[WIP] Mechanized Infantry Tips for Project Reality v0.8

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DeePsix
Posts: 2202
Joined: 2007-07-29 19:22

[WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by DeePsix »

1- Introduction

1.1 – Defining Mechanized Infantry
Often times in Project Reality APCs are used as stand alone “light tanks” or as a simple shuttle for Infantry squads coming out of the Assembly area. A mechanized infantry squad is a squad that works in close conjunction with an APC squad to work towards a common objective. This guide is intended as a reference for how to best coordinate squads to effectively use APCs and Infantry squad elements. Different size Mechanized Infantry elements can be used depending on the situation and available equipment. I have seen both a single APC with infantry used effectively as well as four APCs with two infantry squads. It is up to the player to determine in what size and consistency is needed depending on the battlefield situation and objectives. This guide is meant to outline a optimal mechanized infantry doctrine and then adapted to a battlefield situation If used properly, mechanized infantry can quickly overrun enemy positions and seize objectives before a coordinated counter-attack can be launched.

1.2 – Doctrine
A Mechanized Infantry element in Project Reality is intended as a highly mobile, quick strike force. It takes advantage of it’s superior ability to cross distances and its ability to quickly deploy a combat squad to an area of operation and mutually support each other in completing an assigned objective. APCs, while powerful assets in Project Reality, are best use in the role of their intention –transporting and supporting infantry. The Infantry Element usually travels with less limited equipment (i.e. it is a light infantry unit) and focuses on its mobility and firepower to overwhelm defenders.

1.3 Prerequisites
This guide assumes that the players involved in a Mechanized Infantry Unit are already experienced in the basics of squad leading, communications, and vehicular usage. This guide is mainly focused at the squad leaders of the two squads involved in a Mechanized Infantry element. If you feel the need to brush up on any of the topics, I recommend these guides:

Squad Leading Tips:
https://www.realitymod.com/forum/f143-s ... 0-8-a.html

Armored Personnel Carrier Tips:
https://www.realitymod.com/forum/f139-a ... guide.html

Communications and VOIP Guide:
https://www.realitymod.com/forum/f143-s ... owder.html

2- Organization

2.1 APC Squad Organization
The most common configuration for APC squads - since most maps contain APCs in pairs - consists of four crewmen and two attached engineers. When spawning, everyone should ALWAYS select “engineer” as their kit. The squad leader should designate a team leader for the second APC as well as his gunner. Both the squad leader and the team leader are the drivers of their respective APCs. The driver does not have to focus on the engagement as much as the gunner of the APC does, so he can better relay information, listen to orders, and in the case of the squad leader, mark targets both on map and for the team via the commander. One engineer should attach to each APC for assistance in field repairs, door breaching, mine clearing, and other duties. Engineers are not a necessary element of the APC team of the mechanized infantry element – you can get by without them - but they are extremely important to bring along, as they can prevent headaches down the road.

2.2 Infantry Squad Organization
The infantry squad is setup like a standard infantry squad, with a few key changes. Firstly, the squad needs to be split into two fireteams. It is often a good idea for the fireteam leader to have squad leading experience, as his team will act in some respects on its own. Second, the Infantry Squad differs from a standard infantry squad in that it doesn’t take “heavy” kits that Infantry squads sometimes take. Because the Infantry Squad tends to be highly mobile, and are often required to constantly maneuver under fire, it is strongly advised to avoid kits like: Heavy AT, Snipers, Marksmen, Anti-Aircraft, etc. The infantry don’t remain stationary enough to use these kits effectively. Other standard infantry squads should be left in charge of the other kits. The details of the exact load out of the squad fall to the squad leader and depend on the situation. Some squad leaders prefer to leave behind the Automatic Rifleman kit since the APCs themselves more than make up for the firepower of a LMG. Some prefer to bring to grenadier kits instead or sometimes a second medic to augment each fireteam. It truly falls on the squad leader to make a good decision on the makeup of his squad based on the situation and the objective of the team. Keep both fireteams balanced and

The Squad Leader’s fireteam should mount on the APC not manned by the APC squad’s leader (APC 2). This will ensure that the Infantry Squad Leader will remain in the relatively safer second APC. If the team gets ambushed, usually the lead APC will be targeted first, giving the Infantry Squad Leader time to dismount and set a new rally point, and organize should things begin to get ugly. The other fireteam should mount on the lead APC 1 that contains the APC Squad’s leader.

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FIGURE A- An example loadout and organization of the two the squads. Note how the squad leaders from each squad are in opposite vehicles. The kit makeup of each fireteam should be determined by the squad leader prior to departing the assembly area. In this example, the squad leader's element is used as a "fixing" element and the second fireteam is used as the "flanking" element.


2.3 Communications
Unfortunately, the Battlefield engine does not support “cross-squad” communication. This means that information between the infantry element and the APC element would either need to be typed or relayed through the commander. To overcome this and to be successful, the squad leaders from both the APC squad and the Infantry squad should join a VoIP communication device (Ventrilo, Teamspeak, etc) to overcome the lack of cross squad communications. The same VoIP rules should remain in place, as both squad leaders workload is doubled when coordinating so closely with another squad. To increase “situational awareness”, it is also a good idea to bring the team leaders from both squads (Bravo Fire team and the APC 2 driver) onto the VoIP program, but have their mics muted. Both squads can communicate and spot targets to the commander of the team, but for simplicity purposes it is a good idea to designate a “leader” of the Mechanized Infantry Element. Usually the APC Squad Leader can best coordinate with the commander.

3- Deployment and Movement

4- Combat Tactics

5- Withdrawl and Resupply

6- Conclusion

-Still a WIP, toss in any feedback or ideas you want.
Last edited by DeePsix on 2008-09-11 01:32, edited 12 times in total.
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Scot
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Joined: 2008-01-20 19:45

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by Scot »

Great idea mate, looking forward to the whole thing :)
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=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by =(DK)=stoffen_tacticalsup »

Me likes. It is very precise and foremost very right. In my experience the mechanized sqad is one of the most effecient things in PR, trouble is, it uses one big chunk of your manpower and is easily crippled. I would change one thing, 1 APC, 1 full squad. Have them opperate as one unit. They can easily adept to a different situation (ie if APC goes up in flames) and they are more "cost effective". The 10 player multiple apc system is very nice but once that one APC goes down you have an excess of two players for 10/20 minutes. Besides, the maps where you really make the most out of these types of squads are very large. This means that a element which contains one third of your manpower will be a little ponderous. Speaking from command experince I would rather have two elements that can be united instead of one element, it gives you better flexibility to react once something unexpected happends. Besides, a Bradley mechanized sq on Kashan with air support is the most effective element concerning manpower in the intiere game. it will set you back mere 10 manpower(players) and each element can opperate independently or in combination with another. And it can undertake all sorts of opperations given its speed, firepower durability (you now which element gives you what ability ;) .
DeePsix
Posts: 2202
Joined: 2007-07-29 19:22

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by DeePsix »

Thanks for the feedback. Remember the same can be said about any squad that focuses its efforts on an asset. Whether it is an Armor squad or a CAS squad, when their asset is destroyed they lose their combat effectiveness. It is not only important for these squads to maintain the life of these assets, but also to be ready to get them back in the fight when a fresh one arrives. The nice thing about Mechanized Infantry is that if they lose their APC support elements, then can shift back over to a standard infantry role and continue the fight from their location.
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PR Testing Team: Serious Business.
[R-DEV]LeadMagnet: I guess that's what you get when an Irishman drinks light beer.....bad advice.
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hx.bjoffe
Posts: 1062
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Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by hx.bjoffe »

Great introduction really looking forward to the rest!
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by Sadist_Cain »

looking very nice so far :D

Just please dont tell the APCs to move in front of infantry when you get to the movement part I beg of you lol

Nice looking guide
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by daranz »

Nice guide so far. Sounds like a pretty viable tactic, even if implemented only partially.

Personally, I find that APCs in public servers usually tend to be crewed by two man squads, with the rest of the team completely ignoring the APCs in favor of unarmored trucks or helicopters. In fact, requesting a ride from an APC is pretty much unheard of.

The other thing I see is 6 men APC squads operating one APC. Again, this is mostly due to issues that arise on public servers, where coordination between two separate squads is difficult, if not sometimes impossible, to achieve. The APC squad + attached inf squad sounds like a much better idea than a 4 man infantry team and one APC, albeit it is more difficult to pull off in a public server.
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cyberzomby
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Joined: 2007-04-03 07:12

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by cyberzomby »

Nice guide indeed and somehow I always love Mech. Squads. I dont know why. Its just cool seeing an APC coming up, dropping off its load and than fight together! For clan games your tactic can easily be done. But for random pub games I'd use only 1 apc with a fireteam of 4 guys in it.

I did this on Kashan in .75 when we had an APC. The only difference was that I took officers kit and didnt have an engie ( I kinda came up with the idea of trying mech. squad in the middle of the game ) but it worked nice. Just placed move markers to give both elements there objectives and we started to take over the bunkers. Its nice to know that you got a relative big gun standing by. Next time Im gonna play Pr im gonna try mech.squad with 1 squad once again because this topic has got my pshyched! I hope we got a commander than.
fuzzhead
Retired PR Developer
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Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by fuzzhead »

for those that think this is not possible/etc... heres video saying yes it is possible:

Tactical Gaming : Al Basrah - BF2 video

its easy enough to do you just have to have the right people
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by cyberzomby »

Yeh and a TS or Vent server like I said. And I know its possible. I was in a game just yesterday when we had 1 apc squad that ferried us around. ofcourse it was tactical gamer and they had there ts server running in the background for the comms.
gazzthompson
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Joined: 2007-01-12 19:05

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by gazzthompson »

great video fuzz, gets me in the mood for mech inf, what would of been your procedure if you lost an apc ? i squad would be without trans
CaptainCernick
Posts: 17
Joined: 2007-08-11 15:29

Re: [WIP] Mechanized Infantry Tips for Project Reality v0.8

Post by CaptainCernick »

I had an amazing round on Muttrah as USMC APC gunner in a MECINF squad once. I don't remember the SL's name, but he was excellent.
I believe our squad layout was as follows:

1. Officer
2. Crewman APC driver
3. Crewman APC gunner
4. Engineer
5. Medic
6. Rifleman

Whenever we made contact and the SL deemed it necessary, the infantry would deploy and each Squadmember was assigned a different side of the APC to protect from AT rockets and C4. Our squadleader also took care to introduce new squadmembers to our tactics and deployment procedure and to practice it before going into combat.
I still remember that round as one of the best I ever played. We got huge amounts of kills, but most importantly, we were well organised and played as PR is meant to be played.
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