Infantry: Queen of Battle


Dogfaces. Foot sloggers. GIs. Crunchies. Poor Bloody Infantry.

Even in the high-tech age of Battletech, it is still a fact that the brunt of the fighting and dying is born by the soldiers on the ground. Most planets are not of significant enough importants to warrent a Battlemech garrison, and even those that do are so large that it would take several regiments of mechs to guard every high priority target. Infantry are cheap to equip, relatively self maintaining, simple to train and plentiful.

It wasn't until the release of Mechwarrior: Dark Age that infantry became a staple of tabletop armies. This was because infantry were unappealling. In the open terrain that most bouts were played, infantry were weak, fragile, and slow. Granted, MW:DA practically forces players to utilize infantry, but used in a realistic and historical manner, infantry can be played effectively even in Classic Battletech.


Choose your ground wisely.

When the tank was developed it became the lord of the open battlefield. It had the range of a small artillery piece, the survivability of a fixed fortification, and the mobility of cavalry. The battlemech simply took these principles and expanded on them by increasing mobility even more to include water, vacuum, and short-distance flight. Because of the similarities of mechs and tanks, some of the same environments that work against tanks reduce the effectiveness of mechs. Infantry excel in any sort of restrictive terrain such as mountains, jungles, and urban areas.

One of the primary disadvantages of infantry is their relatively short effective range. However, as soon as you enter restrictive terrain, line of sight is blocked by the landscape. The trees, rocks, and buildings negate the range advantage of tanks and mechs. This levels the playing field, making the short range of infantry into less of a disadvantage.

In game terms: Buildings block LoS (buildings over level 2 block LoS for mechs). Any elevation that is 2 levels higher than the firer and the target blocks LoS. No unit can fire through three hexes of light woods or one hex of heavy woods.

The next disadvantage of infantry is their lack of mobility. Without mechanical assistance, they can only moves as fast as their boots will carry them. Once again, terrain levels the playing field. Woods and mountains are impassible to certain vehicles. Mechs and vehicles that can enter such terrain are slowed down considerably. Jump Jets help considerably, but it also makes the jumping mech a target for the whole battlefield for a few dangerous moments.

In game terms: In a thick jungle, mechs and tracked vehicles will often be reduced to a maximum movement of 2-3 hexes per turn. Wheeled and hover vehicles are blocked entirely. In an urban environment, infantry can cross through buildings, passing from street to street with ease. Vehicles and mechs either have to follow the roads or suffer damage to themselves (and possibly violate rules of engagement) by crashing through buildings. Jumping mechs are considered three levels above the ground at the apex of their flight.

Infantry are lacking in the ability to have a "knock out punch" effect on mechs and vehicles. The nature of their weaponry means that damage is spread over the target, even when using man-pack PPCs and SRM launchers. Despite this, an infantry platoon can carry more firepower than a light mech. Additionally, flame weapons provide a method of destroying enemy vehicles quite efficiently.

In game terms: An infantry platoon armed with automatic rifles does 7 points of damage. Add heavy weapons and the number can go up to 14 points of damage. Contrast this with a Locust, Wasp or Stinger, each of which can only deal 9 points per turn. Infantry can also be armed with inferno rounds or flame weapons, which instantly destroy tanks on a successful hit.

Infantry can be horribly fragile on the open battlefield. However, as soon as the infantry move into cover, their survivability dramatically increases. Any sort of position improvement is enough to decrease their vulnerability to incoming fire, and the first rule is "if you're not moving, dig!" Infantry are also able to take cover inside buildings, bunkers, and other fortifications. Short of a complete collapse of the building, this increases their life expectancy significantly.

In game terms: Infantry take double casualties in clear hexes. Even rough hexes provide enough cover to negate this penalty. Also, remember that buildings reduce incoming damage. As a house rule, if infantry start a defensive battle in a clear hex, they have dug in and do not double their wounds.


Help from my friends

Several innovations have helped to keep infantry viable on the modern battlefield. Armored personel carriers and helicopters lend protection and mobility to the infantry, allowing them to keep up and survive in a fluid combat environment. In battletech, things like jump packs, skimmers, anti-mech equipment, and battlearmor also get thrown into the mix.

The armored personel carrier and the VTOL both give the infantry the same advantages, but in different proportions. They both give the infantry greater mobility, protection, and firepower. Obviously, the APC gives more protection and the VTOL offers more mobility, while both are capable of mounting formidable support weapons. In a one-on-one fight, the APC and the transport chopper will lose out against the main battle tank and the attack chopper, respectively, but they shine when supporting the infantry. Transports help when you need to readjust a defensive line or to support a rapid advance, or even to threaten a flank or the rear.

In game terms: Few mechs or tanks have as many MPs as VTOLs. Also, tanks like the Goblin and the Maxim can deal a lot of long range damage, even before you add the abilities of the infantry.

While less effective than VTOL transport, infantry trained to use jump packs have a great deal of organic maneuverability. One lucky hit won't take out the platoon, and their ability to use anti-mech attacks is greatly increased. For jump troops, hindering terrain: isn't.

Most critical hits will destroy the aircraft and the infantry. Jump infantry, on the other hand, don't take 100% casualties on a critical hit. They also get their full 3 hexes of movement, largely no matter what the terrain looks like.

Skimmers, motorcycles and hoverbikes offer maneuverability and some firepower, but do little to increase their protection. These vehicles are very useful for harassing and scouting, though, and can make infantry a lot more difficult to hit. They are also easily discarded or hidden so the infantry can proceed on foot.

In game terms: The "mechanized infantry" of the rules never made sense to me. In a truck or on a motorcycle, the infantry should get more than 2 MP. House rules use jeeps, skimmers, etc. rather than the "generic" rules for mechanized movement. Remember to add the to-hit modifiers for moving quickly, if applicable.

Elite training gives anti-mech infantry a definate edge. The can attack from ambush, quickly disabling an enemy mech or vehicle. The drawback is that these tactics are often dangerous to the infantry as well, and getting that close to the enemy is a challenge.

Leg attacks and Swarm attacks have a very high chance of inflicting critical hits. Even though I don't have the exact numbers on me, I know that infantry have a massive bonus to being able to remain hidden, making them excellent at ambushes.

Battlearmor has finally given the infantry a combination of strengths that has made them more deadly than before. They make up elite units, with heavy weapons, moving quickly, in durable armor. A squad of battlearmor is easily as effective as a platoon of anti-mech laser armed jump infantry.

In game terms: A squad of battlearmor can make Leg and Swarm attacks. They also have 2-4 MP and can survive hits from most mech weapons.


Why use them at all?

It's a cliche, but it's true. "Life is cheap, battlemechs aren't." It costs little to equip and train an infantryman. Even a low tech world with little manufacturing can usually muster a force of infantry. Get enough infantry together, and even a light raiding force is in trouble if they come to blows. Planetary garrisons will typically have entire battalions, if not regiments, of soldiers that they can throw at the enemy as a deterrant or a speedbump.


House Rules

Heavy Infantry - Infantry in full combat armor and with an ablative clamshell-style breastplate are considered Heavy Infantry. They do not suffer double damage when they are in clear hexes. However, they get no additional bonus for being in cover (the armor is too bulky and inflexible). They may not move and shoot in one turn, as they are too fatigued when they relocate.

Scout Infantry - Infantry on skimmers or motorcycles and armed with LAWs and laser-carbines. They act in platoons of 21 (three six man teams and a 3 man command section). Their movement is based on the vehicle of choice, but even on skimmers they can enter light woods (speeder bikes on Endor?).

Diminishing returns - There is no modifier to target a platoon or more of infantry in a hex (11+ troops). There is a -1 penalty to hit a squad of infantry in a hex (4-10 troops). There is a -2 penalty to hit a team of infantry in a hex (1-3 troops).

Summary

Mixed arms are vital to a combat operation. The high speed, hard hitting tanks and mechs, combined with the deep striking VTOLs, the doughty infantry, and the devastating artillery (more on that later) when used properly, make a balanced fighting force. Not only should infantry be used more in games of Classic Battletech for a realistic feel, but they might also surprise you and play a critical part in the battle.

Until next time, feedback and comments are welcome!


By Jeremey M. Davis


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