Heavy Machine Guns Updated 10/18/00

Use all rules applicable to MMGs plus the following:
1. HMGs are considered Heavy Weapons (use 45.6).
2. A HMG automatically becomes uncrewed immediately after its group plays a movement card in order to move in any direction.
3. It takes an extra action to crew a HMG: before the weapon can be crewed, the Crew marker must be "prepared". A group can spend an action (as its only action during a turn) to "prepare" the marker by taking it and placing it on the PC of the principal operator if he is unpinned. On any following turn, the weapon can be crewed normally. While prepared, the Crew counter remains on the PC until the weapon is dropped/abandoned/crewed or the PC is KIA/ROUT.

Nationality Name RR0 RR1 RR2 RR3 RR4 RR5 EF CC Break [Break] Repair Remove
U.S. M1917A1 10[3] 11[4] 12[4] 13[5] 14[5] 15[6] - 0 6 5-6 0-6 5-6
Germany MG42 11[4] 12[5] 13[5] 14[6] 15[6] 16[7] - 0 6 5-6 0-6 6
U.S.S.R. Maxim M1910 9[3] 10[4] 11[4] 12[5] 13[5] 14[6] - 0 6 5-6 1-6 5-6
Britain Vickers Mk I 10[3] 11[4] 12[4] 13[5] 14[5] 15[6] - 0 6 5-6 0-6 5-6
Japan Type 92 9[3] 10[4] 11[4] 12[5] 13[5] 14[6] - 0 6 5-6 1-6 5-6
France Hotchkiss 9[3] 10[4] 11[4] 12[5] 13[5] 14[6] - 0 6 5-6 0-6 5-6
Italy Breda 37 9[3] 10[4] 11[4] 12[5] 13[5] 14[6] - 0 6 5-6 2-6 4-6

HMG PC Cards:

U.S.: PFC Thrasher 4/6 158 pts
Germany: PFC Hetzer 4/5 171 pts
U.S.S.R.: CPL Gorbachev 4/4 98 pts
Britain: PFC Wilmore 4/5 157 pts
Japan: PFC Tokugawa 4/4 111 pts
France: CPL Brione 4/5 127 pts
Italy: PFC Vinci 4/4 98 pts

For a scenario that makes use of a HMG go here