Infantry (general)

Infantry is the backbone of any army throughout history, even in modern times with all kinds of advancements and computer assisted warfare, it's still a humanbeing who is pulling the trigger in the field, pressing buttons in facilities or moving borders.

*War of Tactics* feature 6 primary types of controllable infantry with a lot of variation between factions. They are as followes:

* Militia Infantry - Cheap but often lacking in firepower.
* Light Infantry - Economical alternative to regular infantry.
* Professionel - Default infantry available to all factions.
* Elite infantry - Quality troops with better preformance.
* Paratroopers - Infantry deployable from aircraft, count as Elite infantry.
* Engineers - Troops not meant for frontline combat but vital for operations. (titles varies but the function are the same)

From here on you have add-on units to infantry groups such as:

* Officers
* Technicians (compatible)
* VIPs

Infantry can also be upgraded to a certain status to focusing their performance on the battlefield.

* Cavalry
* Bike infantry (replaced by ski in winter scenarios)
* Ski infantry (replaced by bike in none-winter scenarios)
* Recon infantry

The game also feature 2 types of none controlled infantry, these the scenario specified and not obligational for playing the game. These are referred to as:

* Civilians
* NCU (None Controlled Unit)

## Infantry Mechanics

In War of Tactics, Infantry plays the role of relatively cheap but valuable units able to deal with any threat (in theory) with the right equipment. Although being the most customizable unit in the game, infantry is also the most standardized unit across factions.

This is why the individual factions do not have characteristics written down about them as they follow the norms in the *Main Rule Book*.

All infantry have the same mobility stats with minimum variation.

* Few units have exceptions, such as hungarian *Gyorshadtest* which do not pay mobility penalty for mounting/dismounting vehicles.

### Morale

Infantry is susceptible to casualties of all kinds and this effects their moral as well as their combat effectiveness. If a squad of infantry takes 50% casualties of it's original members within 1 turn, the unit will be suppressed for 1 turn. This also applies to units who have already taken mild fire and is down to less than 100% when it looses 50% of it's original size.

Units which are suppressed have the following penalties

* Forced to ground, which counts as improvised cover (unless the unit is already in cover)
* Mobility limited to 10cm.
* Range of weapons is limited to 40cm.

This also means an enemy who ambush and kill 50% of the infantry from a position outside of 51cm cannot be exposed to return fire from that squad. Officers, Technicians and VIPs counts as a modifier however. so if a 10-man squad is equipped with an Officer, a Technician(radio operator) another Technician(Flag bearer) and a VIP will consist of 14 members and will only be suppressed if 7 soldier are lost within 1 turn, irrelevant of the amount of sources. This also includes casulties from friendly fire or the squad's own fire such as grenade accidents or stray artillery shells.

* Militia units have a minus 10% penalty to this rule and are easier to suppress when exposed to enemy action.
	+ A 10-man squad is suppressed at the loss of 4 rather than the loss of 5.
	+ This effect also affects any Officer, Technician or VIP added to the group, endangering their survival as well as the group.
* Elite infantry are harder to suppress and have a plus 10% benefit
	+ A 10-man squad is suppressed at the loss of 6 rather than the loss of 5.
	+ This effect also affects any Officer, Technician or VIP added to the group, improving their survival as well as the group.

### Grenades

Basically all infantry types are able to use handgrenades of various types. These greatly improve the overall usefulness of infantry both on the defence and offense. Handgrenades are free of charge and the selction of grenades varies between factions.

The functionality of handgrenades is short range explosive weapons. They replace a weapon in use but if a squad of infantry is only equiped with bolt-action rifles and the enemy is within range of hand grenades, it is better to throw a grenade rather than fire a rifle as it is more powerful in all regards. It offers more firepower, splash damage and has the ability to knock out vehicles reliably.

The types of grenades available are as follow

\*Counts as War Gear