MEKWARS: LEGENDS   A MEKWARS CAMPAIGN SERVER
TACTICAL OPERATIONS
Tactical Operations are the life-blood of the campaign. While factions make far reaching and important campaign decisions with Strategic Operations, it is the tactical operations, the ground and aerospace battles played out via the Megamek client that deliver the decisive results of the campaign- control of worlds. Armies are built and destroyed, worlds won and lost, and hours of fun and memories during the course of a campaigns Tactical Operations.

All Tactical Operations require Command Points to launch (known as "influence" in past campaigns) to launch, this is generated in the campaign by "going active" with armies looking for battle, spending reward points or as the results of battles. Some special Tactical Operations require Reward Points to launch as well.

All operations have a range at which they can be launched, this an operations range can be found on map by setting the campaign star map to display operation ranges. Operation ranges are shown by color corresponding to the operation type (see left).  Some factions may have additional Tactical Operations become available to them during the course of the campaign, through results of a factions Strategic Operations and decisions. It is a good idea for players to familiarize yourself with the ranges and costs of launching an operation as well as the rules regarding starting and ending games before attempting to engage the enemy!

The Operations classes listed on the left navigation panel are described below:

  • General Operations are operations that are available to all factions at all times in the campaign and tend to have less restrictions on where, with what units and how they can be launched. Veterans of the first two Mekwars:Legends campaigns will notice the conspicuous absence of the "Live Fire Exercise" Operation from the list. This operation and its intended effects have been replaced by a variety of other options for players.
  • Major Operations are the military offensives and Planetary Invasions which typify a major conflict in the Inner Sphere. They designed to be intuitive and straight forward, simulating the struggle for control of a planet with a simulation equal parts concrete and abstract. At the core, these operations are meant to be utilized as the primary means of conquest in the campaign, and require a nearby Logistics Center to be launched. These are not low intensity border raids, but rather full scale battles in which a faction deploys its better regiments to dominate a theatre of war.
  • Clan Operations are operations that reflect that although exposure to the nature of war in the inner sphere has caused the invading clans to largely cast aside the rules of zellbrigen, and while even many of the clans still in the home worlds this practice has weakened, ritual combat is still a dominant feature in clan warfare particularly outside of the Inner Sphere. The trial of Possession still remains at the core of the struggles the clans wage against each other for resources. The Clan Combat operations are operations only available to Clan factions and are limited to the K-Cluster and pentagon worlds. The ritualized nature of the battles makes for strong land claims and allows much more efficient conquest then what is seen in the Inner Sphere.
  • Solaris 7 Operations provide players with an opportunity to engage in reckless battles in various arenas on the planet while wagering reward points and supply points. These operations pit one, two or four of a players mechs against one or multiple opponents in operations typified by outlandish settings and chaotic action. Players are expected and outright encouraged to approach these battles with a bit of reckless abandon as they seek to accumulate wins and fame in the arenas of the great game world of Solaris 7.
  • Grand Council Operations provide an opportunity for Clan Player accounts to engage in arranged mêlées and contests loosely equivalent to the Solaris VII Operations of the Inner Sphere. Players may wager influence, reward points and resources in an abstract representation of the near constant trials and struggles that occur in the Home worlds.