I didn't say there was but things do break down when going between games. You can't even build RPG infantry with TM. And last I looked ground units still had shorter ranges in space compared to aerospace units. There's also the weapon ranges for VTOLs compared to Aerospace in an atmosphere.
Which sounds like the RPG causing the inconsistency here, not TM or TW.
I also explained why. Using 2 points per SRM would let them do more damage even with limited ammo.
That depends on how much Ammo you give them. If, say, each Squad can only carry 2 shots, then unless you've only ever gotten 2 Shots off from a squad of ConvInf, then they would actually be doing less.
Try it again. I didn't say TW Generic Infantry which add another layer of problems as the as the damage per missile varies. 24 SRM infantry do 1.5 per missile. 30 SRM infantry do 1.875 per missile. 8 infantry do .5 per missile.
Try what again? Your follow up sentence is making a claim I didn't say, and is poorly written.
You're assuming each infantryman carrying a missile launcher. Yet, that's not how they are set up. Which is how your numbers are off. My calculations were based on the 24 man Platoon being made up of 4 Squads. Each Squad carries 2 Launchers, and I even provided the math for you.
I did say if each SRM did 2 points of damage. (2 SRMs per squad x 4 squads = 8 missiles at 2 points each = 16 damage x 5 turns = 80 damage.) I also said SRM, not 2 shot SRM which would double the damage down as they're firing 2 SRMs at a time instead of 1. You'll note that half 1.14 is .57, which is what a single SRM does. Currently, 2 SRMs per squad x 4 squads = 4.56 (5) damage. If 2 shot SRM launchers are used the platoon would do 9.12 damage per turn. Compare that to 32 points of damage at 2 points per missile with 16 missiles being fired. Even with limited ammo, that's a huge difference in capabilities and hardly a nerf.
The nerf is that you are front-loading your Damage and after its gone, the DPS of the unit goes down drastically. I've explained this several times at this point, but you keep ignoring it.
And yet infantry used to track ammo for SRMs and MGs, and they used to do full power. And then there's damages and ranges for BA and CI in the RPG. Depending on the ammo, infantry weapons are more powerful than BA rounds and have better range. Why are infantry weapons better in one game and worse in another?
Infantry tracking Ammo was gone in CityTech, which is when Infantry Platoons were introduced to Battletech. They've been gone since. And right now, all things considered, it's a better way to track it unless you can give me a good reason to nerf Infantrymen in this manner.
And again, if you have problems with the difference between RPG and TT, then the origin is with the RPG as its rules came out later.
I didn't say they could switch ammo. I'm saying they don't have to carry a half a ton around before they can have a different type of ammo. Presumably, the platoon is armed with either averaged "standard" round or infernos for that game. I'm asking why can't each squad have a different ammo type? Or if ammo is tracked, why not say how many of what type they're carrying? We can do that for other units using the Fractional Accounting Rules.
They don't need to carry a ton of ammo...
"They don't need to carry a ton of ammo to change ammo. Infantry have the option to choose between "averaged" rounds and infernos now." - Riflemech, 21 Feburary 2024, 18:58:27 in the very passage I quoted that you are responding to. I'm sick of you saying one thing and then denying you have ever said it.
The point of my statement is that they don't have the option to choose Ammo from a stockpile, and they only carry enough of the Ammo they have chosen. If you switch to tracking Ammo, you will effectively nerf Infantry by forcing them to rely on their Rifles after they run out.
And again, if that were true, that only MGs, Flamers, and Infernos are Anti-Infantry Weapons, why are there Fragmentation SRMs for TW and Anti-Personnel SRMs for the RPG? And if having different effects for Infantry Ordnance would be a problem, why isn't it for Vehicle Scale Ammo? Why should Infantry NARC Missiles operate differently from Standard NARC Missiles? Why should Guided Mortar rounds operate differently from other Guided rounds? Infantry Air Burst rounds be different from other Air Burst? And how about range? If SRMs had a range of 9, they would out range MGs and Flamers.
You're going the wrong direction with this (that "only" MGs, Flamers, and Flamers), as usual, and asking questions I've already answered.
The reason a player chooses an SRM Infantry Platoon is because they want to poke Armor hard or carry Infernos. Can you provide any evidence that it is anything else?
But I think this demonstrates more that Infantry SRMs are not Vehicle SRMs more than anything else.
As for the RPG questions, I've answered that several times and you have ignored it every single time.
You start with TW then add other books to it.
Campaign Operations is a different order of book. I can use Alpha Strike with Campaign Operations. In fact, our local campaign does it quite regularly, usually 2 in each contract series. I never have to touch TW on those days, and neither does the GM.
Tanks don't come with quarters. Neither do jeeps or dune buggies. And sure, they could just haul everything in a cargo trailer but most of the troops would be still be on the ground instead of a bunk. At least those trailers and tents have rules for TW and TO.
I didn't say tanks, jeeps, or dune buggies come with quarters. That's a rather non-sequitur statement or an outright lie to say I suggested such a thing.
When you're in the field, most soldiers never see a bunk. That's because a bunk is heavy and bulky. And that's were your pop-up trailer would be. Instead of a cargo truck carrying a tank platoon's camp gear and more, adding on a cargo trailer if needed, you want each tank pulling a pop-up trailer that might just barely fit the crew with no other supplies?
If there are rules for trailers in TW, then you can just mock them up, right? Why do you need rules for something not even the most paid-for-rank Lyran unit commander would have? It's not something that really affects TW gameplay other than providing a target for the enemy to shoot or capture and laugh at.
How the bubbles and how many get marked off have changed. They used to take full damage from weapons with each point of damage marking off 1 infantry bubble. Now they do a fraction of that.
How the bubbles have been marked off has not changed. For each amount of Damage the ConvInf unit receives you mark off from highest number to lowest.
What has changed is how we calculate how much Damage the ConvInf unit has received.
These are different concepts that your statement is conflating.
Its better than a non canon source.
Oh, was that a dig at me using MML as a quick resource and that you haven't properly disproven the accuracy of the conclusion, just complained about the source?
Look, you've given sources, and they've been bunk because you were assuming the rules to be other than what they say. Hence the purpose of quote requests.
SRM Launcher (Standard, Two-Shot) 30.0 kg / 20 kg (2)
SRM Launcher (Heavy) 20.0 kg / 18 kg
SRM Launcher (Light) 10.0 kg / 9 kg (2)
Ignoring data for RPG concepts.
I didn't say BA fired like conventional infantry. I said there were sources that say that BA and Infantry weapons were the same. If the source material says the weapons are the same, the damage and range should be the same. That they aren't is immersion breaking. Infantry in BattleDroids did damage in 2 points.
If they were the same, then they would act the same. They don't act the same, so the data says that they aren't the same.
It isn't just the RPG that isn't consistent with TW. Generic Infantry is inconsistent with those in TechManual. Aerospace is inconsistent with ground units.
Aerospace operates from a different perspective. How far a 0.50cal bullet can go is a lot better when it starts firing 2 miles up rather than 2 feet.
TechManual says otherwise. Look at the damage for support weapons compared to standard weapons. Based on the weight of the 18kg HSRM, it should do about 1.03 damage compared to the Standard 10kg SRMs (.57x2-1.14). And that's still very light compared to the Auto-Rifle's .52 damage. Support weapons should do more damage.
You are conflating two concepts that weren't meant to be conflated. Currently all of a ConvInf's unit Damage is a mix of both Rifle and Support Weapon, and looking at individual stats that are based on something else entirely. An SRM Platoon doesn't have 24 men all with 2-shot SRM launchers, yet you're acting as if they are by presenting data like this.
Not moving and firing is using two applies to all support weapons. That includes grenades. The Heavy SRM is Heavy because the missile weighs 18kg compared to the Standard 10kg SRM and the 4kg Light SRM.
And if you're carrying 2 Heavy SRMs, you aren't moving and shooting with it, either. This is a rather non-sequitur statement.
You've used MML in multiple discussions with me.
Again, you are confusing me with someone else. I rarely use MML as a source in these types of discussions. When I do, it is for speed of access and why I state it as a reference.
All you've done is argue where the data came from, not what the data actually says all to avoid and ignore the important thing, is what I said wrong?
That CGL uses it doesn't make it canon. It's still an independently made product.
That it is independently made doesn't mean much when they use it to make official canon materials.
I have no idea what MML says. Not that it's canon anyway. Where in Total Warfare does it mark differences between 1 or 2 SRM launcher per squad and between light, heavy and 2shot SRM teams? Quotes with Page numbers please.
Non-sequitur statement. I didn't reference MML in the quote you were answering. What I said actually can be found in the TechManual, or did you not look that up first?
That modifier is a TechManual Rule. Show me where it says that in Total Warfare.
Show me where that unit is in Total Warfare first.
The TW Infantry's damage may be high but it also has to deal with all armor types regardless of BAR level.
No argument from me. In fact, that was a point I made earlier in response to someone who wants all Rifles to do no Damage at all to Armor. Remember this is a value that has changed since the early days as well. CityTech (through Master Rules) Rifle Infantry could do, at best, half the Damage that Total Warfare Rifle Infantry can do.
How far a unit can move and shoot are pretty important in a pickup game. So is how much damage a unit can do and take, as well as how much weight they take up as cargo.
And if that equipment has no bearing in TechManual construction or other Total Warfare gameplay?
The bunk and sink make it a bit more than just a mobile office.
I've seen many offices with sinks. I've known a few that have cots and couches one could sleep on. Even with that, the primary purpose of this was to be a mobile headquarters, just like the offices I've worked in were to be offices, and not an apartment.
Not to mention, this has an engine, so is not a trailer.