Shooting with this gun standing is a nightmare, though, with its recoil;
however, seasoned players can anticipate the kick of the gun so that his
sight is right where he wants it to be the second he pulls the trigger.
Generally, it kicks upward and to the right. After firing this gun standing
enough, you'll be able to shoot this thing standing without risking your
life. Until then, stick to crouching when firing, unless you're making an
advance; scaring the guy on the other end so that he doesn't fire back is
more important while moving up than actually hitting him.
Close quarter combat with the Garand is tricky, but doable. Remember that
you have a better RoF (Rate of Fire) than the German rifle; use that to your
advantage. Stay calm, take your shot, and if he's not out, shoot again. If
you haven't hit him by then, he'll prolly have a shot at you; pray he
misses, and you'll get another two more shots in. If you're in a CQB (Close Quarter Battle) with an
automatic weapon carrier, again, the best you can do is keep your calm, aim
as best as you can, and squeeze a shot off. If your clip runs out, go to
your pistol and make your shots count.
Game Tips: The distinctive ‘ping’ sound of a Garand clip
being ejected can be heard by nearby players – a dead giveaway to the enemy that
you’re out of ammo.
Thompson Submachine Gun
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Operation: Automatic
Caliber: .45 ACP
Capacity: 30 round box magazine
Weight: 11 lbs
Damage: Moderate
Accuracy: Medium
Recoil: Moderate
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Ah, yes. My baby. The "Trench Broom" (as it was originally designed in WWI
so that America's Doughboys would have an easy time clearing out the enemy
trench when they crossed it) is my weapon of choice when playing on the
Allied Forces. A combination of the generous 30-round clip, low recoil, and
high RoF equates to mucho pain inflicted on the poor sap you're sighting.
When aiming with this gun at mid-range, generally, he should be in the
middle of your middle crosshair line, or a little lower than that. So, if
you want to hit the guy in the head, aim for his chest. The kick on this gun
will ensure he won't have either by the third or fourth round that leaves
the barrel. Advancing with this gun is a dream -- I have often charged an
enemy line with a Thompson in my hands and come out the victor, with two or
three bodies to my name.
One thing you -- and oftentimes, I -- do have to remember though is SHOOT
'TILL HE'S DEAD. Often, I'll squeeze off six or seven rounds into a guy, and
think, "well, this offs most guys I come across," only to see him level his
gun and almost mockingly look at me and say, "Well, it didn't off me!"
If you're looking to pop someone at distance, what I do is crouch down, aim
a little low, and empty my clip. The bullets spread very little -- once you
know how to control its recoil -- so that it generally takes care of the
target.
CQB is what this gun was designed for, though. Three words: Spray and Pray.
Game Tips: The Tommygun can be devestating at short range
– aim low and fire in long bursts – the recoil will drag your fire upwards
across your target.
Browning Automatic Rifle (BAR)
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Operation: Automatic
Caliber: .30-06 Rifle
Capacity: 20 round box magazine
Weight: 18.5 lbs
Damage: Heavy
Accuracy: Good
Recoil: Heavy
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Picture a Garand on steroids, and you have the BAR. A bigger, 20 round clip,
accurate at a distance, and a kick that's controllable makes this a formidable
weapon. Even its sound strikes fear in the hearts of men... at least, I
think it does....
Fighting with the BAR is similar to the Garand. Again, shooting while
standing is difficult, but not impossible to master. If you can compensate
for it, your shots will land very close to where you want them to. Again, a
kill is best achieved by aiming low. Shooting and advancing can be done, but
you gotta be skilled at controlling recoil, or your shots will go wide, while
your crouched, a properly-aimed target won't.
The BAR is a decent CQB weapon, but you should aim your shots more than you
would a Thompson or Grease Gun; You have ten less shots, and those ten can
mean the difference between a dead Kraut and a dead GI.
Game Tips: The BAR’s heavy recoil and low magazine capacity
will make long range automatic fire useless. Fire in 2-3 shot bursts for the best effectiveness.
M1 Carbine
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Operation: Semiautomatic
Caliber: .30 Carbine
Capacity: 15 round box magazine
Weight: 5 lbs
Damage: Light
Accuracy: Good
Recoil: Light
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Simultaneously a step up AND a step down from the Garand, the Carbine is
nothing but a powered-down Garand with a larger twenty-round clip, and a
kick softer than a baby's.
Learn to fire in bursts with this gun; often, unless you get a clean
headshot, you will not take your target down with one click. Advancing while
firing is a decent tactic with this one, though I wouldn't suggest it often;
because it takes a lot to put your enemy down, and if you're faced with
numerous targets, when you're close enough, the enemy doesn't even have to
aim for you.
I wouldn't recommend CQB with this gun, but if you're in such a situation,
aim for the neck, squeeze your shots off, and start heading for the nearest
exit that will take you closer to your lines -- and hopefully a BAR/Thompson
gunner.
Game Tips: The .30 Carbine round is not the same round
used in other .30 caliber weapons – it is shorter, and much weaker. Most enemies will require several hits to be
taken out.
M1 Folding Stock Carbine
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Operation: Semiautomatic
Caliber: .30 Carbine
Capacity: 15 round box magazine
Weight: 5 lbs
Damage: Light
Accuracy: Good
Recoil: Light
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The M1 folding stock Carbine is essentially the same
weapon as the M1 Carbine. It was fitted
with a folding stock and crude pistol grip, making it very useful for Airborne
troops who had trouble carrying larger weapons.
Game Tips: The .30 Carbine round is not the same round
used in other .30 caliber weapons – it is shorter, and much weaker. Most enemies will require several hits to be
taken out.
Springfield ’03 Sniper Rifle
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Operation: Bolt-action
Caliber: .30-06 Rifle
Capacity: 5 round stripper clip
Weight: 9.38 lbs
Damage: Heavy
Accuracy: Very Good
Recoil: Heavy
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The Springfield rifle was the standard issue rifle of
American forces all throughout World War I and up until 1938.
During World War II, however, leftover springfields were
delegated to other roles, including a sniper rifle.
Game Tips: Crouching and laying on the ground will help
eliminate the "sway” encountered while zoomed in. Standing and firing is very difficult with this weapon.
.30 Caliber Air-Cooled Machinegun
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Operation: Belt-fed, automatic
Caliber: .30-06 Rifle
Capacity: 150 round belt
Weight: 32.5 lbs (with bipod)
Damage: Heavy
Deployed Accuracy: Good
Undeployed Accuracy: Poor
Deployed Recoil: Light
Undeployed Recoil: Heavy
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Another weapon developed by John Browning, also known
simply as the ’30 cal’, saw widespread use throughout World War II as both a
vehicle mount and infantry weapon.
Surprisignly light for the capabilities bestowed, the 30
cal is a tough and reliable weapon, and thousands are still in service around
the world today.
Game Tips: The 30 cal has a reasonable rate of fire and a
large supply of ammo – making sustained suppressive fire very useful with this
weapon.
MG Useage: Machineguns are nearly useless when not
deployed. Go ‘prone’ and hit ‘secondary
fire’ to deploy your bipod. (Or, find an ‘MG nest’ to deploy the bipod while
standing.)
M3A1 'Greasegun'
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Operation: Automatic
Caliber: .45 ACP
Capacity: 30 round box magazine
Weight: 9.9 lbs
Damage: Moderate
Accuracy: Medium
Recoil: Moderate
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The Tommy Gun was hardcore in and of itself, but it cost quite a bit to
make. So, the Army decided it needed a mass-production weapon cheaper than
the M1A1. Thus was the M3A1 born. Looking more like a toy -- and sounding
like one too, with its distinctive put-put-put sound -- don't be fooled;
this thing can drop a Kraut just as quickly as its big brother.
I don't use this gun often, but when I do, I find employing the same tactics
I use with the M1A1 work just fine.
One note, though: the Grease Gun has a lower RoF, so it's not as good in
CQB. The advantage to this is that you can place your shots easier, because
its recoil is a hair lower than that of the Tommy Gun.
Game Tips: The M3A1 Greasegun is nearly identical to the
Thompson, the main difference being the Greasegun’s slower rate of fire.
Although it doesn’t spray as much lead as
the Thompson does, it’s slower rate of fire allows a player to conserve
ammunition. The Greasegun is very
useful in the prone firing position – it’s accuracy will allow an easy
headshot.
Colt 1911 Pistol
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Operation: Semiautomatic
Caliber: .45 ACP
Capacity: 7 round box magainze
Weight: 2.43 lbs
Damage: Moderate
Accuracy: Poor
Recoil: Moderate
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The Colt is an elegant weapon and, in the hands of a good user, can change the tide of a
close-quarter battle.
The Colt has a 7-round magazine; more than enough to take out an enemy at
point-blank range. Often, when I'm reduced to the Colt, I empty my entire
clip, though I have seen instances where a wounded soldier drops with one
shot. Of course, it's better to be safe than sorry.
When aiming, keep the crosshair pointed somewhere between his neck and his
chest. The spread on this gun is significant enough that if you place them
there, it will be a killer. Reload on this gun is fairly quick, so, if you
have more than one guy to pop, sprint to some cover, reload, and come out
guns blazing. If that doesn't work, resort to your knife.
Game Tips: Single shots with a pistol are
uneffective. Firing in quick succession
is your only reasonable chance of overcoming an opponent with his primary
weapon.
US Issue Knife
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Damage: Moderate
The knife has its uses, but more often than not, it will stay in your
utility belt more than in your hand. This is the ideal weapon to use when
hacking away obstacles in your way -- ie, a box blocking a path. It's not as
loud as the guns, and therefore doesn't attract attention to yourself.
Also, if you're a sadistic bastard, you can go and take it out when you're behind an enemy. Know how to get to the side/rear of
the enemy before you attempt knife kills. Aim high, and get him in the first
or second strike, or you're done for.
Lastly, it is -- of course -- your last-ditch weapon when -- apparently
because you're not a crack shot -- all your clips are out, and -- because
your target's 2 feet from you, and is also not a crack shot -- have no time
to reload.
Game Tips: A knife will usually only kill in one hit if it
is to the head – so aim high
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Fragmentation Grenade
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Damage: Heavy
US Army standard "pineapple” fragmentation grenade. Issued
in varying numbers to combat troops for assault, defense, and special purpose.
Game Tips: Enemy grenades can be caught and thrown
back. When you see an enemy grenade on
the ground (or in the air, if you’re really good!), hit the ‘use’ key to catch it and the ‘fire’ key to throw
it back. Be quick, though – grenades
only have a 5 second fuse.
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