Why you only include 1 secondary weapon and not two: Foot Infantry go from moving 1 hex per turn to choosing to move 1 hex or being able to shoot, Almost everything else goes down 1 base movement. " Mobility Limits: At 2 Support Secondary Weapons per squad, a platoon loses an appreciable amount of mobility. Foot platoons may move or fire in a turn, but not both. Motorized, jump and mechanized (hover or wheeled) platoons suffer a -1 MP rating for carrying 2 Support Secondary Weapons per squad. Mechanized (tracked) platoons suffer no mobility restrictions for carrying 2 Support Secondary Weapons per squad. These limits only apply when the Secondary Weapon is a Support Weapon. Platoons using Melee or Standard Secondary Weapons do not modify their mobility." - Techmanual pg151 And this is why I have 8 platoons of WW2 universal carriers, some with field guns. Edit: This then got brought up later in the video, but mixed up a bit with encumbering weapons (marked with E in the crew requirements column), which have the same penalty as crew 2+ weapons in close quarters (range 0, occupying same hex as enemy)
I find where the Infantry rules are lacking is they don’t give enough details of the weapons eg ATOW I think states that Support Machine Guns take 2 turns to set up but this info isn’t in a Tech Manual. Some weapons are pointless like the Light Machine Gun. Flamers are also really underpowered and don’t clear buildings at all
Why you only include 1 secondary weapon and not two:
Foot Infantry go from moving 1 hex per turn to choosing to move 1 hex or being able to shoot,
Almost everything else goes down 1 base movement.
" Mobility Limits: At 2 Support Secondary Weapons per squad, a platoon loses an appreciable amount of mobility.
Foot platoons may move or fire in a turn, but not both.
Motorized, jump and mechanized (hover or wheeled) platoons suffer a -1 MP rating for carrying 2 Support Secondary Weapons per squad.
Mechanized (tracked) platoons suffer no mobility restrictions for carrying 2 Support Secondary Weapons per squad.
These limits only apply when the Secondary Weapon is a Support Weapon.
Platoons using Melee or Standard Secondary Weapons do not modify their mobility." - Techmanual pg151
And this is why I have 8 platoons of WW2 universal carriers, some with field guns.
Edit: This then got brought up later in the video, but mixed up a bit with encumbering weapons (marked with E in the crew requirements column), which have the same penalty as crew 2+ weapons in close quarters (range 0, occupying same hex as enemy)
I find where the Infantry rules are lacking is they don’t give enough details of the weapons eg ATOW I think states that Support Machine Guns take 2 turns to set up but this info isn’t in a Tech Manual. Some weapons are pointless like the Light Machine Gun. Flamers are also really underpowered and don’t clear buildings at all