BattleTech - The Board Game of Armored Combat

BattleTech Game Systems => Ground Combat => Topic started by: zerODoom on 26 September 2012, 14:32:45

Title: A few infantry questions
Post by: zerODoom on 26 September 2012, 14:32:45
Hello, I just recently got back in to Battletech and I have a few questions on infantry.  I was just wondering about using the models on the map.  Does one base of 5 units count as a whole platoon for gameplay and the record sheet, or if I had a 25 man platoon would I need 5 bases of 5 units?  If the second case is true, then do all the bases move independently?  Sorry if these are obvious questions, right now I just have access to the intro box and total warfare and could not seem to find the answers in there.
Title: Re: A few infantry questions
Post by: Weirdo on 26 September 2012, 14:47:19
First off, welcome!

It does not matter how many figures are on the stand when representing infantry, wether they're a full 30-man platoon or just a single guy after heavy casualties. In standard play, a single platoon always moves and fires as a single unit. The only exceptions are sub-platoons, which are what happen when you have a platoon of more than 30 men. That platoon is split into sub-platoons, and each of those is treated as a single platoon as far as rules are concerned. In advanced the Tactical Operations rules, there are rules for splitting a platoon into individual squads, but that's an optional rule that is beyind Total War play.
Title: Re: A few infantry questions
Post by: zerODoom on 26 September 2012, 14:52:45
Thanks!  That info really helps, I just got a little confused because I had seen single units on a base and up to 6 units on a base and I didn't know if that mattered.
Title: Re: A few infantry questions
Post by: Weirdo on 26 September 2012, 14:55:46
A good rule of thumb is to remember that in standard Battletech rules, the miniature never matters. i keep telling people that anything that (roughly) fits in a hex and has a clearly marked front is a valid mini for any Battletech unit, from scraps of paper with an arrow drawn on them, all the way up to projected holographic 'mechs or trained spiders. And while I encourage anyone who thinks they can create the formor, players who try and field the latter against me will see just how fast I can douse a gaming room in lighter fluid.
Title: Re: A few infantry questions
Post by: zerODoom on 26 September 2012, 15:07:08
lol.  Yeah that's what got me back into the game, the building of the mechs and the record sheets, not necessarily the models.  I am trying to start a game and one of my players is from the warhammer WYSIWYG school of thought so I just wanted to get all my ducks in a row on the models.  This player is also wanting to go 3D rules and not hex map.  Any good advice on the pros and cons of that or are there any good sites or threads with good comparisons?
Title: Re: A few infantry questions
Post by: Weirdo on 26 September 2012, 15:11:19
That's way outside my realm of knowledge. I'm hexes all the way.

Strategic Operations has rules for converting Battletech to hexless play, I believe.
Title: Re: A few infantry questions
Post by: Fireangel on 26 September 2012, 18:04:50
What he said.


I'll add that I've seen players fit 7 figs on a single base AND I've seen players use just one fig per base to represent a whole platoon.

I use single figs often for single squads and I also use 3 or 4 per base for platoons... unless I'm not using all-squad deployment, in which case it's 3 or 4 fig bases all the way.
Title: Re: A few infantry questions
Post by: GhostCat on 26 September 2012, 21:35:44
I'd like to say that playing hexless means you can create some really pretty terrain that even the Wysiwyg can appreciate.  A few years ago I got involved in playing Clickytech mechs made by WizKids and it was a lot of fun. 

The most important item you'll need to aquire is a good flexible tape measure.  Not the metal ones you get in hardware stores made for carpenters, but a good cloth or vinyl one from a craft store for dress makers.  The extra flexibility will help define the path of movement through terrain and over obstructions.  You can also avoid complications when things get nudged or bumped out of place by measuring and triangulating the location of terrain features and other units. 

Measuring is important because a unit can be picked up and repositioned and a little nudge might be enough for a target that was out of range to suddenly be in range.  Keep it friendly but to avoid complications, ask the other players to confirm placement so there is no confusion later.  Use positive terms like "Do you think this is in range here?" or "How much cover can this building give?" 

Using a ruler instead of hexes means that points spent on turning are seen differently.  Bending the ruler automaticly accounts for jumping over things and running around terrain that might block line of sight.  And various terrain items can have "point cost" for entering or exiting in "inches of movement".

I'm speaking in general terms here that can apply to any game system, but many years ago, I believe similar rules were available in some of the first or second edition BattleTech rule books.

GC