Those who frequent the Minis forum know I like making combined arms units - typically battalion-sized. So this means I have on the order of 58 companies of infantry in all shapes - foot, mechanised, motorised, BA, etc.
Leaving BA aside for the moment, I'd like to get people talking about their actual in-game use & experience with infantry. Barring Weirdo's games, we've got (I think) 3 basic types:
1) Foot infantry, either legging it, or with transport
2) Motorised infantry
3) Mechanised infantry
There's Jump Infantry as well.
Infantry have some apparent benefits when used as pre-positioned spotters, when used in urban or congested terrain, or as objectives (eg. "take a building"). But what I want to hear is what you who've used them think. When did they work? What's key to successfully using them? What's fun about using them?
Spotters and urban terrain is definitely their best use. They can also work pretty well at holding a position if you dig them into a forest, if you have the engineers to do that. Unless someone's fielding artillery. Using them successfully does obviously depend on knowing how to use them, but also depends on what the other side has. If they're loaded with artillery cannons for some reason, there's really not much of anything you can do no matter how good with Infantry you are. It can be satisfying to fell a Dire Wolf with a couple well-placed infantry squads.
Unfortunately, infantry in TW scale is rather one-dimensional.
The absolute top echelon of non-field gun infantry basically consists of 3 weapon loadouts: Mauser IIC equipped "Light" Infantry, and long-ranged (all of which are Energy) support weapon equipped "Heavy" Infantry (whose primary weapon is probably going to be Mauser IICs), and "TAG" Infantry.
If you're more interested in "bang for your buck" than raw high-tech power you can take Daryk's suggestion and shove 2 Inteks onto an auto-rifle squad to get all the Intek's range and most of the Auto Rifle's damage. Because of the quirky way TW handles conventional infantry, that results in a far cheaper (in C-Bills) squad with around double the damage of pure Inteks for essentially the same BV. You can accomplish similar ridiculousness by mounting long-ranged primaries and one high-damage secondary (Rival the range and damage of Mauser IICs with primary Inteks and a secondary Heavy Grenade launcher with an "innovative" two-man squad size for half the BV and a sliver of the Mauser's cost? Sign me up.)
Other than that there's not a whole lot of "innovation" in infantry design. You pick a motive system, and then range+damage based on primary and secondary weapon picks, add armor kits if you have them. That's about it. And they all deal their damage the same way: 2 point groups and standardized range brackets. So the Infantry end up being pretty bland with not much variation in between. The specials don't really change the equation much: The Infantry AA is useless, you're not using Needlers regularly on the Tabletop (in TW anyways), Burst can be nice but often you're just better off getting a more powerful weapon. The fire weapon special can be nice sometimes.
If you're just tossing a few squads for your forces or the OPFOR it's not something you'll probably notice or mind. But the more infantry heavy you want to go, the more you'll notice it. I've been working on an infantry system that's more interesting, but that's for another thread.
Sure, but its going to be that way when we are using weight to actually describe volume.
Cargo in the btu has mass but no volume.
Cargo in the btu is all properly dense liquid until observed disembarked
The weight of the BT infantry bays go to a dimensional transcendence device and makes them bigger on the inside a la TARDIS, change my mind