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Infantry House Rule Idea
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Col. Dwight Chandra
Lewis' Executioners
C.O., Alpha Co.
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PostPosted: 02-Feb-2004 11:48    Post subject: Infantry House Rule Idea Reply to topic Reply with quote

Okay, I just got done reading the thread on Armless mechs, and it gave me the itch to have one of my own house rules critiqued (read: "savaged", "shredded", "ridiculed") by Mordel's regular patrons.

Comments please. Even negative comments would be welcomed -as long as you smile when you type them

You can view this and other house rules, etc at my linked web site

Partial-attacks by infantry- The core rules indicate that the damage done by an infantry unit depends on the size of the unit, and on the number soldiers in that unit that are still alive. This rule simulates the fact that the damage being done by the infantry unit is a result of the combined firepower of a large number (21 to 28) of foot soldiers. However, one consequence of this "combined firepower", which is ignored by the core rules, is the effect of multiple, small weapons on hit probability. That is, since the weapon fire of the infantry unit actually simulates the weapon fire of a large number of individual soldiers, there should be a fairly good chance that at least some of those soldiers should hit their target, even on a relatively difficult shot. For example, the core rules indicate that if my rifle infantry unit needs a die result of "9" to hit its target, it does full damage to the target if I roll a "9" or greater, but does no damage at all if I roll an "8". I find this unrealistic. Therefore, I came up with the following rule:

If an infantry unit attack rolls equal to or greater than its needed "to-hit" result, then resolve the attack as you do normally. However, if the infantry unit misses its needed "to-hit" result by a small margin, then the infantry unit still does damage to its target, albeit less damage. Use the following chart:

Margin
of error............Damage
0 *...................FULL
1......................1/2 **
2 .....................1/4 **
3......................1/8 **
4 or more.........none

* = A margin of error of "zero" means that the "to-hit" dice roll was greater than or equal to the needed result.

** = ALL fractional damages should be rounded DOWN.
For example, Let's say I have a rifle infantry platoon that normally does 14 points of damage if it hits. My rifle unit decides to attack an enemy Hellbringer, and needs a "10" to hit. I roll an "8", which is a margin of error of "2" (10 minus 8). Consulting the above table, I see that my rifle unit does one-quarter its normal damage, or 3 points of damage (14 divided by 4 = 3.5, rounded down to 3). Overall, my rifle unit missed --but a few of those 28 guys hit the Hellbringer.



[ This Message was edited by: Col. Dwight Chandra on 2004-02-02 11:58 ]
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Rarich
Federated Suns
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PostPosted: 02-Feb-2004 12:13    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

I like it. Platoons put a bunch of micro srms in the air a few of them are going to hit. I assume you are adjusting from the damage a platoon with casualties would do as well.

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Oafman
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PostPosted: 02-Feb-2004 13:07    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

That looks good to me. That is kind of illogical that a group would miss as a whole. Out of 28 guys at least one will hit just out of dumb luck. Then there is the one that will always miss the broadside of a barn no matter how close they are, or there weapon jams, whatever. There was definately some leeway in the rules for that kind of stuff.

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Col. Dwight Chandra
Lewis' Executioners
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PostPosted: 02-Feb-2004 13:57    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

Quote:

On 2004-02-02 12:13, Rarich wrote:
I like it. Platoons put a bunch of micro srms in the air a few of them are going to hit. I assume you are adjusting from the damage a platoon with casualties would do as well.



Right. So if casualties reduce the infantry's damage potential from 14 to 7, and the margin of error on the die roll reduces it a further 1/4, then the damage done is 1/4 of 7, which rounds down to 1 point of damage (one "dumb luck" point of damage).

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Oafman
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PostPosted: 03-Feb-2004 10:26    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

Which could be the difference. 1 dumb luck damage point could be that lucky gyro hit that neuters a fast light, or that one lucky engine hit that overheats a mech already in trouble. I like the idea of that.

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AWAD
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PostPosted: 03-Feb-2004 20:52    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

Like the idea, close to KISS but you are asking for some people to calculate. That leads to slow downs and the inevitable argument. But my solution has flaws also so people can take their pick.

My system breaks all units down to squads, so 4 squads make a platoon (except jump). You roll each one individually. So this sucks if you need a 9+ and you all whiff, under your system an 8 gets some damage. But the reverse, you need a 6 and roll a 3, you get little with your system and 3 more rolls with mine.

So your system has less rolls but more calculation, mine has more dice rolling. Also I like the squad based system because you can do more things. I use infantry for indirect fire all the time. Plus I think putting 28 guys in a 30m X 30m area is asking for one LRM20 to do you in.

I have morale and alternate damage systems that add on but this is the easy closest to base rules version.

AWAD- Nothing like the enemy thinking 8 squads is a company of infantry
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Old Dog
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PostPosted: 04-Feb-2004 18:14    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

I still want to do more work on my 32 set infantry.

32 men make up a platoon, but it's pretty much always broken up into four 8-man squads. Each 8 man squad equals a ton for transport (250 pounds per soldier) and all platoons, even Jump, can be purchased at this number.

The math is just much more friendly, and 32's so easily divisible into 16, 8, or 4 man teams that it just makes me happy.

-- Old Dog, bad at math.
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Ruger
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PostPosted: 04-Feb-2004 18:28    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

The way I've taken to organizing infantry goes as follows:

Fire Team: 4 Riflemen and 1 guy with a semi-portable support weapon on a gyroscopic harness...

Squad: 2 Fire Teams for 10 men...I'm saying it takes 1.5 tons to transport a squad of this type (perfect for my Hellcat Hover Jump Tank, which has 1.5 tons of infantry bay)

Platoon: 4 Squads for 40 men (again, perfect for my Hellcats, which operate in 4 tank platoons)

Company: 4 Platoons for 160 men (and 16 Hellcats)

Battalion: 4 Companies for 640 men (and 64 Hellcats)

And so on...

Ruger

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Old Dog
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PostPosted: 04-Feb-2004 18:35    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

Selfish today, Ruger?

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Sir Henry
Team Bansai
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PostPosted: 05-Feb-2004 06:25    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

Nah, he just likes the number 4...


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bandit
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PostPosted: 06-Feb-2004 04:32    Post subject: RE: Infantry House Rule Idea Reply to topic Reply with quote

..I think is a good idea.It feet with increasing
use
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