Fixing MMG Teams in the Game

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  • #189708
    Kar98k
    Participant

    In Bolt Action, the MMG team is somewhat underwhelming. Sure, they can be useful, but overall, they seem underrated and it seems they can be neutralized far too easily. The debate is what can be done to improve MMG teams. Adding a small benefit to MMG teams might help balance them in the game. It is not new that there is a broad consensus that the rules for MMG teams require some tweaks. Of course, being gamers, we all have different ideas on what that should be. That being said, care must be taken when tweaking rules because even good solutions might come with a bunch of unintended consequences.

    Medium Machinegun teams (Infantry)
    For MMG teams, two different tweaks seem to look good for making these units more attractive and useful in the game. These tweaks only apply to MMG teams (Infantry) and not all machine guns in the game.

    Tweak #1: If the MMG team is not reduced to one crew, MMGs automatically cause one pin for firing at a soft target, and an additional pin if it hits the target.

    Tweak #2: Allow an MMG team, that is not reduced to one crew, to use suppression fire. Suppression fire is a trade-off of -1 to hit, but causes two pins if you hit the target, or maybe D3 pins if you hit.

    Light Machine Guns (Infantry)
    For LMG (those in infantry squads), a points reduction from 20 to 15 is tempting, but moving the value of just one weapon, especially one that appears in nearly every army list, will likely have unintended wonky effects, but this does seem like a good solid tweak that can be explored in more detail. Other than this, no other tweaks are needed. Tweak #1 and #2 above do not apply to LMGs.

    All vehicle mounted MGs (Vehicle)
    Vehicle MGs need to be reduced in effectiveness – especially co-axial and hull mounted MGs on tanks and other enclosed vehicles. Of course, weak #1 and #2 above do not apply to vehicle mounted MGs.

    For co-axial and hull mounted MGs on vehicles, one simple tweak would be to give them a -1 to hit. After all, co-axial and hull mounted MGs have restricted working room, and even a more restricted view so it doesn’t make sense that they are as good as infantry MGs.

    For pintel mounted MGs on vehicles, such that found on the SdKfz 251 half-track, no tweak is needed. Leave it as is because the MMG teams (Infantry) have been improved if you apply on of the tweaks (see above).

    Heavy Machine Guns
    HMGs already have the +1PEN to offset them from other MGs, so maybe no tweak is needed. Unless it’s a co-axial or hull mounted HMG, which means a -1 to hit. For a pintel mounted HMG on something like the M5 half-track, or even a HMG team (Infantry), maybe no tweak is needed.

    #189710
    Nat
    Participant

    tweak #1 – by soft targets you mean softskins, infantry & artillery?
    tweak #2 – hmm…. would that count as a different ammo type for when going in to ambush?  or is it mandatory?

    LMGs – as you say… appear a lot… so wouldnt touch at this time

    Vehicle MGs – is this a blanket all none pintel LMGs, MMGs & HMGs apply an extra -1 mod on all shooting? …. IF going down the route of extra rules maybe on a fire! order if the target is directly in front of the firing weapon they can ignore this mod.   Gives people a reason to keep the vehicles stationary which would help infantry assaults against them…

    Team HMGs, – maybe give them the suppressive fire (tweak #2) rule as well then see if they are taken more?

    #189712
    Kar98k
    Participant

    >> tweak #1 – by soft targets you mean softskins, infantry & artillery?

    Yes

    >>Vehicle MGs – is this a blanket all none pintel LMGs, MMGs & HMGs apply an extra -1 mod on all shooting?

    Yes

    #189714
    Jermaine
    Participant

    If LMGs get cheaper for everyone, how would it affect the Slovak national rules?

    The only thing I don’t like about MMGs and HMGs is their ability to get sniped off the table. Maybe have at least a Morale check to convert a loader to a shooter vs death?

    #189746
    Kar98k
    Participant

    The only thing I don’t like about MMGs and HMGs is their ability to get sniped off the table. Maybe have at least a Morale check to convert a loader to a shooter vs death

    This has more to do with how snipers are used in Bolt Action rather than about MMGs or HMGs. Fixing snipers in Bolt Action is a long and complex topic for another topic heading, but I agree with you on what you say.

    #189747
    Jermaine
    Participant

    I get what you mean, but if you create a means for a ‘loader’ to become a ‘firer’, then the fix is on the MMG, rather than fixing Snipers.

    #189749
    SteveT
    Participant

    You can balance them without any rules changes at all:

    Reduce their cost by 10 points.

    No reduction for those mounted on vehicles (who really shouldn’t be so effective firing through slits or on the move

     

    #189783
    Donald Linn
    Participant

    Here is a wee suggestion- we often play on an 8 by 6 (feet!) table. This makes an enormous difference to the effectiveness of MMGs, and lessens the effect of snipers. You do need to tweak the scenarios a little to account for the longer distances. It also makes transport much more useful.

    We also house rule that snipers can’t kill a 3 man weapon with one shot.

    #189805
    Kar98k
    Participant

    Jermaine, I hear what you are saying. However, what if a player gets an exceptional damage roll with normal fire from a unit like an infantry squad? The player gets all excited about his very lucky roll, but only to have his lucky roll nullified by, “a loader to become a firer”. Of course, they are going to think, “what’s the point?” Also, as noted in the rules, exceptional damage might mean the equipment gets damaged or destroyed.

    #189903
    kaldadarnes
    Participant

    Steve is right – reduce the cost. At the moment there is a bizarre anomaly that you can get an MMG armed jeep for less than an MMG team which feels wrong.

     

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