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Commando Quarterly 1st Quarter 2006 - low res

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In our last installment,<br />

we discussed the historical<br />

development of anti-’Mech<br />

tactics for infantry and how<br />

they developed (or didn’t). In<br />

this installment, we look at<br />

doctrines, as they exist now,<br />

and specific weapons used<br />

by each realm in the given<br />

role, we even look at Clan<br />

developments, or lack thereof.<br />

Some general notes on anti-’Mech<br />

tactics in general do bear out. Infantry<br />

seeks to engage ’Mech targets at as<br />

close a range as possible for the limited<br />

weaponry it can carry or maneuver into<br />

position. Infantry also seek to hit such<br />

targets with multiple weapons and/or from<br />

the sides and flanks, as ’Mech visibility is not<br />

the best, even with multi-spectral sensors,<br />

which can be spoofed easily by the modern<br />

infantryman, using a ’Mech’s poor all-around<br />

visibility against it.<br />

Lyran Alliance<br />

The Lyran Alliance has always had<br />

well-trained troops but sadly, a reputation for<br />

incompetence in it’s officer corps. Happily,<br />

this has not manifested itself in Lyran<br />

anti-’Mech tactics and doctrine. Lyran<br />

military theory has always been one of trial<br />

and error and lively debate, more so with the<br />

Davion influences from the Federated<br />

Commonwealth. This has benefited the LAAF<br />

infantryman immensely, and with two recent<br />

Archons who understood the plight of the<br />

average infantryman, infantry doctrine in<br />

general for the Lyrans has been realistic<br />

and sensible.<br />

The principle anti-’Mech weapon for<br />

Lyran infantry has been SRM launchers<br />

issued liberally to the infantry companies.<br />

(They are even issued to non-infantry units<br />

such as Techs and QM units). Also, with the<br />

massive Lyran industrial complex, many<br />

Lyran infantry companies have trained<br />

scout-sniper teams, who besides the usual<br />

role of tactical reconnaissance, killing<br />

enemy officers and specialists, still train for<br />

the “plinking” role in an anti-’Mech ambush.<br />

40 The <strong>Commando</strong> <strong><strong>Quarter</strong>ly</strong><br />

KICK THE CAN<br />

Part 2: Doctrine and tactics for unarmored infantry By Jason Weiser<br />

General Lyran anti-’Mech tactics are for<br />

all units (including rear-area units) to<br />

prepare for anti-’Mech defense by covering<br />

likely approaches with all available weapons<br />

and to tie “’Mech-proof” terrain into the<br />

defensive plan. Terrain is rated as “‘Mechproof”,<br />

“’Mech-risk” and “’Mech-feasible”.<br />

Surprisingly, Lyran doctrine says little about<br />

the new technology of portable-LRM<br />

launchers, their use being seen as something<br />

that will often give infantry anti-’Mech<br />

ambushes away with little or no gain.<br />

Extensive minefields are also seen as<br />

counterproductive, and time consuming to<br />

emplace properly. Therefore, smaller, point<br />

minefields are used to “channelize” enemy<br />

’Mechs into ambushes and PAKfronts.<br />

Field guns, where available, are used en<br />

masse in an ancient tactic known as a “PAK<br />

front”. All guns available are massed to cover<br />

likely ’Mech approaches at short range. The<br />

’Mechs are then shorn through various<br />

means of their supporting infantry and the<br />

’Mechs al<strong>low</strong>ed to blunder into the PAKfront,<br />

which then opens fire simultaneously, often<br />

at ranges under 100 meters.<br />

Lyran doctrine does add<strong>res</strong>s close<br />

assault by infantry assets, but it is seen as a<br />

last <strong>res</strong>ort, and something that is done more<br />

to “blind and halt” rather than to kill ’Mechs.<br />

Such units are often formed only when there<br />

are no field guns or other support available,<br />

or in urban environments where the ranges<br />

can get close enough. Support weapons<br />

would work on separating supporting<br />

infantry from a target ’Mech as well as laying<br />

down smoke to cover the assault teams.<br />

Scout-Sniper teams will concentrate on<br />

sensor blisters and exposed equipment to<br />

help blind the ’Mech. The close assault<br />

teams, usually 3 men each, with two teams<br />

taking on a ’Mech at once, would usually<br />

attack from the sides or rear, and seek to go<br />

after the legs as a priority, to halt the ’Mech.<br />

If a ’Mech is successfully brought down, the<br />

cockpit is usually breached with a shaped<br />

charge, fol<strong>low</strong>ed up by a hand grenade, and<br />

then left for the salvage crews to deal with.<br />

Draconis Combine<br />

The DCMS doctrine on infantry versus<br />

’Mechs is still steeped in the ancient code of<br />

Bushido. Even with the reforms brought<br />

about by Theodore, infantry is still looked<br />

down upon in the Combine, and often the<br />

tools they are given to deal with enemy<br />

’Mechs would be considered downright<br />

criminal in other realms. Field Guns for<br />

Combine infantry are rare, and often not<br />

very reliable, as a new design hasn’t been<br />

produced by the Combine in decades. Thus<br />

the ammunition for such weapons, let alone<br />

the weapon itself is often old, suffering from<br />

poor maintenance with ammunition that is<br />

often unpredictable as to it’s effect on the<br />

enemy, let alone the user.<br />

Sadly for the average Kurita infantryman,<br />

the most common anti-’Mech weapon<br />

is the Type 55 anti-’Mech magnetic mine.<br />

A common credo in Kuritan infantry field<br />

manuals is ‘five lives for a ’Mech’. Kuritan<br />

doctrine has an emphasis on close<br />

assault against ’Mechs, with the Kuritans<br />

emphasizing the idea of luring enemy<br />

’Mechs into favorable terrain where the tank<br />

hunter teams can go to work. Ideal terrain is<br />

considered to be that which s<strong>low</strong>s the ’Mech<br />

down, especially faster light ’Mechs.<br />

’Mech-hunter teams consist of six to<br />

eight men under a junior NCO, These men<br />

would work in pairs, with one man carrying<br />

smoke grenades and Type 55s and the other<br />

with fragmentation grenades and “Takashi<br />

Cocktails” (known to the <strong>res</strong>t of the Inner<br />

Sphere by their traditional name of “Molotov<br />

Cocktails”) or hand-held inferno grenades.<br />

Another approach was for an infantry<br />

platoon to break up into a diversionary team<br />

meant to attract the target ’Mechs attention,<br />

a leg team meant to go after the leg<br />

actuators, a cockpit team meant to breach<br />

the cockpit and kill/capture the ’Mechwarior<br />

and a covering team meant to lay<br />

down cover fire for the other three teams.<br />

Kuritan infantrymen have been taught<br />

that they must kill the enemy ’Mechwarrior<br />

to kill the ’Mech, and will go to any lengths to<br />

do so. One notorious example is during the<br />

fighting on Buckminster, Steiner ’Mechs<br />

reported encountering “dragon droppers” or<br />

fanatical Kuritans armed with nothing more<br />

than swords, bayonets, and hand grenades.<br />

Captured “droppers” told LCAF interrogators<br />

that they were attempting to breach the<br />

cockpit somehow and kill the ’Mechwarrior.<br />

I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I

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