Infantry

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Image:Infantry.gif
Infantry are the most basic unit type in the MegaMekNET campaign. They are the ground-pounding foot-soldiers that aid and support the armor that defines it.


Contents

Infantry Weapon Attacks

The amount of damage an infantry platoon inflicts is based off its current number of troops and the weapon they carry. Damage is grouped into 5 point clusters like LRM attacks.

Infantry Damage by Weapon

Troops Surviving (Platoon type)
Laser/SRM MG/Flamer Rifle DMG inflicted
1-2 1-4 1-4 1
3-4 5-7 5-8 2
5-6 8-10 9-12 3
7-8 11-13 13-16 4
9-10 14-16 17-20 5
11-12 17-19 21-24 6
13-14 20-22 25-28 7
15-16 23-25 8
17-18 26-27 9
19-20 28 10
21-22 11
23-24 12
25-26 13
27-28 14

Anti-mek Attacks:

An anti-mek platoon's chance to-hit is calculated based on number of troopers as well as any terrain and target movement modifiers.

Leg Attack:

Troops in platoon Base to hit
22-28 4
16-21 7
10-15 10
5-9 12
1-4 No attack possible

Leg Attack Damage: If to-hit is successful, roll 1d6. A 1-3 means left leg hit and 4-6 means right leg hit. The attacking unit then rolls 2d6, and consults the determining critical hit table. If no critical hits are inflicted, then the leg takes 4 damage. If that damage hits internal structure, determine possible critical hits again as normal.

Swarm Attack:

Troops in platoon Base to hit
22-28 7
16-21 10
1-15 No attack possible

If mek is prone or immobile: -4 to hit modifier

Swarm Attack Damage:

No damage is inflicted on the same turn as the infantry initiates the swarm, this just shows the infantry was able to climb and secure handholds on the mek.

On the next weapon attack phase, if the infantry has not been killed or knocked off, then their attack automatically hits. Damage is determined by the number of troops in the platoon as per normal infantry attacks. Damage is grouped into 5 point clusters. Hits on internal structure are checked for critical hits as usual. In addition to determining normal damage, if the infantry is an Anti-Mek Infantry type, the player _also_ rolls on the determining critical hits table, even if no internal structure was damaged in the attack. Infantry may continue the swarm attacks in subsequent rounds until the mek is destroyed, the infantry is knocked off, or the infantry chooses to finish the attack.

Swarm hit locations are determined using this table:

Swarm Hit Location
Die Roll Location
2 HD
3 CT(R)
4 RT(R)
5 RT
6 RA
7 CT
8 LA
9 LT
10 LT(R)
11 CT(R)
12 HD

Infantry Advantages

One of the best things about infantry is they are cheap, and in most cases, quite disposable. Support Meks and Vehicles love a few good platoons of infantry around. Infantry can both add an extra element of cover to the rear of support units and act as a spotter for indirect fire.

Infantry Disadvantages

As with most units ... mobility equals survivability on the battlefield. For infantry units, this is also true. Unfortunately for foot platoons, these slow, but light-weight infantry units must be stationary for the previous turn before firing, except for rifle units. This limitation does not apply to motorized or jump infantry units. Fortunately, some vehicles can carry less mobile infantry units into position, which vastly increases their usefulness on a highly fluid battlefield.

Keeping to adequate cover is also important for a platoon's survival. If struck by most weapons in the open, infantry will suffer double damage. However, certain weapons are specifically designed to counter infantry, such as a Machine gun, flamer or specialty ammos for missile or autocannons. Unprotected platoons will face quadruple damage from these squad killers. So, find them a foxhole in a rubble hex, hang out in the woods or duck inside a convenient building and your platoon might just survive to the next round.

Infantry Tactics

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