Pack more ammo

If medium machines guns sometimes seem underwhelming on Bolt Action tables, squad based support weapons seem to suffer from not even being invited to the dice-rolling party. Squad based light machine guns are a common topic when BA players gather. A lot of the debate centers on the cost of including LMG in your infantry squads.

With a basic cost of 20 points and requiring another squad member to act as loader, LMG are not cheap. In return, you get 4 shots with a range of 36″. An increase of 2 shots over two soldiers with rifles. LMG also increase the reach of a basic squad with rifles by 12″. In game terms, the choice to include LMG will depend on what role a squad has in your army.

I often include squads with LMG in my armies. Partially this is because I tend to play Germany who, with the Hitler’s Buzz Saw national rule, get an extra shot for LMG and MMG. However, the main reason I include LMG is because they were typical of German infantry doctrine. Especially in defense, squads were mostly porters for MG ammunition. A kind of history tax paid by players who are not completely focused on list optimisation.

I have never notices that big-arsed mold line until I took this photo. A misshapen head won’t stop him from doing his duty though.

I toy with what rules changes could be made to LMG to encourage their use. A points reduction is tempting, but moving the value of just one weapon, especially one that appears in nearly every list, will likely have unintended knock on effects. As ever, Konflikt 47 has a nice solution, allowing squads with at least two LMG (or one MMG) to use suppression fire. This is a trade-off of -1 to hit to cause an additional pin if you do, which is handy at times and captures some of the weight of fire aspect of MG.

An alternative could be to allow squads with an LMG to split into combat teams, creating the opportunity for (historical) fire and maneuver tactics. The LMG provides supporting fire as the rest of the squad moves to assault or take ground. This idea has all sorts of headaches, the magical addition of an extra order die for starters. I suspect the most simple answer is to take slightly smaller squads to represent combat teams, and use the officer rule to pull additional dice to help co-ordinate assaults.

Surely nobody did this outside of posing for a photograph? It is still an ace vignette from Crusader

So, LMG: don’t leave home without them. Oh, and remember to bring plenty of ammunition.

Machine guns are scary

Or, at least they should be. Alas! In Bolt Action, medium machine guns are somewhat underwhelming. They can be nasty, but it also feels like they can be neutralised far too easily. Snipers often seem to be a better choice, and moreover also seem to be an effective tactic against MMG teams. I’m not really sure what can be done about this. Perhaps nothing has to be. There are certainly a lot of opinions about.

Members of the People’s Volunteer Army lay down support with a Chinese built Maxim

The basic economics make sense. For 50 points you get a regular MMG team that has 5 shots (6 for the Germans) and a max range of 36″. A regular infantry squad with rifles has 5 shots with a range of 24″, but has two more bodies and can move and shoot. If you can manoeuvre an infantry squad to within assault range, they will probably win. Getting to a place to charge an effectively dug-in machine gun team, that is dangerous work. This describes pretty much every squad level engagement since machines guns were widely adopted in the early 20th century. Yet, this is not part of the Bolt Action vibe, and the game is a little less than it could be because of it.

Fallschirmjäger crew an MG42 on a fixed mount

In the recent campaign book, Italy- Soft Underbelly, there are scenarios where the defender gets multiple MMG. So the designers at least have faith, and it does reflect history, which is at least part of the point. Perhaps this is all that is needed. Allow 0-2 MMG in a standard list, use terrain, hidden set-up and ambush. Job done!

An MMG holds up the Soviet advance into Stalingrad

One of the most successful tweaks has been the introduction in Konflikt ’47 of the ability to perform suppression fire. Trading accuracy for weight of fire allows additional pins. A neat mechanism and one that would port into Bolt Action well and present players with additional tactical decisions.

Built by the Italian military, the machine gun pits formed a key part of the strong defenses of Tobruk

Extra shots, cheaper points. Some wonky equivalent of tiger fear. Solutions that likely come with a bunch of unintended consequences. I keep coming back to some form of extra pins as an attractive way to increase the power of MMG.

A light mortar gets d2 pins, so additional pins is a simple extension that is probably not overpowered. I wonder if making MMG d2 and light mortars 1 pin + 1 additional pin on a 5+ might give the right feel? Or vice versa. Simply doing extra pins also avoids a new mechanism to remember, which has a merit of its own.

MMG were used in all theatres and climates

I would restrict MMG buffs to infantry teams and pintel mounts. Most gun ports on vehicles have such restricted views that the big sweeping shots, and even prepared fire lanes are rarely an option. And they will still throw out 5 shots in most situations, which is still dangerous. Adding a small benefit to infantry-crewed MMG will help tip the balance back the other way a little. I include pintel mounted MMG since most vehicles will become open-topped as the brave soul operates the gun. Maybe too complicated already. This does illustrate the point that trying to fix one thing might (will!) cause a new problem.

The role of many riflemen is often restricted to carrying extra ammunition for the squad MG

Here is another thought. Only provide additional pins to MMG that are deployed at the start of the game. A special rule like “fixed lanes, or prepared positions” where because crews have had time to prepare fire lanes and ensure enough ammunition, they get the additional effect of extra pins. Once you move (other than rotate as part of an advance order), you loose extra benefits. Depending on the mission this will tend to benefit the defender, which is perhaps as it should be.

Great War British MMG team, 15mm, Plastic Soldier Company
Many MMG designs, like this water cooled Vickers, were largely unchanged from the first world war.

Lots of ideas on MMG here. What do you think?

Do MMG need a tweak or are they fine as they are?

MG- you’re doing it wrong

This has been a topic of conversation in Bolt Action circles for a while, and with format season 3 not long released and BA edition two apparently about to be a thing, debate around what to do with LMG continues.

And the debate is around is what should be done to alter the squad support LMG (and to a lesser extent MMG). Remarkably for gamers, there is broad consensus that the rules surrounding these weapons require some tweaks. I tend to agree but won’t weep if no official changes occur. Of course, being gamers, we all have different ideas on what to do.heer03At this point US players just shrug their shoulders and pick up their BAR! The rest of us need to think about this.

Playing Germans, I found the change in the season format rules reducing the points cost from 20 points to 5 points, combined with Hitler’s Buzz-Saw rule, made the decision to include LMG in my squads an easy one. Although, truth be told, it didn’t change my build much as I already took LMG. What did happen is that I had extra points that avoided a decision on medic or kubelwagon. Under season 3 I can take both.

I have also heard some folk argue to not alter the points but instead increase the LMG rate of fire so the cost “makes sense”. The usual calculation is shots fired per regular dude. For 40 points you can have 4 regular guys with rifles: 4 wounds and 4 shots. Under RAW, your 40 points for an LMG  is two guys (wounds) and 3 shots. Two wounds and one shot down. To balance this at least one extra shot seems to be required. There is even some temptation to go to five shots as base, but with the risk of making the Germans too good.

Applying this sort of maths to 5 point LMG sees them now compare much more favourably, with an LMG team getting one more shot over the same two guys armed with rifles. A rate of fire increase not dramatically different to arming one of the dudes with an SMG.

Variations are possible, of course, 10 or 15 points and 4 shots, etc.

So far I have also ignored MMG, which perhaps would need to move to be suitably more dangerous than LMG. Changing rules is not for the faint-hearted.

Perhaps a more profitable way to approach any change is to consider the effect and role of squad based LMG and supporting MMG. They were common in WWII, basic squad structure was often little more than a delivery mechanism for LMG. They were feared. Squad based assault relied on a fire base built around the LMG and an assault group that pushed forward under its cover. Support weapons were also central to defence. I think any set of rules for a WWII game played at squad/platoon level needs to allow this to occur.

To a large extent Bolt Action already does this. A modest tweak may help bring this out.

However, a fundamental complaint would remain: people feel that LMG and MMG should be more common on the table. Clearly the rules writers also feel this, LMG are a near ubiquitous support option and the standard reinforced platoon selector – and nearly all theatre selectors – include an MMG choice. They want, and expect, us to take them.

Just take the LMG. They are historical and integral to the period.

In some ways it is that simple.

Commanders rarely had exactly the equipment they wanted. What they were issued with were LMG. The other stuff is cool. The other stuff may lever the rule set better. Use it by all means. But take the LMG, consider it a history tax.

IMG_0875

Table supplied by Battlefield Accessories

If I get a call from Warlord asking my advice, I’m tempted to say use season three format, but with this added rule: give hits from LMG added pins. Given medium mortars are the smallest weapons to potentially generate additional pins, instead of D2 pins I suggest that LMG cause 2 pins on a 6 (and one otherwise) and MMG 2 pins on a 5+.

What do you think, do machine guns need to change? Do we see them often enough?