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MG42 Heavy Machine Gun Team | |||
---|---|---|---|
A MG42 team behind sandbags | |||
Army | Wehrmacht Ostheer | ||
Role | Support infantry | ||
Men per Squad | 4 | ||
Unit Cost |
260 6 | ||
Upkeep per Minute | -? | ||
Produced By | Kampfgruppe Headquarters | ||
Cost to Reinforce |
22 1 | ||
Health per Man | 80 | ||
Basic Weapon |
1x MG42 3x MP40 | ||
Max. Speed | 3 m/s | ||
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The MG42 Heavy Machine Gun Team is the Ostheer anti-infantry unit. Once set up, the MG42's amazing rate of fire can rapidly suppress infantry within its arc of fire. 1200 rounds per minute causes all but the very foolhardy to hug the dirt.
Overview
The MG42 team is available at the Headquarters from the start of the game. Compared to the Soviet Maxim HMG, the MG42 takes longer to deploy and undeploy but has a much wider firing arc, making it harder to outflank.
Abilities
Incendiary Armor Piercing Rounds
After reaching veteran 1 the HMG team gets acces to the Incendiary Armor Piercing Rounds. As the name implies, this is a two-fold upgrade to it damage output: its damage increases by 100% and has +9 penetration. When activated the team begins a new reload cycle (that is 50% faster than a normal cycle) to load the new rounds.
The extra damage makes short work of any infantry that gets hit, even when suppressed. Its armor piercing rounds are a good way to deter enemy light vehicles. A light vehicle is easily killed when the HMG can get multiple burst off. The health of medium and heavy vehicles is generally too high to make this weapon a threat to them.
Sprint
- Requires the Encirclement Doctrine.
- Cost 10 to activate
- Duration: 5 seconds
- Cooldown: 35 seconds
The Sprint ability gives all infantry (including Snipers, Mortar teams and the MG 42 Heavy Machine Gun team) the possibility to move very quickly for a short period of time. Infantry squads can use this to dodge artillery or set up a flanking move. Likewise, weapon teams or snipers can use this to get out of harms way.