Once you have completed an NBT-MWO battle, the following guidelines are to be followed in reporting the battle. This will enable accurate and speedy reporting, allowing the league to move forward at a rapid pace. This section covers battle reports, salvage, repairs, and forfeits.
Providing that a battle has been fought, the following steps will be used to report that battle into the automation. Occasionally, you will attack a planet that has no garrison present. Proceed to Step 4 if this is the case.
Additional Reporting Options
The following are descriptions of added options that will come up, depending on which battle type you may have launched.
The quality of the information would also be based upon the success of the Recon (Scaled Success). Thus if the attacker barely won the battle (only 1 survived) the quality of the data would be low (might only find out industry info). If they did really well (shut out) then they would get full information about the planet (industry, garrison, JS in orbit, etc). The # of 'Mechs surviving provides the Base Recon Points, plus a random bonus would be applied for each Recon.
There are 6 classes of Recon data available for each planet. These range from basic industry information to full planetary information as well as in-system Jumpships. The Attacker must choose how they want to spend their Recon Points. They may either get excellent data on a single planet, or get vague information on multiple planets.
After the completion of a successful 'Mech Raid, you are given the opportunity to steal from the on planet garrison. These 'Mechs may be stolen from the Primary Garrison, Allied Garrison or Mothball area (if applicable). Different unit classes are able to steal a different amount of 'Mechs from the planet. The amount of choice you get in this theft is determined by how well you do in combat (Scaled Success).
Once your 'Mechs have been chosen, either by yourself or the automation, those 'Mechs are loaded onto your Jumpship. Pirate and Merc units have the additional option of immediately selling the stolen 'Mechs to the Black Market, receiving full value for the sales.
There are a couple steps to be followed while fighting a PA against another unit. Since Planetary Assaults are generally the most involved type battle in the league, sometimes involving 10, 20 or even 30 drops, we have provided an additional tool in the automation: The PA Tracking Tool. This tool is to be used during the course of the entire PA, reporting 'Mechs and losses after each drop.
Once the PA is finally finished, the following options will present themselves.
Attacker Wins - The planet is transferred to his control, and he is then free to unload additional Jumpships in order to garrison the planet. His remaining Attack 'Mechs are transferred over to the Primary Garrison. Any Allied Attack 'Mechs are transferred to the Allied Garrison section. Any remaining Defender 'Mechs may be retreated to orbiting Jumpships. . If no JS are available, the 'Mechs default to the new planet owner. During this retreat of 'Mechs the defender will also select a planet, owned by the defender, to retreat these Jumpships to once loaded. This retreat planet must be within 60 LY. The defender may choose to keep his Jumpships at the planet just lost and move them where he pleases after the battle has been confirmed.
Defender Wins - The Attacker's remaining 'Mechs are forced off planet into orbiting Jumpships. If no JS are available, the 'Mechs default to the Defender. ALL enemy Jumpships in-system are then FORCED to retreat from the system, back to their planet of origin. This is true even if the JS were not involved in the battle. The retreated jumpships will be forced through a full recharge cycle at the point of origin, even if there is a charge station there. This wait time models the effects of having to regroup and collect forces after a crushing defeat and hasty retreat.
Repair & Salvage - Both Repair and Salvage are affected by the number of 'Mechs you bring, in comparison to the Recommended Support of the planet. Bring too many 'Mechs and your salvage/repair % plummets. Bring fewer 'Mechs, and you receive bonuses to both. Clans receive a bonus on their salvage ability.
At the end of entire PA, the automation will grant the winner a chance to repair a limited number of 'Mechs that were salvageable from the battlefield. The automation will come up with a list of these 'Mechs, as well as the cost to repair each (40% of purchase cost). You will need to enter the # of each chassis that you wish to invest money into. The total amount will be deducted from your account, and the 'Mechs will be made immediately available. Any 'Mechs not repaired will be counted as normal salvage.
Battle Confirmation - Once both sides have entered their final information, the Attacker will confirm the battle and it will become part of the public records. Jumpships will retreat, planet will change hands, salvage awarded, etc.
Occasionally two units will be responsible for the defense or assault of a planet. By default the Planet Owner has control of any battle launched on their planet. They have the option of turning control of the battle over to a unit that has a minimum of 10 Allied Garrison 'Mechs on planet. The info below talks about an Allied Garrison situation, but it also applies to an Allied Attack situation as well. There are a couple limitations on this:
Forfeits may occur for several reasons: No-show on a battle night, scheduling problems, inability to field the proper 'Mechs on planet, admin intervention, invalid 'Mech use (cross-tech weapons), etc. The following are the guidelines to be followed when reporting a forfeit. We suggest not making use of these rules very often. You joined this league to battle. Please do so. Or, to put it bluntly, "rules-lawyering" is not welcome in NBT.
Partial Team Destruction: If all 'Mechs of one team or the other have not been destroyed within the allowed time period, then the unit that destroyed the most TONNAGE wins the match. Thus it is required to record every drop in the automation as you play. At least 50% of the tonnage of the other team must be destroyed for the drop to be a win for either side. If this minimum is not met, or in the rare case of a tie, Battle Tie Rules apply. Surviving 'Mechs carry over for both teams.
Battle Ties: In the rare event that a battle results in a tie (both sides destroyed exactly the same amount of tonnage), or not enough tonnage has been destroyed, then the battle is to be refought. The 'Mechs that were destroyed would still be dead, but in a PA the tracker does not move, and in a Raid, the drop must be redone. Thus, in order to prevent wasting pilot time, make sure you destroy your enemy completely.
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.
Immediate Reporting: Battle results are not updated into the database until all of these steps have been finished. It is in your own interest to get Battles Reported and Confirmed ASAP because, until they are, your resources are tied up and cannot be used for any purpose. ALL Battles will be Reported and Confirmed immediately after completion of the Battle. Each of the two Commanding Officers (or their representatives) will remain online to Report both sides of the Battle and Confirm the Battle.
There will be NO exceptions to this rule. Battles not reported promptly will be reported by the Admins (not always with the correct numbers). Deliberate delay will result in action by the Admin, up to and including reporting the battle and estimating losses as they see fit.