If that doesn't sell you on HMA yet (or anything with -1 per 5 IPs) there is still more...
One of the worst effects from attempting to simplify HMC/2/3 results from combining the impact charts so Blunt/Edge/Point/etc impact types are equal impact levels and damage results.
One of the best improvements was to use 5 point injury levels rather than HM1 method of rolling 1d10/11-20/21-30.
In HM1 blunt impact columns were at 1+ 7+ 13+ 19+ - every 6 points - with moderate speed to grievous
(Edge and point had a hidden, unlisted 1+ column that confused everyone)
Edge had columns at 1+ 5+ 9+ 13+ 17+ - every 4 points - ranging quickly to the red (grievous)
Point had columns at 1+ 5+ 11+ 16+ 21+ - every 6 points - ranging slowly to the orange (serious) and even at 21+ top column very little red.
In all versions Point weapons base impacts were slightly higher and excellent values for penetrating armor. In HM1 though the injury charts were balanced to account for the impacts so the impacts that penetrated did limited damage. Point = Small hole: penetrates armor but leaves small hole in person also. Point Impact damages were less but had higher chances to hit critical organs causing kills.
HMC retained the original weapon impacts, combined the different impact type charts and retained the armor penetration values for the different impact types. Edged weapons became less effective - spears became KING.
[Thread: The Almighty HM Spear : viewtopic.php?f=2&t=12954&p=167000#p167000
In all versions Point weapons have high base impacts and pierce armor easily but in HMC/2/3 penetrating they then have roughly double the damage they had in HM1 while loosing the characteristic of hitting deep critical organs.
HMA partially corrects for the HMC change by re-adjusting the impact columns heading numbers only so slightly higher point impacts are required but the spear still hits like an armor-piercing battle-axe with higher damages and no especial concern for critical locations.
HMA does still simplify the HM1 tables significantly and use the 5 point injury levels which are a big plus. However, I prefer my own version http://www.bellsouthpwp.net/g/a/garyash ... pactn1.pdf
which does also has the 5 point injury levels but doesn't create POINT impact type super weapons.
* HM1 style "hidden column": 1st column for all start at 1+ but don't actually piece skin til +3 for point or +5 for edge if target is wearing armor - below which the effects and damage are the same but for healing/ treatment/ infection/ poison purposes the actual injury is a bruise rather than a cut or puncture.
** All opinions vary. Some people prefer HMC/2/3 super-simplified combat charts, short-fight combat wimps and/or POINT impact super weapons. A few quick thumb rule changes can change a lot. For example: HMC from 1d6 per IL to 1 point per IL.