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Los
10-25-2006, 03:55 PM
Yes I know it's not an infantry simulator. I have been writing some infantry based JRTC scenarios (I will post asap) and running through them multiple times just to see what's the best COA in various conditions working with the program as written. The good news is even with Infantry in SB Pro PE still representing some sort of stilted "tanker-crunchy" perspective for them there's still a lot you can do. BTW I should disclose that I spent most of my adult life under a rucksack and conveying myself around via LPCs (leather personnel carriers) so perhaps I'm am slanted!

Hopefully some of these thoughts will help incorporate more meaningful infantry operations into their designs.

ORGANIZATION OF INFANTRY UNITS
Inf squads are limited to no more than 6 guys. This is fine for mech dismounts but for other inf types a plt org may be a bit more complex. For say Air Assault platoons units you can use something like 6 x 4 or 5 man squads and 1-2 4 man squads that are carrying a 7.62MG instead of 556 to represent plt MG teams. This gives the platoon an anti-infantry reach out to 1000m. You can also do the same with MILAN teams and remove MILAN capability from the actual sqauds (leave them w/ AT4s) Playing with the ammo options allows you leeway. BTW if you create a bradley platoon you can't modify wat the dismounts are carrying per perhaps someday the squad that defaults to the Milan can perhaps also dismount to 7.62 instead of 5.56 MGs? (M240b v M249)


DEFENSE
WRT defense it's a much easier proposition particularly when you have a good handle of scenario design. Without inf going in buildings (I know that's changing any day now) the use of prepared positions near buildings is key. The other major tool to use to construct a good prepared defense is spawning.

Certainly in MOUT environments you can get creative with fighting position placement to mask the positions from the suspected avenue of approach and get flank shots at close range. If you combine this with spawning at last minute particularly in constrictive or built up terrain then you have a pretty good prepared defense and ambush. Particularly in cities it is good to have some of you squads not emplaced and roaming or what not. Unfortunately most of this good stuff has to be set up in the scenario editor so can't be done on the fly.

Make sure you use the Fire control feature to dial down infantry fire ranges or just set to 0 until you are ready to engage (You can highlight a number of selected units at once with mouse drag right click and then turn on fire too. This way you don't get someone engaging at too far a range and blowing everything. You can tie IEDs to regions around your defense also though I've yet to see an IED damage an armored vehicle they may kill inf. Likewise small minefields or other obstacles covered by fire and concealed from the enemy avenue of approach until the last moment can raise hell too.

ON THE ASSAULT
Attacking is a much harder proposition and requires some careful attention, or else you look away and find all your guys dead. When designing dismounted infantry assaults, you can do the player a favor and start the inf up close concealed from the enemy and already moving into some sort of final attack position. Create small 2 man squads (say one per platoon) to represent a point element that's out ahead. You get faster movement via march routes (not bounding overwatch there) but be careful.

Once you are ready to attack use Assault routes instead of engage routes in order to keep the attack going. Even though "turn on smoke generator" is not greyed out as an option on the menu I've yet to see a squad do it, so you have to use on call arty for smoke. Always find a concealed route to the OBJ if you can for dismounts or use smoke. Infantry attacks are costly due to a lack of some articulation in the game model so any time you can attack from a flank (like in RL) use it especially against bunkers. Mass is key for assaults, you got to zoom the map into 8x to move your guys because of squads are 100-200m apart they'll die piecemeal as opposed to keeping your platoon together so they mass their fire. Of course you have to balance that against the threat of artillery again just as in RL.

A word of caution I've found that when assaulting bunkers, if you set the route to assault right up to the bunker, often the squad will fire it's AT4 at point blank range and in doing so kill not only the bunker, but a least half their own guys! So experiment with what's the best range for bunker busting and do not approach closer than that. Note: In RL I have seen experienced troops go right up to bunkers very close (Like 15m or less) and crack an RPG round right into the opening so it can be done if you are foolhardy enough-but not in this sim.

Attacks require careful attention and a smart mix of fire support, obscurants, and maneuver. Conduct the final assault from a flank or rear with your smallest possible element while everyone else blasts away. Sometimes as the scenario designer you might want to attach a section or platoon of light armor to an assault to both help them along (and give you something to shoot at!)

AIR ASSAULTS:
An air assault, even a small platoon sized one to establish a blocking position behind an enemy you are assaulting, can be a nice feature to a scenario and looks very cool when done right. Unfortunately we only have the HINDEs but if you’re willing to suspend disbelief and pretend they're anything else they are quite versatile. You can create blackhawks chinooks, or HIPs out of HINDEs by setting their ammo to zero and setting their fire control to off. Default flight control height is normal so be sure to set that to treetop. Also make sure it remains as so during the routes. At the LZ have the helo drop to NOE and then hold their by setting the next route as conditional based on time, say 10-12 seconds for troop extraction or 1-2 minutes for vehicle extraction (Hummers).

Make sure to create a region out of the LZ and set the infantry (2-3 squads per bird) to spawn if that helo reaches waypoint X. Then set the wait time on the spawn for say 4 seconds for the 1st squad 8 seconds for the next squad and so on until everyone offloads. That will give you a nice looking assault landing. I highly suggest that in the scenario editor you give the landed squads a movement/engage waypoint off the LZ to a nearby attack position under cover. This then shows the squads moving off the LZ and gives the player time to assess the situation without being overwhelmed.

Always have some gunships covering the assault. Air assault units like the 106th GA, 82d, 101st, and FJ bns etc all make a lot of use of attack helos. You can set pairs of attack helos away from the action to Spawn if Trigger x is set and then use an event to call in pairs for fire support. A nice touch.

WARNING If you are going to try and do an assault landing on a LZ covered by unsurpressed enemy fire it will be a very short misison. Even the HINDEs are very fragile to small arms fire. They do a good job killing vehicles but are less effective suppressing troops under cover/bunkers.

Some minor or major Infantry Wish list items any of which may enhance inf a bit (understanding it takes aback seat to vehicles) In no order...
New units and equipment:

1. Dismounted engineers that can breach
2. Dedicated machine gun teams
3. Mortar teams!!!
4. Smoke grenades (tab key)
5. Hand grenades (used automatically when within x meters of enemy including a little explosion graphic)

Some capability features:
A. Ability to set options (ammo level etc) on dismounts to mech platons)
B. A partisan/guerilla camo skin that can select several different civilian looks?
C. Ability to deploy forces in bulding (Coming)
D. Ability to set an assault waypoint into a building to have your guys go in there and fight it out (coming?)
E. Infantry mortars even if only in direct lay /direct fire mode to lay HE and smoke.
F. The ability to set additional arty platoons (another way around E. above) to arrive based on events trigger conditions.
g. Ability to set covered arcs for squads/MGs or click with mouse in normal view to designate DF TRPs for that unit.

If I've laid out any erroneous info I'm sure you guys will set me straight. Cheers...

Los

DrDevice
10-25-2006, 04:21 PM
A minor factual issue: you are not limited to 6-man squads in ProPE. The squad size is dependent on the vehicle. So ASLAVs have larger squads than say, M2s. You can also adjust the size of stand alone squads. (I believe.)

It's not down to the squad/platoon level organization you have mentioned, but it does give some mech infantry forces more staying power than others. You can also adjust the load out of stand alone squads to give a decent "MG Team" facsimile.

Good news: Infantry is very high on The List for improvement. Expect many changes for the good here in the not-to-distant future.

Los
10-25-2006, 05:00 PM
While you can adjust the size of stand alone infantry you can't make it higher than 6 in the editor nor can you create a stock platoon with more than three squads from what I can see.

This is not too much of a problem as you can decrease the size to say 3,4 or 5 and then just consider that you are dealing with a fire team. With the letter company naming scheme there still enough opportunity to create a fairly detailed dismounted infantry company with platoons down to the fireteam, MG/weapons team level, scouts and what not. Glad to hear about the place of Inf on the List! Cheers...

Los

Jester_UK
10-25-2006, 06:16 PM
While you can adjust the size of stand alone infantry you can't make it higher than 6 in the editor nor can you create a stock platoon with more than three squads from what I can see.




Erm yes you can. I've done it personally when I set up eight man squads to simulate airborne sections carried by Hinds. I haven't tried to set up a platoon with more than three sections though. You might want to recheck the options in the drop down lists though.

Los
10-25-2006, 06:41 PM
Really? Thanks I'll check again, I must have created like a hundred squads/platoons in the past few weeks and thought I'd tried that several times. Will reconfirm tonight.

Los

Jester_UK
10-25-2006, 09:22 PM
I just checked out the troops unit sizes.

You were quite right about the max squads per platoon being three, but you can set the squad size up to 15 troops.

Los
10-25-2006, 09:44 PM
That's good since it cuts down the need to manage so many subunits. Thanks..

Los

Los
10-25-2006, 11:53 PM
Actually you know now Jester you've opened a new can of worms...

Is it better to have say two 5-man fire teams or one 10 man squad? Does making a squad have 10 guys in the editor merely just add riflemen? Or do you get two SAWs? I'm guessing that each squad is not going to have more than one MG ,-AT launcher etc and it'll just fill in riflemen and perhaps a little less firepower than you would have if you went with two fireteams. Of course handling two fireteams can be more complex then just one in that there's more mouse clicks to get them on the roll during a moment of crunch time.

Will have to experiment.

Los

Jester_UK
10-26-2006, 12:19 AM
Well regarding the firepower carried by each squad of troops, you can always edit it in the mission editor to match the real world capability of the nationality concerned (or set a level you wish for a particular scenario).

I think I've noticed in the past that out of the three squads in a platoon (assuming you've picked the default size of six troops) only one squad carries ATGMs. IIRC the other two squads have one or two RPG class weapons each. Will have to double check this. My poor old brain could be playing tricks on me! (I must admit I never noticed how many MG's the squads carry by default).

Another interesting experiment would be to see if removing all heavy weapons (ATGM's, GPMG/ SAW etc) from a squad would increase it's movement rate, and conversely if adding more heavy weapons reduced movement speed.


EDIT: Forgot to add: As relates to the sim itself, if the day should arrive when the troops are modelled in 3D rather than as sprites, I personally think it'd be a good idea if there was an option in the interface to allow the player to choose which of the two models to use. Reason being that a 3D model would (I would expect) have a far higher impact on frame rates than a 2D sprite and so the option to use sprites would grant some level of flexability to those users with older or less powerful PCs and prevent any infantry heavy scenarios being unplayable to some degree.

DrDevice
10-26-2006, 01:03 AM
Well, since their is no SAW modeled, it doesn't really matter, firepower-wise. There are no LMGs modeled within the squad. All troops have the same weapon that is set within the editor - either 5.56 or 7.62 US or RU. Similarly, no one soldier is armed with an ATGM or RPG/AT weapon. There is simply a number allotted to the squad and they use them as needed.

But with 2 squads of 5, you could have 6x RPG and 4x ATGM per squad, effectively doubling your AT power over a single 10-man group.

Maneuverability-wise, 2 squads might be nice, but as you said, it's also a bigger burden to mange in movement, etc. since you cannot join them as you would a vehicle platoon.

Los
10-26-2006, 03:58 AM
Yes that's odd, but figures. When you go to set ammo levels it allows you to select between ATGM, rocket launchers and "MGs". Each MG gets to select a 762 or a 545/556 model. The ammo loadout (defaults to 1250) is too high for a rifleman load and too small for an overall squad load but is the default load out for your typical RL MG team. So one would think they are modelling MGs, either GPMG or SAWs.

HOWEVER. I set the MG ammo counter to zero to see if the squad would engage with just rifles and it does nothing. The squad is out of all small arms ammo. So it seems like the whole thing re: small arms MG is sort of half implemented. Better to change the term "MG" in the ammo load out to "small arms" to make it more accurate. So if you want MG teams then leave your squads with 556 which reach out to 650m but create 3 man MG teams with 762 that can reach out to 1000m.

So it looks like each infantryman is defaulting to carrying about 1250 rounds! (and an option to carryt more in storage though I haven't tested that) Even lugging a double basic load that's about three times the normal amount a guy would carry in RL! Even going into a real big ass firefight where we would be conducting a raid I think the most I ever lugged was maybe 400 rounds in magazines (and used almost all of it too!). There's everything else to carry also. A friend who was a LRP leader in Vietnam said they would carry 500 rounds but that was an extreme case and they were out on a long range patrol for several days in indian country. So I'd say the ammo loads seem a little high if they aren't representing MGs.

BTW I tested the movement rates. there is no difference between squads encumbered with ATGMs and what not and those that aren't.

All this is minor stuff....

Los