Image for /icons/races/american/team_weapons/hmg_30cal_us.png}
Image for /icons/races/common/symbols/hmg.png}

M1919 Machine Gun Team

Very effective against massed infantry. Can suppress within its arc of fire. • Must be set-up to attack. • Increased durability when set-up. • Smaller arc of fire compared to other HMGs.

american faction icon

Stats

hmg_30cal_us

team_weapons

Image for /icons/unit_status/bw2/5_obervationmode.png}

Sight Range

35

Image for /icons/unit_status/bw2/stealth.png}

Detection

10

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Max Range

45

Image for /icons/unit_status/bw2/sprint.png}

Speed

3.6

Image for /icons/unit_status/bw2/3_defensivebonus.png}

Armor

1

Image for /icons/unit_status/bw2/11_capturebonus.png}

Capture Multiplier

1

Image for /icons/unit_status/bw2/10_retreatpoint.png}

Decapture Multiplier

1

Image for /icons/unit_status/bw2/9_markedtarget.png}

Target Size

1.33

Upgrades

Image for /icons/races/afrika_corps/abilities/medical_supplements.png}
Passive upgrade

Medical Supplements

Enables the squad to slowly heal when out of combat.

Restores +3.2 health per second.

Costs
munition

35

Image for /icons/races/american/team_weapons/hmg_50cal_weapon_us.png}
Conversion upgrade

M2HB .50cal Heavy Machine Gun

Replaces the 30cal M1919 Browning HMG with the powerful 50cal M2HB Browning HMG, increasing damage, suppression, and armor penetration. Effective against infantry and light vehicles.

Costs
munition

60

Abilities

Image for /icons/legacy/abilities/global_force_reload.png}
Support

Reload

Orders the heavy machine gun crew to reload.

Reduces chance to reload at the start of combat.

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_a.png}
Offensive / Timed

Unlock "Button Vehicle"

Temporarily allows the HMG to slow down enemy vehicles on hit. Effects are amplified if it gets penetrating hits.

-50% vision, -50% speed, rotation rate, and acceleration on target. Deflections reduce speed penalty to -25%.

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_b.png}
Passive

Improved Defensive Set-up

Improves the bonus of Defensive Set-up from 20% to 25% when the squad is in cover or garrisons.

Image for /icons/races/american/abilities/button_vehicle.png}
Offensive / Timed

Button Vehicle

Temporarily allows the HMG to slow down enemy vehicles on hit. Effects are amplified if it gets penetrating hits.

-50% vision, -50% speed, rotation rate, and acceleration on target. Deflections reduce speed penalty to -25%.

Costs
munition

20

Image for /icons/races/american/abilities/cover_combat_hmg.png}
Passive

Defensive Set-up

The M1919 HMG Team has increased durability when the unit is set-up.

+20% harder to hit when set-up.

Image for /icons/races/american/abilities/cover_combat_hmg_upgraded.png}
Passive

Improved Defensive Set-up

The M1919 HMG Team has increased durability when the unit is set-up. Bonuses increase when the unit is in cover.

+20% harder to hit when set-up. Increases to +25% when in cover or garrisons.

Image for /icons/races/german/abilities/ambush_camouflage.png}
Passive

Machine Gun Camouflage

The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close. Camouflage lasts for 2 seconds after leaving cover.

+25% damage and +40% accuracy when firing from camouflage for 5 seconds.

Image for /icons/races/american/abilities/partisan_go_to_ground.png}
Passive

Go To Ground

Provides the following effects: • Partisans will be instantly transported to the Tunnel Network when given a retreat order in garrisons, even if they are in combat. Triggering this effect forces the Tunnel Network's cooldown and this effect cannot occur until the cooldown is complete. • Partisans can use tunnels to be transported to neutral ambient buildings within range of a Tunnel. Tunnel Network must not be on cooldown for this to trigger.

Stats

Costs
time_seconds

30

manpower

240

popcap

7

Reinforce
cost

28

time

5

Hitpoints
Image for /icons/common/squad/squad.png}
80
80
80
80

320

Image for /icons/races/common/symbols/hmg.png}
180

180

Upkeep per minute
manpower

7

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 700

  • Veteran ability choice
  • +10 health
vet 2 starvet 2 starvet 2 empty star

XP: 2100

  • +15 health
  • +40% weapon suppression
vet 3 starvet 3 starvet 3 star

XP: 4200

  • +30% damage reduction
  • +20% additional rounds per burst

Loadout

30cal_hmg_us1
30cal hmg us

hmg - small arms

Near

Medium

Far

Distance

10

30

45

Accuracy

0.748

0.518

0.396

Rounds per Minute

573.61

401.67

296.81

Penetration

1.6

1.4

1.2

Scatter Area

36.6

256.9

340.7

Suppression Per Second

14.34

10.04

7.42

Incremental Target Radius

6

8

10

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

5

Image for /icons/unit_status/bw2/range_boost.png}

Range

45

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

50

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

95°

Image for /icons/unit_status/bw2/lockdown.png}

Setup

3.5s

Image for /icons/unit_status/bw2/retreat.png}

Teardown

3s

Image for /icons/unit_status/bw2/suppressive_fire.png}

Suppression Radius

15

Image for /icons/unit_status/bw2/accuracy_buff.png}

Inc. Accuracy

x1.12

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.5

0.5

carbine_crew_us3
carbine crew us

rifle - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.5

1

1

Near

Medium

Far

Distance

7

15

35

Accuracy

0.4

0.25

0.2

Rounds per Minute

51.35

26.16

18.22

Penetration

1.5

1

1

Scatter Area

16.8

77.3

184.6

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

10

Image for /icons/unit_status/bw2/range_boost.png}

Range

35

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

180°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.5

0.5

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.