No; I definitely meant the opposite; fewer troops: harder to hit.
I think we're talking past each other.
Your original post had it where you said "the more troops you had in the hex, they harder they were to hit".
Here you are saying: "fewer troops: harder to hit".
My assumption is that your
original post was wrong and you meant to write: "the more troops you had in the hex, they
easier they were to hit".
I get where you're coming from, but I'm happier with the harder/easier to hit thing.
A mix? More troops = easier to hit, and AI weapons do more damage?
For every 20 troops over 20 (FRN but .5 rounds down) you get +1 to be hit, so if you have 31-40 troops you get +1 to be hit, at 41-60 you get +2 to be hit, 61-80 you get +3 to be hit, aso.
For every 20 troops over 30 (FRU) you get +1 AI damage (so 31-50, 51-70, 71-90, aso get +1, +2, +3, aso AI damage)
A combination of the above means that for every 10 extra troopers over 30 in a hex the people shooting at it will find it easier to hit and do more damage, and instead of breakpoints every 20 troopers the breakpoints will occur every 10 troopers.
Mobs of different sizes:
30 troopers = (no extra AI damage) & 10/20 = .5, but round .5 down = +0 to be hit
31 troopers = 30 + 1 = +1 AI damage (1/20 = .05, FRU -> 1) & +1 to be hit (11/20 = .55, FRN = +1 to be hit)
355 people = 30+325 = +17 AI damage (325/20 = 16.25, FRU -> 17) & +16 to be hit (325/20 = 16.25, FRN -> 16)
Relatively simple calculations:
Bonus to-hit: Take the excess number of troopers, add 10 to that, divide by 20, and round up
Bonus AI damage: Take the excess number of troopers, divide that by 20, and round up
Right there with you. I HATE that rule. I figure range and special capabilities should be enough to divide weapons. I want to do up a Kurita security platoon based on the mooks you encounter in Crescent Hawk's inception as an example. Random bullies, basically with whatever weapons they feel like hauling around to terrorize the locals with, so a real hodge-podge broken down into a few discrete attacks.
I'd just grab the AToW 'club' and use that as the average damage. For armor, I'd use Flak Armor and just say it represents the hodge-podge armor they found and strapped into place (i.e. tire pieces). If I am needing to identify who has what weapon in a platoon, then that should be RPG scale rather than Battlemech scale.
Depends on so many factors. The Imperial Army of Japan used to have guys go literally unarmed as part of MG crews. I think it was like the gunner, who fired the gun and had nothing else: two assistant gunners with nothing, two more guys with rifles and an officer/NCO with a pistol and a sword.
Then there's the clag I used to run with who, if you had a GPMG, made SURE you---the GUNNER---were also carrying your assault rifle and possibly also an underbarrel grenade launcher.
A saner medium would be most modern armies, who give everyone in a weapons team an assault rifle or carbine.
Unarmed = more ammo for the support weapons and less gear carried by the troops, allows having smaller/weaker troops
fully-armed = less ammo for the support weapons per trooper, or just requires hiring troops that serve as splatters rather than bouncers.
Then you get the fun of accepting weaker troops to increase your potential manpower but they can't carry as much. Or only wanting near-Elementals for your troops so they can carry a lot but your infantry costs are higher. You select the average STR and BOD for the squad (or platoon) and that is your available mass budget. Armor for each trooper, base loadout for each trooper, all sorts of things can make that available mass drop really quickly.
As an example, using the Battletech AToW Core Book, pages 339-340, you have two loadout options for troops. One requires a Strength of 3 to carry, the other requires a Strength of 6 to carry (and the Special Forces Operative needs a STR of 7). If all you need is the Strength of 3, then you have a much wider pool for potential recruits than if you select the loadout that needs a Strength of 6. This would be reflected in either a lower cost per platoon (not just less equipment per trooper, but less work to find those troopers) or a higher cost per platoon (far fewer potential recruits, more PR needed, and more gear).
I'm impressed you have a mechanic figured out for that, but I'd rather not be tracking basic loads for the guys along with everything else.
I'd prefer using the various mechanics during the design phase, and keep it simple during the combat phase:
* You don't recalculate armor after the platoon has been designed, it is a fixed number.
* You don't try to change shots during combat, you just have X shots per Special Weapon.
* You don't keep track of regular bullets, you just require that each trooper has at least X number of shots for their regular infantry weapon (pistol, rifle, shotgun, etc). If they don't have a weapon, then they don't have to carry ammo for it.
* Special Weapons are tracked, not regular weapons
I.e. if you are required to have 20 shots per trooper then one squad might have single-shot rifles and carry 20 bullets, another squad might have assault rifles firing 3-round bursts and need 60 rounds, and another squad might go with long bursts of 10 rounds and need to carry 200 rounds. All you care is that you are carrying at least 20 turns of ammo, you then plug in the adjusted weapon damages to the platoon damage row, and put it in place. You might have the single-shot rifle platoon lose 2/3 of their troopers on the first turn meaning they could fire 3* per turn now, but changing that during a game gets far too complex for me.