To SMG or Not to SMG, that is the question...
I'm late to the party with this one, I note that Matt has published the play test material that follows on from the discussion, here's my 2p:
A word on granularity. The great thing about the simplicity of MgT is its playability. The more you add complexity to that, the greater the risk of slowing the game and distracting from the game in the quagmire of "simulation". With that said, if what's behind the simplicity is accurate and as true to life as possible then the game benefits from believability. The trouble with believability is our views are potentially skewed by Hollywood and TV. From what little I understand, in real life, when someone is shot, it's not like it is in the movies. With that said, I have to add that I do not speak from real world experience, I have no military service and have never been shot or shot anyone and hope to keep it that way.
I'd argue that the discussion should start with a detailed breakdown then distill the results down to it's simplest form for playability. In the big picture therefore it's important to include energy weapons, both laser and plasma/fusion but I'm not going to include that here except to say that I'd expect (cos you know, no ones made one man portable yet) that they'd be completely different to use and maintain and should therefore have their own skills.
I interpret Gun Combat skill as the ability to fight with a firearm. It's not just marksmanship, its about fighting with a gun (tip of the hat to EAG). It should include a proficiency with weapons that encompasses basic maintenance, what to do when a weapon malfunctions and basic small unit tactics. For that reason I'd bracket together weapons with a similar manual of arms and a similar method of employment.
To get good with any weapon you have to train with it and do so frequently. Becoming familiar with a weapon is a start but the muscle memory to use it when the poop is hitting the fan takes time and is weapon specific. Bringing that much detail to the game tho might be going too far! Now maybe I'm just bah humbugging the whole Hollywood thing with the wish for
my RPGs to be a little closer to how I imagine RL (™) runs. Probably true
To the skills:
Pistol. I lump together revolvers and semi auto pistols, reloading is obviously different but its not worth the extra skill.
Pistol, automatic. Firing a Glock 18, Micro Uzi or a Skorpion on full auto is (apart from being daft cos you wont hit a thing after the first round) very different from firing a shoulder braced weapon. I'm unsure if there's a place for this skill but I do wish the rules would make it so the weapon was as uncontrollable in game as it is in real life. Is there a single army that has this type of weapon on general issue? Who outside of Hollywood uses them? What's their actual role?
Rifleman. Shoulder fired weapons employed from 0-200m. Break this down further by TL: TL4- (you use this stuff in Traveller? Really?
) TL5-8 (SMG, PDW, Assault rifle, Battle rifle), TL9-11 (ACR, ACC), TL12+ (Gauss). As has been pointed out, a Marine today is not trained or expected to be proficient with a flintlock, why would that be different for Imperial Marines? The differences between the SMGs and SBRs should be in the weapon stats more than the skill to use them. (SMGs using a pistol calibre round should have noticeably shorter range and poor armour piercing qualities, the PDWs like the P90 and MP7 improve on the AP and range but there's been plenty written about their ineffective incapacitation in comparison to 5.56mm). Ya gotta love the KAC PDW tho…
Shotguns. Just different from rifles. And yeah, as an aside and has been mentioned, the ranges really need to drop, 00 spreads way too big to hit anything after 50m and has very little energy by then. Slugs out to 100m and with a touch of high tech (APFS) I'm sure they could go further.
Precision rifle. For engaging targets beyond 200m using magnified optics where taking into account bullet ballistics (drop and wind) are more important. Snipers are trained separately for many reasons (mostly to do with recon and subterfuge I think) but they shoot differently too. This may become blurred with Rifleman at higher TL as improved optics allow for effective shooting at close and distant ranges using the same weapon/optic.
Support, Direct fire. Bipod or tripod mounted machine guns from light rifle rounds used in the M249 to the 50 cal M2. Default mode is automatic fire and the weapons are built to deal with the heat and pounding, carbines and rifles are not.
Support, Indirect fire. Low velocity rifle grenades, 50mm mortars. The M203/M320 and similar. I'm not sure if RAM rifle grenades would fall under Support, Direct fire; I play them as having decent ballistics unlike the M203. Arguably this could go into support weapons skill, unless that skill is being merged with Gun Combat and the artillery/vehicle mounted Big Guns (above 50 cal) are being handled differently.
I'm not sure this is relevant but it's been brought up so here goes… If you research current training, very few instructors (anyone?) espouse point firing. In part I think this is because in this world of litigation you're held accountable for every shot fired but from a combat POV you want to be hitting the bugger you're shooting at so s/he doesn't hit you. Aiming helps that, does firing from the hip? Bah humbug!