=============================================================================== = = = CALL OF DUTY = = ------------------ = = Weapons Guide = = ~ = = Written by Scottie_theNerd (scottie_thenerd@yahoo.com) = = Copyright (c) 2004 Scott Lee = = = =============================================================================== **************** LEGAL DISCLAIMER **************** This guide is written by Scott Lee, who also goes under the names of David Nguyen and Scottie_theNerd. Should this FAQ be hosted on any site other than GameFAQs (www.gamefaqs.com), permission is required from me before hosting. Distributing this guide without prior permission is a direct violation of copyright laws. The following sites have permission to host this guide: -GameFAQs (www.gamefaqs.com) -NeoSeeker (www.neoseeker.com) -Cheats.de (www.cheats.de) -DLH.net (www.DLH.net) -World of Gaming (www.wogaming.com) To gain permission, ask nicely via an email to scottie_thenerd@yahoo.com. This email should also be used if there are any specific questions related to this guide. To ensure a response, please specify this guide in your email subject. Anything resembling spam will be promptly removed. ================ Version History ================ -v1.1 (Mar 27 2004) Changes made to section names. Full weapon names are now included under the weapon descriptions, permitting use of copy/paste to skip to the relevant section. -v1.0 (Feb 8 2004) Original guide completed. *Note: Grenades and several single-player weapons have been omitted, and may be included at a later date. --------- Contents --------- 1.0 - Introduction 2.0 - Aiming Down the Sight 3.0 - Pistols 3.1 - Colt .45 3.2 - Luger 3.3 - General Pistol Tactics 4.0 - Rifles 4.1 - M1 Garand 4.2 - M1A1 Carbine 4.3 - Kar98k 4.4 - Lee-Enfield 4.5 - Mosin-Nagant 4.6 - General Rifle Tactics 5.0 - Submachine guns 5.1 - Thompson 5.2 - MP40 5.3 - Sten 5.4 - PPSh-41 5.5 - General Submachine gun Tactics 6.0 - Support weapons 6.1 - BAR 6.2 - MP44 6.3 - Bren LMG 6.4 - General Support Tactics 7.0 - Sniper rifles 7.1 - Springfield 7.2 - Scoped Kar98k 7.3 - Scoped Mosin-Nagant 8.0 - Miscellaneous Weapons 8.1 - MG42 8.2 - Panzerfaust 60 8.3 - FG42 8.4 - AT Rifle *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 1.0 - INTRODUCTION *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Developed by Infinity Ward and released in October 2003, Call of Duty took the genre of WWII shooters to the next step. Aided by many veterans of the Medal of Honor development crew, Call of Duty is a testament to the experience of previous games of the same genre and combine them with changes in trends as well as new, unique features. One of the aspects emphasised in Call of Duty is the "No One Fights Alone" approach. Rather than being a superhuman soldier, such as the Medal of Honor characters, you are hardly any more special than the next soldier. This level of equality means that you have to rely on your comrades to cover for you while you do the same for them. Gung-ho tactics don't belong in Call of Duty, the game revolves around squad-based combat and the ability to work as a team. Like other WWII shooters, Call of Duty has a strong historical basis on which to create its weapons. Many old favourites return, such as the Thompson, MP40 and M1 Garand. Several uncommon weapons are also featured, including the Bren and the FG42. Furthermore, Call of Duty makes use of the iron sights, allowing players to aim accurately instead of relying on a crosshair. The weapons in Call of Duty are more geared towards realism than balance, allowing players to experience the characteristics of each weapon without limitations. The purpose of this guide is to provide an insight into the weapons, their characteristics and their historical background. This guide also provides general strategies and notes, but will not go into any specific details regarding strategies and tactics. It is important to be mentally prepared as well as materially, and building up knowledge provides a strong foundation for a good player. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 2.0 - AIMING DOWN THE SIGHT *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* One of the new features in Call of Duty is the ability to utilise the iron sights on each weapon. The system, appropriately named "Aiming Down the Sight" (ADS) allows players to gain an accurate bead on their target and making far more accurate shots than when firing at the hip. Of course, it doesn't come without a penalty: your vision is focused at one point, making you almost oblivious to your surroundings, and you are slowed to walking pace. Naturally, it is best to use the iron sights in a comfortable, stationary position. The iron sights themselves vary from weapon to weapon, from the telescopic sights of the sniper rifles to the offset sights of the Bren. Although each weapon has different sights, their use is practically the same. Some weapons are more suitable for accurate shots than others, so it is important to maximise each weapons potential by using it appropriately in the right situations. In general, you should only aim down the sight at medium- to long-ranges to maximise your chance of scoring a hit. Firing from a hidden position behind cover also increases your survival rate, making yourself a harder target to see and hit. Fire in single shots or short, controlled bursts to keep your sights on the target. Remember that even when concealed, you give away your position through your muzzle flash, sound and tracer fire. Make those shots count. There are also times when you shouldn't use iron sights. In particular, close quarters combat is no place for precision shots. At point-blank range, it's pretty hard not to hit. In such cases, you should rely on your crosshair and spray if you have to, especially with and against submachine guns. Summarised: -Good for medium/long range sniping -Bad for close range -Slower speed, smaller field of vision *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 3.0 - PISTOLS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Pistols, in Call of Duty as well as in real life, are secondary weapons, used only when the primary weapon is unable to be fired effectively. Small, light and fast, the pistol is useful for undercover operations where a larger weapon might draw suspicion. Due to their size, pistols have a very short effective range and should only be used in close combat. Call of Duty features two pistols: the Colt .45 for the Americans and British, and the Luger for the Germans and Russians. Both are practically the same, differing only in look and sound. =============== 3.1 - Colt .45 =============== Name: M1911A1 Colt Automatic Pistol Country of origin: USA Available for: American, British Calibre: .45 ACP Magazine capacity: 7 rounds Firing mechanism: Semi-automatic, recoil-operated ---------------------- Historical Background ---------------------- Designed by John Browning in 1900 and based off a previous civilian design, the Colt M1911A1 was adopted by the US Army in 1911 after winning competitive shooting trials in 1907. Various refinements were made after experience in the First World War. When fired, the pistol recoils, allowing the barrel to move downwards and back, ejecting the spent case and loading the next bullet. The Colt also features a manual catch and external hammer, as well as a safety grip that prevents the gun being fired unless held properly. The M1911A1 has remained the standard sidearm of the US Army until late in the 20th Century without any modifications: it needs none. A solid weapon and one of the finest pistols ever made, the M1911A1 packs a fierce punch and was a trusty companion for the American soldier. ------------------- Call of Duty notes ------------------- The pistol of British and American troops, the Colt .45 is a solid sidearm. Being a pistol, the Colt .45 is unsuited for anything beyond close quarters combat, and should only be used as an emergency weapon when your primary weapons run out of ammunition. Despite its .45 rounds, the Colt is surprisingly weak in Call of Duty, hardly differing from the Luger. As with all pistols, the iron sight offers no zoom and has little practical value other than to squeeze off one or two aimed shots at an unwary target. However, the pistol is quite inaccurate, and shouldn't be used where manual aim is required. ============ 3.2 - Luger ============ Name: Pistole '08 'Luger' Country of origin: Germany Available for: German, Russian Calibre: 9mm Parabellum Magazine capacity: 8 rounds Firing mechanism: Semi-automatic, recoil-operated ---------------------- Historical Background ---------------------- Developed by George Luger and adopted by the Swiss army in 1900, the German Army adopted the pistol in 1908, designating it as the 'Pistole '08'. The main feature of the Luger was its toggle-joint breech lock, a fancy novelty that made the Luger stand out from other pistols. The catch was that it required precise manufacturing and perfect ammunition, both of which the German manufacturing force was more than capable of. However, once the war was in full stride, the difficulties of manufacturing the Luger became apparent, and the German Army discarded the weapon in favour of the Walter P-38, which was much simpler and achieved the same results. Despite this, the Luger remained a popular weapon and continued to be produced to make up for the shortage of P-38's. A variation of the Luger, the "Artillery Model", featured a longer barrel, long-distance sights, wooden butt and 32-round drum magazine, allowing the Luger to be used as a machine carbine, although the chances at hitting something at those sorts of ranges was remote. Even after the adoption of the P-38, the Luger remained in production until 1944, and there were enough spare parts left over to continue production. A good-looking, distinctive weapon, it was a comfort to fire and was a prized trophy for Allied soldiers. ------------------- Call of Duty notes ------------------- Available to Russian and German soldiers, the Luger is just as solid as the Colt .45. However, as a pistol it is also remarkably weak and inaccurate. The Luger should be used as a backup weapon, and is practically a copy of the Colt .45 with an additional round. The iron sight is slightly easier to use, with a distinctive pin-head stump. However, like the Colt .45 it shouldn't be used in such ranges where aiming is necessary. ============================= 3.3 - General Pistol Tactics ============================= As stressed above, the pistol is weak, inaccurate and hardly worth using as anything other than a backup weapon. Pistols are really only useful in close quarter maps such as Chateau, but even then the submachine gun can do a much better job, and even melee combat is more effective. The pistol does have some good qualities to make up for its weaknesses. Pistols are the lightest weapons, allowing you to run much faster. They also fire faster than most rifles, but nowhere near as fast as automatic weapons. Despite these advantages, the pistol is still not an effective weapon. For one, there is little reason to run without your primary weapon, and its rate of fire is less effective due to its poor damage. As such, it is more of a novelty weapon than a serious weapon in Call of Duty, but does come in handy when all else fails. The pistols don't hit hard, and due to their low magazine capacity, they don't hit much either. When using a pistol, it is important that you score as many head and upper torso shots as possible to maximise your kill potential. Don't expect to take out entire squads with a pistol, it takes a full magazine to guarantee a kill and the reload time is substantially slower than most submachine guns. The iron sights are useful for an accurate shot or two, but the pistol doesn't have the error margin of an automatic weapon, and it is often wiser to change positions or simply get in your target's face to make the most out of a hopeless situation. The pistol is no sniper rifle, you have to be up close and personal. Medium to long range shots have a remote chance of hitting even when using the iron sights. *Summarised: -Close range only -Use other weapons when possible -Spray a target to get more hits in as fast as possible *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 4.0 - RIFLES *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* The standard weapon of every army in WWII, rifles have a long history. Being one of the first developments of firearms, the rifled gun allowed a projectile to be fired further and with more accuracy. As time progressed, the rifle was improved with repeating functions, box magazines and semi-automatic fire. At the time of WWII, only the American army had a semi-automatic rifle as their standard weapon. The others continued to use their old rifles from WWI, tried and true, and they remained in use throughout WWII even after other weapons had been developed. Call of Duty's rifles are similar to their real-life counterparts: they are incredibly strong, accurate, and require a fair amount of skill to use effectively. ================ 4.1 - M1 Garand ================ Name: M1 Garand Country of origin: USA Available for: American Calibre: .30-06 Magazine capacity: 8 rounds Firing mechanism: Semi-automatic, gas-operated ---------------------- Historical Background ---------------------- After the First World War, America realised the need to provide an automatic weapon as a standard weapon for their troops. The M1903 Springfield, despite its power, accuracy and reliability, did not provide a large volume of fire. This was the requirement under which John C. Garand designed the Garand rifle. Operated by a gas piston underneath the barrel, which rotated the bolt after each shot, the Garand was able to fire as fast as the soldier could pull the trigger. The only flaw in the design came with the fact that the Garand could only be loaded with a full clip, preventing the firer from topping up. Officially adopted by the American army in 1932, America started the war as the only country with a semi-automatic weapon as a standard-issue weapon. Despite a shortage in M1 Garands, the weapon was issued to all frontline riflemen, proving to be an effective weapon by providing accurate fire with a high rate of fire, giving Americans the firepower advantage over German riflemen. Indeed, the M1 Garand is one of the best combat rifles ever designed, and remained in use in the Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter variants. ------------------- Call of Duty notes ------------------- Call of Duty does a magnificent job of retaining the hitting power of the M1 Garand while maintaining the balance with other weapons. Being a semi- automatic weapon, the M1 Garand has a reasonably faster rate of fire. It takes around 2-3 torso shots to neutralise an enemy, or one headshot to put him out of commission. The M1 Garand is remarkably accurate, on par with the other rifles and much better than the automatic weapons. Controlled, well-aimed shots can pin down enemies while being accurate enough to pick them off. Of course, the Garand's semi-automatic function is helpful in close quarters, but is no match for a submachine gun or light machine gun. It is therefore important to fight like a rifleman and keep your distance rather than rush in. Also remember that you cannot reload in the middle of a clip, so you might want to fire off a few rounds to empty your clip before moving into a new area. The M1 Garand's iron sight is simple and one of the easiest to pick up. The ring allows the firer to focus on a target and line it up. The middle iron pin is used to determine where you shot will land. Align the tip of the pin with your desired target and fire. Rapid-shots will reduce the time you have to correct your aim, so it might be better to take slower, aimed shots if you are not suppressive the enemy. Go for headshots when you can, or pump several rounds into their chest. =================== 4.2 - M1A1 Carbine =================== Name: M1A1 Carbine Country of origin: USA Avaiable for: American Calibre: .30in Magazine capacity: 15 rounds Firing mechanism: Semi-automatic, gas-operated ---------------------- Historical Background ---------------------- The First World War brought forward the need to equip rear units and auxillary forces with an effective weapon. This group basically involved anyone whose primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was too large and too powerful, while a pistol required too much training and was too ineffective. After the German war machine kicked into action, the project was quickly implemented. Starting on June 15 1940, various rifles were tested without success. In August, Winchester submitted a simple model, and it was accepted on September 30 and was immediately put into production. Despite the remarkable speed in which the design went through, the M1 Carbine was an excellent weapon that not only equipped supporting arms, but also front line troops, becoming almost as widespread as the M1 Garand. The firing mechanism is different from the Garand. The gas piston is curved under the barrel and becomes a flat extension with a slot cut in, which rotates the bolt and opens it, ejecting the spent case and loading the next round. A short handle allows the firer to clear jams and manually load rounds. The M1 Carbine was modified for paratroopers by replacing the stock with an iron folding stock and pistol grip, as well as providing a socket to attach a bayonet and designated the M1A1. A generally good weapon, it is important to note that the M1 Carbine was a close range weapon and not a full rifle. At short distances it was a solid and effective weapon, but at longer ranges it was extremely poor due to the low muzzle velocity. The bullet begins to lose accuracy and power at around 300m, and there have been reports of M1 Carbine rounds being deflected by a mere jacket. As long as the weapon is used in its optimum range, it was effective enough to be preferred by troops from all arms. Production was cut after the war, and the M1 Carbine was rendered obsolete by the introduction of the M14 Rifle. However, many weapons were distributed amongst friendly countries and were still used in the Korean and Vietnam Wars, the latter in particular due to the close ranges and rough jungle terrain typical of the war. ------------------- Call of Duty notes ------------------- An alternative to the M1 Garand, the M1A1 Carbine is the first weapon you start off with in the Single Player game. The M1A1 Carbine can be used in the same manner as the M1 Garand, but should be used for medium-range engagements rather than rifle ranges. The M1A1 Carbine carries 15 rounds and can be reloaded anytime. Despite its faster rate of fire and larger ammunition supply, the M1A1 Carbine does substantially less damage than the M1 Garand. It is lighter though, so it is a good idea to get into good positions to guarantee more hits in less time. The iron sight is quite similar to the M1 Garand. The ring allows the firer to focus on a desired target, and the middle pin is used to determine where the shot will land. The M1A1 Carbine is fairly accurate and rapid-shots can be controlled, giving the M1A1 Carbine the edge in accurate, suppressive fire. Although it does not have the power of other rifles, it is a handy weapon nonetheless. ============= 4.3 - Kar98k ============= Name: Mauser Karabiner 98k Country of origin: Germany Available for: German Calibre: 7.92mm x 57 Magazine capacity: 5 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- The Mauser company has a strong and successful history, known especially for several weapons: the C/96 Military Model pistol, which fired a 7.93mm round, numerous rifles including the Kar98k, and undoubtedly the best machine gun of the war: the MG42. Mauser's success began with the German adoption of a Mauser rifle in 1871, which eventually culminated in the Gewehr 98. The Gewehr 98 proved to be the most powerful yet safest bolt-action rifle of its time, and was used for civilian purposes such as sport. One of its features was the inclusion of a fully internal magazine, which held 5 rounds and was contained perfectly in the wooden furniture, making it comfortable to sling. This later proved to be quite restrictive due to the low amount of ammunition, but was welcome nonetheless. The Gewehr 98 was also manufactured from the finest materials with precision gunmaking techniques, setting it apart from other weapons of its kind. It was during this time that military enthusiasts did away with the separate long rifles and carbines and used a medium-length rifle for all units. This led to the shorter Karabiner 98 model, and it was gradually refined to the standard-issue Kar98k model. Due to its exceptional accuracy, many Kar98k's were issued with scopes as a standard sniper's weapon. The Kar98k's power and accuracy came from the locking mechanism. It consisted of three locking lugs: two at the front of the bolt and one at the rear, giving maximum power. The catch was that the bolt-action was somewhat awkward, requiring a 90 degree rotation utilising the firer's right arm. Due to this action, the Kar98k could not match the fast rate of fire of the Lee-Enfield, which only required the use of the firer's wrist. Despite this, the Kar98k proved to be extremely reliable and remained the standard infantry weapon of the German army, especially with the shortage of Stg44's. ------------------- Call of Duty notes ------------------- One of the most powerful weapons in the game, the Kar98k is a solid and accurate weapon. With the same power as its scoped variant, the Kar98k can kill with a shot to the head or torso. However, being a bolt-action rifle, it has a slow rate of fire, and the 5-shot magazine leaves a bit to be desired. It is reasonably light though, allowing the rifleman to be quite mobile. Due to its hard hitting power, it can be used as a close combat weapon with a one-shot kill capability, but it is not recommended due to its slow rate of fire, and should only be done in emergency situations. The iron sight is relatively harder to use due to its obtrusive design, but it can be one of the most effective sights once accustomed to. To aim at a target, move the block-stump over your target. Confirm your aim by checking that your target is aligned with the top edges of the U-shaped notch. For reference, the top part of the stump is where your shot will hit. Although difficult to pick up, the Kar98k is a valuable weapon and one of the best of its kind. ================== 4.4 - Lee-Enfield ================== Name: Lee-Enfield Country of origin: Great Britain Available for: British Calibre: .303in Magazine capacity: 10 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- Designed by James Paris Lee and manufactured at the Royal Small Arms Factory at Enfield, the Lee-Enfield rifle was the standard infantry weapon from 1895 to 1957. The design was based off the Lee-Metford rifle, but was configured to fire smokeless powder. The SMLE (Short Magazine, Lee-Enfield) was the most common model, which was later simplified to form the Number 4 rifle. Due to the British army's doctrine on musketry, accurate shooting was stressed in British training, and the Lee-Enfield rifle provided both the accuracy and the necessary rate of fire. One of the tests was the "Mad Minute", in which the firer had to put 15 rounds into a target at 300 yards, and many could achieve 25 hits. Although slightly on the heavy side, the Lee-Enfield was a reliable weapon and loved by the troops. Several variations were designed, including the Jungle Carbine, which featured a shorter length, flash-hider and rubber recoil pad in the butt. However, it was a beast to fire and had excessive recoil and blast, making it unpopular with the troops. In contrast, the most accurate Lee-Enfield rifles were modified to become sniper rifles, becoming renown in the field of sniping. The unique feature of the Lee-Enfield was the setup of its firing mechanism. The Lee-Enfield had its locking lugs at the rear of the bolt, differing from the conventional setup of locking lugs at the front and rear. Although experts questioned the accuracy of this mechanism, firing tests and experience proved them wrong, and the ability to fire 30-aimed shots a minute more than made up for that doubt. ------------------- Call of Duty notes ------------------- The British rifle is a well-rounded weapon, having good power, accuracy and a decent rate of fire for a bolt-action rifle. It is as powerful as the Kar98k, with an additional 10 rounds. However, the iron sights can be slightly hard to pick out in dark areas. The Lee-Enfield can only be reloaded with 5-round chargers, so you cannot reload with anything more than 5 rounds still in the magazine. The Lee-Enfield's iron sight isn't spectacularly easy to use, but is simple and gets the job done. The hole in the iron plate focuses your vision on your target and the middle pin is used to determine where the bullet will hit. Move the tip of the middle pin to your target's head or chest and fire for an effective shot. Remember that the Lee-Enfield does slightly less damage, so make those shots count. =================== 4.5 - Mosin-Nagant =================== Name: Mosin-Nagant Country of origin: Russia Available for: Russian Calibre: 7.62mm x 54 Magazine capacity: 5 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- Designed by the Russian S.I. Mosin and the Belgian Emil Nagant, the Mosin-Nagant was developed to bypass costly patents and licenses by creating a new weapon rather than borrow from already existing parts. The result was a three-part cylinder bolt and a locking latch in the magazine compartment, holding down the second and lower rounds. Although quite complex, these features helped increase the robustness and reliability of the Mosin-Nagant, especially with the Russian rimmed 7.62mm round, which would certainly have jammed it if wasn't for the locking latch. Although crude compared to other rifles, the Mosin-Nagant was exceptionally reliable, otherwise the Russians would not have kept it. As time passed, the Mosin-Nagant was refined and perfected. Changes include the switch to a 'short' rifle, reconfiguring the sights due to a change in the Russian measurement system and the inclusion of a folding bayonet. On a similar note, early models were configured with a bayonet in mind, with sights tuned to compensate for its imbalanced when attached. Due to its exceptional accuracy, the Mosin-Nagant was the preferred sniper's weapon and was issued with a scope. The Mosin-Nagant remained in Russian service from 1891 to 1945, and was used by Eastern Bloc countries throughout more recent conflicts such as the Vietnam War. ------------------- Call of Duty notes ------------------- A solid weapon for the Russians, the Mosin-Nagant is the easiest bolt-action rifle to use. With power comparable to the Kar98k, the Mosin-Nagant can kill with a shot to the head or upper torso. Like the other bolt-action rifles, the Mosin-Nagant has a slow rate of fire, and although it can kill in one hit, it is unsuitable for close combat. The Mosin-Nagant has arguably the best iron sights of any weapon. Consisting of an iron right with a pin over the muzzle, the Mosin-Nagant's iron sight is the closest to thing to "hit what you point at". The ring helps single out targets while maintaining a reasonable line of sight, and the pin is ideal for getting a bead on your target. The Mosin-Nagant has a reasonably higher margin of error due to its power and accuracy, and these advantages should be used to their full potential. ============================ 4.6 - General Rifle Tactics ============================ Unlike games like Medal of Honor, where the rifle is a novelty weapon and often an art in itself, Call of Duty's rifles are feasible battlefield weapons with excellent power and accuracy. Naturally, there is a lower margin for error when it comes to single-shot weapons, and with the low rates of fire and small magazine capacities, it is essential to make each and every shot count. Despite having the power of a sniper rifle, the rifle lacks a scope, reducing the ability to make precision shots. However, the rifle does have a larger "zoom" effect when aiming down the sight, giving it the edge over submachine guns at longer distances. The rifleman should not fight a sniper's war: although he can conceal himself just as well, the rifleman lacks the destructive potential of his scoped counterpart. Instead, make use of the light weight of the rifle and be a mobile threat. Whereas a sniper remains stationary until after his shot, the rifleman is able to move across large distances at respectable speeds while providing equally effective shots. This isn't to say that rifles are the most versatile weapons. Rifles take a fair amount of skill, experience and discipline to use effectively. Rifles require more concentration than submachine guns and support weapons, and the results pay off quite well. One cannot become a skill rifleman overnight, but they can become skilled riflemen. The ideal range for rifles is long range, where automatic weapons are less effective. At medium range, things get a little more heated, and at close range it falls purely onto your reflex and ability to make a golden shot. Close quarter combat was never meant for rifles, although some rifles like the M1A1 Carbine and M1 Garand can give automatic weapons a run for their money. Due to their long shapes, the rifle can provide excellent leverage for melee attacks, resulting in the most powerful bash in the game. A single bash can easily knock out an enemy when hit on the head on torso. As with all melee attacks, use this as a humilation weapon or a silent kill on an unsuspecting enemy rather than a primary combat technique. Riflemen shouldn't be that close. Although relatively difficult to use, the rifle is a viable weapon ideal for open maps such as Brecourt, Hurtgen and Rocket. It takes a lot of practice to master the art of rifling, and although not as elegant and ceremonial as Medal of Honor, the rifle puts lead where it's supposed to go. *Summarised: -Best at long range -Very powerful, make shots count -Slow rate of fire -Unsuited for close quarters combat ****Call of Duty version 1.2 notice**** Call of Duty v1.2 altered several hitboxes on player models, making rifling more effective and easier to score fatal hits. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 5.0 - SUBMACHINE GUNS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* After the First World War, it was realised that frontline troops needed more firepower. The answer was already there with the introduction of the light machine gun. However, not every soldier could carry a light machine gun into battle, so another alternative had to be taken. The answer to this was the submachine gun. A light automatic weapon firing pistol ammunition, the submachine gun is primarily a close combat weapon with a high rate of fire and good hitting power. Effectiveness drops off over longer ranges as well as accuracy. During WWII, many new models were developed, setting the trend of cheap, mass-produced weapons such as the Sten and M3 Grease Gun. While modern submachine guns are made from plastics with high-tech gadgets, the purpose is still the same: to give a soldier a light weapon capable of automatic fire for close/medium range engagements. Call of Duty's submachine guns are remarkably versatile, and perhaps even overpowered. While certainly not invincible, weapons like the PPSh-41 and the Thompson seem far too good for their role while retaining enough accuracy for long range engagements. Dominating close quarters combat, the submachine gun is an easy weapon to use and a good choice for beginners. ================== 5.1 - Thompson ================== Name: M1 Thompson Country of origin: USA Available for: American Calibre: .45 ACP Magazine capacity: 30 rounds Firing mechanism: Full/Semi-automatic, delayed-blowback operated ---------------------- Historical Background ---------------------- Developed by General John T. Thompson during the First World War, the Thompson was intended as a 'trench broom' to sweep German trenches. The war ended before it was perfected, so it was produced and sold to various countries before being adopted by the US Army. The Thompson was a completely new weapon, finely machined and manufactured to the highest standards. Its main feature was the Blish delayed-blowback system, which consisted of a wedge closing the breech while chamber pressure was high, but opened after the bullet left the barrel, allowing the bolt to recoil, eject the spent case and load the next round. On top of this, the Thompson featured a Cutts compensator, which reduced the gun's tendency to rise when fired on full automatic, and a wooden pistol fore-grip. Designated the M1928, the Thompson was common in US and British forces, being issued 20- and 30-round box magazines as well as a 50-round drum which was later phased out due to the loud noise it made when on the move. The M1928 Thompson was a complicated weapon to manufacture and was very expensive. To simplify production, the Cutts compensator was discarded, the wooden-foregrip was replaced with a conventional fore-end stock, the separate firing pin was fixed to the bolt and the Blish system was replaced with a conventional delayed blowback system. The latter caused some grief, since the Blish system was what made the Thompson a unique weapon, but this was resolved after threats of independent production. This model became the M1 Thompson, and remained in favour with troops even after cheaper weapons such as the M3 Grease Gun came into service. Although slightly on the heavy side, the Thompson was the most reliable weapon of its type, and remained in service until the Vietnam War. ------------------- Call of Duty notes ------------------- Available to the American side, the M1 Thompson is an exceptionally good weapon. With decent power, the Thompson has a rate of fire second only to the PPSh-41. The Thompson is also remarkably accurate for a submachine gun, and thus especially easy to use by all players. The Thompson also has a relatively fast reload speed, and it is capable of semi-automatic fire, allowing accurate long range shots. However, the Thompson is not the PPSh-41, and its 30-round magazine can be emptied very quickly. The Thompson has a simple V-notch iron sight with a pin over the muzzle. Not the best of sights, but it does the job. Although an accurate weapon, the Thompson is not a rifle, and shouldn't be used as such. Only use the sight when you have the opportunity to spray an accurate burst. Fire in short bursts, the muzzle flash will reduce your ability to accurately sustain fire. The semi- automatic mode isn't particularly useful, so take advantage of the Thompson's fast rate of fire to increase your chances of a hit. =========== 5.2 - MP40 =========== Name: Maschinen Pistole 40 Country of origin: Germany Available for: German Calibre: 9mm x 19 Parabellum Magazine capacity: 32 rounds Firing mechanism: Full-automatic, blowback-operated ---------------------- Historical Background ---------------------- Prior to the Second World War, the German Army began re-arming its war machine. After observing events in the Spanish Civil War, the German Army approached designer Berthold Giepel to design a submachine gun. Giepel submitted a pre-made prototype in 1938, which was accepted into service as the Maschinen Pistole 38, or MP38. However, it was still manufactured using traditional methods, so it was improved and designated the MP40, using more steel stampings and welding to facilitate mass-production and incorporating several safety features. The MP40 was a revolutionary weapon for its time. It was the first weapon to use all-metal construction as well as featuring a folding metal stock. It also featured a small 'lip' under the muzzle, allowing it to be fired from a vehicle without it jerking back. It was incredibly light, and more importantly it was cheap and easy to manufacture. Firing up to 500 rounds per minute, the MP40 was an extremely effective weapon and issued to officers and assault units. Although crude in appearance compared to traditional weapons such as the Thompson, the MP40 was distinctive in its appearance and become the trademark image of the Wehrmacht soldier. ------------------- Call of Duty notes ------------------- A solid weapon for the German forces, the MP40 is a popular weapon due to its ease of use. The slowest of the submachine guns, the MP40 has reasonable power and decent accuracy. Like other submachine guns, the MP40 is best used at close range. However, its slower rate of fire allows it to be controlled when fired on full automatic, and makes an effective suppression weapon. Like the other submachine guns, the MP40 has simple sights, consisting of a small notch, a pin and an iron ring. The MP40 has reasonable accuracy when using the iron sights, and remains controlled even when sustaining fire. However, the muzzle flash might be a problem, blocking out your line of sight when firing. =========== 5.3 - Sten =========== Name: Sten Country of origin: Great Britain Available for: British Calibre: 9mm x 19 Parabellum Magazine capacity: 32 rounds Firing mechanism: Full-automatic, blowback-operated ----------------------- Historical Information ----------------------- In 1940, Britain suffered a shortage of weapons, and with the only submachine guns available being the US Thompson and the rushed Lanchester (which was a copy of the German MP28), the British Army needed a cheaper weapon in larger quantities. To solve this dilemma, the Sten was introduced and adopted. Taking its name from the first letter of its designers' surnames, Major R.V. Shepherd and Mr. H.J. Turpin, and the first two letters of the Enfield factory, the Sten consisted of a heavy bolt and spring in a tubular metal sleeve with the barrel screwed on. This caused great grief amongst traditional gunmakers due to the extremely crude look of the weapon. The Mark I had a wooden stock, but this was soon discarded and the weapon was simplified to form the most common model, the Mark II. It was found that the manufacture of the parts was so simple that the British Army contracted smaller manufacturers and even large garages to make the smaller parts of the weapon, then gather them into a main factory to be assembled. Firing 550 rounds per minute, the Sten was an ugly gun and was never liked by the troops. Although its construction protected it from dirt and mud, the MP40- based magazine caused immense trouble, having a reputation for jamming at awkward moments (the MP40 suffered from this problem as well). Various versions were simplified and tried out, culminating in the luxurious Mark V, which had wooden furniture, a forward pistol grip and bayonet socket. Produced after the demand was satisfied and equipping the British paratroopers at Arnhem, the Mark V would have been a good weapon had it not been for its unreliable magazine. Although unpopular, it did the job, and was an effective weapon in winning the war considering its circumstances, and due to its portability it was a a favourite amongst the French Resistance. ------------------- Call of Duty notes ------------------- As crude as its real life counterpart, Call of Duty's Sten gun leaves a lot to be desired. As a weapon, it is relatively effective, especially in close combat. Having a faster rate of fire than the MP40, the Sten is somewhat more inaccurate and is harder to aim than its German counterpart. The iron sight consists of a V-notch, but without a pin to determine your fall of shot. Move the V-notch over your target and fire short bursts for maximum efficiency. Due to its higher rate of fire, the Sten is harder to control and is quite erratic in its recoil pattern. ============== 5.4 - PPSh-41 ============== Name: PPSh-41 Country of origin: Russia Available for: Russian Calibre: 7.62mm x 25 Magazine capacity: 71 rounds Firing mechanism: Full/Semi-automatic, blowback-operated ---------------------- Historical Background ---------------------- After the German advance in 1941, the Russians lost a massive amount of materials and weapons. To replace these losses, a new weapon had to be designed, cheap and easy to manufacture to practically re-arm the entire Red Army. For this purpose, the PPSh-41 was developed. Taking its name from the Russian designation for a submachine gun, 'Pistolet Pulemet', and the name of the designer, Georgii Shpagin, the PPSh-41 was a simplified version of the previous PPD submachine gun, using stamped parts as much as possible. The PPSh-41 used a simple blowback operation, and the stamped metal jacket was extended over the muzzle to act as a fairly effective compensator, reducing the tendency for the barrel to rise when firing on full-automatic. Using the distinctive 71-round drum, later models were also issued with a curved 30-round box clip, and had the selectable semi-automatic mode removed. The PPSh-41 proved its worth, and soon become the standard weapon of the Red Army, with whole units being equipped with only the PPSh-41. After the war, PPSh-41's were sold to Eastern Bloc nations and remained in use through the Vietnam War. ------------------- Call of Duty notes ------------------- One of the fiercest weapons in the game, the PPSh-41 is the most popular weapon among new players. With the fastest rate of fire for a selectable weapon and a 71-round drum to go, the PPSh-41 is a pure spray-and-pray weapon. Despite its blazingly fast firing speed, the PPSh-41 does not lose much in terms of accuracy, and even when aiming down the scope, the PPSh-41 has a remarkably concentrated spray pattern. However, it is important to note that the PPSh-41 is the weakest of the submachine guns, and requires more hits for a kill. The iron sight is simply an extension of the barrel jacket with a small stump. Although simple, the muzzle flash from the PPSh-41 quickly makes aiming down the sight difficult, and the recoil of the weapon makes aiming almost pointless. Like the Thompson, the semi-automatic function is a nifty but not so practical feature, and long-distance shots should be short bursts of automatic fire instead. ===================================== 5.5 - General Submachine Gun Tactics ===================================== As previously mentioned, the submachine gun is an easier weapon to use than most other weapons. However, it does take a fair amount of experience to use effectively. Each submachine gun has their own strengths and weaknesses as highlighted above. In general, the submachine gun is most effective at close range, being less effective at longer rangers where rifles and sniper rifles dominate. The submachine gun iron sights are simple and easy to use. Despite this, there is little need to aim when engaged in close combat, and it is usually better to sidestep and dodge bullets while firing rather than standing still to aim. This range is, of course, the main strength of the submachine gun, and the sole reason as to why it is such a deadly weapon in Call of Duty. There is little need of strategy here, it all falls on your ability to spray bullets where you want them to. At longer ranges, a more strategic approach is needed. Considering the low amount of damage dealt by submachine guns for individual hits, the semi- automatic function of the Thompson and PPSh-41 are not worth the trouble of using. When engaging at long range, use short, controlled bursts to maintain as much accuracy while pouring out a steady flow of fire. This is usually enough to pin down targets and neutralise them, but against more experienced players it tends to be ineffective and a waste of time. In these situations, it is important to break off contact and either seek a better target, or find another approach to the target and engage it on more desirable terms. If you are under fire by riflemen from across the map on Brecourt, don't bother trying to outsnipe them with a submachine gun, break off and head through the trenches, taking out other targets along the way before reaching them. Fight battles on your turf rather than theirs, and you can stay alive longer while inflicting more damage. Due to the sheer firepower of the submachine gun at close ranges, submachine guns make effective suppressing weapons, and more importantly, are the best weapons for flanking an enemy line of fire. Fighting with a submachine gun not only means spraying-an-praying, but doing so from the best position possible. *Summarised: -Best at close combat -Generally do low damage, but have faster rates of fire -Not the most accurate of weapons -Fight at close range whenever possible *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 6.0 - SUPPORT WEAPONS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Like many other weapons, the support-type weapons have their roots in the First World War. Back then, the heavy machine gun was literally heavy, weighing up to 70kg. There was a need for an automatic weapon light enough for a soldier to carry with him as he ran across No Man's Land, away from his own machine guns. The concept was to bring his support with him. The answer was already there in the form of the Lewis gun, the first light machine gun, used by British troops with great effect. Other countries began following this trend, and soon the light machine gun became a staple weapon for every squad. In Call of Duty, only the American and British have light machine guns. The Germans have an assault rifle instead, while the Russians don't even have a support-type weapon. For the most part, support weapons are heavier, accurate, have a decent rate of fire and are amazingly powerful. ========== 6.1 - BAR ========== Name: Browning Automatic Rifle Country of origin: USA Available for: American Calibre: .30-06 Magazine capacity: 20 rounds Firing mechanism: Selectable Full-automatic, gas-operated ---------------------- Historical Background ---------------------- Designed 1915-16 by John M. Browning, who also developed the M1911 Colt pistol and .30 and .50 cal machine guns, the Browning Automatic Rifle filled the role of 'squad automatic weapon'. Although intended as an assault weapon, the BAR proved to be an effective support weapon and was adopted by the Belgian, Polish and Swedish armies. The BAR underwent some modifications, including changing the position of the bipod, and later models had a variable fire option, changing from 550 rounds per minute to faster rates of fire. Despite its effectiveness, the BAR was never as good as the designer hoped. It was way too heavy to be an effective rifle, the weight alone made it a pain to shoulder, and the vibration from firing made it impossible to maintain a steady aim. On the other hand, it was too light to be an effective light machine gun. It was unstead on its bipod, its 20-round magazine meant it had to be reloaded frequently, the bottom-mounted magazine made it difficult to reload from a prone position, and the barrel couldn't be changed when it overheated. Despite these shortcomings, the BAR remained a solid weapon and was kept in service for over 50 years in various armies, while leftovers were sold to other nations. ------------------- Call of Duty notes ------------------- Firing the same round as the Garand and the Springfield, the BAR packs a huge punch, and comes with slow- and fast-automatic firing modes. The fast-automatic mode allows it to go toe-for-toe against submachine guns, and due to its superior power it can come up on top quite easily. On slow-auto, the weapon can be used as a semi-automatic rifle. Unlike the real life version, you have no problem aiming with it, and its accuracy and power make it an excellent alternative to the M1 Garand despite its heavy weight. The iron sight is simple, easy to use and effective. Consisting of a simple pin at the front of the gun, simple place the head of the pin over your desired target and fire. Muzzle flash is not a particular problem, and recoil isn't erratic or uncontrollable. All-in-all, the BAR is a solid weapon that can be used by most players. ============ 6.2 - MP 44 ============ Name: Sturmgewehr 44 Country of origin: Germany Available for: German Calibre: 7.92mm x 33 Kurz Magazine capacity: 30 rounds Firing mechanism: Full/Semi-automatic, gas-operated ---------------------- Historical Background ---------------------- In the 1930's, German military authorities questioned the purpose of the standard infantry rifle. It was realised that even the earliest rifles were capable of firing a bullet to distances over 1000m. It was almost impossible for a soldier to see that far, let alone aim and hit something at that distance. This realisation set off the possibility of using a shorter cartridge, reducing effective range, but at the same time reducing weight, allowing the soldier to carry more ammunition. In 1940, the Maschinen Karabiner 42 was developed as a prototype weapon and tested on the Russian Front. It was an effective weapon according to the principles behind it, and many features were taken from it an incorporated into the new rifle in development. The developers eagerly requested Hitler's permission to produce the weapon. Hitler proved stubborn, and using the very beliefs that the principles proved wrong, Hitler criticised the ineffective range of the new cartridge and denied permission for the weapon to be produced. This caused a problem for the designers. They had already equipped their factories to mass-produce the weapon, and in fact had already started making them. Without Hitler's permission, they continued to manufacture the weapon and issued it to troops as the "MP44", disguised as a submachine gun. This in turn please Hitler due to exceptional submachine gun production figures. That was until Hitler held a meeting with his generals, who requested more of the "new rifles". After a brief period of anger, the Fuhrer finally accepted the rifle and named it the "Sturmgewehr", the "Assault Rifle". Despite this official acceptance, production never caught up with demand. Being made out of steel-stampings and plastics, the Sturmgewehr 44 was a revolutionary weapon, the first of a class of weapons that are now standard in today's armies. ------------------- Call of Duty notes ------------------- The German equivalent to a support weapon (the real-life German support weapon being, of course, the MG42), the MP44 is more of an assault weapon than a support weapon. Firing somewhat faster than the light machine guns, and slower than the submachine guns, the MP44 combines the power, speed and accuracy of both weapons. However, for all its all-rounded capabilities, the MP44 does not excel in any particular area, being outclassed by rifles at long range and too slow in both firing and movement speed for effective close quarters combat. It is, however, a good weapon that can be used in many cases. The iron sight consists of an iron ring with a small pin. Simply aim the top of the pin towards the desired target to score a hit. The MP44 should be fired in short bursts, or semi-automatic shots for long range sniping. However, the MP44 has substantially more recoil than the other weapons, even when prone. =============== 6.3 - Bren LMG =============== Name: Bren Country of origin: Great Britain Available for: British Calibre: .303in Magazine capacity: 30 rounds Firing mechanism: Full-automatic, gas-operated ---------------------- Historical Background ---------------------- Looking for a replacement for the revolutionary Lewis gun in the 1930's, the British had several options, including the Madsen, which was discarded due to its complex mechanism, and the Vickers-Berthier, which seemed the most obvious choice since it was already in service with the Indian Army. However, a Czech design was discovered, and after intensive firing tests, was adopted by the British Army, gainings its name from its original factory in Brno and its new factory in Enfield. The Bren had a few remarkable features: a quick-release barrel with a carrying handle, preventing the barrel from overheated and the changer from burning himself, a relatively simple mechanism and very few moving parts. It was an immediate success, proving to be accurate, powerful and reliable. For this, there were a few problems. The rimmed .303 cartridge had to be inserted a certain way to prevent jamming, and 28 rounds were often loaded instead of 30 to prevent this. The top-mounted magazine also meant the sights had to be offset to the left, causing difficulties to left-handed firers. The magazine itself was sensitive to damage as well, leading to more jamming issues. Other than that, the Bren was a robust weapon, rarely breaking any other parts. After the war, the Bren was converted for the 7.62mm NATO round, which incidentally cured the rimmed jamming problems, and remained in service as the L4A1 until late in the 20th century. ------------------- Call of Duty notes ------------------- The British support weapon, the Bren is an excellent weapon. With a good rate of fire, very high damage and the smallest crosshair in the game, the Bren can easily make its power and accuracy felt. Being a support weapon, the Bren is quite heavy, and has high recoil when fired from a standing position, making it less effective at close combat. To counter this, the Bren should be fired from a crouching or, preferabally, prone position. The Bren's iron sights are offset to the left, and consist of a bracket with a single pin in the middle. Use the bracket to locate your target and use the pin to get a bead on your target. Note that the Bren has a fierce recoil, especially when standing. The top-mounted magazine also obstructs a fair amount of vision to your right. ============================== 6.4 - General Support Tactics ============================== Although slightly different in their purposes, the Support weapons can be used similarly. Of the three, the BAR and the Bren have the most in common, both being primarily used as light machine guns. The MP44 has more flexibility, and can still be used as a light machine gun to an extent, but is more suited to medium-close range encounters. The BAR can also be used as a rifle, leaving the Bren as the only dedicated support weapon. In the support role, the gunner should remain at medium-long distances from a relatively well-covered, or at least concealed position. Although firing bursts maintains a degree of accuracy, the support gunner is reponsible for sustained suppressive, so firing on longer bursts is recommended. The idea is to prevent enemies from leaving their cover to get a better shot, and neutralising any who do. For this role, all support weapons are good for, although the BAR's 20- round magazine leaves something to be desired. As a support gunner, you won't be winning any shooting competitions. However, you do have a higher kill potential than riflemen, who need more focus to attack specific targets. A support gunner should also not be at the front of an assault squad, since they do tend to get ripped up by submachine gunners and are not the best for close combat themselves. Despite the relatively higher recoils, the support weapons are amazingly accurate with strict fire discipline and a constant threat for reckless players. *Summarised: -Best at long-medium ranges -Plenty of ammunition to waste -Accurate and powerful -Decent at close combat -Used to support other team members *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 7.0 - SNIPER RIFLES *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Dating back to the First World War and beyond, the sniper has played a rather misunderstood role in war. The sniper first made a great impression in WWI by picking off hapless soldiers across trenches, and despite a lull in advancing sniper tactics, the sniper made a return in WWII with devastating effect and has survived as one of the most dangerous individual soldiers available. With the ability to identify and neutralise the right targets, snipers serve as a demoralising weapon, driving fear into the heart of the enemy before melting away into the shadows. Sniper warfare isn't for everyone, the immense physical and psychological pressure is not appealing, the general misconception that snipers are "assassins" have turned the skill into a "black art". Regardless, the sniper is both a threat and a shield in today's armies. In Call of Duty, there are three sniper rifles available. Most of them are scoped versions of their respective armies' regular rifles, dealing the same damage but with precision shots with the aid of a scope. Although difficult to use effectively, they are incredibly easy to use for even beginners. ================== 7.1 - Springfield ================== Name: M1903A4 Springfield Country of origin: USA Available for: American, British Calibre: .30-06 Magazine capacity: 5 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- In the 1890's, the US Army was looking into several rifle designs for adoption. Among them, the Mauser caught their eye, and soon they purchased licenses to copy certain parts of the Mauser. In 1900, the first Springfield rifle was developed. However, this weapon proved to be unsatisfactory, and it was re-designed along with its bullet. Chambered for the .30 round developed in 1906 (hence, .30-06), the Springfield modified several features of the Mauser design, including a two-piece bolt and improved rear-sights. The Springfield was the standard-issue rifle of the American Army in WWI. The Springfield underwent some refinements and modifications, including the Pederson Device, which converted the Springfield into a light automatic weapon firing a special round, intended to allow a charging soldier to continue to suppress enemy positions out of machine gun range. However, the war ended before it could be used, so all converted Springfields were scrapped. The M1903A3 was introduced in 1942, designed for mass-production and supplied units before the M1 Garand was finally shipped to all units, which was somewhat later in the Pacific theatre. The M1903A4 was the sniper variant of the Springfield, featuring permanent blocks to attach a telescopic sight and had the iron sights removed, giving a curious "naked" look. The standard weapon for snipers, the Springfield was incredibly accurate and reliable. ------------------- Call of Duty notes ------------------- The sniper rifle for the British and American forces, the Springfield is a solid, easy-to-use weapon. Although the most accurate weapon in the game, it is incredibly heavy and being a bolt-action rifle, it also has the slowest rates of fire. Naturally, the Springfield should be used at long ranges. It can hold its own in close range provided the snap shot is on target, but it is simply ripped to shreds if it misses. The Springfield can only reload rounds one at a time due to the positioning of the scope. Instead of iron sights, the Springfield has a telescopic sight with a crosshair. The bullet will land where the crosshairs meet. However, the crosshairs are quite erratic when standing, so it should be fired from a crouching or prone position. Not only will it reduce the movement of the crosshair, it will also make you a smaller target. ==================== 7.2 - Scoped Kar98k ==================== Name: Scoped Mauser Karabiner 98k Country of origin: Germany Available for: German Calibre: 7.92mm x 57 Magazine capacity: 5 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- Due to the reliability, power and accuracy of the Kar98k, it was the weapon of choice for German snipers and was issued with a telescopic sight. It continued to be the standard sniper weapon even after semi-automatic weapons were introduced, such as the Gewehr 43, due to the snipers' need for the best precision possible, which is not possible with semi-automatic weapons. For the rest of the Kar98k history, refer to section 4.3 - Mauser Karabiner 98k. ------------------- Call of Duty notes ------------------- Simply a scoped version of the Kar98k, the Scoped Kar98k has the same power and accuracy, but has the added benefit of a scope. However, it is also heavier, and its slow rate of fire makes it unsuitable for close combat. Also note that you cannot pick up regular Kar98k ammunition. Like the Springfield, the Scoped Kar98k can only reload one round at a time due to the position of the scope. The Scoped Kar98k uses a T-crosshair, with the bullet landing at the tip of the middle line. Like the other sniper rifles, it is best fired from a crouching or prone position. ========================== 7.3 - Scoped Mosin-Nagant ========================== Name: Scoped Mosin-Nagant Country of origin: Russia Available for: Russian Calibre: 7.62mm x 54 Magazine capacity: 5 rounds Firing mechanism: Bolt-action ---------------------- Historical Background ---------------------- Like the Kar98k, the Mosin-Nagant was a superb rifle in terms of power, reliability and accuracy. As a result, it was the snipers' weapon of choice and was issued with a scope. Made famous by Russian snipers like Vassili Zaitsev, the Mosin-Nagant was kept in use well after the war, even after the introduction of the semi-automatic SVT-40. For the rest of the Mosin-Nagant history, refer to section 4.5 - Mosin-Nagant. ------------------- Call of Duty notes ------------------- Like the Scoped Kar98k, the Scoped Mosin-Nagant is simply the same weapon as the regular Mosin-Nagant with the benefits and disadvantages of having a scope. Unlike the other two sniper rifles, the Scoped Mosin-Nagant's scope allows it to be reloaded with a 5-round charger, giving it a slight edge over other sniper rifles. However, it is still not compatible with regular Mosin-Nagant ammunition. The Scoped Mosin-Nagant also uses the T-crosshair, with the bullet landing at the tip of the middle line. ============================= 7.4 - General Sniper Tactics ============================= Sniper warfare is substantially different to other styles of play, with the riflemen's style bearing any resemblence. First things first, it is imperative that you understand the capabilities and weaknesses of the sniper rifle. The sniper rifle was designed to fire shots accurately at extreme distances. This is the sole reason to using the sniper rifle above the rifle. While the rifle often does the same amount of damage with less penalty, the scoped weapons allow firers to accurately get a bead on their target without the limitations of an iron sight. The crosshair is a very useful tool. On the same note, it is important to consider your firing position. In real life, a sniper would very rarely take a shot while standing up, and in Call of Duty it is the same. Always go prone when possible, or crouch when it isn't. The only time when a standing shot should be used is when you are ambushed and caught off-guard. As a sniper, you should never let yourself get into that position. Changing your firing position means that your crosshair will be more stable, and you also make yourself a smaller target. There are two types of people who used scoped weapons: -Sharpshooters -Snipers Although they might seem like the same thing, they are not. A sharpshooter is someone who stays with their unit, taking out priority targets at opportunity with the standard weapon. A sniper is someone who fights alone, or with an accompanying sniper/spotter, scouting potential targets and taking them out if necessary with a specialised weapon. When applied to real life, we can use the police 'sniper' as an example of misunderstanding. The police 'sniper' is not a true sniper. Although his shooting ability might be just as good, he is not under the pressure of war and has the backing of every available resource. He is not fighting his own psychological war, he is a sharpshooter. A sniper, on the other hand, fights his psychological war on a personal level, a strain that not many can handle. As in life, the tactics of a sharpshooter and a sniper are very different. A sharpshooter acts as a "forward sniper" rushing or staying behind the assault squad and providing precision fire to directly aid the team. Although risky and more rewarding, the sharpshooter is a liability when caught out and is just as vulnerable as the other squad members. It is important that the sharpshooter gets out of harm's way before engaging in picking off ripe targets. A sniper, on the other hand, fights practically by himself. Although best paired with another sniper, or even better, an assault, the sniper is a lone wolf who fights his own personal war. The tactics used reflect this. The sniper is not a direct team player, he aids the team indirectly. The role of the sniper is to be a stationary threat, picking off the right targets to aid the team and demoralise the enemy. Although it is usually the case, do not shoot at every target you see, only shoot at what you know you can hit, and what you know can hit you. Those are priorities. A single sniper can easily pin down a base of fire or an entire approach, forcing the enemy to find another route or assault your position with heavy losses. There is also the need to relocate. Eventually, someone will realise where you are, especially with the aid of the Kill-Cam. It won't be long until someone sneaks up from behind and knocks you out with a rifle butt. In real life, the sniper never fires more than two shots from the same position. In Cal of Duty, there is a reasonably higher amount of flexibility. However, it is important to remember that the longer you stay in one spot, the more likely it is that you will be flanked and attacked from behind, no matter how effective you are at pinning the enemy. Survival instinct is an important part in sniper warfare. Another important aspect is where you snipe from. A sniper never picks the most obvious locations, regardless of how good a view they give. Instead, they pick less popular locations that few people would look at: a simple bush, a bunch of trees, behind dead bodies in an open field, even in a dark corner in a room with a window looking out. Although at times it is a good idea to sit by a window and continually take out target after target, the more obvious you are, the easier you are to kill. Already, the sniper section is immense, and it beyond the scope of this general guide to explain in detail. Although it is a disrespected style of play due to its n00b-friendliness, it is nonetheless effective when used properly and it is essential to have one or two snipers for a large team. *Summarised: -Long-range only -Moderately effective at short range for self-defense -Fire from a crouching or prone position -Go for headshots whenever possible -Slow rate of fire, make each shot count -Don't use the same position all the time ****Call of Duty version 1.2 notice**** Call of Duty version 1.2 includes a few changes to sniper rifles in particular. The scope zooms out between each shot, which isn't so annoying. However, you no longer aim at where you were looking from the hip. Although easy to adjust to, it is annoying nonetheless, especially since you snap from hip to shoulder between each shot. Although it does reduce the effectiveness of sharpshooters, it should not be a huge problem for snipers. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 8.0 - MISCELLANEOUS WEAPONS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Although the above weapons are the only ones that can be chosen through the menu, there are several other weapons that can be obtained and used throughout single and multiplayer. This include stationary and picked-up weapons that are either spawned in multiplayer or simply encountered in various levels. =========== 8.1 - MG42 =========== Name: Maschinen Gewehr 42 Country of origin: Germany Available for: All Calibre: 7.92mm x 57 Magazine capacity: 250-round linkable belts Firing mechanism: Full-automatic, recoil-operated ---------------------- Historical Background ---------------------- In the 1930's, the German Army required a machine gun to rearm its forces. After a few unsatisfactory adoptions, the Mauser company came up with a revolutionary design: the MG34. It incorporated several new features: the "straight-line" principle, where the butt is part of the barrel line, reducing the tendency to rise when firing on full-automatic, the use of 50-round belts that could be linked to form longer belts, and even the use of a double-drum magazine. A fast, accurate weapon, the MG-34 was a good weapon. Too good, perhaps. It used the same manufacturing techniques as traditionally- made weapons, being very time- and labor-consuming. To rectify this problem, changes were made to the MG34, using as much metal stampings and pressings as possible, making it easier to produce the weapon while maintaining reliability. This was achieved and designated the MG42, as well as notching the rate of fire over 1200 rounds per minute. At this level, it is impossible for the human ear to pick out individual rounds being fired, only hearing a "brrp" sound that was feared by anyone on the receiving end. This extremely high rate of fire tended to overheat the barrel, which could easily be changed in a few seconds. The MG42 was the first General Purpose Machine Gun, being used as a light machine gun as well as a heavy machine gun mounted on a tripod. Interestingly, many infantry tactics were centered around the MG42. This was fair, since the MG42 provided more firepower than an entire squad. The MG squad was handpicked and consisted of seasoned veterans. The most decorated soldier carried and fired the MG42, while the second best soldier fed the MG42 and replaced the barrel. The two least experienced soldiers, usually new conscripts, did nothing but carry ammunition. The rest of the crew covered all possible approaches to the MG42. The MG42 itself was exempt from a 'stand fast' order, relocating to a better, pre-planned position to resume firing. This order of battle was extremely effective. The squad may be crippled, but as long as the MG42 was still operational, the remainder could put up more firepower than any Allied squad. Although the original MG42 has been phased out, many of its features are used in modern machine guns like the M60. As a testament to its revolutionary design though, the MG42 is still in use by the German Army as the MG3, rechambered for the 7.62mm NATO round. ------------------- Call of Duty notes ------------------- One of the admirable aspects of Call of Duty is its portrayal of the MG42. The sheer sound of the MG42 does a good job of representing its terrifying threat. With the fastest rate of fire of any weapon in the game, the MG42 is only found as a stationary weapon in single player and multiplayer. The MG42 fires tracer rounds to track your fall of shot, and does high damage compared to its rate of fire. There are drawbacks of course. The weight of the MG42 makes the weapon painfully slow to aim with (in fact, players with high ping take extremely long to aim or even fire), and the vibration of the MG42 makes accurate shots difficult. It is best fired in bursts at targets of opportunity, or simply as a suppressive weapon to support your team. Also note that being a stationary target is bad for your health, as you will not be able to see behind you. Once targets get out of your kill zone, you're in trouble. The crosshairs are slightly different. The MG42 uses a static, black cross- shaped crosshair. The bullets will hit around the center of the crosshair. However, the recoil of the weapon makes it vibrate, shaking off accuracy. Firing on full-automatic for sustained periods of time will make you lose control of the weapon, making it harder to maintain your aim. Keep it short and cool, and you can prove to be a formidable strongpoint alone. ===================== 8.2 - Panzerfaust 60 ===================== Name: Panzerfaust 60 Country of origin: Germany Available for: All Calibre: 5.75in hollow charge Magazine capacity: Single-use Firing mechanism: Single-shot, recoilless ---------------------- Historical Background ---------------------- The Panzerfaust has its roots in the "Faustpatrone", a weapon designed by Dr. Langweiler to answer the need for better anti-tank capability for individual soldiers, a need prioritised after the Russians threw their T-34 tanks at the Germans. The Faustpatrone consisted of a fin-stablised bomb attached to a 14in tube, and was fired at an arm's length. This proved to be impractical, as it could not be aimed. To rectify this, the tube was extended to fit under the arm and basic iron sights were developed. The first two models of this weapon were the Panzerfaust 30 and the Panzerfaust Klein, the latter firing a smaller bomb. The Panzerfaust could penetrate up to 200mm of armor, more than enough to take out any tank in existence. From here, the only development was range. The number at the end of the model represented the effective range of the weapon: the Panzerfaust 30 was effective to 30 metres. At the start of 1944, the Panzerfaust 60 was perfected and gradually replaced the two previous models, and by the end of the year the Panzerfaust 100 was developed. The Panzerfaust was a single-use weapon. After firing the bomb, the firer discarded the tube and grabbed another one. After a while, materials grew short, resulting in a re-usable model: the Panzerfaust 150. However, the war ended before it was able to be manufactured. Throughout this time, the only other alternative was the Panzerschreck, a reloadable rocket based off the American Bazooka, and was in fact improved. Although simple to make, the Panzerfaust, "Armored Fist", was an effective weapon that was well-thought out and developed. Although technically not a rocket (the Panzerfaust was a recoilless gun), it was more than capable of knocking out any Allied tank in existence. ------------------- Call of Duty notes ------------------- The heavy AT weapon of Call of Duty, it is not selectable in multiplayer. Its primary use lies in single player, where it is located in several areas and used to take out tanks and other vehicles. In multiplayer, it is spawned in certain locations on each map in limited numbers, and although not very effective against infantry, it packs a huge punch and has a reasonable splash radius. However, it is the heaviest weapon in the game, but despite its inaccurate crosshair and iron sight, it travels like a laser and is remarkably easy to use. The iron sight consists of a simple square peep-hole. There isn't anything special to it, simply place the target in its sight and fire. Although limited in range, it is accurate enough to hit what you point at. =========== 8.3 - FG42 =========== Name: Fallschirmjager Gewehr 42 Country of origin: Germany Available for: All Calibre: 7.92mm x 57 Magazine capacity: 20 rounds Firing mechanism: Semi/Full-automatic, gas-operated ---------------------- Historical Background ---------------------- The Fallschirmjager Gewehr, "Paratroop Hunter Rifle", was arguably one of the most versatile weapon designs of the war. During 1940-1941, the German Army began developing the MP44, firing a short cartridge. The paratroopers rejected this design, demanding a weapon that fired the full-sized cartridge. Since the paratroopers were supplied through the Luftwaffe instead of the Army, they developed their own weapon instead. It was an amazing design. The gas-operated weapon was capable of both semi- and full-automatic fire. It used the 'straight-line' principle, in which the butt is an extension of the barrel, reducing the tendency for the barrel to rise. It was fed by a 20-round magazine on the left side, and was issued with a bipod for use as a light machine gun, and a telescopic sight for sniping or sharpshooting. In single-shot mode, the bolt remained closed to retain a fair amount of accuracy, but remained open in full-automatic to allow air to cool it. Despite all of these innovative features, the FG42 was still a remarkably light weapon in terms of weight. However, it was also a remarkably difficult weapon to manufacture, requiring precise machining and quality materials. Combined with the Army's opposition to the weapon, it remained a rare weapon, with only 7000 being made. The FG42 was first used in the rescue of Mussolini, and in several other battles. After the paratroopers lost their tactical value, the FG42 was issued to other units. ------------------- Call of Duty notes ------------------- Easily the most versatile weapon in Call of Duty, the FG42 cannot be selected by any side. Instead, it is spawned in certain locations in each map, if enabled. Because of this, the FG42 is a rare weapon, and even if one is obtained, there is no other ammunition supply. Despite this, it is still an amazingly useful weapon. The FG42 is fairly accurate on full-automatic, and its semi-automatic function combined with its scope makes it an excellent sniping weapon. There are drawbacks, of course. Firstly, chances of finding one are next to none, and joining in the middle of a game means there won't be one around. The FG42 does substantially less damage than a conventional rifle, making headshots a necessity in effectively neutralising targets. The FG42 does not have regular iron sights, making it difficult to aim the weapon at close/medium ranges. The crosshairs are fairly useful at this range, but submachine guns are far better and it simply does not stand up against other automatic weapons. Although a very versatile weapon, the FG42 does not excel in any particular area. =============== 8.4 - AT Rifle =============== Name: Degtyarev PTRD-1941 Country of origin: Russia Available for: Single-player only (Pavlov's House) Calibre: 14.5mm Magazine size: 1 round Firing mechanism: Single-shot, recoil-operated ---------------------- Historical Background ---------------------- Prior to 1940, Anti-Tank rifles were the trend in every army. With its roots in the WWI Boys AT rifle, the AT rifle proved to be effective against vehicles. The Russians realised that they were the only nation without an AT rifle, and quickly developed one of their own. Charging the famed designer Degtyarev with designing an AT weapon using the 14.5mm round, the result was the PTRD-1941. Using a long barrel due to its ammunition, the PTRD-1941 cut down on weight by removing all the frills of a conventional weapon. It was practically a steel skeleton, retaining only a pistol grip, a cheek-pad and a shoulder-butt pad. When fired, the barrel group would slide back along the weapon until it was stopped by a steel plate, where it was held before returning to its position, automatically ejecting the spent cartridge. The firer then inserted another round and fired again. A well-trained crew could fire over 10 rounds per minute. Despite its huge hitting power, it was obsolete before it was even introduced. Although effective against lightly-armored vehicles, it simply did not have the hitting power to punch through German armor, such as the Panzer III and IV. ------------------- Call of Duty notes ------------------- Available only as a stationary weapon in the Russian mission "Pavlov's House", the PTRD AT rifle is located on the third and second floors. It is the only Russian weapon capable of knocking out the advancing tanks. In Call of Duty, the PTRD has unlimited ammunition, and can be fired on full-automatic by holding down the fire button. A reasonably accurate weapon, the PTRD can be used against infantry as well as tanks. The PTRD uses the same crosshair as the MG42. It does not suffer from heavy vibrations, but has a slow rate of fire. Simply align the middle of the crosshair with the target and fire. It is also worth noting that, realistically speaking, the PTRD would have no effect on the frontal armor of the German tanks, or any side for that matter. ===============================================================================