LMG team

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Added with version update 4.000, Light Machine Gun (LMG) teams provide direct fire support to Infantry units utilizing some variation (depending on nationality) of belt fed light or medium machine gun. These weapons fire from a bi-pod, offering effective ranges from 100-800m (900m tracer burn-out), with the ability to penetrate some light cover and provide excellent suppression capability. LMG teams may use any dismounted movement type available, but fatigue much quicker when jogging or sprinting compared to regular infantry units.

The observer position F8 displays a third-person view of the LMG team.
Observer view of the LMG team.
Pressing N provides a magnified third-person view (and only if the Realism setting is Low or Medium (rev. 3.002)).
Magnified view from the LMG team.
F7 or F11 switches to the first-person view of the "Squad Leader"/gunner. Note that because the LMG is considered a "personal" weapon, it is not visible in the "Squad Leader's" view.
LMG team "Squad Leader's" view.
Pressing N will brings the Squad Leader's binoculars into action. This can not be used to engage targets.
Squad Leader's Bino view.
Pressing F2 accesses the weapon sights. From here the mouse or joystick may be used to aim, and the space bar/default trigger to fire. LMG sights do not have thermal or night vision capability, but NVG (Night Vision Goggle) or thermal (JIM-LR) views for the squad leader/members (Num +) are available under appropriate lighting conditions if the team is so equipped (rev. 2.640). Note that the JIM-LR is useful for observation only, but NVGs may be used with weapon sights (rev. 4.016). For the M240/FN MAG and PKM machine guns, the sights are fixed and zeroed at 200m, see below for sighting systems unique to MG3, MG4E, and M60E machine guns.
LMG weapon sight, M240/FN MAG pictured.

Selecting Weapon Type

By default, LMG teams are armed with the 7.62mm MG3 machine gun. If a scenario designer wants to change that, right-click on the team in question, navigate to its "optional weapon" submenu and select one of the following: M240, MG3, MG4E, M60E, or PKM. Note that the method used prior to revision 2.640 (specifying the MG type by selecting a different ammunition type in the unit's ammunition window) is no longer functioning, and the ammunition window will only list ammo types suitable for the selected gun.

Selecting a LMG team's weapon

Notes on the MG3

Beginning with revision 4.016 three different sight pictures are available from the F2 view for the MG3. The default view offers the standard notch and post sight adjustable from 0 to 1200m using either the Mouse Wheel or Shift + Up/Down Arrow (forward reduces range and backwards increases). The selected range will be indicated in red numbers at the top center of the display. Pressing R flips the sight to the anti-aircraft sight (non-adjustable) and pressing N shifts the gunner's view from “close” (through the sights) to “far” (over the sights). Pressing O while looking thorough the sights shifts the gunner's view to look "over" the gun, allowing a wide field of view and quick target acquisition, but requires BOT (burst on target) gunnery techniques to walk effective fire on to the target. As with the sights, pressing N shifts the Squad Leader's view from “far” to “close”.
MG3 weapon sight with 600m indexed.
MG3 Anti-aircraft sight.
MG3 weapon sight from the “far” (over the gun) position.

Notes on the MG4E

Introduced with revision 4.250 three different sight pictures are available from the F2 view for the MG4E. The default view offers a Trijicon ACOG TA01NSN 4x optic with an amber BDC (bullet drop compensating) cross style reticle zeroed to 100m (center of cross) with BDC marks out to 600m. Pressing R switches to the built-in iron sights along the top of the main sight body. Unlike the optic, the iron sights are zeroed at 50m and are intended for CQB engagements. As with other iron sights pressing N shifts the gunner's view from “close” (through the sights) to “far” (over the sights). Pressing O while looking thorough the sights shifts the gunner's view to look "over" the gun, allowing a wide field of view and quick target acquisition, but requires BOT (burst on target) gunnery techniques to walk effective fire on to the target. As with the sights, pressing N shifts the Squad Leader's view from “far” to “close”.
MG4E weapon sight.
MG4E iron sights.
MG4E iron sights from the “far” (over the gun) position.
The ACOG TA01NSN optic is functional at night with the center cross and BDC scale illuminated with tritium and is additionally compatible with NVGs.
MG4E weapon sight, night.
MG4E weapon sight, with NVGs.

Notes on the M60E

Beginning with revision 4.016 three different sight pictures are available from the F2 view for the M60E. The default view offers a ELCAN C76 optic with a post style reticle calibrated to 200m (tip of the post). Pressing R switches to the built-in iron sights along the top of the main sight body. As with the main post, the iron sights are zeroed at 200m. As with other iron sights pressing N shifts the gunner's view from “close” (through the sights) to “far” (over the sights). Pressing O while looking thorough the sights shifts the gunner's view to look "over" the gun, allowing a wide field of view and quick target acquisition, but requires BOT (burst on target) gunnery techniques to walk effective fire on to the target. As with the sights, pressing N shifts the Squad Leader's view from “far” to “close”.
M60E weapon sight.
M60E iron sights.
M60E iron sights from the “far” (over the gun) position.
The ELCAN C76 optic is functional at night with the tip of post style reticle illuminated with tritium and is additionally NVG compatible.
M60E weapon sight, night.
M60E weapon sight, with NVGs.