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Anti-Infantry

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A weapon or ability that is effective against basic infantry units. Typically involves Kill It with Fire, if not specialized munitions or More Dakka. Herd-Hitting Attack-style weapons or abilities are also often used.

For the sake of Competitive Balance and Tactical Rock–Paper–Scissors, many anti-infantry-specific weapons are near useless against sufficiently armored enemies.

Sub-Trope of Weapon of X-Slaying. See also Anti-Air, Anti-Armor, Anti-Cavalry, Anti-Vehicle and Anti-Structure.


Examples:

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    Anime & Manga 

    Literature 
  • Bolo: The stories sometimes mention anti-personnel weapons meant to be used against enemy infantry.
  • Hammer's Slammers: The panzers 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.

    Tabletop Games 
  • BattleTech:
    • While they have their usefulness in Humongous Mecha 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 "Firestarter" series. Anti-personnel Gauss Rifles are also fearsome infantry-killing weapons that fire gobs of small projectiles that carve up conventional infantry formations at three times the range of a machine gun.
    • Battle Armor are banes to unarmored infantry. Clan Elementals are 10 ft juggernauts capable of surviving hits from mech weapons, and will easily mow down infantry with flamers, machine guns, and anti-personnel weapons (typically a sub-machine gun of some sort). Some suits also mount fearsome infantry-killing melee weapons like Vibro-Claws
  • Car Wars has 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 are a few pedestrian weapons that are effective on cars, though; notably, the axe and hatchet, for those who feel like going into melee.
  • OGRE: The titular cybernetic tank has anti-personnel weapons used against the armored-suit infantry of its opponents.
  • Paranoia had several gas grenade types (and cone rifle warheads) that only affect people.
    • Poison: does physical damage, can kill.
    • Vomit: causes uncontrollable retching.
    • Hallucinogenic: "Oh look, there's a unicorn! And my flashlight is talking to me!"
  • Warhammer 40,000 has several vehicle variants on each faction that the fluff describes as more effective against infantry.
    • Variants of the Chimera APC with flamethrowers or toxic waste-throwers instead of the normal multi-laser are particularly effective against massed infantry.
    • The Devastator-Pattern Leman Russ tank has dual autocannons 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 "enemy personnel", actually. The Punisher-Pattern Leman Russ tank is instead armed with an enormous gatling gun capable of turning a massive enemy army into red mist.
    • The Space Marines' handheld missile launchers and the Ork Kannons 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 ("krak" missiles), while the other is weaker but with an Area of Effect (frag missiles).
    • Attilan hunting lances can be fitted with frag tips, which detonate in clouds of shrapnel designed to clear crowds of enemy infantry.
  • War Machine has plenty of Warjacks that excel in mowing down infantry. The Cygnar Cyclone for one has pair of chain guns as its weapons.

    Video Games 
  • Infantry in Advance Wars are individually the weakest units, but can be deployed en masse at little cost (albeit standard Infantry are better at blocking the enemy than doing damage). Thus, Infantry is best dealt with by units that can do it quickly and on the cheap.
    • Recon vehicles are barely stronger than Infantry, but are almost as cheap, resistant to Infantry machine guns, and very mobile on roads and properties. When not scouting in Fog of War, they're usually sent off to attack Infantry trying to capture properties, especially in the early game before there will be other units to protect them.
    • The Anti-Air vehicle unit is poor against land armor, but compared to anything else in its price range does moderately higher damage to Infantry—often just enough for a One-Hit Kill.
    • Though Mechanized Infantry bazookas can severely damage most land vehicles, they can only attack air vehicles with their much weaker machine guns, leaving them almost defenseless against Battle Copters.
  • Aztec Wars: The bears and jaguars do wonders against infantry, but are rather useless against buildings and vehicles.
  • Brothers in Arms:
    • The Browning M1919 and the MG-42 are fixed machine-guns capable of killing enemy infantry in one hit. In Hell's Highway, portable versions of these machine-guns appear, and are the standard-issue weapon for machine-gun teams of both the Americans and Germans.
    • In terms of artillery, there's the 88mm Flak 36 gun. While normally used in the Anti-Air or Anti-Armor role, the gun can also be used to attack infantry, as demonstrated late in Earned in Blood and well into its sequel.
  • Command & Conquer:
  • Company of Heroes 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 high rate-of-fire or 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 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.
  • Dark Reign: The Future of War: Each side has one that specialize in this. The Imperium have their Shredder that instantly kills infantry it can hit with its blades. The Freedom Guard have their Sniper that can snipe infantry from afar.
  • Dawn of War: The game divides its infantry into regular (Guardsmen, orks...) and heavy infantry (Space Marines). A good rule of thumb is that the higher the rate of fire, the better against regular infantry (heavy infantry is best taken out with plasma weapons), although artillery is remarkably effective at scattering and killing infantry. The Orks have Flash Gitz that excel in shredding infantry, and heavy infantry with lots of dakka. They can easily gun down infantry from afar but they are bad in melee.
  • Enemy Territory: Quake Wars: 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.
  • Fire Emblem:
    • Subverted by Tutorial Failure in the GBA games. The handful of weapons labeled as "effective against infantry" are actually Anti-Armor and Anti-Cavalry. How this is supposed to add up to "infantry" is never explained.
    • Fire Emblem Heroes: The Poison Dagger weapon inflicts bonus damage against infantry units.
  • Halo Wars: The UNSC has Hellbringers, marines equipped with flamethrowers, while the Covenant has Jackal. Hellbringers are close-range units while Jackals are suited for long-range.
    • Halo Wars 2: The UNSC has Hellbringers just like before, but also adds Snipers. Snipers can engage enemies while obscured by the Fog of War, but are limited in that they can only attack infantry units and nothing else, not even buildings. The Banished have Suicide Grunts and Elite Rangers, the latter of whom can attack any type of enemy.
  • Mastermind: World Conqueror: The flamethrower upgrade. Not very useful on its own, but the only type of enemy that attacks the Moonbase is infantry.
  • Master of Orion 2 give the Neutron Beam and Deathray the attribute of killing the crew on an enemy ship in addition to their standard damage to a ship's hull. The intense radiation of these weapons is lethal to living organisms and a few shots from these will make it easy for your own commandos to board a ship and commandeer it.
  • MechCommander and its sequel have both standard and Powered Armor infantry, carrying small lasers, machine guns, and missiles. Unlike 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 pulse lasers and rapid-fire autocannons worked best against infantry.
  • MechWarrior: In the Mech Warrior: Living Legends fangame, most Anti-Air assets also double as Anti-Infantry against the Personal Space Invader Battlearmor, courtesy of their 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 spray of blood and gibs and are much easier to use against battlearmor currently using their Jet Pack. 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 — although they are nigh-unusable against clever battlearmor who never lands within the SRM's firing arc.
  • StarCraft: The game has anti-infantry measures among the three factions, but some aren't heavily restricted to just Infantry targets. Terran Firebats are excellent for killing swarms of Zerglings with their flamethrowers or raiding worker units, but do poor damage against non-light targets and have very limited attack range. The Zerg have Lurkers who are effective against swarms of tiny units too, but they also do their full damage to any unit. The Protoss have Reavers and High Templar for dealing with swarms of units or any large targets of opportunity, the former being well suited to the task thanks to the ability keep firing as long as the player keeps commanding them to build more scarabs to launch.
  • Warcraft III: Reign of Chaos: Averted in that armor and damage types are distributed among all units, so an orc grunt and a siege catapult can be weak to the same type of damage. Some melee units take more damage from melee than from ranged, some have the inverse, some take more damage from magic, etc.
  • World in Conflict 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).
    • 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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88mm Flak 36 Gun

Used by the Germans in the anti-tank and anti-personnel role, the 88mm Flak 36 gun is a fixed artillery piece crewed by four soldiers and protected by a security detachment unit. These guns are often used to protect vital chokepoints from an Allied advance, and must be flanked around or destroyed in order to advance.

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