So, yeah.
While the forums have been down, I've been doing some thinking (and working on a modular, sub-$10 river and lake system that only took me maybe 10 hours of work and has enough water for four or five tables, but that's for tomorrow), and I think I may have an oddball, interesting solution to the lack of light 'mech usefulness, and making 'Mechs king of the battlefield, and it relies on tiered initiative.
That is to say, that more mobile, flexible units
have to move last, and get to shoot
first.
The movement phase rules would look something like,
Each player rolls for initiative, the losing side selecting and moving a unit first. Both sides moves their units in this order, alternating until there are no units of that type left, then moving on to the next type. If one side runs out of that type of unit (eg, has no infantry while the other side has five platoons), then the other side finishes moving all of the units of that type until there are none left. Then both players move on to the next type.
1) Infantry/Battle Armor
2) Vehicles (except VTOLs)
3) VTOLS/Conventional Fighters/Aerospace Fighters
4) Assault Battlemechs
5) Heavy Battlemechs
6) Medium Battlemechs
7) Light Battlemechs
The logic behind this being that infantry are slowest to react, being composed of large teams, so should be the FIRST so every other unit can see what they're doing. Vehicles, having several crewmembers, are also slow to react. Battlemechs, having just one crewmember who's directly linked to his 'Mech, are the fastest, with light, mobile 'Mechs being king of reaction time.
It also makes the reaction phase more important, because now you have to torso-turn or turret-turn to bring mobile lights into your view.
It does wreak havoc with the swarming infantry rules, though. Haven't played much with BA or infantry, so I can't call what changes should be made though...
One POSSIBILITY I'm thinking of is using the same system but reversed in order for shooting, with an additional caveat: any damage done takes effect AFTER all units of that type have fired.
For example, you've got an Awesome and a Locust. They have two Javelins. The shooting goes Javelin, Locust, Javelin - and all damage takes effect, so if they critted the Awesome and removed a PPC, it wouldn't be able to fire that PPC once its own turn rolled around.
I dunno. I'm still ponderating this, especially the second part - giving lights the movement advantage would probably be more than enough. It would be a HUGE shakeup in the rules.
What do you think?