The Application of "Bob's Rules of Infantry Combat" in CM

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The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 08 Jun 2018, 09:09

I've recently found an absolutely wonderful web page that contains within it the rules of Infantry Combat. I've taken the time to read it and found it to apply very well to CM and I'd love to share it with everyone best I can.
http://www.testofbattle.com/upload/bob/ ... Combat.htm

The Rules:
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 08 Jun 2018, 09:10

  • Rule 1a: Don't join the infantry.
Its very, very, dangerous. Any other job is safer. Hembolt: www.dtic.mil/dtic/tr/fulltext/u2/a268787.pdf shows that in WW2 the infantry regiments of the 28th US Infantry took 93% of the total casualties. It would be expected that in an infantry division the infantry would take the casualties, but this division had both an armoured battalion and a tank destroyer battalion attached. The infantry took 4526 casualties and three infantry regiments have 3251 x 3 men so that equals 46.4% casualties. The tank battalion took 80 casualties out of a strength of 729 (10%) and The TD Battalion took 102 casualties out for a strength of 797 (12.7%). You may have thought that going into battle with four other smelly blokes surrounded by cordite and petrol was a daft idea, but a tank is armoured and that keeps the artillery and bullets out. Basically being in the infantry is four times more dangerous than any other job in the army.

Even in armoured divisions the infantry take the majority of the losses. In the Battle of the Bulge in the US 6th Armored Division the infantry took 70% of the casualties and the tanks took 13%

This one's solid as fuck in a few ways. Since it's a game we don't exactly have to worry about the whole "Shit fucking sucks" part of being in the military, but we do strongly feel all the rest of it. Being a Squad marine means you're in the most dangerous job in the game because everyone else is some degree safer then you in some way shape or form. You're cannon fodder. Your ass will get blasted. Specs and SL's might feel more targeted by they've got things going for them that you just don't. Command is safe on the boat, your Medics and Engis should be behind you in a safer spot, the Tank Crew are safe in their metal box and basically you've got nothing going for you against the killing machine hordes that are the benos. Do your best champ because no one else will.

  • Rule 1b: Don't send replacements directly to the front line with experienced men
You might be thinking the experienced men would train the inexperienced "on the job". However the one thing the experienced men are very experienced at is taking cover. As the enemy can only shoot at the targets they can see, and its the inexperienced men that stick out, they are the ones that get shot. Page 31 of http://lmharchive.ca/use-of-infantry-we ... ch-office/ has some descriptions of this. The WW2 experience was similar: , "New men suffered heavy casualties because they were not adjusted to battlefield conditions or acquainted with members of their units". Worse from a combat effectiveness viewpoint was the fact that, "The dwindling stock of veterans rapidly reduced then because these men had to expose themselves more often in providing needed leadership for the large drafts of replacements"

Since our game is 2D Spessmen and not real life we lack a lot of the luxury a modern military force does in ways of training and such. We've got a Wiki, Mentors, and the forums here. The rest you've gotta learn on your own which can fuckin suck but clearly explains why we have so many bald ass mother fuckers doing dumb as fuck bullshit. We've also got the problem of the fact that because we have such a small battlefield in a videogame with such little time to work with we can't NOT send the fresh shitters right into the frontlines because we've got no clue who knows whats up and who doesn't half the time. Prayers and best wishes are all we can send the lads with as they march to their deaths. On the plus side, making friends in one round is one of the most important things you can do if you want to live in the next one. The more friends you have, the more people who SHOULD AND USUALLY WILL die for you. If you're known people will put in effort for you that they won't for others.

  • Rule 1c: Don't get promoted
Infantryman isn't quite the most dangerous job in the army. Leader of infantrymen is the most dangerous. Good leaders lead, which means inspiring your men by example, which means standing up. First. There is a fair chance that you will be the only target the enemy can see well, which means you will attract all the enemy fire. WO203/700 examines the fighting at Milestone 54 in Burma: 37% of other ranks were hit while standing (the rest were lying down) but 80% of the officers were hit while standing. In the Falklands Officer and NCO KIA were 42% of the total dead. (https://en.wikipedia.org/wiki/Falklands_War#Casualties ). In the Yom Kippur NCOs and officers made up 33% of the casualties (DEFE70/587), Going back to Hembolt: www.dtic.mil/dtic/tr/fulltext/u2/a268787.pdf on pg 7-10 we can see casualties by speciality. At first glance it looks like Rifleman took the most casualties at 12.2 per 1000 men per day. However there are many riflemen and many fewer squad leaders, roughly a ratio of 1 in 10. Riflemen took 1.22% casualties per day but squad leaders took 1.5% per day. The casualty rate for 2nd Lieutenants is roughly 32%! WO203/700 shows 42% of battalion officers became casualties.

This means two things for us. Don't be an SL unless you want to get meta targeted, and don't get promoted to aSL unless you're cool with having to do two jobs at once. Also being a spec aSL means the enemy has TWO reasons to end your ass, which is just lovely isn't it.

  • Rule 2a: Combat is the most stressful thing you'll ever do.
Combat is dangerous; everyone is very scared. Everyone is massively stressed. Very stressed people don't think well and make bad decisions. "The magnitude of the deficits observed was greater than those produced by alcohol intoxication or by treatment with sedating drugs". It should be borne in mind that the testing was done after an (admittedly extreme) peace time exercise not actual war.

Another one that this being a videogame messes with but still kinda applies if you just change some things. Read it more as, "Combat is the most fun and dangerous thing you'll ever do." Because shooting things is hella awesome but death is a lot more likely if you're shooting at something. Accept that and just have a heckin good time with it for as long as you live. There's always next round.

  • Rule 2b: Everything in combat takes a long time.
One of the author's favourite quotes, unfortunately un-sourced, goes like this, "consider a 1970's British army infantry platoon attack on a squad or MG nest that were done from assembly area to reorg in 20 minutes in Aldershot when reality was 3+ hours in Falklands in 1982". A study of infantry advance rates in battle WO291/1169 showed the average advance rate against opposition is 724 yards an hour. Being shot at is a powerful disincentive to putting you head up and moving forward.

While some things (Preping/Breifing) don't have to take long, everything the moment boots touch the ground is going to take longer then you want it to. Wanna gather everyone in the squad up post drop? Gonna take a year sorry. Wanna start a flank? That's 10 minutes of waiting for men then 5 minutes of moving into position and oh wow would you look at that everything gone sideways because everyone took to long and the xenos just rolled over the main attack.
As an SL you need to know what needs to be done before it needs doing. You can't wait for when a flank would be nice to have to start it. It needs to come sooner because it'll always be late.


  • Rule 2c: (nearly) Everyone is suppressed all the time
Suppression is not well understood despite many experiments being run. The US during the Cold War ran SUPEX and SASE to try and determine the suppressive effects of fire. As none of the participants were in any danger at any time the author questions how relevant the results were to combat conditions.

For the purposes of this essay suppression is defined as not being able to shoot.

The evidence from war is sparse, but pretty much as soon as the shooting gets close everyone hugs the dirt. Lt Col Wigram on Sicily in 1943 had some interesting words to say about this (http://mr-home.staff.shef.ac.uk/hobbies/Wignam.txt), "The battle goes something like this:- Enemy MGs open fire, the whole platoon lie down." and "I have made particularly careful observation on this point and have checked it up with a large number of platoon commanders. As soon as our MGs open up the Germans (who are always using tracer) stop . Even inaccurate fire from our Brens will quieten the Spandaus until we have finished firing" Sydney Jary, in 18 Platoon, described what it was like to be under Spandau fire in Normandy "There must have been about twelve machine guns firing at one time. This devastating display of firepower stopped the battalion dead in its tracks". https://inews.co.uk/culture/endured-per ... nts-somme/ has an account from WW1 by Lt Alfred Bundy, "Suddenly however an appalling rifle and ­machine-gun fire opened against us and my men commenced to fall. I shouted “down”, but most of those that were still not hit had already taken what cover they could find". A German reporter on the Eastern Front (http://tankarchives.blogspot.co.uk/2013 ... ality.html) noted of recruits, "When the first shots were fired, the recruits buried themselves in the snow and were useless for battle. When the officers tried to encourage them, they pretended to be dead. When the Russians brought in tanks, they got up and ran away". The effect was noted in the Falklands verses regular soldiers, "The disruption of the attack is out of all proportion to the manpower and weapons utilisation of the defender" (DEFE19/276). Paul Frick, ex USMC Sergeant has this to say, "Experienced soldiers tend to be super cautious which is not desirable in certain situations. It can slow down your movement". In effect many soldiers self suppress.

Surveys of soldiers in Vietnam, all of who were decorated for bravery, indicated that 74-78% of soldiers first reacted to fire by hitting the ground or moving to some sort of cover. Kushnick and Duffy: www.dtic.mil/dtic/tr/fulltext/u2/519874.pdf. Only 5-9% immediately returned fire. In 59 to 89% of cases this was triggered by hearing enemy shooting (the variance depends on whether the soldier was attacking or defending). The survey then notes that only 11-15% of men withdrew or hunkered down as their second reaction.

Kushnick and Duffy note in further interviews with "ordinary" soldiers (i.e. not medal winners) that their initial reaction to shooting was much the same as the medal winners: 82% took some sort of protective action, only 9% shot back. As their second reaction 20% kept hunkered down. Its interesting to note that 78% reported their second reaction took less than 15 seconds and 38% said they reacted in 5 sec.

Interestingly psychological research shows that when we are scared time subjectively slows down. So for those involved in a battle things seem to take even longer perhaps by as much as a third. This means that the times above might be an exaggeration.

There is no evidence about the effect of suppression on the "Gutful Men" (see rule 3b). It stands to reason that these more effective soldiers are harder to suppress, otherwise they would be no more effective than their comrades. However in the surveys above the gutful men (medal winners) perform as well as the "ordinary" soldiers. So it seems that suppression doesn't stifle shooting but it may well stifle accurate shooting by the majority of troops. The author believes that the lack of accuracy in combat shooting compared to peace time (see Rule 3a below) is basically caused by suppression.

Say you're a veteran player. You know the ins and outs of this game like no one else. You know when you're in danger and when you're actually 100% safe. 90% of everyone else has no clue at all and actually thinks they're seconds from being gibs. They're retarded and wrong, but they don't fuckin know that. Best you can do is lead by example and hope people follow. Because if they're all camping the FOB they aren't just gonna stop. They probably feel like it's the only place they can safely be even if it's pointless, they just want to live... for some reason. People see a xeno or a cloud of gas and suddenly think they're gonna die. They probably are about to die but still. They just don't understand that there's no point to life in this game if you aren't making the most of it by fighting or RPing. (Standing next to a cade and taking pot shots while complaining about how the FOB is about to be broken is neither fighting nor RPing.) It's up to you to do your part to show others the way to live.

  • Rule 3a: Many soldiers don't bother shooting or are otherwise utterly useless in combat
SLA Marshal's figure of 15% is infamous. In any combat he discovered that only 15% of men used their weapons. (http://mr-home.staff.shef.ac.uk/hobbies/MaF1.txt) Even under the direst circumstances only 25% of men shot. These figures still stir up controversy and Marshal didn't keep proper statistics see http://www.canadianmilitaryhistory.ca/w ... r-fire.pdf for a refutation of SLA Marshall's work. However, Lt Col Wigram had this to say: "Every platoon can be analysed as follows: six gutful men who will go anywhere and do anything, 12 `sheep' who will follow a short distance behind if they are well led, and 9-6 who will run away". Six out of twenty four is 25% - does that look familiar?

By the time of the Korean war the US army had reacted to SLA Marshall's reports and circa 50% of men were firing according to Marshall. By the time of Vietnam that figure had increased to c80%. www.dtic.mil/dtic/tr/fulltext/u2/a191403.pdf . Unfortunately making the sheep shoot made no difference to their combat effectiveness. The following quote is illustrative, though it's from the Australians in Vietnam rather than the Americans, "its a tragic fact, and one that we should not conceal; that on average we couldn't hit the side of a barn at ten metres with a shotgun" and, "In the heat of battle many soldiers pointed their weapon in the general direction of the the enemy without having identified a specific target and pulled the trigger, often over and over again." https://www.yumpu.com/en/document/view/ ... alian-army. Rowland's work on infantry combat noted, "moreover the evidence points to this (the average kill rate) being made up of one rifleman in eight inflicting an average of four casualties and the remainder contributing nothing", see: The Stress of Battle by David Rowland.

Whether they are firing or not a large number of soldiers are ineffectual, see Rule 5a for a explanation.

It's a god damn shame but it's a fact. Every shot you take that doesn't directly equal a dead as fuck xeno is a shot that didn't matter. If the xeno falls back there was no reason even pulling the trigger. This is the utterly useless in combat part is about. This doesn't mean you shouldn't take the shot, by all means try. But if you land 5 shots and the xeno runs away what was the point. Everyone needs to be firing together and NOT HITTING EACH OTHER. Good lord, the tale as old as time. FF. Avoid that shit guys please. Try your best. Since the last couple updates to guns and xenos a lot of people haven't noticed the value of accurate slugs and consistent rifle fire supporting those slugs. Since explosives do nothing to xenos now in days our slugs are our only way to really stun T1-T2 xenos, but they don't do a whole lot of damage on their own so most people don't bother. You're all ignoring the value of stuns. Pinning the xeno down is the key to killing it people. Rifles will destroy anything that is stunned by a slug shotgun, but you can't just plink away at a xeno with just rifles, they'll run away.

  • Rule 3b: Six Gutful Men
The corollary of Rule 3a is that there are some infantry men who are absolutely lethal. These are the "Gutful Men" identified by Wigram. Marshall also comments on this phenomena, "In the main the same men were carrying the fire fight for each company day after day. The willing riflemen, grenadiers, and bazooka men who had led the attack and worked the detail of destruction upon the enemy on a Monday would carry the attack when the fight was renewed in a different part of the island on Wednesday" It's a well know fact that a handful of man are killers and the rest are not. It applies to infantry, anti tank gunners, tank crews and fighter pilots. See Thomas Horner http://www.dtic.mil/dtic/tr/fulltext/u2/a518282.pdf and http://www.dtic.mil/dtic/tr/fulltext/u2/a227842.pdf (page 312) for some examples, e.g. in manoeuvres 20% of the tanks do 80% of the kills.

Rowland identifies most of the heroes as officers and senior NCO's: 14% of officers, 8.4% of Senior NCOs and only 1.3% of other ranks were heroic (defined as being awarded a medal): http://ismor.cds.cranfield.ac.uk/14th-s ... owland.pdf . This is confirmed by Horner who says (about tanks), "The biggest killers were crews commanded by officers." In the jungles of Malaysia the M1 or M2 carbine was in short supply so only issued to officers. It was found that the carbine only required 80 shots to produce a kill, whereas an Owen SMG required 252 shots and a Sten Gun 317. The good old bolt action rifle was better at 140 shots, but still not as good as the carbine (WO291/1668).

The astute amongst readers will not that Wigram's percentages and Rowland's don't match. It follows that to be a "hero" (i.e. to get a medal) a person must be gutful however the converse does not always apply.

Everyone a massive fucking coward. Everyone except our six gutful men. In our entire platoon the only people you can truly depend on are these guys. Your friends, and the names you recognize, everyone else will bitch out on you as you're dragged into the darkness. These lads though, they'll jump through fire to bail you out.

  • Rule 3c: Somewhat less Gutful Men
Wigram notes of Gutful Men, "I would say that casualties in this group are often 100 per cent per month" which the author believes is a conservative estimate. See Rule 1c, remembering that many Gutful Men are officers or senior NCOs.

The price of having guts is the stone cold dead honest fake that those same guts are gonna get ripped right out your ass. Whatever brave action you take, from heroically leading a charge or dragging your best pal from the claws of a fucker trying to steal him away, you'll always punished. The xeno has no mercy for the marine, and this game has even less. You'll be FF'd, abandoned, body blocked, every bad thing that can happen to you will happen. But don't let it get to you. If you act with guts you're always acting with the right intentions. If only those around you had also been so robust. o7

  • Rule 4: Everyone is Invisible

Mechanics of the game don't really make this one possible. The xenos can all see us and we can see the xenos so long as we have light.

  • Rule 5a: "Couldn't hit the side of a barn at 10m"
Shooting in combat is poor, very poor. Its much worse than even the very worse performances in peace time. The table below shows the dispersion in mils. One mil dispersion is a miss by a meter at 1000m range, so its 10cm at 100m.

The standing target has the area of a US E Type Target and the prone target area has the area of an F Type target. www.dtic.mil/dtic/tr/fulltext/u2/a228398.pdf has the peacetime accuracy figures and www.ismor.com/33ismor_archive/papers/33 ... _paper.pdf has the wartime figures labelled "Salt". The wartime accuracy figures labelled "Rowland" arise from the fact that in "Stress of Battle" Roland notes rifle fire is degraded by a factor of 20. The Salt and Rowland methodologies independently produce hitting chances remarkably close to each other.

The first interesting point is accuracy gets worse the closer you get to the target. That doesn't necessarily mean the hit chance gets lower as the apparent size of the target gets bigger as you close. However, the hit chance does not get a big as you might expect as you close with the enemy.

In wartime hitting a prone enemy is highly unlikely as can be seen from the table. This is mostly because soldiers don't actually aim at their targets: "A survey , indicates that 80% of rifle fire was pointed rather than aimed when targets were visible enemy soldiers." www.dtic.mil/dtic/tr/fulltext/u2/a118713.pdf and "Small arms fire in the offensive is disorganized and un-aimed, and thus damage inflicted is slight", Guards Major General Vekhin - http://tankarchives.blogspot.co.uk/2018 ... ombat.html. Marshal noted that on his first combat assignment, "...green US Marines with jittery nerves hitting the beach and blazing away with their weapons at anything that moved and many things that did not" Quoted from http://www.canadianmilitaryhistory.ca/w ... r-fire.pdf The effect was also noted on the Eastern Front by the Germans (http://tankarchives.blogspot.co.uk/2013 ... ality.html), in this case pertaining to newly arrived replacements, "..., recruits, upon hearing the first shots, hid behind cover and started firing their rifles in the air uselessly"

Moving xenos are hard as fuck to hit. It's a fact. You'll miss most your shots. Just try your best champ. Just know there's a twist.

  • Rule 5b: Gutful Men shoot better
Though there is limited evidence of how much better. Rowland suggests that heroes (or Gutful Men) shoot during war as well as they do in peacetime. However as we can see from Rule 5a that peacetime shooting is of variable quality. Roland doesn't really give any evidence why he believes heroes shoot at peacetime levels but if we go with this assumption they would be between 3 and 20 times as effective pending on what level of peacetime shooting we go with. His analysis of AT gun shooting concludes that heroes shoot five times better than the rank and file: ismor.cds.cranfield.ac.uk/14th-symposium-1997/assessing-the-effect-of-heroism-on-combat-effectiveness/@@download/paper/rowland.pdf .WO291/1668 suggests that officers shoot between 1.5 and 4 times better than the average rank and file. http://www.dtic.mil/dtic/tr/fulltext/u2/a518282.pdf shows 20% of the tanks do 80% of the kills. If there are 100 tanks doing 100 kills, then 20 tanks do 80 kills for 4 each. 80 other tanks only do 20 kills or 0.25 each. That means the good tanks are 16 times as effective as the poor tanks.

You can take you pick as to where you think the average is. For what its worth the author guesses the range of three to five time more effective is probably about right.

Here's the big twist on my last point. The xeno is hard to hit from a stationary position, but when you chase and run them down, they're suddenly a whole lot easier to hit. Have guts and follow the bastards. It's also a whole lot more meaningful. Even if you land every shot you take from behind cover, THE FUCKS THE POINT IF THE XENO JUST RUNS AWAY! Charge them and hammer the trigger. You'll either die or kill the xeno. Either is okay because hopefully there was one or two other gutful bastards (or atleast inspired pussies) following you who will either finish the job or at least save your ass.

  • Rule 5c: Heavy weapons shoot better
Marshal noted that the participation rates in combat were higher for crew served weapons than riflemen. This is backed up by Rowland in Stress of Battle, who notes that rifle fire is degraded by a factor of 20 compared to trials but MG fire is only degraded by a factor of 5. WO292/242 indicates that MGs were only degraded by a factor of 3 and mortars by a factor of 4 compared to what might be expected in trials. It has been suggested that MGs fire better than rifles as its standard practice (at least in the British Army) to put an NCO, who has a higher chance of being gutful, in close proximity to the gun. Also see Rule 6c.

Your pee shooter SMG is worthless, leave it at home. Your M41 isn't as good as an HPR or M56, but those are super rare so use what you can. Support your specs and mounted guns because they're a whole lot more useful then your bald ass is.

  • Rule 6a: The rifle doesn't make that much difference
As we have seen in rule 5a most soldiers shooting is lamentable. Its so bad that the errors made by the shooter far outweigh the intrinsic accuracy or inaccuracy of the rifle. So if doesn't matter how accurate the average infantryman's rifle is. (See www.dtic.mil/dtic/tr/fulltext/u2/a228398.pdf )

Although there is much on the web about the poor stopping power of the 5.56mm bullet, all the scientific evidence indicates that at normal combat ranges its as lethal as the 7.62mm. Indeed the British tested the 9mm Sten Gun (which fires a low power pistol bullet) and found it perfectly acceptable at 300yds (WO491/276). Thus smaller bullets are preferable as a soldier can carry more of them. There is a good reason why 5.56mm replaced larger calibres as the standard bullet for rifles.

There is some evidence the 7.62mm is more "suppressive" than the 5.56mm (http://www.dtic.mil/dtic/tr/fulltext/u2/a081134.pdf ) but this is probably irrelevant, see Rule 2c. It may be worth something when shooting at Gutful Men who probably have a more discerning sense of what's dangerous or not compared to the "normal" soldier.

What is required is rock steady reliability. You can't shoot at the enemy if the gun is jammed. www.dtic.mil/dtic/tr/fulltext/u2/a168577 says, "Reliability is perhaps the most important feature of a combat rifle. The "problem" with the M16 in Vietnam was reliability - it would not shoot every time the trigger was pulled. The burst control mechanism degrades reliability - a serious problem."

Given that most fighting takes place at short ranges against fleeting targets "point-ability" is a desirable feature. This is a combination of light weight and shortness. It is the driving force behind modern US forces swapping the M16 for the M4 Carbine. The British in Malaysia ran a number of small-arms trials. There were designed a shot range trials verses moving and pop-up targets. (WO291/166). The the trials the light and point-able Owen SMG scored 2-3 times the number of hits compared to the less manoeuvrable Bren Gun. The Owen SMG remains better than the Bren out to 125yds, despite the fact that the Bren has a reputation for accuracy and the Owen does not.

This one is pretty bullshit for us because while few guns are useful, some are way more useful then others. Like I said, your SMG is trash, and the UPP Rifle is GOD TIER OP AS FUCK.

  • Rule 6b: Automatic fire is a good way of wasting ammo
For rifles only the first shot of a burst has a reasonable chance of being on target. The recoil induced barrel climb will ensure the rest fly off off ineffectually to heaven. Figure 11 www.dtic.mil/dtic/tr/fulltext/u2/713552.pdf shows that semi auto fire has at least as much chance of hitting a target as auto fire. Of course it's more economical as its one bullet rather than 2 or 3.

There is some evidence that automatic fire at very short ranges may be advantageous, certainly in trials (WO291/166) fire in bursts scored more hits than single shots at short range. A perusal of the graphs indicates that single shots become more effective than bursts between 35 and 125 yards depending on target type and range.

http://www.dtic.mil/dtic/tr/fulltext/u2/722394.pdf on page 16 has a discussion on the factors determining whether semi-automatic or automatic fire is better. It concludes semi automatic is better in daylight, but full auto may be better at night.

All this is trials data, and we know that dispersion is very much higher in combat (see rule 5a). We know that the second and subsequent shots of a burst are less accurate than the first (otherwise automatic fire would be the clear winner in terms of effectiveness, which its not). In combat the second and subsequent shots will be even less accurate than the trials shots. From http://www.dtic.mil/dtic/tr/fulltext/u2/a240488.pdf we have the relative dispersion rates for M16 burst and semi auto.

It can be clearly seen semi-auto is more accurate than full auto. The consequences of this are that semi-auto and auto hit almost the same number of targets: 78.4% in semi auto and 77.0% in burst fire. Not all the burst fire hits were first round hits, 13.4% were second or third round hits. The trials did support the notion that automatic fire at close ranges is better than semi auto, with a "significant" increase in hits at 50m.

Unfortunately the author can find no trials comparing bolt action rifles with semi-auto rifles, except for the special case of sniper rifles. However the practical rates of fire are similar at 10-20 rounds per minute, they have the same "point-ability" and fire the same bullets. The author concludes that under combat conditions there is no discernable difference.

In conclusion, with the exception of very close ranges (c50m), there is little to choose from between different types of rifle. Given the usual small arms engagement ranges there is probably little to chose between a rifle and an SMG.

Not sure about this one. Burst Fire is pretty pointless I feel, accurate single shot rifle fire will do better shot for shot against the lizards unless you have zero RoF. We don't really have any other thing that really fits in well with this though.

  • Rule 6c: The boys (and girls) like to make some noise
Automatic fire raises morale.

Although there is little casualty producing difference between different rifle types, psychologically automatic weapons are heartening. Indirect evidence of this can be seen from the firing rates from Korea and Vietnam - see Rule 3a. Marshall's observation that its the squad's automatic weapons that do most of the shooting may well be attributed to this factor. In https://archive.org/details/DTIC_AD0000342 Marshall notes that rifle men cluster around the automatic weapons before stating to fire (in this case the US infantry has the semi-auto M1 rifle)

www.dtic.mil/dtic/tr/fulltext/u2/a168577 has much to say on this matter: "One of the reasons the M16 was acquired was because soldiers in combat felt they were being outgunned by an enemy armed with an automatic AK-47. Many times it is a very close call as to which side has fire superiority. The psychological impact of fully automatic fire can often make the difference in the unit's perception of how effective their fire is. There are also some data to suggest that a soldier is more willing to expose himself and return fire if he has a fully automatic weapon, as opposed to a more controlled way of delivering fire. It has been well established that, during World War II and Korea, a large percentage of soldiers failed to fire their semi-automatic weapons during some enemy contacts. In Vietnam, armed with a fully automatic weapon, almost all soldiers returned fire. Much of the Vietnam firing was "wasted", i.e., it didn't hit anybody, however, it was a rare exception when individuals or unit got into trouble because they had expended all of their available ammunition. The point can be made that there is nothing wrong with firing a lot of bullets if ammunition stocks are retained at safe levels."

The is plenty of qualitative evidence that automatic fire is heartening, but the author has yet to find any quantitative evidence.

The burst fire from an M56 or the rain of CAS raises marine morale and does actually damage xeno morale. This is kinda important. Morale for us is very very come and go. It tosses and turns with every pull of the trigger for marines. One second CAS is raining and you feel awesome, next thing you know you've been one hit decapped. Still, command needs to do more to try and be good cheerleaders for the marines. They sometimes take way to hard of a "Fuck you idiots stop being so shit" angle on the boys.

  • Rule 6d: Machine guns are awesome but some are more awesome than others
The author's research indicates that the average machine gun produces as many casualties as 15 riflemen, see the Firepower essay. This appears to hold even in situations where the MG's superior range over the rifle cannot be fully exploited, such as Vietnam and Burma.

The author is currently researching the difference between different classes of machine guns. For example a British 1906 trails report (WO140/9) says, ".it was calculated that from our previous experience with the Rexer that it would be found that the fire effect of three of them would be about equal to that of one Maxim." the Rexer is a magazine fed LMG with a bipod. It has no barrel change. The Maxim is a tripod mounted MMG, which is belt fed and water-cooled.


Don't really feel this one. We've got so few guns and gun types that are any degree of viable so just maybe focus on not being autistic with your attachments? Accuracy is king for both Rifles and Slug shotguns. Damage can be neglected on the slug shotgun tbh, just land your hits and let the rifles do the pain. Buckshot doesn't feel very viable right now to me now that one handing a shotty kinda sucks balls.

  • Rule 6e: Overkill, enough is enough
Trials have illustrated that doubling the number of MGs does not produce double the casualties. www.dtic.mil/dtic/tr/fulltext/u2/815051.pdf indicates that two MGs only do 75% of the hits per round fired as a single MG. http://www.dtic.mil/dtic/tr/fulltext/u2/a074296.pdf shows that three MGs do pretty much the same number of hits as two, so 66% of the hits per round fired. If we plot these points in Excel and do a trend line, we can tentatively extrapolate the trend and find at 10 or more MGs each extra adds only 25% of the firepower of a single MG.

What this means is the much vaunted German WW2 Panzer Grenadiers with two MG34 per squad are not quite as effective as you might expect.

Interestingly in peacetime trials the same effect can be seen to a lesser extent with rifles. ORO http://www.cfspress.com/sharpshooters/p ... Weapon.pdf noted a c10% degradation when 4 men were firing simultaneously compared to individual fire. http://www.forgottenweapons.com/wp-cont ... -Rifle.pdf showed that an 11 man squad would on average produce only 62% of the the hits per shooter as a 5 man squad.

The primary reason for this is that effective fire control is very difficult. In "Stress of Battle" Roland has the following to say, "... the more targets are hit the more incidence of overkill. In other words as the intensity of fire relative to target size increases so does overkill, from a factor of 1 at 20% casualties to almost 3 at 95% casualties" This means that if an enemy has taken 20% casualties each target was, on average, hit once. If the enemy takes 95% casualties each target was on average hit three times. So if there were 100 enemy it takes 20 shots to kill 20% but 285 shots to kill 95%, over 10 times as many! The "obvious" solution is to carefully control the fire of individual weapons so they don't pick on the same target. Roland notes that even when shooters are aware of the issue they still overkill at the same rate. Roland's research applies to armour engagements but the author can see no reason why the principles should not apply to infantry combat, though the amount of overkill might vary.

How much this holds in real combat, rather than in peacetime trials, is undetermined, given that many members of the squad are not shooting or shooting very poorly (i.e. there is less chance of overkill), see Rules 3a and 5a.

Another one with less value for us. NO SUCH THING AS OVERKILL FOR US WHEN WE CAN'T EVEN DO NORMAL KILL 99% OF THE TIME. However it should be noted, so long as we have as few robust men as we do we wouldn't exactly see much of a bonus from equipping the general population better. If 90% of marines are useless and just providing the xenos with targets other then our robust boys then giving them all HPR's or other tools of destruction wouldn't make much of a difference.

  • Rule 6f: Mortars and artillery hurt.
The author's research indicates that the average mortar produces as many casualties as 53 riflemen and artillery as many as 42 riflemen, see the Firepower essay.

British WW2 research indicated that 0.02 to 0.08lb per hour per square yard was sufficient to neutralise enemy in open positions. So that means for an 100 x 100yd area it requires 8000lb or 320 25pdr shells. "Normal" 25pdr rate of fire is 3 rounds per minute, so one gun fires 180 rounds an hour, so two guns can do the required firing. That means a battery of eight guns can neutralise an area 400yd by 100yd. Neutralise in this case means those within the bombardment can neither shoot or move. Neutralisation continues as long as the shells are falling. See http://nigelef.tripod.com/wt_of_fire.htm which takes its data from WO291/946.

If enough HE is lobbed at the enemy it will rob him of his will to resist after the bombardment is lifted. Again this applies to open positions. 0.1lb per hour is deemed sufficient to cause a collapse in morale. 1lb per hour per square yard for 15 minutes is also enough to produce collapse. Taking the latter example, if firing at a 100 x 100yd area it requires 100000lb or 4000 25pdr shells. As a gun fires 65 rounds in 15 minutes it would take 60 guns to achieve the required effect. Even if switching to rapid rates it would still be 30 guns. The longer bombardment is more realistic, only requiring one tenth of the guns, so four hours of fire by an 8 gun battery would be more than enough to produce collapse.

Note this does not apply to units with overhead cover. WO291/946 notes that such positions need a direct hit by a shell capable of damaging them to be effective. This will, of course, be somewhat terminal for the occupants.

Our Mortars and CAS actually do a lot of damage when used well. Just... using them well is just incredible hard to do. The coordination between players required is so large that without meta comms, a lot of preplanning and practice people just can't do it. You can't get a SL with binos to mark targets for a Squad engi manning a mortar the RO bought without intense cooperation between three players who at any point could break this chain of cooperation. Even if you preplan it, what do you do if one of your people don't get the role they rolled for. It's just a real challenge. Would be easier if the Mortar was it's own role like the tank crew. Then we could at least consistently get practice in the role and really attempt to learn shit.

  • Rule 6g: If you can't get a mortar use an RPG
Vietnam casualty figures attest to he lethality of the RPG, see the firepower essay for some examples. Normalising the data shows that on average an RPG is worth 42 rifles. Given the limited ammo carried by a RPG gunner this is a significant effect.

The British used the M72 LAW and Carl Gustav in a similar role in the Falklands, "The Scots Guards found the 66mm LAW and 84mm CARL GUSTAV to be very effective against troops behind sangars" (DEFE19/276)

SADAR(RPG)/Tank Cannon = STRONK

  • Rule 6h: They don't like it up 'em
Very few bayonet casualties occur yet it appears the bayonet is a decisive weapon. Rowland in "Stress of Combat" reports that if a force can actually close with and over-run the enemy the enemy will surrender. However he is somewhat coy in explaining where this analysis comes from, even in the background correspondence that is held by the National Archives.

Before WW1 it was a widely held belief, by most nations, that the bayonet attack was decisive. http://www.dtic.mil/dtic/tr/fulltext/u2/a437022.pdf discusses this. This quote is illustrative, "Victory is won actually by the bayonet, or by the fear of it, which amounts to the same thing so far as the conduct of the attack is concerned"

Dr John Stone has a very interesting analysis of bayonet fighting: https://kclpure.kcl.ac.uk/portal/files/ ... EN_AAM.pdf. His thesis, supported by numerous examples, is that bayonet fighting is very rare as either the attacking side halts before contact or the defending side breaks and runs. Only when there is mutual surprise between adversaries (i.e. in close terrain) does hand to hand combat take place. So in most cases, if the attackers are resolute the outcome is positive for the aggressor.

The number of bayonet charges has significantly diminished since WW2. Increased firepower and the tendency to react by dispersing has made closing with the enemy a very dicey proposition. http://www.dtic.mil/dtic/tr/fulltext/u2/692677.pdf shows the precipitous decline and http://www.thefirearmblog.com/blog/2016 ... 1-marines/ show there has been no upsurge in recent times.

Accounts of grenade usage in Korea (https://archive.org/details/DTIC_AD0000342) do not show the "make or break" effect of the bayonet charge. It seems that closing to zero meters, or at least the perception by the defending side that the attacker is prepared to do so, is critical in the outcome of the assault.

This begs the question whether a charge without the bayonet, that closes to zero meters, is still as effective as the bayonet charge? Unfortunately the author knows of no specific research around this matter but http://www.dtic.mil/dtic/tr/fulltext/u2/a612103.pdf hints strongly that the bayonet is required to produce the psychological effect on the enemy. Only one recorded encounter involved the bayonet, whereas there were multiple other close combat weapons used which implies the enemy were not scared and stood their ground. Even looking at encounters where only "proper" weapons were used (mostly rifles) the bayonet was used in 1 in 30 combats (3%).

In conclusion bayonet charges that are perceived by the defender as going to contact are decisive, though defensive fire must be overcome. It seem likely that the six inches of steel on the end of the infantryman's rifle are required to produce a decisive psychological impact.

MACHETES AND BAYONETS ARE FUCKING STRONG. Take a machete and jam that bitch up a crushers ass, you'll ruin them. They hate it. This wounds the beno. Just don't do it alone but also don't get FF'd while doing it.

  • Rule 7a: Skirmishes are important
If we consider the standard "two up, one back" formation then two out of three regiments of a division are in the front line, four out of nine battalions eight out of twenty seven companies and sixteen out of eighty one platoons. That's only 20% of the division's potential front line fighting strength actually on the front line. Sixteen platoons carry the fighting for the whole division. Its probably worse than that, as some platoons will be tasked with attacking a critical feature and the others will be waiting until that feature is conquered.

So a "divisional attack" actually devolves into a series of little skirmishes between small units. The literature supports this, though the research was all done in manoeuvres rather than actual battle and they deal with armoured battles rather than infantry battles. The author can see no reason why the same principle would not apply to infantry battles as well as tanks. A look at the average engagement ranges from Rule 4 should illustrate why battles devolve into a series of smaller battles. Infantry do not engage much above 300m.

The phenomena is documented by Rowland in "Stress of Battle" and also in http://www.dtic.mil/dtic/tr/fulltext/u2/a202842.pdf which has some detailed analysis of the work by Rowland and analysis of US trials that show the same patterns.

Any time you're engaging the xenos in combat is a time they aren't freely gaining evo points and just growing stronger. Keeping them in a constant fight keeps them from healing as well. Just know, for every xeno you're engaged with there's another just hanging out in the back not engaging you, and there's another hunting the rear lines to kill your medics and wounded.

  • Rule 7b: Fire, fire and manoeuvre
Fire and manoeuvre, where a part of a force suppresses the enemy and the rest closes, works well. Wigram had this to say: "Platoon and Company Commands have applied some sort of Battle Drill to knock out these enemy MGs. Where they have done so they have invariably succeeded in taking the position with very few casualties."

However the typical two up one back formation is not ideally suited to fire and manoeuvre, it needs more firepower and just a modicum of manoeuvre. Two back and one up seems to be more effective. Colonel Kilcullen (https://www.yumpu.com/en/document/view/ ... alian-army) has this to say, "... the orthodox arrangement of a platoon in the assault, a platoon in fire support and a platoon in reserve does work, but is costly in time and casualties. An arrangement using a much higher proportion of the force in fire support, a reserve of firepower (rather than a manoeuvre reserve) and a small assault element works better in complex terrain."

Move and shoot baby. Super important for dealing with those CQC benos because they depend on landing their big moves that fuck you over. But if they can't hit you and can't run away from you then you can kill those cunts. And killin cunts is what we do around here baby.

  • Rule 7c: Fiddling with squad organisation makes no difference
Since WW2 the US Army has changed its squad organisation umpteen times. The USMC has changed once, and that change is controversial. See www.dtic.mil/dtic/tr/fulltext/u2/1014512.pdf for an overview up to the year 2000. The author sees no evidence that the US Army's performance has dramatically improved compared to the USMC.

The reason is that in both peace and wartime squads or sections are habitually under strength, so the theoretical organisation never applies. WO291/47 says, "a [full strength] section of 1+9 . is assumed but rarely in battle will the section strength exceed 1+6.". www.dtic.mil/dtic/tr/fulltext/u2/1014512.pdf indicates, "As for the US Marine Corps, real-life experience with 13 man squads is questionable, as their is little evidence that we have ever maintained such a large in sustained combat. Indeed, our squad wartime strengths appear to . vary between 9 and 11 men". Wigram describes a platoon as: "six gutful men who will go anywhere and do anything, 12 `sheep' who will follow a short distance behind if they are well led, and 9-6 who will run away" which is 24-27 men when a full strength platoon is 37 men.

These independent squads, when under strength, cannot fire and manoeuvre, with the possible exception of the stronger USMC squad. www.dtic.mil/get-tr-doc/pdf?AD=ADA366298 indicates the "break point" where a squad is no longer effective is 6 men. http://www.dtic.mil/dtic/tr/fulltext/u2/a583578.pdf indicates that an 11 man squad becomes ineffective at fire and manoeuvre (together) when reduced to 7 or 8 soldiers. So somewhere between 8 to 6 remaining soldiers a squad's performance becomes very much degraded. Given that some modern squads are 8 men strong this must be concerning. This is probably why both Col Kilcullen and Wigram both refer to fire an manoeuvre with platoons rather than squads.

For us it's important to note that changing which squad you give what orders to is almost always pointless. In the end it won't make a difference unless you give a squad with no engis FOB or put a squad with only one medic in the position that they'll make first contact with the foe. Echo squads or any other fancy bullshit never really matter and it always just comes down to our few good men doing their part to carry everyone else.

  • Rule 8a: We shall shock them
Some of the rules above have touched upon what the enemy can do to inflict poor morale on troops: the shock of the bayonet charge (see Rule 6d), the suppressive effect of firepower (see Rule 2c) and the demoralising effect of intense bombardment (see Rule 6e)

Morale has multiple meanings and is used in many different ways. In this section I am using it in the wargaming sense. The ability to manoeuvre and hold steadfast in the face of enemy fire and casualties.

In The Stress of Battle, David Rowland addresses shock. This may lead to panic (i.e. a precipitous retreat) but even if it does not it degrades the shocked unit's combat effectiveness by 60%, Rowland analyses the causes of shock. Surprise is a powerful enhancer of shock, and its often difficult to achieve shock without surprise. Rowland breaks down shock as follows

Shock of impact (bayonet charge)
Shock of bombardment
Shock of air attack
Tank Shock (see rule 8b below)
In private correspondence with the author historian Jack Radey, he had this to say about Soviet collapses in 1941, "During the summer fighting into the fall, there were units that fell apart under two kinds of circumstances. If they were hit with tanks and Stuka strikes, while inadequately dug in and with few effective antitank weapons, [they] cracked. Some fought to the death, some fled, some surrendered. Others fell apart once they realized they were encircled, out of food and ammo, and without any communications, orders from above, etc" and "...the idea of fighting panzers and Stukas in the wide open steppe, without adequate AT weapons, is a horrifying thought."

Surprise is key in shocking our enemy. Quick CAS. Unexpected Mortars. OB's from the other side of walls. AP on full blast mixed with some heavy duty concentrated fire. Our tank finally showing up manned by people who don't have their heads in their asses. These things shock and awe the benos and can really turn the tide in our favor. Just gotta show some follow through once we get that shock.

  • Rule 8b: Tanks are scary.
Rowland lists the following causes of tank shock, with the chances of achieving it:

Surprise (on its own): 27%
Surprise + "invulnerable" tanks: 70%
Surprise + poor visibility: 85%
Surprise + "invulnerable" tanks + poor visibility: 90-95%
Without surprise the effects are less pronounced

No additional factors: 5%
Poor visibility: 33%
"Invulnerable" tanks: 47%
Poor visibility and invulnerable tanks: 86%
A "invulnerable" tank is one the infantry don't feel equipped to cope with.

Even if they are not shocking, tanks are still very intimidating. British trials with the PIAT (WO 291/153) indicated it had half the hit rate vs. a moving tank from the front than from the rear (35% vs. 72%). WO 291/1060, referring to the Panzerfaust says, "The disproportionately large number of misses at close range is thought to be due to the fact that short-range firing is nerve-racking to the firer"

From a German document captured by the Soviets ( http://tankarchives.blogspot.co.uk/2017 ... -fear.html ), "The fear of massed enemy tank attacks still grips the soldiers, especially among the young and inexperienced replacements, to the point of mental breakdown. As a result, soldiers often leave anti-tank foxholes and positions, which lets enemy tanks cause significant losses and the Russian infantry to take our positions without battle."

Now that our tank has a scope and a cannon that can one shot some mother fuckers without also giving them a smoke screen to run away with, this bitch got a whole lot spookyer. Before it was nothing more then an FF machine that the xenos just pranked on. Now we can actually maybe use it well if people cover the fucking thing.

  • Rule 8c: Leadership is critical, the four top factors for morale
Command and control (leadership), being surprised, manoeuvrability (being attacked from the rear or flanks) and troop training are the four biggest factors effecting morale, see the breakpoint essay

Leadership and training are the two factors the unit itself can influence. The reader could interpret this as well trained leaders being critical to success.

A couple of quotes illustrate this point, "But leadership is also critical element. Dollard noted that 89% percent of those surveyed emphasised the importance of getting frequent instructions from leaders when in a tight spot." http://www.journal.forces.gc.ca/vo5/no2 ... io-eng.asp and "What bonds these teams and drives them to get results? Simple - Good Leadership" https://www.army.mod.uk/media/2698/ac72 ... _guide.pdf . In The Adventures of Dunsterforce (https://archive.org/details/adventuresofduns00dunsrich) General Dunstable has this to say about the Baku Militia, "Twice a counter-attack was got on the move and advanced bravely, but bravery without skill is unavailing. the leading was bad and failure was the result. In most cases the Baku battalions had fine commanders but company and platoon commanders, who are all important in counter-attack, were miserable.". The lamentable performance of Iraqi forces verses US forces can be partially explained by lamentable leadership. POW interviews from the invasion of Iraq indicate that Iraqi officers were anything other than competent, "no prisoner ever described an attempt by officers to compel resistance against coalition forces." https://ssi.armywarcollege.edu/pdffiles/PUB179.pdf

Men will not follow even the most robust of leaders if they are completely demoralized. During the siege of the FOB is not the time for your heroic charge. Do that well before then. If you're waiting till its to late you've done goofed!

  • Rule 8d: Casualties are bad, but not that bad
To quote McQuie "To summarise, there seems to be no pattern of influence. No matter how casualties are measured battles have been given up as lost when casualties ranged from insignificant to overwhelming"

Although many commentators have opined that between 25-33% casualties are enough to render a unit combat ineffective the evidence seems to indicate this is simplistic. This may be an average figure but the variation around the mean is huge. Leonard Wainstein in http://professionalwargaming.co.uk/TheR ... rmance.pdf indicates for the battles that failed to produce victory, "Losses incurred from these formation covered a spectrum from virtually none to 56%, the heaviest being suffered by a unit moving ahead when relieved.". In cases where a unit was victorious, "...formations that continued to attack or defend despite losses of some degree from heavy to appalling"

The above examples are mostly at division level. However Dorothy Clark produced a very influential report ( www.dtic.mil/dtic/tr/fulltext/u2/059384.pdf) about the break point of infantry battalions, "The very wide individual differences in the ability of infantry battalions to carry out a given mission can not be accounted for in terms of casualties alone, no matter how the data are (sic) presented"

So this one right here is INCREDIBLY IMPORTANT for us. Casualties don't matter at all. A billion marines can die but that's okay so long as we win the round. Most of the dead will be no named nobodies anyway, they we're born to die and their only reason for existing was to die. Cryo will just keep shitting out more of them as the round goes and people log on. What really matters is how many lizards we kill vs how many of our people get captured alive. This is why we kill marines getting dragged away, because the marine that's being dragged away is a lot easier to kill then the beno that's gonna pop out his ass later. Lastly with the magic of defibs and modern medication even the worst of casualties can be recovered and put back into the fight in a short time so long as medical has it's shit together. Most importantly: YOU SHOULD NEVER BE AFRAID OF DYING. DEATH IS ONLY TEMPORARY. SO LONG AS YOU AND YOUR COMRADES ARE NOT COWARDS YOU CAN BE RECOVERED AND SAVED.

  • Rule 9: The woodpeckers will be OK
Apparently the sound of battle does not dampen the ardour of frisky woodpeckers: https://pubag.nal.usda.gov/catalog/1274043

Woody Woodpecker doesn't give a fuck about the horrors of war and can still get his fuck on with Miss Woodpecker. So why are you all such little bitches when it comes to PTFO'ing. Get your ass out from behind that cade and get your fucking grove on fuck boy.

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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 08 Jun 2018, 09:10

Reading Between the Lines
The following sections are the author's interpretations the consequences of the rules. They are not supported by evidence, though they can be logically derived from the rules above.

  • RBL 10a: Special forces are special
It seems that "troop quality" is related to the number of Gutful Men in a force. By troop quality I am using it in the wargames sense, as a measure of the human factors for the troops in question.

The author's sense is that special forces are special by virtue that they are all "gutful". Certainly the training and selection processes intend to produce that effect. If this is so a special forces four man team has nearly as may Gutful Men as a normal platoon.

What with the strange thing a lot of Delta mains have been doing, moving to other squads for some reason.. this one doesn't really apply to us anyone anymore. It used to kinda fit delta and sometimes charlie because they used to have the most robust frequent players but now in days, not so sure.

  • RBL 10b: Snipers are lethal
In this section the author is not talking about designated marksmen, but snipers that operate a distance away from the rest of the comrades.

There appears to be very few published statistics on sniper effectiveness. There are plenty of fairly sensationalist sites on the web lauding snipers with particularly high kill rates. However there is no reason to suppose that rule 5b does not apply to snipers too. There will be a handful or real killers and the rest will be mediocre at best. However, it is the author's contention that the average sniper is more lethal than the average rifleman, because of the way snipers are deployed. Snipers are deployed a distance away from the enemy, compared to the average grunt. This should serve to lower their stress rates and thus improve shooting. They also operate from concealment so are unlikely to be subject to accurate counter fire, at least before they shoot. They have advanced optics, are often accompanied by a spotter and take up commanding positions with good lines of sight. Thus the "empty battlefield" may not appear so empty to a sniper. All these factors should contribute to their improved lethality.

There is a little evidence on the effectiveness of designated marksman in The Fire-power of the Infantry Section https://www.archeion.ca/fire-power-of-infantry-section, which says that 1-2 marksmen will be the equivalent or better than 7 "indifferent" shots. The author infers that "proper" snipers might be even more effective.

Our sniper is kinda weak sauce but like, I guess our specs in general are pretty fucking lethal in the right hands. You could say, when we apply proper use of scopes and NVG's in both HvX and HvH we can do a lot to help ourselves be more aware of the enemies movements, potential positions, flanking opportunities on them. That kinda jazz. But fat chance of those tools being in robust gutful men's hands.

  • RBL 11a: Loss of leaders leads to loss of impetus
A review of literature on casualty rates indicates that unit's casualty rates decline after an initial surge. In effect combat gets less intense. The author's thesis is that this is due to the leadership and the gutful men in the units becoming casualties.

When you lose your SL's and or anyone willing to actually provide any kind of leadership, things get fucked fast. The mean green machine becomes a wet paper towel to the benos as they start making all the calls for the marines.

  • RBL 11b: Elite units won't remain elite for long in sustained combat
If you want a unit to remain elite you have to use it sparingly. If you feed in replacements, unless all the replacements have been trained to the same standard and selected in the same way, the replacements will dilute the "eliteness". The author contends that maintaining a large pool of elite soldiers in reserve to replace losses is unlikely, so replacements will not be up to the same standard. Replacements take a while to reach full efficiency.

Even the best squad of vets will be nothing after two hours of people dying or going SSD. The people waking up from Cryo will never be enough to replace the lost supplies, attachments, ammo, all that everything lost in the battlefield. A quick victory is the best a marine team can hope for. Every minute of time the marines are engaged with the xenos is time they're just getting weaker while the xenos just get stronger unless the marines get kills.

Conclusions
The infantryman's lot is not an easy one. they are by far the most likely soldiers to be killed or wounded. Leaders and the better soldiers are even more likely to become casualties.

Many infantry either do not fire or fire with little or no effect. The overt cause of this is obscure but the underlying cause is almost certainly the fact that combat is very stressful. When they do fire most infantry are highly inaccurate, though those armed with machine guns .perform better. As infantry are so inaccurate the real killers on the battlefield are artillery and mortars. The RPG is a sort of poor man's mortar. Another consequence of the infantry's inaccuracy is that it really doesn't matter what sort of rifle they are armed with: bolt action, semi automatic or fully automatic. Only at very close ranges (c50m) does fully automatic fire have an advantage.

Most infantry are suppressed most of the time so advance rates are not particularly quick

The combat power of the infantry hinges on a handful of "Gutful Men" who shoot and move better than their comrades. These soldiers do most of, if not all of the killing. Many are officers and NCOs. Unfortunately they are also the most likely people to become casualties.

As more and more veteran players are lost to the real world it is up to the new blood of the community to breath new life into the marine team. They must learn the lessons of those who came before them and hear this words clearly and take them to heart.
1! Do not be a fucking bitch. If you die you die, but you'll die like a man. Guts are everything on this battlefield. A cowards death is a pointless one. A heroic death can turn the tide.
2! Never abandon your fellow marine. You are each others everything out there on the ground. If you can't bring yourself to die for your comrades how can you expect them to do the same for you?
3! Coordination will always take too long but it's still key. When you have free time build a connection with your fellow marines and over a series of rounds you will have the skills to know what they will do so you can work together as if you'd been trained in boot camp together. It's like they say, a day in the middle of a war is worth a month in bootcamp for those who survive.
4!
PRAISE THE LORD AND PASS THE AMMUNITION AND WE'LL ALL STAY FREE! https://www.youtube.com/watch?v=s11YeLQJBcg
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by Heckenshutze » 08 Jun 2018, 11:52

This is damn good and fun to read, definitely gonna take note of this shit to keep maining PFC like a true marine. Oorah
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 20 Jun 2018, 10:33

Now that I'm thinking about it. This is kinda a guide ain't it... shoulda prolly posted it there. Whoops.
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by BillyBoBBizWorth » 20 Jun 2018, 16:54

Had a read, theres some really really good points in there! But also some utter shit too.

I would dissect it and point out a few examples, but ill let others do it, i know they are coming.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 20 Jun 2018, 18:35

BillyBoBBizWorth wrote:
20 Jun 2018, 16:54
Had a read, theres some really really good points in there! But also some utter shit too.

I would dissect it and point out a few examples, but ill let others do it, i know they are coming.
This has been around for a little while now so you should go ahead and do it yourself so I can tell you how you're full of shit because I've never been wrong.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by BillyBoBBizWorth » 21 Jun 2018, 05:17

WinterClould wrote:
20 Jun 2018, 18:35
so I can tell you how you're full of shit because I've never been wrong.
Hahahahah, good one man.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by WinterClould » 21 Jun 2018, 10:28

BillyBoBBizWorth wrote:
21 Jun 2018, 05:17
Hahahahah, good one man.
I fail to see a counter argument still. Thus, I have never been wrong.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by Sleepy Retard » 21 Jun 2018, 10:49

Rule 5c: Heavy weapons shoot better

Heavy weapons actually don't shoot better in CM, they stun better. The HPR is dogshit for anything other than sounding cool. The smartgun is inferior against T3s compared to an M4. The A19 has decent single fire, but gets skeeted on with bursts. Sniper rifle might as well not even be in the game. Pyrotech is pretty bad, GL + SADAR are situationally good with competent marines nearby.

"Heavy weapons are sometimes situationally better"
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by BillyBoBBizWorth » 21 Jun 2018, 11:34

WinterClould wrote:
21 Jun 2018, 10:28
I fail to see a counter argument still. Thus, I have never been wrong.
I bet thats the kind of cocky attitude thats a pre-requisite needed before signing up as a mentor eh? Probably.

A counter argument to what exactly? To your claim of "never been wrong"? Never been wrong in general, or just on this topic? Be specific.I know thats kind of hard for the staff to do and all, but give it a crack one day.

Or a counter argument to this post? Because if no one else steps up, then i will sit down with a cup of coffee and dissect the fuck outta this post buddy.
El Defaultio wrote:
21 Jun 2018, 10:49
Heavy weapons actually don't shoot better in CM, they stun better. The HPR is dogshit for anything other than sounding cool. The smartgun is inferior against T3s compared to an M4. The A19 has decent single fire, but gets skeeted on with bursts. Sniper rifle might as well not even be in the game. Pyrotech is pretty bad, GL + SADAR are situationally good with competent marines nearby.
Pretty much agree with all of that.

However i'd go a step further and say that all higher class weaponry are situational, if the circumstances dont support the weapon, the weapon will suck no matter what you do.Thats why these weapons always need to be used as such to get the most out of them, and even then sometimes they still under perform.Theres always exceptions to the rules as always, but everyone should already know that.
Last edited by BillyBoBBizWorth on 21 Jun 2018, 13:07, edited 3 times in total.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by Bath Salts Addict » 21 Jun 2018, 12:06

Rule 4: Everyone is Invisible
Darkness is a xeno's best weapon. In a lot of xeno-marine conflicts I see xenos resting on weeds right at the edge of the Marine's line of sight but would get exposed if someone were to walk forward out of the cades and throw a flare. Warriors and lurkers excel at picking off medics and wounded when no one lights up anything other than the "beaten path" that gets them from point A to point B the fastest. Furthermore, Marines can't CAS or OB what they can't see (with the exception of a smartgunner with mesons. Seriously, give tac binos to smartgunners, they can CAS through walls and into the dark)

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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by Lumdor » 21 Jun 2018, 19:00

Yes, these are indeed my rules for combat.
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Re: The Application of "Bob's Rules of Infantry Combat" in CM

Post by Casany » 21 Jun 2018, 21:10

I mean, while it’s cool to be robust and be one of the gutful men you need to know when to retreat. Some fights you just can’t win. Had a situation where the queen and two warriors charged a position held by only me and a medic, though granted we were both “gutful” men (He was Asimodus ‘Thor’ Smith) But I knew we wouldn’t win. I retreated and we got separated, he was later brought back from death of course. We could have both stayed and just been steamrolled, but there was no use. Now does that make us cowards? I’d say no. There’s a difference between a gutful man and a stupid man, though they are often confused. A stupid man will just continue shooting until he dies, never retreats even in the worst battles, and dies in the first five minutes. A gutful man will retreat when he knows there is no way to win, and usually they survive a bit longer than others.
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