2024/08/07

Infantry section design considerations

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Fantasy force designs are almost a hobby to some people with interest in military affairs. I did very largely resist this albeit I did a couple to bring some points across.Today I'll do another one, at the very basic level: The Infantry section (squad).


I will mention some factors that influence this small unit designing first.

  1. Vehicle capacity. Infantry fighting vehicle: Dismount elements in mechanised infantry/Panzergrenadiere have to fit into their battlefield transport vehicles, often seven dismounts. Car size: A commandeered 4x4 car would usually fit no more than four men, albeit five would be possible if they store their kit in the trunk (=low readiness) or if it's considered tolerable for one to sit in the open trunk.
  2. Buddy principle: Two infantrymen form a buddy team, watching each other, supporting each other psychologically, cross-loading (especially in two-men machinegun teams or anti-tank teams),  leapfrog alternatingly and much more. Furthermore, section leaders have a reduced workload when they only have to deal with buddy teams instead of individuals. Buddy teams may cut the need for intrasquad radios (and their battery supply) by half.
  3. Fireteam/Trupp: The concept of a three to four men group smaller than a section; as scouting or manoeuvre element. Quasi-permanent fireteams have usually a heterogeneous armament.
  4. Firepower categories
    • aimed single shots,
    • bursts (=machinegun or "automatic rifle" job) for suppressive effect, into suspected target locating behind concealment or against fleeting targets (important: ability to sustain bursts despite need to reload or deal with hot barrel)
    • high explosive projection (throwing range or longer, includes some anti-tank capability
  5. Ability to continue mission after taking a casualty or more (depends on behaviour; section of six may be incapacitated and obsessed with casualty evacuation after taking one leg shot, but the not injured men might also just continue the mission, with grey zone in between). Rule of thumb would be that you need two men to evacuate one severely wounded man.
  6. Platoon-like ambitions: The huge U.S. Marines infantry squads are more like small platoons.
  7. Ease of leadership Big sections are difficult to lead; command span at higher levels is often limited to three or four.
  8. Ability to exploit microterrain: Big sections have difficulty to find enough concealment/stay undetected long enough. More men = more opportunities to make mistakes that endanger the whole section. Scouting detachments are 2-3 men for this reason.
  9. Ability to keep functioning if not all nominal members of the section are available for a mission. Sections are commonly reduced in size by lack of replacements, soldiers being away, injuries, sickness and many more reasons. Units should probably have supernumerarii (excess personnel) to cope with this, but one might also expect that a section remains capable with less than nominal head count.
  10. Head count demands for certain basic capability missions such as 24 hrs picket duty.
  11. Considerations of 24/7 360° security effort (difficult to pull off with a strength of two heads, for example).
  12. Ability to carry extra stuff, especially mission-specific add-on stuff that's not basic equipment (an example being heavy anti-MBT weapons).


So here's a section design that could fit:

5-7 men headcount: 1 section leader + 2 buddy teams (2 grenadiers + 2 automatic riflemen, variable: mixed buddy teams or homogenous buddy teams) + optional buddy team (2 riflemen)

  1. Vehicle size: Would fit into IFVs (albeit I could not care less about that)
  2. Buddy principle: In use except for the section leader (unless the section is at even headcount).
  3. Fireteam is not used, although a badly weakened section could end up at fireteam strength.
  4. Firepower categories: Two aimed shot&HE projection members plus two burst firepower projection members in core team of five, optional buddy team usually adds more single shot firepower and especially more carrying capacity (more munitions for bursts and HE). Burst fire alternates between the two automatic riflemen.
  5. Ability to continue missions after taking a casualty: Buddy of the buddy team is default carer for a wounded member. Drag to safety, carry to treatment with a combat medic (not section member).
  6. Platoon-like ambitions: That's what platoons are for.
  7. Ease of leadership: Buddy principle used to reduce the span of command of the section leader to three. 
  8. Ability to exploit microterrain: Seven is more able to do so than eight or more, obviously.
  9. Ability to keep functioning: Section of seven can make do with five (an ability that is a product of doctrine, equipment & training).
  10. Head count demands for basic capability missions: Five suffices usually.
  11. Considerations of security effort: Five suffices.
  12. Ability to carry extra stuff: Whole optional buddy team available as porters, for their basic equipment is minimised.

What's "unusual" in this section design? It takes self-discipline to plan for two riflemen without much basic equipment load (other than rifle/carbine and its munitions). 'Normal' force design would not have that at all.

Weaknesses of this section design:

  • There's no wizardry, so you cannot have huge firepower such as two medium/universal machineguns plus multi-shot automatic grenade launcher plus section commando mortar plus anti-MBT weapon in such a small section. I understand many people would prefer to replace one automatic riflemen with a real machinegunner. That's doable by temporarily allotting an actual machinegun if the headcount is at least six (else it's IMO too much weight unless it's about trench defence). It would even be possible to use two temporarily allotted machineguns in trench defence (because trench defence is least sensitive to heavy burdens).
  • No strongly penetrating & long distance accurate 'designated marksman rifle'. Automatic rifle/assault rifle/carbine use the same magazines and munition. The addition of a different calibre would cause headaches. The use of a powerful calibre by the whole squad means excessive weight = less agile = less survivable outside of trench fights
  • The "grenadiers" would be the ones assaulting a building with demolition charges and hand grenades or lead a trench-clearing action, thus getting more typically close with the enemy than the automatic riflemen. Getting close means sights should be optimal for close up, not optimised for long distances. The automatic riflemen would have their weapons shot hot (and thus inaccurate) often, so cannot really deliver accurate single shots at long (in this case 200+ m) distances. The section leader must not reduce himself to tunnel vision. So who is going to be red dot sight user (optimal for short distances), who is going to be magnifying sight user (tunnel vision if more than 1.5x, optimal for long distances*)?

 

The inspiration to go for 5-7 was actually a book on Panzergrenadiere in WW2, in which the author recalled that the nominally larger sections quickly shrank to 5-7 members and then remained at that strength for quite a while.Sections larger than seven would be too difficult to lead, experienced section leaders would even leave men behind rather than going into battle with a bigger section than seven.**

So next time you see a section design discussion (such as about whether a new combat transport vehicle should have seating for seven or eight dismounts), you have (I presume) a couple more ways to judge the opinions brought forward.

related:

youtube.com/watch?v=2s_rowtboNI&list=PLwb1pjLd3hpLpFiEUJiSL4F7Q295HxoQ7


S O

defence_and_freedom@gmx.de

*: Magnifying sights are also very helpful for identification purposes, but identifying hostiles or friendlies would be the section leader's job. He has the binoculas that the sectionneeds for picket duty and calling in fire support anyway. The section leader controls the section firepower and has a lot of demanding special tasks like this one.

**: I never saw this claim corroborated elsewhere, though. Source "Die Panzergrenadiere" F.M. von Senger und Etterlin, J.F: Lehmans Verlag, 1961, page 102



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15 comments:

  1. The concept of buddy teams might change with the availability of robots that can support an infantryman.

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    Replies
    1. I don't think so because it's also about psychology.

      Delete
  2. Rise and shine, Mr. Ortmann! Check the news of the Nordstream Kaboom. I have a lot of choice words for you and your fellow Germans but I would rather not be rude and just let nature run its course. Not my problem.

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  3. Diversionary tactics. So now a "Ukrainian" did it? I call absolute BS.

    The United States' and Britain's stories are falling apart, competent European intelligence agencies are putting the pieces of the puzzle together, and they are telling their leaders. The whole deception was about to blow up, and Americans and their stooges were about to be publicly accused by Europe.

    At most, a Ukrainian operative was present, but far from the main shot-caller or even trigger-puller. It's like you're being chased by a wolf, you throw some nice red meat behind you to buy more time. Just more stalling.

    Still think America's got your back? Mental slavery's a hell of a drug.

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  4. Your suggested section seems similar to the sections or Strumgruppes of the 1944 Volksgrenadier divisions; also the assault platoons of the Wagner mercenaries at Bakhmut- both used sections of less than 10 soldiers, for Wagner just sometimes 5.
    I think your proposed model is a little too specialised towards assault, as you note the presence of a light machine gun would make the squad also capable of defensive duties (holding a trench or outpost ). Maybe do it like the Volksgrenadier model, where the platoon in included a section of LMGs that could provide fire support as a whole unit or be assigned as individual gun teams to a particular assault section.

    ReplyDelete
    Replies
    1. The automatic rifles are actually more deadly than the typical WW2 light machinegun (such as the Bren Gun or DP-27) due to flatter trajectory, better bullet design, better dispersion and better sights.
      Two of those is quite some firepower for a mere 5-7 men section, and nowadays we don't need so many machineguns vs. mass assaults. The way to go for defending a trench starts with battlefield interdiction FPVs engaging vehicles 20 km deep, arty fires on marshalling grounds, suppressive mortar fires+thermal sniper shots to stall advances and only very late the entrenched troops may get to see some enemy infantry.

      It could be criticised that the automatic rifles/magazine LMGs don't have 'big weapon status' and thus not its fortifying psychological effect on the user. The section leader needs to control fires to compensate for that.

      Delete
  5. What's with the gigantic 14 man squads? Who has used them and when?

    The large squads in WARNO seem to use their size to carry more diverse weapons. Like 3×LMG or 2×MMG or 1xDMR plus 8×RPG or 6×ATGM (light ones like Dragon and Metis) or 6×MANPADS. Everyone else is armed with carbine or AR. But it's a game afterall, I don't trust a game that calls Carl Gustav 66mm or claims VAB carries 4800 20mm rounds, LOL.

    ReplyDelete
    Replies
    1. The USMC usesd 12 men squads and goes toward 12 men squads AFAIK.
      Their platforms had very varying capacities (UH-1, CH-46, AAV-7, MPC, LAV-25 had all different passenger capacities, from 6 to 25 (not even counting CHH-53, which is more for cargo). So it's a mystery to me why they stuf with such huge sections.

      WW2 platoons were often just a little bigger than 20 men.

      Delete
    2. USMC organization can be found on their website (MCRP 1-10.1 and prior editions were MCRP 5-12D; for most of WWII on, the 13-man infantry squad was the norm until recent reorganization, but actual bayonet strength was far lower due to casualties. James Webb (former Senator and Secretary of the Navy) wrote a relevant article about his platoon organization in Vietnam with six-man fire teams: "Flexibility and the Fire Team;" available on his website.

      GAB

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  6. That game frankly seems ridiculous. Fun yes, but silly. U.S. Marines had these 14 man squads in the 60s and 70s.

    I can see a heavily armed (large) squad with (3) LMG, even (2!) tripod MMG (strictly defense mission). (1) DMR is kinda standard these days.

    As for the rest: (8) RPG, (6) medium or even lighter ATGM? Pure fantasy.
    Hey, as a commander, I would have everyone have this standard loadout: A 20mm sniper rifle, a choice of a grenade machine gun (40mm)/or 7.62 gatling gun/or 14.5mm Heavy MG, maybe an 81mm mortar, and don't forget the ground-launched Hellfire missile system (shoulder fired, of course). That's for each and every infantryman.

    All that would take is to suspend physics . . .

    ReplyDelete
    Replies
    1. I actually wrote that my 5/7 design could receive extra MMGs for when needed:
      "It would even be possible to use two temporarily allotted machineguns in trench defence (...)"

      Delete
    2. I said "or", not "and". The guns are their primary. The explosives are shared between them.
      Here are some 10+ man squads from that game:

      Aero-Rifles, 13 men
      10×M16A2
      3×M249
      6×AT-4

      Green Berets, 14 men
      11×M16A2
      2×M249
      1×M21
      8×AT-4

      Spentsnaz, 12 men
      10×AKSU-74
      2×PKM
      4×RPO-A

      Jäger, 11 men
      10×G3A4
      1×MG3
      6×CG M2

      KdA Schützen, 14 men
      13×KMS-72
      1×LMG-K
      6×RPG 2

      I can't wait for Broken Arrow. Hopefully they release by early 2025.

      Delete
    3. 6x Carl Gustaf in a German squad?
      They existed (by that time probably already reduced to illumination tasks), but AFAIK squads never had them as STAN. STAN was Panzerfaust Lanze
      https://defense-and-freedom.blogspot.com/2010/07/west-german-rpg-7.html
      and as munition a couple DM34 Handflammpatronen (red phosphorous projector, one shot each).
      I remember the Jäger section of 1980's as 10-men, BTW. Maybe it was 11, but then #11 would be a driver and would rather not dismount.

      The U.S. Army had no AT-4CS (M136) in use yet by 1989 AFAIK.

      Delete
    4. 6 is probably like one loaded launcher and 5 rounds, but for RPO and AT-4 there is no way around as they are disposable single use, obviously.

      Speaking of AT-4 it was adopted by the US in 1987 and was present in the Invasion of Panama in 1989.

      DM34 is in the game, too. Pioniers of West Germany use them. 10 men, 10×Uzi, 4×DM34.

      Importance of logistics is baked into the game, too. Like KdA Bezirk Erfurt has militia grade infantry, but can bring in big boys like 2S7 and Buk because they are local.

      Delete
  7. Let me give you my 2 cents on this topics.

    First of all, most countries have seemed to standardize on around 6-8 people + 2-3 vehicle crew for Mechanized Infantry and with Light Infantry being around 8-10 people. I know a lot of countries in theory have two (or even three fire teams) but in practice the squad just operates as one unit. In terms of weapons, most squads have one belt-fed MG (either a LMG or a GPMG), a few grenade launchers, a few disposable RPGS, and maybe a DMR. If more firepower is required (like a Carl Gustav or a commando mortar for example), then they can be deployed in a 3-4 man Weapons Squad attached to the Platoon HQ.

    Manpower and span of control is the limiting factor for why squads the size they are. In WW2, Germany’s light infantry went from 13 soldiers per squad, then to 10, and then finally to 9 due to manpower issues which resulted in a platoon around 32ish soldiers. A similar trend happened to the US Army (and the Marine Corp as well) in Vietnam and later Afghanistan/Iraq where on paper they had these big platoons of 40+ men with an additional Weapons Squad (US Army) but in practice the platoons were only 32ish people with whatever machine-guns they had being integrated directly in the three squads.

    Both Germany and the USA also learned it easier to manage a smaller squad with a greener NCOs especially due to retainment issues (people leaving or dying) and when there are attachments (in case of being mechanized with an IFV).

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