StratCon Guide

Understanding the StratCon system for single-player campaigns

What is StratCon?

StratCon Digital GM: StratConThe premier Digital GM system for single-player campaigns, featuring strategic objectives and area control.Click for full definition is the automated campaign system that acts as your digital GM for single-player campaigns. It generates scenarios, manages objectives, and runs your contract.

Terms with dotted underlines have glossary definitions—hover for a quick summary. View full glossary

Area of Operations

The Area of Operations Area of OperationsThe collection of Sectors assigned to your unit in StratCon, containing objectives, scenarios, and facilities.Click for full definition tab shows the strategic situation for your contract.

Area of Operations
Area of Operations showing the strategic map

The Track

The main feature is the Track—a hex map representing your theater of operations. Each hex represents a large region or locality. The map shows:

  • Terrain biomes by hex appearance
  • Allied positions (blue symbols)
  • Enemy positions (red symbols)
  • Unscouted areas (shaded hexes)
  • Objectives Strategic ObjectivesGoals you must complete during a StratCon contract, such as maintaining positive CVP or controlling facilities.Click for full definition and facilities

Combat Teams Combat TeamsCohesive groups of forces designed to fight together (Lance, Star, Company, etc.).Click for full definition

Combat Teams Combat TeamsCohesive groups of forces designed to fight together (Lance, Star, Company, etc.).Click for full definition are cohesive groups (like a Lance or Company) designed to fight together. Any force without child forces and containing at least one unit is automatically considered a Combat Team.

Force Designations ( Combat Roles Combat RolesStrategic designations that determine how forces behave in StratCon (Frontline, Patrol, Maneuver, etc.).Click for full definition )

When deploying forces, assign them a Combat Role Combat RolesStrategic designations that determine how forces behave in StratCon (Frontline, Patrol, Maneuver, etc.).Click for full definition :

Designation Purpose
Maneuver Standard combat forces, easy to reinforce
Frontline Breakthrough/defense forces; can deploy minefields and infantry in advance (uses Tactics skill)
Patrol Recon forces; scout 7 hexes on deployment instead of 1
Training Forces using deployment time to train skills
Cadre Training local forces (for Cadre Duty contracts)
Auxiliary Support forces (artillery, airpower) that act as reinforcements
Reserve Off-duty forces for repair and recovery; won't generate scenarios

Strategic Objectives Strategic ObjectivesGoals you must complete during a StratCon contract, such as maintaining positive CVP or controlling facilities.Click for full definition

The objectives Strategic ObjectivesGoals you must complete during a StratCon contract, such as maintaining positive CVP or controlling facilities.Click for full definition panel shows your mission goals:

Victory Points Contract Victory PointsAn abstract measure of your contract's overall strategic success. Most contracts require positive CVP.Click for full definition

Contract Victory Points Contract Victory PointsAn abstract measure of your contract's overall strategic success. Most contracts require positive CVP.Click for full definition determine contract success. Earned by:

  • Completing objectives Strategic ObjectivesGoals you must complete during a StratCon contract, such as maintaining positive CVP or controlling facilities.Click for full definition
  • Winning scenarios
  • Capturing/destroying enemy facilities
Support Points Support PointsA resource representing your employer's willingness to support your strategic actions.Click for full definition

Represent employer assistance:

  • Generated by Admin/Transport at start and weekly
  • Used for reinforcements (min 1 SP)
  • Used for mercenary auctions and hiring Ronin
Enemy Morale

Tracks enemy fighting spirit:

  • Routed = Allied victory imminent
  • Overwhelming = Difficult opposition

Facilities

Facilities are bases and installations that provide bonuses to whoever controls them.

Allied Facilities

Facility Effect
Air Base Allied aircraft participate in scenarios
Artillery Base Allied artillery supports scenarios
Base of Operations Defended by veterans, turrets, and commander
Comms Center Reduces reinforcement TN by 2
Data Center Increases scan range by 1 hex
Early Warning Center Reduces allied reinforcement arrival time
Industrial Center Provides 1 SP/month
Mek Base Allied meks participate in scenarios
Orbital Defense Prevents hostile air operations
Space Port Provides 2 SP/month
Tank Base Allied vehicles participate in scenarios

Enemy Facilities

Enemy facilities provide similar bonuses to OpFor. For example:

  • Comms Center adds reinforcement modifiers against you
  • Industrial Center makes enemies larger and better equipped
  • Space Port increases enemy force size by 15%

Capturing Facilities

Deploy forces to an enemy facility to generate a capture scenario:

Capture

Eliminate defenders but preserve infrastructure

Destroy

Total destruction (denies the facility to everyone)

Reconnaissance

Scout unscouted hexes to reveal objectives and enemy positions.

Recon Example
Reconnaissance revealing enemy positions

Deploying Scouts

1

Right-click a hex on the track

2

Select Manage Deployment

3

Assign a force

Patrol Forces

Forces designated as Patrol are most efficient:

  • Reveal the target hex AND surrounding hexes (up to 7 total)
  • Only works when deployed to empty hexes
Advanced Scouting

With Advanced Scouting enabled, revealed hexes depend on unit types and pilot skills.

Deployment Period

After deploying, forces need time to return:

  • Deployment Period shown in objectives panel
  • Force unavailable for other tasks during this time
  • Salvage and injured personnel return immediately

Resupply and Convoys

Getting supplies during deployment is challenging—normal procurement takes weeks or months.

Employer Resupply

Periodic supply drops from your employer:

  • Parts and equipment
  • Ammunition
  • Replacement personnel

Convoys

Use Convoy forces to transport supplies:

  • Assign vehicles with cargo capacity to Convoy designation
  • Convoys can be intercepted by enemy, generating combat scenarios
  • Essential for moving SP-purchased items

Scenarios

StratCon generates scenarios (battles) based on your deployments and contract requirements.

Scenario List
Scenario list in the Briefing Room

Scenario Information

Each scenario shows:

  • Location (hex coordinates)
  • Scenario type (attack, defense, recon, etc.)
  • Weather and lighting conditions
  • Objectives
  • Enemy composition estimate

Conditions

Scenarios may have special conditions:

  • Weather (rain, snow, fog)
  • Lighting (night, dusk)
  • Planetary conditions (gravity, atmosphere)
Tactics Reroll

If your force commander has Tactics skill, you can attempt to reroll unfavorable conditions.

Deploying to Scenarios

1

Select the scenario in the Briefing Room

2

Assign forces from your TO&E

3

Review deployment requirements

4

Start the battle

Reinforcements

Call for help during difficult battles.

Calling Reinforcements

During a scenario:

  • Costs minimum 1 Support Point Support PointsA resource representing your employer's willingness to support your strategic actions.Click for full definition
  • More SP increases success chance
  • Commander's Leadership skill provides bonus BV budget (500 BV per rank)

Reinforcement Arrival

Affected by:

  • Commander's Strategy skill (reduces arrival time)
  • Enemy facilities (Early Warning Centers delay you)
  • Allied facilities (improve arrival time)

Interception

Reinforcing forces may be intercepted:

  • Commander's Tactics skill reduces interception chance
  • Intercepted reinforcements must fight their way through

Battles

When a scenario is ready, you have several options:

Manual Play

Click Start Game to open MegaMek and play the battle yourself.

Resolve Manually

If played separately, save the game in MegaMek and load it in MekHQ.

Autoresolve

Let the computer simulate the battle. Fast but less control.

Ignore/Withdraw

Skip the scenario. May have negative consequences.

Resolution

After a battle completes:

Status Updates

Update Description
Unit Damage All damage applied to your units
Personnel Injuries Casualties and wounds recorded
Enemy Losses Destroyed/captured enemy units

Salvage

Select salvage from defeated enemies:

  • Limited by salvage rights in contract
  • Heavy/damaged items may be harder to recover
  • Salvage forces improve recovery chances

Campaign Effects

  • Victory Points adjusted
  • Enemy Morale may change
  • Facilities may change hands
  • Turning Points may be completed

Contract Completion

Contracts end when:

  • Time expires
  • All objectives complete
  • Enemy routed
  • Your forces defeated

Evaluation

Your performance is evaluated based on:

  • Objectives completed
  • Victory Points earned
  • Losses sustained
  • Contract terms met
Effects

This affects: Payment received, Reputation change, and Future contract availability.

Continuing the Contract

Between scenarios:

Repairs & Recovery
  1. Return forces to Reserve designation
  2. Assign techs to repairs
  3. Treat injured personnel
  4. Resupply ammunition and parts
Strategic Positioning
  1. Scout new hexes with Patrol forces
  2. Position forces to protect objectives
  3. Plan attacks on enemy facilities
Contract Progress

Monitor:

  • Victory Point total
  • Enemy morale level
  • Remaining objectives
  • Time remaining