Author Topic: My infantry rules vision  (Read 608 times)

Mostro Joe

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My infantry rules vision
« on: 23 April 2025, 09:14:50 »
I am posting here what I think is a version of the rules that fixes some problems I have with the actual infantry rules.

I did not wanted to rewrite from the ground the rules, for a matter of time and because I think it would be almost certainly a waste of time. I preferred to read the existing ones and change what I really dislike.
I rewrote only the Conventional Infantry Rules, because I almost never played using the battle armor infantry (I never play in a post 3055 era).

I made these most prominent changes, in the midst of others:

- No more mechanized conventional units: the absurdity that arrived with TW. "Real" mechanized units should be infantry units loaded in APCs and IFVs for whom we have plenty of models in numerous TROs and sourcebooks, since the 3026 one, the golden book for vehicles.
- There are rules to assault with infantry 'mechs and vehicles, it is the "swarm" standard set of rules. There are rules to assault dropships and buildings. For misterious reasons there are NO rules to assault other infantry forces, a detail that is literally in every other wargame out there. I adapted the official, even if optional, rules found in Tactical Operation, the "Infantry vs. Infantry action" part.
- In these last years, the special abilities published have given a lot of character to 'mech and vehicle formations, and other abilities have given some interesting traits to the single pilots. I have used most of the official options for the infantry and some of the special abilities found in the most recent sourcebooks to make the same thing with the infantry (like the sniper ability, a good idea that convinced me again that there is no need to create a tiny sniper rifle to put somewhere, but a special rule is sufficient to create an interesting effect in the game).
- I have inserted some ideas for archaic units, a matter about I talked long here with Riflemech.

Thanks to anyone who wlll give a look to this document I will obviously appreciate any feedback. It is just a fruit of the passion I have for Battletech by 35+ years.
« Last Edit: 29 April 2025, 20:56:25 by Mostro Joe »

Daryk

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Re: My infantry rules vison
« Reply #1 on: 23 April 2025, 09:25:42 »
I don't have Word on this computer, but I should be able to take a look Sunday or so...

Mostro Joe

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Re: My infantry rules vison
« Reply #2 on: 23 April 2025, 10:42:13 »
I don't have Word on this computer, but I should be able to take a look Sunday or so...

Thanks  :)

Daryk

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Re: My infantry rules vison
« Reply #3 on: 23 April 2025, 10:56:02 »
I'm at least with you as far as doing away with "Mechanized" as written. Embarking Foot in "real" vehicles is definitely the way to go! :)

AlphaMirage

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Re: My infantry rules vison
« Reply #4 on: 23 April 2025, 11:24:47 »
I disagree but I'm also fine with abstracting most vehicles under 15 tons and making those 'Mechanized Infantry' instead (yes, I'm looking at you Savannah Master)

Daryk

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Re: My infantry rules vison
« Reply #5 on: 23 April 2025, 11:36:04 »
Protos and BA exist, so I see zero problem with the Savannah Master.

AlphaMirage

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Re: My infantry rules vison
« Reply #6 on: 23 April 2025, 11:48:00 »
I'm more against it as small engine weights get radically out of hand at such a low weight with suspension factors so they can move insanely fast for very little mass (although I am more accommodating of VTOL doing so due to their frailty). I have much less problem making 'mechanized infantry' move quick (like say 8 ) but not blindingly fast by taking away their flank speed.

Protos are much more reasonable in their speed and payload (they mess with the meta concerning initiative banking but I'll allow it) while Battle Armor are merely superior infantry while retaining many of their downsides.

Having looked through the rules my only suggestion is that Archaic Infantry should probably do more damage than non-Marine Troops in CQB (just swap them and I'd be okay with it).

Daryk

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Re: My infantry rules vison
« Reply #7 on: 23 April 2025, 12:05:29 »
I think there's a difference between CQB and melee combat...

And I don't think the small engine thing is that much of a problem.  Things that small are inherently fragile, no matter how fast they move.

DevianID

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Re: My infantry rules vison
« Reply #8 on: 23 April 2025, 22:12:28 »
I think there's a difference between CQB and melee combat...

And I don't think the small engine thing is that much of a problem.  Things that small are inherently fragile, no matter how fast they move.
I disagree with this, and agree with AlphaMirage.  I play mostly objective based games.  Fragility isnt a concern, but the speeder moving super fast and scoring the objective by abusing small engines and suspension factor IS a concern.  The ferret and sprint are terrors on the gameboard, being fast enough to outmove and thus outscore someone not abusing small engines and suspension factors, and not costing anything cause of low armor.  The fragility is a bonus, not a drawback, cause you pay for armor, and most small units arnt designed to ever get shot at--or even mount weapons in the first place.

Mechs run into that problem too, with some of the ultralights using advanced tech being too fast for the game being played.  But, while its no excuse, they need advanced and often experimental tech to do such feats that limits their game presence.  The ferret does 23 hexes in INTRO tech, which is way out of bounds of the scope of gameplay to other introtech units.

And while I dont play wolfnet350, I have heard many many stories of the ultra fast ultralight transport hovers being far too dominate in that mission set for getting infantry to an objective faster then anything else, greatly bloating unit count at the same time.

At the same time, I agree with OP that you can do away with 'mechanized' infantry, but without fixing small vees with infantry, 'mechanized' infantry are much more fair regardless of the abstraction being silly.  In fact, their 'badness' compared to normal small vee transports plus normal infantry is often what people dislike.  Mechanized hover infantry that move 5 are way way more 'balanced' then a 20+ hex moving alternative (that often costs and weighs much less).

DevianID

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Re: My infantry rules vison
« Reply #9 on: 23 April 2025, 22:34:55 »
For feedback to the OP's word doc.

You kept damage divisors, but added squad deployment with platoon activation.  I like squad deployment, I think its superior to the Napoleonic 28 people crammed into a 30 meter hex system.  I also prefer the squad deployment style from Battledroids compared to the Napoleonics set down in citytech.

I dislike damage divisors.  The explanation that a mech scale weapon can only hit 1 trooper doesn't work or make sense to the lore.  Like, even in the OG grey death book, mech scale weapons have WEIGHT.  A medium laser would be so unbelievably powerful, it would fry multiple people who arnt even touched by the beam... and the beam has a limited sweep.  These are weapons that can pretty easily clear a forest, and trees are WAY harder to remove then people.

But while I think damage divisors on stacked up infantry dont make any sense, after reading through your entire word doc you appear to have made a very 'total warfare' rule set which I can appreciate, which included damage divisors.  You kept the generic weapon types from total warfare, and ditched all the techmanual weapons.  So while I hate damage divisors as a game mechanic and a lore justification, I do appreciate keeping infantry 'Total Warfare' compliant except to include Tac Ops infantry v infantry, and a nod to archaic infantry just to handwave away bows.

End result feedback?  For me, its not enough of a simplification while also not enough of an overhaul to make it worth teaching my players, as its still not new player friendly with all the tac ops charts and total warfare bespoke damage reduction or burst fire weapons still needing to be referenced.  It adds squad deployment, with some rules for stacking squads up, but those extra rules about combining fire with bonuses to hits versus the base squad rules dont play well on the board.  Its too much explaining versus just keeping the base rules of 'each squad makes 1 attack'.  So ironically its too close to total warfare in the end, IMHO, to be worth confusing my players with it as a new system.  I can just use total warfare unaltered, and get 99% of the way there.

Since im assuming you arnt touching BV, its still a lot of work and real life time resolving 80BV infantry.  My players definitely dont have the patience to resolve infantry versus infantry actions, which interrupt the mech gameplay and put too much a hold on the game for far too little in return from a 'resolving the mission' POV.  Since the TW infantry are costed as stupid cheap filler, taking up any game time with rules lookups or damage division homework isnt fun, except for the very RARE mech versus infantry campaign game that tries to make a small amount of infantry the star as a change from regular mech on mech action.
« Last Edit: 23 April 2025, 22:39:43 by DevianID »

Mostro Joe

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Re: My infantry rules vison
« Reply #10 on: 23 April 2025, 23:05:13 »
I think there's a difference between CQB and melee combat...

Not really. Melee is actually included in the CQB concept. The close combat is an affair of grenades, pistols and bayonets. It is a dramatic and furious friction where no quarters are given, a kill or be killed situation.
In Battletech scale (1/285) the details of what happens in those 10 meters are foggy.

Close combat includes melee, grenades to “clean” trenches and positions and the use of pistols. And whatever else troopers have at hand to defeat the enemy.

At the same time, I agree with OP that you can do away with 'mechanized' infantry, but without fixing small vees with infantry, 'mechanized' infantry are much more fair regardless of the abstraction being silly.  In fact, their 'badness' compared to normal small vee transports plus normal infantry is often what people dislike.  Mechanized hover infantry that move 5 are way way more 'balanced' then a 20+ hex moving alternative (that often costs and weighs much less).

I indeed included a hover motorized profile that has move statistic of 5. The “normal” motorized infantry moves at a rate of 3, so it seemed ok.

When I will have time, I am going to try to “build” a simple hover sled with the rules in Combat Equipment. And to see how much fast it can be keeping it game balanced.

I think that building mini-vehicles with Combat Equipment is the best way to equip the motorized infantries.

For feedback to the OP's word doc.

You kept damage divisors, but added squad deployment with platoon activation.  I like squad deployment, I think its superior to the Napoleonic 28 people crammed into a 30 meter hex system.  I also prefer the squad deployment style from Battledroids compared to the Napoleonics set down in citytech.

I prefer the squad deployment, that is an optional rule that I found for the first time in Maximum Tech but that I think should be the standard. As you say, the “napoleonic” deployment is not realistic and lacks the flexibility of modern warfare.
About the damage divisors, I just find it an ok rule.

But while I think damage divisors on stacked up infantry dont make any sense, after reading through your entire word doc you appear to have made a very 'total warfare' rule set which I can appreciate, which included damage divisors.  You kept the generic weapon types from total warfare, and ditched all the techmanual weapons.

I indeed copied the TW standard rules and then proceeded to fix what I really disliked.
As I said, to rewrite from the ground the rules can take lot of time and be too divisive. To talk with other players it is better to begin from a common ground.

So while I hate damage divisors as a game mechanic and a lore justification, I do appreciate keeping infantry 'Total Warfare' compliant except to include Tac Ops infantry v infantry, and a nod to archaic infantry just to handwave away bows.

Yes, we talked a lot here with other users about archaic weapons. In my opinion they have no place on a standard Battletech game, but the Techmanual included the whole Rpg equiment list and they appeared. I think they should appear very very rarely and they should be a strong disadvantage against any more modern equiment.

End result feedback?  For me, its not enough of a simplification while also not enough of an overhaul to make it worth teaching my players, as its still not new player friendly with all the tac ops charts and total warfare bespoke damage reduction or burst fire weapons still needing to be referenced.  It adds squad deployment, with some rules for stacking squads up, but those extra rules about combining fire with bonuses to hits versus the base squad rules dont play well on the board.

I think the official (even if optional) rules for close assaults are a good start to begin talking. Perhaps another start can be the swarm rules that are used against ‘Mechs and vehicles, and perhaps there is a way to tweak and use them even for infantry. What I really think should not be considered is the absurd list of knives, whips, batons, maces and so on that we find in the construction rules.

Oh and the concentrated fire is just an after thought. I was not really sure about that. I just asked myself “what if more than one squad of the same platoon decides to fire to the same target”? Like a vehicle that fires everything it had against a single target. It can go away.

Since im assuming you arnt touching BV, its still a lot of work and real life time resolving 80BV infantry.

That is a matter that, eventually, I will left to someone more skilled with the maths.
Also, I have not assigned a points value to the infantry abilities, because that should be done after some playtest.
I just think the less valued one should be “high morale” and the more costly the “special operations” one. But I have no clue for now.

Thanks to both for your feedbacks!
« Last Edit: 24 April 2025, 23:09:56 by Mostro Joe »

DevianID

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Re: My infantry rules vison
« Reply #11 on: 23 April 2025, 23:15:11 »
Squad deployment is still my favorite bit of your rules.

Quote
I indeed included a hover motorized profile that has move statistic of 5
Yeah I liked those a lot. 
Quote
What I really think should not be considered is the absurd list of knives, whips, batons, maces and so on that we find in the construction rules.

I 100% agree here.  The way infantry construction rules let you shoot maces out of your sniper rifles at range 9+ is so absurd it ruins the entire current techmanual infantry system for me.  The total warfare generics with no specific weapons, that you have adopted, is a big improvement.  Like I said, I dislike other parts of total warfare infantry, but the generic weapon types isnt one of my issues.

Mostro Joe

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Re: My infantry rules vison
« Reply #12 on: 23 April 2025, 23:56:19 »
Having looked through the rules my only suggestion is that Archaic Infantry should probably do more damage than non-Marine Troops in CQB (just swap them and I'd be okay with it).

Well, the Close Combat Value, at least as I see it, is not only the amount of damage that can be inflicted, but the ability and the effectiveness of the trooper too.
An ejected mechwarrior, for an example, has not an heavy armor and perhaps has only a knive and a pistol with him, and infact is valued half a regular trooper. An archaic trooper can have a sword but has not other advanced equipment and should try to close his distance with someone that has a gun. And paraphrasing a legendary movie I could say "when a man with a sword meets a man with a pistol, the man with a sword is a dead man".
Anyway, I have chosen a 0,2 value because it's the double of a simple civilian but is slighty less of a non-trooper that is equipped with modern tools and close technological weapons (like weapons and SMGs.)

But you are right when an archaic soldier meets someone equally equipped. And if you see the table, there is an asterisk that says that when assaulting another archaic unit the value of an archaic trooper is considered 0,5, the same of a regular trooper and superior to that of a non-trooper.

Thanks for this first feedback  :D

Daryk

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Re: My infantry rules vison
« Reply #13 on: 24 April 2025, 04:25:19 »
Ah, I see we have different understandings of CQB.  I was only trained how to stack a squad to clear a room with carbines and grenades.

And the BV comment you quoted was DevianID, not me.

Mostro Joe

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Re: My infantry rules vison
« Reply #14 on: 24 April 2025, 23:10:36 »
Someone could help in modifing the "swarm" rules to accomodate attacks on infantries too?

Daryk

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Re: My infantry rules vison
« Reply #15 on: 25 April 2025, 01:22:11 »
Thanks for fixing the quote attribution! :)

Mostro Joe

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Re: My infantry rules vison
« Reply #16 on: 25 April 2025, 09:14:28 »
Thanks for fixing the quote attribution! :)

 :)

RifleMech

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Re: My infantry rules vison
« Reply #17 on: 28 April 2025, 02:27:30 »
I haven't read it all, my eyes are about at their limit right now. I'll try to read more later. I do have a couple comments on what I have read in Mostro Joe's rules and here in the thread.

Doing away with Mechanized is good. Using small vehicles for motorized would be best. Abstracting them is just frustrating. Not all vehicles are the same. Wheeled and Tracked shouldn't enter water unless they're amphibious. VTOLs shouldn't be in a forest. And some will be faster than others, others will be better armed or armored.

Also, limiting their speed isn't balanced. It's a nerf. At 4 MP, the vehicles are just faster than a horse which does 3 MP. Those speeds work if we're playing with tech levels equivalent to the very early 1900's using vehicles like the Model A Ford car and Hildebrand & Wolfmüller motorcycle. And that's with those vehicles using overdrive. That the we have canon small vehicles hitting 18-20 Flanking shouldn't be a problem. If players are worried about their speed, they should plan for accordingly.

I like squad deployment. It can work for some things. However, a hex covers a lot of ground. If they're so spread out that a vehicle scale weapon can't hit multiple troopers, they should loose functionality. When it's noisy and chaotic it can be difficult to communicate with someone right next to you. It's even more difficult spread 3+ meters apart. They need to be closer to really function well together. That means they could all be hit. Which leads me to how infantry take damage. TPTB went from one extreme to another.  I think rolling on the cluster hit chart would be better. Maybe the AC/20 only hits the edge of the formation or maybe it wipes them all out.

Archaic should do more damage against other infantry. A melee weapon can kill just as well as a bullet. The problem is getting into melee weapon range. Should they manage that, they should do damage.

Also, ranges for Bows/Crossbows should be better than point blank. Using the Conversion rules in ATOW: Companion most bows have a base range of 1. And since the Base range gets multiplied by 3, the converted ATOW max range ends up being 3 hexes for most bows. While it leaves no difference between Long and Short Bows it's better than TM's range of 0.

3x Base range also leaves a gap in ranges. There's no max range of 1 or 2. They're all either point blank or have a max range of 3+. Really, they should have started with a max range and worked backwards. That way a there'd be more difference between weapons.

 

Daryk

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Re: My infantry rules vison
« Reply #18 on: 28 April 2025, 14:00:19 »
Regarding comms: all the faction helmets come with communicators.  Serious militaries have solved that particular problem.

RifleMech

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Re: My infantry rules vison
« Reply #19 on: 29 April 2025, 15:53:42 »
Going through ATOW and ATOW:C not all helmets have coms, nor do low budget troopers. And wouldn't ECM disrupt those that do?

Daryk

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Re: My infantry rules vison
« Reply #20 on: 29 April 2025, 16:13:07 »
I said "faction" helmets, but you're right about the Taurians... they put theirs in their gloves.  ECM has lots of functions... jamming tactical comms doesn't seem to be one of them.

Mostro Joe

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Re: My infantry rules vison
« Reply #21 on: 29 April 2025, 20:59:57 »
Archaic should do more damage against other infantry. A melee weapon can kill just as well as a bullet. The problem is getting into melee weapon range. Should they manage that, they should do damage.

I will tell the same thing I said to AlphaMirage.
The Close Combat Value, at least as I see it, is not only the amount of damage that can be inflicted, but the ability and the effectiveness of the trooper too.
An ejected mechwarrior, for an example, has not an heavy armor and perhaps has only a knive and a pistol with him, and infact is valued half a regular trooper. An archaic trooper can have a sword but has not other advanced equipment and should try to close his distance with someone that has a gun. And paraphrasing a legendary movie I could say "when a man with a sword meets a man with a pistol, the man with a sword is a dead man".
Anyway, I have chosen a 0,2 value because it's the double of a simple civilian but is slighty less of a non-trooper that is equipped with modern tools and close technological weapons (like weapons and SMGs.)

But when an archaic soldier meets someone equally equipped things change. You should note that there is an asterisk that says that when assaulting another archaic unit the value of an archaic trooper is considered 0,5, the same of a regular trooper and superior to that of a non-trooper.

Doing away with Mechanized is good. Using small vehicles for motorized would be best. Abstracting them is just frustrating. Not all vehicles are the same. Wheeled and Tracked shouldn't enter water unless they're amphibious. VTOLs shouldn't be in a forest. And some will be faster than others, others will be better armed or armored.

I agree. When I will have time I am going to "build" single vehicles of less than 5tons using the Combat Equipment rules. Those vehicles would be assigned to some diversified motorized infantries. I will try to make 2 or 3 examples to be clearer.
« Last Edit: 30 April 2025, 19:07:23 by Mostro Joe »

Daryk

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Re: My infantry rules vision
« Reply #22 on: 01 May 2025, 13:36:58 »
I look forward to seeing those designs... please cross-link them here! :)

Mostro Joe

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Re: My infantry rules vision
« Reply #23 on: 07 May 2025, 11:04:13 »
Found some time to build a hover sled for the motorized infantry.

An Inner sphere motorized infantry platoon compartment weights 6 tons (Combat Equipment pag.16).
So 6 tons divided 28 men gives 200kg each infantryman, more or less.

So I thought to a 100 kilograms (more or less) little vehicle, a monoseat version and a two-seat version, the latter with a pintle mounted support weapon.

The first one is a 70 Kg very light sled, tech level C.

The chassis/control weight is the 20% modified by a 1,15 multiplier for the C tech level and with the Monocycle modifier drops 8,05 rounded to 9 Kg;
The cruise speed of the sled should be 5MP that gives a movement factor of 44 in total [(4+(5x8)] and, multiplied for a little hover vehicle factor of 0,25, gives 11 then multiplied by 2 for its common ICE engine, for a total of 22% engine and trasmission weight of 15,4 rounded to 16 Kg;
Adding a pillon of 25 Kg;
Adding a mounted searchlight of 0,5 Kg;

The total is 9+16+25+0,5 = 50,5 Kg that leaves space for some personal equipment and a light, personal weapon.

The two-seater sled is a 120 Kg hover vehicle tech level C.
The chassis/control weight is the 20% of the total, multiplied for a 1,15 due to tech level C for a total of 23 and then multiplied 0,75 due to the Bycycle modification, for a total of 20,7 rounded to 21 Kg;
The cruise speed of the sled should be 5MP that gives a movement factor of 44 in total [(4+(5x8)] and, multiplied for a little hover vehicle factor of 0,25, gives 11 then multiplied by 2 for its common ICE engine, for a total of 22% engine and trasmission weight of 26,4 rounded to 27 Kg;
Adding two pillons, 25 Kg each;
Adding a mounted searchlight for 0,5 Kg
Adding a pintle mount that does not count against the unit's equipment limit.

The total is 21+27+25+25+0,5 = 98,5 Kg giving enough space to add a semi-portable machine gun or a light recoiless rifle or a light srm launcher.

This way a motorized (hover) conventional infantry squad could have 5MP, and thanks to the monocycle or bycycle modification can ignore the restriction on hover vehicles enterin' light woods, obviously paying the additional movement cost. Still they could not enter heavy wood hexes.
« Last Edit: 07 May 2025, 11:07:23 by Mostro Joe »

Daryk

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Re: My infantry rules vision
« Reply #24 on: 07 May 2025, 12:51:39 »
5 feels slow for a hover.  How heavy would 7 have to be?

Mostro Joe

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Re: My infantry rules vision
« Reply #25 on: 08 May 2025, 07:01:35 »
Well, It Is the same Speed of the official mechanized hover infantry and Is anyway faster of the motorized infantry that uses the Classic motorbikes.

I can see of there could be a faster solution, buy the hover vehicles Need to devolve the 20% minimum of their weight to the engine. And so we could have a hover Sled that perhaps Is too heavy if It must be used by a whole Platoon.

Daryk

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Re: My infantry rules vision
« Reply #26 on: 08 May 2025, 12:39:50 »
My thinking is that leg infantry maxes out at 2 MP (with the "Foot Cavalry" SPA) and Jump Infantry at 3, so Tracked should be 4, Wheeled should be 5, Hover should be 7, and VTOL should be 10 at minimum for each.  Given that a 5-ton jeep can be 9/14 with a 25-rated engine, those all seem reasonable to me.