Heavy weapon team very effective against infantry. Must be set-up to attack.
The M1919 Machine Gun Team is the USF Heavy Machine Gun (HMG) weapons team unit. In skirmishes, it is available from the
The USF HMG team functions the same as any other HMG team. It requires setting up before being able to fire, and can only fire within its arc of fire once set up. Like any other weapons crew their larger target size means they are easier to hit compared to other infantry. This, combined with their set up nature means that are vulnerable to flanking and artillery.
As with any other HMG, infantry units it fires upon will quickly become suppressed, and if sustained fire is continued, those units can eventually become pinned.
Unlike other faction HMGs, the USF version is among the weakest in terms of damage per second (DPS). It is significantly weaker than the UKF
To compensate for its worse damage performance, the USF HMG does have a slightly lower production cost.
At veterancy level 1 this unit can choose between the active ability Button Vehicle, or the passive ability Cover Training. Button Vehicle allows the HMG to fire at the target vehicle, greatly reducing its vision, speed, rotation rate, and acceleration, though the speed penalty is smaller with non-penetrating hits. Cover Training meanwhile improves the cover bonuses when the HMG team is in Open or Light cover, allowing them to take even less damage when forced to use less-than-ideal types of cover.
Similar to other HMGs, they also have a Reload ability that simply forces them to reload their HMG, disabling their ability to fire for a few seconds. CoH features a reload mechanic for every weapon in the game, which essentially is a cooldown on attacking. This ability allows a player to ensure the HMG is ready to fire a full burst, instead of potentially reloading immediately after firing for a second or less. While not necessary to make use of HMG teams, it can be helpful for those who can keep up with additional micromanagement of units on the field, as it can prevent awkward situations where an HMG does not suppress fast enough due to reload timers.
500 XP
1500 XP
3000 XP
All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Button Vehicle: Active ability. Upon targeting an enemy vehicle, the MG team will fire at the targeted vehicle, debilitating it. During this time, its hits will reduce the vehicle's vision, movement speed, rotation rate, and acceleration by up to 50% on penetrating hits. Deflections will instead only induce a 25% penalty. Essentially a ranged vehicle snare that can become available to the US HMG team, this can be a very handy ability to help deal with armoured threats by slowing them down enough for anti-tank measures to be effective. It can be quite unexpected since few would expect an HMG to slow down their vehicles. On the other hand, it can be difficult to use due to the additional micromanagement needs, as well as the fact it will prevent the HMG from actively suppressing infantry while it is targeting a vehicle. Note that the penalty is intense when used against light vehicles it can penetrate, although against more armoured tanks the penalty will be smaller due to lack of penetrating hits.
Cover Training: Passive ability. The unit gains improved reduced damage and received accuracy bonuses while in Open (red) and Light Cover (yellow). This essentially opens up more of the battlefield to them as Light cover becomes a more viable option to set up in. While it is never recommended to stay in Open cover, in the case the unit is caught out or has to set up in Open cover this passive helps mitigate the extra damage they will take. It should be noted that while damage reduction is incredibly helpful, overall the weapons team is still be easy to damage due to their larger target size compared to most infantry.
6.5
120
Reload: When activated the HMG team will be unable to fire for a few seconds as it reloads. This ability helps ensure the HMG is ready to fire a full burst upon enemy contact, helping to avoid awkward scenarios where it only fires a partial burst that is less effective.
This unit can benefit from the following upgrades available at the Infantry Support Center:
Advanced Logistics: Reduces the Manpower reinforcement cost of all infantry, and squads reinforced from Triage Station casualties gain a small amount of veterancy XP.
Survival Training: Increases the maximum health of all infantry entities (individual soldiers).
Carbine-crew-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.4 | 0.25 | 0.2 |
Range | 7 | 15 | 35 |
Penetration | 1.5 | 0 | 0 |
1.6 'Coral Viper' (April 2 2024)
M1919 HMG suppression against suppressed targets increased from 0.4 to 0.5.