Battletech Infantry Tactics

When you are used to playing a mech heavy list, as in paying the battle value for some of these war-machines suddenly tanks and infantry look dirt cheap…

…and with infantry in the game being dirt cheap is there EVER a reason not to take a few stands, if one is playing by the total warfare rules?

I’ve been playing around with various infantry combinations over the past few games in and in medium to higher battle value games: 5-6K my setup fills out like this.

First group of infantry are fully air-mobile and look to quickly occupy a key point on the table ahead of any advancing opposing units where they can dig in and have those opposing units and mechs pass by. Only the most dedicated are selected for this role as they are tasked with engaging the full brunt of the opposing lance(s). The aim is to cause some damage and delay the opposing lance for a few turns from key positions to other elements in my list can get into position ahead and first.

Second group are APC/infantry units- usually 2-4 goblins who push ahead of my main lance as skirmishers, with the Goblin for the battle value being a surprisingly good tank- armor, large laser, mobility, turret.

The final group of infantry is just that a few blobs of foot infantry who dig in on my objectives or a fall back zone if my lance has to retreat and then make a counter attack/riposte.

Is there every a reason NOT to take infantry?


6 Replies to “Battletech Infantry Tactics”

    1. First source for me is Amazon- many of the mechs and tanks there you can get with free shipping. If I can’t find a mech on AZ I’ll check out the Ironwind Metals site- prices are OK but you pay for shipping- they also have a good selection of different infantry. I’ll also troll eBay, but that is VERY hit or miss- expensive mechs, stuff painted that can’t be stripped, etc. but sometimes you can find a good deal.

  1. Hi, I have a pair of question about the Goblins group.
    Do you transport infantry with they to move faster? What are you looking for?
    If you do it, how many men are in the platoons?
    I ask it because I usually play in 3025 .
    Wich is your option for this era?

    1. I use the goblins to protect the infantry they are transporting and get them to the target/drop off point quicker vs. them out in the open walking. Second, once they are dropped off the Goblin is a great fighting vehicle with the large laser and armor against mechs, while still being able to engage infantry with the machine guns. It’s like having an armored tank that can carry infantry. Goblin can carry jump troops, half a squad of infantr, or infantry and tow a support weapon- the exact numbers and battle value depend on what you are taking. 3025 in my opinion is still Goblins and Karnovs.

      There are lighter infantry APC transports in the game that cost less BV and move quicker but they are not really tanks for fighting vehicles.

      If speed is needed, air units like the Karnov are better for getting infantry there quick and in big numbers.

  2. Thank you for the answer.
    The problem in 3025 it’s that Goblin only can transport 1 TN. 1 complete platoon requires 3 TN to be transport.
    I’ll resolve the problem emploing 3 for one platoon of 3 bases with SRM.
    More targets and more dices to shoot than only one base though weaker than with the Goblin of 3050.

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