Take a mech for example: relative to a solider, it's better armoured, likely moves faster and has a wider array of larger calibre weapons - basically a super solider. The game then degrades into a normals vs supers.
TGTMG's vehicle rules (pg41) include various buffs and debuffs including not being able to use ranged weapons at Close Combat range; allowing non-vehicles to use ranged weapons against them whilst in Close Combat range; being immune to Hasta la Vista, Baby and 8+ Armour rated vehicles being immune to small-arms fire.
Small-arms vs Heavily armoured targets.It's the small-arms fire rule that keeps the game realistic (Question: who wants a pistol taking down a tank?) but at a cost of fun (Answer: me, sometimes. Depends if it's my Tank). If I was a vehicle weapons designer, I'd certainly be laying on the armour platting such that rifle fire isn't going to knock-out my $20m beast.
So what to do that strikes a balance between realism and fun...
Big Guns vs InfantryI was reading some other skirmish rules/forums recently and one thing mentioned was limiting the ability of (in this particular instance) tanks aiming their cannons at non-entrenched soldiers. That sounds like a step in the right direction:
- Entrenched soldiers, say taking cover within a ruined building, can be targeted by a tank's main cannon - the cannon's gunner is actually tracking the ruins.
- When fitting out a tank, thought need be given to their anti-infantry capabilities. A tank might forgo machine guns for some reason (maybe fitting a bigger cannon?) but a mobile group of soldiers could pose something of a threat that couldn't be negated by a battle cannon. That's why 'support' is popular...