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=== Foot Infantry ===
 
=== Foot Infantry ===
The cheapest and easiest to maintain, foot infantry are able to cross a wide variety of terrain features, although the lack of any transportation beyond their own legs limits their speed and range of movement. Their most common assignments include static defense, population control, garrison duty and counterinsurgency operations. In addition to their small arms, foot infantry also carry support weapons, though they are limited in how many and what type they may carry.<ref name="TWp23"/><ref name="TMp145"/><ref name="TMp275"/>
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The cheapest and easiest to maintain, foot infantry are able to cross a wide variety of terrain features, although the lack of any transportation beyond their own legs limits their speed and range of movement. Their most common assignments include static defense, population control, garrison duty and counterinsurgency operations. In addition to their small arms, foot infantry also carry support weapons, though they are limited in how many and what type they may carry.<ref name="TWp23"/><ref name="TMp145"/><ref name="TMp275"/>
  
 
=== Motorized Infantry ===
 
=== Motorized Infantry ===
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==Gameplay Rules, Notes, and Quirks==
 
==Gameplay Rules, Notes, and Quirks==
Infantry in the [[CBT]] BattleTech board game are usually heavily abstracted for the sake of simplicity. Weapon ranges are (generally) toned down to a range where the infantry can only fire their weapons at rather short ranges, even if their rated ranges are much further. The [[Compound Bow]] for example is capable of shooting to 160 meters in RPG play, but is abstracted to being a melee weapon in the CBT board game (less than 30 meters, or the same hex), the same category as actual melee weapons, including the [[Sword (weapon)|Sword]], ''[[Katana (Weapon)|katana]]'', or the more combat effective [[Vibroblade]], [[Vibrosword]] and [[Vibrokatana]] (though actual melee weapons have an additional to-hit modifier, since chasing down and stabbing someone within a 30 x 30 meter area is harder than shooting them with a bow). Laser rifles have an effective RPG range of over one kilometer, but in CBT play, this is reduced to 60 meters for the short range bracket, 120 for medium ranges and 180 for long.<ref name=ATOWCp168171>''A Time of War Companion'', pp. 168–171: "Converting Personal Equipment to Total Warfare</ref> This is done to abstract the actual effectiveness of the unit against an armored target, with the entire unit firing at it.
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Infantry in the [[CBT]] BattleTech board game are usually heavily abstracted for the sake of simplicity. Weapon ranges are (generally) toned down to a range where the infantry can only fire their weapons at rather short ranges, even if their rated ranges are much further. The [[Compound Bow]] for example is capable of shooting to 160 meters in RPG play, but is abstracted to being a melee weapon in the CBT board game (less than 30 meters, or the same hex), the same category as actual melee weapons, including the [[Sword]], [[Katana]], or the more combat effective [[Vibroblade]], [[Vibrosword]] and [[Vibrokatana]] (though actual melee weapons have an additional to-hit modifier, since chasing down and stabbing someone within a 30 x 30 meter area is harder than shooting them with a bow). Laser rifles have an effective RPG range of over one kilometer, but in CBT play, this is reduced to 60 meters for the short range bracket, 120 for medium ranges and 180 for long.<ref name=ATOWCp168171>''A Time of War Companion'', pp. 168–171: "Converting Personal Equipment to Total Warfare</ref> This is done to abstract the actual effectiveness of the unit against an armored target, with the entire unit firing at it.
  
 
The damage formulas can also lead to some unusually high amounts of damage against armor, even though the troopers are unlikely to actually deal major damage when looked at objectively (a bunch of rifles versus what's effectively diamond plated steel in the case of [[ferro-fibrous]] armor ends up sloughing off a ton of the armor in the case of a "perfect" [[Auto-Rifle]] "shot" from a normal IS [[platoon]] in CBT play). However, some could argue that since a [[Machine Gun]] can damage armor in the BattleTech universe, it stands to reason that infantry should as well. Infantry often can deal more damage than a vehicular machine gun however, especially once their support weapons come into play.
 
The damage formulas can also lead to some unusually high amounts of damage against armor, even though the troopers are unlikely to actually deal major damage when looked at objectively (a bunch of rifles versus what's effectively diamond plated steel in the case of [[ferro-fibrous]] armor ends up sloughing off a ton of the armor in the case of a "perfect" [[Auto-Rifle]] "shot" from a normal IS [[platoon]] in CBT play). However, some could argue that since a [[Machine Gun]] can damage armor in the BattleTech universe, it stands to reason that infantry should as well. Infantry often can deal more damage than a vehicular machine gun however, especially once their support weapons come into play.
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Nonlethal weapons (called Non-Penetrating Weapons) can be used, and for CBT play these weapons affect infantry normally in terms of damage, including the fact that the infantry is considered "killed". This is likely due to the fact that needler weapons are categorized in this area as well, instead of their own area. They will not be able to affect armor however.<ref>''A Time of War Companion'', p. 171: "Total Warfare Infantry Special Features Table</ref> Strangely, even if a platoon is wiped out by nonlethal weaponry, there's still a not insignificant chance that the infantry will end up "dead" when triaged by a medical team. "Normal" weaponry needs a post-battle check of 7 or greater per infantryman to have them survive the damage, regardless of the source. In the event of "nonlethal" weapons, the target roll is 5. If that roll fails, the man is considered to be "dead", even though they took the hit by a nonlethal weapon. Proper, fully staffed medical teams and [[Paramedics]] can bring that target number down though.<Ref>''Strategic Operations'', p. 176: "Mostly Dead vs. Truly Dead"</ref>
 
Nonlethal weapons (called Non-Penetrating Weapons) can be used, and for CBT play these weapons affect infantry normally in terms of damage, including the fact that the infantry is considered "killed". This is likely due to the fact that needler weapons are categorized in this area as well, instead of their own area. They will not be able to affect armor however.<ref>''A Time of War Companion'', p. 171: "Total Warfare Infantry Special Features Table</ref> Strangely, even if a platoon is wiped out by nonlethal weaponry, there's still a not insignificant chance that the infantry will end up "dead" when triaged by a medical team. "Normal" weaponry needs a post-battle check of 7 or greater per infantryman to have them survive the damage, regardless of the source. In the event of "nonlethal" weapons, the target roll is 5. If that roll fails, the man is considered to be "dead", even though they took the hit by a nonlethal weapon. Proper, fully staffed medical teams and [[Paramedics]] can bring that target number down though.<Ref>''Strategic Operations'', p. 176: "Mostly Dead vs. Truly Dead"</ref>
  
As mentioned above, for simplicity, "Motorized" and Mechanized" infantry with their own integrated transport are abstracted into their base motive type to represent the idea that they are actually riding in very small vehicles. To make matters even more confusing, Foot Infantry may ''also'' be transported in actual combat and support vehicles that have an appropriately-sized infantry bay. From an operational standpoint, this latter type of mounted foot infantry are the ones that would truly be considered Motorized or Mechanized infantry in the real world. It is therefore unclear why the line developers deemed that the aforementioned abstracted versions of Motorized and Mechanized infantry were also necessary. It may be that these abstracted infantry types are simply a holdover from earlier editions of Battletech (and [[CityTech]]), and that the developers were unwilling to eliminate these types when the rules for infantry were eventually updated in later versions of the game.
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As mentioned above, for simplicity, infantry with their own transport are abstracted into their base motive type, even though it would likely be probable for infantry units to be attached to small [[Support Vehicles]].
  
 
The best way to take out infantry is usually with another infantry squad, or battle armor, especially if they've dug into hard cover, like a city in which they are defending.
 
The best way to take out infantry is usually with another infantry squad, or battle armor, especially if they've dug into hard cover, like a city in which they are defending.
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Infantry rolls full damage values when attacking other infantry (not counting cover) using the infantry versus infantry tables. Battle armor with an AP Mount also deals full damage to infantry, and receives damage as though they were 'Mechs with each cluster of damage rolled per suit.
 
Infantry rolls full damage values when attacking other infantry (not counting cover) using the infantry versus infantry tables. Battle armor with an AP Mount also deals full damage to infantry, and receives damage as though they were 'Mechs with each cluster of damage rolled per suit.
  
With a few exceptions, infantry take significantly reduced damage from most vehicular weaponry. The major exceptions to this rule are [[Machine Gun]]s, the [[Small Pulse Laser]] (and [[Micro Pulse Laser]]), [[Flamer]]s, the [[AP Gauss Rifle]], and [[Artillery]]. Most other weapons only deal around one tenth the damage they normally would against infantry, and missiles deal half as a result of not being designed to hit multiple targets - though granted an infantryman directly hit by an AC/20 round, or even an [[LRM]] warhead probably wouldn't be having a good time.<ref>''Total Warfare'', p. 216: "Non-Infantry Weapon Against Infantry Table"</ref>
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With a few exceptions most vehicular scale weaponry doesn't deal much as much damage to infantry versus a vehicle, and in fact, infantry take significantly reduced damage from most vehicular weaponry. The major exceptions to this rule are the [[Machine Gun]], [[Small Pulse Laser]] (and [[Micro Pulse Laser]]), the [[Flamer]] series and the [[AP Gauss Rifle]] ([[artillery]] is unwieldy, but counts too). Most other weapons only deal around one tenth the damage they normally would against infantry, and missiles deal half as a result of not being designed to hit multiple targets - though granted an infantryman directly hit by an AC/20 round, or even an [[LRM]] warhead probably wouldn't be having a good time.<ref>''Total Warfare'', p. 216: "Non-Infantry Weapon Against Infantry Table"</ref>
  
 
== Also See ==
 
== Also See ==
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==Gallery==
 
==Gallery==
 
<gallery>
 
<gallery>
File:MWDA-WS003-SRM Team.jpg|SRM Team from [[Miniatures - MechWarrior#MechWarrior: Wolf Strike|MechWarrior: Wolf Strike set]]
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SRM Team.jpg|SRM Team
MWDA-Laser Team.jpg|Laser Team miniature from [[MWDA]]
 
 
</gallery>
 
</gallery>
  

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