Machine Gun tactics.

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Cnnbs

FNG / Fresh Meat
Feb 16, 2006
208
0
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How can i explain this i dont know but Dp has a cone of fire,fire single shots by tapping mouse and watch where the tracers go believe me it has a big cone of fire but when u fire a few bullets to a target some of them always hits the target.
At stalingrad kessel i think best place for the mg is roof looking to the left: the trainyard station,the sappers have to cross 10 meters without cover if they decide to exit warehouse from far left.Thats where that high ROF kicks in.
 

Solo4114

FNG / Fresh Meat
May 12, 2006
1,608
38
0
That's one spot. I have other hiding spots there.

I don't think you're experiencing cone of fire. I think what you're experiencing is recoil. The barrel will shift slightly due to recoil (even with a single shot), just the way a rifle does. So you have to reacquire the target. Plus, at least with the MG42, the sound is actually a loop, not each individual round playing a single sound effect. so it may SOUND like you only fired 3 rounds, but in fact, you may have fired, like, 12.

With the MG-34, single rounds are generally on target at least for the first round. After that, it's recoil you're fighting and the bipod only helps so much with that.
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
Oh the guns in RO have conefire, the MGs and SMGs of course much more so than the rifles (it might be the bolt actions don't have any cone though). It's just that the cone is much smaller than in most games.
 
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Cnnbs

FNG / Fresh Meat
Feb 16, 2006
208
0
0
I know weapons has a cone of fire,but DPs is a bit large.
And Solo4114,i am telling u that the very first shot goes to a very different direction than u aimed,left mostly,that has nothing to do with recoil.
Whatever i dont think they'll do something about that.
 

Solo4114

FNG / Fresh Meat
May 12, 2006
1,608
38
0
I know weapons has a cone of fire,but DPs is a bit large.
And Solo4114,i am telling u that the very first shot goes to a very different direction than u aimed,left mostly,that has nothing to do with recoil.
Whatever i dont think they'll do something about that.

Are you sure it's the bullet that goes somewhere or is it the tracer that goes there? The two may not be the same, actually. The real trick would be seeing where the hit itself registered.
 

Yellonet

FNG / Fresh Meat
Feb 27, 2007
275
144
0
Sounds to me like the MG34 is a little too good, no tracers in single shot, no recoil... :(
Patch(nerf) it?
 

Skew

FNG / Fresh Meat
Mar 11, 2006
1,027
17
0
Denmark
Sounds to me like the MG34 is a little too good, no tracers in single shot, no recoil... :(
Patch(nerf) it?

Same goes for the ..I can never remember the name of the Russian MG. :p It's not something you should rely on, it's actually quite difficult just to fire 1 round, instead of 2 or 3.
 

Vonreuter

FNG / Fresh Meat
Apr 3, 2006
280
7
0
DP-28, known to Finns as "Emma" (the name deriving from a popular wartime song that was played from a record, which resembles the flat and round DP-28 clip).
 

(RMC)LtColVik

FNG / Fresh Meat
Aug 8, 2007
18
0
0
having been a gunner for real for many years i can tell you that apart form one or two of you the point of the mg is somewhat missed

the role of the mg is not to lay waste to thousands of enemy troops or create mayhem

the role of the lmg or hmg is the same it is purely a suppressive fire support weapon the deal is to deny use of a feature to the enemy, deny him the ability to poke up and fire at your assaulting party and that is all an mg is for in the attack or defensive role

the only other role it is for is the cutt off group of an ambush party one mg in cover each end of the ambush line to prevent enemy escaping the ambush

close support bursts of three rounds
sustained fire role 20 round bursts
ambush role watch and shoot
 

I. Kant

FNG / Fresh Meat
Apr 9, 2007
1,516
286
0
D) Do not use the MG-42

Oh, let's wait and see Evil Hobo's MG-42... Besides, when I'm MGing and want something to instill fear in enemy (providing that it's not on a distance longer than on Danzig's Langermarkt) the 42's the way to go!
 

JohntheKern

FNG / Fresh Meat
Sep 1, 2007
3
0
0
Chatham Kent England
I feel the Mg-42 is overated, yes its good MG but you need to be a good Machinegunner to use it properly. To many new players fire it fully automatic, most of their bullets go way over head and they wear out the barrels without changing them. Whenever i'm Machine Gunning the Mg-34 is the weapon of choice, less recoil, lower rate of fire but enough to make people duck and the drum magazines holding 50 bullets makes it easier to conserved amunition. New Players: FIRE IN BURSTS DAMM YOU!
 

Rak

FNG / Fresh Meat
Nov 23, 2005
3,539
677
0
32
D
TBH, I hate the guys trying to be a Sniper with their MG's. Those trying to use 2-3 round per shot are making me sick.

It's a SUPPRESION weapon. You have to use long bursts to GET KILLS as well as keep their heads down. That conserving ammunition thing is BS.
 

20.PzGr.Lainer

FNG / Fresh Meat
Oct 7, 2006
85
0
0
***PARDON IF THERE IS ALREADY A TOPIC ON THIS***
(Just close this and point me to the right one)

Anyways, I like machine-gunning. Always fun. But I'm new to it. So let's make a topic about how to be an awesome machine gunner! (I'll add my experiences after tomorrow.)

As of now, if anyones ever used the machine guns just tell me which MG is your favorite (I think there are three...) and how you like to use it.

i.e.

Do you:

A.) Find a chokepoint/window in a building and set up at a window and just shred faces.

B.) Shoot where enemies might be, and hope they are affected by the "near miss" blur so your teammates can flank them.

C.) Run around, spot an enemy, set up before they see you then open fire. Rinse. Wash. Repeat.

I'm interested to know about the machine guns. I hope they'll be as cool as I expect.

Opt C sucks.

A+B= Totally different things, everything depends on situatgion, and squad orders, but B can be used with any Z"set-up"..

B is basically "Suppressive fire".


Here, read this. (Thanks to USMC/ [FONT=arial, Arial, Helvetica]William S. Frisbee Jr.)

This is more modern than ww2, but very useful.
[/FONT]
[FONT=arial, Arial, Helvetica]Automatic Weapons, also known as Machine guns, are not just weapons that shoot more bullets than other firearms. While it may be true that 'throwing' more bullets at the enemy increases the chance of hitting him in the real world it is not that simple.[/FONT]
[FONT=arial, Arial, Helvetica]For instance, an AK-47 assault rifle, used in many movies has a thirty round clip (usually). The rate of fire is listed at six hundred rounds a minute (cyclic), which means firing continuos without reloading, jams, or problems of any kind. At six hundred rounds a minute that is ten rounds a second, after three seconds of continuos fire you have to reload which can take more than five seconds. At over one pound per magazine of ammo you have to worry about storing it and carrying it. Ammo gets heavy and too much can slow you down. In reality the AK47 fires about ninety rounds a minute (automatic) and forty rounds a minute (semi). This is a respectable rate of fire nevertheless.[/FONT]
[FONT=arial, Arial, Helvetica]A standard combat load for an M16-A2 Assault rifle is seven magazines, that is two hundred ten rounds. An M-249 SAW (Squad Automatic Weapon) usually has around six to eight hundred rounds.[/FONT]
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[FONT=arial, Arial, Helvetica]When a weapon fires it generates friction heat, fire too many rounds and the barrel can literally melt. First it will start glowing red, then white. Modern machine guns frequently have interchangeable barrels so if one barrel is getting too hot (or is jammed) it can be quickly replaced with another barrel. In some cases a light machine gun is little more than a regular assault rifle built to take the heat and stress of automatic fire. The Soviet RPK for instance can only fire about eighty rounds a minute if it is to avoid melting.[/FONT]
[FONT=arial, Arial, Helvetica]Firing four hundred rounds, continuos, through a SAW will melt the barrel. Any weapon that is fired too much will get very hot.[/FONT]
[FONT=arial, Arial, Helvetica]Another problem with automatic weapons is their lack of accuracy. Firearms usually have a 'kick' when they are fired. This recoil affects accuracy, accuracy is what kills the enemy, not volume of fire or the sound of bullets. A machine gun is inherently inaccurate when fired. The recoil of the first round affects the aiming point of the second round. The more rounds that are fired the more off target the shooter gets. To compensate short controlled bursts are fired instead of long continuos bursts. This allows the gunner to readjust his aim in between bursts and also gives the barrel a chance to cool down, if only for a second or two.[/FONT]
[FONT=arial, Arial, Helvetica]Aiming is just as important for a machine gun as any other weapon. Back to our MP5. If the shooter does NOT aim his bullets will spread out in a shot gun pattern, the more distance the more spread. The farther a bullet travels the more 'off course' it gets if improperly aimed. One single bullet does not insure a kill. A forty-four magnum will not automatically kill the target.[/FONT]
[FONT=arial, Arial, Helvetica]Bullets are very small and they go where they are aimed unless they are affected by wind or gravity. At a hundred yards a man sized target is not that big and bullets do not get bigger. The smallest miscalculation in aiming can insure a miss. If the shooter does not aim he will be lucky to score a hit.[/FONT]
[FONT=arial, Arial, Helvetica]One option when using an automatic weapons is to 'walk your rounds into target'. What this means is that the shooter see's where his rounds are hitting and adjusts his aim accordingly. This requires a large amount of ammo and can cause weapons to heat up prematurely. This is not a good method for several reasons. One, the enemy may be shooting back and will not give you time to adjust your aim unless he cowering behind cover, in which case you won't hit him anyway. Two, ammo use is high (which means reloading and during this time the enemy may decide to shoot back). The third reason this is a bad idea is it takes time and tells the enemy where you are at. One of Murphy's laws of Combat states that "Teamwork is essential, it gives them someone else to shoot at." If you are concentrating on my buddy you are not concentrating on me and I will ventilate you.[/FONT]
[FONT=arial, Arial, Helvetica]If you have time and ammo, walking the rounds onto target is good. ALL machine guns have sights, even if they are basic ones.[/FONT]
[FONT=arial, Arial, Helvetica]One of the most important aspects of automatic weapons is their intimidation factor. They are scary, even in an amateurs hands. All those bullets slamming into the ground around you can be very frightening. This intimidation factor is one of the main reasons automatic weapons are so popular.[/FONT]
[FONT=arial, Arial, Helvetica]So let's recap the basics of automatic weapons. Machine guns need lots of ammo. Machine guns overheat and melt if you fire all that ammo. If you do not attempt to aim you are wasting all that ammo. Reloading is a ***** when you are being shot at. Rambo was a stupid movie for these reasons.[/FONT]
[FONT=arial, Arial, Helvetica]Understanding the mechanics let's look at the tactics used.[/FONT]
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[FONT=arial, Arial, Helvetica]Submachine Guns and Machine Pistols: A cross between a automatic pistol and a carbine, SMG's have a limited use outside of a small area. The greatest strength of these small machine guns is that they can provide a large volume of close range fire. At longer ranges (over 100meters) they are horribly inaccurate. Machine pistols are even worse. In close range, room to room fighting they are superb. Their small size makes them easier to handle and their firepower makes them downright deadly.[/FONT]
[FONT=arial, Arial, Helvetica]Small Machine guns are plagued with many of the problems of larger machine guns. Ammo consumption, overheating, ect. Most elite units employ SMG's with different fire rate settings and even then full auto fire is rarely used except to gain fire superiority. Some settings are Single Shot (preferred because it is more accurate and conserves ammo). Double shot fires two bullets with one trigger pull. This inflicts a "Double tap" on the target (see wounds and death). Three round Burst fires three rounds for every trigger pull. This setting is designed to help the shooter gain fire superiority without wasting too much ammo. Other settings like five round burst are possible and are similar to three round burst in purpose. Full Auto is more of a desperation fire mode. Some SMG's only have single shot and Auto. In a firefight a shooter may select Auto and waste an entire magazine in panic.[/FONT]
[FONT=arial, Arial, Helvetica]SMG's were born in World War 2 and were initially issued to Nazi NCO's. The Russians were more liberal with SMG's and the Nazi's eventually eased up and issued them to more than NCO's despite their limited range.[/FONT]
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[FONT=arial, Arial, Helvetica]Light Machine Guns: Many people I know would have argued this point. A light machine gun is still a heavy son of a *****, especially when you take into account the ammo that has to be carried. Light machine guns are designed to be operated by one person in the assault.[/FONT]
[FONT=arial, Arial, Helvetica]LMG's are some of the fastest firing machine guns. Designed to serve as a squad or fireteam machine gun they have a high rate of fire and have a smaller caliber than other machine guns. The high volume of fire allows a small unit to quickly gain fire superiority by intimidating the enemy. The smaller caliber allows the machine gunner to carry more ammunition and because smaller caliber's have less recoil, the LMG is more easily controlled than other machine guns. Rambo would have done much better with an LMG.[/FONT]
[FONT=arial, Arial, Helvetica]LMG's are belt fed or magazine fed. Some, like the M-249 (minimi) can take both (only one at a time though). Soviet LMG's are usually magazine fed. LMG ammunition is usually compatible with comparable assault rifle ammunition (and can take assault rifle magazines).[/FONT]
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[FONT=arial, Arial, Helvetica]Medium Machine Gun: This is what Rambo likes for no reason I can see. The MMG or as it is frequently called, the GPMG (General Purpose Machine Gun), is usually a higher caliber weapon than a LMG. This means that the GPMG has more recoil (usually much more recoil!) and the bullets have superior penetration than a light machine gun. The sound of a GPMG is also more intimidating than smaller caliber weapons and this may be a reason it is feared more. Also, the heavier caliber round means the range is longer [/FONT]
[FONT=arial, Arial, Helvetica]Because the ammo is heavier and the GPMG is more likely to be fired more, most GPMG's have a lower rate of fire than a LMG. This means that the barrel does not overheat so quickly and ammo consumption is not so high. Someone has to carry all that ammo.[/FONT]
[FONT=arial, Arial, Helvetica]The recoil discourages gunners from firing from any other position than a braced one. GPMG's frequently come with tripods and they all come with bipods. The tripod is the best way to fire the GPMG because it is more stable and allows more accurate fire. The bipod is a second best. Firing the GPMG while moving is pure stupidity (like what Rambo was doing) because it is inaccurate and easy to lose control of the weapon. Firing from a standstill is not advised because of the poor accuracy.[/FONT]
[FONT=arial, Arial, Helvetica]It should be noted that in the Rambo movie Sylvester Stallone was firing blanks. Blank ammunition does not have the recoil of real ammunition, just enough to operate the weapon. Had Rambo been firing real ammo he would have shot the ground, the sky, the cameraman and just about everything but the target.[/FONT]
[FONT=arial, Arial, Helvetica]Until the development of light machine guns the GPMG was the standard machinegun. GPMG's are usually crew served but can be operated by on man. A crew usually consists of a team leader who directs the gun, the gunner who fires it and an assistant gunner who carries the tripod and extra ammo. During firing the assistant will insure the weapon remains loaded. Another rifleman may be assigned to a machine gun team to provide security and carry ammo.[/FONT]
[FONT=arial, Arial, Helvetica]GPMG's are usually belt fed. Belts can be linked together but it is usually impractical to do this unless the weapon is stationary and will not be moving.[/FONT]
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[FONT=arial, Arial, Helvetica]Heavy Machine Guns: These are monsters. The barrel of a US M2 fifty caliber machine gun is over fifty pounds alone. Ammunition is also much heavier and devastating.[/FONT]
[FONT=arial, Arial, Helvetica]These weapons can only be fired from a tripod or mount. In most cases there are two handles behind the weapon for the gunner to grasp. The trigger is a butterfly shaped button in between that is pressed by the thumbs.[/FONT]
[FONT=arial, Arial, Helvetica]Although the rate of fire is much lower these weapons frequently have the penetration and power to go through several men standing behind each other. Some lightly armored vehicles are not immune to these weapons. The sheer kinetic force from these weapons is said to be able to tear a man in two.[/FONT]
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Mk19HMG.gif
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[FONT=arial, Arial, Helvetica]In Vietnam a new type of heavy machine gun was introduced, the automatic grenade launcher. Since its introduction it has become a favorite weapon. The US fields a forty millimeter grenade launcher (which is NOT compatible with the 40mm rifle mounted grenade launcher) and the Soviets have a 30mm automatic grenade launcher (first used in Afghanistan). Automatic grenade launcher ammo is not compatible with hand held grenade launchers because of the charge. HMG barrels are much more heavier and can handle more pressure. A grenade taken from a HMG would explode in a regular hand held grenade launcher (plus the links that are a part of the shell may inhibit loading).[/FONT]
[FONT=arial, Arial, Helvetica]HMG's are devastating weapons but they are just not as man portable as one would like. HMG's will usually fire a burst of three to five rounds.[/FONT]
[FONT=arial, Arial, Helvetica]COVERING FIRE: This is when machine guns are most useful. Their high volume of fire and high degree of intimidation is a great way to scare the opposition into taking cover and staying there. In the attack this is incredibly important because it allows other attackers to get into position where they can do the most damage to the enemy. A high number of tracers in the ammo mix can magnify the intimidation of the machine gun but using more tracers should be considered carefully because tracers can be backtracked to their source.[/FONT]
[FONT=arial, Arial, Helvetica]Light Machine guns are likely to travel with the assault group, heavier machine guns are best deployed where they can shoot over the heads of the assault group or from the side where they will not endanger the assault group. Colored smoke or radio is the best method of telling the supporting machine guns to cease fire because they might not be able to tell when friendly forces are too close.[/FONT]
[FONT=arial, Arial, Helvetica]Patrol: On patrol machine guns are best deployed in a location where they are best protected from an enemy. Machine gunners do not walk point for this reason. When the shooting starts Machine guns should be able to deploy to the best position possible instead of being pinned down in the initial volley of enemy fire.[/FONT]

[FONT=arial, Arial, Helvetica]When deployed they should be placed where they can do the most damage to the enemy.[/FONT]
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[FONT=arial, Arial, Helvetica]Defense: Machine guns are the backbone of the defense. They can set up a wall of fire that the enemy dare not cross. Two machine guns working together can fire across each others front and creating an X. This 'X' is one way of creating a wall of fire and preventing the enemy from over running the defensive position. This is called "Final Protective Fires" and is done only when the signal is given.[/FONT]
[FONT=arial, Arial, Helvetica]When the enemy begins the attack, machine gunners are directed to engage groups of enemy troops. They try to break the enemy's attack. Machine guns should not be the first weapons to open fire. Riflemen should start firing first. This helps conceal the locations of the machine guns because the enemy may see the initial muzzle flash from a rifleman's weapon, but by the time the machine guns open up the enemy is (hopefully) busy taking cover and doesn't have the time to look for the machine guns amid all the other weapons firing at him.[/FONT]
[FONT=arial, Arial, Helvetica]One problem with machine guns in the defense is their vulnerability. As I said earlier machine guns are the backbone of the defense. The enemy would think nothing of using any weapon to take out the machine guns. When the machine guns are destroyed then the organized defense can crumble more easily because it becomes a battle of stationary riflemen against moving machine guns, rocket launchers and riflemen. There is a term for a stationary rifleman - sitting duck.[/FONT]
[FONT=arial, Arial, Helvetica]In the defense machine guns get the best locations, heavy MG's taking priority over lighter MG's. Riflemen fill in the gaps between machine guns.[/FONT]
[FONT=arial, Arial, Helvetica]Machine guns are also deployed where they can shoot the farthest and across open ground. This allows the use of "Grazing fire" meaning the bullets travel above the ground between one and four feet high for as far as possible. Grenade launchers are designated to cover those areas a machine gun cannot because they can fire indirectly.[/FONT]
[FONT=arial, Arial, Helvetica]When things become desperate for the defenders the signal is given for "Final Protective Fires" and the machine guns rotate to shoot across the front of friendly forces and create a 'Wall of fire'. This wall of lead is called a FPL or Final Protective Line and is designated before the fight begins. Stakes may be used to help the machine gunner aim correctly at night or in smoke.[/FONT]
[FONT=arial, Arial, Helvetica]Effects: Machine guns basically do what other bullets do. However, machine guns are more likely to use special rounds such as tracers and armor piercers. Some machine guns can fire more powerful rounds because of the heavier barrels. A US M2 fifty caliber machine gun can fire at ranges over two miles. Heavy machine guns can also be fired single shot if the trigger is pressed quick enough. Carlos Hathcock used a fifty cal MG with a scope mounted on it to kill a VC at close to two miles away. The weapon was fired single shot and was not employed as an automatic weapon.[/FONT]
[FONT=arial, Arial, Helvetica]Night Fire: This is very dangerous for a machine gun. The sound and the muzzle flash are a dead giveaway. Firing ten bullets means creating ten muzzle flashes and a muzzle flash is one of the best ways of locating the enemy. Since most machine guns are not that mobile it means they become a prime target.[/FONT]
[FONT=arial, Arial, Helvetica]Many machine guns are equipped with nightscopes because it gives them a small edge. Currently nightscopes are awkward to mount and the muzzle flash can interfere with them but they are better than nothing.[/FONT]
[FONT=arial, Arial, Helvetica]Manning: Machine guns are always manned meaning there is always someone at the machine gun and ready to use it in a combat zone. If the Machine gunner has to urinate, dig a hole, get out his sleeping bag, ect, the assistant machine gunner gets behind the weapon.[/FONT]
[FONT=arial, Arial, Helvetica]Anti-tank: Believe it or not machine guns are an important part of armor-kill teams. Against a heavily armored tank machine guns are basically useless right? -Wrong![/FONT]
[FONT=arial, Arial, Helvetica]When a tank crew is buttoned up inside their tank their visibility is severely limited. A tank crew inside their tank cannot see anti-tank missiles or rockets fired until it is too late in most cases. To prevent getting ambushed and to see their surroundings more clearly, tank crews stick their heads or whole bodies up out of the hatch. This allows them to see a missile launched at them and they can take evasive action.[/FONT]
[FONT=arial, Arial, Helvetica]Furthermore, tanks are usually very vulnerable without infantry to protect them, especially in cities or rough terrain.[/FONT]
[FONT=arial, Arial, Helvetica]When an armor-kill team ambushes a group of tanks the machine guns fire first. This encourages the tank crews to button up and hide inside their tanks to avoid getting shot. This is when the missile fires. It takes time for the crew to button up and by the time they are ready to fight back the missile has been launched and is preparing to hit them.[/FONT]
[FONT=arial, Arial, Helvetica]Machine guns also keep infantry away while the tanks are killed. In Chenchenya the defenders of Grozny virtually slaughtered the Soviet aggressors doing this.[/FONT]
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[FONT=arial, Arial, Helvetica]Terms[/FONT]
[FONT=arial, Arial, Helvetica]Grazing Fire: an area one to four feet high across an open area. Machine guns are deployed to maximize grazing fire.[/FONT]
[FONT=arial, Arial, Helvetica]Final Protective Fires: A term used to denote when machine guns should resort to their FPL's. The command to fire FPF's is usually given when the enemy is about to over run all or part of the perimeter. Machine guns fire as fast as they can in order to create a wall of lead across the unit's front.[/FONT]
[FONT=arial, Arial, Helvetica]Final Protective Line: a direction for the machine gun to point that allows it to shoot across the unit's front and interlock with other machine guns. This allows the MG's to create a "Wall of lead".[/FONT]
[FONT=arial, Arial, Helvetica]Beaten Zone: This is an area where the bullets from a machine gun land.[/FONT]
[FONT=arial, Arial, Helvetica]Trajectory: This is the path of a bullet. Bullets do not travel in a strait line because of gravity, they travel in an arc. The further the range the steeper the curvature.[/FONT]
[FONT=arial, Arial, Helvetica]Cone of Fire: This incorporates the area between the muzzle and the beaten zone. When a burst is fired they do not all follow the same path, they diverge a little bit to cover more area. Even if the weapon is locked in a certain position, not all the rounds will hit the same point. Atmospheric, recoil and variations in the ammunition create variation.[/FONT]
[FONT=arial, Arial, Helvetica]Plunging Fire: This is defined as an area where it is dangerous for a person to be. Plunging fire is obtained when firing from hill top to hill top, down into an area or up onto a hill. To protect against plunging fire defenders need overhead cover which is not always available.[/FONT]
[FONT=arial, Arial, Helvetica]Traverse and Elevation: Because Medium and heavy machine guns are most effective when fired from a mount (tripod or vehicle) there are certain aspects that affect the accuracy and abilities of the weapon. These larger machine guns have a mechanism located under the gun that fixes it into a certain position. This mechanism called a T & E (Traverse and Elevation) is used to provide fine control over accuracy. The T&E usually has two knobs, one controls horizontal control, the other controls vertical control. This allows the gunner to fine tune his accuracy. Without a T&E any adjustment by the gunner (like to move his elbow to a more comfortable position) can have a massive impact on the accuracy.[/FONT]
[FONT=arial, Arial, Helvetica]By using the T&E a machine gun is a very accurate, very deadly weapon.[/FONT]
[FONT=arial, Arial, Helvetica]Some Terminology[/FONT]​
[FONT=arial, Arial, Helvetica]Frontal Fire: This is when the gunner is facing the enemy. This is not what machine gunners like to think about because the enemy is usually shooting back.[/FONT]
[FONT=arial, Arial, Helvetica]Flanking Fire: This is when the gunner is shooting at the side of the enemy. In this case the enemy is not facing (and shooting at?) the gunner.[/FONT]
[FONT=arial, Arial, Helvetica]Oblique Fire: This is when the gunner is shooting at an angle relevant to the long axis of the target.[/FONT]
[FONT=arial, Arial, Helvetica]Enfilade Fire: This is what machine gunners have wet dreams about. The long axis of the enemy is lined up for the gunner so that in theory, one bullet could kill them all. The enemy may be facing the gunner (Frontal Enfilade Fire) or facing away from the gunner (Flanking Enfilade Fire).[/FONT]
[FONT=arial, Arial, Helvetica] Machine Gun Squads
[/FONT][FONT=arial, Arial, Helvetica]In some cases two or more teams of machine guns (a Machine Gun Squad usually has two) may be deployed as a squad. This can get messy for the enemy because of the concentrated firepower. In many cases machine gun teams are deployed separately but sometimes machine gun teams are deployed as a squad.[/FONT]
[FONT=arial, Arial, Helvetica]In garrison machine gun squads usually live and train together and are assigned to the Weapons platoon. When the unit goes to the field they are deployed as the company commander sees fit. By billeting the machine gunners together it helps standardize training and logistics in garrison.[/FONT]
 
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(RMC)LtColVik

FNG / Fresh Meat
Aug 8, 2007
18
0
0
lol waay too much info, the basic is simple
us the mg to suppress and deny ,it is not for anhialation it is an assault suporting weapon

average range in the SF role up to 1200 meters
upto 600m in the light role (for leiners benefit)

ensure he is always topped up with ammo when pass him by

and whoever said the mg42 was over rated lol most soldiers in NATO having had a go on it will tell you it is still ONE of the best mgs int he world even by todays standards


just a foot note on ammo wasteage

suppressive fire does not mean you fire all your ammo the whole battle at any given point

it means when your assaulting party is about to asault an objective you as the gunner will suppress that objective and when your party gets too close to your beaten zone you switch fire to other LIKELY enemy positions

[FONT=arial, Arial, Helvetica]while in the real world us proffessionals and ex proffesionals know the mg like we know our own d*&^%ck will tel you many things about the mg ,game dynamics will make it differ a bit from the real thing but the basics are the same[/FONT]

[FONT=arial, Arial, Helvetica]it is a SUPPORT weapon not an assault weapon (lmg mg hmg ) [/FONT]

[FONT=arial, Arial, Helvetica]The SMG is a CQB weapon[/FONT]
 
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20.PzGr.Lainer

FNG / Fresh Meat
Oct 7, 2006
85
0
0
lol waay too much info the basic si simple
us the mg to suppress and deny ,it is not for anhialation it is an assault suporting weapon

average range in the SF role up to 1200 meters

ensure he is always topped up with ammo when pass him by

and whoevr said the mg43 was over rated lol most soldiers in NATO having had a go on it will tell you it is still ONE of the best mgs int he world even by todays standards


just a foot note on ammo wasteage

suppressive fire does not mean you fire all your ammo the whole battle at any given point

it means when your assaulting party is about to asault an objective you as the gunner will suppress that objective and when your party gets too close to your beaten zone you switch fire to other LIKELY enemy positions

[FONT=arial, Arial, Helvetica]while int he real world us proffessionals and ex proffesionals know the mg like we know our own d*&^%ck will tel you many things about the mg game dynamics will make it differ a bit from the real thing but the basics are the same[/FONT]

[FONT=arial, Arial, Helvetica]it is a SUPPORT weapon not an assault weapon (lmg mg hmg ) [/FONT]

[FONT=arial, Arial, Helvetica]The SMG is a CQB weapon[/FONT]


Okay, first the MG is not just an assault support weapon. It is probably the best weapon in a defensive position to have. (Think...MG NEST? Remember this is a WW2 game..)

Second, you said Mg43..I'm sure you meant 42. But you'd still be wrong. What you are referring to is in use today by the Bundeswehr and NATO, and that is the MG-3..basically an Mg42 chambered in 7,62x51mm.

I thought you said you knew them like your own d*&^k..or w/e.

The average engagement range ever since WW2 has been well under 1,000m, usually under 300m....What is the "SF" role? Special Forces? What the hell are you talking about.



"us [FONT=arial, Arial, Helvetica]proffessionals" [/FONT][FONT=arial, Arial, Helvetica]Hmm. You are a professional? As in Military?

You type like a 12 year old on Prozac. I highly doubt you are...anyone in SF would be a whole lot more "proffessional" as you put it.
[/FONT]
 

(RMC)LtColVik

FNG / Fresh Meat
Aug 8, 2007
18
0
0
lmfao

i did not mention the defensive role bud simply as that goes without saying

secondly does not matter what the new version is called, the fact remains the MG42 as it WAS (i did not refere to as it is now) i mean as it was back inWW2 would still give many a modern mg a damned fine run for its money, please do not missunderstand me

(i made no mention of special forces lol)
as for mg effective ranges yes in close support roles usually 300 to 600 meters
the 1200 meters i was refering to was as stated in the SF role
what this means is sustained fire role (hope you know what the hell im on about now)(course if you had had the gumption to server time for your country you would have known what SF role meant :)
this is normally a 6 gun team of MGs in fixed positions mounted on tripods in a position ready to cover an attack on a feature such as a hill or village etc

the Britsh Infantry use this now and we did back then also
in the SF role we usually fire 20 round bursts at pre indicated locations or targets that where observed within 24 hours before the planned assault

in the light role however we tend to fire bursts of 3 to 5 rounds off the bipod

and lainer i know the MG drills inside out i was an SF gunner for 6 years of my life and a light role gunner for 4 years before this AND with active combat service ammounting to two years i know my gunning drills and roles well lol

there was no need for cockyness in your response all you had to do was ask if any of that statement was misunderstood or confusing

18 years in the british infantry is what i mean by proffessional matey from private to colour sergeant ;)

and im sure im not the only one who has done his bit for his country in here wether it be british or US or any other

this game has many armchair generals
it has many wanabes
it has many that where turned down for service due to varying reasons

what it does not need is holier than thou or cockyness

please do not confuse my statement i realy do not care if im liked or not
just because i have done it for real as im sure many others have , does not I KNOW make me better than anyone else at this game, what it means is those like me have a better understanding of the use of certain weapon systems than others, i might know a Brengun better than most as i know it BETTER than my own D*&^ck lol but that does not mean in an online GAME i will be a better shot than anyone else, Hell ive been out shot by a 12 year old in Red orchestra lol on more than one occasion,

and i was not trying to take anything away from USMC/ [FONT=arial, Arial, Helvetica]William S. Frisbee Jr's statement the USMC and RMC have many aspects that differ in small ways but most of the basics of our marine lives are more similar than most assume and this goes also for the role of the MG in both the RMC and USMc as we train together regularly [/FONT]


what i was trying to put accross was simply some basics for the game, nothing more
and the typos are cos i cant be arsed to spell check i refer to proffessionalism as in soldiering as some of us di our time and didnt just wish we had , i was not refering to my typos or piss poor typing
 
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(RMC)LtColVik

FNG / Fresh Meat
Aug 8, 2007
18
0
0
just to clear things up on weapon experiences heres mine in the real world
as a cadet
trained and fired
lee enfield mk4 rifle
the LMG otherwise known as the bren gun

in adult service :-
the SLR L1 A1 7.62 rifle modeled on the older belgian FN

the GPMG 7.62mm belt or box fed (british version of the M60 )
carl gustav AT recoiless weapon
66mm anti tank weapon
the wombat recoiless anti tank weapon
81mm mortar
.50 HMG mounted
milan anti tank system
30mm rarden (mounted in the warrior APC)
AK47
M16/AR15
the LMG (modern variation of the old bren gun) 7.62mm
and the SA80 and light support weapon of today

and every one of them great fun
cept the carl gustave felt like a bick kick in the gonads when you fired it
 
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20.PzGr.Lainer

FNG / Fresh Meat
Oct 7, 2006
85
0
0
lmfao

i did not mention the defensive role bud simply as that goes without saying

Have you seen *some* of the people that play this game? Why do you think I posted such basic info.

(hope you know what the hell im on about now)(course if you had had the gumption to server time for your

What? Buddy, I'm 16 years old. We don't exactly have sign ups for the 12th SS here.


as for mg effective ranges yes in close support roles usually 300 to 600 meters
the 1200 meters i was refering to was as stated in the SF role
what this means is sustained fire role (hope you know what the hell im on about now)(course if you had had the gumption to server time for your country you would have known what SF role meant :)
this is normally a 6 gun team of MGs in fixed positions mounted on tripods in a position ready to cover an attack on a feature such as a hill or village etc

the Britsh Infantry use this now and we did back then also
in the SF role we usually fire 20 round bursts at pre indicated locations or targets that where observed within 24 hours before the planned assault

in the light role however we tend to fire bursts of 3 to 5 rounds off the bipod

Thank you for clarifying. I definitely know what the sustained fire role is, but haven't ever heard of the "SF role" worded as such, but yes, I know what you are talking about. (I'm from the U.S...maybe that's why I haven't heard "SF" like that??? Most of us just call it the GPMG role, or indirect fire initself when used as described on a tripod preluding attacks and so on.)

lmfao
and lainer i know the MG drills inside out i was an SF gunner for 6 years of my life and a light role gunner for 4 years before this AND with active combat service ammounting to two years i know my gunning drills and roles well lol

there was no need for cockyness in your response all you had to do was ask if any of that statement was misunderstood or confusing

18 years in the british infantry is what i mean by proffessional matey from private to colour sergeant ;)

and im sure im not the only one who has done his bit for his country in here wether it be british or US or any other

this game has many armchair generals
it has many wanabes
it has many that where turned down for service due to varying reasons

what it does not need is holier than thou or cockyness

please do not confuse my statement i realy do not care if im liked or not
just because i have done it for real as im sure many others have , does not I KNOW make me better than anyone else at this game, what it means is those like me have a better understanding of the use of certain weapon systems than others, i might know a Brengun better than most as i know it BETTER than my own D*&^ck lol but that does not mean in an online GAME i will be a better shot than anyone else, Hell ive been out shot by a 12 year old in Red orchestra lol on more than one occasion,

and i was not trying to take anything away from USMC/ [FONT=arial, Arial, Helvetica]William S. Frisbee Jr's statement the USMC and RMC have many aspects that differ in small ways but most of the basics of our marine lives are more similar than most assume and this goes also for the role of the MG in both the RMC and USMc as we train together regularly [/FONT]


what i was trying to put accross was simply some basics for the game, nothing more
and the typos are cos i cant be arsed to spell check i refer to proffessionalism as in soldiering as some of us di our time and didnt just wish we had , i was not refering to my typos or piss poor typing

Okay, Okay, my apologies "mate". I keep forgetting RO is international, to be honest, if you were a U.S. soldier and typed, and phrased like that you would certainly be humiliated often! Ahhh...Brits.. LOL!

Anyways, that's why I made my earlier post, about the very basics of MGs...you'd be surprised about how many people have no clue as to what either of us are talking about! LMAO!!! Once again, my apologies. I didn't mean to sound holier than thou or whatnot, I just thought I found someone who didn't know wtf they were talking about...but I can see clearly that's not the case...just misunderstandings, and a mixed vocabulary.
just to clear things up on weapon experiences heres mine in the real world
as a cadet
trained and fired
lee enfield mk4 rifle
the LMG otherwise known as the bren gun

in adult service :-
the SLR L1 A1 7.62 rifle modeled on the older belgian FN

the GPMG 7.62mm belt or box fed (british version of the M60 )
carl gustav AT recoiless weapon
66mm anti tank weapon
the wombat recoiless anti tank weapon
81mm mortar
.50 HMG mounted
milan anti tank system
30mm rarden (mounted in the warrior APC)
AK47
M16/AR15
the LMG (modern variation of the old bren gun) 7.62mm
and the SA80 and light support weapon of today

and every one of them great fun
cept the carl gustave felt like a bick kick in the gonads when you fired it

Nice...in the U.S. we are allowed to own firearms (albeit, very diluted civi versions. Such a semi-only "assault weapons".)

I have 2 Ak47s...a Romanian wasr10 (AKM wannabe), and a Yugoslavian M70ab, (basically:AKMS-47)

Also in the collection, 3 mausers(2 German K98s, and a Yugoslavian 24)

and an ar15 (M4 variant) on the way!

Anyways...back on topic?


Since people reading this should now know some of the basics...how about...more basics! Yay! As a note, while these are brutally basic, there is a hint of smartass in all of it...lol. I tend to like a little humour while reading...still very good info though, especially for gamers trying to be in a realism unit, play realistically, etc.

[FONT=arial, Arial, Helvetica]When you want to kill the enemy without getting killed yourself avoid getting shot by the enemy covering fire is the key to survival. Covering fire is used to decrease the accuracy of the enemy. If the enemy can't shoot accurately it dramatically decreases the chance he will hit you when he shoots at you.[/FONT]
[FONT=arial, Arial, Helvetica]The phrase "Cover me!" is often used improperly in the movies. The hero says "Cover me," everyone counts to three and the hero goes for it while everyone else throws lead at the bad guys.[/FONT]
[FONT=arial, Arial, Helvetica]In a way this is covering fire. In a way it really isn't. More bullets thrown at the enemy doesn't mean he is going to cower. However, he is more likely to. If the enemy is cowering then he isn't shooting. This is where coolness under fire comes into play.[/FONT]
[FONT=arial, Arial, Helvetica]Nobody wants to get hit and bullets coming your way tends to encourage most people to take cover first and see how accurate the enemy is later. For instance, when the lead man in a patrol comes under fire, the entire patrol may take cover until they figure out they are not the ones being shot at. Once they know they are not a target even then they may still be reluctant to move out of cover unless ordered to do so.[/FONT]
[FONT=arial, Arial, Helvetica]Covering fire is the secret to winning a firefight because it can deny the enemy any or all of three firing requirements.[/FONT]
[FONT=arial, Arial, Helvetica]In order to hit you the enemy must be able to meet three simple requirements. Simple in theory, not in practice.[/FONT]
[FONT=arial, Arial, Helvetica]First the enemy must be able to find and know where you are. A bullet is a very small projectile that occupies a very small amount of space. Spraying the countryside indiscriminately is the best method of wasting ammo and hitting nothing. When you see a person at a distance they are smaller than if they were closer. Bullets don't get bigger as they are fired and if you aren't aiming then chances of your bullet hitting are pretty much nil at over twenty feet. Of course you may get lucky but odds are against it.[/FONT]
[FONT=arial, Arial, Helvetica]Second the enemy must have a target area to shoot at. If he can't see an head, arm, or leg he can't shoot you. He might know you are hiding in a ditch but until you stick your head up he would just be wasting ammo. When he runs out of ammo and has to reload then it is your turn to pop up and take advantage of the situation. Of course his buddies may not have run out of ammo. . .[/FONT]
[FONT=arial, Arial, Helvetica]Third the enemy must be able to aim. This means acquiring sight alignment and sight picture. If he can't aim he is likely wasting ammo.[/FONT]
[FONT=arial, Arial, Helvetica]The closer bullets hit near a person the more likely that person is going to feel the need for self preservation. If the person can see bullets slamming into a tree near his head then only a fool would remain in position.[/FONT]
[FONT=arial, Arial, Helvetica]Covering fire has four uses.[/FONT]
[FONT=arial, Arial, Helvetica]1. Suppress the enemy. This means discourage the enemy from firing accurately. It takes time to acquire a target and aim and if bullets are hitting near him, he might not be willing to take that time. Accurate fire is what wins a fight, that is why Marines, Rangers, and other elite units consider marksmanship so important.[/FONT]
[FONT=arial, Arial, Helvetica]2. Prevent the enemy from firing. This is the ultimate goal of covering fire. If the enemy is so intimidated by your fire then you can move about with relative safety. You an stroll up and toss a grenade in his hole if he is so intimidated.[/FONT]
[FONT=arial, Arial, Helvetica]3. Force the enemy to move in a certain way. Shooting under a car is going to encourage the enemy to move to better cover where his feet won't get shot off. By forcing your enemy to move to a different piece of cover you might get in a lucky shot and down your foe or you might force him to retreat to a position that is more exposed.[/FONT]
[FONT=arial, Arial, Helvetica]4. Confuse or distract the enemy from your activities and movement. If the enemy is too busy cowering from your volley of fire he is not likely to notice your friend(s) moving off to the side where he can get a better shot. Distracting the enemy with covering fire may give you more time to aim or get closer.[/FONT]
[FONT=arial, Arial, Helvetica]There are several keys to effective covering fire. Each one is important.[/FONT]
[FONT=arial, Arial, Helvetica]Accuracy. Shooting in the wrong direction isn't going to scare the enemy (much), or kill him. Accurate, aimed fire is going to kill or intimidate the enemy. The enemy doesn't want to die any more than you do and the more accurate you are the more intimidated he will become (or the more dead he will become).[/FONT]
[FONT=arial, Arial, Helvetica]Rate Of Fire. This is more important than it might sound. Obviously more bullets fired is more intimidating. However, most magazines have a thirty round clip. Machine guns have one or two hundred rounds belts depending. If you run out of ammo you aren't going to scare the enemy for much longer. Reloading takes time and can cost someone their life if you aren't prepared for it. By controlling the rate of fire, and firing as little as you can, you can keep from running out of ammo at the wrong time.[/FONT]
[FONT=arial, Arial, Helvetica]Movement Draws Counterfire. This means that if the enemy sticks his head up he gets shot at. If he tries to fire at you, he gets shot at. If he does anything but cower, he gets shot at.[/FONT]
[FONT=arial, Arial, Helvetica]Teamwork. This is essential because it gives them someone else to shoot at. If the enemy is shooting at one of your team mates then they aren't shooting at you! Teamwork also means that you have to cooperate with your team mates to locate and suppress the enemy, make sure everyone doesn't run out of ammo at the same time and you don't get flanked. Everyone should have an area of responsibility.[/FONT]
[FONT=arial, Arial, Helvetica]Communication. This is critical. A team should be constantly talking back and forth, telling each other where the enemy is, who's doing what, who's reloading or is going to need to, who is firing at who, ect. Firefights are chaotic at best and good communications can be the key to survival.[/FONT]