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MMG house rule 
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Joined: Sat Jul 25, 2015 11:16 am
Posts: 4
I feel the team MMGs in bolt Action are under powered compared to accounts telling how an MMG could dominate an area against multiple squads or platoons of attackers. Here's an idea I've bounced around our group to modify how MMGs work for s house or scenario rule.

1. MMG get D2 Pins if they get any hits.
2. In ambush MMG roll a morale check before they can fire. If they pass they fire. The team stays in ambush however. If another unit moves in the MMG arc and LOS the MMG takes another morale check but with -1 and can fire with one less die than before if they pass. Third time is -2 morale check and -2 dice if they pass to shoot. Officers and pins affect this roll. Even if a roll fails the unit can still make another attempt when another units moves or shoots. They do get the additional -1 to die roll and dice even if they failed on each successive attempt.
3. Firing units can activate an ambush but the ambush fire is after the firing unit is done and any effect is completed. This change is so the opposing players can't simply put everyone into fire and the MMG is caught standing.
4. Vehicle MMG cannot do this.

Using those mods will make MMG much more powerful and I believe will feel right.
I thought I'd share the idea with the community for house rules.
We have not tested this extensively but it's in the works.

--Roland


Sat Jul 15, 2017 11:04 pm
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Technical Sergeant
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Joined: Mon Jan 30, 2012 6:57 am
Posts: 1558
Location: Fort Collins, CO
Hate to beat a dead horse but MG's of all types are simply over priced in the game. Always have been and seems like they will always be.

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Sun Jul 16, 2017 2:41 am
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