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"IHMN - MACHINE GUNS" Topic


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947 hits since 11 Apr 2014
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The Trog11 Apr 2014 5:01 p.m. PST

How do MGs work as they don't seem to have a better rate of fire than normal weapons?

J Womack 9411 Apr 2014 8:29 p.m. PST

Three big differences:

One, they are +5 to Shooting Value. That's a lot, and it represents a stream of bullets. Lots of bullets makes it easier to get a hit (aka, "spray and pray"). If you shoot it at one unarmored individual, you are either going to have a critical failure (roll a 1) or hit him.

Two, you can spread that +5 value across any figures within 2" of each other. So, if there are three figures spaced 2" apart, you can allocate the shot as +1, +2, +2, or whatever. Less likely to hit, but you can hit all three.

Third, and this is where it gets really nasty, is that if the target is in a group (defined as in base-to-base contact), then you can put the whole +5 on each member of the group. So, if they have grouped up to fire a volley… mow 'em down with a machinegun.

This happened at one of my son's games against a friend. He put eight of his guys together to form a super volley. The enemy got a machinegun into line of sight. Hit every single one of them; five failed their Pluck rolls.

Personal logo chicklewis Supporting Member of TMP11 Apr 2014 8:31 p.m. PST

wow, change the thread title to 'IHMN Death Ray".

The Trog12 Apr 2014 7:30 a.m. PST

Thanks that helps a lot.

Lion in the Stars12 Apr 2014 8:28 a.m. PST

wow, change the thread title to 'IHMN Death Ray"
Sounds about right for MG fire against formed troops!

DLIinVSF12 Apr 2014 1:02 p.m. PST

Its very fair if you've only one MG (assuming we are talking in fact of a HMG being carried as heavy support) per unit. Very similar to the way our rules work be it on a larger scale. But the gun can always get a jam if you are unlucky with the dice ;)

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