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#Mechanized Infantry
nnn-lll-nnn · 10 months
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Point Zulu X-ray Charlie, Position Quebec Foxtrot Golf.
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</>doEs any notheRfvuckhyingh persontzelhynviyhn on tdzisz nyhent kopiy!?</>
</>vEre veing being overrun! We need help hyelpnn nauw!3¡!!!</>
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battleorder · 2 years
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🇺🇸 Notional late 70s/early 80s U.S. Army Mechanized Infantry Squad task organized to conduct an anti-armor ambush, with an Armor-Killer Team (with M47 Dragon ATGM) and Support/Security Team with M72A2 LAWs to supplement.
⚔ This is based on the 1977 field manual for the Mechanized Platoon and Squad, mounted in the M113 armored personnel carrier. The manual gives several variations to the squad based on different conditions, such as being understrength or to tailor it to a specific mission. Because there were distrinct Carrier Teams (minimum of 2 but possibly more) and Maneuver Teams (which themselves could be split as necessary) there was a lot of variation within the manual depending on unit SOPs.
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⚔ Generally speaking, squads were 11 men at the time with a dedicated 2-man crew for the track (but more could stay behind if necessary). The Platoon HQ had 3 M47 Dragon ATGMs to distribute to the squads (but squads didn't need to take them out if unnecessary). Each squad organically had its own M60 machine gun, but the platoon had an additional 2 M60s to reinforce 2 of the squads. M72A2 LAWs and other munitions were distributed as necessary but about 3-5 LAWs is commonly mentioned in the manual.
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⚔ These were the infantry that would typically work with friendly armor units in Mechanized and Armored Divisions. Light infantry (infantry, airborne, air assault, rangers) also had 11-man squads but were split into a 5-man Alpha Team and Bravo Team under the SL.
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casbooks · 2 months
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Book 42 of 2024 (★★★)
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Title: Heavy Metal: Memoir of a distant war Authors: Edward Roby
ISBN: 9783347130500 Rating: ★★★ Subject: Books.Military.20th-21st Century.Asia.Vietnam War.Armor
Description: This is the story of an armored infantry company in action north of Saigon during the phase the Vietnam War spanning the Tet offensive. The narrative unfolds from the vantage point of a young infantry captain who commanded Company C, Second Battalion, Second Infantry Regiment in the First Infantry Division from late September 1967 through the end of April 1968. 'Heavy Metal' spotlights the central role of armored vehicles as fast-moving gun platforms in the deployment of his mechanized infantry soldiers. Apart from combat actions, the book describes a soldier's everyday life in fortified field positions, the defense of the division's forward base at Lai Khe, the company's decimating outbreak of falciparum malaria and the inevitable accidents with explosive ordinance. This is the story of an armored infantry company in action north of Saigon during the phase the Vietnam War spanning the Tet offensive. The narrative unfolds from the vantage point of a young infantry captain who commanded Company C, Second Battalion, Second Infantry Regiment in the First Infantry Division from late September 1967 through the end of April 1968. 'Heavy Metal' spotlights the central role of armored vehicles as fast-moving gun platforms in the deployment of his mechanized infantry soldiers. Apart from combat actions, the book describes a soldier's everyday life in fortified field positions, the defense of the division's forward base at Lai Khe, the company's decimating outbreak of falciparum malaria and the inevitable accidents with explosive ordinance.
My Review: Meh… nothing really happens, nothing is really gained by this book except to learn more about how NDP's are set up and the famous Hay's Holes.
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henk-heijmans · 5 months
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Ukrainian infantry soldiers of the 23rd Mechanized Brigade, Avdiivka, Donetsk region, Ukraine, 2024 - by Roman Pilipey, Ukrainian
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my caves of qud character getting gender euphoria from opening their sheet and seeing chrome "hardpoint" equip slots
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nyapetaleijon · 1 year
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how do i always forget how hard GPTvsTMK goes. unbeatable
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the-nomadicone · 2 years
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Ex. Silver Arrow // German Army
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so far getting into the mechanisms has had the devastating effect of me having to explain to my mother that the lines "they're booooiling us, they're booooiling us-" have been playing in my head nonstop for the past three days
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madlichen · 8 months
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Civ, what do you Mean I lose???? I play for Ten Hours and come within 3 turns of science victory and all I get is, "You lose, next!"
Fucks ache.
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vexwerewolf · 7 days
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If I could ask you for some advice, what do you think helps the flavour text of a mech or piece of equipment sell a player on the fantasy of using it?
I'm finding it frustratingly difficult to do so with my own homebrew content: I can come up with lore and backstory easily enough, but re-reading it feels dry, and I can't help but contrast it with how the descrptions in official content and other supplements is more evocative, at least for mechs.
Let's observe some corebook Lancer flavour text and examine the various varieties it comes in.
Purely Functional
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While it's usually not the most fun type of flavour text, this just tells us what the weapon is, and - if it has any particular tags or on-hit effects - why it's like that. The Hand Cannon is a good example: here's what it is (modified pistol), here's why it does more damage, and here's why it has Loading.
The main advantage of Purely Functional flavour text is that it provides space for other types of flavour text to breathe. Flavour text is a great place for jokes, but it's not good for every piece of flavour text to be a joke - the pauses between notes in music are just as important as the notes.
Obfuscating Vendorspeak
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The Bristlecrown Flechette Launcher this is a great example of dark humour that Lancer uses quite often: marketing fast-talk to cover up something really unpleasant. The joke here is based on us understanding precisely what the equipment does mechanically, and then seeing how the manufacturer tries to sell it. There's a bunch of dense technobabble here meant to obfuscate the fact that this weapon fires knives in every direction specifically designed to kill infantry.
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Deadpan Weirdness
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The joke here relies on describing something extremely weird like it's the most natural thing in the world. Wait, you're telling me that in a world where I can just print new parts if the old ones break, they put DRM on my fucking knife and I have to apologise to the fucking knife maker to get a new one? What the fuck, dude? Why are you acting like this makes any sense?!
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My sword uploads fucking what to the Space Internet?!
Third-Act Twist
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This type of flavour text disguises itself as something else - most often Purely Functional - and then hits you with Third Act Twist. It makes you go "wait, what?!" It's very classic setup-punchline stuff. You're telling me my mech can rot?!
As a side note, Lancer loves to use this for its NHPs.
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WHY DID YOU PUT THAT IN SCARE QUOTES, LUCIFER
Worldbuilding
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This is similar to the Purely Functional, but instead of just describing technical specifications of the weapons, it puts the weapon in the broader context of the setting's history. Okay, so we know what this weapon is and what it does - why was it built? What was the original use case, and why? Most importantly, what can the existence of this weapon tell us about the world that build it?
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Whimsical Aside
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This is the insertion of a light-hearted, humanising little insertion regarding how this piece of equipment gets used in the field. This serves to remind us that soldiers aren't cold, unfeeling killing machines: they can be as emotional, irreverent and silly as the rest of us, and they do things like name their mobile bombs...
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... or call resupply drones "mech snacks."
The Ominous Out-Of-Context Quote That Explains Nothing And Only Raises More Questions
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As I've said in multiple textmash memes, this is basically Tom and Miguel's shorthand for "this technology is Intensely Fucked Up in a way that it is more fun and scary not to explain." This is essentially Lancer's version of SCP's [REDACTED].
You might think this is the domain of HORUS, and you'd be right, but every single manufacturer indulges in these - although IPS-N had to wait until NRFaW to get theirs:
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What the fuck do you mean by that, Lancer?
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ethandoesathing · 4 months
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Mechanized Urban Infantry
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sapphosewrites · 4 months
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The more we know about Garak the more ridiculous some of his lies seem in retrospect. I was a gul in the Cardassian mechanized infantry - no the fuck you were not
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casbooks · 2 months
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Book 36 of 2024 (★★★)
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Title: The Platoon Commander Authors: John O’Halloran
ISBN: 9780733647475 Rating: ★★★ Subject: Books.Military.20th-21st Century.Asia.Vietnam War.Australia
Description: John O'Halloran was a country boy from Tamworth, NSW, who was called up for national service not long after the start of the Vietnam War. As a tough and determined 21-year-old, he guided 6 RAR's B Company 5 Platoon through some of the biggest conflicts of the war, including Operation Hobart and the Battle of Long Tan. But he faced his hardest military challenge at Operation Bribie, leading a fixed bayonet charge against a deadly Viet Cong jungle stronghold. The Platoon Commander is an unmissable and devastating first-hand account of the realities and brutalities of war, and especially this war fought in jungles, not trenches, which would go on to bitterly divide Australians. O'Halloran's sense of duty and strong character carried him and his men through fierce battles and uncertainty. His sense of humour kept him going through the years afterwards. His indomitable spirit inspired the men of 5 Platoon to fight against the odds to achieve the mission - no matter how treacherous - and even away from the action and in the many years since O'Halloran kept the respect of his men. Now regarded by many of his peers as a national treasure, John Patrick Joseph O'Halloran has been quoted in almost every important book written about Australia's involvement in the Vietnam War, yet has never told his own remarkable story. Until now.
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dailyadventureprompts · 5 months
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DM Tip: Lining up the Pieces
A few years ago I saw a video that changed the way I design combat encounters, using chess pieces and 4th edition monster roles as a handy way of conceptualizing the enemy roster and making better combat.
I’ve wanted to refer back to it for ages now, but I can’t seem to find it.  As such, I’m going to reproduce it’s wisdom here for everyone’s benefit and hope I can find the source one day.  ( I feel like it was a Matt Coville video, but my searches have turned up nothing. Seriously, if you can find it I will be extra grateful).
TLDR:  You can break down enemy combatants into six (ish) roles represented by different kinds of chess pieces, and you can mix and match them when designing encounter to create fun tactical scenarios. You can also use this as an alternative to CR picking a “budget” of these enemy roles based on how many players are in the fight.  Check out the types below the cut: 
Infantry (pawn):   Generally weaker and mechanically simpler than any other type of combatant, the infantry uses teamwork or sheer numbers to overwhelm the party. This can be anything from rank and file soldiers to a necromancer’s skeletal minions to a pack of wolves, anything that takes up space on the battlefield and prevents the party from targeting who they want or generally getting their way in a fight. 5e combat is a numbers game, and the infantry is there to swing the numbers in the enemy’s favour (until the party cut through them to even the odds).  Infantry likes battlemaps with chokepoints they can hold and crossroads they can use to outflank opponents. When budgeting they’ll have a balance of 2 infantry per 1 player they’re matched against , but the weaker they are, the thinner you can spread them.
Brute (rook): High defence, high offence, the brute is an outright threat that the party should not want to take in a head to head fight. Giants, beasts, constructs, and heavy armoured warriors are your traditional brutes, but you could also go with a buffed to hell battlemage getting all up in the party’s face. Conversely, every brute has some kind of weakness that the party can exploit. They might be slow, or be unable to maneuver as easily, or like a werewolf, fiend, or troll, have particular weapons or damage types that overcome their natural resilience. Their job is to force confrontation, blunder into the middle of combat and force the party to act defensively rather than proactively. They soak up the party’s frontline’s attention while forcing the mid/backlines to scatter under the threat of too much raw damage.  The brute Likes open spaces where they can have a direct path to the party and dead ends they can corner their targets against. Budget: Around 1 per 3 players
Skirmisher (knight):  A very broad type of opponent, the skirmisher’s job is to bully  the party’s weapsots whenever they’re exposed. They can do this by being ranged fighters ( traditional archers, magic users) or by being highly mobile (stealthy, mounted, flying, teleporting). They’re the bane of the party’s backline, generally targeting whoever has the lowest armour/or least health, then using their evasiveness to deny any kind of retaliation when the group rallies to protect their squishy friends. Skirmishers have great offence but are generally pretty weak, made helpless when you can deny them their movement/terrain advantages.  Skirmishers like unfair fights, terrain that gives them a movement advantage, cover, or allows them the highground over their foes.  Budgeting: 1 per 1-2 players. 
Controller (bishop):  The controller’s job is to fuck with the party, Either by locking down some of their stronger options (counterspelling, mind control, status effects, grapples),  by manipulating the battlefield in some way that disrupts planning (aoe spells to prevent grouping together, summoning to reinforce numbers,  barriers and banishment to single targets out), Or by advancing the baddies’ goal while the party is otherwise occupied (the cult priest finishing the disastrous ritual, the master thief making off with the mcguffin) forcing them to split their attention. The controller likes to distinctly be away from combat, and will usually be on the otherside of some kind of hazardous/hard to bypass barrier, sometimes of their own making. Budgeting:  1 per 2-3  players: 
Support (king): Usually a healer, bodyguard, or some kind of buff-bot, the support wants to piggyback on other sorts of units or make them better at doing their jobs. Generally this means they’ll ignore whatever the party is doing to focus on staying with effective range of those who most benefit from their abilities. Supports will stay back in safety while throwing out buffs, bodyguards will put themselves between the party and their designated defendee. They tend to prefer whatever type of terrain most benefits their partners. 1- 2-3 players
Elite (queen): Something to be reckoned with, an Elite mixies the strength and abilities of two other kinds of combatants and uses both to devastating effect. Combine a brute and a support for an unstoppable frontline commander, or infantry and a skirmisher for an elite striketeam that attacks in perfect coordination before fading back into the shadows.  Mix and match for whatever combination you think would be most interesting for a situation, then supplement it with a different unit or two for contrast.  Elites make up your traditional “big bad and minions” bossfight, without escalating to the full party challenge of “solo” monsters. Budgeting: 1 per 3-4 players. 
Picking the right Pieces:
Generally what you're going to want to do when planning a combat is to first think of what the baddies are trying to acomplish with the fight then pick 2-3 different types of baddie that you think would work well in concert to achieve that goal. "Kill the party" is an all too common goal, but you could easily imagine others that provide for dynamic stakes:
A group of forest bandits intend to rob a caravan, so they unleash a captive warbeast as a distraction while their archers rain chaos from above (Infantry, brute, skirmisher)
A villain abducts an important npc into a carriage while their dutiful muscle run interference (controller, brutes)
A necromancer hurls curses from behind a barricade of gravestones while their undead minions pour from surrounding tombs ( Controller/infantry)
While the party is ambushed by an archer in a tower, a cloaked figure waits in the underbrush, waiting for them to thin out and begin picking them off one by one (paired skirmishers of different types)
After the fighter is tricked into single combat against the mounted arena champion, the rest of the party will have to search the crowd for the caster secretly channeling healing magic to their opponent. ( combined brute/skirmisher elite, support)
Once you've got your pieces picked out, you can start designing the battle arena taking the desires of each combatant into account while also throwing in any environmental flourishes you'd like to enjoy.
As an added benefit for DMs like me who don't have the inclination or budget to collect huge batches of minis, it's SUPER easy to pick up a second hand chess set or two and use them as stand ins. Your players will have an instinctive understanding of what each piece does which will help them understand the roles outlined above.
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madokatoru · 1 year
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Lesbians love mechanized infantry and infantry fighting vehicles
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adnauseum11 · 8 months
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Bomb (John Price x Reader)
My insomnia is keeping me up and this kept me occupied.
Summary: Kate Laswell corners John Price with a loaded question. John admits to some startling news.
less than 1k words
SFW
no CW
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Besides his mother, Kate Laswell knows John Price better than anyone. So, when they convened their bi-monthly poker game, she knows something's up almost immediately. John obliged her curiosity by playing well enough to make it down to the last three players, thus enabling her to trap him in the kitchen to question him away from the eyes and ears of the few remaining guests.
“How’s retirement treating you, John? Anything new?”
John raised a brow at the open-ended question, twisting from the sink where he was rinsing glasses. 
‘It’s fine, Kate. Why do you ask?” The near formal response confirms her suspicions.
“You look like you’ve been trying to crack quantum mechanics all night.”
“Poker is hard.” John said lamely in a last-ditch attempt to not have this conversation. 
“Not that hard. Not for you. What’s up?” 
John sighs heavily and gives up on his self-assigned task. He fully turns, hands fisting on his still trim hips and assesses how doggedly Kate’s going to chase this. It’s Kate though, so he resigns himself to admitting his most recent conundrum.
“I have a friend. Known her since I before I shipped off to join the infantry. Our circle of friends grew apart but we stayed in touch.” John downplays their friendship, or that his routine when coming off a mission is to text her straight away.
Kate’s eyebrows nearly hit her hairline in surprise. John has never mentioned this woman. Sure, talk of personal lives is limited in their line of work, but they had spent years developing a friendship beyond their professional one. Kate thought she knew him pretty well, all things considered. 
“What’s the problem? She get herself into something she shouldn’t have?” Kate asks, going for the obvious.
“No, nothing like that. Although I wouldn’t be surprised, the woman’s middle name ought to be trouble.” The ghost of a fond smile tugs at the corners of his mouth.
“What is her middle name?”
“Grow up, Kate.” John rolls his eyes; he’s spent years keeping his work life and his small personal life separate. He’s not about to compromise that like a rank amateur. 
“Worth a shot.” Kate smiles and crosses her arms over her chest, waiting John out. 
“I’ve asked her out, we’ve gone on a few dates.”
“And? I’m still not hearing a problem. Really never would have pegged you for melodrama, John.” Kate chides gently, enjoying the disapproving look he sends her way. 
“Mind yourself, I’m retired not dead.” John grumbles, crossing his own arms over his broad chest.
“So, what’s the issue? You decide you like being friends better and it’s awkward now?”
“No. Nothing like that. Actually, the opposite of that. But, ah… I’m not sure we’re on the same page.” He scrapes his nails through his facial hair in a reflexive gesture.
Kate’s face softens as she realizes what he’s saying and turns, going on tiptoes to reach a high cabinet. It’s filled with liquors and she pulls a scotch down, pouring them each a few fingers of the amber liquid. 
“Cheers old man. Welcome back to civilian life. Relationships are hard.”
“Thanks Kate. Very helpful.” John nods and sniffs his drink before taking a taste. 
“I find it hard to believe a woman who has apparently known you for years, and has agreed to go on multiple dates with you isn’t attracted to you, John.”
“She shuts me down, won’t let me do anything but kiss her.” 
John throws the rest of the drink back in one swallow with that admission and Kate watches her old friend for a moment. 
“How long you been in love with her?” 
John chokes, coughing and thumping himself on the chest before raising his eyebrows incredulously at Kate. 
“Never said anything about love –“ 
Kate doesn’t let him finish.
“This is the first I’m hearing this woman exists and I’ve known you for the better part of two decades, John. You have gone out of your way to keep her to yourself, for a very long time. She’s got to mean something to you. So, you’re all in on this relationship now that your life has stabilized and she’s dragging her feet. Is that it?”
“Fuckin’ hell Laswell.” John’s reaching for the bottle of scotch to refill his glass.
“Find out why she’s dragging her feet and fix it you idiot. No risk no reward, you know that better than anyone. Now who’s got to grow up?” Kate raises her own brow back at a gobsmacked John. 
“You make it sound easy.” 
“Well, it’s pretty straightforward. Easy is another story. That’s between you and…?”
The look John gives her is withering before he throws back another drink. 
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