Arma 3
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A Definitive Guide to the M32 MGL
By oreo konata
This is a comprehensive guide to the M32 MGL system featured in RHS: United States Armed Forces.
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Background
The M32 MGL (Multiple Grenade Launcher) is a lightweight, semiautomatic, 40mm grenade launcher that is capable of shooting up to six cartriges before having to be reloaded. Developed by Milkor Ltd. in South Africa, and produced by Milkor USA, Inc., the real-life M32 MGL and M32A1 MGL/Mk 14 Mod 0 are implemented by the United States Marine Corps and United States Special Operations Command.


M32 MGL


M32A1 MGL
Use in Arma 3
The M32A1 MGL appears in Red Hammer Studios' United States Armed Forces as the M32 MGL. It comes with various types of six-round cartridges, including: high-explosive, high-explosive dual purpose, high-explosive timed, buckshot, stun, multiple colors of flares and smoke, and practice rounds. Unfortunately, only the six-round cartridges are able to be loaded into the M32 MGL; the single-round cartridges are not able to be loaded.

The M32 MGL next to six M433 HEDP and M576 Buckshot cartridges.
Cartridges and Their Uses
As mentioned in the previous section the types of cartridges available include: high-explosive, high-explosive dual purpose, high-explosive timed, buckshot, stun, multiple colors of flares and smoke, and practice rounds.

Name
Type
Use(s)
M441 HE
high-explosive
infantry
M433 HEDP
high-explosive, dual purpose
infantry, light vehicles (e.g. UAZ, Ural)
M397 HET
high-explosive, timed
infantry
M576 Buckshot
buckshot pellets
infantry (<20m)
M781 Practice
practice chalk
practice
GL Stun Grenade
stun grenade, timed
infantry (less-lethal)
M585 White Flare
flare, white
illumination
M661 Green Flare
flare, green
illumination
M662 Red Flare
flare, red
illumination
M713 Red Smoke
smoke, red
concealment, visual designation
M714 White Smoke
smoke, white
concealment, visual designation
M715 Green Smoke
smoke, green
concealment, visual designation
M716 Yellow Smoke
smoke, yellow
concealment, visual designation

It is not recommended to use the smoke cartridges for point targets, as their trajectory is highly unpredictable. If needed, they can be used against area targets at ranges generally between 150m and 400m.

Trajectories of four smoke cartridges fired in the Virtual Arsenal.
Weapon Sights
Zeroing
The M2A1 reflex sight is able to be zeroed between 100m and 375m.

If one zeroes the sight beyond 250m, one will notice that the barrel of the weapon system blocks the view of the sight. In real life, this would be used as a collimator sight (in which the user keeps both eyes open and is able to see both the sight reticle and the target beyond)—unfortunately, Arma 3 does not have such a feature.

The best course of action to zero the system to targets beyond 250m is to align your target to the side or above the reticle, and align the reticle over the target to the best of your ability.


Align the reticle to the side or above your target.


Then attempt to position the reticle over the target.


Range Estimation
Infantry 2m tall that are 100m away will fill twice the space between the center of the reticle and the large hash mark at the bottom or top of the reticle. Each large hash mark represents 1m at 100m.



Infantry 2m tall that are 200m away will completely fill the space between the center of the reticle and the large hash mark at the bottom or top of the reticle. Each hash mark represents 1m at 200m, and each large hash mark represents 2m at 200m.

3 Comments
Agent-P Jul 14, 2019 @ 11:45am 
Very happy you linked Forgotten Weapons!
Parsec Jul 10, 2019 @ 9:51pm 
Pretty decent guide.
krainex - ByczeqUnchained Jul 10, 2019 @ 2:24pm 
Not bad at all, i could even say this is a decent guide