Those integral light mortars are excellent. They can move and shoot, even if they are hitting on 6s. The best role for them is throwing out smoke, especially considering your opponent could use Banzai! to drag your squad out of cover. Three 3" smoke templates every turn can mess up your opponents line of sight for his support weapons. I'm only coming to realise just how effective smoke is after a year of using mortars for HE and hitting nothing. Smoke will always land, even if you miss and your opponent gets to move the templates 6". That he can move the misses doesn't mean much after a turn or two because you'll have thrown out up to 18" of smoke that can't overlap at that stage. I could be wrong, but I think they can fire at a different unit to the riflemen in the squad as well.
Personally I'd drop the MMG. They are way over costed, and pretty useless tbh, and put the points towards making the grenadier squad vets and add in an extra body. I think they can take up to 12. You'd be dropping a dice, but adding more bang for your buck. If you are going to take it, it is best used with a permanent Ambush order. If an enemy squad is foolish enough to walk into range you get 4 chances on his turn to put a pin on them. Same goes for any soft skinned or open-topped vehicles. Because this game is all about getting those pins in.
Personally I'd drop the MMG. They are way over costed, and pretty useless tbh, and put the points towards making the grenadier squad vets and add in an extra body. I think they can take up to 12. You'd be dropping a dice, but adding more bang for your buck. If you are going to take it, it is best used with a permanent Ambush order. If an enemy squad is foolish enough to walk into range you get 4 chances on his turn to put a pin on them. Same goes for any soft skinned or open-topped vehicles. Because this game is all about getting those pins in.