MGs vs. AFVs

The tactic of using machine guns (MGs) against AFVs is often overlooked by beginners and intermediate players. However, all types of machine guns, even LMGs, can be used against unarmored and lightly armored AFVs (A9.6). A related tactic, not covered here, is the use of mortars (MRT) against AFVs. While these may appear as seemingly last ditch efforts, both are legitimate tactics that can be used to great effect against marauding tanks.

A MG may attack an AFV only at normal range, without halved FP penalties, and only as a predesignated attack against the AFV target (A9.61). ROF (A9.2), hit location (C3.9), and multiple hits (C3.8) apply to the TH DR, but Critical Hits (C3.7), and Deliberate Immobilization (C5.71) are not applicable. A vehicular MG can only make a TK attack if it's the vehicle's MA (D3.54), and pays the cost of changing VCA or TCA if necessary. Interestingly, MGs use the black TH numbers regardless of nationality, unless captured (A9.6).

Once a hit has been secured, factor penetration by range as for the <25mm gun (Table C7.31) to determine the To Kill number (TK#). Thus, at 7-12 hexes the TK# is 4; at 2-6 hexes, the TK# is 5; and at PB (0-1 hexes), the TK# is 6. If the MG is a .50 cal, the TK#s are even one better (as 12.7mm, Table C7.31). Note that a MG Stuns an AFV if the DR is equal to the final TK# (Table C7.7) even if BU (A9.61). This is different from the mechanics of a normal AP round that Immobilizes or Shocks when equal to the final TK#, and results in a Possible Shock when the TK# is one greater than the final TK# (C7.4-7.42).

Against unarmored targets, the MG uses the same mechanics as against infantry, i.e., it does not require a TH DR (unless the AFV is partially armored). Use the Unarmored Vehicle Destruction Table (QRDC) to determine the outcome. If a partially armored AFV is hit in its unarmored facing (using C3.9), the MG also uses the Unarmored Vehicle Destruction Table and the Unarmored Vehicle line of the IFT to determine the outcome of the attack (QRDC).

MGs have other capabilities against AFVs, too. Passengers, riders, and crew (PRC) are particularly susceptible to the longer ranging fire of MGs, especially if the MG is directed by a good leader. Morale Checks (MC) against a CE crew can result in a Stun (D5.34) or a Stun/Recall (D5.341). CE halftrack passengers never suffer Stun results; they become BU and broken if they fail a MC (D6.62). The CE crew of British Carriers remain CE even after a Stun result (D6.84). While Passengers and Crew often receive the protection of the AFV (TEM +2) (D5.31), Riders don't (TEM +0). Riders that fail their MC will suffer the consequences of Bailing Out (D6.24). The CE and BU crews of halftracks can be seriously threatened by MGs using Elevation Effects (D6.61). Take advantage of this when street fighting (scenarios like “Tanks in the Streets.“

In summary, don't forget the option of using your MGs against AFVs. A quick look at the early war scenarios indicates an abundance of games where the tactic may come in handy, if not decide the game in your favor. Too many times players will leave AFVs CE, or will close with your forces with lightly armored tanks not expecting that LMG to open up and destroy or stop the offending AFV in its tracks.