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Author Topic: TacOps rules I wish were standard  (Read 1863 times)

Sartris

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TacOps rules I wish were standard
« on: 08 February 2019, 11:31:59 »
these are the ones i generally play with as a matter of course. do you have any you wish you could force get other people to use?

*hull down for quads
i think quads need more love

*walk backward up/down hills
filed under: logical extension of the rules
 
*careful stand
i'm not as firm on this one after realizing I read the rule wrong and see you can't take the bonus if you only have 1 or 2 mp (we used to use it to make losing a leg less catastrophic but that doesn't work as written)

*floating crits
maybe the most popular one among players?

*called shots
it gives you an option to concentrate fire a little without a TC.

*firing when down with one arm destroyed
filed under: logical extension of the rules

*single arm flipping
filed under: logical extension of the rules

*shutting off equipment
especially gauss weapons

*BAP expanded hidden units
I understand why for simplicity's sake that you generally only see hidden units when you finish movement, but it really diminishes the value of that ability.

*BAP -1 woods penalty
i'm not a fan of dead weight gear and if you're not using hidden units, BAPs are dead weight. this provides a modicum of utility

*hotloading LRMs
if you're playing with small forces on small maps, it's not always possible to have "correctly" deployed forces and escort units. it's also fun.

*retractable blade pop
makes the weapon make sense

*infantry digging in
i like being annoying

*ejecting
i was happy to see this show up in BMM


kaliban

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Re: TacOps rules I wish were standard
« Reply #1 on: 08 February 2019, 22:03:14 »
field gun infantry

Hellraiser

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Re: TacOps rules I wish were standard
« Reply #2 on: 08 February 2019, 22:11:08 »
*walk backward up/down hills
filed under: logical extension of the rules
 
*careful stand
i'm not as firm on this one after realizing I read the rule wrong and see you can't take the bonus if you only have 1 or 2 mp (we used to use it to make losing a leg less catastrophic but that doesn't work as written)

*floating crits
maybe the most popular one among players?

*shutting off equipment
especially gauss weapons

*BAP -1 woods penalty
i'm not a fan of dead weight gear and if you're not using hidden units, BAPs are dead weight. this provides a modicum of utility

Those are all part of my GM's regularly used rules.

Along with ......
Sprinting
Evading
Cannon RS use for "Advanced" Infantry from TRO:3085+
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Sartris

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Re: TacOps rules I wish were standard
« Reply #3 on: 08 February 2019, 22:30:25 »
field gun infantry

knew i forgot one.

Those are all part of my GM's regularly used rules.

Along with ......
Sprinting
Evading
Cannon RS use for "Advanced" Infantry from TRO:3085+


i've used sprinting and shielding before. my favorite is hurried movement.

Daryk

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Re: TacOps rules I wish were standard
« Reply #4 on: 08 February 2019, 22:40:24 »
Squad deployment tops my list... :)

StoneRhino

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Re: TacOps rules I wish were standard
« Reply #5 on: 09 February 2019, 01:52:47 »
floating crits isn't really a big deal to me, but it helps keep other people alive longer. Someone I know likes to field Stalkers, and I like to use LBX cannons on them. The result is always several critical hits that would destroy the gyro and damage the engine. Basically its a TKO in round 2 as the damn thing has issues before it gets into the fight with a good +10 heat being the norm.

the vehicle rules that reduces the crit and turning into a brick chances. Vehicle BV is overvalued due to the ease of critting one to death or turning it into a brick with a few pellets. The concentrated fire against locations due to fewer locations, backed by fewer internal points , and death once a location's internals are destroyed leaves vehicles as less then optimal choices for that BV. People tend to bring more vehicles when the rule is in effect versus standard TW and for good reason. Again, its about keeping people in game, but also to help diversify forces without some goofy RP nonsense.

Artillery, I shouldn't have to say that it is even an optional rule. It helps dislodge units and keeps people moving. People complain about how long a game takes, but when you have to keep moving or get hammered by my arty you might make decisions a bit faster then without. Also, you can die a lot faster, which reduces the unit count you need to worry about.

Mines, lrm delivered and so on, again it helps keep people moving since they don't want to get blocked off. It also helps the artillery. It helps those that have issues making decisions limit their possible options since they can't walk their assault mech through three 20 point mine fields without a decent risk, so its risk or go another way but that way.

Infantry rules, field guns and digging in above others.

VTOL strafing and bombing, chin turrets
Vehicles with sponson turrets.

Bracing
Sprinting great for light mechs
holding fire , bad for light mechs but requires some thought in most cases.

marauder648

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Re: TacOps rules I wish were standard
« Reply #6 on: 09 February 2019, 04:53:42 »
Enviromental sealing on vehicles.  It just makes sense, unless in their construction/art where they are blatantly open topped and then sure have it off. If the French could put an overpressure anti-gas system on their pre WW2 tanks, they should have that built into them in Battletech!
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RifleMech

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Re: TacOps rules I wish were standard
« Reply #7 on: 10 February 2019, 00:19:04 »
Sprinting and overdrive are automatically figured out on our table. Field gun, beast mounted, and engineering/specialized infantry are also used. Mech throwing, lifting, and physical weapon rules. Pretty much every construction option. All types of Artillery.

RunandFindOut

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Re: TacOps rules I wish were standard
« Reply #8 on: 10 February 2019, 01:32:45 »
I second the environmental sealing as standard on vehicles.  If pretty much every single major combat AFV of the post-WW2 era could be built with CBRN protections and sealing then it not being standard in the 31st century is more than a little SoD breaking.
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Corky

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Re: TacOps rules I wish were standard
« Reply #9 on: 10 April 2019, 10:47:16 »
I second the environmental sealing as standard on vehicles.  If pretty much every single major combat AFV of the post-WW2 era could be built with CBRN protections and sealing then it not being standard in the 31st century is more than a little SoD breaking.

Thats not how it works. There is a difference between creating a positive pressure in a vehicle via filtration and making  " every single major combat AFV of the post-WW2" able to withstand the vacuum of space.

grimlock1

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Re: TacOps rules I wish were standard
« Reply #10 on: 10 April 2019, 11:18:44 »
Most of my favs have been mentioned, but the block/parry rules for expanded melee intrigues me. Granted the rules for it are a bit clunky, but I like the idea of being able to protect yourself.
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Colt Ward

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Re: TacOps rules I wish were standard
« Reply #11 on: 10 April 2019, 13:18:46 »
Huge fan of the power-down the Gauss rule- if I can dump ammo to get rid of that bomb, they why not the capacitors.

Artillery of course.

ECCM- b/c it fubars C3 and C3i which you pay BV for w/o a counter

Ghost Targets ECM

vehicle survival


I also have a difference with what I play on table top vs MM, I go with a LOT more options MM than the above.
double blind
hidden units
shut down units
Walk backwards uphill
fire/smoke
woods can burn down
ammo explosions
hull down
VTOL rocket loads
field guns
and more, I would have to look up my settings

I am still playing with sensor/LOS settings to find the best wargame simulation.
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Sartris

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Re: TacOps rules I wish were standard
« Reply #12 on: 10 April 2019, 13:30:57 »
i would play double blind exclusively on TT if it weren't a nightmare to bookkeep

Scotty

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Re: TacOps rules I wish were standard
« Reply #13 on: 10 April 2019, 13:37:55 »
I'm a big fan of Direct Blow and Glancing Blow plus blind record sheets for smaller games with a GM/referee.  Basically the players declare what's being fired and at what, but they don't know exactly how much damage is being done and exactly where.
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Sartris

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Re: TacOps rules I wish were standard
« Reply #14 on: 10 April 2019, 13:39:48 »
we played with direct blow for a bit but didn't love tracking MoS. i do like the idea of the rules

BiggRigg42

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Re: TacOps rules I wish were standard
« Reply #15 on: 10 April 2019, 13:57:54 »
My group often prefers the advanced line of sight & dead zone rules, the PSR to change levels while moving backwards rules, and optional firing arches for vehicles.

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Re: TacOps rules I wish were standard
« Reply #16 on: 10 April 2019, 14:33:28 »
Ghost Targets ECM is a pain for calculating, as every turn you need to make a roll against piloting and deal with the MoS, then that may selectively apply. 

I would rather bring in things like Sprinting, Standing Still, Hurried Movement, Active Probe Woods, one hand firing from prone, floating crits.

Those all can be added in with little extra book-keeping.
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NeonKnight

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Re: TacOps rules I wish were standard
« Reply #17 on: 10 April 2019, 15:22:47 »
Ghost Targets ECM is a pain for calculating, as every turn you need to make a roll against piloting and deal with the MoS, then that may selectively apply. 

I would rather bring in things like Sprinting, Standing Still, Hurried Movement, Active Probe Woods, one hand firing from prone, floating crits.

Those all can be added in with little extra book-keeping.

in m home game, we've reduced Ghost targets to one only, no stacking.
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Scotty

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Re: TacOps rules I wish were standard
« Reply #18 on: 10 April 2019, 15:47:19 »
in m home game, we've reduced Ghost targets to one only, no stacking.

Fan rules should go in a different thread.
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grimlock1

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Re: TacOps rules I wish were standard
« Reply #19 on: 10 April 2019, 17:06:28 »
Ghost Targets ECM is a pain for calculating, as every turn you need to make a roll against piloting and deal with the MoS, then that may selectively apply. 

I would rather bring in things like Sprinting, Standing Still, Hurried Movement, Active Probe Woods, one hand firing from prone, floating crits.

Those all can be added in with little extra book-keeping.
Ghost Targets were vastly simplified in an errata a while back.
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Weirdo

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Re: TacOps rules I wish were standard
« Reply #20 on: 10 April 2019, 17:35:51 »
Yup. Almost no complexity at all, as long as you remember to make the psr. Best thing that could have happened to ECM, if you ask me.
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Re: TacOps rules I wish were standard
« Reply #21 on: 11 April 2019, 01:36:05 »
Those are all part of my GM's regularly used rules.

Along with ......
Sprinting
Evading
Cannon RS use for "Advanced" Infantry from TRO:3085+

and ECCM
===
Honestly, floating crits might as well be the actual rule for handling those roles due to its seeming ubiquity, and the extra movement modes are realy useful without bogging the game down.

The electonics stuff is also nice to have.  The BAP avoids it being dead weight and ECCM adds counter play outside of higher tech equipment impervious to Guardians, which may not even be allowed in game assuming they exist yet for your chosen time period (though before some errata it was a bit of a pain to track)

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Re: TacOps rules I wish were standard
« Reply #22 on: 11 April 2019, 05:07:03 »
General on and off board artillery with TAG is better defined in Tac Ops.

grimlock1

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Re: TacOps rules I wish were standard
« Reply #23 on: 11 April 2019, 10:26:02 »
Yup. Almost no complexity at all, as long as you remember to make the psr. Best thing that could have happened to ECM, if you ask me.
It's a lot closer to what I thought ECM would be when I first saw it listed.  The Compendium/RoW rules for ECM and Active Probe were disappointing.
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Kovax

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Re: TacOps rules I wish were standard
« Reply #24 on: 12 April 2019, 12:40:02 »
A few of these are MM rules only, but I'm particularly fond of:

Floating critical hits
Setting fires (intentionally or otherwise)
Extended weapon ranges (+6 for extreme range)
One arm firing while prone
Powering down weapons
Voluntary shutdown (what else are you supposed to do when you've got 2 engine hits and 9 surviving heat sinks?  Stand there until your 'Mech explodes?)
Infantry dug in bonus
Abandoning vehicles (when you're immobilized, and running out of armor, it's safer OUTSIDE the vehicle)

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Re: TacOps rules I wish were standard
« Reply #25 on: 12 April 2019, 13:04:44 »
I don't know about being "standard," but they should certainly be presented in the core rule book as optional rules. The BattleMech Manual has it right, with little subsections describing enhanced rules.
A lot of the TacOps rules could easily fit into a core rule book in this way.
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Colt Ward

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Re: TacOps rules I wish were standard
« Reply #26 on: 12 April 2019, 13:08:21 »
A lot of the TacOps rules could easily fit into a core rule book in this way.

The BattleMech Manual has it right, with little subsections describing enhanced rules.

Huh?
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TigerShark

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Re: TacOps rules I wish were standard
« Reply #27 on: 12 April 2019, 13:22:24 »
Huh?
You'd have to read the BattleMech Manual to understand.
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Sartris

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Re: TacOps rules I wish were standard
« Reply #28 on: 12 April 2019, 13:27:09 »
BMM has a number of optional rules (often simplified... or arguably streamlined) from tacops like flamers doing heat damage and rapid fire machine guns

TigerShark

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Re: TacOps rules I wish were standard
« Reply #29 on: 12 April 2019, 13:27:51 »
BMM has a number of optional rules (often simplified... or arguably streamlined) from tacops like flamers doing heat damage and rapid fire machine guns
Yeah. Reminds me of the old BMR in some ways :) And that's a good thing!
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