Axis Weapons
Mauser Karbiner 98k
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Operation:
Bolt-action
Caliber: 8mm Mauser
Capacity: 5 round
stripper clip
Weight: 8.5 lbs
Rifle Damage: Heavy
Bayonette Damage:
Moderate
Accuracy: Great
Recoil: Heavy
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Perhaps the most accurate unzoomed weapon in DoD, this rifle is devastating
if you know how to use it. It has a 5 round magazine, is bolt-action -- and
thus, has a low RoF -- and has a kick comparable to an M1 Carbine.
The Kar was designed to drop a target from mid to extreme range, and I have
to admit, it does its job well. I have watched as seasoned soldiers take out
targets I couldn't even SEE. Aim with the bulk of your target lined up with
the middle crosshair, and you are almost guaranteed a kill, even when
standing. Generally, though, you will find me crouched with this weapon, as
it increases accuracy.
The bayonet is a nifty addition, as it reduces your time to make a knife
kill.
CQB is not the Kar's highpoint. AVOID CQB AT ALL COSTS. Though you do have
your bayonet to help, the fact that your adversary can almost always get
more shots in than you per second is a sure-fire fact that you do not want
this thing out if he's close enough to touch with your own hand.
Game Tips: In
addition to the K98’s great accuracy at long ranges, the bayonette can be a
very effective weapon in close quarters – hit the ‘secondary fire’ key to use
it.
Karbiner 43
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Operation: Semiautomatic
Caliber: 8mm Mauser
Capacity: 10 round box magazine
Weight: 8.6 lbs
Rifle Damage: Heavy
Accuracy: Good
Recoil: Heavy
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The Kar 43 was the attempt to match the American Garand. While it does have
its advantages -- a larger clip (10 rounds) and semi-auto capability -- than
the Kar 98, it does have its drawbacks -- a slower RoF, and a slightly
heavier recoil than its American cousin.
The Kar can be employed much in the same way as a Garand, though generally,
when aiming, you'll want to keep your target lined up with the middle
crosshair. It has a slightly less powerful round, so you may have to put two
shots into your target to take him out.
Don't use this weapon to fire while advancing; your shots are not going to
hit well, and you'll prolly be SOL when you arrive at your destination,
because you'll have to reload, a process marginally longer than the
Garand's.
Put this weapon to use at mid to long range. CQB is not ideal for this
weapon, though if you follow Garand CQB tactics, you might have a shot at
coming out on top.
Game Tips: The K43 is very similar to the Garand in
performance – great for medium/long ranges, not quite as effective close-in.
MP40 Machine Pistol
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Operation: Automatic
Caliber: 9mm Parabellum
Capacity: 31 round box magazine
Weight: 8.7 lbs
Damage: Moderate
Accuracy: Medium
Recoil: Moderate
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Perhaps the German response to the M1A1, The MP40 has a smaller round, but
bigger clip -- 32 rounds -- and comparable -- if not smaller -- kick than
the Thompson.
MP40 tactics almost mirror those of the M1A1, though I have to admit, I have
seen pros drop targets with this gun faster and easier than their American
counterpart.
Again, at mid-to-short-range, keep the crosshair in the middle, and you
can't go wrong.
Game Tips: Like the Tommygun, the MP40 is one of the few
guns that can be used effectively on the run – although accuracy is poor while
moving, the MP40’s volume of fire will usually keep it effective.
MP44 Assault Rifle
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Operation: Automatic
Caliber: 8mm Kurz
Capacity: 30 round ‘bananna clip’
Weight: 11.5 lbs
Damage: Moderate
Accuracy: Medium
Recoil: Moderate
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One of my favorite weapons, the MP44 is the answer to the American BAR.
Perhaps its superior, it was the model on which the Russian
Automat-Kalashikov 47 was designed.
This rifle has a stopping power equal to the BAR, a larger 30-round clip,
and a heavier--but predictable--kick. You can apply the tactics of the M1A1
Thompson to this weapon, but:
- Your accuracy is improved at range if you fire in short, tight bursts of
three to four shots;
- It takes less shots to drop a target if you aim for the head/neck area than
the M1A1;
- Advancing while firing is harder to accomplish with this weapon; and
- It takes more to accustom yourself to this weapon's recoil.
Game Tips: The MP44 is a good weapon all-around. It’s accuracy is slightly better than the
SMG’s, so can be used at both long and short range.
FG42 Paratroop Rifle
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Operation: Automatic
Caliber: 8mm Mauser
Capacity: 20 round
box magazine
Weight: 9.9 lbs
Damage: Heavy
Accuracy: Medium
Recoil: Extremely
Heavy
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The Fallschrimjaeger Gewhr 42 is NOT a rookie's weapon; Its large round and
short barrel make this weapon kick harder than a mule. On the upside, it is
a CQB master, and has a decent 20-round clip. It also comes in two flavors:
with a bipod, so you can use it like an MG, or a scope, so you can use it as
a sniping weapon -- be warned: you gain no accuracy bonuses with the scope
up like a true sniper rifle does, and your RoF is reduced. If anything,
scope in to report enemy activity, and keep your target dead center, and
even then, hitting him is not guaranteed.
You can see that if you fire the FG42, it will kick at least an inch upward.
If you intend to use this weapon, pull your mouse up; you will be dragging
it downward to compensate for the kick. At distance, fire this thing like a
Kar: Crouch down, pull the trigger, compensate, repeat. Burst fire at
distance is just wasting ammo.
Mid and short range is more up the FG42's alley. Burst your shots in pairs
or triplets, advance on the enemy, and, when close enough, unload on him.
Reload, rinse, repeat.
Game Tips: The FG42
is fairly useless at long range unless your bipod is deployed. Otherwise, the weapon is great for close-in
work.
FG42 Paratroop Rifle - Scoped
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Operation: Automatic
Caliber: 8mm Mauser
Capacity: 20 round box magazine
Weight: 9.9 lbs
Damage: Heavy
Accuracy: Medium
Recoil: Extremely Heavy
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This weapon is identical to the previous FG42 except that
it sports a scope rather than a bipod.
Game Tips: The FG42’s scope does not grant a huge bonus in
accuracy like other sniper rifles – however, it does allow you to see the
target area much more clearly.
Mauser Karbiner 98k Sniper Rifle
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Operation: Bolt-action
Caliber: 8mm Mauser
Capacity: 5 round stripper clip
Weight: 11 lbs
Damage: Heavy
Accuracy: Great
Recoil: Heavy
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The standard german infantryman’s weapon was easily
adapted as a sniper rifle with a simple "High Turret” scope attachment.
This versatility was one of the reason’s the K98’s service
life was so long.
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.
MG34 Machine Gun
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Operation: Belt-fed, automatic
Caliber: 8mm Mauser
Capacity: 75 round ‘assault’ drum
Weight: 26.6 lbs
Damage: Heavy
Deployed Accuracy: Good
Undeployed Accuracy: Poor
Deployed Recoil: Light
Undeployed Recoil: Heavy
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The MG34 was a truly revolutionary development – it gave
the German infantryman the world’s first machine gun that was fully capable of
providing a high volume of sustained firepower without sacrificing speed of
movement and tactical flexibility. Today
every military power in the world employs machine guns that have evolved from
the basic configuration and principles of the MG34.
Game Tips: The MG34 has the best accuracy of all the MG’s
– it will retain some effectiveness undeployed and on the move, although a
deployed position is still recommended.
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.)
MG42 Machine Gun
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Operation: Belt-fed, automatic
Caliber: 8mm Mauser
Capacity: 250 round belt
Weight: 25.3 lbs
Damage: Heavy
Deployed Accuracy: Good
Undeployed Accuracy: Very poor
Deployed Recoil: Light
Undeployed Recoil: Extreme
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Hurried into development to overcome problems with the
MG34, the radical new MG42 established a reputation for reliability and combat
effectiveness despite its crude appearance. It’s revolutionary yet simple design soldiers on even today with the
German Bundeswehr and other European armies, in a form virtually identical to
the very first production models.
Game Tips: The MG42 has the highest rate of fire of any
weapon in the game – over 1200 rounds per minute! Because of this, it will chew
through ammo fairly quickly – it can even overheat it’s barrel if you don’t
control your fire.
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.)
P08 Luger Pistol
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Operation: Semiautomatic
Caliber: 9mm Parabellum
Capacity: 8 round box magazine
Weight: 1.93 lbs
Damage: Moderate
Accuracy: Poor
Recoil: Light
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The Pistol of the German Army, it does its job well. Use this weapon the way
you would use a Colt, and you can't go wrong. Generally, though, it takes a
bullet or two more to drop a single foe.
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.
"Spade” Entrenchment Tool
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Damage: Heavy
Most soldiers in any army were issued "entrenching tools”
– compact, light shovels that aided in the construction of foxholes,
fortifications, etc. It was found
through combat experience that the German entrenching tool – a "spade” – was
much more effective in close quarters combat than a standard knife or
bayonet.
Game Tips: The Spade does slightly more damage than the
other hand-to-hand weapons – either a hit to the body or head will take out an
opponent.
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SS Knife
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Damage: Moderate
A rare "showpiece”
knife that was sometimes used in combat if the situation was desperate enough.
Game Tips: A knife
will usually only kill in one hit if it is to the head – so aim high.
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Gravity Knife
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Damage: Moderate
Issued only to Fallschirmjaeger, this was more of a
utility knife rather than a combat knife – used primarily to cut tangled
parachute risers, etc.
Game Tips: A knife will usually only kill in one hit if it
is to the head – so aim high.
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Stielhandgranate 24
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Damage: Heavy
Basic German hand grenade – also called a ‘stick grenade’
or ‘potato masher’. Although the stick
allowed these grenades to be thrown farther than most others, it also added
extra weight to the grenade and made them very cumbersome to carry in large
numbers.
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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