Hello again! Today we have Free World League and one big change. Let's start with the FWL.
It's recent military technologies: Improved Stealth BA armor, Ultra Autocannons, Light Gauss rifle, ER lasers, Semi-guided and Swarm-I LRM ammo.
Most common mechs:
Light: Locust LCT-3M, Stinger STG-5M, Spider SDR-7M, Wasp WSP-3M, Hammer HMR-3M
Medium: Trebuchet TBT-7M, Wolverine WVR-7M, Hermes II HER-5S, Shadow Hawk SHD-5M, Phoenix Hawk PXH-3M
Heavy: Orion ON1-M, Marauder MAD-5M, Crusader CRD-5M, Thunderbolt TDR-7M, Warhammer WHM-7M
Assault: Stalker STK-5M, Awesome AWS-9M, BattleMaster BLR-3M, Sirocco SRC-5C, Goliath GOL-3M
Most common tanks: Ontos, Hetzer, Schreck, Partisan, Saracen.
FWL have a lot of very common and familiar machines, near all of most common mechs are updates of 50s, mostly good and fine updates. A small part of pool is made up of new FWL signature machines, like Hammer, Apollo or Sirocco.
And there is a news. After some thinking and conversations I decided to make formations concept somewhat simpler. Now, player have not to choose his formation focus as subfaction. E.g. I chose "Striker formation" and have no access to assault units, and at the same time can only conform (or not) rules for the Striker formation. Now every player's army can be built matching one (or more!) formation restriction. E.g. I've built an army, composed of 4 light mechs, 2 medium mechs, 1 light and 1 medium hovertanks, all of them have running/flanking speed of 8 or more, so I get "Striker" formation bonus. If I add 2 more tanks (with 8 or more flanking speed, of course) instead of 2 medium mechs, then I get "Combined arms" formation bonus in addition to "Striker", because I have an army with 50% of vehicles.
So, new formation rules:
0) Standard - may include any and all units in any combinations, but give no bonuses.
1) Striker - must include at least 50% light units, all units must have running/flanking speed at least 8, then player can add +1 ini bonus; if all units have running/flanking speed at least 9, then player in addition of ini bonus player can also switch off "Front-loaded initiative" option. Alternatively, instead of this player can choose deployment zones for any of own units.
2) Assault - must include at least 50% assault units, and no light units, then player can assign second commander in army. Moreover, player can add bonus +1 ini when playing on city/heavy woods map.
3) Combined arms - must include at least 50% any vehicles, then player can add +1 ini bonus.
Exception:
Urbanmech and Panther can be used in Assault armies.
Assault drop requirements: any unit with Piloting skill 4 or better can be deployed anywhere on map via Assault drop rule, on 1 or 2 turn. Only jump infantry may be deployed in such fashion.
Additional infantry/BA rules:
Inner Sphere: any infantry/BA is limited by 1 unit per lance.
Striker may only use mechanized/motorized/jump infantry/BA with at least 3 walk/jump MP, all other infantry/BA must be mounted in transports or on omni-units;
Assault may use any infantry/BA without restriction, moreover, when fighting in defense, player can use up to 2 infantry/BA units per lance;
Combined arms may use any infantry/BA without restriction, moreover player always can use up to 2 infantry/BA units per lance.
Clans: may use any quantity of BA, up to quantity of omnimechs in army.