Introduction
The basic rules for BattleTech specifically prohibit
"stacking" BattleMech units in one hex. This allows play to proceed
quickly and simply but sacrifices an element of realism. One
BattleTech hex, after all, is three times wider than the typical
BattleMech is tall, which suggests that more than one 'Mech could
occupy the same hex at the same time without crowding.
Optional Rules Variant 0204-B addresses this situation and
provides a means for players to resolve close-quarters combat
between opposing 'Mechs.
Standards:
Rules Variant 0204-B is designed to mesh with 0204A, above.
The standard scale is set at 1 cm = 2.5 meters, which fits well with
the Ral Partha line of miniatures. One 30-meter hex measures 12
centimeters across.
Variant 0204-B is also designed to mesh with the basic
BattIeTech game. Each small hex on the Close Assault Hex
measures 10 meters across. One turn equals five seconds of time.
Close Assault Hex
This variant makes use of a Close Assault Hex. A copy is
printed on page 44. Permission is explicitly granted to photocopy
page 44 so that multiple copies can be made, and so that players do
not need to mar this issue of BattleTechnology. Paste the photocopy
onto a sheet of cardboard or other stiff backing and cut it out as
shown.
The Close Assault Hex represents one standard, 30-meter
BattleTech game hex, expanded until it is in scale with BattleTech
miniatures. It is divided into seven smaller hexes, called Tactical
Hexes, each representing an area 10 meters across.
Stacking limitations for Tactical Hexes are the same as for
regular BattleTech rules. No more than one BattleMech may occupy
any one Tactical Hex at the same time. Up to two small vehicular
units (less than 60 tons) may occupy the same Tactical Hex. Large
vehicular units, however (Demolishertanks, and other vehicles; of
60 tons or more) are restricted to no more than one per Tactical Hex.
Outside the Close Assault Hex are six additional small
hexes, one on each side of the Close Assault Hex, called Approach
Hexes. Entry to the Close Assault Hex can only be made through
one of these Approach Hexes. They are treated as Tactical Hexes
for stacking purposes.
Order of Play
Use of Rules Variant 0204-B is strictly Optional. In many
cases, players may wish to resolve combat in the usual
manner, without using 0204-B to resolve close combat. If all
players agree, however, it may be used instead of the normal
Physical Attack Phase in BattleTech play. Thus, Close Assault
combat is resolved after the Weapons Attack Phase and before
the Heat Phase.
Close Assault
A Close Assault occurs whenever two opposing
'Mechs (or other vehicles or units) engage in combat at ranges
of 30 meters or less. In the Basic BattleTech rules, this type of
combat encompasses all Physical Attacks: Punching, Kicking,
Shoving, Charging, and Death From Above.
In the Basic BattleTech rules, Punching, Kicking, and
Shoving may be initiated whenever one 'Mech ends its
movement phase adjacent to an enemy 'Mech. Charging and
Death From Above attacks may be declared by the Attacker
during his movement phase, if he has enough MPs (for a
Charge) or jumping MPs (for Death From Above) to enter the
Defender's hex.
In addition to the usual Physical Attacks, this rules
variant allows certain other close-range activities, including
Blocking (by the Defender) and Close Range Fire Attacks (by
either side).
When using the Close Assault Rules Variant, all combat
takes place within a single 30-meter hex. Rather than ending
their movement phases in adjacent hexes, an attacking 'Mech
actually enters the Defender's hex. Combat is then transferred
to the Close Assault Hex and played out there during the Close
Assault Phase of the turn.
Set-Up
The Close Assault Hex represents one hex on a normal
BattleTech game map. The Defender's'Mech starts out in the
center Tactical Hex of the Close Assault Hex.
The Defender's orientation must be the same as for
that BattleMech on the game map. In other words, if a'Mech
starts out facing south in a given hex, that'Mech must begin the
Close Assault segment of the game phase facing south as
well.
The Attacker places his 'Mech on the proper Approach
Hex. For example, if an Attacker is approaching a Defender from
the south, the Attacker's 'Mech is placed on the Approach Hex
on the south side of the Close Assault Hex, facing north.
Attacking 'Mechs entering the hex by jumping are not placed on
an Approach Hex.
Note that, with this variant, more than one attacking
BattleMech may attempt to enter the same hex at the same
time. Theoretically, six Attackers could enter the Defender's
hex from six different directions, all at the same time.
Maneuvering
BattleMechs may expend MPs to maneuver within the
Close Assault Hex. Turns are performed in the same way as in
basic BattleMech, by expending one MP for each 600 (one hex
side) change of direction.
BattleMechs may also move within the Close Assault
Hex. Movement is conducted in the same way as in normal
BattleTech combat. However, only 1 MP is expended for each
Tactical Hex move, regardless of the type of terrain the larger,
Close Assault hex may represent.
Close Assault Procedure
The attacking player moves first. If the Attacker has more than
one 'Mech attempting to enter the Defender's hex, he chooses which of
his 'Mechs moves first.
The Close Assault Phase is considered to be the resolution of
movements initiated earlier in the turn. For example, 'Mechs which
executed a Charge during the Attacker's movement phase resolve the
results of that charge through a Close Assault.
Attacker's Movement
To make his move (or moves) the Attacker must have enough MPs
remaining to enter the hex during his movement phase. If the hex
represents rough terrain, for example, each 'Mech which wishes to
enter the hex must have at least 2 MPs remaining to enter it. 'Mechs
attempting to jump into the hex must have sufficient jumping MPs to do
so.
Defender's Movement
After the Attacker has moved his first unit onto the Close Assault
Hex, the Defender may, if he wishes, move to any of the three Tactical
Hexes in towards his front, or step back into the hex immediately to his
rear. He may not leave the Close Assault Hex, and he may not enter a
Tactical Hex already occupied by another 'Mech.
This movement is free. It represents a last-minute shift in the
Defender's position and does not require remaining MPs to execute it.
The Defender may also change his facing either before or after he
makes his free shift within the Close Assault Hex. This movement is not
free, however. The defending 'Mech must have enough MPs left over
from his movement phase to execute the maneuver.
Tactical Decision
Both the Attacker and the Defender now secretly record the tactics
they plan to have their 'Mechs execute during the Close Assault combat.
The Defender may choose one of the following:
a. Stand in place-fire weapons b. Stand in place-punch
c. Stand in place-kick
d. Stand in place-block attack e. Maneuver-avoid attack
f. Maneuver-flee g. Eject
The Attacker may choose one of the following:
A. Advance-fire weapons B. Advance-punch
C. Advance-kick D. Advance-push
E. Advance-collision F. Maneuver-avoid or break off attack
G. Eject
Attacking units executing Charge or Death From Above
maneuvers may only choose Advance-collision. Attacking units
executing Pushing maneuvers may only execute Advance-push.
Attacking or defending units may only choose Maneuver commands if
they have at least 1 MP remaining after all last-minute shifts and
maneuvers have been completed, and after all MP costs for entering the
hex have been expended.
Combat Resolution
The attacking and defending players reveal their chosen tactics
to one another. The lower-case letters of the defending strategies and
the upper-case letters of the attacking strategies are compared with one
another on the chart. By cross-indexing the two, a numbered
result may be obtained from the Close Assault Combat Resolution table.
Close Assault Combat Results
1: Both sides exchange attacks according to the basic rules
for physical combat.
Damage is considered to be simultaneous, and both'Mechs are
able to complete their chosen tactics before damage is applied.
Fire combat is carried out in the usual way. LRM fire is not
permitted. All other fire is resolved as for a range of 1. Fire may be
directed at other 'Mechs within the Close Assault Hex at a range of
either 1 or 2 Tactical Hexes. No 'Mech may fire any weapon which was
fired during that turn's Weapon Attack Phase. For this reason, players
should keep track of weapons which were not fired during each
Weapon Attack Phase.
Punch, Kick, and Shove attacks are possible only if the two
'Mechs are in adjacent Tactical Hexes. Should the attacking 'Mechs not
be adjacent to the Defender, all such physical attacks miss automatically.
Any MechWarrior who misses with a kick must make a Piloting Skill Roll
to avoid falling.
2: The Defender attempts to block the Attacker's kick or
punch.
The attempt requires a successful Piloting Skill Roll by the
Defender. If the attempt fails, damage from the Attacker's kick or punch
is delivered as usual. If the blocking attempt succeeds, the damage from
the attack is halved (fractions rounded up) and applied against the arm
of the Defender for a punch, and against the leg for a kick. The Defender
chooses which arm or leg suffers damage, unless the attack comes
from the side, in which case damage is applied against the arm or leg on
that side.
Sometimes, the Defender may expect a physical attack and try
to block it, only to discover the Attacker has elected to fire his weapons
instead. When this happens, the Defender receives
damage from the Attacker's fire as usual. The Attacker suffers no damage.
To block a punch, a defending 'Mech must have all of its arm
actuators intact and may not fire any weapons from that arm during that
turn.
If the block attempt fails, the Attacker suffers no damage. If the
blocking attempt succeeds, the Attacker suffers one quarter of the total
amount of damage to that arm or leg, with fractions rounded up.
Example: A Warhammer (70 tons) throws a punch at a
Crusader (65 tons). Normally, if the punch was successful, the
Crusader would suffer 1 damage point for every 10 tons of the
attacking 'Mech--7 points, in this case. ff the Crusader was
able to successfully block the attack, however, the Crusader
would suffer only 4 points of damage, all of it applied against the
arm with which it blocked the punch. At the same time, the
Warhammer would suffer 2 points of damage to the arm with
which it threw the punch.
3. The Defender attempts to avoid his opponent's attack
by executing a last-second maneuver such as stepping out of
the way.
Note that the Defender does this instead of trying to damage or
block his opponent. The maneuver does not require additional MPs and
may be attempted even if all available MPs have been used in earlier
maneuvers during the turn or phase.
For every Piloting Skill Level below 4, the Defender may add
one to the Attacker's To Hit Number. This modifier is in addition to any
modifiers added reflecting differences in the pilots' Piloting Skill Levels.
The Attacker must also add 1 to his To-Hit Number if the target
'Mech weighs 50 tons or less, and 2 if the target 'Mech weighs 20 tons
or less (reflecting the generally greater agility of lighter 'Mechs).
If the Defender avoids a punch or a kick, he suffers no damage.
The Attacker must roll against his Piloting Skill to avoid falling after
missing a kick.
If the Defender avoids a charge, he may move to any adjacent
unoccupied Tactical Hex (his choice), with any facing (again, his
choice). The Attacker continues moving in a straight line through the
Close Assault Hex, exiting through the opposite side from which he
entered. If the Attacker has insufficient MPs to continue movement, he
remains in the Close Assault Hex, in the Tactical Hex opposite from his
Entry Hex. If he has sufficient MPs to continue into the next hex, he does
so and is removed from the Close Assault Hex. In both cases, the
Attacker must roll against his Piloting Skill to avoid falling after missing his
target.
If the Defender avoids a Death From Above attack, he may
move to any adjacent unoccupied Tactical hex, with any facing (his
choice). The Attacker lands in the Tactical Hex vacated by the Defender
and must make a Piloting Skill Roll to keep from falling.
If the Defender fails to avoid the attack, damage is suffered by
both 'Mechs as always.
Example: A Crusader executes a Charge against a Phoenix
Hawk (45 tons). The Crusader pilot has a Piloting Skill Level of 4, while
the Phoenix Hawk pilot has a Skill Level of 2. The Phoenix Hawk pilot
elects to attempt to evade the charging Crusader at close quarters, a
maneuver not unlike that executed by a matador in the arena.
Normally, the Attacker would have to roll 5 or higher to hit the
Defender with his charge. However, a very good pilot in a fast medium
'Mech is attempting to avoid the charge at the last moment. The
Defender's Piloting Skill Level is 2 less than 4, so 2 is added to the To Hit
Number. In addition, 1 is added because the Phoenix Hawk weighs less
than 50 tons. The Attacker must roll 5 + 3= 8 or better to successfully
charge the Defender.
4. The Defender attempts to flee before the
Attacker can close with him.
He does so by rolling against his Piloting Skill Level. If the
Defender has a 'Mech heavier than 50 tons, he adds 1 to the To-Hit
Number. If his 'Mech weighs 80 tons or more, he adds 2 to the ToHit
Number. Thus, it is more difficult for large, heavy 'Mechs to avoid attacks
and flee than it is for light, fast 'Mechs.
If the Defender's roll fails, his 'Mech must remain in place for
whatever type of attack his opponent delivers. If his roll succeeds, he
can leave the Close Assault Hex. However, it is possible he will suffer
some damage as he withdraws.
The Defender decides which way his 'Mech is withdrawing. He
may change his facing, and he may enter any Tactical Hex adjacent to
his own which is not occupied by the enemy. These maneuvers do not
require the expenditure of any MPs. At the end of the maneuver,
however, the Defender's 'Mech must be in one of the Tactical Hexes
along the sides of the Close Assault Hex. He may be
facing away from the Close Assault Hex's center (exposing his back to
the enemy) or he may be facing towards it (intending to back out of the
hex). His facing will determine where he will take damage, if any, from
his opponent.
If the Attacker elects to fire weapons, the Defender takes
damage from the attack in the usual fashion. The Defender may not
return fire, since the Pilot's attention during that turn was focused on
escape.
If the Attacker has elected to deliver a kick or a punch, he
enters the central Tactical Hex and does so. However, he may not
change facing and can kick only if the target is in the Tactical Hex
directly in front of him. If the target is to the left front or right front
Tactical Hex, the Attacker may deliver a punch only with his left or right
arm, respectively.
If the Attacker has elected to deliver a push, he does so from
the central Tactical Hex. The Defender will exit the Close Assault Hex
through the nearest hexside.
5. The Attacker attempts to push the Defender out of the
Close Assault Hex with Its arms.
The Defender may damage the Attacker by punching, kicking,
or firing its weapons. The Attacker must make the usual roll against a
base To-Hit number of 4+ for the push to be successful.
A successful push does no damage to the target but does
move the target into the adjacent hex, while the Attacker remains in the
Defender's original hex. If the push is unsuccessful, both 'Mechs remain
in the same Close Assault Hex, and combat will continue at close
quarters.
If the Defender successfully avoids a push, the Attacker
remains in the center Tactical Hex of the Close Assault Hex.
6. The Attacker attempts to collide with the Defender,
causing damage to both 'Mechs.
This is the end result of either a successful Charge or a
successful Death From Above attack.
Charge: The Attacker first takes damage from the Defender's
attempt to kick, punch, or use his weapons. The Defender may also
attempt to maneuver clear of the attack instead of fighting back. If the
Attacker is not crippled by the Defender's actions, and if the Defender is
unable to avoid the attack, the results of the collision are resolved
normally, by comparing the Piloting Skill Levels of the two pilots and
using the difference as a modifier.
Death From Above: If the Attacker executes a Death From
Above attack, the Defender will not have the opportunity to attempt a
Punch or Kick against the Attacker before he is hit. He may, however,
have the opportunity to fire his weapons before the Death From Above
attack is resolved.
The Defender may only use weapons which can bear on the
Attacker as he approaches. That is, attacks from the rear can only be
met by a Defender's rear-facing weapons, while an attack from the
forward left side could only be met by the Defender's left arm weapons.
The Defender may not move, turn, or twist to meet a Death From Above
attack.
The Defender may only use weapons which he did not fire
during that turn's Weapon Attack Phase (immediately preceding the
Physical Attack Phase). Long Range Missiles may not be used in the
attack. All other weapons may be fired, using the appropriate modifiers
for a moving target at a range of one 30-meter hex.
The Defender makes all fire attack rolls before the Attacker hits.
Weapons fire will not divert a 'Mech executing a Death From Above
attack from its course. Even if the Attacking 'Mech is destroyed in mid-
air, the wreckage will still strike the target, according to the usual rules
governing Death From Above combat.
7: Attacker breaks off attack.
The attacking player may, at the last moment, attempt either to
avoid the Defender's fire or other hostile action, or to flee. To do so he
advances his 'Mech from the Approach Hex onto a Tactical Hex within
the Close Assault Hex, then rolls against his Piloting Skill. If the roll fails,
he remains in place and is subject to any fire attacks or maneuvers the
Defender may have planned for that turn. If the roll succeeds, the
Attacker may withdraw his 'Mech from the Close Assault Hex, and place
it in any Approach Hex within two Tactical Hexes of the Tactical Hex he
entered on. He maintains the original facing he had when he entered the
Close Assault Hex.
This maneuver is primarily used to give the Attacker a last
chance to change his mind-if, for example, he suspects a trap after he
has already committed himself to a punch or other Physical Attack. It may
also be used to draw the Defender out of a strong defensive posture, to
trick him into launching a Close Assault of his own, orto reveal infantry or
other units hidden in the Defender's hex.
Breaking off the attack may not be used in Charge or Death
From Above attacks. The 'Mech pilot must commit himself to those
maneuvers during the movement phase of the turn, and the inertia of his
'Mech is too great to permit a last-second change of plan.
8: Eject
Either the Attacker or the Defender (or both!) elects to "punch
out," using their cockpit ejection systems to abandon their 'Mechs. This is
always a last resort option, used when a player knows the 'Mech is lost
but wants to save the MechWarrior pilot for future campaigns.
The rules for ejection are given on page 46 of The Rules of
Warfare, from FASA. A roll is made against the MechWarrior's Piloting
Skill, with modifiers for such factors as damage to the 'Mech's head and
the presence of light or heavy woods. The ejected MechWarrior will land
in the 30-meter hex directly behind his 'Mech.
If the roll fails, the pilot takes 1 point of damage and must make a
consciousness roll.
Ejection occurs before damage from the opponent's fire or other
attacks is applied. However, these attacks must be resolved as planned
by the opponent, since the actions are considered to be simultaneous.
The target 'Mech is considered to be stationary as these attacks are
resolved.
Continuing the Battle
Once the first exchange of combat has taken place, both
Attacker and Defender reassess their situations. If either'Mech has left
the Close Assault Hex, both 'Mechs are returned to the basic game map,
and play continues with the Heat Phase of that turn.
If both 'Mechs remain in the same Close Assault Hex, Close
Assault Combat may continue. Each player secretly records his
movements for the next round of Close Assault Combat. This time, there
is no preliminary maneuvering. The players compare their respective
tactical decisions, and the steps outlined above are repeated.
In normal BattleMech combat, one game turn represents ten
seconds. Combat within the Close Assault Hex represents 5 seconds
for each exchange. Thus, after two exchanges in the Close Assault
Hex, the players should return to the regular game map to resolve the
maneuvers and combats of the next turn. BattleMechs engaged in Close
Assault Combat are left where they are until the next Close Assault
Phase, when combat continues.
As soon as one BattleMech or the other leaves the Close
Assault Hex, either voluntarily or as a result of enemy action, both
'Mechs are returned to the regular game map and placed in the
appropriate hexes. Both are given the same facings they had when they
were removed from the Close Assault Hex. It does not matter which of
the Tactical Hexes within the Close Assault Hex a 'Mech occupied when
it was returned to the main map.
Multiple BattleMech Combat
As many as seven BattleMechs can occupy one Close Assault
Hex at one time, with one 'Mech in each of the seven Tactical Hexes.
The Close Assault Rules Variant allows several smaller BattleMechs to
gang up on one large one in direct hand-to-hand combat.
The order of play proceeds as for two 'Mechs. If the Defender
has more than one 'Mech in the Close Assault Hex, he places them
within the hex, as desired. The Attacker then places his 'Mech or
'Mechs on the Approach Hex or Hexes of his choosing.
The Attacker moves first by moving one of his 'Mechs (his
choice) from its Approach Hex to a Tactical Hex. If that Tactical Hex is
blocked by an enemy unit, he announces that his 'Mech is attempting the
move, and that combat is occurring.
Next, the Defender moves a 'Mech of his choice as desired. He
may not attempt to enter a hex occupied by an Attacker. Play continues
back and forth, then, until all Attacking and Defending 'Mechs have been
moved or have had a chance to move. No 'Mech must move, and the
Attacker may elect at any time to leave one or more of his attacking
'Mechs in their Approach Hexes.
Both players now make their Tactical Decisions, writing down
their choices for each of their 'Mechs. If more than one target is
available, each 'Mech must state which enemy 'Mech it is acting against.
The Tactical Decisions are compared, and combat is executed.
All combat is considered to be simultaneous, and the order of combat
can be carried out in any manner agreed upon by the players. Note that
BattleMechs technically in adjacent hexes (those forced to remain on
Approach Hexes by the presence of defending units) may take part in
combat in the Close Assault Hex. Those choosing to fire their weapons
may target any enemy unit in the Close Assault Hex, and are not limited
to the 'Mech blocking their way into the Close Assault Hex. Attacking
'Mechs which have not gained entry to a Close Assault Hex are free to
move on without making extra Piloting Skill Rolls or Tactical Decisions
during the next Movement Phase, if desired.
All normal Tactical Decisions are allowed. Note, however, that
maneuvering inside a crowded hex may prove quite difficult. A
BattleMech is permitted to shove or collide with a friendly 'Mech in the
same Assault Hex in order to carry out a maneuver. However, damage
is still applied to both 'Mechs in the usual fashion.
Fire From Outside the Hex
If BattleMechs remain locked in Close Assault Combat from one
turn to the next, other 'Mechs outside the Close Assault Hex may fire at
targets inside that hex. Targeting and line of sight determinations are
made normally. If a friendly 'Mech is positioned between the target 'Mech
and the firer, the friendly 'Mech must be counted as partial cover.
Fire which is recorded as hitting the target causes damage
during the Weapons Attack Phase, as usual. A separate roll is made for
each shot which misses, however. On a roll of 7+, fire which missed the
target will hit the friendly 'Mech instead. If more than one friendly unit is in
the hex, the friendly 'Mech to be hit is chosen randomly each time a roll
for a missed shot must be made.
Fire From Inside the Hex
BattleMechs engaged in Close Assault Combat during a
Weapons Attack Phase may elect to fire at targets outside the Close
Assault Hex. However, they are considered to have already acted for
that turn and may take no action, offensive or defensive, during the
Close Assault Phase of that turn.
Vehicles and Infantry
Vehicles (tanks, hovercraft, weapon-carrying jeeps) may
participate in Close Assault tactics. Indeed, this is often the best hope
such light and relatively unprotected units have against BattleMech
targets.
Vehicles engage against BattleMechs or other vehicles in
exactly the same manner as BattleMechs. Up to two vehicles each
weighing less than 60 tons may occupy the same Tactical Hex. Larger
vehicles (60 tons or more) are limited, like BattleMechs, to one per
Tactical hex. Only one infantry platoon (21 men for jump infantry, 28 men
for others) may occupy one Tactical Hex at a time.
Vehicles are limited somewhat in what they can do in Close
Assault Combat. The only Tactical Decision options open to the
Defender are:
a. Stand in place-fire weapons
e. Maneuver-avoid attack f. Maneuver-flee g.
Eject.
The only Tactical Decision options open to the Attacker are:
A. Advance-fire weapons
E. Advance-Collision
F. Maneuver-avoid or break off attack
G. Eject
All other rules for Close Assault combat are the same for
vehicles as for 'Mechs.
Special Applications
Normally, more than one 'Mech will enter the same hex only
when engaged in Close Assault Combat. 'Mechs which are maneuvering
do not generally approach one another closely (i.e., within 30 meters)
because of the danger of collision.
A Defender may, however, elect to place several of his 'Mechs
close together in a so-called "steel wall," generally to prepare for an
expected Close Assault by the enemy, or to discourage vehicles or
infantry units from entering a tactical bottleneck such as a narrow valley
or bridge. Defending units so placed may not move en masse from
one 30-meter hex to another. Movement must be made one 'Mech at
a time, as usual. If enemy fire is directed at that hex, rolls must be made
for each shot which misses against the other 'Mechs in the Close Assault Hex.
Note that this type of formation is particularly vulnerable to
strafing or dive bombing attacks by aerospace fighters!
Infantry
Players may also deploy infantry using the variant rules for
close assault. All rules for using infantry are the same in this variant.
They are described on page 36 of FASA's The Rules of Warfare. The
use of the Close Assault Hex allows the application of some additional
tactics in the use of infantry in BattleMech warfare.
Ral Partha makes infantrymen to the same scale as their other
BattleTech products. Players may also use cardboard counters or
tokens from old wargames or other products to represent infantry
platoons in BattleMech scenarios.
In the basic rules for BattleMech, up to two infantry platoons
can deploy in one 30-meter hex at a time. Using the Optional Variants
described here, infantry can occupy a hex in one of two modes,
deployed and in formation.
Infantry units which are deployed are considered to be spread
out and making the most of all available cover. Up to two deployed
infantry units (or one infantry unit and one vehicle) may occupy a Close
Assault Hex at one time. Two infantry units may be deployed in a Close
Assault Hex which is then entered by one or more 'Mechs or other
vehicles and remain hidden, but only until the combat portion of the Close
Assault Phase. Once combat begins, all infantry units hidden in the Close
Assault Hex are revealed.
Infantry units in formation may not attack and they may not be
hidden. They are considered to be in parade-ground formation
(marching, boarding vehicles, or awaiting orders). Up to seven units in
formation may occupy one Close Assault Hex, one in each Tactical Hex.
Units in formation receive no benefit for cover from the terrain they are
in, and hits against them are tripled. Deployed and formation infantry
units may not share a single Close Assault Hex.
Players may agree that infantry units in formation are
occupying tents, barracks, or other shelters in an encampment.
Hidden Infantry
Players may deploy hidden infantry in ambush sites in hopes of
launching a close assault against passing enemy 'Mechs or other units.
The position of these hidden units is secretly recorded by the player
deploying them before play begins. The record should note both which
30-meter game hex and which Tactical Hex within the Close Assault Hex
the infantry is deployed in. These infantry units are considered to be dug
in or well hidden behind or under available cover, sufficiently hidden or
screened to keep them from being noticed by heat sensors or other
normal battlefield detection gear.
Whenever an enemy 'Mech enters a hex within which infantry
is hidden, the player with the hidden infantry may declare a Close
Assault. Combat is then resolved using the rules for infantry combat
given on page 36 of FASA's The Rules of Warfare.
Secret Movement
Infantry may take advantage of rough terrain or woods to remain
hidden while moving. Such infantry units must begin a turn hidden in one
30-meter hex, then move into an adjacent hex with rough or wooded
terrain at the rate of 1 hex per turn without revealing the unit's
existence. The owning player must keep track of the hexes the unit
moves through. The unit must be revealed when it engages in combat or
leaves rough or wooded terrain.
Infantry units which are moving while hidden may not engage in
Close Assaults or the Special Infantry Ambush Option described below.
Special Infantry Ambush Option
If both players agree, those BattleMechs which enter a hex
containing hidden infantry during their movement phase may be attacked
while they are moving. If, during movement, a BattleMech enters a hex
containing hidden enemy infantry, the infantry may declare a close attack
as the 'Mech passes. The 'Mech stops its movement and the combat
results of the infantry attack are resolved.
After damage is applied against the 'Mech, it may then either
remain in that hex or continue its movement, at the pilot's choice. If it
remains in that hex, it may attack the infantry either during the Combat
phase of the turn, or during the Physical Attack phase. If the damage
suffered by the 'Mech is severe enough to hinder or stop movement, that
damage is applied for the remainder of the 'Mech's movement. For
example, a critical hit to the 'Mech's hip will halve its available MPs (with
fractions rounded up). If a Wasp (6 walking MPs) has already expended
4 MPs when it receives a critical hit to its hip due to an ambush by hidden
infantry, its remaining 2 MPs for that movement phase are halved to 1.
The Wasp will be able to expend only 1 more MP before ending its
movement.
Infantry which attacks a passing 'Mech during the Movement
Phase may not attack again during that turn, either during the Weapons
Attack Phase or during the Close Assault Phase. If attacked by the same
or another 'Mech in either the Weapons Phase or the Close Assault
Phase, they may receive fire or physical attacks but may not fire again.
The Special Ambush Option may not be exercised against
airborne (jumping) 'Mechs passing over a unit's position. It may only be
used against 'Mechs walking or running through the hex.
Infantry which moves or fires on other units from ambush is
considered to have revealed its position; it is then revealed to the
opposing player by being placed on the map.
Anti-Mech Infantry
The rules for Close Assault tactics by infantry against 'Mechs are
presented under the title Anti-'Mech Infantry, on page 47 of The Rules of
Warfare, from FASA. Note that any type of infantry may attack 'Mechs
(or try to), but specially-trained and equipped anti-'Mech infantry
receives an added advantage in being able to execute close assaults
without modifications for movement or terrain.
This type of attack represents an assault made with satchel
charges and other special weapons by elite troops.
Tactics
Infantry units do not survive long against BattleMechs at short range.
However, the judicious use of infantry, especially in prepared, hidden
positions, can be an important tactic in 'Mech combat, especially for the
Defender.
In particular, if the Special Infantry Ambush Option is used,
hidden troops can serve as a kind of tripwire in advance of a Defender's
main positions. They can slow advancing BattleMechs and armored
vehicles and inflict enough damage to make a critical difference at a later
stage of the battle.
Another use of infantry is to deploy them in ambush in the same
hex as friendly 'Mechs or vehicles in the hope of luring an Attacker in for
a Close Assault. When the Attacker enters the hex and combat is
transferred to the Close Assault Hex, the appearance of infantry
(especially anti-'Mech infantry) hidden in the same hex can come as a
nasty surprise to an Attacker who was counting on an easy kill.
Players should not become too attached to their infantry units,
however. Against BattleMechs, they rarely last very long.
Close Assault Hex Template
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