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Reply -I.N.F.A.N.T.R.Y.
Infantry Basic Training

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Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Wed Mar 27, 2013 2:36 am


Infantry Basic Training


Infantry basic training is basically just the standard training received by all troops to give you a general idea of tactics and strategies. It runs you through a few practice roleplay combat scenarios and generally gives you an idea of how to operate, as well as simply something to do to start off with.

It is not required to be an infantry mensz or to be a part of a branch, but it is generally encouraged. In general it is best to read or skim over the articles, so you can get a general jist of how things work. More important is understanding how firearms work; if you don't know already, if you would like to brush up on some basics that can be easily forgotten in roleplay, you can read more about it here or roleplay about it here with relative ease.

This is essentially just a crash course into some basics of being a soldier, regardless of the branch. Most units will be directed here to begin with but can try out for any unit.

You can go to sniper or marksmen training articles, to get more information on some more advanced topics. While not every soldier will be a sniper, all can benefit from improved marksmanship roleplaying capabilities, and knowledge.
PostPosted: Fri Apr 05, 2013 4:57 pm


Infantry Basic Training
Infantry basic training predominately revolves around the strategies and tactics utilized by a modern infantry soldier. The basis centers around conventional weaponry, rifles, and other small firearms, and how best to exploit their advantages in standard situations. Regardless of the territory, scenario, or environment, the basics are generally wise to follow or understand, and the ability to adapt to a scenario is paramount to success.

Guerrilla warfare, urban warfare, jungle warfare, all requires intelligence and flexibility in order to be able to adapt and overcome, however the general core basics can help in any situation.

Another important thing to consider is your enemies tactics, not just your own. How they will operate, what their strategy is, to predict how they'll respond.


Weapons Training
Basic weapons training is more or less just how weapons work in general. The weapons utilized by the military center around semi-automatic and automatic self loading rifles, utilizing detachable box magazines or being belt fed, but manually operated weapons or handguns may also be utilized.

Semi-automatic or automatic self loading weapons utilize the previous recoil of the round to load the next round in. The recoil of the weapon moves back the bolt, opening the breech, allowing a round to enter. Usually, a round is pushed into the chamber by a spring, or a mechanism attaching itself to a belt on a cartridge. When fired, the round is chambered, pushed into the bolt, and then has the firing pin strike the primer, detonating the nitrocellulose or smokeless powder, the expanding gases captured by the barrel and forcing the bullet down the barrel, until it exits the weapon. The more gases that are captured, the more powerful the round is. For every action, there is an equal and opposite reaction; as a result, the weapons produces some backwards recoil as a result of the energy that is produced by the gunpowder that propels the bullet forward. Some of this recoil can be utilized to cycle the bolt, which moves back into place by a spring. As a result, the recoil of the previous round loads in the next round; additionally, this requires the first round to be manually loaded, or to "c**k" the weapon, to begin with. After the first round is loaded in, the weapon will cycle as normal.


Squad Training
In general the infantry structure works in threes, similiar to the marines; 3 people per fireteam, plus one leader, makes 4, 3 fireteams per squad, plus a leader makes 13 (3 x 4 +1), three squads per platoon makes 40, three platoons per company etc. going on until the ranks are filled.

These are generally called riflemen units, as these squads are comprised of infantry foot soldiers. The average squad has a marksmen and a medic attached, raising the individual fire team count up to 5, or possibly keeping it at four with three extraneous units. Each platoon has an integrated sniper team, usually 2 individuals, although they can operate in groups up to 6. Each unit can also call upon mortar and artillery unit, which are generally tasked but not attached to the platoons and companies, as they can operate independently if necessary. It is also possible to attach a heavy weapons battery to a platoon or squad, if necessary, which generally consists of a mortar team or heavy machine gun.

3 teams allows for geometric squad attacks; it is possible to surround the enemy, ambush them, provide strange ambushes such as L ambushes, or simple provide a unique attack strategy. In all cases, much more complex capabilities are afforded to the squad by utilizing three points of attack, rather than two, providing a 3 dimensional approach to combat strategies, instead of 2.

The general strategy is leapfrog; one team fires, while the other advances under covering fire to a more ideal position, getting closer to the enemy or the objective, allowing the units to retreat or advance with cover provided predominately from weapons. When there is no natural cover, such as rocks, trees, large mounds or hills, or buildings, then firearms themselves provide the cover by making an area not very easily traversed by covering it in bullets, a virtual wall of bullets or fire. The objective is to always seek cover, some method of hiding or a material that can take your fire, whether it be natural cover or any other form.

This strategy only requires two fireteams, present in a typical army squad. However, in a marine like squad, three fireteams allow for more complex maneuvers; the third fire team can be integrated, allowing for more complex advancement or more accurate firepower, or to move around and flank the enemy. It is always best to indirectly attack the enemy, as they usually can only attack from one side, and only see in one direction. By taking advantage of blind spots or making them have to defend themselves from multiple sides, you weaken their capacity to fight back and ultimately make victory significantly easier. It is always best to find and exploit an advantage, even if success is almost guaranteed, to limit as much damage to yourself as possible.



Close Quarters Combat
Close quarters combat can be somewhat more tricky, from room clearing to relative close ranges. Like all combat, speed is the major concern; kill or be killed. Violence of action determines who successfully engages the enemy first, and therefore avoids being eliminated themselves, and achieves their objective. In close quarters this is all the more important as it is easier to see and hit your enemy when they are more apparent. Speed is key, in close quarters combat.

Inevitably, if one side does not immediately win, things will come to a stand still. With such close quarters, it is easy to reveal yourself or have your enemy reveal yourself, with a slight change in angle giving away their position, a situation known as the parallax effect. A few degrees to the left or right can reveal your position, or your enemies position, and this is especially magnified at close ranges; hearing, smelling, and even detecting sonic vibrations or electromagnetic radiation, all at close ranges become significantly more apparent, allowing for multiple forms of targeting your opponent. Basic instinct, feeling your opponent is there, or staring at you, can also give away their position, making close quarters all the more dangerous as you must constantly be aware of your surrounding; it is always easy to be overwhelmed, cornered, or surrounded in close quarters, making it especially dangerous and easy for an enemy to exploit a variety of advantages.

One potential way to regain momentum in close quarters is with indirect fire. Whether with an explosive or by utilizing flashbangs, area of effect weapons fired or utilized in the general direction of the enemy can disorient them and allow you to immediately come in and engage the enemy. If the element of surprise is lost, these weapons, especially in close quarters, can allow for a few seconds worth of incapacitation, and then allow you to rapidly engage your opponent. Given that most units will be hiding, indirect fire allows you to hide yourself, whether behind cover or visually, while still engaging the enemy.

Depending on the size of the building you're in or the close quarters area, and manner of your approach, multiple tactics may be utilized. In general, it always best to remember speed, cover, and indirect fire, to incapacitate and move on the enemy as fast as possible.


Different roles

The primary roles are Riflemen, Team lead, Grenadier, and Squad Support. These units make up the bulk of the roles found in the standard squad. Specialists, Marksmen, Medics, and Snipers are also incorporated into a standard unit, and make up positions as well. Riflemen typically use rifles and provide accurate fire; Grenadiers use grenades, typically grenade launchers or similiar weapons, to provide area of effect explosive weaponry; Squad assault or support units utilize machine guns, to lay down suppressive fire, and make the enemy keep their heads down, as well as provide a high volume of fire; and team leads generally do all of this, direct units, or provide additional firepower. Marksmen are attached to a squad and operate within it, extending the range and firepower of an ordinary squad; a heavy machine gunner does the same, albeit with somewhat less accuracy and more firepower. A sniper on the other hand, is attached to a platoon, and may operate independently from a squad. As a result the difference between a sniper and a marksmen is rather great although their job is similiar.

Suicidesoldier#1
Captain

Fanatical Zealot


Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Wed Apr 10, 2013 5:06 am


Combat Units


Riflemen- Riflemen are essentially the bulk core of the infantry. They engage the enemy with various weapons, but usually small firearms, and predominately rifles. Riflemen can use a wide variety of weapons, from machine guns, to marksmen rifles, to even sniper rifles, but in general their job is to provide accurate fire against the enemy, and suppressive fire when needed.

The general job a riflemen is the general job of any infantry unit. While they can use grenades, rifles, and a host of other weapons, their primary objective is to engage the enemy with their weapons, and to provide both accurate and suppressive fire.

Grenadier- A grenaider's job is primarily to engage their enemies with high explosives. These weapons tend to be destructive, and can break down installations, fortifications, or barricades. The weapons generally tend to have an area of effect and can incapacitate individuals in a given range, allowing for an area to be effected, or for lots of power to be delivered in a single area.

Due to the nature of explosives indirect fire is also possible. While a grenadier may function as an ordinary riflemen or even use the same weapons, ultimately their role is to provide high explosive power when needed.

Support- Support units primary role is to provide both heavy fire and suppressive fire. While this is not their only role, as they can function as riflemen, in general their objective is to provide consistent, heavy fire on the enemy, often suppressing them or allowing the unit to engage multiple enemies.

Heavier support units often times carry around heavy weapons, like large machine guns, while lighter support units might use a light machine gun, or a modified assault rifle designed for this position. In whatever the scenario, the support unit's goal is to provide heavy fire support to a squad or platoon. This can be in the form of lighter or heavier machine guns, but ultimately it is to serve as a force multiplier under the right conditions.

Team lead- While not really a position, it is often an extra unit to provide additional fire support to a unit. The unit's primary job is to direct or take in information to know how to respond or where to advance to; potentially strategist or provide tactics, or to relay information from command to troops, but ultimately to provide another unit to the team, and possibly lead by example.

While the unit in times does lead the troops, so far as issuing basic command goes, or relaying information, or assessing the situation, in general they are simply another addition to the squad, full-filling a role of standard infantry soldiers.


Auxiliary Units


Medics- Medics provide medical assistance to units. There is both a distinct medic corp and medical units integrated into squads and platoons. These units may operate independently or a part of the unit, depending on the situation.

Medics can receive general medical assessments to ascertain their levels of capabilities, but it is not required to be a medic. Still, it is advised you have some medical knowledge before becoming a medic.


Snipers- There are snipers attached to every platoon, providing both reconnaissance and direction action capabilities. Despite this, independent sniper platoons exist, providing substantial reconnaissance and capabilities to any unit. A standard sniper unit is comprised of their two snipers or a sniper and a spotter, or a 6 man team of a sniper, spotter, grenadier, 3 riflemen and an assault unit, usually carrying a machine gun. These units advance just as a typical firing team does, except their job is to clear a way for the sniper.

The riflemen often possess other capabilities, such as being a scout, medic, radio man, or demolition unit. Each of these units are responsible for the completion of the mission, and are often times sniper trained, as well. They generally understand how to achieve their goals and provide assistance to the primary sniper team.

These units are also frequently attached to a platoon.


Marksmen- Attached to every squad, these units provide more accurate or long range fire to every squad, allowing them to engage targets at considerable range, or take down highly specific target.

They are usually integrated into a fireteam, however they can operate independently if necessary.

Since each squad is expected to be a self contained unit, it is essential to have a marskmen in every squad.


Specialist- Demolitions, welders, general engineers, medics, radio operators, mortar units, heavy weaponry, anti-tank, anti-air, and other various units are within this category, although all units technically qualify as a specialist within their particular category and nearly all soldiers qualify as a specialist, or E-4, if not a commander of some kind.

Specialists often times provide highly specific jobs, for the scenario, such as being language translators, for that area, medics, map providers, UAV operators, provide heavy or specific weaponry (just as fence or barbwire cutting stuff), abilities to breach walls with explosives, or welding materials, or with standard door breaching rounds (such as in close quarters), among many other things.

Depending on the scenario, a specialists job may even change, as they may be intended to full-fill several specific jobs depending on the mission. This might make a specialist a more flexible job, or they may keep the same job. In any case, they are part of the integrated unit that forms a riflemen squad!
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-I.N.F.A.N.T.R.Y.

 
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