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    Weapons Guide by Scottie theNerd

    Version: 1.41 | Updated: 09/17/06 | Search Guide | Bookmark Guide

    =                                                                             =
    =                                  CALL OF DUTY                               =
    =                               ------------------                            =
    =                                 Weapons Guide                               =
    =                                        ~                                    =
    =            Written by Scottie_theNerd (scottie_thenerd@yahoo.com)           =
    =                       Copyright (c) 2004 - 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:
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    -World of Gaming (www.wogaming.com)
    -Combined Operations (www.combined-operations.co.uk)
    -SuperCheats (www.supercheats.com)
    -Cheat Channel (www.cheatchannel.com)
    -Cheat Book (www.cheatbook.de)
    -The Call of Duty Union 
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    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
    -v1.41 (Jan 15 2005)	-Corrected Bren name
    -v1.4 (Mar 4 2005)	-Updated weapon data
    -v1.3 (January 2004) 	-Corrected Flak 88 and T-34 weapon entries. Shells do 
    			 not follow a curved trajectory in COD.
    -v1.2 (Dec 18 2004)   	-Added Grenades and other Miscellaneous weapons
    			-Corrected AT Rifle entry to Siminov PTRS
    			-Fixed formatting and increased spacing to ease reading
    			-Fixed majority of typographical errors
    -v1.1 (Mar 27 2004)   	Changes made to section names. Full weapon names are
    			now included under the weapon descriptions, permitting
    			use of copy/paste to skip to the relevant section.
    -v1.0 (Feb 8 2004)    	Original guide completed.
                          	*Note: Grenades and several single-player weapons have
                           	been omitted, and may be included at a later date.
    1.0 - Introduction
    2.0 - Aiming Down the Sight
    3.0 - Pistols
      3.1 - Colt .45
      3.2 - Luger
      3.3 - General Pistol Tactics
    4.0 - Rifles
      4.1 - M1 Garand
      4.2 - M1A1 Carbine
      4.3 - Kar98k
      4.4 - Lee-Enfield
      4.5 - Mosin-Nagant
      4.6 - General Rifle Tactics
    5.0 - Submachine guns
      5.1 - Thompson
      5.2 - MP40
      5.3 - Sten
      5.4 - PPSh
      5.5 - General Submachine gun Tactics
    6.0 - Support weapons
      6.1 - BAR
      6.2 - MP44
      6.3 - Bren LMG
      6.4 - General Support Tactics
    7.0 - Sniper rifles
      7.1 - Springfield
      7.2 - Scoped Kar98k
      7.3 - Scoped Mosin-Nagant
      7.4 - General Sniper Tactics
    8.0 - Hand Grenades
      8.1 - M2 Frag Grenade
      8.2 - Stielhandgranate
      8.3 - MK1 Frag Grenade
      8.4 - RGD-33
      8.5 - General Grenade Tactics
    9.0 - Miscellaneous Weapons
      9.1 - MG42
      9.2 - Panzerfaust 60
      9.3 - FG42
      9.4 - AT Rifle
      9.5 - Flak 88
      9.6 - Flak Gun
      9.7 - T34
    Developed by Infinity Ward and released in October 2003, Call of Duty took the
    genre of WWII shooters to the next level. Aided by many veterans of the Medal
    of Honor development crew, Call of Duty is a testament to the experience of
    previous games of the same genre and combines them with changes in trends as
    well as new, unique features.
    One of the aspects emphasised in Call of Duty is the "No One Fights Alone"
    approach. Rather than being a superhuman soldier, such as the Medal of Honor
    characters, you are hardly any more special than the next soldier. This level
    of equality means that you have to rely on your comrades to cover for you while
    you do the same for them. Gung-ho tactics don't belong in Call of Duty, the
    game revolves around the ability to work as a team.
    Like other WWII shooters, Call of Duty has a strong historical basis on which
    to create its weapons. Many old favourites return, such as the Thompson, MP40
    and M1 Garand. Several uncommon weapons are also featured, including the Bren
    and the FG42. Furthermore, Call of Duty makes use of iron sights, allowing
    players to aim accurately instead of relying on a crosshair. The weapons in
    Call of Duty are more geared towards realism than balance, allowing players to
    experience the characteristics of each weapon without limitations.
    The purpose of this guide is to provide an insight into these weapons, their
    characteristics and their historical background. This guide also provides
    general strategies and notes, but will not go into any specific details
    regarding these tactics.
    It is important to be mentally prepared as well as materially, and building up
    knowledge provides a strong foundation for any player.
    One of the new features in Call of Duty is the ability to utilise the iron
    sights on each weapon. The system, appropriately named "Aiming Down the Sight"
    (ADS) allows players to gain an accurate bead on their target and making far
    more accurate shots than when firing from the hip. Of course, it doesn't come
    without a penalty: your vision is focused at one point, making you almost
    oblivious to your surroundings, and you are slowed to walking pace. Naturally,
    it is best to use the iron sights in a comfortable, stationary position.
    The iron sights themselves vary from weapon to weapon, from the telescopic
    sights of the sniper rifles to the offset sights of the Bren. Although each
    weapon has different sights, their use is practically the same. Some weapons
    are more suitable for accurate shots than others, so it is important to
    maximise each weapons potential by using it appropriately in the right
    In general, you should only aim down the sight at medium- to long-ranges to
    maximise your chance of scoring a hit. Firing from a hidden position behind
    cover also increases your survival rate, making yourself a harder target to see
    and hit. Fire in single shots or short, controlled bursts to keep your sights
    on the target. Remember that even when concealed, you give away your position
    through your muzzle flash, sound and tracer fire. Make those shots count.
    There are also times when you shouldn't use iron sights. In particular, close
    quarters combat is no place for precision shots. At point-blank range, it's
    pretty hard not to hit. In such cases, you should rely on your crosshair and
    spray if you have to, especially with and against submachine guns. However, it
    is worth using if your target is unaware of your presence, allowing for a
    quick, accurate burst with a higher guarantee of a hit.
    -Good for medium/long range sniping
    -Not too appropriate in close range
    -Slower speed, smaller field of vision
    3.0 - PISTOLS
    Pistols, in Call of Duty as well as in real life, are secondary weapons, used
    only when the primary weapon is unable to be fired effectively. Small, light
    and fast, the pistol is useful for undercover operations where a larger weapon
    might draw suspicion. Due to their size, pistols have a very short effective
    range and should only be used in close combat. Call of Duty features two
    pistols: the Colt .45 for the Americans and British, and the Luger for the
    Germans and Russians. Both are practically the same, differing only in look and
    3.1 - Colt .45
    Name:                    	M1911A1 Colt Automatic Pistol
    Country of origin:       	USA
    Available for:           	American
    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.
    Call of Duty notes
    The pistol of British and American troops, the Colt .45 is a solid sidearm.
    Being a pistol, the Colt .45 is unsuited for anything beyond close quarters
    combat, and should only be used as an emergency weapon when your primary
    weapons run out of ammunition. Despite its .45 rounds, the Colt is surprisingly
    weak in Call of Duty, hardly differing from the Luger.
    As with all pistols, the iron sight offers no zoom and has little practical
    value other than to squeeze off one or two aimed shots at an unwary target.
    However, the pistol is quite inaccurate, and shouldn't be used where manual aim
    is required.
    3.2 - Luger
    Name:                    	Pistole '08 'Luger'
    Country of origin:       	Germany
    Available for:           	German, Russian
    Calibre:                 	9 x 19mm Parabellum
    Magazine capacity:       	8 rounds
    Firing mechanism:       	Single-action, recoil-operated
    Weight:				0.877kg
    Historical Background
    Developed by George Luger and adopted by the Swiss army in 1900, the German
    Army adopted the pistol in 1908, designating it as the 'Pistole '08'. The main
    feature of the Luger was its toggle-joint breech lock, a fancy novelty that
    made the Luger stand out from other pistols. The catch was that it required
    precise manufacturing and perfect ammunition, both of which the German
    manufacturing force was more than capable of. However, once the war was in full
    stride, the difficulties of manufacturing the Luger became apparent, and the
    German Army discarded the weapon in favour of the Walter P-38, which was much
    simpler and achieved the same results. Despite this, the Luger remained a
    popular weapon and continued to be produced to make up for the shortage of
    P-38's. A variation of the Luger, the "Artillery Model", featured a longer
    barrel, long-distance sights, wooden butt and 32-round drum magazine, allowing
    the Luger to be used as a machine carbine, although the chances at hitting
    something at those sorts of ranges were remote.
    Even after the adoption of the P-38, the Luger remained in production until
    1944, and there were enough spare parts left over to continue production. A
    good-looking, distinctive weapon, it was a comfort to fire and was a prized
    trophy for Allied soldiers.
    Call of Duty notes
    Available to Russian and German soldiers, the Luger is just as solid as the
    Colt .45. However, as a pistol it is also remarkably weak and inaccurate. The
    Luger should be used as a backup weapon, and is practically a copy of the
    Colt .45 with an additional round.
    The iron sight is slightly easier to use, with a distinctive pin-head stump.
    However, like the Colt .45 it shouldn't be used in such ranges where aiming is
    3.3 - General Pistol Tactics
    As stressed above, the pistol is weak, inaccurate and hardly worth using as
    anything other than a backup weapon. Pistols are really only useful in close
    quarter maps such as Chateau, but even then the submachine gun can do a much
    better job, and even melee combat is more effective.
    The pistol does have some good qualities to make up for its weaknesses. Pistols
    are the lightest weapons, allowing you to run much faster. They also fire
    faster than most rifles, but nowhere near as fast as automatic weapons. Despite
    these advantages, the pistol is still not an effective weapon. For one, there
    is little reason to run without your primary weapon, and its rate of fire is
    less effective due to its poor damage. As such, it is more of a novelty weapon
    than a serious weapon in Call of Duty, but does come in handy when all else
    A popular tactic, and in fact the standard procedure in modern military
    firefights, is to switch to the pistol when your primary weapon is out of
    ammunition. Doing so allows you to keep up your fire and finish off a wounded
    opponent, rather than reload and remain vulnerable.
    The pistols don't hit hard, and due to their low magazine capacity, they don't
    hit much either. When using a pistol, it is important that you score as many
    head and upper torso shots as possible to maximise your kill potential. Don't
    expect to take out entire squads with a pistol, it takes a full magazine to
    guarantee a kill and the reload time is substantially slower than most
    submachine guns. The iron sights are useful for an accurate shot or two, but
    the pistol doesn't have the error margin of an automatic weapon, and it is
    often wiser to change positions or simply get in your target's face to make the
    most out of a hopeless situation. The pistol is no sniper rifle, you have to be
    up close and personal. Medium to long range shots have a remote chance of
    hitting even when using the iron sights.
    -Close range only
    -Use other weapons when possible
    -Spray a target to get more hits in as fast as possible
    4.0 - RIFLES
    The standard weapon of every army in WWII, rifles have a long history. Being
    one of the first developments of firearms, the rifled gun allowed a projectile
    to be fired further and with more accuracy. As time progressed, the rifle was
    improved with repeating functions, box magazines and semi-automatic fire. At
    the time of WWII, only the American army had a semi-automatic rifle as their
    standard weapon. The others continued to use their old rifles from WWI, tried
    and true, and they remained in use throughout WWII even after other weapons had
    been developed. Call of Duty's rifles are similar to their real-life
    counterparts: they are incredibly strong, accurate, and require a fair amount
    of skill to use effectively.
    4.1 - M1 Garand
    Name:                     	M1 Garand
    Country of origin:        	USA
    Available for:            	American
    Calibre:                  	.30-06 (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.
    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
    Call of Duty notes
    Call of Duty does a magnificent job of retaining the hitting power of the
    M1 Garand while maintaining the balance with other weapons. Being a semi-
    automatic weapon, the M1 Garand has a reasonably faster rate of fire. It takes
    around 2-3 torso shots to neutralise an enemy, or one headshot to put him out
    of commission. The M1 Garand is remarkably accurate, on par with the other
    rifles and much better than the automatic weapons. Controlled, well-aimed shots
    can pin down enemies while being accurate enough to pick them off. Of course,
    the Garand's semi-automatic function is helpful in close quarters, but is no
    match for a submachine gun or light machine gun. It is therefore important to
    fight like a rifleman and keep your distance rather than rush in. Also remember
    that you cannot reload in the middle of a clip, so you might want to fire off
    a few rounds to empty your clip before moving into a new area.
    The M1 Garand's ghost ring iron sight is simple and one of the easiest to pick
    up. The ring allows the firer to focus on a target and line it up. The middle
    iron pin is used to determine where you shot will land. Align the tip of the
    pin with your desired target and fire. Rapid-shots will reduce the time you
    have to correct your aim, so it might be better to take slower, aimed shots if
    you are not suppressing the enemy. Go for headshots when you can, or pump
    several rounds into their chest.
    4.2 - M1A1 Carbine
    Name:                     	M1A1 Carbine
    Country of origin:        	USA
    Avaiable for:             	American
    Calibre:                  	.30in (7.62 x 33mm)
    Magazine capacity:        	15 rounds
    Firing mechanism:         	Semi-automatic, gas-operated
    Weight:				2.36kg without magazine
    Historical Background
    The First World War brought forward the need to equip rear units and auxillary
    forces with an effective weapon. This group basically involved anyone whose
    primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was
    too large and too powerful, while a pistol required too much training and was
    too ineffective. After the German war machine kicked into action, the project
    was quickly implemented. Starting on June 15 1940, various rifles were tested
    without success. In August, Winchester submitted a simple model, and it was
    accepted on September 30 and was immediately put into production.
    Despite the remarkable speed in which the design went through, the M1 Carbine
    was an excellent weapon that not only equipped supporting arms, but also
    front line troops, becoming almost as widespread as the M1 Garand. The firing
    mechanism is different from the Garand. The gas piston is curved under the
    barrel and becomes a flat extension with a slot cut in, which rotates the bolt
    and opens it, ejecting the spent case and loading the next round. A short
    handle allows the firer to clear jams and manually load rounds.
    The M1 Carbine was modified for paratroopers by replacing the stock with an
    iron folding stock and pistol grip, as well as providing a socket to attach a
    bayonet and designated the M1A1. A generally good weapon, it is important to
    note that the M1 Carbine was a close range weapon and not a full rifle. At
    short distances it was a solid and effective weapon, but at longer ranges it
    was extremely poor due to the low muzzle velocity. The bullet begins to lose
    accuracy and power at around 300m, and there have been reports of M1 Carbine
    rounds being deflected by a mere jacket. As long as the weapon is used in its
    optimum range, it was effective enough to be preferred by troops from all arms.
    Production was cut after the war, and the M1 Carbine was rendered obsolete by
    the introduction of the M14 Rifle. However, many weapons were distributed
    amongst friendly countries and were still used in the Korean and Vietnam Wars,
    the latter in particular due to the close ranges and rough jungle terrain
    typical of the war.
    A brief variation of the M1 Carbine was the M2, which was the same weapon
    combined with a select-fire feature.
    Call of Duty notes
    An alternative to the M1 Garand, the M1A1 Carbine is the first weapon you start
    off with in the Single Player game. The M1A1 Carbine can be used in the same
    manner as the M1 Garand, but should be used for medium-range engagements rather
    than rifle ranges. The M1A1 Carbine carries 15 rounds and can be reloaded
    anytime. Despite its faster rate of fire and larger ammunition supply, the
    M1A1 Carbine does substantially less damage than the M1 Garand. It is lighter
    though, so it is a good idea to get into good positions to guarantee more hits
    in less time.
    The iron sight is quite similar to the M1 Garand. The ring allows the firer to
    focus on a desired target, and the middle pin is used to determine where the
    shot will land. The M1A1 Carbine is fairly accurate and rapid-shots can be
    controlled, giving the M1A1 Carbine the edge in accurate, suppressive fire.
    Although it does not have the power of other rifles, it is a handy weapon
    4.3 - 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.
    Call of Duty notes
    One of the most powerful weapons in the game, the Kar98k is a solid and
    accurate weapon. With the same power as its scoped variant, the Kar98k can kill
    with a shot to the head or torso. However, being a bolt-action rifle, it has
    a slow rate of fire, and the 5-shot magazine leaves a bit to be desired. It is
    reasonably light though, allowing the rifleman to be quite mobile. Due to its
    hard hitting power, it can be used as a close combat weapon with a one-shot
    kill capability, but it is not recommended due to its slow rate of fire, and
    should only be done in emergency situations.
    The iron sight is relatively harder to use due to its obtrusive design, but it
    can be one of the most effective sights once accustomed to. To aim at a target,
    move the block-stump over your target. Confirm your aim by checking that your
    target is aligned with the top edges of the U-shaped notch. For reference, the
    top part of the stump is where your shot will hit. Although difficult to pick
    up, the Kar98k is a valuable weapon and one of the best of its kind.
    4.4 - Lee-Enfield
    Name:                      	No. 4 Rifle, Lee-Enfield
    Country of origin:         	Great Britain
    Available for:             	British
    Calibre:                   	.303 British
    Magazine capacity:        	10 rounds
    Firing mechanism:         	Bolt-action
    Weight:				4.11kg
    Historical Background
    Designed by James Paris Lee and manufactured at the Royal Small Arms Factory at
    Enfield, the Lee-Enfield rifle was the standard infantry weapon from 1895 to
    1957. The design was based off the Lee-Metford rifle, but was configured to
    fire smokeless powder. The SMLE (Short Magazine, Lee-Enfield) was the most
    common model, which was later simplified to form the Number 4 rifle. Due to the
    British army's doctrine on musketry, accurate shooting was stressed in British
    training, and the Lee-Enfield rifle provided both the accuracy and the
    necessary rate of fire. One of the tests was the "Mad Minute", in which the
    firer had to put 15 rounds into a target at 300 yards, and many could achieve
    25 hits. Although slightly on the heavy side, the Lee-Enfield was a reliable
    weapon and loved by the troops. Several variations were designed, including the
    Jungle Carbine, which featured a shorter length, flash-hider and rubber recoil
    pad in the butt. However, it was a beast to fire and had excessive recoil and
    blast, making it unpopular with the troops. In contrast, the most accurate
    Lee-Enfield rifles were modified to become sniper rifles, becoming renown in
    the field of sniping.
    The unique feature of the Lee-Enfield was the setup of its firing mechanism.
    The Lee-Enfield had its locking lugs at the rear of the bolt, differing from
    the conventional setup of locking lugs at the front and rear. Although experts
    questioned the accuracy of this mechanism, firing tests and experience proved
    them wrong, and the ability to fire 30-aimed shots a minute more than made up
    for that doubt.
    Call of Duty notes
    The British rifle is a well-rounded weapon, having good power, accuracy and a
    decent rate of fire for a bolt-action rifle. It is as powerful as the Kar98k,
    with an additional 5 rounds. However, the iron sights can be slightly hard to
    pick out in dark areas. The Lee-Enfield can only be reloaded with 5-round
    chargers, so you cannot reload with anything more than 5 rounds still in the
    The Lee-Enfield's iron sight isn't spectacularly easy to use, but is simple and
    gets the job done. The hole in the iron plate focuses your vision on your
    target and the middle pin is used to determine where the bullet will hit. Move
    the tip of the middle pin to your target's head or chest and fire for an
    effective shot.
    4.5 - Mosin-Nagant
    Name:                      	Mosin-Nagant M1891/38
    Country of origin:         	Russia
    Available for:             	Russian
    Calibre:                  	7.62 x 54mm R
    Magazine capacity:         	5 rounds
    Firing mechanism:          	Bolt-action
    Weight:				3.45kg
    Historical Background
    Designed by the Russian S.I. Mosin and the Belgian Emil Nagant, the
    Mosin-Nagant was developed to bypass costly patents and licenses by creating a
    new weapon rather than borrow from already existing parts. The result was a
    three-part cylinder bolt and a locking latch in the magazine compartment,
    holding down the second and lower rounds. Although quite complex, these
    features helped increase the robustness and reliability of the Mosin-Nagant,
    especially with the Russian rimmed 7.62mm round, which would certainly have
    jammed it if wasn't for the locking latch. Although crude compared to other
    rifles, the Mosin-Nagant was exceptionally reliable, otherwise the Russians
    would not have kept it.
    As time passed, the Mosin-Nagant was refined and perfected. Changes include the
    switch to a 'short' rifle, reconfiguring the sights due to a change in the
    Russian measurement system and the inclusion of a folding bayonet. On a similar
    note, early models were configured with a bayonet in mind, with sights tuned
    to compensate for its imbalanced when attached. Due to its exceptional
    accuracy, the Mosin-Nagant was the preferred sniper's weapon and was issued
    with a scope.
    The Mosin-Nagant remained in Russian service from 1891 to 1945, and was used by
    Eastern Bloc countries throughout more recent conflicts such as the Vietnam
    War. Simple to operate and incredibly reliable, the Mosin-Nagant was preferred
    by Soviet troops over more complex rifles such as the SVT40.
    Call of Duty notes
    A solid weapon for the Russians, the Mosin-Nagant is the easiest bolt-action
    rifle to use. With power comparable to the Kar98k, the Mosin-Nagant can kill
    with a shot to the head or upper torso. Like the other bolt-action rifles, the
    Mosin-Nagant has a slow rate of fire, and although it can kill in one hit, it
    is unsuitable for close combat.
    The Mosin-Nagant has arguably the best iron sights of any weapon. Consisting of
    an iron ring with a pin over the muzzle, the Mosin-Nagant's iron sight is the
    closest to thing to "hit what you point at". The ring helps single out targets
    while maintaining a reasonable line of sight, and the pin is ideal for getting
    a bead on your target. The Mosin-Nagant has a reasonably lower margin of
    error due to its power and accuracy, and these advantages should be used to
    their full potential.
    It's also worth noting that COD uses an incorrect weapon model for the Mosin-
    Nagant. COD's Mosin-Nagant has a curved bolt handle. The Russians only used
    curved bolt handles for their sniper variants, and used straight bolt handles
    for their standard rifles to simplify manufacturing.
    4.6 - General Rifle Tactics
    Unlike games like Medal of Honor, where the rifle is a novelty weapon and often
    an art in itself, Call of Duty's rifles are feasible battlefield weapons with
    excellent power and accuracy. Naturally, there is a lower margin for error when
    it comes to single-shot weapons, and with the low rates of fire and small
    magazine capacities, it is essential to make each and every shot count.
    Despite having the power of a sniper rifle, the rifle lacks a scope, reducing
    the ability to make precision shots. However, the rifle does have a larger
    "zoom" effect when aiming down the sight compared to other weapons, giving it
    the edge over submachine guns at longer distances. The rifleman should not
    fight a sniper's war: although he can conceal himself just as well, the
    rifleman lacks the destructive potential of his scoped counterpart. Instead,
    make use of the light weight of the rifle and be a mobile threat. Whereas a
    sniper remains stationary until after his shot, the rifleman is able to move
    across large distances at respectable speeds while providing equally effective
    That isn't to say that rifles are the most versatile weapons. Rifles take a
    fair amount of skill, experience and discipline to use effectively. Rifles
    require more concentration than submachine guns and support weapons, but the
    results pay off quite well. One cannot become a skilled rifleman overnight, but
    it is possible to become a very effective rifleman given enough experience.
    The ideal range for rifles is long range, where automatic weapons are less
    effective. At medium range, things get a little more heated, and at close range
    it falls purely onto your reflex and ability to make a golden shot. Close
    quarters combat was never meant for rifles, although some rifles like the
    M1A1 Carbine and M1 Garand can give automatic weapons a run for their money.
    Due to their long shapes, the rifle can provide excellent leverage for melee
    attacks, resulting in the most powerful bash in the game. A single bash can
    easily knock out an enemy when hit on the head on torso. As with all melee
    attacks, use this as a humilation weapon or a silent kill on an unsuspecting
    enemy rather than a primary combat technique. Riflemen shouldn't be that close.
    Although relatively difficult to use, the rifle is a viable weapon ideal for
    open maps such as Brecourt, Hurtgen and Rocket. It takes a lot of practice to
    master the art of rifling, and although not as elegant and ceremonial as Medal
    of Honor, the rifle puts lead where it's supposed to go.
    -Best at long range
    -Very powerful, make shots count
    -Slow rate of fire
    -Unsuited for close quarters combat
    ****Call of Duty version 1.2 notice****
    Call of Duty v1.2 altered several hitboxes on player models, making rifling
    more effective and easier to score fatal hits.
    After the First World War, it was realised that frontline troops needed more
    firepower. The answer was already there with the introduction of the light
    machine gun. However, not every soldier could carry a light machine gun into
    battle, so another alternative had to be taken. The answer to this was the
    submachine gun. A light automatic weapon firing pistol ammunition, the
    submachine gun is primarily a close combat weapon with a high rate of fire and
    good hitting power. Effectiveness drops off over longer ranges as well as
    accuracy. During WWII, many new models were developed, setting the trend of
    cheap, mass-produced weapons such as the Sten and M3 Grease Gun. While modern
    submachine guns are made from plastics with high-tech gadgets, the purpose is
    still the same: to give a soldier a light weapon capable of automatic fire for
    close/medium range engagements.
    Call of Duty's submachine guns are remarkably versatile, and perhaps even
    overpowered. While certainly not invincible, weapons like the PPSh-41 and the
    Thompson seem far too good for their role while retaining enough accuracy for
    long range engagements. Dominating close quarters combat, the submachine gun
    is an easy weapon to use and a good choice for beginners.
    5.1 - Thompson
    Name:                       	M1A1 Thompson
    Country of origin:          	USA
    Available for:              	American
    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.
    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.
    Call of Duty notes
    Available to the American side, the M1 Thompson is an exceptionally good
    weapon. With decent power, the Thompson has a rate of fire second only to the
    PPSh-41. The Thompson is also remarkably accurate for a submachine gun, and
    thus especially easy to use by all players. The Thompson also has a relatively
    fast reload speed, and it is capable of semi-automatic fire, allowing accurate
    long range shots. However, the Thompson is not the PPSh-41, and its 30-round
    magazine can be emptied very quickly.
    The Thompson has a simple V-notch iron sight with a pin over the muzzle. Not
    the best of sights, but it does the job. Although an accurate weapon, the
    Thompson is not a rifle, and shouldn't be used as such. Only use the sight when
    you have the opportunity to spray an accurate burst. Fire in short bursts; the
    muzzle flash will reduce your ability to accurately sustain fire. The semi-
    automatic mode isn't particularly useful, so take advantage of the Thompson's
    fast rate of fire to increase your chances of a hit.
    5.2 - MP40
    Name:                        	Maschinenpistole 1940
    Country of origin:           	Germany
    Available for:               	German
    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.
    Call of Duty notes
    A solid weapon for the German forces, the MP40 is a popular weapon due to its
    ease of use. The slowest of the submachine guns, the MP40 has reasonable power
    and decent accuracy. Like other submachine guns, the MP40 is best used at close
    range. However, its slower rate of fire allows it to be controlled when fired
    on full automatic, and makes an effective suppression weapon.
    Like the other submachine guns, the MP40 has simple sights, consisting of a
    small notch, a pin and an iron ring. The MP40 has reasonable accuracy when
    using the iron sights, and remains controlled even when sustaining fire.
    However, the muzzle flash might be a problem, blocking out your line of sight
    when firing.
    5.3 - Sten
    Name:                        	Sten Mark II
    Country of origin:           	Great Britain
    Available for:               	British
    Calibre:                     	9 x 19mm Parabellum
    Magazine capacity:           	32 rounds
    Firing mechanism:            	Full-automatic, blowback-operated
    Rate of fire:			450 rounds per minute
    Weight:				3.18kg without magazine
    Historical Information
    In 1940, Britain suffered a shortage of weapons, and with the only submachine
    guns available being the US Thompson and the rushed Lanchester (which was a
    copy of the German MP28), the British Army needed a cheaper weapon in larger
    quantities. To solve this dilemma, the Sten was introduced and adopted. Taking
    its name from the first letter of its designers' surnames, Major R.V. Shepherd
    and Mr. H.J. Turpin, and the first two letters of the Enfield factory, the Sten
    consisted of a heavy bolt and spring in a tubular metal sleeve with the barrel
    screwed on. This caused great grief amongst traditional gunmakers due to the
    extremely crude look of the weapon. The Mark I had a wooden stock, but this was
    soon discarded and the weapon was simplified to form the most common model, the
    Mark II. It was found that the manufacture of the parts was so simple that the
    British Army contracted smaller manufacturers and even large garages to make
    the smaller parts of the weapon, then gather them into a main factory to be
    Firing 550 rounds per minute, the Sten was an ugly gun and was never liked by
    the troops. Although its construction protected it from dirt and mud, the MP40-
    based magazine caused immense trouble, having a reputation for jamming at
    awkward moments (the MP40 suffered from this problem as well). Various versions
    were simplified and tried out, culminating in the luxurious Mark V, which had
    wooden furniture, a forward pistol grip and bayonet socket. Produced after the
    demand was satisfied and equipping the British paratroopers at Arnhem, the
    Mark V would have been a good weapon had it not been for its unreliable
    Although unpopular, it did the job, and was an effective weapon in winning the
    war considering its circumstances, and due to its portability it was a
    a favourite amongst the French Resistance.
    Call of Duty notes
    As crude as its real life counterpart, Call of Duty's Sten gun leaves a lot to
    be desired. As a weapon, it is relatively effective, especially in close
    combat. Having a faster rate of fire than the MP40, the Sten is somewhat more
    inaccurate and is harder to aim than its German counterpart.
    The iron sight consists of a V-notch at the front and a ring at the rear, but
    without a pin to determine your fall of shot. Move the V-notch over your target
    and fire short bursts for maximum efficiency. Due to its higher rate of fire,
    the Sten is harder to control and is quite erratic in its recoil pattern.
    The Sten differs from other weapons in that it doesn't have a conventional bash 
    attack. Instead, the melee attack consists of a short, quick jab with the 
    muzzle. Obviously, the melee attack is very weak, and should be avoided at all 
    5.4 - PPSh
    Name:                         	Pistolet Pulemet Shpagin 1941
    Country of origin:            	Russia
    Available for:                	Russian
    Calibre:                      	7.62 x 25mm TT
    Magazine capacity:            	71 rounds
    Firing mechanism:             	Selective-fire, blowback-operated
    Rate of fire:			900 rounds per minute
    Weight:				5.45kg (3.63kg without magazine)
    Historical Background
    After the German advance in 1941, the Russians lost a massive amount of
    materials and weapons. To replace these losses, a new weapon had to be
    designed, cheap and easy to manufacture to practically re-arm the entire Red
    Army. For this purpose, the PPSh-41 was developed. Taking its name from the
    Russian designation for a submachine gun, 'Pistolet Pulemet', and the name of
    the designer, Georgii Shpagin, the PPSh-41 was a simplified version of the
    previous PPD submachine gun, using stamped parts as much as possible. The
    PPSh-41 used a simple blowback operation, and the stamped metal jacket was
    extended over the muzzle to act as a fairly effective compensator, reducing the
    tendency for the barrel to rise when firing on full-automatic. Using the
    distinctive 71-round drum, later models were also issued with a curved 35-round
    box clip, and had the selectable semi-automatic mode removed.
    The PPSh-41 proved its worth, and soon become the standard weapon of the Red
    Army, with whole units being equipped with only the PPSh-41. After the war,
    PPSh-41's were sold to Eastern Bloc nations and remained in use through the
    Vietnam War.
    Call of Duty notes
    One of the fiercest weapons in the game, the PPSh-41 is the most popular weapon
    among new players. With the fastest rate of fire for a selectable weapon and a
    71-round drum to go, the PPSh-41 is a pure spray-and-pray weapon. Despite its
    blazingly fast firing speed, the PPSh-41 does not lose much in terms of
    accuracy, and even when aiming down the sight, the PPSh-41 has a remarkably
    concentrated spray pattern. However, it is important to note that the PPSh-41
    is the weakest of the submachine guns, and requires more hits for a kill.
    The iron sight is simply an extension of the barrel jacket with a small stump.
    Although simple, the muzzle flash from the PPSh-41 quickly makes aiming down
    the sight difficult, and the recoil of the weapon makes aiming almost
    pointless. Like the Thompson, the semi-automatic function is a nifty but not so
    practical feature, and long-distance shots should be short bursts of automatic
    fire instead.
    5.5 - General Submachine Gun Tactics
    As previously mentioned, the submachine gun is an easier weapon to use than
    most other weapons. However, it does take a fair amount of experience to use
    effectively. Each submachine gun has their own strengths and weaknesses as
    highlighted above. In general, the submachine gun is most effective at close
    range, being less effective at longer ranges where rifles and sniper rifles
    The submachine gun iron sights are simple and easy to use. Despite this, there
    is little need to aim when engaged in close combat, and it is usually better
    to sidestep and dodge bullets while firing rather than standing still to aim.
    This range is, of course, the main strength of the submachine gun, and the sole
    reason as to why it is such a deadly weapon in Call of Duty. There is little
    need of strategy here, it all falls on your ability to spray bullets where you
    want them to. Naturally, at medium range it would be a better option to use the
    iron sights to reduce your cone of fire.
    At longer ranges, a more strategic approach is needed. Considering the low
    amount of damage dealt by submachine guns for individual hits, the semi-
    automatic function of the Thompson and PPSh-41 are not worth the trouble of
    using. When engaging at long range, use short, controlled bursts to maintain
    accuracy while pouring out a steady flow of fire. This is usually enough to pin
    down targets and neutralise them, but against more experienced players it tends
    to be ineffective and a waste of time.
    In these situations, it is important to break off contact and either seek a
    better target, or find another approach to the target and engage it on more
    desirable terms. If you are under fire by riflemen from across the map on
    Brecourt, don't bother trying to outsnipe them with a submachine gun, break off
    and head through the trenches, taking out other targets along the way before
    reaching them. Fight battles on your turf rather than theirs, and you can stay
    alive longer while inflicting more damage.
    Due to the sheer firepower of the submachine gun at close ranges, submachine
    guns make effective suppressing weapons, and more importantly, are the best
    weapons for flanking an enemy line of fire. Fighting with a submachine gun not
    only means spraying-an-praying, but doing so from the best position possible.
    -Best at close combat
    -Generally do low damage, but have faster rates of fire
    -Not the most accurate of weapons
    -Fight at close range whenever possible
    Like many other weapons, the support-type weapons have their roots in the First
    World War. Back then, the heavy machine gun was literally heavy, weighing up to
    70kg. There was a need for an automatic weapon light enough for a soldier to
    carry with him as he ran across No Man's Land, away from his own machine guns.
    The concept was to bring his support with him. The answer was already there in
    the form of the Lewis gun, the first light machine gun, used by British troops
    with great effect. Other countries began following this trend, and soon the
    light machine gun became a staple weapon for every squad.
    In Call of Duty, only the American and British have light machine guns. The
    Germans have an assault rifle instead, while the Russians don't even have a
    support-type weapon. For the most part, support weapons are heavier, accurate,
    have a decent rate of fire and are amazingly powerful.
    6.1 - BAR
    Name:                          	M1918A2 Browning Automatic Rifle
    Country of origin:             	USA
    Available for:                 	American
    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.
    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
    Call of Duty notes
    Firing the same round as the Garand and the Springfield, the BAR packs a huge
    punch, and comes with slow- and fast-automatic firing modes. The fast-automatic
    mode allows it to go toe-for-toe against submachine guns, and due to its
    superior power it can come up on top quite easily. On slow-auto, the weapon can
    be used as a semi-automatic rifle. Unlike the real life version, you have no
    problem aiming with it, and its accuracy and power make it an excellent
    alternative to the M1 Garand despite its heavy weight.
    The iron sight is simple, easy to use and effective. Consisting of a simple
    pin at the front of the gun. Simply place the head of the pin over your desired
    target and fire. Muzzle flash is not a particular problem, and recoil isn't
    erratic or uncontrollable. All-in-all, the BAR is a solid weapon that can be
    used by most players.
    6.2 - MP 44
    Name:                          	Sturmgewehr 44
    Country of origin:             	Germany
    Available for:                 	German
    Calibre:                       	7.92 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.
    Call of Duty notes
    The German equivalent to a support weapon (the real-life German support weapon
    being, of course, the MG42), the MP44 is more of an assault weapon than a
    support weapon. Firing somewhat faster than the light machine guns, and slower
    than the submachine guns, the MP44 combines the power, speed and accuracy of
    both weapons. However, for all its all-rounded capabilities, the MP44 does not
    excel in any particular area, being outclassed by rifles at long range and too
    slow in both firing and movement speed for effective close quarters combat. It
    is, however, a good weapon that can be used in many situations.
    The iron sight consists of an iron ring with a small pin. Simply align the top
    of the pin towards the desired target to score a hit. The MP44 should be fired
    in short bursts, or semi-automatic shots for long range sniping. However, the
    MP44 has substantially more recoil than the other weapons, even when prone.
    6.3 - Bren LMG
    Name:                          	Bren Mark III
    Country of origin:             	Great Britain
    Available for:                 	British
    Calibre:                       	.303 British
    Magazine capacity:             	30 rounds
    Firing mechanism:              	Full-automatic, gas-operated
    Rate of fire:			500 rounds per minute
    Weight:				8.68kg
    Historical Background
    Looking for a replacement for the revolutionary Lewis gun in the 1930's, the
    British had several options, including the Madsen, which was discarded due to
    its complex mechanism, and the Vickers-Berthier, which seemed the most obvious
    choice since it was already in service with the Indian Army. However, a Czech
    design was discovered, and after intensive firing tests, was adopted by the
    British Army as the Bren, gaining its name from its original factory in Brno
    and its new factory in Enfield.
    The Bren had a few remarkable features: a quick-release barrel with a carrying
    handle, preventing the barrel from overheating and the changer from burning
    himself, a relatively simple mechanism and very few moving parts. It was an
    immediate success, proving to be accurate, powerful and reliable. For this,
    there were a few problems. The rimmed .303 cartridge had to be inserted a
    certain way to prevent jamming, and 28 rounds were often loaded instead of 30
    to prevent this. The top-mounted magazine also meant the sights had to be
    offset to the left, causing difficulties to left-handed firers. The magazine
    itself was sensitive to damage as well, leading to more jamming issues.
    Other than that, the Bren was a robust weapon, rarely breaking any other parts.
    After the war, the Bren was converted for the 7.62mm NATO round, which
    incidentally cured the rimmed jamming problems, and remained in service as the
    L4A1 until late in the 20th century.
    Call of Duty notes
    The British support weapon, the Bren is an excellent weapon. With a good rate
    of fire, very high damage and the smallest crosshair in the game, the Bren can
    easily make its power and accuracy felt. Being a support weapon, the Bren is
    quite heavy, and has high recoil when fired from a standing position, making
    it less effective at close combat. To counter this, the Bren should be fired
    from a crouching or, preferably, prone position.
    The Bren's iron sights are offset to the left, and consists of a bracket with a
    single pin in the middle, and a ring at the rear. Use the bracket to locate
    your target and use the pin to get a bead on your target. Note that the Bren
    has a fierce recoil, especially when standing. The top-mounted magazine also
    obstructs a fair amount of vision to your right.
    6.4 - General Support Tactics
    Although slightly different in their purposes, the Support weapons can be used
    similarly. Of the three, the BAR and the Bren have the most in common, both
    being primarily used as light machine guns. The MP44 has more flexibility, and
    can still be used as a light machine gun to an extent, but is more suited
    to medium-close range encounters. The BAR can also be used as a rifle, leaving
    the Bren as the only dedicated support weapon.
    In the support role, the gunner should remain at medium-long distances from a
    relatively well-covered, or at least concealed position. Although firing bursts
    maintains a degree of accuracy, the support gunner is reponsible for sustained
    suppression, so firing longer bursts is recommended. The idea is to prevent
    enemies from leaving their cover to get a better shot, and neutralising any who
    do. All support weapons are suited to this role, although the BAR's 20-
    round magazine leaves something to be desired. For maximum efficiency, fire in
    bursts of six.
    As a support gunner, you won't be winning any shooting competitions. However,
    you do have a higher kill potential than riflemen, who need more focus to
    attack specific targets. A support gunner should also not be at the front of an
    assault squad, since they do tend to get ripped up by submachine gunners and
    are not the best for close combat themselves.
    Despite the relatively higher recoils, the support weapons are amazingly
    accurate with strict fire discipline and are a constant threat for reckless
    -Best at long-medium ranges
    -Plenty of ammunition to waste
    -Accurate and powerful
    -Decent at close combat
    -Used to support other team members
    Dating back to the First World War and beyond, the sniper has played a rather
    misunderstood role in war. The sniper first made a great impression in WWI by
    picking off hapless soldiers across trenches, and despite a lull in advancing
    sniper tactics, the sniper made a return in WWII with devastating effect and
    has survived as one of the most dangerous individual soldiers available. With
    the ability to identify and neutralise the right targets, snipers serve as a
    demoralising weapon, driving fear into the heart of the enemy before melting
    away into the shadows. Sniper warfare isn't for everyone, the immense physical
    and psychological pressure is not appealing, the general misconception that
    snipers are "assassins" have turned the skill into a "black art". Regardless,
    the sniper is both a threat and a shield in today's armies.
    In Call of Duty, there are three sniper rifles available. Most of them are
    scoped versions of their respective armies' regular rifles, dealing the same
    damage but with precision shots with the aid of a scope. Although difficult to
    use effectively, they are incredibly easy to use for even beginners.
    7.1 - Springfield
    Name:                     	M1903A4 Springfield
    Country of origin:              USA
    Available for:                  American, British
    Calibre:                        .30-06 (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.
    Call of Duty notes
    The sniper rifle for the British and American forces, the Springfield is a
    solid, easy-to-use weapon. Although the most accurate weapon in the game, it is
    incredibly heavy and being a bolt-action rifle, it also has the slowest rate
    of fire. Naturally, the Springfield should be used at long ranges. It can hold
    its own in close range provided the snap shot is on target, but it is simply
    ripped to shreds if it misses. The Springfield can only reload rounds one at a
    time due to the positioning of the scope.
    Instead of iron sights, the Springfield has a telescopic sight with a
    crosshair. The bullet will land where the crosshairs meet. However, the
    crosshairs are quite erratic when standing, so it should be fired from a
    crouching or prone position. Not only will it reduce the movement of the
    crosshair, it will also make you a smaller target.
    7.2 - Scoped Kar98k
    Name:           		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
    Due to the reliability, power and accuracy of the Kar98k, it was the weapon of
    choice for German snipers and was issued with a telescopic sight. It continued
    to be the standard sniper weapon even after semi-automatic weapons were
    introduced, such as the Gewehr 43, due to the snipers' need for the best
    precision possible, which is not possible with semi-automatic weapons.
    For the rest of the Kar98k history, refer to section 4.3 - Kar98k.
    Call of Duty notes
    Simply a scoped version of the Kar98k, the Scoped Kar98k has the same power and
    accuracy, but has the added benefit of a scope. However, it is also heavier,
    and its slow rate of fire makes it unsuitable for close combat. Also note that
    you cannot pick up regular Kar98k ammunition. Like the Springfield, the Scoped
    Kar98k can only reload one round at a time due to the position of the scope.
    The Scoped Kar98k uses a T-crosshair, with the bullet landing at the tip of the
    middle line. Like the other sniper rifles, it is best fired from a crouching
    or prone position.
    7.3 - Scoped Mosin-Nagant
    Name:                           Mosin-Nagant M1891/38
    Country of origin:              Russia
    Available for:                  Russian
    Calibre:                        7.62 x 54mm
    Magazine capacity:              5 rounds
    Firing mechanism:               Bolt-action
    Weight:				3.8kg
    Historical Background
    Like the Kar98k, the Mosin-Nagant was a superb rifle in terms of power,
    reliability and accuracy. As a result, it was the snipers' weapon of choice and
    was issued with a scope and was kept in use well after the war, even after the
    introduction of the semi-automatic SVT-40.
    For the rest of the Mosin-Nagant history, refer to section 4.5 - Mosin-Nagant.
    Call of Duty notes
    Like the Scoped Kar98k, the Scoped Mosin-Nagant is simply the same weapon as
    the regular Mosin-Nagant with the benefits and disadvantages of having a scope.
    Unlike the other two sniper rifles, the Scoped Mosin-Nagant's scope position
    allows it to be reloaded with a 5-round charger, giving it a slight edge over
    other sniper rifles. However, it is still not compatible with regular Mosin-
    Nagant ammunition.
    The Scoped Mosin-Nagant also uses the T-crosshair, with the bullet landing at
    the tip of the middle line.
    7.4 - General Sniper Tactics
    Sniper warfare is substantially different to other styles of play, with the
    riflemen's style bearing any resemblence. First things first, it is imperative
    that you understand the capabilities and weaknesses of the sniper rifle. The
    sniper rifle was designed to fire shots accurately at extreme distances. This
    is the sole reason to using the sniper rifle above the rifle. While the rifle
    often does the same amount of damage with less penalty, the scoped weapons
    allow firers to accurately get a bead on their target without the limitations
    of an iron sight. The scope is a very useful tool.
    On the same note, it is important to consider your firing position. In real
    life, a sniper would very rarely take a shot while standing up, and in Call of
    Duty it is the same. Always go prone when possible, or crouch when it isn't.
    The only time when a standing shot should be used is when you are ambushed and
    caught off-guard. As a sniper, you should never let yourself get into that
    position. Changing your firing position means that your crosshair will be more
    stable, and you also make yourself a smaller target.
    There are two types of people who used scoped weapons:
    Although they might seem like the same thing, they are not. A sharpshooter is
    someone who stays with their unit, taking out priority targets at opportunity
    with the standard weapon. A sniper is someone who fights alone, or with an
    accompanying sniper/spotter, scouting potential targets and taking them out if
    necessary with a specialised weapon. When applied to real life, we can use the
    police 'sniper' as an example of misunderstanding. The police 'sniper' is not
    a true sniper. Although his shooting ability might be just as good, he is not
    under the pressure of war and has the backing of every available resource. He
    is not fighting his own psychological war, he is a sharpshooter. A sniper, on
    the other hand, fights his psychological war on a personal level, a strain that
    not many can handle.
    As in life, the tactics of a sharpshooter and a sniper are very different. A
    sharpshooter acts as a "forward sniper", rushing or staying behind the assault
    squad and providing precision fire to directly aid the team. Although risky and
    more rewarding, the sharpshooter is a liability when caught out and is just as
    vulnerable as the other squad members. It is important that the sharpshooter
    gets out of harm's way before engaging in picking off ripe targets.
    A sniper, on the other hand, fights practically by himself. Although best
    paired with another sniper, or even better, an assault, the sniper is a lone
    wolf who fights his own personal war. The tactics used reflect this. The
    sniper is not a direct team player, he aids the team indirectly. The role of
    the sniper is to be a stationary threat, picking off the right targets to aid
    the team and demoralise the enemy. Although it is usually the case, do not
    shoot at every target you see, only shoot at what you know you can hit, and
    what you know can hit you. Those are priorities. A single sniper can easily pin
    down a base of fire or an entire approach, forcing the enemy to find another
    route or assault your position with heavy losses.
    There is also the need to relocate. Eventually, someone will realise where you
    are, especially with the aid of the Kill-Cam. It won't be long until someone
    sneaks up from behind and knocks you out with a rifle butt. In real life, the
    sniper never fires more than two shots from the same position. In Call of Duty,
    there is a reasonably higher amount of flexibility. However, it is important to
    remember that the longer you stay in one spot, the more likely it is that you
    will be flanked and attacked from behind, no matter how effective you are at
    pinning the enemy. Survival instinct is an important part in sniper warfare.
    Another important aspect is where you snipe from. A sniper never picks the most
    obvious locations, regardless of how good a view they give. Instead, they pick
    less popular locations that few people would look at: a simple bush, a bunch of
    trees, behind dead bodies in an open field, even in a dark corner in a room
    with a window looking out. Although at times it is a good idea to sit by a
    window and continually take out target after target, the more obvious you are,
    the easier you are to kill.
    Already, the sniper section is immense, and it beyond the scope of this general
    guide to explain in detail. Although it is a disrespected style of play due to
    its n00b-friendliness, it is nonetheless effective when used properly and it is
    essential to have one or two snipers for a large team.
    -Long-range only
    -Moderately effective at short range for self-defense
    -Fire from a crouching or prone position
    -Go for headshots whenever possible
    -Slow rate of fire, make each shot count
    -Don't use the same position all the time
    ****Call of Duty version 1.2 notice****
    Call of Duty version 1.2 includes a few changes to sniper rifles in particular.
    The scope zooms out between each shot, which isn't so annoying. However, you no
    longer aim at where you were looking from the hip. Although easy to adjust to,
    it is annoying nonetheless, especially since you snap from hip to shoulder
    between each shot. Although it does reduce the effectiveness of sharpshooters,
    it should not be a huge problem for snipers.
    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.
    Call of Duty features four types of grenades: one for each side represented in
    the game. Each grenade is similar in characteristics, but each grenade will
    have its background explained below.
    8.1 - M2 Frag Grenade
    Name:				Mark II Fragmentation Grenade
    Country of origin:		USA
    Available for:			American
    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.
    Call of Duty notes
    As the grenade used by the Americans, the M2 Frag Grenade doesn't have any
    special or outstanding features. It is much easier to control than the erratic
    Russian and German grenades, and is most effective when used against targets in
    enclosed spaces.
    8.2 - Stielhandgranate
    Name:				Stielhandgranate 24
    Country of origin:		Germany
    Available for:			German
    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.
    Call of Duty notes
    Not much difference between the German grenades and the other grenades. While
    supposedly being able to be thrown further, its effectiveness is the same as
    the others.
    8.3 - MK1 Frag Grenade
    Name:				No. 36M Mark I Fragmentation Grenade
    Country of origin:		Great Britain
    Available for:			British
    Historical Background
    Designed by the famous William Mills, the No. 36 grenade was based off the
    previous No. 5 grenade, which featured an attached rod to be used as a rifle
    grenade. The No. 36 grenade removed the rod and used a detachable base plate
    for use as a rifle grenade.
    Instead of a serrated surface, the Mills Bomb (the name retained from the No. 5
    grenade) featured deep grooves along its surface, allowing for large fragments
    to be dispersed on detonation. Originally the Mills Bomb had a 7 second fuse,
    but this was reduced to 4 seconds after experienced proved that 7 seconds was
    too long for a hand-thrown grenade, but was retained for use as a rifle
    Like many other fragmentation grenades of its time, the No. 36 had a rather
    erratic fragmentation pattern. However, its blast radius was so large and
    powerful that the thrower had to immediately find cover to prevent self-injury.
    In fact, the grenade could be considered "overkill" in enclosed spaces.
    The No. 36 grenade was modified to be waterproof later in the war, and was re-
    designated the No. 36M.
    Call of Duty notes
    The MK1 Frag Grenade is used in the same manner as the other grenades, and
    bears no distinct differences.
    8.4 - RGD-33
    Name:				Ruchnaya Granata Degtyareva 1933
    Country of origin:		Russia
    Available for:			Russian
    Historical Background
    An odd weapon in design, the RGD-33 was designed to replace the M1914/30
    grenade used in WWI. The grenade itself was quite complicated. The RGD-33
    consisted of three main parts:
    -The grenade body, which contained the explosive elements and internal
    fragments, and sealed in an iron "pot".
    -The handle, which is used to arm the grenade.
    -The "sleeve", which is placed over the body and provides the majority of the
    The fuse must first be inserted into the top of the grenade. The grenade was
    armed by pulling the handle, twisting it, then pushing it back up. This started
    the 4 second fuse, giving the thrower time to throw the grenade at the desired
    Because of its complexity, the RGD-33 could not be manufactured in large
    numbers, although it did remain in use until the Vietnam War.
    Call of Duty notes
    Similar to the German stick grenade, the RGD-33 holds no apparent advantages
    over its other counterparts.
    As a side note, the animation of inserting the fuse into the grenade is shown
    in single player, but not in multiplayer.
    8.5 - General Grenade Tactics
    Each player starts off with a few grenades in both Single and Multiplayer. As
    mentioned above, all grenades are similar in operation and properties, so
    swapping grenades isn't a particularly rewarding effort.
    Unlike firearms, grenades are not directly fired, meaning that they must be
    thrown in a trajectory. Although difficult to pick up at first, experience can
    show the optimum angles for certain distances. To obtain the furthest possible
    distance, throw the grenade at a 45 degree angle from the ground, and jump if
    necessary. Shorter distances can be achieved with lower/higher angle throws,
    and with a certain tactful approach, can be lobbed into windows or chokepoints
    for devastating damage.
    Grenades have a wide blast radius, and a single grenade can easily kill or
    otherwise severely damage a target caught in it. Note that if Friendly Fire is
    on, your grenades will not hurt your teammates, but it will hurt you if you
    remain in its blast.
    Note that in Call of Duty, grenades cannot be cooked. You can hold a grenade as
    long as you want, but it won't blow up until you let it go.
    -Medium ranges
    -Best used against chokepoints, enclosed spaces
    -You don't want to be around one when you hear it land
    Although the above weapons are the only ones that can be chosen through the
    menu, there are several other weapons that can be obtained and used throughout
    single and multiplayer. This include stationary and picked-up weapons that are
    either spawned in multiplayer or simply encountered in various levels.
    9.1 - MG42
    Name:                           Maschinengewehr 1942
    Country of origin:              Germany
    Available for:                  All, also mounted on German vehicles
    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 the first General Purpose Machine Gun, being used as a light
    machine gun as well as a heavy machine gun mounted on a tripod. Interestingly,
    many infantry tactics were centered around the MG42. This was fair, since the
    MG42 provided more firepower than an entire squad. The MG squad was handpicked
    and consisted of seasoned veterans. The most decorated soldier carried and
    fired the MG42, while the second best soldier fed the MG42 and replaced the
    barrel. The two least experienced soldiers, usually new conscripts, did nothing
    but carry ammunition. The rest of the crew covered all possible approaches to
    the MG42. The MG42 itself was exempt from a 'stand fast' order, relocating to
    a better, pre-planned position to resume firing. This order of battle was
    extremely effective. The squad may be crippled, but as long as the MG42 was
    still operational, the remainder could put up more firepower than any Allied
    Although the original MG42 has been phased out, many of its features are used
    in modern machine guns like the M60. As a testament to its revolutionary
    design though, the MG42 is still in use by the German Army as the MG3,
    rechambered for the 7.62mm NATO round.
    Call of Duty notes
    One of the admirable aspects of Call of Duty is its portrayal of the MG42. The
    sheer sound of the MG42 does a good job of representing its terrifying threat.
    With the fastest rate of fire of any weapon in the game, the MG42 is only
    found as a stationary weapon in single player and multiplayer. The MG42 fires
    tracer rounds to track your fall of shot, and does high damage compared to its
    rate of fire. There are drawbacks of course. The weight of the MG42 makes the
    weapon painfully slow to aim with (in fact, players with high ping take
    extremely long to aim or even fire), and the vibration of the MG42 makes
    accurate shots difficult. It is best fired in bursts at targets of opportunity,
    or simply as a suppressive weapon to support your team. Also note that being a
    stationary target is bad for your health, as you will not be able to see
    behind you. Once targets get out of your kill zone, you're in trouble.
    The crosshairs are slightly different. The MG42 uses a static, black cross-
    shaped crosshair. The bullets will hit around the center of the crosshair.
    However, the recoil of the weapon makes it vibrate, shaking off accuracy.
    Firing on full-automatic for sustained periods of time will make you lose
    control of the weapon, making it harder to maintain your aim. Keep it short and
    cool, and you can prove to be a formidable strongpoint alone.
    9.2 - Panzerfaust 60
    Name:                           Panzerfaust 60
    Country of origin:              Germany
    Available for:                  All
    Calibre:                        5.75in hollow charge
    Magazine capacity:              Single-use
    Firing mechanism:               Single-shot, recoilless
    Historical Background
    The Panzerfaust has its roots in the "Faustpatrone", a weapon designed by Dr.
    Langweiler to answer the need for better anti-tank capability for individual
    soldiers, a need prioritised after the Russians threw their T-34 tanks at the
    Germans. The Faustpatrone consisted of a fin-stablised bomb attached to a 14in
    tube, and was fired at an arm's length. This proved to be impractical, as it
    could not be aimed. To rectify this, the tube was extended to fit under the arm
    and basic iron sights were developed. The first two models of this weapon were
    the Panzerfaust 30 and the Panzerfaust Klein, the latter firing a smaller bomb.
    The Panzerfaust could penetrate up to 200mm of armor, more than enough to take
    out any tank in existence. From here, the only development was range. The
    number at the end of the model represented the effective range of the weapon:
    the Panzerfaust 30 was effective to 30 metres. At the start of 1944, the
    Panzerfaust 60 was perfected and gradually replaced the two previous models,
    and by the end of the year the Panzerfaust 100 was developed.
    The Panzerfaust was a single-use weapon. After firing the bomb, the firer
    discarded the tube and grabbed another one. After a while, materials grew
    short, resulting in a re-usable model: the Panzerfaust 150. However, the war
    ended before it was able to be manufactured. Throughout this time, the only
    other alternative was the Panzerschreck, a reloadable rocket based off the
    American Bazooka, and was in fact improved.
    Although simple to make, the Panzerfaust, "Armored Fist", was an effective
    weapon that was well-thought out and developed. Although technically not a
    rocket (the Panzerfaust was a recoilless gun), it was more than capable of
    knocking out any Allied tank in existence, and the massive numbers produced
    meant that Allied tanks faced potential threats around every corner.
    Call of Duty notes
    The heavy AT weapon of Call of Duty, it is not selectable in multiplayer. Its
    primary use lies in single player, where it is located in several areas and
    used to take out tanks and other vehicles. In multiplayer, it is spawned in
    certain locations on each map in limited numbers, and although not very
    effective against infantry, it packs a huge punch and has a reasonable splash
    radius. However, it is the heaviest weapon in the game, but despite its
    inaccurate crosshair and iron sight, it travels like a laser and is remarkably
    easy to use.
    The iron sight consists of a simple square peep-hole. There isn't anything
    special to it, simply place the target in its sight and fire. Although limited
    in range, it is accurate enough to hit what you point at.
    9.3 - FG42
    Name:                           Fallschirmjäger Gewehr 1942-2
    Country of origin:              Germany
    Available for:                  All
    Calibre:                        7.92mm x 57mm
    Magazine capacity:              20 rounds
    Firing mechanism:               Semi/Full-automatic, gas-operated
    Rate of fire:			600 rounds per minute
    Weight:				5.05kg
    Historical Background
    The Fallschirmjager Gewehr, "Paratroop Hunter Rifle", was arguably one of the
    most versatile weapon designs of the war. During 1940-1941, the German Army
    began developing the MP44, firing a short cartridge. The paratroopers rejected
    this design, demanding a weapon that fired the full-sized cartridge. Since the
    paratroopers were supplied through the Luftwaffe instead of the Army, they
    developed their own weapon instead.
    It was an amazing design. The gas-operated weapon was capable of both semi-
    and full-automatic fire. It used the 'straight-line' principle, in which the
    butt is an extension of the barrel, reducing the tendency for the barrel to
    rise. It was fed by a 20-round magazine on the left side, and was issued with
    a bipod for use as a light machine gun, and a telescopic sight for sniping or
    sharpshooting. In single-shot mode, the bolt remained closed to retain a fair
    amount of accuracy, but remained open in full-automatic to allow air to cool
    it. Despite all of these innovative features, the FG42 was still a remarkably
    light weapon in terms of weight.
    However, it was also a remarkably difficult weapon to manufacture, requiring
    precise machining and quality materials. Combined with the Army's opposition to
    the weapon, it remained a rare weapon, with only 7,000 being made. The FG42 was
    first used in the rescue of Mussolini, and in several other battles. After the
    paratroopers lost their tactical value, the FG42 was issued to other units.
    There were two main models of the FG42. The first model, occasionally referred
    to as the FG42-1, had the bipod closer to the foregrip and the pistol grip was
    inclined at a very sharp angle, intended to allow firing while descending from
    parachute. This later proved to be an unnecessary and uncomfortable setup, so
    the second model, the FG42-2, used a conventional pistol grip and move the
    bipod closer to the muzzle.
    Despite its innovative features, the FG42 was an unreliable weapon, being too
    difficult to manufacture, and too light to fire the full-sized 7.92mm round on
    full-automatic with anything resembling accuracy.
    Call of Duty notes
    Easily the most versatile weapon in Call of Duty, the FG42 cannot be selected
    by any side. Instead, it is spawned in certain locations in each map, if
    enabled. Because of this, the FG42 is a rare weapon, and even if one is
    obtained, there is no other ammunition supply. Despite this, it is still an
    amazingly useful weapon. The FG42 is fairly accurate on full-automatic, and its
    semi-automatic function combined with its scope makes it an excellent sniping
    There are drawbacks, of course. Firstly, chances of finding one are next to
    none, and joining in the middle of a game means there won't be one around. The
    FG42 does substantially less damage than a conventional rifle, making headshots
    a necessity in effectively neutralising targets. The FG42 does not have
    regular iron sights, making it difficult to aim the weapon at close/medium
    ranges. The crosshairs are fairly useful at this range, but submachine guns
    are far better and it simply does not stand up against other automatic
    Although a very versatile weapon, the FG42 does not excel in any particular
    It is worth noting here that the FG42 is frequently banned in clan matches due
    to its unbalanced characteristics in contrast to the other weapons.
    9.4 - AT Rifle
    Name:                           Siminov PTRS
    Country of origin:              Russia
    Available for:                  Single-player only (Pavlov's House)
    Calibre:                        14.5 x 115mm
    Magazine size:                  1 round
    Firing mechanism:               Single-shot, recoil-operated
    Historical Background
    Prior to 1940, Anti-Tank rifles were the trend in every army. With its roots in
    the WWI Boys AT rifle, the AT rifle proved to be effective against vehicles.
    The Russians realised that they were the only nation without an AT rifle, and
    quickly developed one of their own. Charging the famed designer Degtyarev with
    designing an AT weapon using the 14.5mm round, the result was the PTRD-1941.
    Using a long barrel due to its ammunition, the PTRD-1941 cut down on weight by
    removing all the frills of a conventional weapon. It was practically a steel
    skeleton, retaining only a pistol grip, a cheek-pad and a shoulder-butt pad.
    When fired, the barrel group would slide back along the weapon until it was
    stopped by a steel plate, where it was held before returning to its position,
    automatically ejecting the spent cartridge. The firer then inserted another
    round and fired again. A well-trained crew could fire over 10 rounds per
    Another designer, Siminov, built the PTRS alongside the PTRD. Similar in
    operation, the PRTS allowed a 5-round magazine to be clipped onto the rifle,
    improving the amount of firepower. However, the PTRS was less robust and
    heavier than the PTRD.
    Despite its huge hitting power, it was obsolete before it was even introduced.
    Although effective against lightly-armored vehicles, it simply did not have
    the hitting power to punch through German armor, such as the Panzer III and IV.
    To compensate for this, Russians often deployed their AT rifles in higher
    positions, such as tall buildings, to fire on the thinner armor of the turret
    roof instead of the thick front and side plates.
    Call of Duty notes
    Available only as a stationary weapon in the Russian mission "Pavlov's House",
    the PTRS AT rifle is located on the third and second floors. It is the only
    Russian weapon capable of knocking out the advancing tanks. In Call of Duty,
    the PTRS has unlimited ammunition, and can be fired on full-automatic by
    holding down the fire button. A reasonably accurate weapon, the PTRS can be
    used against infantry as well as tanks.
    The PTRS uses the same crosshair as the MG42. It does not suffer from heavy
    vibrations, but has a slow rate of fire. Simply align the middle of the
    crosshair with the target and fire.
    It is also worth noting that, realistically speaking, the PTRS would have no
    effect on the frontal armor of the German tanks, or any side for that matter.
    9.5 - Flak 88
    Name:                           8.8cm Flak 36
    Country of origin:		Germany
    Available for:			Single Player only
    Calibre:			8.8cm (88mm)
    Historical Background
    One of the most feared weapons in the German arsenal, the Flak 88 was the bane
    of the armored vehicle. Capable of knocking out practically any tank in
    existence during WWII, the Flak 88 was a formidable multi-purpose weapon used
    both as standalone artillery and as primary armament for tanks.
    The name "Flak" is derived from "Fliegerabwehrkanone", meaning "anti-aircraft
    gun". Originally designed for a calibre of 75mm, the Flak was intended to
    combat the problems faced by anti-aircraft artillery, namely the lack of
    altitude and difficulty in hitting fast-moving targets. This was achieved by
    increasing the muzzle velocity of the cannons to extend their range, and to
    improve their rate of fire.
    After overcoming the military speedbump of the Versailles Treaty, the Germans
    quickly accelerated development of their new weapon. The first prototypes for
    the new 88mm calibre were produced, and after testing and approval were
    designed the Flak 18, also known as the Flak 88/L56, derived from the barrel
    length of 56 calibres. The Flak 18 featured a "semi-automatic" loading system,
    allowing spent cases to be ejected and new shells loaded with a single handle,
    increasing the rate of fire to 20 rounds a minute. The Flak 18 was used in the
    Spanish Civil War and proved to be best anti-aircraft weapon.
    The Flak 36 model improved on the Flak 18 by using a three-piece barrel that
    could be easily replaced from exposure and wear, and featured a heavy crucifix-
    shaped base that could easily be deployed from its carriage, allowing the Flak
    to commence firing after a very quick interval; essential to the German
    blitzkrieg strategy.
    During the North Africa campaign, Field Marshal Erwin Rommel realised that he
    was short of anti-tank guns, which in any case proved to be ineffective against
    Allied armor. To supplement his batteries, Rommel borrowed Flak 88's from other
    batteries and used them to repel the British advance. The 88mm shells
    devastated their tanks, and from then onwards the Flak 88 was used as a dual-
    purpose gun, with time-delayed fuses for anti-air and high-explosive shells for
    anti-tank and anti-infantry.
    Despite the terrifying effectiveness of the Flak 88, it was a relatively
    uncommon gun. It's heavy base made transportation and mobility difficult, and
    most of the time its firepower was decisive only in ambush scenarios rather
    than pitched battles.
    Call of Duty notes
    Available only in Single Player, the Flak 88 is available in Pegasus Night,
    Pegasus Day and Hurtgen. Other than Panzerfausts, the Flak 88 is practically
    the only option when it comes to knock out tanks. In addition, the artillery
    piece itself can offer protection from small-arms fire to your right side when
    you are manning it. A single shot is usually enough to take out any advancing
    tank. Fortunately, the anti-tank guns you come across in the Russian T-34
    aren't so lethal.
    The aiming reticle is black T-shaped reticle. Align the crosshair with your
    intended target and fire. In COD, Flak 88 shells follow a flat trajectory, so
    there is no need to compensate for further distances. Simply point and click
    and the target using the T-crosshair.
    9.6 - Flak Gun
    Name:				2cm Flak 38 "Flakvierling"
    Country of origin:		Germany
    Available for:			Single-Player only (Airfield)
    Calibre:			20mm
    Magazine capacity:		4 x 20 rounds
    Historical Background
    With four barrels, a practical firing rate of over 800 rounds per minute and
    featuring a compact frame design including flip-up seats and raisable stands,
    the Flakvierling was the best anti-aircraft gun the Germans had.
    The Flakvierling was a capable of firing in semi-automatic and full-automatic,
    and its barrels could quickly be replaced to prevent overheating and wear and
    tear. It could fire both armor-piercing/high explosive shells, as well as
    conventional HE shells.
    The Flakvierling could elevate from -10 degrees to +100 degrees, was capable of
    traversing 360 degrees and had separate sights for air and ground targest.
    Call of Duty notes
    Available only in the Airfield mission, the Flak gun is your only defense
    against the incoming Stukas. The Flak gun uses the same black T-shape reticle
    as the Flak 88, allowing simple point-and-click operation. However, note that
    the reticle doesn't represent range, so you may need to aim lower or higher
    at an incoming plane for a hit.
    9.7 - T34
    Name:				T-34 Medium Tank
    Country of origin:		Russia
    Available for:			Russian (Single-player only)
    Main armament:			76.2mm cannon (85mm in T-34/85 models)
    Secondary armament:		7.62mm DTM bow MG
    				7.62mm DTM coaxial MG
    Crew:				5
    Historical Background
    Developed in 1936 to replace the unsuccessful BT series of vehicles, the T-34
    contained innovative features such as sloped armor and water-cooled diesel
    engines, improving armor protection, speed and operating distance. The design
    itself was simplistic, allowing mass production. Earlier models were armed with
    the 76mm cannon. However, experience against the German Panther and Tiger tanks
    proved the cannon to be insufficient, and so the upgraded T-34/85 tanks were
    armed with an 85mm cannon.
    An interesting flaw the original T-34 was a turret overhang. Germans found that
    the overhang acted as a shot trap, and a well-placed Teller mine could disable
    the turret completely. This flaw was subsequently fixed in the T-34/85 models.
    Another interesting note is that because of the large numbers of T-34 tanks and
    shortages in trained crew members in the early stages of the war, tanks that
    were freshly rolled off the manufacturing line were sometimes manned by the men
    and women who just built them.
    While not as technologically advanced as the German tanks, the T-34's sheer
    numbers made up for the technological gap, and many German commanders praised
    the T-34 as one of the finest tanks ever made. After the war, the T-34 found
    its way to many Eastern Bloc countries.
    Call of Duty notes
    Available only in the Russian campaign, the player drives the T-34 and controls
    the main gun. The turret can be traversed using the mouse, and the tank can be
    steered and driven using the WSAD configuration. Tanks can also be steered by
    facing a direction and holding Spacebar.
    While armored, the T-34 is vulnerable against enemy tanks and Panzerfaust
    soldiers. The hull machine gun automatically fires at infantry in sight,
    although firing a round from your cannon certainly helps. Tanks can take more
    damage from your gun, but will be neutralised after 1-3 shots.
    The targeting reticle is the same as the Flak 88, using the black T-shape
    crosshair. Like the Flak 88, shells follow a flat trajectory, so you can
    effectively snipe a long range target with your crosshair.
    Copyright (c) 2004 - 2005 David "Scott Lee" Nguyen

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