The setting: Every relevant part of the world is bathed in a thick, soupy, magic juice fog (visibility hovers around a hundred meters on most days). Among other effects, it makes firearms extremely unreliable and short-ranged: your average M4 has an effective range of maybe 50 meters and often jams at least once every magazine, most .30 caliber rifles can reach out to 75 meters and pistol rounds rarely spit past 20 or 30. Heavy weapons are more reliable, but even more gimped in range: past 300-ish meters, most howitzers become pointlessly inaccurate, and even the best tank guns rarely hit past 200 meters. The environment is mainly made up of endless deserts, dotted with ruined old world towns and extensive trenchlines dating back to the start of The War(tm).
The nation: Blue is a deeply collectivist state, existing primarily to enforce its leader's will and eliminate its sworn enemy, Red. Forged by war, backed by years of shared hardship and prodded by a masterful propaganda machine, its culture is thoroughly steeled for conflict - whether through tireless labor or sacrifice in battle, all must contribute without question and without negligence, dissenters be damned. Lives, zeal and basic war materiel are plentiful and expendable, though shortages in up-to-date weapons and anything electronic are chronic and severe. Their military doctrine considers advanced tactics, complex maneuvers or grand battle plans superfluous and inapplicable at best, actively confusing and harmful at worst within their circumstances - in training, they are thus largely neglected in favor of making the recruit more reliable than their rifle - no hesitation may be accepted, no cowardice is even conceivable.
The army: The standard motorized platoon (40-ish men) is made up of 4 squads (plus the platoon commander, his second in command and a medic): two weapons teams, with an autocannon, a mortar, a lightweight 75mm gun and an HMG mixed and matched as the platoon leader sees fit, and two rifle teams with 10 men, an SMG or two, an AKM, a GPMG and several .308 bolt-action rifles each. Hand grenades of various types are common, sometimes rifle grenades are available too. Nobody but NCOs wears significant body armor, usually, and radios are very rare - usually two or three per platoon. For the purposes of this question, we may focus on just a rifle squad (with how slow communications are and with how messy the fighting is, it's perfectly plausible for a squad to fight alone anyways).
The enemy: Red never had the industrial capacity, manpower pool or public support to sustain a war of attrition - but they do have access to the finest technology around, including the ability to conveniently harness magic juice, easily assemble precision components and field fog-resistant electronics at comparatively little expense. For the common infantryman, this mainly manifests in the M4 they carry, the ubiquitous personal radios and access to recon quadricopters even at the squad level. Ammunition shortages are common and morale is typically subpar, however - few will willingly fight to their death and suppressing red units isn't much of a challenge -, which often forces a more conservative fighting style than ideal.
OOC background and The Question: I've done a bit of study on IRL infantry tactics, but a lot of it is stuff that would make no sense for the setting - who needs detailed instructions for advancing on an enemy position 500 meters away if their rifles will only reach you at a tenth of that distance? -. The obvious solution would just be to ignore everything up until the final assault sections and emphasize bayonet and grenade training, but that seems... too obvious. Am I missing anything? How would squad tactics differ, under these conditions, from tactics used IRL by similarly equipped armies?
(EDIT) Due to a multitude of reasons, most infantrymen can only throw grenades up to around 20-30 meters, and their lethality is somewhat hampered (10-ish meters of wounding radius). Same goes for other ordnance - a mortar shell is mostly harmless after 25 meters, a 30mm HE shell can wound up to 6 meters away, a 75mm can maybe do 20. Bows and crossbows have fairly good range, roughly comparable to a full-power battle rifle, but due to their low firerate and ease of use I can't see them being too popular with line infantry. Vehicles are a mixed bag - generally, if the most complicated piece of electronics in it is a spark plug or a headlight, it'll be fine, but on-board computers or advanced sensors require very expensive shielding to not fry in the fog (Red can do this for much lesser expense though). Thermal imaging does function, though with very limited range (good optics, like those mounted on Red tanks, can see up to maybe 200 meters) and price is still multiplied by the need for expensive shielding - same goes for radar, though sonar fares a little better. Factoring in the shielding, though, neither are compact (or accurate) enough that they would be relevant for a standard infantryman.
(EDIT 2) This is a very hot, bloody conflict. I apologize if my request for simply squad-level tactics was misleading but, in retrospect, it's quite likely - considering the troop densities and level of entrenchment - that most scuffles would escalate quite drastically, pulling in fire from neighboring units and generally just making straightforward bayonet rushes or flanking maneuvers not always practical. Actual fighting in the open desert isn't terribly common and is mostly left to vehicles - if infantry is being deployed, at very least there will usually be a trenchline or forward operating base to assault.
(EDIT 3) The fog's effects, aside from the visual range reduction, are due to the magic juice in it, not any conventional physical properties - aside from long-term mental damage (averted by a simple gasmask or, with the utmost seriousness, some damn willpower) and the occasional magic tumor it's perfectly safe to breathe.
(EDIT 4) Flamethrowers were brought up - uh, my brain somehow managed to actively scrub their existence from my mind, but, yes, I don't see why those couldn't reach similar ranges as they do IRL. If they get too dominant, I might consider making up some reason why they can't be too effective, but I will definitely consider expanding their prevalence, thank you!