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Author Topic: TacOps rules I wish were standard  (Read 1892 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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BirdofPrey

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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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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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NeonKnight

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Re: TacOps rules I wish were standard
« Reply #30 on: 12 April 2019, 13:29:39 »
AGENT #575, Vancouver Canada

Sartris

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Re: TacOps rules I wish were standard
« Reply #31 on: 12 April 2019, 13:30:27 »
In the suggestions thread I asked for some BMRish formatting and my handle is in the credits so I’ll go ahead and take credit for that  ;D

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Re: TacOps rules I wish were standard
« Reply #32 on: 12 April 2019, 13:35:15 »
No, my point was he said BMM included optional rules in its format . . . and then in the next sentence said he wanted a core rulebook that included TacOps rules.  BMM is the new core rulebook (technically TacOps is as well), its like Table Top 1.0, TW is Table Top 1.5 and then you go from there.
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TigerShark

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Re: TacOps rules I wish were standard
« Reply #33 on: 12 April 2019, 13:50:48 »
No, my point was he said BMM included optional rules in its format . . . and then in the next sentence said he wanted a core rulebook that included TacOps rules.  BMM is the new core rulebook (technically TacOps is as well), its like Table Top 1.0, TW is Table Top 1.5 and then you go from there.
I'll fix my post for you and restate, then. It would be nice if Total Warfare included TacOps rules as "optional", in whatever version it eventually becomes. The BMM has a very nice flow and format, and one which would save players a lot of flipping between pages and books.
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Re: TacOps rules I wish were standard
« Reply #34 on: 24 April 2019, 15:16:40 »
Careful stand is good as it does not make a gyro hit anywhere as crippling . Floating Crits alters the value of skirmishing units like Hovertanks moving to left or right side of an enemy mech hoping to get snake eyes shooting for an ammo explosion . A machine gun array /4 hitting a head floating crit should disincline people from using the optional rule .

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Re: TacOps rules I wish were standard
« Reply #35 on: 24 April 2019, 15:33:41 »
A machine gun array /4 hitting a head floating crit should disincline people from using the optional rule .

Why would it disincline folks from using the rule? Are there players who don't want their games to be awesome?
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Re: TacOps rules I wish were standard
« Reply #36 on: 24 April 2019, 16:08:53 »
Careful stand is good as it does not make a gyro hit anywhere as crippling . Floating Crits alters the value of skirmishing units like Hovertanks moving to left or right side of an enemy mech hoping to get snake eyes shooting for an ammo explosion . A machine gun array /4 hitting a head floating crit should disincline people from using the optional rule.

A head TAC is a 1/1296 chance, and only a fraction of those will actually kill a mech. It's exactly as likely as a three-crit TAC to the CT in vanilla rules, and three crits to the CT will cripple most mechs about as effectively as one to the head. At that point, you just have to admit that the dice gods hate you today, and move on.

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Re: TacOps rules I wish were standard
« Reply #37 on: 25 April 2019, 01:14:29 »
The wrath of the dice gods is still a victory, as you often end up with a hilarious story to share later.
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
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Re: TacOps rules I wish were standard
« Reply #38 on: 26 April 2019, 11:35:42 »
Where as the odds stated is correct you are missing the point . People use really fast hover tanks to deliberately position themselves at a right or left aspected attack .  This is so both 7 and 2 locations hit that aspected torso you lose some the hits to that torso with the oprional floating crit and devalues the efficacy of scirmishing units period .

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Re: TacOps rules I wish were standard
« Reply #39 on: 26 April 2019, 11:42:33 »
From the side, a 2 is still more likely to hit a location on that side. So yeah, basic tactics are still a thing.
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Re: TacOps rules I wish were standard
« Reply #40 on: 26 April 2019, 11:47:35 »
Artillery

Minefields

Setting Fires.

basically take the rules that USED to be standard in BMR play, and put them back into TW.
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Re: TacOps rules I wish were standard
« Reply #41 on: 26 April 2019, 14:59:50 »
Where as the odds stated is correct you are missing the point . People use really fast hover tanks to deliberately position themselves at a right or left aspected attack .  This is so both 7 and 2 locations hit that aspected torso you lose some the hits to that torso with the oprional floating crit and devalues the efficacy of scirmishing units period .
I'm assuming that floating crits are resolved on the same chart as you would have used for any other shots from that direction, rather than being resolved on the front chart regardless of direction.

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Re: TacOps rules I wish were standard
« Reply #42 on: 26 April 2019, 18:04:31 »
You are correct. So if you hit someone, roll on the right side chart and get a floating crit, said crit will also be rolled on the right side chart. So no issue.
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Kovax

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Re: TacOps rules I wish were standard
« Reply #43 on: 01 May 2019, 16:29:24 »
Normally, I prefer to use the Floating Critical Hits rule, because having ALL critical hits land in the same spot is ridiculous.

I prefer the "Setting Fires" rules, because what's not to like about having a bonfire to gather around.....or several bonfires to navigate between.

The Extended Range rules also make sense, because laser beams and cannon shells don't magically stop after travelling some specific distance, but do tend to lose some punch.

Then there's the "Firing while prone" rule.  Regardless of whether I've got one or two functional arms to shift the 'Mech around on, I can still point a torso weapon in the right direction, with a penalty.  Not being able to fire it because the one arm is gone doesn't make sense.

There have been a couple of rare situations where I've taken a pair of engine hits and lost a heat sink in the process.  I had the 'Mech fall back into hard cover, but could do nothing to stop the inevitable rise in heat each turn until the ammo exploded.  One needs some way to be able to shut the 'Mech down in an emergency, especially in a campaign setting where there IS a tomorrow to consider.  Manual startup/shutdown solves that problem without ejecting and having to replace the expensive cockpit.

TigerShark

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Re: TacOps rules I wish were standard
« Reply #44 on: 01 May 2019, 17:41:16 »
Setting Fires is one of those rules that has the potential to be awesome, but creates far too many opportunities for nonsense. If you have a short-ranged force (think a Lance of Guillotines or a force of Piranha), you can just ignite random terrain and drag every fight into a melee engagement. While that might be fun once-in-a-while, it creates a situation where BV no longer works due to the terrain literally changing on-the-fly.

If the fires did something like burn down woods but caused no To-Hit penalties (sensors should see through that anyhow... it's smoke, not chaff), then this would be a fantastic rule. Perhaps separating them into "Starting Fires" and "OPTIONAL: Smoke Causes To-Hit Penalties" would be better. (Not trying to drag this into thread drift -- just my reasoning).
« Last Edit: 02 May 2019, 00:12:44 by TigerShark »
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Colt Ward

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Re: TacOps rules I wish were standard
« Reply #45 on: 01 May 2019, 23:08:38 »
I know its on MM, but does TacOps have a rule to burn down woods?
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TigerShark

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Re: TacOps rules I wish were standard
« Reply #46 on: 02 May 2019, 00:12:14 »
I know its on MM, but does TacOps have a rule to burn down woods?
Yes. There is a rule for it reducing CF over time, of both woods and structure.


TacOps, Page 45
Quote
Terrain Factor: If using the Terrain Factor rules (see p. 64),
if all terrain conditions in a hex reach 0, then there is nothing
left in the hex to burn and the fire will go out during
the End Phase of that turn. For example, if a fire in a woods
hex reduces the wood’s Terrain Factor to 0, during the End
Phase of that turn, the fire in that hex is extinguished.

Although I don't see a line specifically saying how to burn-down woods, it's clear that the TF is equating to the CF of buildings. So you could assume a 2 TF deterioration/turn. So heavy woods would take 20 turns to reduce to light woods, while light woods would take 25 turns to reduce to rough terrain.
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Kovax

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Re: TacOps rules I wish were standard
« Reply #47 on: 02 May 2019, 09:19:32 »
I believe it reduces construction factor by 5 points per round, which is just about enough to remove a hex of heavy woods over the course of a typical scenario.  I've used this in a MegaMek scenario where my hovertanks got deployed on a map with no clear path to the other side, and a mission to exit the opposite map edge.  I've also set fires to drive parked LRM boats out of cover, and in one case to remove a pesky infantry platoon from a hardened building to clear a safe route past.  Oh yes, I've used it to wipe out a bunch of infantry and vehicles hiding in the woods in several scenarios, with no return fire in the process.

Sartris

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Re: TacOps rules I wish were standard
« Reply #48 on: 02 May 2019, 09:37:36 »
fire burns buildings at 2 CF per turn. nothing in the terrain factor rules (TO, 64) countermands that so i assume it's the same for woods unless i missed something

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Re: TacOps rules I wish were standard
« Reply #49 on: 02 May 2019, 13:43:49 »
The reason fire is never going to be a standard rule is because determining the spread and smoke is a separate sub-simulation by itself and a massive pain to actually do by hand.
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Re: TacOps rules I wish were standard
« Reply #50 on: 03 May 2019, 01:15:57 »
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
As some one who faces quads a lot, I do not think that they do, right now with partial cover shooting a quad you hit the berm more than half the to hit chart (6 of 11), now adding an extra +2 to hit for only 2mp does not sound good to me, (sounds great if I am the quad). We have one guy who loves his quads and they are such a pain right now just do to how many hits miss. I have seen many times where mediums can take on assaults and win just do to the fact that it is difficult to hit them. Having said that I think it makes perfect sense from a real world view.

*walk backward up/down hills
filed under: logical extension of the rules
This one I 100% agree should be standard rule, just makes sense.

*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)
I like having this rule there even though I rarely use it, as I have found that when you need it to get up, you can not afford to not move after getting up.

*floating crits
maybe the most popular one among players?
I really like this one, but everyone else in my local group hates this so much. We almost never use it and when we do all they do is complain about it

*called shots
it gives you an option to concentrate fire a little without a TC.
I am mixed on this, as called shots are over powerful from what I have seen, but on the other hand they are more realistic.

*firing when down with one arm destroyed
filed under: logical extension of the rules
One more that just does not make sense to not use.

*single arm flipping
filed under: logical extension of the rules
Unless I am not remembering correctly (has happened before) this used to be the norm, and I agree it should be again.

*shutting off equipment
especially gauss weapons
Not being able to shut it down just never made sense to me.

*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
The BAP really needs some love, and with out them you are right it is nothing but dead weight.

*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.
I have never used them, so not sure how well it really works out, but did think they always sounded like fun.

*infantry digging in
i like being annoying
Infantry are one more of those things that are in a weird state I think, one they are supper weak and yet tough. A well used infantry platoon can be a pain to get rid of (as they should be), and this helps with that makes me love it. However I think infantry really need a complete overhaul, but maybe that just me.

Some other ones that I like (not sure if it is TacOps or not), the expanded hit chart, it just makes sense to me that if I am shooting on one side that I could hit the back.

The expanded piloting check for each 20 points, along with the bonus/penalty for weight classes. If 20 points of damage may make you fall, why does 100 not make it easier to fall?

and last one I have been using in MegaMek and found that I kind of like it is the alternate energy damage, where you do one extra point for point plank, and one less at long range.

Cannonshop

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Re: TacOps rules I wish were standard
« Reply #51 on: 09 May 2019, 12:57:38 »
Setting Fires is one of those rules that has the potential to be awesome, but creates far too many opportunities for nonsense. If you have a short-ranged force (think a Lance of Guillotines or a force of Piranha), you can just ignite random terrain and drag every fight into a melee engagement. While that might be fun once-in-a-while, it creates a situation where BV no longer works due to the terrain literally changing on-the-fly.

If the fires did something like burn down woods but caused no To-Hit penalties (sensors should see through that anyhow... it's smoke, not chaff), then this would be a fantastic rule. Perhaps separating them into "Starting Fires" and "OPTIONAL: Smoke Causes To-Hit Penalties" would be better. (Not trying to drag this into thread drift -- just my reasoning).

gotta disagree with you here.  your assumption seems to be that that LOS blockage and heat effects wouldn't also hit units doing it, one, and two, that all terrain is properly combustible, and three, that BV is somehow terrain related or subjective, rather than an objective measure of a unit's specific equipment and movement profile.

Lemme give you a counter example:  AC/20 assault 'mech on a map with nothing for terrain whatsoever, up against an equal BV 'mech with long-range headcappers (Gauss rifles or Clan ERPPC's.)

Guess what?  just because that ac/20 assualt can't close to effective range against that gauss-boat, doesn't mean it's got lower BV.

other examples being: fighting an equal BV of boats on a lake map, or an equal BV of aerospace fighters on a space map.  it doesn't change the BV of the unit simply because a specific tactic or terrain is more difficult or some other unit is better optimized (potentially even with LESS BV on the sheet.)

in your 'firestarter' Example, I counter with "I brought an Arrow-IV catapult/and or a Naga, go ahead, start your fires."

or a stand of FA infantry, or...get it?  How about something goofy, like a Yellowjacket Artillery mod? that's got a pretty low BV...

or calling down an airstrike on a given hex. that's not even a Tac-Ops thing, that's in your core rulebook.

it's not that intentional (or accidental) fires are OP, it's that they consume mass quantities of time to deal with in a game.  They're like the "let's make vehicle hit tables more complicated!" choice.  it extends the time it takes to resolve a turn and ends up grindy as a result.
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TigerShark

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Re: TacOps rules I wish were standard
« Reply #52 on: 09 May 2019, 13:49:30 »
gotta disagree with you here.  your assumption seems to be that that LOS blockage and heat effects wouldn't also hit units doing it, one, and two, that all terrain is properly combustible, and three, that BV is somehow terrain related or subjective, rather than an objective measure of a unit's specific equipment and movement profile.
1. No, it wouldn't hit units by attempting to start fires. I can ignite woods or buildings far away from any targets and especially in intervening terrain between our forces. You don't need to target a unit or even an enemy unit's occupied hex to start a fire. It can be any hex on the board with combustible material.

2. I did assume that since we're talking the "starting fires" rule. If there's no combustible terrain on the board, there's no reason to use the rule or discuss its balance/usefulness.

3. BV is subjective. An ARC-2R's BV is not representative of its actual "value" (and that is what it stand's for -- a unit's real value on a board) if 100% of the map restricts LOS so that all fire MUST be within the minimum range penalty area. i.e.: a map with 100% heavy woods. Put a Lance of Archers against a Lance of Guillotines on said forest map and you'll find out quickly how large a factor terrain plays in making BV function.

Terrain doesn't have a number associated with it, but it is the primary factor in how well a unit performs on the field. And it can completely negate BV's usefulness as a tool of balancing forces. 
« Last Edit: 09 May 2019, 14:02:11 by TigerShark »
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Weirdo

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Re: TacOps rules I wish were standard
« Reply #53 on: 09 May 2019, 14:11:36 »
This thread is not about BV, or any connection(or lack thereof) between it and terrain. Keep things on topic, please. C:-)
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Cannonshop

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Re: TacOps rules I wish were standard
« Reply #54 on: 10 May 2019, 10:39:08 »
1. No, it wouldn't hit units by attempting to start fires. I can ignite woods or buildings far away from any targets and especially in intervening terrain between our forces. You don't need to target a unit or even an enemy unit's occupied hex to start a fire. It can be any hex on the board with combustible material.

2. I did assume that since we're talking the "starting fires" rule. If there's no combustible terrain on the board, there's no reason to use the rule or discuss its balance/usefulness.

3. BV is subjective. An ARC-2R's BV is not representative of its actual "value" (and that is what it stand's for -- a unit's real value on a board) if 100% of the map restricts LOS so that all fire MUST be within the minimum range penalty area. i.e.: a map with 100% heavy woods. Put a Lance of Archers against a Lance of Guillotines on said forest map and you'll find out quickly how large a factor terrain plays in making BV function.

Terrain doesn't have a number associated with it, but it is the primary factor in how well a unit performs on the field. And it can completely negate BV's usefulness as a tool of balancing forces.

Let's take this off the board so as not to agitate things.
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