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    Weapons Guide by Scottie theNerd

    Version: 1.1 | Updated: 09/17/06 | Search Guide | Bookmark Guide

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    =                          MEDAL OF HONOR ALLIED ASSAULT                      =
    =                               ------------------                            =
    =                                 Weapons Guide                               =
    =                                        ~                                    =
    =            Written by Scottie_theNerd (scottie_thenerd@yahoo.com)           =
    =                           Copyright © 2005 Scott Lee                        =
    =                                                                             =
    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)
    -DLH.net (http://dlh.net/)
    -Cheat Channel (www.cheatchannel.com)
    -Cheat Book (www.cheatbook.de)
    -1UP.com (www.1up.com)
    -AbsolutCheats (www.absolutcheats.com)
    -For Gamers By Gamers (http://www.fgbgamers.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 (Apr 17 2005)		-Corrected Grenade Tactics data
    				-Added Nebelwerfer entry
    				-Added King Tiger entry
    -v1.01 (Apr 14 2005)		-Added 1.2 - Ammunition
    -v1.0 (Mar 9 2005)		-First version complete
    1.0 - Introduction
      1.1 - Weapon Handling and Recoil
      1.2 - Ammunition
    2.0 - Pistols
      2.1 - Colt .45
      2.2 - Walther P-38
      2.3 - Hi-Standard Silenced
      2.4 - General Pistol Tactics
    3.0 - Rifles
      3.1 - M1 Garand
      3.2 - Kar98k
      3.3 - Springfield '03
      3.4 - General Rifle Tactics
    4.0 - Submachine Guns
      4.1 - Thompson
      4.2 - MP40
      4.3 - General Submachine Gun Tactics
    5.0 - Machine Guns
      5.1 - BAR
      5.2 - Stg44
      5.3 - General Machine Gun Tactics
    6.0 - Grenades
      6.1 - M2 Frag Grenade
      6.2 - Stielhandgranate
      6.3 - General Grenade Tactics
    7.0 - Heavy Weapons
      7.1 - Winchester Shotgun
      7.2 - Bazooka
      7.3 - Panzerschreck
    8.0 - Other Weapons
      8.1 - MG42
      8.2 - .30cal Mounted Machine Gun
      8.3 - Nebelwerfer
      8.4 - King Tiger
    Many years ago, on the Playstation, the first historically accurate World War 
    II first person shooter came into being. This was Medal of Honor, in which 
    players took the role of Lt. Jimmy Patterson as he fought his way through 
    Europe using authentic weapons and amazing sound effects.
    A year or so later, Steven Spielberg directed the movie that sparked off a mass 
    interest in the Second World War. This film was Saving Private Ryan, and 
    although containing many fictional and unrealistic elements, it left an image 
    in many fans. The indirect result of this was the PlayStation 2 game, Medal of 
    Honor Frontline, in which the series underwent its first realism makeover and 
    employed an outstanding atmosphere.
    Branching off from this was Medal of Honor Allied Assault, the first PC Medal 
    of Honor game, and an instant classic. Playing as Lt. Mike Powell, players went 
    from North Africa to Norway to the beaches of Normandy, finally ending where 
    Jimmy Patterson had once start: Fort Schmertzen. While lacking the immersive 
    environment of Frontline, Allied Assault made up with plenty of action and 
    firefights, making excellent use of the keyboard and mouse configuration and 
    providing an easy-to-use interface. Allied Assault was a hit game, and arguably 
    still better than its expansions, Spearhead and Breakthrough.
    Like Frontline, Allied Assault uses accurately modelled weapons based on their 
    real-life counterparts. These range from M1 Garands, Thompsons and MP40s to 
    Stg44's and Panzerschrecks. Each weapon is unique in their properties and 
    handling, just as each has their own strengths and weaknesses.
    The purpose of this guide is to provide an in-depth look into historical 
    backgrounds of these weapons, and how to use them effectively in game. By 
    understanding their roots, one can improve their gaming experience in this 
    classic game.
     1.1 - Weapon Handling and Recoil
    Unlike previous first-person shooters, Allied Assault accurately models weapons 
    by implementing certain features into the game. While iron sights cannot be 
    used, every weapon features a crosshair to indicate the approximate hit 
    Every weapon also has a certain "cone of fire" extending from the weapon. At 
    close ranges, bullets will have a very small hit pattern. At longer ranges, the 
    bullet spread is drastically higher. The amount of spread varies between 
    between weapons: rifles are almost pinpoint accurate to infinite ranges, while 
    pistols will be quite erratic beyond 20 metres or so.
    Also implemented is "recoil", the kickback caused by firing the weapon. Allied 
    Assault simulates this by shaking the screen; the amount of shaking determined 
    by the type of weapon fired. Machine guns will have a lot more recoil, while 
    pistols will be quite stable.
    With these factors in mind, it is important to consider the type of weapon used 
    for any situation, given the range of firefights, the accuracy of the weapon 
    and the amount of recoil it presents.
     1.2 - Ammunition
    A small, relatively unimportant point to make is that in Allied Assault, 
    ammunition is classified by type rather than weapon. Instead of picking up 
    "Garand" rounds or "Thompson" ammo, you will instead pick up generic pistol, 
    rifle, submachine gun and machine gun rounds, among others. The ammunition you 
    pick up from a German rifle will be compatible with your Garand, and so on.
    Obviously, this isn't exactly how it worked in real life, but that's how it is 
    in Allied Assault, for simplicity's sake.
     2.0 - PISTOLS
    Originally derived from incredibly shortened rifles, pistols grew from 
    flintlock sidearms to revolver technology to semi-automatic, magazine-fed 
    weapons, and ultimately to full-automatic mini-submachine guns. Light, easily 
    concealable and accurate at short ranges, the pistol makes an excellent 
    undercover weapon, and is most commonly used as a backup weapon for armed 
    Allied Assault features three pistols, including one only available for single 
     2.1 - Colt .45
    Name:                    	M1911A1 Colt Automatic Pistol
    Country of origin:       	USA
    Available for:			Allies
    Calibre:                 	.45 ACP
    Magazine capacity:       	7 rounds
    Firing mechanism:        	Single-action, recoil-operated
    Weight:				1.08kg
     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.
    Initially, M1911A1's were not issued as a standard sidearm to American troops, 
    and was given only to officers. However, many non-commissioned soldiers 
    acquired their own M1911A1's, and they were later issued as a standard weapon 
    for all troops.
    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.
     Allied Assault notes
    The American sidearm, the Colt .45 is automatically available in most single 
    player missions, and is given to all Allied players in multiplayer. The Colt 
    .45 is accurate at close ranges, and feels very solid to fire. However, actual 
    damage isn't much different from the German counterpart.
    The Colt .45 should mainly be used as a backup weapon, especially when the 
    primary weapon requires reloading. Accuracy is incredibly sporadic at longer 
    Like all pistols, the Colt .45 has a melee attack, activated by the secondary 
    fire button (default: Right mouse button)
     2.2 - Walther P-38
    Name:                    	Walther Pistole 1938
    Country of origin:       	Germany
    Available for:			Axis
    Calibre:                 	9 x 19mm Parabellum
    Magazine capacity:       	8 rounds
    Firing mechanism:        	Double-action, recoil-operated
    Weight:				0.8kg
     Historical Background
    Prior to the Second World War, the standard German pistol was Pistole-08, 
    better known as the Luger. While comfortable to fire, it was too difficult to 
    manufacture, and as such was considered inappropriate for mass production. When 
    Hitler rose to power and began the massive redevelopment of the German armed 
    forces, Walther designed the P-38 to replace the aging Luger and provide the 
    German army with an easily produced handgun.
    The P-38 was an advanced weapon for its time. It was the first weapon to 
    feature a short, top-open slide, and had plastic hand grips, which made the 
    weapon substantially lighter than contemporary handguns. The P-38 was accurate, 
    comfortable to carry and fire, and very reliable.
    After the war, the P-38 was modified with an aluminium frame instead of steel, 
    and became the P-1, the standard handgun of the Bundeswehr, the West German 
    Army. A later modification, with a shorter barrel, was adopted by the police as 
    the P-4.
     Allied Assault notes
    While not available in single player, the P-38 is automatically issued to all 
    Axis players in multiplayer. The P-38 has little to separate it from the Colt 
    .45, and is essentially the same weapon with one extra bullet.
    The P-38 also has a melee attack.
     2.3 - Hi-Standard Silenced
    Name:                    	OSS HiStandard Silenced Pistol HD-Military
    Country of origin:       	USA
    Available for:			Single Player
    Calibre:                 	.22 LR
    Magazine capacity:       	10 rounds
    Firing mechanism:        	Blowback-operated
    Weight:				1.46kg (unloaded)
     Historical Background
    Developed by the American Office of Strategic Services, the HiStandard Silenced 
    Pistol utilised the best suppressor in the war. With a complicated development 
    phase, including the testing of .45 ACP and M1 Carbine .30cal rounds for 
    suppressed performance, the HiStandard pistol was selected as the best pistol 
    for the job.
    While several other suppressed pistols were developed in different countries, 
    none could match the effectiveness of the HiStandard. The suppressor, screwed 
    onto the protruding barrel, reduced the noise signature of the weapon by up to 
    20dB. The head of the OSS, William J. "Wild Bill" Donovan, claimed to have 
    snuck into the Oval Office and fired several rounds into a sandbag while 
    President Roosevelt was dictating a letter to his secretary.
    The HiStandard was the most popular clandestine sidearm available, and although 
    phased out and now out of production, remained in use by agents in the field 
    during the Vietnam War. A HiStandard was found in the possession of Francis 
    Gary Powers, a U2 spy plane pilot shot down over Russia during the Cold War.
     Allied Assault notes
    Available only in single player undercover missions, the Hi-Standard Silenced 
    is a formidable and often overlooked weapon. For its intended purpose, the Hi-
    Standard can be pulled out quickly to neutralise officers and key personnel 
    without drawing attention or setting off the alarms.
    On top of this, the Hi-Standard is an outstanding pseudo-shotgun. At close 
    ranges, the Hi-Standard is very accurate and can take out a target with one 
    hit. Even at long ranges, the hitting power of the Hi-Standard can still take 
    out an enemy with a single shot, even though the accuracy plummets drastically. 
    The downside is, of course, the manual operation and the incredibly slow rate 
    of fire. While very powerful, an automatic would be preferable where stealth 
    isn't necessary.
    As with all pistols, the Hi-Standard has a melee attack.
     2.4 - General Pistol Tactics
    While the Hi-Standard is not available in Multiplayer, the Colt .45 and Walther 
    P-38 are automatically issued to players on the Allied and Axis teams 
    Due to the pistols' lack of power, accuracy and ammunition capacity, it is 
    always recommended to use a different weapon instead. Pistols are also the 
    lightest weapons, so if you want to get from A to B faster without compromising 
    the lack of defense due to holstering your weapon, a pistol is quite practical. 
    Some snipers hold their pistols instead of their sniper rifles while on the 
    A standard tactic is to switch to the pistol during a weapon reload. Pulling 
    out the pistol is generally faster than reloading a weapon, and allows you to 
    quickly finish off a wounded opponent.
    In Allied Assault, the pistol is also the only weapon that can be used in a 
    melee attack. To initiate a melee attack, use the secondary fire button 
    (default: right mouse button). A player at full health requires 2-3 melee hits 
    to be killed. Since you must switch to a pistol to engage in melee combat, it 
    is not recommended as a general combat tactic unless you already have your 
    pistol out and have no other option, or simply want a humiliation kill.
    -Short range only
    -Only use as a backup weapon
    -Fast draw, fast run speed, inaccurate at long range
     3.0 - 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.
    Before the development of assault carbines such as the M4A1, rifles were 
    primarily intended for long-range engagements, as weapon length and recoil were
    difficult to manage in cramped combat environments.
    Allied Assault features both scoped and non-scoped rifles. Both types handle 
    very similarly, and are both included in the Rifle tab in the weapon loadout 
     3.1 - M1 Garand
    Name:                     	M1 Garand
    Country of origin:        	USA
    Available for:            	American
    Calibre:                  	.30-06 (7.62 x 63mm)
    Magazine capacity:       	8 rounds
    Firing mechanism:        	Semi-automatic, gas-operated
    Weight:				4.32kg
     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.
    Also as a result of en-bloc clip, the rifle made a characteristic "ping" sound 
    when the final round in a clip was fired. Japanese soldiers used this to time 
    their charges, and later the Chinese and North Koreans did the same in the 
    Korean War.
    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 fast and accurate 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 
     Allied Assault notes
    Available early on in single player and selectable in Multiplayer, the M1 
    Garand is a solid, easy to use and powerful weapon. Being a rifle, the M1 
    Garand can take out a target in 2-4 shots or one shot to the head, and being a 
    semi-automatic rifle, it can get those shots in very fast. The Garand has a bit 
    of a kick when firing very quickly, but the recoil is easily controllable.
    Note that the Garand cannot be reloaded in the middle of a clip. All 8 rounds 
    must be fired off before a fresh clip can be loaded.
     3.2 - Kar98k
    Name:                     	Mauser Karabiner 1898 Kurz
    Country of origin:        	Germany
    Available for:            	German
    Calibre:                  	7.92 x 57mm Mauser
    Magazine capacity:        	5 rounds
    Firing mechanism:        	Bolt-action
    Weight:				3.92kg
     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.
     Allied Assault notes
    While Allied Assault has both a regular Kar98k rifle and a scoped Kar98k, 
    technically they are both the same weapon, and as such they are both listed 
    under this entry.
    The Scoped Kar98k is available in several single player missions, and is 
    selectable as a sniper weapon in Multiplayer. The secondary fire button brings 
    up the scope reticule, which consists of two black lines coming in from the 
    sides, and one line coming up from the bottom with a sharp tip. The tip of the 
    middle line indicates the point of impact. The Scoped Kar98k can be fired with 
    perfect accuracy while unscoped, but is a bit more cumbersome to use. Note that 
    the Scoped Kar98k fires faster than its American counterpart, the Springfield 
    '03. Also, the Scoped Kar98k reloads one round at a time.
    The non-scoped Kar98k is selectable in Multiplayer in the rifle set. The Kar98k 
    is faster to run with, easier to swing around and can kill in 2-3 hits. 
    However, it is a bolt-action rifle, and has a much slower rate of fire. This 
    makes it unsuitable for close combat. The Kar98k reloads using a 5-round 
    Note that the regular Kar98k CAN be found in single player. On the Omaha Beach 
    level, do NOT pick up the Springfield found in the crater next to the bunker. 
    You can then pick up a Kar98k after killing a German inside the bunker complex.
     3.3 - Springfield '03
    Name:                     	M1903A4 Springfield
    Country of origin:              USA
    Available for:                  American, British
    Calibre:                        .30-06 (7.62 x 63mm)
    Magazine capacity:              5 rounds
    Firing mechanism:               Bolt-action
    Weight:				3.94kg
     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.
     Allied Assault notes
    The American counterpart to the Scoped Kar98k, the Springfield '03 is available 
    in many single player missions, and is selectable as the sniper set in 
    Multiplayer. Like the Scoped Kar98k, the Springfield is best used for long 
    range precision fire, but can also be fired at short range in an emergency.
    The scope can be brought up by using the secondary fire button. The scope 
    consists of a generic thin black crosshair. While easier to use than the German 
    T-crosshair, the Springfield crosshair can obstruct vision of a target.
    Note that the Springfield, despite doing the same damage as the Scoped Kar98k, 
    fires at a slightly slower rate.
     3.4 - General Rifle Tactics
    Speaking strictly in terms of Multplayer, there are are two distinct rifle 
    kits: the regular rifle kit, containing the M1 Garand or Kar98k, and the sniper 
    set, which uses the Springfield '03 or Scoped Kar98k. Despite the obvious scope 
    difference, the only practical different is that the sniper sets are more 
    suited to long range work due to their zoom magnifications.
    Regardless, regular rifles can be used for the same purposes, but without the 
    restrictions of having a scope. Regular rifles are lighter, and therefore 
    players can run faster with them. They also do excellent damage, and while they 
    generally aren't suitable for close combat, the M1 Garand can easily hold its 
    own against even submachine guns.
    The use of both sniper rifles and regular rifles is more or less similar. You 
    can either pick a nice spot to cover an approach or chokepoint and pick off 
    enemies who appear, or one can roam around with a rifle to take out anything 
    they come across. Naturally, the sniper rifles are more suitable for the 
    former, while the regular rifles are better for the latter. Still, both are 
    similar enough for use in either situation.
    Unfortunately, Allied Assault does a poor job of modelling rifle damage. While 
    the Springfield and Scoped Kar98k are more than strong enough with their one-
    hit kill potential, the M1 Garand and Kar98k are amazingly weak, and turn out 
    to be quite impractical. As such, regular rifles are more of a novelty weapon 
    rather than a practical firearm. Long range work is best left to sniper rifles 
    and even machine guns, while short range work is dominated by submachine guns.
    -Long range purposes
    -Moderately powered
    -Sniper rifles have excellent zoom magnification
    -Sniper rifles are usually one-hit kills in the head and torso
    -Regular rifles are generally not too useful
    The premise of the submachine gun came from the need to equipment regular 
    infantry soldiers with a weapon capable of outputting a large amount of 
    firepower. The light machine gun made this possible, but it was impractical to 
    equip every soldier with it. The solution was to create an automatic weapon 
    firing pistol ammunition, and this spawned the submachine gun.
    Early models, such as the Thompson and MP18, were manufactured with traditional 
    methods, including wooden furniture. Later in the war, cheaper, mass-produced 
    models were designed, including the PPS-43, Sten and MP40. While crude and 
    often disliked, these weapons equipped many squad members, and whole Russian 
    Guards units were equipped with them.
    Modern submachine guns are now made out of modern plastics, and come in various 
    shapes and sizes, varying from the rifle-style MP5 to the incredibly small, 
    automatic pistol-shaped Mini-Uzis.
     4.1 - Thompson
    Name:                       	M1A1 Thompson
    Country of origin:          	USA
    Available for:              	Allies
    Calibre:                    	.45 ACP
    Magazine capacity:          	30 rounds
    Firing mechanism:           	Selective-fire, delayed-blowback operated
    Rate of fire:			700 rounds per minute
    Weight:				4.78kg
     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.
    During this time, the Thompson was popular among American police units as well 
    as crime organisations, being the favoured weapon of many hit-and-runs.
    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. A final modification came in the form of the M1A1, which 
    replaced the firing pin and hammer with a firing pin machined into the bolt 
    Although slightly on the heavy side, the Thompson was the most reliable weapon
    of its type, and remained in service until the Vietnam War.
     Allied Assault notes
    Of the two submachine guns, the Thompson has the faster rate of fire. On top of 
    that, the spray pattern of the Thompson is also a lot more concentrated, so a 
    longer, sustained bursts has more chance of hitting a target.
    While going all out in close range is pretty much the standard tactic, go for 
    shorter bursts for long-distance targets. Even better: rather than try to snipe 
    a target at long range, simply do not engage with a submachine gun, and instead 
    try a different approach to the target.
    The Thompson's damage is wholly impressive. The main source of kills will come 
    from the ability to hit a target multiple times in a short period.
    Note that the Thompson in Allied Assault fires in full-automatic only.
     4.2 - MP40
    Name:                        	Maschinenpistole 1940
    Country of origin:           	Germany
    Available for:               	Axis
    Calibre:                     	9 x 19mm Parabellum
    Magazine capacity:           	32 rounds
    Firing mechanism:            	Full-automatic, blowback-operated
    Rate of fire:			500 rounds per minute
    Weight:				4.7kg
     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
    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.
     Allied Assault notes
    While having a slower rate of fire than the American Thompson, and with a much 
    more erratic spray pattern, the MP40 is surprisingly good for squeezing off 
    one- or two-round bursts at long distance targets, making the MP40 slightly 
    better at long-range engagements than the Thompson.
    The MP40 has 2 more rounds in the magazine than the Thompson, but it has 
    negligible impact on actual performance.
     4.3 - General Submachine Gun Tactics
    The submachine gun, in Allied Assault as in real life, is primarily intended 
    for close quarters combat. While damage does not decline over distance, 
    submachine guns quickly lose effectiveness over long ranges due to the greater 
    loss in accuracy, resulting in a much larger spray pattern.
    Of course, that isn't to say that a distant target cannot be killed with a 
    submachine gun. By firing in short bursts or squeezing off single rounds, 
    especially when aiming at the torso, the submachine gun can hit distant 
    targets, and the recoil can bring the weapon up to score a headshot.
    At medium ranges, firing in longer, 4-5 round burst. Strafe your opponent to 
    make it harder to be hit, while maintain your crosshair over the enemy's torso 
    and firing when the target runs across your cross hair. "Walk" the shots up to 
    the target's head, as indicated by the hit puffs rising from the weapon's 
    At close ranges, just spray and pray. There's a lot of luck involved, and 
    tactics will not ultimately determine the outcome of the skirmish.
    Most importantly, know when to engage a target and when not to. The submachine 
    gun is simply not suited for long-distance firefights, especially if the enemy 
    has a machine gun or sniper rifle. It is better to break off contact and attack 
    from a different approach to swing the battleground back onto your terms; that 
    is, close combat.
    -Best suited for close quarters combat
    -Fire in bursts at medium-long ranges
    -Spray and pray at close ranges
    -Good firepower, reasonable ammunition capacity
     5.0 - MACHINE GUNS
    By definition, a machine gun is a weapon design to output a massive amount of 
    firepower to suppress enemy positions. Technically speaking, the two machine 
    guns in the game aren't machine guns. However, in Allied Assault they are 
    heavier, more powerful alternatives to the submachine guns, and so they are 
    lumped into the machine gun category.
     5.1 - BAR
    Name:                          	M1918A2 Browning Automatic Rifle
    Country of origin:             	USA
    Available for:                 	Allies
    Calibre:                       	.30-06 (7.62 x 63mm)
    Magazine capacity:             	20 rounds
    Firing mechanism:              	Full-automatic, gas-operated
    Rate of fire:			450 or 650 rounds per minute, selectable
    Weight:				8.8kg with empty magazine
     Historical Background
    Designed in 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.
    A typical squad had one BAR gunner, and later in the war the number was 
    increased to two per squad. BAR gunners usually had an assistant to carry more 
    ammunition, and because of the importance of the BAR's steady firepower, it was 
    often entrusted to the most reliable soldier. Many men preferred to use the BAR 
    without its bipod to save weight.
    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
     Allied Assault notes
    Available as the American machine gun, the BAR is a solid, accurate and hard-
    hitting weapon. The Allied Assault version only fires in the slow-automatic 
    mode (ie. it does not have a select-fire feature), and hence is substantially 
    slower than the Stg44 and submachine guns.
    The BAR is heavy, a bit slow to reload, and its 20-round magazine can be 
    exhausted quite quickly despite its slow rate of fire. However, it is amazingly 
    accurate at longer ranges, and is more suited for medium-long range combat 
    rather than close ranges.
    Fire the weapon in short bursts at long ranges to prevent the recoil from 
    getting out of hand. At close ranges it doesn't really matter, but the 
    significant recoil can be manipulated to score lethal headshots.
     5.2 - Stg44
    Name:                          	Sturmgewehr 44
    Country of origin:             	Germany
    Available for:                 	Axis
    Calibre:                       	7.92 x 33mm Kurz
    Magazine capacity:             	30 rounds
    Firing mechanism:              	Selective-fire, gas-operated
    Rate of fire:			500 rounds per minute
    Weight:				5.22kg
     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 and 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.
     Allied Assault notes
    The Stg44 isn't just a souped-up version of the MP40. It's almost a perfect 
    weapon in itself. And so it should be, an entire single player mission is 
    dedicated to capturing a specimen for investigation (and to tear through 
    countless Germans).
    The weapon has a fast rate of fire, reasonably low recoil, very high damage, 
    respectable accuracy AND has a 30-round magazine. The Stg44 can be used in 
    short burst for long range fire and suppression, and longer bursts for close 
    range combat and assault purposes. The Stg44 is THE assault rifle, and is an 
    outstanding combination of all weapons.
    Of course, the weapon itself isn't invincible. Submachine guns are lighter and 
    fire faster, while rifles and the BAR outmatch it in accuracy. Despite all 
    this, the Stg44 is a formidable weapon and certainly a match for any weapon at 
    any range.
    Note that the Allied Assault version of the Stg44 does not feature select-fire. 
    It can only fire in full-automatic.
     5.3 - General Machine Gun Tactics
    Typically speaking, the BAR and Stg44 should mainly be used for medium-range 
    work. At this range, both weapons will not be crippled by the fast and frantic 
    submachine gun, nor are they at a range disadvantage against rifles. This is 
    their optimum range.
    Of course, both can be used at shorter and longer ranges. The Stg44 is more 
    suitable for close ranges, while the BAR is more effective at longer ranges. 
    Being able to master these weapons at any range can create a very efficient 
    killing machine.
    Unfortunately, the weight factor plays a heavy part. One of the main 
    dissuasions against machine guns is the slow running speed, compared to the 
    much lighter submachine guns, which are practically toned down versions of the 
    machine guns.
    Unlike submachine guns and rifles, machine guns can engage targets at 
    practically any range with a certain level of effectiveness. As such, do not be 
    afraid to take on enemies at really long or really short distances, even if the 
    odds are against you. Controlled, accurate fire is what the machine guns do 
    -Good for all ranges
    -Best at medium range
    -Full-automatic, excellent for assaults
    -Accurate, powerful
    -Heavier than most weapons
     6.0 - GRENADES
    History doesn't extend so far back for grenades, but the concept itself has 
    been around for a while. Ever since the development of portable explosives, 
    devices have been used to throw or otherwise launch an explosive to reasonable 
    distances. Originally, such devices might have involved gunpowder wrapped in 
    some sort of packaging, and afterwards sticks of dynamite. The modern grenade 
    appeared in the 20th century in different forms, and have kept similar trends 
    in design. Grenades were also used for other purposes, such as smoke screens or 
    specific destruction of equipment.
    Allied Assault features one grenade for each team. Grenades do splash damage, 
    and are definitely a tactically useful weapon
     6.1 - M2 Frag Grenade
    Name:				Mark II Fragmentation Grenade
    Country of origin:		USA
    Available for:			Allies
     Historical Background
    When the United States entered the First World War, it became apparent that 
    they lacked a standard-issue hand grenade. Basing their designs off the 
    existing British Mills Bomb and the French F-1 grenade, the Mk I grenade was 
    The Mk I grenade featured a serrated surface, with 40 segments divided into 8 
    columns and five rows, which sprayed shrapnel in all directions upon 
    detonation. The grenade also featured a complicated safety mechanism to ensure 
    that the thrower did not harm himself before the grenade was thrown.
    This safety mechanism was the ultimate cause to the failure of the Mk I 
    grenade. The throw had to remove the split pin, then turn the safety lever 
    before throwing the grenade. Consequently, when trialed in combat, a fair 
    proportioned of grenades were not properly armed. Commanders immediately 
    demanded that the grenade be put out of service.
    The Mark II grenade was then designed. It used the same charge and 
    configuration as the Mark I, but featured a shorter safety lever, resembling 
    the Mills grenade. The thrower could hold the grenade as long as he wanted to, 
    provided he kept the lever closed. As soon as the lever is released, the five 
    second fuse kicked in. These grenades were initially painted bright yellow, the 
    official color of ordnance, but was repainted in olive drab due to the 
    impracticality of carrying a bright yellow grenade in combat.
    Nicknamed the "Pineapple" due to its shape, the Mk II had a tendency to break 
    up into large chunks upon detonation, resulting in uneven fragmentation 
    patterns. It was used until the Vietnam War in the 1960's, supplementing the 
    M26 grenade. After the War they were phased out of combat.
     Allied Assault notes
    Issued to all American soldiers, the Frag grenade is similar to its German 
    counterpart. The Frag grenade has a shorter throwing distance, but a larger 
    blast radius. Damage is very high, and any enemies caught in the center of the 
    blast is practically guaranteed death.
     6.2 - Stielhandgranate
    Name:				Stielhandgranate 24
    Country of origin:		Germany
    Available for:			Axis
     Historical Background
    Nicknamed the "Potato Masher" due to its curious shape, this German stick 
    grenade became a typical image of the Wehrmact soldier. The Stielhandgranate 
    featured a small explosive "head" attached to a long wooden handle. The handle 
    allowed the thrower to throw the grenade much further than an ordinary grenade. 
    To arm the grenade, the thrower had to unscrew the cap off the base and pull 
    it, which started the 4-5 second fuse.
    Despite its distance advantage, the Stielhandgranate was not as effective as 
    other grenades. The main reason was because it relied more in explosive damage 
    rather than fragmentation. The rather erratic fuse also meant that it was 
    difficult to cook properly, resulting in grenades being thrown back or even 
    blowing up in the thrower's hand.
    Despite popular belief, the Stielhandgranate was not the only grenade used by 
    the German army. The Germans also used an "Egg" grenade which resembled 
    contemporary grenades and was much smaller.
     Allied Assault notes
    The German counterpart to the American Frag grenade, the Stielhandgranate can 
    be thrown further, but has a smaller blast radius.
     6.3 - General Grenade Tactics
    One of the easiest, hardest hitting weapons to use, the grenade offers a 
    medium-range solution to clearing out rooms and flushing out enemies. Distance 
    is determined by the angle the grenade is thrown at. With experience, grenades 
    can be lobbed precisly behind obstacles and through windows.
    The tactical use of the grenade will minimise risk before storming a 
    strongpoint or a suspected enemy location. If you think an enemy might be 
    inside the next room, lob a grenade in. After the grenade explodes, rush in 
    with a weapon and finish the target off. If the grenade doesn't kill them, they 
    will be heavily wounded and will be at a significant disadvantage against you.
    Grenades are also excellent for taking out massed concentrations of enemies. 
    However, if friendly fire is on, be careful of where you lob grenades: more 
    likely than not, your own teammates will be right next to the enemy units.
    You cannot cook grenades in Allied Assault. Grenades typically have a 5-second 
    fuse, which begins the moment you release the grenade from your hand. You could 
    hold the grenade in your hand as long as you want despite pulling the pin, and 
    it won't blow up.
    -Short-medium range use
    -Explosive blast radius
    -Can be lobbed into rooms and windows
    -Can't be cooked
     7.0 - HEAVY WEAPONS
    Allied Assault seems to have lobbed every other weapon into its own category: 
    Heavy Weapons. This category contains the Shotgun, the Bazooka and the 
    Panzerschreck. Each weapon will have their own background.
     7.1 - Winchester Shotgun
    Name:				Winchester M1897 Shotgun
    Country of origin:		USA
    Available for:			All
    Calibre:			12 gauge
    Magazine capacity:		6 rounds (including one in chamber)
    Firing mechanism:		Pump-action
    Weight:				3.15kg
     Historical Background
    Another design by the famed John M. Browning, the Winchester M1897 was 
    developed to dominate the conditions found in the First World War. During the 
    American Civil War, shotguns were used to some success, and were employed 
    sporadically throughout military history. The Americans in the First World War 
    realised the suitable combat environment for shotguns in the narrow trenches of 
    the Western Front, and by designing a rapid-fire shotgun and issuing it to 
    frontline troops, devastating impacts were made.
    The M97 Winchester shotgun was lighter than the contemporary Springfield M1903 
    rifle and had a much shorter barrel, allowing it to be easily carried and swung 
    around. The 12 gauge shotgun shells, at such close ranges, tore through enemy 
    soldiers. There are reports of Germans attacking American lines, running into a 
    torrent of shotgun pellets and quickly being turned into a pile of carcasses. 
    Because of how devastating the Winchester shotgun was, the Germans demanded 
    that such a weapon be banned under the rules of war.
    A special heat shield grip was used in trenches to prevent the weapon from 
    being damage during and between shots. Five rounds were stored in the tubular 
    magazine under the barrel, with one round in the chamber itself. Some shotguns 
    had a special bayonet adapter, which could attach a standard-issue bayonet.
    The M97 was used by all military arms at some point or another, and was 
    employed in smaller numbers in the Second World War. As newer and better 
    shotguns were developed, the Winchester began to be phased out, but still saw 
    use in Korea and Vietnam.
     Allied Assault notes
    Close range monster.
    That's the only way to describe the Shotgun. Available for both teams, the 
    shotgun is reasonably lightweight. Accuracy is pitiful at long range, but at 
    close range, this thing KILLS. Point blank shots will definitely kill in one 
    hit, and medium range hits will usually cripple enemies down to 10% of their 
    health or so. The closer the target, the more shotgun pellets hit, and hence 
    the more damage.
    The shotgun reloads one shell at a time, and can take some time to reload to 
    full capacity. However, reloading speed for individual shells is quite fast, 
    and you can instantly fire during reload to send more shells desperately at 
    enemies. A common tactic is to continue firing until the magazine is empty, 
    load a single round, then fire again. The speed difference between a regular 
    pump action and a reload is marginal. Even at long range, pellets will still 
    continue to chip down at health until they engage in close range.
    Naturally, the best scenario to use the Shotgun is at close range. However, the 
    absolute dominance of this weapon leads to many complaints, and in many ways 
    the Shotgun is "overpowered".
     7.2 - Bazooka
    Name:				M9A1 "Bazooka"
    Country of origin:		USA
    Available for:			Allies
    Calibre:			2.36in (60mm) rocket
    Magazine capacity:		1 round
    Firing mechanism:		Electric-ignited, rocket-fired
    Weight:				6.5kg (unloaded)
     Historical Background
    To combat the armored threat that Germany was known to possess, the Americans 
    began developing close-range countermeasures for infantry. The idea at the time 
    was a .60 cal anti-tank rifle, following the trend set by other nations with 
    their anti-tank rifles.
    At the same time, the "shaped-charge" principle was developed. The principle, 
    otherwise known as the hollow-charged principle, consisted of an explosive 
    molded into a conical shape and placed within a copper cone. The igniter was 
    located at the base of the cone, and the resulting explosion forced a burst of 
    intensely hot particles through the cone at incredibly high speeds, capable of 
    forcing through thick steel plates and effectively piercing them. While not yet 
    developed as a weapon, the US Army saw the potential in this system and 
    procured many of these warheads.
    The actual development of the weapon came from US Army Captain Leslie Skinner 
    and Navy Lieutenant Edward Uhl. Known for his experiments with mortars and 
    rockets, Skinner modified a mortar tube and used a rocket propellant for the 
    shaped-charged warheads. With this design complete, Skinner used the model as 
    part of a demonstration of anti-tank weapons.
    This rocket launcher was only a sideshow to the hyped anti-tank rifles. 
    However, while the anti-tank rifles had mediocre performance, Skinner's rocket 
    launcher obliterated every target it was used against. Accurate at short 
    ranges, and successfully blowing the turret right off a Sherman, the rocket 
    launcher shocked and impressed Army officials, and the weapon was adopted on 
    the spot as the M1 Rocket Launcher, and was mass produced afterwards. Troops 
    nicknamed the weapon the "Bazooka", after its physical resemblance to the 
    Bazooka sound instrument invented by Bob Burns.
    The M1 Bazooka used electric ignition to fire the rocket (loaded from the 
    rear), powered by batteries stored in the wooden shoulder stock, and also had a 
    wooden fore-grip. The tube itself was one-piece, and the warheads were attached 
    to a fin-stablised rocket. The weapon had to be switched "on" to be fired, and 
    its status was indicated by an on/off lamp on the shoulder stock. The M1A1 
    model did away with the on/off system, removed the wooden fore-grip and 
    introduced a disc-shaped mesh shield to protect the firer from the backblast. 
    The latter proved to be cumbersome and ineffective, and was not used by troops, 
    instead being replaced with an iron funnel.
    The M9A1 model was a major overhaul. The one-piece tube was replaced with a 
    two-piece tube, which could be split for easier transportation, and the wooden 
    grip and stock were replaced with iron ones. The batteries were proven to be 
    unreliable and were replaced with a small generator. The iron muzzle funnel 
    used in the M1A1 was standardised as part of the M9A1, and the iron sights were 
    replaced with optical sights. The M9A1 was produced during and after 1944.
    One final version of the Bazooka appeared towards the end of the war and used 
    afterwards. The M20 "Super Bazooka" made several refinements to the M9A1 model 
    and fired a 3.5in rocket, easily multiplying damage by up to three times, and 
    could literally obliterate a T-34 tank.
    Bazooka teams usually consisted of a gunner, who aimed and fired the rocket, 
    and a loader/assistant, who loaded the weapon and observed the shot.
     Allied Assault notes
    That's the only way to describe the Bazooka. While the Shotgun dominates at 
    close range, the Bazooka dominates everywhere. 90% of the time, any target 
    caught in its blast radius will die. The blast radius is just as large as 
    grenades, and it is MUCH easier to use. Just a simple point-and-click action.
    Thankfully, there are SOME disadvantages. The Bazooka is painfully slow to walk 
    around with, making you a very easy target. Rockets have a nasty tendency to 
    spiral out of control at longer ranges, a rocketeer can only carry several 
    rockets, and reload time is very, very slow. Still, for a weapon that can take 
    out 2-3 enemies per shot, the advantages far outweight the disadvantages.
    It is generally accepted that the Bazooka is a cheap weapon and should not be 
    used. New players are drawn to the Bazooka for obvious reasons, and are not 
    afraid to kill themselves by firing a rocket a close range if they know they 
    can take out another enemy.
     7.3 - Panzerschreck
    Name:				Raketenpanzerbüchse 54 "Panzerschreck"
    Country of origin:		Germany
    Available for:			Axis
    Calibre:			3.46in (8.8cm) rocket
    Magazine capacity:		1 round
    Firing mechanism:		Electric-ignited, rocket-fired
    Weight:				7.46kg
     Historical Background
    During the North Africa campaign, the German army discovered an amazing 
    American weapon: the "Bazooka", a rocket launcher firing fin-stablised shaped-
    charge warheads, and capable of devastating tanks. Realising the potential for 
    this weapon, and acknowledging that it was superior to any infantry anti-tank 
    weapon they had, the Bazooka was copied and improved, forming the 
    Raketenpanzerbüchse 43, "Rocket Tank Rifle".
    Popularly known as the Panzerschreck, "Tank Terror", and Ofenrohr, "Stove 
    Pipe", among the troops, the weapon was essentially the same as the M9A1 
    Bazooka. The Panzerschreck used a metal shoulder stock and fired rockets using 
    an electric ignition system. However, to improve the performance of the 
    Panzerschreck, the Germans opted for the 8.8cm rocket as the projectile, rather 
    than the smaller 6.0cm rocket used in the Bazooka, resulting in a far superior 
    The trigger assembly had two triggers: one trigger cocked the magnetic ignition 
    system, and the second trigger pushed the magnetic rod through a coil, 
    generating the electric current necessary to fire the rocket. The rocket itself 
    was stablised in flight by a steel ring at the rear, similar to aircraft bombs. 
    The rockets were available in summer and winter version, each with different 
    propellent loadings for different thermal conditions.
    One of the flaws of the Panzerschreck was that the rocket propellent continued 
    to burn for a few seconds after launch, putting the firer at risk of being 
    burnt. Initially, firers wore gloves and a mask, but the later 
    Raketenpanzerbüchse 54 rectified the problem by installing a metal blast shield 
    at the front of the trigger assembly.
    Like the American Bazooka teams, the Panzerschreck was best used in a two-man 
    team with a gunner and a loader. Early teams had little success due to 
    overconfidence in the Panzerschreck's design, resulting in engagements of up to 
    1000m, despite the Panzerschreck only being effective to 150m or so. It took 
    some time for the Panzerschreck's abilities to be gauged and realised, 
    surpassing the Panzerfaust.
     Allied Assault notes
    The Axis counterpart to the Allied Bazooka, the Panzerschreck is identical in 
    every respect. The rockets kill in one hit, have a large blast radius, tends to 
    be inaccurate, has slow reload, etc.
    And, like the Bazooka, the Panzerschreck is horrendously overpowered, and is 
    looked down upon by other players.
    The only difference between the Panzerschreck and Bazooka of some significance 
    is that the Panzerschreck has a front shield, which does nothing to stop 
    bullets, but does a good job at hindering vision.
     8.0 - OTHER WEAPONS
    Below are various weapons found throughout the game, but don't fall into the 
    above categories.
     8.1 - MG42
    Name:                           Maschinengewehr 1942
    Country of origin:              Germany
    Available for:                  All (fixed locations)
    Calibre:                        7.92 x 57mm Mauser
    Magazine capacity:              250-round linkable belts
    Firing mechanism:               Full-automatic, recoil-operated
    Rate of fire:			1200 rounds per minute
    Weight:				11.5kg on bipod
     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 a 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
    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.
     Allied Assault notes
    MG42's are found sporadically throughout single player, and in several 
    multiplayer maps. The single player emplacements are pretty good for taking out 
    large numbers of Germans swarming you.
    In multiplayer, however, MG42 positions are poorly located. More often than 
    not, an MG42 will be sitting in the middle of nowhere, pointing at a position 
    not even worth firing at. Even worse, your player model will be in a half-
    standing, half-crouching position, making you hopeless immobile and vulnerable 
    to any attack. MG42's are bullet magnets; they are never worth manning in 
    MG42's have unlimited ammunition and no overheating. They are, however, very 
    inaccurate, benefitting mainly from the incredible firepower it can deliver.
     8.2 - .30cal Mounted Machine Gun
    Name:				Browning M1919 .30cal Light Machine Gun
    Country of origin:		USA
    Available for:			Single Player (Jeep)
    Calibre:			.30-06 (7.62 x 63mm)
    Magazine capacity:		Unlimited in game
    Firing mechanism:		Full-automatic, recoil-operated, air-cooled
    Rate of fire:			400-550 rounds per minute
    Weight:				14.5kg
     Historical Background
    Designed by John M. Browning and based off the earlier water-cooled M1917 
    machine gun, the M1919 is a belt-fed, air-cooled machine gun. Early models were 
    designed for vehicle use, and the M1919A4 became the first infantry variant.
    However, further combat experience brought complaints that the M1919A4, using a 
    tripod, was too unwieldy and took too long to set up in combat. The M1919A4 was 
    improved by reducing the weight, replacing the tripod with an integral bipod 
    and added a shoulder-stock to the weapon, making it much easier to set up and 
    fire. This model was designated the M1919A6.
    As with all air-cooled machine guns, the M1919 was less efficient and could 
    not output the same amount of sustained fire as the older M1917. Consequently, 
    the M1917 saw a resurgence in use in the Korean War, when heavy sustained fire 
    was required and the M1919 machine guns failed to deliver.
    The M1919 generally performed well in tanks and mounted on jeeps.
     Allied Assault notes
    The .30cal is only used once in the game during the North Africa campaign. 
    While Major Grillo drives the jeep, you must sweep enemies with the .30cal 
    mounted in the rear. The weapon has unlimited ammunition and has little recoil. 
    You should only stop firing when there are no more enemies, or when you need to 
    acquire new targets. The tracers will easily show where you are hitting.
    Like the MG42, the .30cal is incapable pinpoint accuracy, and hence it may be 
    quite difficult to hit a distant target. This has some implications, as some 
    enemies in that level carry Panzerschrecks and have an incredibly low profile 
    while standing behind concrete walls.
     8.3 - Nebelwerfer
    Name:				Nebelwerfer 1941
    Country of origin:		Germany
    Calibre:			15cm
    Magazine capacity:		6 rockets
    Firing mechanism:		Electric-ignition, rocket-fired
     Historical Background
    The Nebelwerfer was developed by the Germans as an easily transportable rocket 
    launching platform. The name "Nebelwerfer" literally means "smoke thrower", 
    which the Nebelwerfer was, but it mainly launched 15cm high explosive rockets. 
    The name was also used as a cover-up during its design.
    The Nebelwerfer is mounted on a wheeled platform and has six rocket tubes. Each 
    tube was electrically ignited, and rockets were launched from opposite tubes 
    (that is, the fire order would go from one side to the other consecutively 
    rather than sequentially).
    The rockets could be fired up to 7km away and had the explosive equivalent of a 
    105mm artillery shell, making the Nebelwerfer devastating against targets, 
    especially with six fired in quick succession, and more often with entire 
    Nebelwerfer batteries pounding a single area.
    Because of the noise made by the Nebelwerfer, Allied soldiers nicknamed it the 
    "Screaming Mimi".
     Allied Assault notes
    The Nebelwerfer is not usable in Allied Assault. However, one of the Normandy 
    missions requires you to locate and destroy a battery of Nebelwerfers. When 
    approaching them, be careful as there are several of them, and they can fire a 
    barrage of rockets that can take out a sizeable portion of your health.
    They can be destroyed by placing an explosive on their side.
     8.4 - King Tiger
    Name:				Panzerkampfwagen VI Ausf. B "Konigstiger"
    Country of origin:		Germany
    Main armament:			88mm KwK 43
    Secondary armament:		7.92mm hull MG34
    				7.92mm coaxial MG34
    				7.92mm cupola MG34
    Crew:				5
     Historical Background
    The "King Tiger", or "Tiger II", was actually a completely different tank to 
    the Tiger. The King Tiger was to be the most powerful tank the Germans could 
    field, with the strongest armor and the strongest weapon.
    The King Tiger was designed around the 88mm KwK 43, an anti-aircraft artillery 
    piece and much more powerful than the Flak 88 used by the Tiger. The Kwk 43 
    could penetrate 150mm of armor at a range of 2200m, and had a muzzle velocity 
    of 1000m/s. This not only gave it the ability to knock out any tank in 
    existence, but it also allowed the gunner to procure and fire upon a target 
    before the enemy tank got in range of their own gun. Three machine guns were 
    located in the hull, the coaxial position and the commander's cupola.
    The tank had two chassis designs. The first design was by Porsche, but its 
    designed was proven to be poor, as it had shot traps which could be quite 
    detrimental to the tank. The second design, by Henschel, was better protected 
    and offered more space for ammunition, and was used as the production model.
    The Henschel model had up to 180mm of frontal armor, while the side and rear 
    had 80mm of armor plate. The Allies had no effective means to take out a King 
    Tiger. It was therefore fortunate for the Allies that German industry was 
    unable to produce the King Tiger in sufficient numbers, and with the lack of 
    fuel and mechanical problems, the King Tiger wasn't a common threat.
     Allied Assault notes
    The King Tiger is first seen parked next to a chateau, and can be blown up to 
    earn a medal. The following mission happens to be all about the King Tiger, and 
    you'll need to escort a trained crew to an empty King Tiger undergoing repairs. 
    Afterwards, you'll be able to control the tank.
    Use the arrow keys to move and steer the tank, and control the gun using the 
    mouse. Note that the main gun has a rather long reload time, and despite your 
    superior armor, other German tanks can beat you up fairly badly.
    You won't get to use the tank for long, as you will need to hop out and provide 
    sniper fire while the tank handles itself.
    Copyright © 2005 David "Scott Lee" Nguyen

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