Stations
through the Planetary Management page. Once disabled, they will remain
offline for around 2 days, then they will be automatically reactivated.
Industry: Less than 200 million - 25% Attacking forces repelled
Industry: 200 to 400 million - 40% Attacking forces repelled
Industry: Higher than 400 million - 50% Attacking forces
If multiple SDS variables exist on the same planet, then the above percentages
are all increased by 10% for each variable (4 maximum). Thus a planet
with high industry, a Charge Station and a Capital (3 variables) would
have an 80% chance of SDS repelling 55% of the enemy forces. A planet
with low industry, a Charge Station and a factory (2 variables) would
have a 70% chance of SDS repelling 35% of the enemy forces.