Basic Mission Analysis:
The various mission tracks show signs of good ideas not properly thought through. Why do you gain bonus points if its raining (making it harder to hit) in a Recon track where there is no Salvage option… so only helping the player?
I’ve just done some analysis of the potential WP rewards from each track. This assumes you manage to salvage an average force set against you when possible, and complete all objectives (whilst using no optional complications). This is the net gain after the cost of the mission is taken into account:
Mission (cost): net gain
Recon (50): +100
Recon-In-Force (50): +278
Probe (75): +540
Supply Run (75): +353* (plus 2 bonus mechs)
Fighting Withdrawal (300): +250
Defend: (400) +497
Assasult (400) +604
Pursuit (400): +594
Beachhead (500): +547
Or, ordered by gain:
Net gain: Mission (cost)
+604: Assault (400)
+594: Pursuit (400)
+547: Beachhead (500)
+540: Probe (75)
+497: Defend: (400)
+353*: Supply Run (75): (plus 2 bonus mechs)
+278: Recon-In-Force (50)
+250: Fighting Withdrawal (300)
+100: Recon (50)
Obviously, salvage values, which an average number has been calculated for above based on possible Op4 numbers, quite skew the figures from what you might expect just reading the raw figures in the tracks.
The tracks to worry about are Beachhead, Probe, Supply Run and Fighting Withdrawal. The last has no salvage available, making its cost far higher than the reward. I’ll discuss it further later, but a possible “fix” is to make it cost only 100 WP to take… or be a “forced” track after certain successful missions (such as Supply Run).
Beachhead, as the most expensive track, should be worth more. Adding 50 WP to the rewards of the objectives will fix this. (Beachhead can have extremely variable salvage values, it must be noted – from 190 through to 570! – if everything works as planned).
Probe is terribly, terribly effective. It could also be quite difficult: 6 player mechs vs a House force (P4, G3) of 1 medium, 4 heavy and 2 assault? That’s tough. Still, the cost should probably be a bit higher. If it cost 200, then the net reward would be more in the range of 415. That one needs playtesting though, to see how difficult the mission actually is.
Supply Run is the biggest problem of the lot. You are *probably* going to get a reward of around 550 after the two salvaged mechs + armour. Woo. Yes, as we all know, it’s one of the best missions. As such, special rules for it need to be considered: either a “forced” mission afterwards, or the inability to choose it if you have too many WP. I tend more to the former; perhaps determined by random rolling. (Roll 2d6 after a successful Supply Run: on a 2-6, the next track must be “Forced Withdrawal”. On a 7-10, one of your next two tracks must be a Touchpoint or other 300+ cost track. On a 11-12, you can do whatever you want. Add 2 to the roll if your Warchest is less than 300 WP after the track). Or something like that.