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* ''VideoGame/CompanyOfHeroes'' has most units use a weapon that will be at least usable against infantry, if not especially good at it (the especially good ones usually either having a [[MoreDakka high rate-of-fire]] or [[HerdHittingAttack simply explodes over a large area]]). The minority that aren't are anti-vehicle specialized weapons, which ''can'' kill unfortunate infantryman in a single hit [[ChuckySalsaRule due to their power]], but are encumbered from being particularly useful in that regard by a low fire-rate and abysmal accuracy against man-sized targets and make actually killing them in most cases a miracle.

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* ''VideoGame/CompanyOfHeroes'' has most units use a weapon that will be at least usable against infantry, if not especially good at it (the especially good ones usually either having a [[MoreDakka high rate-of-fire]] or [[HerdHittingAttack simply explodes over a large area]]). The minority that aren't are anti-vehicle specialized weapons, which ''can'' kill unfortunate infantryman in a single hit [[ChuckySalsaRule [[ChunkySalsaRule due to their power]], but are encumbered from being particularly useful in that regard by a low fire-rate and abysmal accuracy against man-sized targets and make actually killing them in most cases a miracle.
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* ''VideoGame/CompanyOfHeroes'' has most units use a weapon that will be at least usable against infantry, if not especially good at it (the especially good ones usually either having a [[MoreDakka high rate-of-fire]] or [[HerdHittingAttack simply explodes over a large area]]). The minority that aren't are anti-vehicle specialized weapons, which ''can'' kill unfortunate infantryman in a single hit [[ChuckySalsaRule due to their power]], but are encumbered from being particularly useful in that regard by a low fire-rate and abysmal accuracy against man-sized targets and make actually killing them in most cases a miracle.
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SubTrope of WeaponOfXSlaying. See also AntiAir, AntiArmor, and AntiCavalry.

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SubTrope of WeaponOfXSlaying. See also AntiAir, AntiArmor, AntiCavalry, and AntiCavalry.AntiVehicle.
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** ''VideoGame/CommandAndConquerGenerals'' has each three sides having at least one or two units that excel in this. The USA has their Pathfiders and Humvees, China has its flame tank and gatling tank, the GLA has the chem tractor.

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** ''VideoGame/CommandAndConquerGenerals'' has each three sides having at least one or two units that excel in this. The USA has their Pathfiders and Humvees, China has its flame tank and gatling tank, the GLA has the chem tractor.tractor and quad cannon.
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* ''MastermindWorldConqueror'': The [[FireBreathingWeapon flamethrower upgrade]]. Not very useful on its own, but the only type of enemy that attacks the Moonbase is infantry.

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* ''MastermindWorldConqueror'': ''VideoGame/MastermindWorldConqueror'': The [[FireBreathingWeapon flamethrower upgrade]]. Not very useful on its own, but the only type of enemy that attacks the Moonbase is infantry.
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** ''CarWars'' had this as a limitation on most pedestrians' weapons; after all, if a car is built to handle a few seconds of 7.62mm machinegun fire, it likely won't be as hurt by, say, a 9mm handgun. There were a few pedestrian weapons that were effective on cars, though; notably, the axe and hatchet, for those who felt like going into melee.
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* Taken UpToEleven in ''Manga/TheFiveStarStories''. See all those little divots in the average Mortar Headds' armor? Chances are each one has an anti-personnel laser and/or grenade launcher inside it.
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* ''VideoGame/MechCommander'' and its sequel have both standard and PoweredArmor infantry, carrying small lasers, machine guns, and missiles. Unlike [[TabletopGame/BattleTech the source material]], you have to target each trooper individually. Weapons with fast fire rates tended to be the best option, since any one hit would take one trooper out, but it needed to ''hit'' a trooper first. Sheer volume of fire means that [[BeamSpam pulse lasers]] and [[MoreDakka rapid-fire autocannons]] worked best against infantry.
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** ''VideoGame/CommandAndConquerGenerals'' has each three sides having at least one or two units that excel in this. The USA has their Pathfiders, China has its flame tank and gatling tank, the GLA has the chem tractor.

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** ''VideoGame/CommandAndConquerGenerals'' has each three sides having at least one or two units that excel in this. The USA has their Pathfiders, Pathfiders and Humvees, China has its flame tank and gatling tank, the GLA has the chem tractor.
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** VideoGame/CommandAndConquerGenerals has each three sides having at least one or two units that excel in this. The USA has their Pathfiders, China has its flame tank and gatling tank, the GLA has the chem tractor.

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** VideoGame/CommandAndConquerGenerals ''VideoGame/CommandAndConquerGenerals'' has each three sides having at least one or two units that excel in this. The USA has their Pathfiders, China has its flame tank and gatling tank, the GLA has the chem tractor.
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** VideoGame/CommandAndConquerGenerals has each three sides having at least one or two units that excel in this. The USA has their Pathfiders, China has its flame tank and gatling tank, the GLA has the chem tractor.
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** The [[VideoGame/CommandAndConquerTiberianDawn original game]] had the Noflame tank from the Brotherhood of Nod.

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** The [[VideoGame/CommandAndConquerTiberianDawn original game]] had the Noflame flame tank from the Brotherhood of Nod.
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* Good ol' ''{{Warhammer 40000}}'' has several vehicle variants on each faction that the fluff describes as more effective against infantry. An example are variants of the Chimera APC with flamethrowers or toxic waste-throwers instead of the normal Multi-Laser and the 'Devastator'-Pattern Leman Russ tank (with dual autocannons which are effective against anything with light armor, but again the fluff describes as an 'anti-personnel' variant of the tank... which says a lot about the kind of monsters commonly considered as 'enemy personnel', actually).

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* Good ol' ''{{Warhammer ''TabletopGame/{{Warhammer 40000}}'' has several vehicle variants on each faction that the fluff describes as more effective against infantry. An example are variants of the Chimera APC with flamethrowers or toxic waste-throwers instead of the normal Multi-Laser and the 'Devastator'-Pattern Leman Russ tank (with dual autocannons which are effective against anything with light armor, but again the fluff describes as an 'anti-personnel' variant of the tank... which says a lot about the kind of monsters commonly considered as 'enemy personnel', actually).
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* ''Battletech'': While they have their usefulness in HumongousMecha combat (for example, by overheating an enemy 'Mech and thus disabling it), flamethrowers and machine guns are much more typically equipped to deal with attacking infantry. Among other Battlemechs designed around such capability, there's the appropriately-named FS9 "Firestarter" series.

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* ''Battletech'': ''Tabletopgame/BattleTech'': While they have their usefulness in HumongousMecha combat (for example, by overheating an enemy 'Mech and thus disabling it), flamethrowers and machine guns are much more typically equipped to deal with attacking infantry. Among other Battlemechs designed around such capability, there's the appropriately-named FS9 "Firestarter" series.
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* The Infantry Fighting Vehicle, the modern version of a "light" tank meant primarily to serve as infantry support. Distinguishable from main battle tanks in that they usually mount autocannon rather than a artillery-grade main gun.
* The cluster bomb, which disperses bomblets to take out soft targets- like infantry- over a wider area.
* One of the more nasty uses of the ultimate (in terms of explosive yield) 'conventional' weapon, [[http://en.wikipedia.org/wiki/Thermobaric_weapon the thermobaric (aka Fuel-Air) bomb]]. Available in sizes from man-portable RPG-like to 2000-lb bomb, the FAE kills via massive shock wave and suffocation (and, possibly, burns) over a large area, and is deadly to infantry not housed in a totally enclosed hardened vehicle or building. And is extremely effective at killing people hiding in tunnel systems. Body ArmorIsUseless in this case.

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* The Infantry Fighting Vehicle, the modern version of a the "light" tank tank, meant primarily to serve as infantry support. Distinguishable from main battle tanks in that they usually mount autocannon autocannons rather than a artillery-grade main gun.
guns.
* The cluster bomb, which disperses bomblets to take out soft targets- targets like infantry- infantry over a wider area.
* One of the more nasty nastier uses of the ultimate (in terms of explosive yield) 'conventional' weapon, [[http://en.wikipedia.org/wiki/Thermobaric_weapon the thermobaric (aka Fuel-Air) bomb]]. Available in sizes from man-portable RPG-like to 2000-lb bomb, the FAE kills via massive shock wave and suffocation (and, possibly, burns) over a large area, and is deadly to infantry not housed in a totally enclosed hardened vehicle or building. And is extremely effective at killing people hiding in tunnel systems. Body ArmorIsUseless in this case.
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** Battle Armor are banes to unarmored infantry. Clan Elementals are 10 ft juggernauts capable of surviving hits from mech weapons, and will easily mow them down with either micro lasers, flamers, or machine guns. The Salamander for one is armed with dual flamers.

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** Battle Armor are banes to unarmored infantry. Clan Elementals are 10 ft juggernauts capable of surviving hits from mech weapons, and will easily mow them down infantry with either micro lasers, flamers, or machine guns. The Salamander for one is armed with dual flamers.
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** Battle Armor are banes to unarmored infantry. Clan Elementals are 10 ft juggernauts capable of surviving hits from mech weapons, and will easily mow them down with either micro lasers, flamers, or machine guns. The Salamander for one is armed with dual flamers.
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* Most ground-based anti-aircraft guns have also been found to be extremely effective when pressed into the anti-infantry role. Primarily due to their extremely high rate of fire and (in most cases) pre-fragmented proximity-burst rounds. The [[http://en.wikipedia.org/wiki/M42_Duster M42 Duster]], for example, turned out to be far more effective at suppressing human wave attacks than in it's intended anti-air role.
* Canister shot was specifically developed to turn artillery into giant shotguns for use in the anti-infantry role. It was hideously effective, particularly in the era of Napoleonic warfare. Modern versions (for example, the [[http://www.gd-ots.com/LCA_120mm_M1028.html US M1028]]) are even worse.
* The use of airburst artillery (e.g. [[http://en.wikipedia.org/wiki/Killer_Junior]]) firing even normal HE rounds is highly effective even against dug-in infantry.
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* One of the more nasty uses of the ultimate (in terms of explosive yield) 'conventional' weapon, [[http://en.wikipedia.org/wiki/Thermobaric_weapon the thermobaric (aka Fuel-Air) bomb]]. Available in sizes from man-portable RPG-like to 2000-lb bomb, the FAE kills via massive shock wave and suffocation (and, possibly, burns) over a large area, and is deadly to infantry not housed in a totally enclosed hardened vehicle or building. And is extremely effective at killing people hiding in tunnel systems. Body ArmorIsUseless in this case.
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Typically involves KillItWithFire if not specialized munitions or MoreDakka.

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Typically involves KillItWithFire if not specialized munitions or MoreDakka.
MoreDakka. HerdHittingAttack style weapons or abilities are also often used.
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', most AntiAir assets also double as AntiInfantry against the PersonalSpaceInvader [[PoweredArmor Battlearmor]], courtesy of their [[MoreDakka high-powered, rapid-fire autocannons]] being able to shred battlearmor with only a few shots. LB-X buckshot shotguns carried by some of the anti-air assets also create a satisfying [[LudicrousGibs spray of blood and gibs]] and are much easier to use against battlearmor currently using their JetPack. The best anti-infantry weapon is the Short Ranged Missile, which sprays up to 6 missiles towards the crosshair with enough damage and splash to rip a battlearmor player to pieces - though they are nigh-unusable against clever battlearmor who never land within the SRM's firing arc.

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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', most AntiAir assets also double as AntiInfantry against the PersonalSpaceInvader [[PoweredArmor Battlearmor]], courtesy of their [[MoreDakka high-powered, rapid-fire autocannons]] being able to shred battlearmor with only a few shots. LB-X buckshot shotguns carried by some of the anti-air assets also create a satisfying [[LudicrousGibs spray of blood and gibs]] and are much easier to use against battlearmor currently using their JetPack. The best anti-infantry weapon is the Short Ranged Missile, which sprays up to 6 missiles towards the crosshair with enough damage and splash to rip a battlearmor player to pieces - though they are nigh-unusable against clever battlearmor who never land lands within the SRM's firing arc.
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', most AntiAir assets also double as AntiInfantry against the PersonalSpaceInvader [[PoweredArmor Battlearmor]], courtesy of their [[MoreDakka high-powered, rapid-fire autocannons]] being able to shred battlearmor with only a few shots. LB-X buckshot shotguns carried by some of the anti-air assets also create a satisfying [[LudicrousGibs spray of blood and gibs]] and are much easier to use against battlearmor currently using their JetPack. The best anti-infantry weapon is the Short Ranged Missile, which sprays up to 6 missiles towards the crosshair with enough damage and splash to rip a battlearmor player to pieces - though they are nigh-unusable against clever battlearmor who never land within the SRM's firing arc.
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** The Space Marine's handheld missile launcher (and the Ork Kannon) are good examples of the difference between anti-infantry and anti-armor since they both allow to choose between two kinds of ammo: One is a single-target high-power round, the other is weaker but with an AreaOfEffect.

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** The Space Marine's handheld missile launcher (and and the Ork Kannon) Kannon are good examples of the difference between anti-infantry and anti-armor since they both allow to choose between two kinds of ammo: One is a single-target high-power round, round ("krak" missiles), the other is weaker but with an AreaOfEffect.AreaOfEffect (frag missiles).
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* ''QuakeWars'': Engineers can place an anti-personnel defensive turret (a machine gun). It will only attack soldiers, though-which means that it's possible to attack it freely with a vehicle if it's undefended.

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* ''QuakeWars'': ''VideoGame/EnemyTerritoryQuakeWars'': Engineers can place an anti-personnel defensive turret (a machine gun). It will only attack soldiers, though-which means that it's possible to attack it freely with a vehicle if it's undefended.
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** The [[VideoGame/CommandAndConquerTiberianDawn original game]] had the Noflame tank from the Brotherhood of Nod.
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** The Space Marine's handheld missile launcher (and the Ork Kannon) are good examples of the difference between anti-infantry and anti-tank: The latter is a single-target high-power round, while the former is weaker but with an AreaOfEffect.

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** The Space Marine's handheld missile launcher (and the Ork Kannon) are good examples of the difference between anti-infantry and anti-tank: The latter anti-armor since they both allow to choose between two kinds of ammo: One is a single-target high-power round, while the former other is weaker but with an AreaOfEffect.

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* Napalm and gas canister Tactical Aids in ''VideoGame/WorldInConflict'' are pretty much the only efficient ways to flush out enemy infantry hidden in the woods or inside the buildings (only gas works on infantry in the buildings, but it helpfully leaves the buildings intact). Heavy artillery Tactical Aid has universal effect but works best on infantry standing in the open (heavier units can generally escape the bombardment area before dying; infantry can't).

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* Napalm and gas canister Tactical Aids in ''VideoGame/WorldInConflict'' has a few:
** The Sniper is extremely deadly to infantry of all kinds, especially if he is well hidden in the woods or perched atop a tall building.
** Napalm and gas canister Tactical Aids
are pretty much the only efficient ways to flush out enemy infantry hidden in the woods or inside the buildings (only gas works on infantry in the buildings, but it helpfully leaves the buildings intact). intact).
**
Heavy artillery Tactical Aid has universal effect but works best on infantry standing in the open (heavier units can generally escape the bombardment area before dying; infantry can't).

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** The Space Marine's handheld missile launcher (and the Ork Kannon) are good examples of the difference between anti-infantry and anti-tank: The latter is a single-target high-power round, while the former is weaker but with an AreaOfEffect.



* ''Battletech'': While they have their usefulness in HumongousMecha combat (for example, by overheating an enemy 'Mech and thus disabling it), flamethrowers and machine guns are much more typically equipped to deal with attacking infantry. Among other Battlemechs designed around such capability, there's the appropiately-named FS9 "Firestarter" series

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* ''Battletech'': While they have their usefulness in HumongousMecha combat (for example, by overheating an enemy 'Mech and thus disabling it), flamethrowers and machine guns are much more typically equipped to deal with attacking infantry. Among other Battlemechs designed around such capability, there's the appropiately-named appropriately-named FS9 "Firestarter" series
series.
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* The bears and jaguars from ''VideoGame/AztecWars''. They do wonders against infrantry, but are rather useless against buildings and vehicles.
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A weapon or ability that is effective against basic infantry units.

Typically involves KillItWithFire if not specialized munitions or MoreDakka.

For the sake of CompetitiveBalance and TacticalRockPaperScissors, many anti-infantry-specific weapons are near useless against sufficiently armored enemies.

SubTrope of WeaponOfXSlaying. See also AntiAir, AntiArmor, and AntiCavalry.
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!!Examples:

[[AC:{{Anime}} and {{Manga}}]]
* ''MobileSuitGundam'': most (if not all) Gundam designs carry Vulcan Cannons on their helmets, designated as both point-defense and anti-infantry weapons.

[[AC:{{Literature}}]]
* Creator/KeithLaumer's ''Literature/{{Bolo}}'' stories sometimes mentioned anti-personnel weapons meant to be used against enemy infantry.
* The panzers of ''Literature/HammersSlammers'' have anti-personnel mines attached to their armor. Since infantry can still sneak up on a hovertank and take it out with a cheap buzzbomb, these mines are necessary.

[[AC:TabletopGames]]
* Steve Jackson's ''Ogre'': the title cybernetic tank has anti-personnel weapons used against the armored-suit infantry of its opponents.
* Good ol' ''{{Warhammer 40000}}'' has several vehicle variants on each faction that the fluff describes as more effective against infantry. An example are variants of the Chimera APC with flamethrowers or toxic waste-throwers instead of the normal Multi-Laser and the 'Devastator'-Pattern Leman Russ tank (with dual autocannons which are effective against anything with light armor, but again the fluff describes as an 'anti-personnel' variant of the tank... which says a lot about the kind of monsters commonly considered as 'enemy personnel', actually).
* ''TabletopGame/{{Paranoia}}'' had several gas grenade types (and cone rifle warheads) that only affected people.
** Poison: did physical damage, could kill.
** Vomit: caused uncontrollable retching.
** Hallucinogenic: "Oh look, there's a unicorn! And my flashlight is talking to me!"
* ''Battletech'': While they have their usefulness in HumongousMecha combat (for example, by overheating an enemy 'Mech and thus disabling it), flamethrowers and machine guns are much more typically equipped to deal with attacking infantry. Among other Battlemechs designed around such capability, there's the appropiately-named FS9 "Firestarter" series

[[AC:VideoGames]]
* Subverted by TutorialFailure in the GBA ''Franchise/FireEmblem'' games. The handful of weapons labeled as "effective against infantry" are actually AntiArmor and AntiCavalry. How this is supposed to add up to "infantry" is never explained.
* Napalm and gas canister Tactical Aids in ''VideoGame/WorldInConflict'' are pretty much the only efficient ways to flush out enemy infantry hidden in the woods or inside the buildings (only gas works on infantry in the buildings, but it helpfully leaves the buildings intact). Heavy artillery Tactical Aid has universal effect but works best on infantry standing in the open (heavier units can generally escape the bombardment area before dying; infantry can't).
* ''MastermindWorldConqueror'': The [[FireBreathingWeapon flamethrower upgrade]]. Not very useful on its own, but the only type of enemy that attacks the Moonbase is infantry.
* ''AdvanceWars'': the Anti-Air vehicle unit is also very effective at eliminating walking infantry units with its vulcan cannon, not just planes and copters. Tank machine guns don't kill infantry with nearly the same effectiveness, unless it's an overpriced Mega Tank or such. Anti-Airs only have to watch out for bazooka-carrying infantry striking first.
* ''QuakeWars'': Engineers can place an anti-personnel defensive turret (a machine gun). It will only attack soldiers, though-which means that it's possible to attack it freely with a vehicle if it's undefended.
* The first ''CommandAndConquerRedAlert'' had the Yak, a plane that strafed targets with machine guns and earned the nickname "Infantry Eraser".

[[AC:RealLife]]
* The Infantry Fighting Vehicle, the modern version of a "light" tank meant primarily to serve as infantry support. Distinguishable from main battle tanks in that they usually mount autocannon rather than a artillery-grade main gun.
* The cluster bomb, which disperses bomblets to take out soft targets- like infantry- over a wider area.
* The machine gun is '''the''' anti-personnel weapon today, to the point that it's completely subsumed the role, formerly done by infantry volley fire, of repelling mass charges. It also has largely eliminated the need for battle rifles capable of targeting the enemy at ranges beyond 500 meters, except for dedicated snipers.
* The anti-personnel mine is a mine designed to kill or wound enemy infantry (as opposed to anti-tank mines, which infantry can walk over without triggering). These include explosives disguised as innocuous objects a person might pick up, and "bounding" mines designed to spray shrapnel horizontally at ''groin level''.
* Grenades
** [[http://en.wikipedia.org/wiki/Fragmentation_grenade Fragmentation grenade]]. Sends out high velocity shrapnel that rips through the human body quite nicely, leaving horrible wounds.
** [[http://en.wikipedia.org/wiki/Flash_bang_grenade Stun (Flash/Bang) grenade]]. Generates a blinding flash and a deafening noise, which stuns unprotected humans nearby.
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