Image for /icons/races/british/team_weapons/hmg_vickers_africa_uk.png}
Image for /icons/races/common/symbols/hmg.png}

Vickers Machine Gun Team

Very effective against massed infantry. Can suppress within its arc of fire. • Must be set-up to attack.

british faction icon

Stats

hmg_vickers_africa_uk

team_weapons

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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

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Armor

1

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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

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Passive upgrade

Medical Supplements

Enables the squad to slowly heal when out of combat.

Restores +3.2 health per second.

Costs
time

30

munition

35

Requires
Image for /icons/races/afrika_corps/abilities/medical_supplements.png}

Medical Supplements

Image for /icons/races/afrika_corps/battlegroups/elite_forces_ak_icon_mipped.png}

Elite Forces Battlegroup

Abilities

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Offensive / Toggle

Focused Gunnery

The crew focuses on engaging enemies in front of the weapon team.

+10 range, +7.5 vision range and reduces arc by 7.5% when the unit is set-up. Removes Area Suppression.

Toggle
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10s

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Support

Reload

Orders the heavy machine gun crew to reload.

Reduces chance to reload at the start of combat.

Cooldown
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4s

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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.

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

Machine Gun Camouflage

Stats

Costs
time_seconds

25

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
  • +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

  • +20% damage reduction
  • +20% additional rounds per burst
  • +10 weapon arc radius

Loadout

30cal_hmg_africa_uk1
30cal hmg africa uk

hmg - small arms

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

Damage

5

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Range

45m

Near

10m

Mid

30m

Far

45m

Core Stats

Accuracy

80.5%

57.5%

49.7%

Rounds per Minute

612.77

451.41

321.34

Penetration

1.6

1.4

1.2

Special Mechanics

Suppression Per Second

17.87

13.17

9.37

Damage Distribution Area

2.3×16

6.4×40

8.5×40

Incremental Target Radius

6

8

10

Timing

Burst Duration

8.75s

7.5s

5s

Time Between Bursts

0.625s

1.875s

1.875s

Reload Cycle

4.25s

4.25s

4.25s

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

Aim Time

0.125s

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

Magazine

4 bursts

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

Traverse Speed

50

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

Arc

110°

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

Setup

3.5s

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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

×1.12

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×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.