INFANTRY UNITS
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Alas, the poor bloody foot soldier. Brunt of many jokes, the common foot soldier proved their worth time and time again in actions throughout the world. The Last War and the 21CB was not a very friendly place for the average foot soldier, still, regular infantry were cheaper and easier to 'produce' than Mobile Infantry, and they still had their uses on the battlefield, just not so much on the front line as they used to enjoy in previous centuries of warfare. Infantry, while high tech considering the infantry of the late 20th century and certainly soldiers before that, were low tech when considered next to their mobile battledress equipped brethren. Infantry were composed of five soldiers (Combine) or 8 to 10 soldiers (Paneuropean and most other nations) equipped with sealable NBC proof fatigues, boots, gloves, a limited NBC filter / life support system, specialized battle helmet with a tactical computer (of very limited capacity), short range communications suite, enhanced optics built into their helmets (HRIR, low-light, televisual), limited motion and thermal tracking, and usually enough supplies to hump it for a few days into the fringes of the 21CB. Armor consists of a rigid 5mm to 7mm thick plasticeramic shin and forearm shields, and a one piece hinged back / chest plate of 7mm to 10mm thick plasticeramic and fiberweave with load bearing equipment attachment points. Mounting points are included on some of the rigid body armor for additional equipment such as lights or additional tactical sensors. The armor is proof against some small arms fire, fast plasticarbon splinters, and most shrapnel or other sharp objects on the battlefield.
"Most" is emphasized...
Weapons included the tried and true traditions of their ancestors before them; a monofilament edged ceramic combat knife / bayonet designed not only for hand to hand, but also for utility work, 10 or more compact grenades (plasticeramic splinter fragmentation for AP work, high explastic dual purpose for cracking armor, and chemical types (smoke, colored smoke, Black Window, gas)), a personal defense sidearm ('pistol') or two, spare ammunition for the sidearm(s) ('magazines'), medical supplies, semi-intelligent personal medical kit with advanced diagnostic capability, NBC detection and avoidance gear, compact preserved rations, water and filter canteen system, possibly another knife or a combat blade (short sword) designed strictly for hand to hand fighting, two or more individual disposable 4cm hand off fire and forget compact armor breakers ('buzz bombs') with uplink capacity, personal tactical drone with optional tether, illumination devices (hand light capable of casting white or IR light, mini-flares, etc.), and a main weapon which was a advanced evolution of the OICW Objective Individual Combat Weapons developed early in the 21st century.
The main infantry weapon is an ACR or Advanced Combat Rifle style weapon, a caseless repeater operating on the conebore principle. The Combine version was produced by Colle Industries, termed the M91A5 IIWS Individual Infantry Weapon System. It is a dual purpose weapon, firing a 5mm caseless synthetic high density dual purpose round fed from a 75 round disposable cassette or a reloadable 150 round non-disposable drum. The standard round was the Colorado 5 Alpha, but later TAK 4 Zulu became standard issue, far exceeding range, penetration, velocity, and stopping power of the older Colorado rounds. The advanced optics of the integral sight link to the combat electronics the soldier carries to enhance their performance and include the same visual ranges as those provided by the combat optics in the soldier's helmet. The weapon can be leaned around a corner to allow the soldier to see through the weapon sight instead of expose their own body to danger. Targets can be designated for indirect fire using the built in beam rangefinder / designator, and the weapon fully synchronizes with the individual soldier and any TAC drones in use. All aspects of the weapons operation are monitored and displayed on the heads up display optics of the soldier including; barrel temp, number of rounds fired by each weapon, number of rounds remaining in each weapon, type and number of rounds fired, range to target, target speed, good paint signal, etc.
The General Manufactories (GM) 2cm assault gun built into the weapon design fires a variety of soft launch rocket assisted HyVeloc rounds with variable fused warheads that can be command detonated at ranges determined to be advantageous by the soldier, the ACR, and / or any drone. The fragmentation round is particularly effective against soft infantry and other non-armored personnel in cover. The dual stage penetrator works well against light armor, though heavier vehicles are mostly immune to its (limited) penetration. The flechette round allows the ACR to function in the second mode as a 2cm shotgun, with excellent performance in house to house urban fighting situations and close combat engagements. The ACR features complete gyrostabilization, take apart ease, heavy duty construction using light weight polymers and synthetics, and the ability of easy / modular compatibility with other ACRs with regards to swap out of damaged parts.
The (non-MI) soldier was still a resource on the 21CB, but without the expensive protection given by the battledress and powersuits, the role of the typical soldier was somewhat diluted. The intense urban warfare that marked the fall of England to the Paneuropean nation states saw massed use of infantry in viscous house to house actions. The urban sweeps of Sheffield, London, and Hampshire were some of the bloodiest in the war, involving the most casualties on either side in the shortest amount of time. Each side had its own specialized urban assault units and equipment; the Combine was famed for its 'Gray Berets', elite urban assault teams highly trained in house to house clearing operations, fighting in rubble, and ambushing armor and mobile infantry at close range. Infantry was king of street fighting, but a quick combat loss if caught in the open on the main lines. As far as combat units went, they produced the lowest EMS patterns possible, with their limited electronics and signature, and thus they were able to survive in urban type environments where their emissions and signatures could blend in well with the rubble, making them very hard to root out. They were slow, often had to have transport to their objectives, but once there performed well. Many specialized urban assault vehicles and entire volumes on specialized tactics appeared during the mid to last part of the Last War, all working around the concept of the (non-MI) infantry as a viable resource and a powerful tool for close assault and urban operations.
As such, generals knew the value of infantry, and used them accordingly.
Rules for regular infantry in OGRE and GEV
It should be noted that when I discuss 'infantry', I am not talking about 'militia'. Infantry are trained, organized soldiers that are not equipped with battlesuits or any other form of artificial mobility. Militia are hastily assembled mobs armed with makeshift weapons and lead by the strongest, most charismatic, most vocal leader. Infantry, in contrast, are units of highly trained and disciplined soldiers.
Infantry do NOT combine with other infantry squads as the infantry do not possess any form of SLICS or PLIEADS systems which would allow them to integrate. They have extensive communications and data assistance systems built into their NBC gear and light armor, but this is no where near as comprehensive as that provided by the battledress equipped MI troopers. Multiple squads can operate in the same hex, but each squad operates independently and may not 'join' together to increase attack or defense. Their cut rate electronics barely allow them to survive at all on the battlefield when facing units with much more superior electronics and detection / acquisition systems.
Each squad is separate and represents 10 soldiers for the Combine or 10 to 20 soldiers for the Paneuropeans. The Combine soldiers are better equipped and better trained (generally) than their Paneuropean counterparts, but at a price. Each soldier is equipped with basic battlefield electronics, personal combat armor, personal weapons, secure communications, limited anti-armor capacity, and enough supplies (food, water, medicine, anti-toxins, combat drugs) to last them through the scenario or a few days (at most) beyond. Infantry are high maintenance units in that they require an outpost or some type of supply bunker to replenish their supplies. They are not equipped for long terms in the field, and if not resupplied, may cease to exist as a viable fighting unit (or even become deserters / militia).
Each Infantry squad has the characteristics of 1/0, M (special), and D0. They are just too slow compared to the automated systems to both move fast enough and maintain adequate cover when facing other higher tech units. Each squad of regular infantry has a move rate of one hex every other turn but it may move one hex in any direction, regardless of terrain (except into craters or pure water hexes). Infantry move every other turn, in the 2nd player's second GEV movement phase. The low defense is due to the fact that when infantry are moving, out in the open, it is easy to gun them down using the automated weapons systems of contemporary armored vehicles and the target tracking solutions provided by SLICS, PLIEADS and CIWS simply through motion tracking target subroutines. When a moving infantry unit is attacked, any 'D' or 'X' result on the CRT removes the entire squad. Infantry in woods or city / town hexes are treated differently as is detailed below. When infantry goes to cover, it blends in quite well.
Terrain Infantry Occupies | Defense Value of Infantry Unit |
Infantry Unit affected on: |
Clear / open | D0 | D, X |
Light woods | D1 | D, X |
Heavy woods / Swamp | D2 | X |
Town or City | D4 | X |
Infantry standing station in any terrain but woods, swamp, or city / town hexes are prone or in cover, unmoving, guarding their ground and in the most defensible terrain they can find locally. As their EMS ratios and signatures are far reduced from any other unit on the battlefield because of their simple nature, this is the only way that they can possibly survive. Most are so close that they can use simple laser LOS communications subvocalized into a transcriber and the output displayed on their helmet HUDs. Hand signals and other kinetic languages (often before reserved for the handicapped in society) play a huge role in the every day life of the soldier. Signing is taught and reinforced as part of the 'quiet' nature of the 'low tech' infantry. While infantry has a Def greater than 0 (zero), that is, if infantry is in any sort of cover that raises its defensive value above a zero level, then it is only affected by a 'X' result on the CRT (which eliminates the squad as a combat resource).
A 'D' result on the CRT while the infantry is in D2 or greater posture will cause the infantry to skip one full turn of action as they reorganize their squad into an effective fighting force once again, the squad 'recovers' as per a disabled unit, in the enemy's 2nd GEV movement phase on the next turn subject to normal rules on disabling of units.
Infantry weapons are light, mostly snubmachineguns and snub assault rifles with a few disposable light armor busters and maybe a light man portable crew served weapon or two for good measure on a squad support level. In overrun situations, in any terrain except urban (town / city) infantry weapons are ONLY doubled against OTHER infantry (not MI) units, and attack at regular strength against all other units.
Against units with a defensive value greater than 2, infantry weapons attack at half strength, their weapons are just are not that powerful... HOWEVER, in heavy woods, swamp, town or city hexes, infantry weapons function normally. This is due to the fact that in the more densely packed environments, elaborate ambushes can be set up and the 'kill zone' against armored targets is a lot more forgiving in a dense hard to maneuver environment.
Infantry in woods, swamp, town or city hexes are attacked at 1/2 strength unless in an overrun situation. They are dug in so deep, that simply raining down shells on them or throwing rounds at them isn't going to get them all. They expect you to do that in the first place, hence they dig in! The life of an individual soldier may be short, but it is noble and rich with tradition! You have to dig Infantry out of where they decide to set up shop and that can be long and bloody. The Combine Gray Berets were the premiere 'low tech' urban assault and special forces employed during the Last War. Twelve teams of Gray Berets were used alone in the occupation and defense of the Sheffield facility. Casualties were high on both sides.
Infantry in woods or swamp gain a def value of 2 automatically due to their ability to go to ground and their ability of having virtually no EMS emissions (even the heat / thermal images are soaked up by their combat suits and gear and the surrounding terrain). Swamps do well to hide their IR signature and their low tech suits can blend in well in those environments.
Infantry in town or city hexes have a def value of 4 per squad. They can go places that MI and armored vehicles can't and set up ambushes... When Infantry operates in a urban environment, their defense is NOT tripled, it is simply rated at 4 (this is due to their very mission and extensive training making them very hard to root out of their hidey-holes). In urban environments, the 'D' result is ignored and only the 'X' result, which removes the squad, is counted, making the infantry very valuable street fighters.
Infantry in an overrun situation defend at normal defensive strength, but any MI or OGRE AP (or Super Heavy Tank AP) or other type of DAPS attacks at four times the regular strength (the infantry not only don't have any electronics to protect / hide them, but their poor armor, limited defensive mobility (compared to MI), and the anti-personnel weapons in use by the various opposing forces don't really count a 20cm thick cinder block wall as 'hard cover' by any means, not even the light AP stuff!).
Infantry cannot cross water. They may cross rivers, creeks, and streams without stopping. They may not enter standing water such as lakes, seas, or oceans.
Infantry do not gain a road advantage to movement. Roads and other 'hardened' surfaces make their travels easier, but don't really make them much faster.
Infantry, because they are largely non-powered and hauling around a heavy load of equipment, are some of the slowest units on the battlefield. Usually Infantry is 'mechanized', that is, assigned to some specialized infantry carriers such as hover trucks, APCs, IFVs, etc. which greatly add to their defense and their mobility. Infantry move EVERY OTHER TURN, during the 2nd Player's second GEV movement phase, and then the infantry unit only moves 1 hex (in any direction, subject to terrain). An infantry unit does NOT have to move at all, it may remain where it is and set up shop. This rule does not apply if the Infantry are riding vehicles to their objectives.
Regular infantry may ride vehicles subject to the same rules as militia.
Regular (non-MI) infantry units cost 1/5 infantry sp when purchasing units.
Well trained groups of deserters will fall under the classification of 'infantry'. Unorganized groups of military deserters will fall under the classification of 'militia'.
Specialized versions of infantry exist and will be detailed later.
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MILITIA- Militia represents a wide range of 'civilian' or rabble soldiers that are under equipped, non-armored, and poorly trained compared to the rank and file infantry fielded by the military powers. Militia represent the 'home guard', citizen soldiers, civil defense, local police and law enforcement authorities, and anyone who can lift a firearm or a melee weapon to defend themselves and their property. Local militia were quite prevalent in Neurope and the Noramerican continent, and later would rise up as 'rebels' clashing with the growing fundamentalist governments during the bloody and destructive collapse of both the Paneuropean and Combine super powers.
Militia are the 'weekend warriors', citizens who either volunteer their time for supplemental income or who are required by local / state / government law to give some of their time to the common defense and good of the area that they call home. Militia might have some limited training and may even have some retired military or veteran officers in charge of the local 'groups', but for the most part, they are poorly organized and ill-equipped. Their equipment is hand me down (at best) from the local armory, rarely cutting edge, and could very well be vastly out of date. Militia will have very little, if any, anti-armor capacity and their ability to stand up to or go toe to toe with battledress equipped personnel is arguable, but sometimes ingenuity, a thorough knowledge of the land / town / city, and out right treachery can overcome superior odds. Their mobility is limited to the area that they occupy, or at best to some commandeered civilian / light military transports (cargo trucks, hover trucks, civilian cars, OR vehicles, etc.)
Militia were very common in the collapse of both the Paneuropean and Combine governments and the fragmentation of individual power bases and city states that occurred during that period. As more and more military equipment was abandoned, the common man and woman were there to pick it up and incorporate it into their daily lives. Citizens once again took up arms to protect themselves. Clashes between militia and deserters and military forces were common and bloody. Sometimes refugees fleeing a combat zone were met with force by militia units from the local towns and either turned away or slaughtered where they stood. Where military infantry and mobile infantry were fighting for ideals and (sometimes) patriotism, the lowly militia was often fighting for their bare existence, their homes, their meager possessions, their land, and their very way of life.
Militia will often fight for their homes and family, and seldom leave the area. Militia forced to leave an area become CONSCRIPTS (see below).
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Game specs: Militia (all nations and forces)
Militia represent auxiliary or reserve citizen soldiers, as such they will be found around towns and cities and seldom in the open country. Generally militia were broken down into groups or squads of ten individuals with one of those individuals being the nominated group leader answering to a somewhat coordinated local effort elsewhere. Basic communication was often part of the leader's gear but individuals would have been doing good to have personal communication suites. Well equipped militia units had individual communication suites, and maybe even matching uniforms. Beyond that...
Militia may move freely within a town or city. While inside a town or city hex, Militia have a def of 1. Any result on the CRT other than a 'NE' destroys the militia unit. Their poor training and discipline guaranteed that if the entire squad was not wiped out in a successful attack, that the demoralization that quickly set in would remove the survivors of the squad as a viable and functional fighting unit. A 'D' result destroys one strength point or squad of militia. A 'X' result on the CRT destroys two squads of militia.
Militia may never move more than two hexes outside of a town or city. This represents the lack of will to leave their homes and families and the desire to protect what is theirs. Militia may venture up to two hexes in any direction away from a town or city hex. A town or city hex, for this purpose, is identified as one that has at least *some* buildings on it in the map, even the sparsely settled hexes.
Militia have a move rate similar to regular infantry. Each squad of militia has a move rate of one hex every other turn but it may move one hex in any direction, regardless of terrain (except into craters or pure water hexes). Militia move every other turn, in the 2nd player's second GEV movement phase. Militia, with the exception above, may not move outside of the town or city hexes that they reside in.
Militia with modern weapons (a well equipped militia) has characteristics of 1/1, D1 (only in town / city), and special movement rates. These militia units cost 1/10th an infantry strength point to purchase or may be part of the scenario to begin with. Some local militia pooled together and joined forces with local military units during some operations.
Militia with substandard weapons (a average militia) has characteristics of 1/0, D1 (only in town / city), and special movement rates. These militia units cost 1/15th an infantry strength point to purchase or may be part of the scenario to begin with.
Militia with limited weapons (a poor militia) has characteristics of (1/0*), D1 (only in town / city), and special movement rates. These militia units cost 1/20th an infantry strength point to purchase or may be part of the scenario to begin with. Their weapons are too light to affect anything other than other militia, regular infantry, or (possibly with some luck) mobile infantry. Treat their weapons as an AP battery with zero range (overrun) situation only. These militia can NEVER initiate an overrun situation on their part, they must be overrun by the enemy units in order to use their attack strength.
Militia do not employ SLICS or PLEIDS of any kind. At best their 'sensors' will include field glasses, binoculars or hand held electronic combat imagers, hunting scopes, maybe some night vision or chemical powered rechargeable lights, and very basic communications (cell based personal communications, 'walkie talkies', and other civilian type short range unscrambled radio systems). Militia attacks and defense is always at the listed strengths regardless of how many squads are present.
In an overrun situation, militia always suffer triple casualty rates when facing Mobile Infantry or any type of AP (OGRE, SHTank, others) weapons. In an overrun situation, militia always suffer double casualties when facing regular infantry.
Militia may make use of fortifications and emplacements normally.
Militia removed more than one hex from their
town or city revert to conscript status (see below) and remain that way for the rest of
the scenario. Militia abandoned in the field become deserters and remain that way
for the rest of the scenario.
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Combat Engineers- The non-armored (compared to MI units) combat Engineers were a staple of all modern armies, from the time when armies first formed into groups and marched across the various battle maps of the world's history books and the generals' charts. Combat Engineers were present from the advent of the army, and were used in medieval times to undermine castle and fortress defensive walls, to build tunnels, to assault the walls, and to break down the gates. Masters of siege warfare and battlefield construction, the combat Engineer evolved into a highly mobile, rapidly deployed, self supporting battlefield construction unit. With very little combat strength, mostly man portable sidearms and a few vehicle mounted crew served weapons, the Combat Engineers were used once again on the 21CB to create defensive positions and to assault enemy strongpoints.
Combat Engineers are based around a ten man squad. Their light all-terrain vehicles were lightly armored, lightly armed, and either balloon tired or fast tracked. The construction vehicles give the Combat Engineer unit a movement allowance of 2 and provided basic construction functions such as blade felling, grading, rapid entrenching, and dozer work. Combat Engineers only generate construction points when three squads are present (and all of their equipment and vehicles are at their disposal) and operating in the same hex. Individual squads of Combat Engineers have an attack strength of one (1) in overrun situations only as their light sidearms and man portable weapons are of a more personal defensive nature consisting of hand held automatics, carbines, and snub assault rifles with some limited light machine gun support. As such, Combat Engineers have an attack strength of (1) per squad one in overrun situations only. This is not doubled (the Combat Engineer units lack the sophisticated electronics, computer targeting systems, and the training of their heavily armored MI brethren).
Combat Engineers were protected from the 21CB by individual 'soft' NBC combat armor with limited rigidity and thin BPC / plasticeramic inserts. Their suits provided extensive databases on construction templates, unit specs, and updates on current theater / sector operations. Linked in with dedicated drones, a Combat Engineer unit had as much tactical coverage and awareness as a standard MI squad, just not their firepower. Their vehicles were lightly armored, and otherwise unarmed (the light crew served weapons mounted on the vehicles are already taken into account in the attack strength of the Combat Engineers). Combat Engineers depended on other units to protect them, and many combat Engineer units had dedicated MAPDS systems to provide overwatch and close in anti-infantry support.
While not as effective as the more specialized Mobile Infantry Combat Engineers, the 'non-armored' Combat Engineers were cheaper, easier to train (compared to MI trained combat engineers), and still proved valuable in rear echelon and low intensity theaters. In Theater of Operations where vehicle combat had long since declined (the lesser nations whose primitive armor had already expended itself in massed engagements) and technology was starting to wane on the battlefield, the non-armored Combat Engineers could still be found in great numbers, often supported by non-MI troops and the remains of the few MI and MACE squads left surviving.
Combat Engineers may be broken down into three individual 10 man squads. Each individual squad has is 0/0, Def 0 (1 in an overrun situation), and MA of 2. Combat Engineers operate as per normal infantry rules in all other respects. Combat Engineers are reduced by one strength point for each "D" result obtained on the CRT. A "X" result on the CRT destroys the ENTIRE unit of Combat Engineers being attacked, regardless of defensive strength.
Combat Engineers generate (1) one construction point per three squads present in a single hex and no construction points individually or at less than a strength of 3 squads.
Combat Engineers are treated in all respects as infantry for stacking, spill over, defensive bonuses, movement, and other rules.
Combat Engineers may NOT ride tanks or APC / PC type vehicles. They already have their own vehicles assigned.
A single squad of Combat Engineers costs 1/3 infantry strength point.
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MACE- Mobile Armored Combat Engineers- MACE units were the Combat Engineering squads of the Mobile Infantry. Equipped with somewhat larger 'construction' power suits, the MACE units operated on the front lines with the armored units throughout the 21CB. MACE units, while more expensive than normal MI units, carried their mobile construction gear and powered equipment with them. Their heavy powered entrenching, clearing, and felling tools were semi-autonomous, with limited AI support and direct squad control. These 'construction robots' followed the squad and operated on direct command from MACE squad members. The specialized MACE auxiliary equipment was designed not only to keep up with the MACE units, but also to survive on the front line. Equipped with suits which gave up long range weapons systems for more esoteric tools and template storage databases, the MACE retained their surveillance capability. Dedicated drones fanned out around the MACE project site, providing distant early warning (DEW) of enemy movement. MACE units were sometimes assigned to LGEV-PC, GEV-PC, APC, and IFV units, and were protected by dedicated MAPDS systems while they worked. With the abilities of the power suit and the amplification of their natural abilities, along with the dedicated support equipment assigned to them, MACE units could do three times the work of their non-armored counterparts.
MACE units produce (1) one construction point per SQUAD. They may be grouped together to form larger squads, up to three together to form a platoon. A platoon generates (3) three construction points per turn.
MACE units have an attack strength of (1) one per squad in an overrun situation only, subject to all overrun or close assault rules. Their weapons are limited to close support sidearms and personal defense weapons.
A MACE squad costs as much as a regular squad of mobile infantry.
MACE units operate as normal mobile infantry in all aspects not covered by these rules.
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