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@Orcimedes
Жыл бұрын
There's a few Tactical Operations (i.e. Advanced Rules) infantry options that that are really appealing 1) artillery of any kind is extremely effective against infantry. 2) field guns. They only get 1 tonne worth of standard ammo, but suddenly they can fill a lot more roles without adding too much complexity. Just remember the crew requirements. 3) squadding. Splitting a platoon into it's component squads (that all are selected in the one initiative pick, like a protomech point) means you have about as many in a squad as you're likely to have on a stand and feels more 'realistic', which is just nice. It also makes them more useful by being able to be in more places at once and more easily forcing split fire or overkill. If the opfor is bringing artillery (or lots of large LRM launchers), do not sleep on this. Many may also find it more fun to play against as well as a partial destruction of the platoon will actually take stands off the table.
@joshuaturnquist5538
Жыл бұрын
Do you want an APC that will, no matter what, protect it's cargo? Do you have combat engineers you need to deliver to a target building to play demolition charges? Look at the Vargr APC. It has a 7 TON infantry bay to carry a platoon and jump platoon, more armor than some assault mechs, some decent guns, and modest driving speeds. It's a bit expensive, but it carries a lot of guys and will deliver your mission-important infantry wherever they need to go. In an urban environment, it can sit there with a locked turret and broken motive systems absorbing fire for a shockingly long time.
@Beatnik59
Жыл бұрын
Infantry has a lot of unique characteristics that make them useful. They may move slowly, but they can go anywhere. Pretty much the only places they can't go are in level 1 water, or in steep elevation changes two or more levels difference. They can go through buildings this way. The other important characteristic is that they have no true facing; they are just as potent and durable from the back as from the front. Not only that but, depending on the unit type, most of the big arms on mechs and tanks will not hurt infantry platoons very much. Antimaterial weapons like lasers and autocannons are not effective against infantry like they would be against hardened targets. Combining these characteristics with the low unit cost makes infantry an attractive option for establishing a large front. The advance is slow, but it is steady, and rather resilient and solid once it gets to defensible hexes. Because even if your opponent gets behind those platoons, it will do little good, because the threat bubble extends 360°. If you advance a mech, and you have a friendly infantry platoon behind you, you've effectively made yourself unflankable. For even if the enemy could get behind you into that rear arc, that infantry platoon will go to town on the enemy's six.
@pentultimatearsehole9190
Жыл бұрын
I have used dug in srm infantry, a few jump squads and the Legendary Urbanmechs with great success to defend many towns and cities with my merc company Creeping Death LLC. Try us, we're cheap. Only defensive contracts.
@Magermh
18 күн бұрын
Considering an older setup from before the Heavy APC was released. The standard APC had a single ton troop compartment. Even the Goblin had a single ton compartment. In CityTech players had to break up the platoons into squads and jump infantry was and still is popular. To take a lance of infantry players would have to have three Goblins and 6 “3027” standard APCs. The last vehicle in the lance could be a tank or maybe an APC with LRM-5 for smoke. The logistics of infantry was much harder when the game was still developing. Breaking up your platoons into squads would hold up the game with initiative sinking. The squads would do little damage in the game. The most gained was 2 damage from a squad with Federated Berretta’s and support PPCs or SRMs. Damage to these units was a chore at fist as there was nothing like heavy armor plate and infernos could kill the troopers at end of turn when you set the location on fire. ... You could still bring this kind of line of infantry to give your friends with a Firestarter a reason to have the mech. Breaking things up into squads has fallen out of favor in Battletech games as this complicates your movement phase with many smaller units slowing down the game. But I would clarify that doing this is a good way to cover lots of ground on a city map with spotters for indirect fire weapons like LRM mechs or vehicles. The other thing about this method is these squads do not require much anti-mech training. The format is easier to follow and scale for larger games and may be applied to latter eras of the game. I consider what kind of infantry I am taking based on my intended strategy for the scenario. Be it foot infantry that are defensive or static are ground based, motorized infantry that are dynamic, but ground based. To jump infantry that are normally mobile and offensive but may be air based. The type of deployment these infantries have is in general what I consider for the investment of transports. Most often why I do not favor VTOL transportation for a rapid deployment is because many of my friends had a Partisan that could introduce a Karnov to the theory of gravity.
@isaacchapman7628
Жыл бұрын
I want to try infantry, but I hate running something I don't have the model for. I also run Comstar and we have weird 36 man infantry platoons that I can't find the BV values for.
@Phoolery
Жыл бұрын
If you live in the states, look up Khursan Miniatures, specifically their 6mm Sci-Fi lineup. They make some great alternative models in pewter for a lot of the niche unit types in Battletech. They also make them in some fun flavors. You could get 6mm Colonial Marines style troops from the Aliens films in their “Exterminators” line. They’ve got space Cold War Americans with their Federal Army/Navy line. Space USSR with the Nova Republik. I love their products. Now, the site looks like it was designed in 1997, and probably was. However it uses PayPal Shopping cart and checkout, and I’ve never had any issues with ordering from them. Orders have always arrived quick too. They’re my go to for non-Mech units.
@MrFleem
Жыл бұрын
I like using counters for infantry. Just poster board cut into squares with the infantry symbol drawn on. I'll also use Megamek to try out things I don't have models for.
@fuzztsimmers3415
4 ай бұрын
GHQ makes 6mm infantry
@mr.e1944
21 күн бұрын
I like the idea of using infinity and transports and tanks. I have not done this yet. I think that mechs, Ike in much of the lore, should be cherished relics that are not only expensive but rare. So each army might have a lance at most, but the rest of the BV must go to infantry and tanks.
@Magermh
18 күн бұрын
I do enjoy a good infantry game. ... What kind of deployment that is considered for infantry depends on the type of infantry. When I am playing with foot infantry the tracked APC is normally considered. Unless they are paratroopers. When considering foot infantry they are static is nature. They may lock down a location or hold objectives. They are good for chock points. I consider foot infantry a normal deployment. Motorized infantry are considered dynamic. I regularly consider them for mobile units like wheeled and hover APCs. There is a shortage of transport that have 6-ton infantry compartments. Making options arbitrary to Heavy APC unless the platoons are broken into squads. Because of the types of transports the motorized troopers are fast deployment. Jump infantry are considered mobile units and have a normal deployment with a jump MP of 3 without transportation. I consider hover vehicles and VTOLs for a rapid deployment of jump infantry. The premise of rapid deployment is to take an objective or position quickly with in the first two or three turns. Mechanized infantry depending on the motive type have a normal deployment type for wheeled and tracked but are fast with hover type. The restrictions of the transport options are more dependent on the terrain that is going to be the map. Many a time the used of wheeled mechanized infantry have won me a game in a city map. For wooded maps tracked as been the go too but I still use wheeled unit for their high MP. When fighting on an open map containing water the Hover Mechanized infantry became a better option. Hover Mechanized Troopers normally have a 5 or better MP and are wonderful as they do not need to tow field weapons to be more effective. Towed weapons have become standard for my wheeled and tracked mechanized infantry but I have a strong dislike for towed weapons as the terrain favors light woods or rough rubble locations placing tacked as the better option for towed weapons. The AC-5 with 20 shots has been my go-to weapon system, but dual AC-2 are good as well, with larger maps. The reasoning has been for using Flak ammo for the ACs. In latter years the LB is being used and I switch to precision ammo for standard ACs. My issue with towed weapons are they may only change one facing helping mobile Mechs find a happy place on the units flank. Mechanized and towed artillery. This is what is taken when you’re looking at a Cicada. Expect a battery of Thumpers. Depending on the faction is how many guns. This is considered on large maps when the player is disliked or is up for a challenge. I have used hover units on none-open maps with a fair vantage by increasing the mechanized infantries anti-mech capability and driving the unit on to a building roof top. For taking small towns with low level 1 buildings. I totally did that to dodge a Stalker loaded with infernos. I managed to kill the Stalker at a loss on one mechanized platoon from a lance of three. Paratroops are current use for me. There mobility from their air vehicles is nice as an option over jump troops as they have only a slit change to BV because of the specialization of the infantry. I have yet to obtain consistent success with trooper specializations.
@RedKiteRender
Жыл бұрын
Hope you extend this series to Elementals too, i always struggle to get value out of them.
@digitaldynamic3476
5 ай бұрын
I am a longtime fan of the lore of Battletech, however I am a new player/collector and I was wondering if the tiny cannons from Risk would be a acceptable/reasonable proxy for a AC-2 Field Gun for My Peasant Company Infantry to use? ❤I figured it would look decent and be the appropriate size if I glued them to pennies as a base as that’s what was done to some of the pewter/lead infantry I’ve been gifted. However I don’t want to make them only to get laughed outta my local game store 😅 So I figured I would come here for advice first 😊
@WargamerFritz
5 ай бұрын
Yes! Scale is spot on. Mount them on a hex base or a slot to add them to hex bases with infantry. Lots of opportunity to model stuff.
@digitaldynamic3476
5 ай бұрын
@@WargamerFritz Thank You So Much! 😁
@agamelift
Жыл бұрын
Another awesome video! When it comes to alternate unit types and varying unit compositions its important to balance initiative well. For example, in games that have included vehicles before, they were paired with mechs and the mechs were the initiative moves. Similar should be done with infantry as well to avoid last move swarm nonsense. A house rule we use is that we center the higher unit count - if it 4 vs 6 units the movement is 1,1,1,1 and 1,2,2,1 as opposed to TW where it would be 1,1,2,2.
@bruced648
Жыл бұрын
we use 'commander's initiative'. before the game begins, you designate your forces into lances, even if they don't make standard 4 unit lance. if I bring 2 mechs, 6 armor and 3 infantry platoons, I must assign them to lance formations. lance 1 1 mech 3 armor lance 2 1 mech 2 armor lance 3 1 armor 3 platoons when using a force of 1 lance or less (3-5 units), the entire unit moves at the same time. this drastically speeds up the game turn. removes the problem of initiative sink. and makes lance and company battle tactics a real thing. by keeping initiative in the standard format, the movement phase takes a long time with forces larger than a Lance. you also don't really use lance maneuver tactics. and the initiative sink is a headache.
@rob2estonia
6 ай бұрын
I am a new player, and I have listened to all your Vlogs on infantry. I have a question about the anti mech skill. It seems that the base skill is 8, and that anti mech trained infantry have a skill of 5. However, I don't see this reflected in the battle value on Megamek, though it is reflected in the C-bills cost. The tonnage of the infantry is also increased with the skill increase. Are anti mech infantry really the same BV cost as non-trained?
@Dewderonomy
3 ай бұрын
I know it's been a few months but just saw your comment. With BV in MekLab, infantry scoring has some bugs. For example, it doesn't "charge" you correctly when you add a second support weapon per squad. In the TechManual, infantry is defined as Defensive Battle Rating (size x 1.5 x TMM chart) + Offensive Battle Rating (primary weapons x units, plus secondary weapons x units, then double this if they're anti-mech, THEN multiply that by the Speed Factor chart). So as you can see, anti-mech should have a big jump in cost when making infantry anti-mech simply because a major battle rating base is doubled for the rappelling gear and C4 charges.
@rob2estonia
3 ай бұрын
@@Dewderonomy Ok, that helps. I'll take a look at the TechManual. However, it remains a mystery why MekLab reduces the weight of non-antimech trained infantry. For now, I will just ignore that, since I haven't heard that this has any basis in the rules.
@RexfelisLXIX
Жыл бұрын
You state that you use RAW but I have yet to hear you mention the force size rules TM314.
@youtmeme
5 ай бұрын
Yes but also no. Infantry are effective the way u describe. But the diff is the style of play. Simple wargame, yes. Cheap and good in potential situations but if u play rpg style. They are not as expendable. Consider the cost of maintenance of troops, theor moral during battle..all things we learned playing dungeons and dragons... That way, every loss is significant, not easily replaceable. A loss to the next battle, etc... Then u really have to consider their use and the gains v loss..its not as simple as, i will throw 25 troopers v. One mech that they will destroy but be destroyed themselves..bc then u won't necessarily have them the next battle.
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