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    Weapons FAQ by DeathDealer259

    Version: 1.1 | Updated: 02/02/07 | Search Guide | Bookmark Guide

    Call of Duty 3
    Weapons Guide
    By DeathDealer259 (mp.conrad@comcast.net)
    Copyright 2006 Chris Conrad
    Version History
     Version 1.0 – Guide completed
     Version 1.1 – Many spelling/grammar errors corrected
    		   - Fixed info on Scoped FG-42 (info provided by kikbigdog2)
                 - Added tank info (Sherman, Panzer, and Firefly)
    	        - Added Vickers K machinegun
    Table of Contents
    1.0	– Introduction
    1.1	– Changes from CoD2
    1.2	– ADS
    1.3	– Strength Indicators
    2.0	– Pistols
    2.1	– Colt .45
    2.2	– P38
    2.3	– Pistol Efficiency
    3.0	– Rifles
    3.1	– M1 Garand
    3.2	– Lee-Enfield
    3.3	– Kar98k
    3.4	– G43
    3.5	– Scoped Springfield
    3.6	– Scoped Lee-Enfield
    3.7	– Scoped Kar98k
    3.8	– Rifleman and Sniper Efficiency
    4.0	– Submachine Guns
    4.1	– Thompson
    4.2	– Sten Gun
    4.3	– MP40
    4.4	– Submachine Gunner Efficiency
    5.0	– Support Weapons
    5.1	– BAR
    5.2	– Bren LMG
    5.3	– Stg44
    5.4	– FG42
    5.5	– Scoped FG42
    5.6	– Support Gunner Efficiency
    6.0	– Machineguns
    6.1	– Browning .30cal
    6.2	– Browning .50cal
    6.3	– Vickers K
    6.4	– MG34
    6.5	– MG42
    6.6	– Machine Gunner Efficiency
    7.0	– Anti-Armor Weapons
    7.1	– M9A1 Bazooka
    7.2	– Panzerschreck
    7.3	– Anti-Armor Efficiency
    8.0	– Explosives
    8.1	– Frag Grenade
    8.2	– Stielhandgranate
    8.3	– Smoke Grenade
    8.4	– AP Mine
    8.5	– Sticky Bomb
    8.6	– Rifle Grenade
    9.0	– Miscellaneous
    9.1	– Trench Gun
    9.2	– Granatwerfer
    9.3	– Pak 43
    9.4	– Sherman
    9.5	– Panzer
    9.6	– Firefly
    Many Call of Duty fans were skeptical when they received news that Call of
    Duty 3 was being developed by Treyarch, the producers behind COD2: Big Red
    One, a game which left much to be desired in gameplay and campaign mode, as
    well as multiplayer combat. But gamers were left stunned and surprised when
    CoD3 first shipped, offering a slew of spectacular new features, graphics,
    gameplay, and physics that did everything but blow CoD2 out of the water. The
    game focuses primarily on the Normandy Breakout Campaign, from the Battle of
    St. Lo to the Liberation of Paris, allowing the player to play as American,
    British, Canadian, and Polish characters. As far as weapons are concerned,
    they look and feel better than ever, yet also perform quite differently than
    their Call of Duty 2 counterparts. The inclusion of vehicles into CoD3 gives
    the player an even wider arsenal of firepower to use against opponents in
    both single and multi-player game modes.
    With a drastic increase from the 8 person multiplayer to an astounding 24
    player war, it would be logical to assume that the firepower made available
    to the player would have increased as well. But to the surprise of many, the
    multiplayer arsenal has suffered a great reduction. Gone are the G43 (still
    remains in campaign), M1 Carbine, and Grease Gun, as well as the entire
    British and Russian weapon sets, leaving the player with only a basic
    selection of US and German firearms.
    The reason for this is Treyarch's emphasis on Class or "Kit Selection,"
    basically meaning that with every weapon comes a special ability available
    only to that particular class. For instance, a Rifleman has the ability to
    attach a Rifle grenade to the end of his barrel, while a Sniper has the
    ability to call in Artillery strikes.
    For this guide, each individual weapon will be explored, analyzed, and noted
    for historical references, while weapons included in multiplayer will be
    matched with their appropriate Kit.
    1.1 – Changes from Call of Duty 2
    Compared to COD2, combat seems to have changed from small, restricted
    skirmishes to full-fledged battles, with dozens of character models and
    vehicles on screen at a time. The most noticeable change in terms of weapon
    handling is the "focus vision" while aiming down the sights (see 1.2). The
    weapons also feel slightly harder to use with pin-point accuracy, and should
    often be used to suppress the enemy, rather than take down with one well
    placed shot.
    -All weapons are remodeled and simply appear shinier and smoother
    -Some sounds have changed, while others have been salvaged from COD2: BRO
    -In multiplayer, only your secondary weapon can be exchanged for a new one
    -Sniper Rifles must now exit scoped mode to cycle the bolt
    -Climb on top of tanks and disable with a grenade (multiplayer)
    -Grenade buttons are different for single and multi-player (see 8.0)
    -Grenades can be cooked
    -Enemy grenades can now be picked up and thrown back (campaign only)
    -MP44 name changed to Stg44
    -FG42 and Scoped FG42 added to single player
    -Anti Personnel Mines and sticky grenades added to multiplayer
    -Scoped G43 removed, G43 removed from multiplayer
    -M1 Carbine and Grease Gun removed
    -Sprint takes the place of binoculars in multiplayer
    -Melee attack strengths are different for each weapon
    .30 cal and MG34 added as deployable MGs
    In CoD2, a bullet was a bullet, no matter which weapon it was being launched
    from or from what distance it was being fired from. Now, however, a player
    can tell the difference between a 9mm Lugar and a 30-06. These changes in
    ballistics seem somewhat unrealistic, but contribute gameplay-wise by
    highlighting each weapon's strengths and weaknesses.
    This basically means that one weapon cannot be used as an all-purpose death-
    machine, but transforms it into a firearm exclusive to its given class,
    making teamwork all the more important.
     1.2 – Aiming Down the Sights
    The aiming in CoD3 is unlike any other. With a pull of the left trigger, your
    character will bring his weapon up to his shoulder and pear down the iron
    sights. But this time, the only thing you will be able to see clearly is your
    target. The rest is blurred out.
    The only problem is that your target can be anything, whether it's a lonely
    street lamp or a German MG42 gunner BEHIND the street lamp, whose bullets are
    blowing out chunks of pavement in front of you. This is sometimes a problem,
    as you may find yourself in many similar occasions where your opponent is
    blocked by an obstructive object in your field of vision.
    Additionally, switching from one target to the next is a bit more tricky, not
    only because of the previously mentioned aspect, but also because your weapon
    does not seem to stop immediately after you let go of the stick, seeming to
    obey Newton's law of motion. While all of these features seem to contribute
    to the realism of CoD3, they certainly don't make anything easier, and
    emphasize more on individual player skill.
    The iron sights themselves have undergone change, as well. Some sights, like
    the Lee-Enfield and Kar98k, have shrunk, while others, like the Thompson and
    Stg44, have increased in size. It seems that the unpleasant miniature sights
    of CoD1 and the drastically magnified sights of CoD2 have reached equilibrium
    for CoD3, providing a suitable experience for everyone.
    The hit indicators from CoD2 have returned and serve the same purpose as they
    did. It appears in the form of an X over your sights or your crosshairs for
    every time one of your projectiles connects to a player or vehicle. Also, a
    recognizable audio cue accompanies this indicator with the sound of a bullet
    tearing through human flesh, no matter how far away you are from a target.
     1.3 - Strength Indicators
    Much like the system in CoD2, all weapons that appear in multiplayer are
    given six areas of categorization to determine the best circumstances in
    which to use the weapon. The categories are:
    -Damage: indicates how much firepower a weapon is packing. Typically, light
    weapons such as Pistols, SMGs, and Rifles will have the least, while power
    weapons like the Trench Gun, Sniper Rifles, and Anti-Armor weapons will have
    the most
    -Range: determines the effective kill radius that a weapon should be used at.
    Since all bullets have the same trajectory, this category is determined by
    how far the line of sight zooms in while in ADS.
    -Accuracy: shows how steady a weapon stays while aiming down the sights and
    shot placement on fully automatic weapons.
    -Melee: indicates how powerful a melee attack will be on the receiving end of
    the blow. Larger weapons tend to have the most strength from a melee attack.
    -Speed: tells how fast a player can move with a specific weapon. Submachine
    Guns and pistols allow you to move the fastest, whereas heavier weapons like
    .30cals and MG34s restrict movement.
    -Rate of Fire: determines the amount of lead being propelled downrange per
    second. Most bolt action rifles and the Trench Gun have the slowest rate of
    fire, while automatic and semi-automatic weapons have faster firing rates.
    These characteristics help classify the weapons and clarify their special
    abilities, allowing the player to take a tactical approach on the situation.
    If you are striving for high accuracy and fast movement from one sniping spot
    to the next, you should opt to use the Scout class, or if you need to provide
    lots of suppressive fire with lots of ammunition and a blistering rate of
    fire, the Support class is the way to go. For every given scenario, there is
    a weapon set that corresponds.
     2.0 – PISTOLS
    While not the most accurate and versatile weapons offered to the soldier, a
    pistol is always issued as a standard sidearm for the typical infantryman.
    Sometimes, however, you'll feel as if it is there just to prevent a weapon
    slot from being empty.
    The pistol is exclusive to multiplayer for a reason. It is there so that in
    the case of a quick sprint, the player can simply whip out his pistol and
    run, no matter which primary weapon he is packing, as the pistol is the
    lightest weapon and the quickest to get from point A to point B. It is most
    useful to the Anti-Armor class, just in case your target isn't a tank.
     2.1 - Colt .45
    Designation:                        Colt M1911A1 Automatic Pistol
    Country of origin:                  USA
    Available to:                       Allies
    Caliber:                            .45 ACP
    Feed mechanism:                     7 round clip
    Operation:                          Single action, recoil operated
     History of the Colt .45
    The Colt Model 1911 was designed by John Moses Browning, a genius when it
    comes to firearm design, in 1900 and was adopted by the Colt Company in hopes
    that they may interest the US Army with a suitable model. The 1911A1 was
    based off of his previous blowback design, still featuring the same
    innovative features, but refined as a locked-breech design. The handgun
    consisted of three main parts: the barrel, the slide, and the handle. The
    slide was locked to the barrel by means of two locking ribs machined into the
    top of the barrel which corresponded with two grooves in the slide. When
    fully loaded, the user would pull the slide back, which allowed a cartridge
    to rise in position to be chambered. The slide would be pushed forward by
    means of a return spring, and the breech block would push a cartridge into
    the chamber, and lock against the ribs. The hammer, already cocked by the
    slide, hit a firing pin inside the breech block, and fired the cartridge. The
    recoil of the cartridge hitting the head of the breech block would force the
    slide back, which in turn caused the barrel to fall and unlock from the
    locking ribs by means of two hinges on the gun body. The extractor on the
    breech block then ejected the spent case and allowed the entire process to
    In 1907, a test was conducted by the US Army Ordinance department to find the
    most suitable design to adopt. The Colt models came out on top, and were
    asked to make refinements to the previous design, which included the
    abandonment of the two hinges on the barrel in favor of only one. After more
    trials, the Colt was adopted by the US Army as the Colt Model 1911. Minor
    modifications in 1921 changed it to the Model 1911A1, which saw service in
    WW2, Korea, and Vietnam, and continues to be manufactured worldwide.
     The Colt .45 in CoD3
    Apart from minor visual modifications, the Colt .45 has remained the same
    throughout the CoD series. It is the lightest weapon to run with, still uses
    a 7 round clip, and still takes anywhere from 3-5 shots to dispatch a foe. It
    reloads at the same speed mid clip as it would while fully depleted. It has
    quite a bit of recoil while sustaining rapid fire, so some time between shots
    is required to place all rounds on your target.
    While aiming down the sights, the rear sight appears as a U-notch, while the
    front sight consists of a post, which has been enlarged and raised from the
    previous game. The contrast between the two sights is peculiar, as the rear
    sight appears dark grey, and the front sight is almost white, which has the
    player often focusing on the rear sight. Shots impact just below the tip of
    the front sight at distances up to 50 ft.
     2.2 - Walther P38
    Designation:                        Walther Pistole Model 1938
    Country of Origin:                  Germany
    Available to:                       Axis
    Caliber:                            9mm Lugar
    Feed mechanism:                     8 round clip
    Operation:                          Double Action, recoil operated
     History of the Walther P38
    With the advent of the Lugar in 1908, some criticism followed the birth of
    the military sidearm. It was clear that the Lugar '08 was not ideal for mass
    production with its delicately machined parts and complex mechanisms, and did
    not operate well in a combat environment. The German army began to look for a
    replacement pistol, and the response came from the Walther company.
    In 1929, Walther had developed the Walther PP, which gained the arms
    manufacturer a considerable amount of fame for the pistol's effective
    implication of a double action lock on an automatic pistol. Once the German
    Army began looking for a replacement to the Lugar, Walther already had a
    suitable model, which they planned to convert to 9mm and submit to the
    Military. The Army was not in favor of the pistol, however, due to alleged
    problems with the Walther PP recoil spring. So Walther began work on a new
    design, and came back with a completely different pistol, one that still used
    a double action lock, but fired from a locked breech (similar to the Colt
    M1911), and featured a wedge below the barrel to hold it firm against the
    slide until chamber heat and pressure had dropped to a suitable level. After
    a few modifications, the German Army was keen to adopt the new design as P-38
    or Pistole Model 38.
    The design used the same breech block and slide mechanism as the Colt .45 to
    chamber a round, and used a complex safety mechanism that the German army was
    especially particular to. Upon engaging the safety mechanism, the firing pin
    locked solidly, and if the hammer fell, could not fire a round. Alternately,
    using the double action lock, a soldier could chamber a round, then lower the
    hammer carefully, and when the time came, un-holster his sidearm and simply
    pull the trigger to draw the hammer and release it to fire a round in one
    After the war, the Walther P38 remained in use to some extent by the West
    German Armed Forces, and was later replaced. Production of the P38 from 1938
    to 1945 topped nearly 1 and a quarter million.
     The P38 in CoD3
    Along with the Colt .45, the P38 has changed very minimally from the last CoD
    game. It is still the fastest pistol to run with and just as weak as it ever
    was. Considering all aspects, the Colt .45 and P38 are similar in almost
    every way (gameplay-wise at least), except for the difference of one more
    bullet in the magazine. The only difference is that it feels like the P38
    fires at a slightly slower rate than the Colt .45, but shouldn't be much of
    an issue since the recoil will cause the weapon to rise after the first shot.
    The P38 will take anywhere from 3-5 shots to incapacitate a target.
    The sights consist of a rear fixed U-notch and a front Blade sight, very
    similar to the Colt .45.
     2.3 – Pistol efficiency.
    There are probably two main reasons why you should be using a pistol. The
    first is that things aren't going too great. You've ran out of ammunition in
    your primary weapon or have found yourself in a situation where you primary
    weapon is outmatched. The second is that things are going really great, and
    that you are putting yourself to the test by using your sidearm. Either way,
    I am going to tell you how to effectively use a pistol against your foes.
    The first thing you should consider is your situation. Let's say you are a
    Scout armed with a sniper rifle and a pistol. The scout class is particular
    to medium and long range combat, but when the fight gets up close and
    personal, the Sniper Rifle may be rendered useless. Your opponent undoubtedly
    has a much more potent weapon. This is a situation where a pistol could
    actually be quite useful.
    When using a pistol, always try to aim for the head, as recoil will make
    multiple shots to the body difficult. The pistol is only accurate to within
    50 feet, as any further your shots will tend to disperse. When firing, make
    sure that you are not tapping the trigger and shooting above your target.
    Allow at least three fourths of a second between shots.
    Pistols are also useful for more than just close up fighting. If you need to
    cover a large, unknown distance on foot, or you're simply an impatient
    person, a pistol is ideal. The light weight of pistols combined with the new
    sprint feature to multiplayer will feel as if your character is hopped up on
    Red Bull or Monster or some other kind of happy drink.
    However, 9 out of 10 times, you will find that you're primary weapon will be
    more useful in most situations than a pistol, as this primary weapon will
    fire faster, harder, more accurately, or all of the above than your standard
    issue sidearm. Pistols are certainly very easy to use, however.
    (Another thing that should be noted is your inability to swap both weapons in
    your inventory for a scavenged weapon, as this could get in the way of your
    class's special ability. The only weapon you are able to trade is your
    secondary weapon, or your sidearm.)
     3.0 – Rifles
    The Rifleman is the backbone of the infantry, serving a healthy combination
    of suppressive fire, close range AND long range assault, and tactical combat.
    Rifles in CoD3 still serve that same purpose, and despite major visual
    enhancements, still perform in basically the same way.
    The main difference is the way the sights appear. Most non-scoped rifles have
    typically received rear-sight enlargements, while the front sights remain
    either the same or smaller. The Kar98k seems to be the most changed by this
    (more on that in 3.3). While some fans may not agree on this decision, it
    effectively helps new players learn faster and makes using rifles all the
    more easier.
    Rifles are obviously associated with the Rifleman class, which comes with a
    Rifle, a Pistol, and a Rifle Grenade, which attaches to the end of your
    barrel (included in 8.6).
    Sniper Rifles are linked with the Scout Class, which comes with a sniper
    rifle, a pistol, a frag grenade, and binoculars (artillery strike).
     3.1 – M1 Garand
    Designation:                        US Rifle M1
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            .30-06 Springfield
    Feed mechanism:                     8 round En Bloc clip
    Operation:                          Gas operated, closed bolt
     History of the M1 Garand
    The famous M1 Garand rifle was designed by a Canadian-American named John C.
    Garand in the US Army Springfield arsenal from 1922 to 1932, after which it
    was adopted by the Army (although mass production didn't begin until 1937).
    Garand invented the rifle with certain Army qualifications in mind, such as
    the demands of a fixed, non-protruding magazine. To get around this, Garand
    used a type of feed mechanism called the "en bloc" clip, a charger-type
    system that was inserted into the rifle from the top, designed by John
    Pederson. When all rounds were depleted from the magazine, a feed arm would
    eject the empty clip from the rifle, producing the Garand's characteristic
    "ping" song. Originally chambered for the .276 Pederson cartridge, the Garand
    prototypes were later converted to .30 '06 due to ammunition availability.
    The M1 Garand was the first semi-automatic rifle ever adopted into widespread
    military use. It also implemented a very successful gas-piston system not
    commonly seen before in semi-auto rifles. When the first round was fired, a
    portion if the expanding gas pressure was diverted to a chamber under the
    barrel, and drove a stainless steel piston, which was attached to the
    charging rod, back. The charging rod was attached to the bolt, and unlocked
    it by means of rotating the bolt head out of two locking grooves on the inner
    surface of the breech. The bolt was forced back to cock the hammer, eject the
    spent case, and returned by means of a spring on the piston to chamber a new
    round. When the last round was fired, the piston was blown back and engaged
    an arm which ejected the empty clip from the rifle. This allowed the firer to
    quickly insert a new clip and resume firing.
    The Garand officially replaced the Springfield in 1936, (although some still
    remained in use until Korea) and was the iconic image of the American
    infantryman during WW2. A fan of its performance, General George S. Patton
    dubbed it "the greatest implement of battle ever devised.) A number of
    Garands were converted to sniper variants during WW2 (M1C and M1D), although
    these were not as popular as Springfields. The Garand was replaced by the M14
    in 1957.
     The M1 Garand in CoD3
    Apart from stunning visual alterations, the M1 Garand is practically the same
    as it was in CoD2. It feels as if it fires slightly faster, and kills in
    about the same amount of shots. In Campaign it only takes about 1 or 2 shots
    to effectively put down a target, and in multiplayer it may take 3-4 shots to
    incapacitate an opponent if you shoot for the torso. The sound effects sound
    a little wimpy on a regular TV, especially the clip ejection, which you may
    not even notice. It almost sounds like someone lightly tapping on a triangle.
    Aside from disappointing sounds, the Garand is a tough, reliable weapon and
    suitable for most combat scenarios.
    The sights consist of a rear aperture sight and a blade front sight. The rear
    aperture sight is wider around the edges, and more resembles a circular plate
    with a hole than a skinny ring like in CoD2. The front sight has decreased in
    size just a little bit, but the Garand is still very easy to use.
    It has a small degree of recoil, but the barrel will immediately snap back on
    target, allowing for quick, efficient fire at close and medium ranges. Even
    in a standing position, the Garand is accurate down to the very last pixel,
    making the M1 Garand a very good firearm to use at long range.
     3.2 – Lee-Enfield
    Designation:                        Rifle, No. 4 Mk. 1, Lee-Enfield
    Country of origin:                  Great Britain
    Available to:                       British, Canadian, Polish
    Caliber:                            .303 British
    Feed mechanism:                     10 round box magazine
    Operation:                          Lee bolt
     History of the Lee-Enfield
    The history of the entire Lee-Enfield series starts with the Lee-Metford
    Rifle of 1889, which followed Lee's prototype design manufactured by
    Remington. It was the first bolt action rifle to be fed by a detachable box
    magazine, which held 8 cartridges. It was a combination of James Paris Lee's
    bolt and magazine with a barrel developed by William Metford to counter
    fouling by the current Black-Powder charges. Later, after the adoption of
    cordite as the British cartridge, the barrel was converted by the Enfield to
    help stop erosion in smokeless powder guns. The result was the Lee-Enfield
    Two rifles were manufactured for the British Army: a long, infantry rifle,
    and a short, Cavalry carbine. To eliminate the complication of developing two
    rifles, a universal rifle was invented, dubbed the SMLE, or "Short, Magazine,
    Lee-Enfield." This rifle, developed in 1903, was well designed and was
    suitable for both infantry and Cavalry units, and served the British Army
    well through the Boer War and WW1. After the War, however, some question and
    skepticism from old traditionalists came up whether the rifle was acceptable
    to military standards. Plans for a new rifle based off the Mauser began to go
    underway, but eventually failed. After that, it appeared that the best choice
    would be the SMLE, which remained standard up until WW2. It was clear that
    the SMLE was complicated to produce and manufacture in mass quantities, so it
    was simplified, the characteristic nose-cap removed and the rear sights moved
    back over the bolt-way in the form of an aperture sight. Its new name was the
    Lee-Enfield No.4 Mk.1, first introduced to British troops in 1941.
    The No. 4 Lee-Enfield remained in service until it was replaced by the EM2 in
    1949. The No.4 was very popular with many countries such as Canada, Poland,
    and Australia. It was well known for its ingenious bolt, which featured 2
    locking lugs, one on the top and one on the bottom. The bolt head was
    attached to a guide on the boltway, and when rotated, would stay in position
    and kept the bolt attached. As the bolt was pushed back, the head would catch
    another round and push it into the chamber, then locked. It is said that the
    Lee-Enfield action features the fastest bolt-operation out of any bolt action
    rifle of WW2.
     The Lee-Enfield in CoD3
    No longer available in multiplayer, the Lee-Enfield is included in a wide
    variety of single player missions. It appears smaller than the Lee-Enfield in
    CoD2, and simply looks better, not to mention, shinier. It may seem like a
    very unusual way to describe a new weapon, but it is actually that simple.
    Like most guns in CoD3, the Lee-Enfield looks as if it was submerged in a
    thick coat of laminate, and none of the metal is blued.
    The sounds are a wee bit of a let down, as it sounds not so much of a "Ker-
    Pow!" like CoD2, but more of a "Smack!" Nonetheless, it's still a pretty
    satisfying weapon to use. A welcome change to the reload system has been
    implemented as well. Now, instead of having to wait for your ammunition to
    drop down to 5 rounds to reload, you may now top up the Lee-Enfield at any
    time and replenish its stock back to 10. Additionally, you can stop the
    insertion of the second stripper clip after reloading. To do this, you simply
    need to press the reload button, and then press the right trigger after
    loading the first stripper clip, similar to reloading a sniper rifle.
    The Iron sights are slightly different. The rear sight has been enlarged and
    the aperture has been greatly increased in diameter. The front sight is
    smaller, with a center blade and a small post on either side of it. The shot
    will land just slightly above the center post, so be sure to keep this in
    mind while firing from long range. The bolt takes longer to cycle, as it does
    with all bolt action rifles, so also consider this as a factor.
     3.3 – Kar98k
    Designation:                        Der Karabiner 1898 Kurz
    Country of Origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            8mm Mauser
    Feed Mechanism:                     5 round integral magazine
    Operation:                          Mauser bolt
     History of the Kar98k
    The Mauser brothers were the fathers of the bolt action rifle. During as
    early as 1867, Mauser began work on a new design that would outdate muskets
    and all other muzzle loaders and replace them with the stunning bolt action.
    They sold their design to an American businessman named Samuel Norris for
    80,000 francs. Norris attempted to submit this design to the French military,
    but did not succeed. Scared that the design would not take, Norris paid the
    Mauser brothers his yearly payment and terminated the contract. Incidentally,
    France is the only country to never accept a single Mauser.
    The Mausers returned to Germany and submitted the design to the Army, which
    they were more than happy to accept in 1871. After various refinements to the
    design through the late 1800s, the Mausers finally took their design and
    implemented it into a new rifle, the GEW 98, which used a powerful 8mm Mauser
    cartridge. The G98 was an instant classic around the world, and sold to
    various nations as a standard military rifle. After WW1, the Germans, acting
    off of previous British intentions, took the Mauser rifle and carbine, and
    combined them to form the Mauser Kar98k, very similar to the Lee-Enfield
    SMLE. The barrel was reduced from 90cm to 61cm, and the bolt was curved down
    so that some Kar98ks may be fitted with a scope.
    The Mauser design used a bolt with two locking lugs in the front and one in
    the back. The firer would unlock the bolt by rotating it 90 degrees, then
    pull back and allow a cartridge to enter the boltway from the integral
    magazine. The firer would return the bolt to push a round into the chamber,
    and then lock it by pushing it back down. While on the return stroke, the
    cocking piece would catch on the sear, pushing against the firing pin spring
    until fully cocked. Upon pulling the trigger, the sear would allow the
    cocking piece to release and fire the round.
    The Mauser was adopted and manufactured by dozens of nations around the
    world. It became the iconic image of the Third Riech and paved the way for
    many rifles like the Springfield and the Lee-Enfield, as well as the entire
    history of bolt-action rifles.
     The Kar98k in CoD3
    The Kar98k is still a strong, faithful bolt-action rifle that can be found
    everywhere in the single and multiplayer modes. It has stayed relatively
    similar to the CoD2 version, still holds 5 rounds, and still kills in 1-2
    shots. In the hands of an expert, a Kar98k can be used to inflict bloody
    carnage upon an entire squad of opponents. While it does take longer to cycle
    the bolt, the rifle will snap back to the precise spot that you left it.
    Cycling the bolt itself is smoother and crisper, and ultimately more
    satisfying, and the sounds are actually quite dashing.
    The most that's changed from CoD2 to CoD3 is the iron sights. Both sights
    have shrunk, probably to balance multiplayer, and the rear sight has changed
    from a wide U-notch to a tiny little V-notch, while the front sight has
    changed from a hooded post to a lone blade. Aiming shouldn't be too
    different, but it isn't exactly the same. The sights are more akin to CoD2:
    BRO sights.
    Reloading is much faster. In fact, it is almost as fast as just cycling the
    bolt, which makes keeping up a sustained stream of fire all the more easier.
    All in all, the Kar98k is a good, solid weapon that is easy to use.
     3.4 – G43
    Designation:                        Gewehr 1943
    Country of origin:                  Germany
    Available to:                       German
    Caliber:                            8mm Mauser
    Feed Mechanism:                     10 round detachable box magazine
    Operation:                          Gas operated
     History of the G43
    The development of the G43 was actually effected by Germany's encounter with
    the Russian SVT-40 models on the Eastern Front. These rifles offered more
    firepower than the Kar98k and outclassed it in battle. Combat with the
    American M1 Garand and M1 Carbine on the Western Front also brought to
    realization that the Kar98k was no longer the best rifle in the world. Mauser
    and Walther both got to work on developing a suitable semi-automatic for the
    German Army. The G41 submitted by Walther seemed to be the best choice, if
    not for the complex gas system, built around the Bang Rifle, which trapped
    the gas as it expanded from the muzzle. In 1943, Walther submitted their
    revised design with an improved gas-piston system similar to Tokarev model
    rifles, and also replaced the integral 10 round system with a removable 10
    round clip. The G43 entered service in 1943, and quickly proved to be an
    accurate, reliable, and powerful semi-automatic rifle. Typically, semi-
    automatic rifles were not as well suited to sniping and long range combat as
    bolt-action rifles, but the G43 proved to be an exception, 53,000 of which
    were fitted with scopes.
    The G43 operated very similar to SVT-40 rifles and the M1 Garand, in which a
    gas piston chamber ran over the barrel to drive the bolt back and eject the
    spent case. But instead of the recoil spring around the gas piston, it ran
    behind the bolt. A charging handle mounted along the top was attached to the
    bolt carrier, which contained the bolt (duh). The bolt was attached to a
    mainspring and when it recoiled, compressed the spring and pushed it against
    the buffer. The spring drove the bolt back and chambered another round.
    The G43 remained in service until the wars end, and was very popular among
    infantry and sniper units. Although produced on a large scale, the G43 never
    replaced the Kar98k because the German Army needed every firearm they could
    get their hands on.
     The G43 in CoD3
    Only available in certain campaign levels, the G43 has changed quite a bit.
    The first thing you'll notice is that it feels kind of stupid in your hands.
    It lacks the pristine shine of other weapons, and isn't all that pretty to
    look at. Despite awkward visual alterations, though, the G43 isn't all that
    bad of a weapon. It takes 1-2 shots to kill, has a ten round clip, and
    reloads fast. But on the down side, it fires at a much slower rate than in
    CoD2. Players used to the G43 in the previous game may be used to its
    relatively fast rate of fire, and may overestimate its new firing rate.
    The iron sights have greatly increased in size, and still consist of a rear
    V-notch and a front hooded post. At close to medium range, the G43 performs
    quite nicely, but at long range it feels very hard to aim and place accurate
    shots. It also has more recoil than you would expect. Nonetheless, the G43 is
    worth picking up due to ammunition availability.
     3.4 – Scoped Springfield
    Designation:                        US Rifle M1903A4
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            .30-06 Springfield
    Feed Mechanism:                     5 round integral magazine
    Operation:                          Mauser Bolt
     History of the Springfield
    Looking for a replacement for the trap-door Springfield, an old, outdated
    single-shot rifle, the US examined at least 50 different models of rifles in
    1892 and finally adopted the Krag-Jorgenson, a rather hasty decision. During
    the Spanish American War in 1898, it was made clear that the American Krag
    rifle was simply outclassed and inferior to the latest Mauser G98 models.
    After the War, the US Army Ordinance department began to test the Mauser, and
    decided that it was an ideal system to build a rifle around. It is not
    exactly clear on how the rights were obtained from Mauser, whether the design
    was stolen and later paid off or if Mauser gave a license to the Springfield
    Armory for production, but the Mauser brothers were paid $200,000 dollars for
    the design anyways. In 1903, Springfield had submitted their design, which
    was accepted and designated the M1903.
    Like the Lee-Enfield, the Springfield was a "short" rifle model with a 61cm
    barrel suited for Infantry and Cavalry use. The Bolt and magazine were
    identical to the Mauser bolt, with two locking lugs in the front and one in
    the rear, perfect to fire the powerful .30cal Springfield rifle cartridge.
    However, the bolt was also like the Mauser in which it had to be rotated a
    full 90 degrees to unlock, unlike the Lee-Enfield, which only needed to be
    rotated by half of that.
    During 1905 and 06, the Springfield was refitted to use a different bayonet
    and different sights, as well as upgrading the ammunition to a 150 grain ball
    ammunition, designated the .30-06. Various models were produced, such as the
    Model 1903A3 with sights moved to the back in the form of aperture sights, as
    well as the implication of the Type-S stock, and the 1903A4, hand-selected
    for accuracy, with the removal of the iron sights in the place of an M73 and
    later an M84 telescopic 2.2x scope. These rifles were technically replaced by
    the M1 Garand in 1937, but still remained in use as a popular snipers weapon
    until the end of the Korean War.
     The Scoped Springfield in CoD3
    The Springfield is the Allies' sniper weapon, and is excellent in fulfilling
    that roll. It is laser-accurate, retaining the ability to click the left
    thumb-stick to hold your breathe and steady your aim. Visuals and sounds are
    very different from CoD2. The graphics are actually one of the cons of the
    rifle, as sometimes you may find yourself admiring the weapon's beauty
    instead of watching for targets. The firing sounds and bolt operation have
    been salvaged from CoD2: BRO.
    The scope consists of two thin lines intersecting each other in the very
    middle (marking the exact point of impact), one vertical and the other
    horizontal. Three smaller lines intersect the bottom of the vertical line and
    either side of the horizontal line, helping to box single targets and assist
    aiming. (Note that this scope configuration is generic in all sniper rifles.)
    The scope shakes wildly while not holding your breathe to steady your aim,
    but it swirls in a fairly predictable pattern, so it is not always necessary
    to hold your breathe. After each shot, you now exit zoom-mode to cycle the
    bolt. Realistic, yet also allows your target to get away if you missed. Note
    to sniper: don't miss!
    3.5 – Scoped Lee-Enfield
    Designation:                        Rifle, No.4 Mk.1(T), Lee-Enfield
    Country of Origin:                  Great Britain
    Available to:                       British, Canadian, and Polish
    Caliber:                            .303 British
    Feed Mechanism:                     10 round box magazine
    Operation:                          Lee bolt
     History of the Scoped Lee-Enfield
    Lee-Enfield No.4 Mk.1 Rifles tended to vary in accuracy. A battle rifle's
    main role in an infantry unit was to (or at least back in the times of the
    Great Wars) fill the air with enough lead at long enough ranges in hopes that
    one round may find a target. This was the case with rifles such as the M1
    Garand, Kar98k, Lee-Enfield, and Mosin-Nagant. However, as I said just
    previously, accuracy varied within these rifles, and occasionally, one
    distinguished itself from the rest.
    Sniper Rifles are not a new idea. The concept of sharp-shooting first arose
    with the acceptance of a rifled barrel during the mid 19th century, when iron-
    sights first began to show up on modern breech loaders. It had already
    occurred to the general public and various hunters and shooters that by
    equipping a rifled gun with a telescope or monocular that accuracy could
    improve by astronomical scale. Although scoped rifles were at first pretty
    non-regulation with military rifles, by the First World War, sharp-shooters
    were already using a telescopic sight to engage targets at up to 1200 meters.
    The Lee-Enfield No.4 Mk.1 would typically go through a number of firing tests
    before being packaged and shipped to appropriate arms dealers. One such test
    pitted a Lee-Enfield against a 1x1 meter white square target at a range of
    300 meters. If the rifle performed within certain parameters, then the rifle
    was accepted and the guidelines slightly adjusted, this time being shot at
    the same target at distances of up to 600 meters, scope not included. If the
    rifle fired in groups of no more than a 10-inch diameter, the rifle was hand-
    selected to be fitted with the No.32 British sniper Scope.
    Only a handful of these rifles made the cut for the sniper conversion
    program, which was conducted at both the Royal Arms Factory in England and
    the Holland & Holland manufacturers in Canada. These rifles were distributed
    to British snipers in distinct Sniper Programs or in regular infantry squads.
    The 3.5x scope increased the effective range of the Lee-Enfield to 800
     The Scoped Lee-Enfield in CoD3
    Good thing the Scoped Lee-Enfield still uses the 5-round stripper clips to
    reload instead of 1 round at a… wait. It DOESN'T! Blasphemy!
    Yes, it's a sad truth. The Lee-Enfield is now equipped with the authentic
    No.32 scope instead of the peculiar offset scope from CoD2. Now, even with
    the hefty 10 round clip, you must reload the Enfield one agonizing round at a
    time. Thus, as a rule, you should never fire more than five shots from the
    scoped Lee-Enfield before reloading, or you will have to suffer the
    The Scoped Lee-Enfield looks and sounds exactly the same as the regular Lee-
    Enfield, except for the 3.5x Scope mounted on the top. The scope
    configuration is the same as the Springfield, so further explanation is not
    necessary. You'll find that the scoped Lee-Enfield is very exclusive in the
    single-player campaign, and unfortunately does not make an appearance in
     3.6 – Scoped Kar98k
    Designation:                        Der Karabiner 1898 Kurz
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            8mm Mauser
    Feed mechanism:                     5 round integral magazine
    Operation:                          Mauser bolt
     History of the Scoped Kar98k
    The Kar98k was a commonly accurate weapon for a battle rifle. While this was
    of course affected by the quality of the breech, chamber, bore, and
    ammunition, the Germans were more than capable of succeeding in high quality
    Kar98k rifles are fitted with 60cm barrels, and went through the same kind of
    testing as other battle rifles like the Springfield and Lee-Enfield to
    determine exactly what degree of accuracy an individual rifle was packing.
    These rifles were then modified to be fitted with scope mounts and the
    standard German 4x scope. These remained the most commonly encountered German
    sniper rifles throughout the war, and easier to manufacture than the
    expensive G43 sniper variant. The Kar98k, equipped with scope, was accurate
    at up to 800 meters.
     The Scoped Kar98k in CoD3
    Your typical sniper rifle, the scoped Kar98k performs almost identically to
    the scoped Springfield, with differences, of course, to the sounds and
    visuals. The sounds are only slightly different than the regular Kar98k
    model, and the weapon looks the same as well. The scope is essentially of the
    same layout as any other sniper rifle in CoD3.
    In multiplayer, you must zoom out of scoped mode to cycle the bolt, just as
    you would with the Springfield. Accuracy is perfect, and will land on the
    exact pixel that you aim for. With a slow rate of fire, low magazine
    capacity, and extreme accuracy, the Kar98k (and Springfield) are well suited
    to sniping.
     3.8 – Rifleman and Sniper Efficiency
    These two classes are similar in that they are both relied on to provide well
    placed shots for an infantry unit. But they differ quite a bit.
    No longer are bolt action and semi-automatic rifles so similar. With the
    increased rate of fire of the Garand and the decreased rate of the Kar98k,
    the two rifles are on quite different ends of the deal.
    Using the Garand, a player is relativity safe at most ranges, and can run
    with the rest of the infantry squad. However, the Garand is no match for the
    sniper rifle at long range and cannot hold its own against a submachine gun
    at close range. It focuses on a good mixing of all these characteristics.
    With a Garand, you have the advantage of power and speed, where if a player
    rounds the corner, a few quick taps of the trigger will stop him in his
    tracks. But a rifleman armed with a Garand should typically keep his distance
    and find key areas to defend, allowing him to pick off targets from available
    cover or from the prone position.
    While engaging targets, the rifleman should only expose himself to one
    opponent at a time, as you have much better chances with a one on one duel
    than a three on one massacre. These conditions are ideal when cover is
    available or you are in the prone position, as you are exposing as little of
    your body as possible, making you a much smaller target.
    Armed with the Kar98k, a player should opt for long range combat rather than
    frontline warfare. Using a Kar98k to pick off targets from a safe distance,
    you may even surprise yourself with your performance. The Kar98k is powerful
    and easy to use, but only under certain circumstances. Again, the player
    should use cover or the prone position to his advantage, and find areas easy
    to defend or areas guarded by other teammates with a wider variety of
    weapons. When using the Kar98k, try to aim for the head, as risking a body
    shot could give away your position if you target survives, and leaves you
    vulnerable while working the bolt.
    You also have the option to attach a rifle grenade as your class's special
    ability. The amount of rifle grenades you can carry depends on a players
    rank, and can be useful in some situations. It will take a while to predict
    the trajectory of the grenade, and it is sometimes difficult to get a kill,
    as splash damage isn't that large.
     Scoped rifleman
    Scoped riflemen should still abide by the same rules as the regular rifleman,
    but should elaborate on his or her own personal tactics. Finding good spots
    to hide and well camouflaged areas is important to good sniper efficiency,
    but these have to be found on your own.
    Becoming proficient with the scope is also important. You should notice that
    the actual image presented in your window of vision does not move while in
    scoped mode, it is the actual frame of the scope that sways and swings
    around. This is actually easier to master than the system in CoD2 and you may
    not even need to use the hold-breath function (left thumb-stick), as you
    should be able to predict the scope's movement.
    A nifty tactic that the sniper can use is his binoculars (usually used to
    call in artillery strikes, and used with the right bumper) to spot targets
    instead of his sniper scope. This is handy because, when prone or hidden, you
    are less conspicuous to the human eye than a player with a rifle sticking
    outward. Since you are typically trained to look for a rifle sticking out of
    a bush or a blade of grass somewhere when searching for snipers, you will
    traditionally pass right over a player in the prone position with binoculars.
    Another neat tactic I generally deploy is the use of a critically wounded
    enemy's body as bait for medics. If a medic sees a downed teammate (one that
    you have shot and still have in your sights), they will rush over to heal
    their fallen comrade. It is even acceptable to let them heal their teammate
    before you kill them, so you are set up for a possible triple kill.
    Additionally, a sniper can use an artillery strike to take out armored
    convoys. The strength of the strike is determined by your rank.
    A German general in WW1, von Hutier, had developed an infantry tactic called
    "Storm-Trooping" where a squad of highly trained soldiers would push through
    the infantry lines to disable enemy positions and strongholds while mobile.
    To do this, von Hutier needed a weapon that was automatic, very light and
    small, and suitable for short-range combat. At the time, the only automatic
    weapons were heavy machine guns and automatic rifles. So von Hutier made
    plans to develop a new type of weapon, and the submachine gun was born.
    Submachine guns are pretty much the same in CoD3 as they were in CoD2,
    although some changes are very noticeable. It seems as if SMGs have a much
    longer range than they did in CoD2. The sights have been enlarged since CoD2,
    and recoil has been drastically reduced.
    Submachine Guns are given to the Light Support Class, which includes an SMG,
    a pistol, an AP mine, and a sticky grenade.
     4.1 – Thompson
    Designation:                        Thompson M1A1
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            .45 ACP
    Rate of fire:                       700 rpm
    Feed mechanism:                     20 round detachable box magazine
    Operation:                          Blowback, open bolt
     History of the Thompson
    Brigadier General John T. Thompson first set out with the goal of developing
    a successful, fully automatic rifle, using a blowback action. His main goal
    was to develop this rifle to be accepted into military service, but the
    military had strict standards for cartridges, and Thompson found that the
    blowback action couldn't handle the .30-06. He contacted a Commander Blish,
    who had developed a complex recoil design, to help solve the problem. With
    the aid of two men, Theodore Eickhoff and Oscar Payne, Blish and Thompson
    formed the Auto-Ordinance Co.
    Thompson soon found that the .30-06 was not suitable for his design, but
    realized that the current .45 ACP pistol cartridge worked quite nicely with
    Blish's blowback design. His invention used a bolt containing what he called
    an H-piece, which took advantage of the closed-bolt firing function. With a
    round chambered, the H-piece rode up into a grove in the gun body, locking
    the bolt. When the round fired, sudden heat and pressure from the expanding
    gasses forced the H-piece to lock solidly until heat and pressure dropped, at
    which point the H-piece fell and allowed the bolt to recoil. Thompson created
    his weapon around this and offered it to the U.S. Army in 1921, calling it
    the "Trench Broom." The Army was not fond of this design, because there was
    no use for the weapon at the time.
    Thompson then put his gun on the market as a name that he had dubbed
    "Submachine Gun." He had no idea that the term would follow this category of
    weapons throughout history. The weapon caught on with gangs and became
    infamous for its use in the 20s. Thompson had Colt manufactured some of the
    weapons, and designated them the Thompson SMG. The Army finally began to see
    use for the Thompson in the years preceding WW2, and adopted it as a standard
    military weapon. During wartime, two models were manufactured, the M1
    introduced in 1942 and the M1A1 in 1943, both scrapping the complex Blish
    lock in favor of a simple recoil-operated open bolt. The Thompson was an
    immense success and was one of the first SMG designs in history.
     The Thompson in CoD3
    The Thompson has undergone a number of changes, but none of them include the
    re-introduction of the 30 round clip. It still features the much-to-be-
    desired 20 round clip, which is depleted at 700 rounds a minute faster than a
    heartbeat. You'll also find that the recoil is greatly reduced, and is much
    more controlled, making short-bursts at long range very effective.
    The sights are still the same, but much larger, more similar to CoD2: BRO
    than CoD2. They feature a rear V-notch (the aperture sight isn't used) and a
    front blade notch, which is a lot easier to see and much larger. In a way,
    the Thompson has been made into a fast-firing, low recoil, light, long range
    and easy to use weapon. The only problem is it may take anywhere from 4-5
    shots to kill a target.
    The Thompson's initial recoil is very controlled, and should be fired in 3 or
    5 round bursts, as it is most effective at that. It can even be used with
    single shots at long range. It seems as if most SMGs have been improved to
    fire at longer ranges, but only function well with short bursts of fire.
     4.2 – Sten Gun
    Designation:                        Sten Mk.II
    Country of origin:                  Great Britain
    Available to:                       British, Canadian, and Polish
    Caliber:                            9mm Lugar
    Rate of fire:                       550 rpm
    Feed mechanism:                     32 round detachable box magazine
    Operation:                          Blowback, open bolt
     History of the Sten gun
    After America's entrance into the War in 1941, Thompson shipments were
    becoming fewer and fewer as the need for them by the U.S. Army drastically
    increased. Due to high demand for the Thompson SMG and also the realization
    that a much larger military force was required to take on the Nazi war
    machine, the Enfield Arms factory was called upon to provide a simple, cheap,
    and effective replacement submachine gun.
    The word "Sten" is an abbreviation, combining the first letter of the two
    men's names responsible for the design, Major R. V. Shepard, and Mr. Harold
    Turpin, with the first two letters of Enfield, to produce the Sten gun. Their
    design was so simple, it was hard to believe that the Sten gun could operate
    with less than 50 total parts on the entire weapon. It was incredibly easy to
    manufacture, and did not require a whole lot of precision or high quality
    craftsmanship. Ammunition was in good supply, as it was chambered for the
    German 9mm Lugar, so ammunition could be captured from MP40s. It seemed as if
    the Enfield factory had pulled it off. But dozens of imperfections quickly
    followed the Sten into combat.
    The Sten gun was essentially a metal tube with an inverted magazine housing
    that was fitted horizontally, with a wire frame stock and a trigger. The
    troops often referred to it as the plumber's nightmare, due to its
    unreliability and resemblance to a plumbing tube. The Mk.II got rid of any
    wooden parts in favor of all metal, and the barrel sleeve was shortened and
    perforated to prevent overheating. The gun was recoil operated and fired from
    the open bolt. There was always risk of dirt getting into the charging slot,
    not to mention the delicate magazine design made it susceptible to jamming
    quite frequently. The horizontally fed magazine was easily damaged, and any
    pressure could cause it to feed improperly.
    The Sten gun's main problem was its risk of misfires and accidental fires.
    Any kind of moderate jarring, common in most combat situations, resulted in
    the unlocking of the bolt and firing the gun, continuing to fire and sputter
    dangerously on the ground until someone removed the magazine. Sometimes the
    gun would fire even when the firer had taken his finger off the trigger, or
    sometimes wouldn't fire at all. The Sten sure was a little bundle of joy.
    Nevertheless, the British Army adopted it in 1941 all the way until the 60s
    when replaced by the Sterling SMG. It is interesting to note that it was
    first discovered that by using a device called a silencer, the 9x19mm round
    could be slowed down to sub-sonic speeds, resulting in the first silenced
    weapon in history, first tested on the Sten.
     The Sten gun in CoD3
    The Sten was glorified in Call of Duty 2 to a higher standard than what most
    historical records have ever proved. It was a tough, effective, and reliable
    weapon and was liked by many players. But all of that is gone now, and the
    Sten has been shamed once more.
    Aside from looking pretty sexy in the hands of the British SAS Sergeant to
    which we are first introduced this weapon, and the new, attractive sounds,
    the Sten is actually a very low-performance weapon. It has a laughably low
    damage factor for campaign mode, and may take as many as 5 shots to kill 1
    German soldier. As a rule of thumb, don't stop firing until you see your
    opponent drop.
    Something that distinguishes the Sten from the Thompson and MP40 is that it
    behaves the most like an SMG than any of them. It is inaccurate at ranges
    farther than 50 ft, and takes more rounds to incapacitate a target at longer
    distances. The Iron sights, unlike in CoD2, are perfectly aligned with the
    top of the gun instead of offset slightly to the left. The rear sight is an
    aperture sight, enlarged slightly, and the front is a blade, the very tip
    marking the impact point.
    However weak and inaccurate the Sten Gun is, you may find it quite useful in
    many close range combat situations, like urban and house-to-house combat.
    Then again, weapons in CoD3 aren't really allowed to jam or misfire as much
    as the Sten really did, so that's not saying that it can't easily be
    substituted for weapons like the MP40.
     4.3 – MP40
    Designation:                        Maschinenpistole 1940
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            9mm Lugar
    Rate of fire:                       500 rounds per minute
    Feed mechanism:                     32 round detachable box magazine
    Operation:                          Blowback, open bolt
     History of the MP40
    Remember the German General, von Hutier, mentioned in the introduction to
    submachine guns? The needs for his specific weapon were at the time being
    filled by a German weapon designer named Hugo Schmeisser. He had been working
    on a design that would expand on an automatic pistol to enhance it for trench
    warfare, but found that the pistol frame was too light to take the punishment
    of fully automatic. He built his gun around the 9 x 19mm Lugar round. The
    result was a short barreled gun with a perforated barrel jacket and a thick
    gun body, fed by a 20 round clip horizontally into the side, and a wooden
    stock. It used a simple blowback design, where the bolt was pulled back and
    locked against a return spring. When the trigger was pulled, the bolt would
    release and shoot forward, pushing a round into the chamber and fire it. The
    recoil would push the bolt back and eject the cartridge, and lock again
    against the sear, or, if the trigger was still depressed, repeat the process.
    Unlike the U.S. Army, the German army acted more enthusiasticly towards this
    gun, and adopted it in 1918. This only served in the very end of WW1. Various
    designs were derived from the MP18, and perhaps the most famous would be the
    MP40. The MP40 used a staggered box magazine of 32 rounds, and used a
    slightly different recoil system than the MP18. The bolt was built over a
    telescoping long-recoil spring that used the same open-bolt principles as the
    MP18. The MP40 was considerably lighter than the MP18 and was the first to
    use an all metal stock with no wooden components. The weapon was even
    nicknamed the "Schmeisser" to commemorate the man who developed the MP18.
    The MP40 saw extensive use by the Wermacht during WW2, and while it had some
    jamming problems with the 32 round magazines, was a tough and reliable
    weapon. It became the image of the Third Reich, and was always associated
    with Nazi Germany. It remained in service until the end of WW2.
     The MP40 in CoD3
    The first time you pick up an MP40 in CoD3 (which will be very soon, as these
    weapons are plentiful), you will notice a few graphical and audio changes
    from the previous Call of Duty, but will ultimately find that it is the same
    gun. It still fires at a good 500 rounds per minute, and is still just as
    powerful as it was before. But with most SMGs, it has considerably less
    recoil to start out with, making sustained fire very manageable, with only
    slight adjustments to aim along the way.
    The MP40 uses a rear tangent U-notch, and a front hooded blade. The sights
    have been enlarged and made easier to use. The tip of the blade marks the
    exact point of impact. Rather than being inferior to the Stg44 in CoD3, the
    MP40 balances the two weapons between being, light, easy to use, low recoil,
    yet weak; to the heavy, large recoil, powerful Stg44. Players will find that
    selecting either will result in the same effect, yet the Stg44 is generally
    used at longer ranges, and vice versa.
     Submachine Gunner Efficiency
    Submachine Guns are no longer the spray and pray weapons they were in CoD2,
    where the player was often leaning on the trigger the entire time. They can
    now be used much more tactically without so much unpredictable recoil. The
    kick from an SMG goes straight up, if at all and no longer shakes all over
    the place. Soldiers can now use a Submachine Gun with the same efficiency as
    a rifleman or support gunner.
    Now, a Submachine Gunner can effectively hold his own on an infantry line,
    providing his unit with good close range suppressive fire. SMGs can also be
    used on the move, unlike other heavier weapons, and will keep an opponent in
    check as you advance. Faster reloads typically help this.
    As long as a submachine gunner is engaging targets on a straight approach and
    short range, you should be able to throw your opponent's aim off long enough
    to get a kill. Using an SMG against enemies at medium or long range who are
    equipped with more powerful weapons should be avoided, and you should always
    make the attempt to get closer to an enemy before opening fire.
    Since most of the maps are so big in CoD3, however, submachine guns have
    become relatively redundant. SMGs are best used in tight corridors where
    other weapons are at a disadvantage.
     5.0 – Support Weapons
    Typical words used to describe support weapons are "cheep" and "overpowered."
    Nonetheless, they are commonly used as all-purpose weapons in most
    multiplayer matches. Support weapons still have one main role in an infantry
    unit: to provide long range suppressive fire and fill the air with enough
    lead to keep the enemy in their foxholes.
    Support weapons have undergone a number of changes to how they perform. Some
    of them can only be found in the single player campaign, and are pretty
    exclusive. The main trait that they all share is that recoil has been reduced
    by a great deal, now making it possible to shred through an entire clip while
    remaining on target.
    The support weapons are under the Heavy Assault kit, and carry an assault
    rifle, a pistol, an AP mine, and a frag grenade.
     5.1 – BAR
    Designation:                        Browning Automatic Rifle M1918A2
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            .30-06 Springfield
    Rate of fire:                       450 rounds per minute
    Feed Mechanism:                     20 round detachable box magazine
    Operation:                          Gas operated, open bolt
     History of the BAR
    Around the same time that John M. Browning had introduced his incredible
    Browning .30 and .50 caliber machine guns, he also presented to the U.S. Army
    an "automatic rifle." There had been numerous attempts at creating semi-
    automatic rifles and fully automatic rifles previously, such as the Bang
    Rifle and the Mondragon, but the Browning Automatic Rifle was the first
    successful model adopted into military service. It was a heavy weapon,
    weighing just under 20 pounds. It was approved for production in February
    1918 by the US Army and served for the final months of WW1. The idea was to
    equip 1 out of every 5 men in an infantry unit with a BAR, with the concept
    of providing the riflemen with support while advancing across "No Man's
    Land," or the ground between two trenches.
    The first model, the BAR M1918, was a select fire rifle, firing in either
    fully automatic at about 500 rounds a minute, or single shot. Browning's
    design was a rather complex idea of gas-operation, with a gas piston chamber
    running under the barrel. The expanding gas would push the piston and bolt
    back to eject a spent casing and cock the hammer, while the bolt head would
    rise to lock in a recess on the top of the gun body, ready to fire again.
    Once the trigger was pulled, the bolt would fall, and the return spring would
    propel it forward to chamber another round and fire.
    In 1937, the BAR was modified, the rear sights reconfigured from the aperture
    sight to the V-notch. The hinged butt-plate was included as well as a bipod
    attached to the gas piston cylinder. This model was designated the M1918A1.
    Shortly after, in 1940, the weapon was modified again to scrap the single-
    shot firing mode in favor of fully automatic only. The rate of fire could be
    selected to fire at 450rpm or 650 rpm. This model was called the M1918A2. The
    BAR remained standard in the military throughout WW2 and the Korean War
    before being phased out by the M14 Assault Rifle.
     The BAR in CoD3
    First of all, it is important to point out that the model designation for the
    Browning Automatic Rifle in CoD3 is incorrect. In the Bonus features section,
    it is labeled as the BAR M1918A2. The skin in this game, however, is a WW1
    model M1918. It even uses the aperture sight of the WW1 model. But it fires
    at 450 rounds a minute, the "slow automatic" select fire from the M1918A2.
    The first thing you will probably notice when you first pick up, load, and
    fire the BAR, that it has virtually no recoil at all. Even when emptying an
    entire clip on full automatic in the standing position, you will find that
    your aim has only slightly deviated vertically. This is realistic in some
    manner, as since the BAR was such a heavy weapon (19.6 lbs) most of the
    energy from the .30-06 cartridge had dissipated before it reached your
    The sights consist of a rear aperture sight and a front blade sight. The rear
    sight is very wide, and will even block out some targets at long range, which
    is probably the desired distance you will tend to be firing from. Due to the
    incredibly low recoil, high power, and manageable rate of fire, the BAR is
    excellent for long range support.
     5.2 – Bren LMG
    Designation:                        Bren Light Machine Gun
    Country of origin:                  Czechoslovakia
    Available to:                       British, Canadian, and Polish
    Caliber:                            .303 British
    Rate of fire:                       500 rounds per minute
    Feed mechanism:                     30 round detachable box magazine
    Operation:                          Gas operated, open bolt
     History of the Bren LMG
    The Bren LMG first began with the production of the Czech ZB vz.26, a light
    machine gun based on the gas-operated design of the Browning Automatic Rifle,
    using a tipping bolt that locked into a recess in the gun body. After men
    from the British Embassy in Prague had seen the weapon perform, they
    contacted the British Army Ordinance, who had been searching for a
    replacement for the Lewis Gun, and informed them of the Zbrojovka Brno Arms
    manufacturing company. After testing the ZB model 26, they concluded that it
    would be the best choice to design a weapon around. They re-chambered it for
    the British .303 cartridge and changed the magazine from a straight box
    design to a curved one, redesigned the sights, and shortened the barrel. For
    this new weapon, they used the first two letters of Brno, the factory in
    which the ZB vz.26 was first manufactured, and the first two letters of the
    place of new manufacture, Enfield, to form the new designation, Bren.
    The Bren was adopted by the British military in the mid-1930s, and was used
    throughout WW2 and the Korean War. The locking mechanism was based off of the
    Browning Automatic Rifle, also used in weapons like the Chatellerault, where
    the bolt tipped and locked against shoulders on the interior of the gun body.
    The Bren also fired from the open bolt - making the risk of rounds "cooking
    off," or firing prematurely while in the chamber due to extreme heat - less
    likely. The Bren was an incredibly good design and extremely tough and
    reliable. The Bren was once dubbed the greatest machine gun ever built, which
    is certainly an agreeable statement.
    The Bren was an excellent replacement for the previous Lewis and Hotchkiss
    models of WW1, which were complicated and expensive to manufacture, not to
    mention unreliable. It should be noted that the Lewis gun had 23 different
    forms of jamming, which the crew had to memorize and know how to fix, while
    the Bren Light Machine Gun had only 3.
     The Bren LMG in CoD3
    The Bren only appears in the single player campaign, and is available to the
    British, Canadian, and Polish forces. The Bren is a powerful automatic weapon
    capable of holding off multiple enemy units with a good rate of 500 rpm. Its
    initial recoil is actually greater than sustained fire, so it is not
    impractical to fire in long bursts. One problem with this, however, is that
    the muzzle blast can get in the way of your targets due to the way the sights
    are set up, making aiming difficult. Whether you choose to fire in short,
    controlled bursts, or long, sustained bursts, The Bren's aim is easily
    corrected and is effective at most ranges.
    The sights are very similar to the Lee-Enfield. The Bren has two rear
    aperture sights (the one behind the magazine in not used). The one that is
    used is a thin plate with a hole, roughly the same size as the Lee-Enfield,
    and the front sight is a blade with a post on either side. This configuration
    makes aiming very easy. However, due to the magazine placement, peripheral
    vision to the center right is blocked. Luckily, it is not as obtrusive as it
    was in previous Call of Duty games.
    With a good rate of fire, awesome accuracy, great power, large clip capacity,
    and manageable recoil, the Bren is an excellent choice for any range of
     5.3 – Stg44
    Designation:                        Sturmgewehr 1944
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            7.92mm Kurz
    Rate of fire:                       500 rounds per minute
    Feed mechanism:                     30 round detachable box magazine
    Operation:                          Gas operated, open bolt
     History of the Stg44
    During the prewar period in the 30s, the German Army began to come to a
    realization. Rifles were, at the time, made to fulfill the purpose of long-
    range, accurate fire. A standard issue German rifle was required to have an
    effective range of at least 400 meters, but how many times did a soldier
    actually get the chance to engage, much less see, a target at those
    distances? Also, the German Army deployed heavy, powerful cartridges, and
    naturally, to fire such a heavy bullet, a heavy rifle was also required, but
    to what point was such a rifle bullet practical when a smaller bullet of the
    same velocity could perform the same job?  It was the criticism of factors
    like these that led to the Stg44.
    They realized that they needed a much smaller cartridge, instead of a large
    one that wasted energy. With a lighter cartridge, so could there be a lighter
    rifle, and that was the basis of the new weapon. Due to availability of
    machinery to produce the Standard 8mm Mauser (7.92 x 57mm) cartridge, the new
    cartridge was developed using the same dimensions. Following this, the German
    Army asked the arms producers Haenel and Walther each to develop a new rifle.
    Both designs, the MK42, were tested, and concluded that the Haenel design
    would be the best choice, using a 7.92 x 33mm round. But Hitler did not
    approve of the new rifle. He argued that the traditional long-range rifle
    cartridge was better, and claimed the soldier needed a long range rifle to do
    the job. Hitler was, however, a keen enthusiast for submachine guns, so to
    get around the problem, arms factories changed the new rifle's name to MP43,
    which meant "submachine gun" 43.
    Eventually though, Hitler found out when in a Conference of Commanders on the
    Eastern front, when the officers all requested for more shipments of the new
    rifle with enthusiasm. After a while, Hitler approved of the rifle, and
    changed the name to Stg44. It is noteworthy to mention that the respect for
    the Stg44 by the Russians led to the development of the famous AK47.
     The Stg44 in CoD3
    Hooray for the Stg44! I was getting pretty tired of the MP44 designation
    found in all previous Call of Duty titles. Since the game takes place in
    August 1944, after the name was changed, it feels appropriate. The Stg44 is
    still a powerful long range weapon, but feels slightly different. It no
    longer feels like the high-powered support weapon that it portrayed in CoD2,
    acting as a counterpart to the BAR. It now behaves more like the machine
    carbine that it truly was. It does not have much initial recoil, but after 3
    or 4 rounds, the gun begins to buck wildly, making sustained fire difficult.
    The sights consist of a rear V-notch and a front ring and blade. The front
    sight has been raised quite a bit, but the tip of the blade still marks the
    exact point of impact. The sights have also being enlarged, making aiming
    generally easier.
    The Stg44 still serves as a counterpart to the BAR, but in a different way,
    much like the relation between the Garand and the Kar98k, or the Thompson and
    the MP40. It has its strengths and weaknesses, but still functions well with
    its assigned role.
     5.4 – FG42
    Designation:                        Fallschirmjägergewehr 1942
    Country of origin:                  Germany
    Available to:                       German
    Caliber:                            8mm Mauser
    Rate of fire:                       750 rounds per minute
    Feed mechanism:                     20 round detachable box magazine
    Operation:                          Gas operated, open bolt
     History of the FG42
    The FG42, was a heavy, select fire, gas operated automatic rifle. It was
    developed shortly after the Battle of Crete, which made it blatantly obvious
    that the Fallschirmjäger (German paratroops) were ill-equipped to jump in
    hostile territory, and demanded a new weapon. The paratroops usually only
    jumped with pistols and submachine guns, and the Luftwaffe began to
    reconsider the fundamentals of proper jumping equipment. The Fallschirmjäger
    needed an automatic, high powered rifle that was lightweight, (no more than 9
    pounds) short, (no longer than one meter) and included only metal hardware.
    Six different arms manufacturers were selected to produce a prototype model,
    but the only one accepted was the design by Louis Stange. The FG42 had two
    main design versions, the Model I and the Model II. While not exactly
    pertaining to the desired specifications, it still performed well. It
    featured a select fire device that fired in semi-automatic from the closed
    bolt or fully automatic from the open bolt, firing from a side-mounted 20
    round magazine at 900 rounds a minute. The stock was set up in a way that
    vertical recoil was dramatically reduced by making the stock one long
    extension of the receiver (instead of diagonal to it like on most other
    rifles) so that the recoil was diverted straight back. The Model II replaced
    the slanted handle with a vertical one, and moved the bipod to attach to the
    muzzle. Only about 7000 FG42 models were ever made, and the FG42 never really
    saw full fledged service on the frontlines, but only exclusive service in
    special operations by the Fallschirmjäger.
     The FG42 in CoD3
    The FG42 is only found in one level of the entire game. While it is certainly
    a delight to pick up and use, it is not that great of a weapon. Part of that
    is due to the fact that since it is so light and has such a high rate of fire
    (750 rounds per minute) it has excessive recoil. Even firing in single shot
    provides more kick than would be desired. On the plus side, the level that it
    is found in has an abundance of ammunition, and is easy to suppress an enemy
    The sights consist of a rear Diopter aperture sight and a forward pin. Aiming
    is fairly easy, but does not feel as smooth as other weapons. Reload time is
    the fastest of all support weapons, since you only need to replace the
    magazine, and with the smallish capacity and high rate of fire, you will find
    yourself reloading a lot.
    While not particularly a favorite weapon, the FG42 still provides a good
    amount of fire and decent accuracy. Aside from sounding like a pipsqueak, the
    FG42 is a powerful weapon, but is best used in close quarters, as the recoil
    prevents use at any longer ranges.
     5.5 – Scoped FG42
    Designation:                        Fallschirmjägergewehr 1942
    Country of origin:                  Germany
    Available to:                       German
    Caliber:                            8mm Mauser
    Rate of fire:                       750 rounds per minute
    Feed mechanism:                     20 round detachable box magazine
    Operation:                          Gas operated, open bolt
     History of the Scoped FG42
    At the same time as the development of the FG42, German air force officers
    considered mounting a scope on the new automatic rifle to increase the range
    of fire and allow more precise shot placement while airborne. This was the
    first introduction to the predecessor of the scoped Assault Rifle in history.
    The scope was specifically tailored to the weapon, and was called the ZFG42.
    Aside from the scope, the FG42 was the same weapon as the standard, non-
    scoped FG42, and unlike most military sniper rifles, was not hand selected
    for accuracy.
     The Scoped FG42 in CoD3
    The scoped FG-42 is a fairly rare weapon, in that it can only be found twice
    in the game. It can be found in the half-destroyed house in "The Island"
    level propped up against the second story windowsill, and in "The Mace"
    propped against two boxes after choosing the upper path to support your
    squad. Despite its limited service use, however, it's actually pretty cool.
    The scope replaces the crummy iron sights and makes accuracy and aiming a
    breeze. It also seems that recoil is reduced in the scoped model, and is
    still fully automatic. The only difference in the two models is the scope,
    increasing the range to about 600 meters.
     5.6 – Support Gunner Efficiency
    Support Weapons in Call of Duty 3 are basically the same weapons from Call of
    Duty 2 with different results. These heavy, fully automatic weapons were once
    used in their true form, mostly to provide inaccurate suppressive fire (but
    could also be used to give accurate single fire). In CoD3, Support Weapons
    are classified as "Heavy Assault, and are typically used to be fired on the
    run and to assault main objectives like flags and HQs. With their low recoil
    and high RoF (Rate of Fire), Support Weapons can provide both long and short
    range accurate fire.
    There are a number of tactics that you can employ while using a support
    weapon. The first is mobile assault, using the weapon on the go and firing in
    automatic bursts. This is effective for targets that are behind cover, as the
    automatic fire can keep the enemy's head down while you close the gap between
    you and the target, at which point you can effectively take them out. The
    Mobile Assault tactic should generally be used when the enemy is well covered
    and at a longer range, and should also be executed with teammates packing
    similar weapons.
    The second tactic is basic support gunning, by keeping close to your
    teammates (usually while behind cover or in the prone position) and providing
    a base of fire. You can use this while your team needs to cross a wide open
    field that may be guarded by snipers or Support Gunners using the long range-
    assault tactic. While doing this with a Heavy Assault weapon is not as
    effective as using a deployable MG, it still works quite well.
    The final is the Long-Range Assault tactic, where you are using your weapon
    to the equivalent of a sniper. The soldier should use the prone position
    while hidden or find cover where visibility is poor to take out enemies at
    long range. While using the ADS and single-shot fire, a player can take out
    many opponents caught out in the open.
    In conclusion, the Heavy Assault weapon class is a powerful, all purpose kit
    that is easy to use and effective in most hands.
     6.0 – Machineguns
    The deployable MG falls into this class, something not found in Call of Duty
    2. .30cals and MG34s are mostly used to provide a base of fire with a
    blistering rate of fire and an abundance of ammunition. Additionally, Heavy
    machineguns like the Browning .50cal and MG42 are also included in this
    category; more powerful versions of their smaller counterparts, but still
    serving the same purpose. While these can't be picked up and deployed, they
    can be found on the back of vehicles or as stationary guns.
    The Deployable MG is associated with the Support Class, which includes a
    machinegun, a pistol, ammunition, and a frag grenade.
     6.1 – Browning .30cal
    Designation:                        Browning M1919A6
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            .30-06 Springfield
    Rate of fire:                       750rpm
    Feed mechanism:                     75 or 250 round belt
    Operation:                          Short recoil
     History of the Browning .30cal
    In 1917, the US Army was equipped by French Arms factories with the Chauchat
    medium machinegun, the worst machinegun ever built. The gun jammed,
    overheated, misfired, fell apart, blew up, and performed any other sort of
    action that disgraced itself, and the crew of the weapon often threw it away
    in hopes that throwing rocks might be more effective. The US Army was lucky
    that John Moses Browning had a new machinegun.
    He first demonstrated his weapon to the US Army in 1917. Browning set up his
    machinegun, equipped with water jacket and steam canister, and to the
    surprise of the crowd, fired several belts of 20,000 rounds without stopping
    or jamming, then another 20,000 rounds after letting the gun cool. Skeptical
    that the gun could perform that well under factory conditions, the board
    demanded that he have a new gun produced and demonstrated again. With this
    gun, he fired nonstop for approximately 48 minutes and 12 seconds until the
    gun finally stopped, at which point he blindfolded himself, disassembled, and
    then reassembled it. Next week, the US Army ordered 10,000 to be deployed
    immediately on the field.
    Several models came after that, leading to the M1919, the same gun but
    replacing the water jacket with a perforated, air-cooled barrel jacket. All
    of his machineguns used the short recoil system of belt-feeding, where the
    barrel recoils until it is unlocked from the bolt, which is blown back with
    the help of an accelerator, against the return spring. The feed arm discards
    a spent shell casing and draws another round into the breech, where it is
    chambered and locked, ready to fire again. The most commonly used models were
    the M1919A4, which used a plastic pistol grip mounted on the butt and was
    used extensively on vehicles (usually fed by a 100 or 250-round box of belt
    ammunition), and the M1919A6, which was equipped with a butt stock and bipod
    for mobile use by the infantry. The M1919 was possibly the best machinegun
    design ever built, and still remains in service in some countries to this
     The Browning .30cal in CoD3
    Two models, the M1919A4 and M1919A6, are used in CoD3, the latter of which is
    a new addition from CoD2 and fully deployable. The first model is primarily
    used as a stationary machinegun (not found in multiplayer) and fires at 600
    rounds per minute. The second one is the transportable model and fires at 900
    rounds per minute with limited ammo. To deploy the M1919A6, you must find a
    low piece of cover or go into the prone position.
    They both feature new sounds, which are considered to be improved from the
    previous game, and visuals. At least you can actually tell how many rounds
    are being fired, unlike the weird, pre-recorded sounds from CoD2. Both models
    are used as suppressive weapons and are moderately powerful, although it may
    take multiple shots to kill an enemy. The stationary gun can overheat,
    meaning that you must check your fire often. The deployable gun does not
    overheat, however, and can be fired until the 75-round belt is depleted.
    The sights look complicated, but are essentially a rear V-notch sight and a
    front post. In some low light situations, the front sight is particularly
    hard to see, so the shooter should aim just slightly above the rear sight.
    Recoil is nil while deployed in the prone position, or set up against a piece
    of cover. Additionally, the .30 cal can be used as a spam weapon while on the
    move. Be careful, though. The .30cal has the slowest reload of all weapons,
    taking about 6 seconds to feed a new belt.
     6.2 – Browning .50cal
    Designation:                        Browning M2HB
    Country of origin:                  USA
    Available to:                       Allies, American, Canadian, and Polish
    Caliber:                            .50 BMG
    Rate of fire:                       550rpm (campaign), 1200rpm (multiplayer)
    Feed mechanism:                     Belt fed
    Operation:                          Short recoil
     History of the Browning .50cal
    Shortly after developing the M1919 for the US Army, John Browning began work
    on a new, heavy machine gun. This class of machinegun was relatively new to
    the battlefield, as WW1 had just recently demonstrated extensive use of
    fortified and reinforced positions, and even tanks. The Heavy Machinegun was
    meant to counter these targets by punching through hardened surfaces and
    still have enough energy to dispatch opponents on the other side. Browning's
    design was very similar to his previously invented .30cal medium machine gun.
    It was a belt fed, short recoil operated, vehicle mounted machinegun in which
    the barrel and bolt both recoiled to chamber a new round. He also designed a
    new cartridge, a heavy 12.7 x 99mm (or .50 Browning Machine Gun) that had a
    maximum kill range of nearly 7000 meters, but an effective range of 2000
    meters. He finished the design in 1921, and submitted it to the US Army
    Ordinance department for testing.
    The Army was astounded at the .50cal's anti-material abilities, penetrating
    nearly any object of great density, and adopted the weapon into service. The
    .50 could be used in a wide variety of rolls, such as AAA, anti-vehicle, or a
    lethal anti-infantry designation. In 1932, the weapon was updated to take a
    new, thicker barrel (hence the designation M2HB for "M2 Heavy Barrel") that
    resisted over-heating better. The gun weighed a hefty 82 pounds, and with a
    bipod included, the weight was bumped up to more than 120 pounds, usually
    requiring three men to carry it into battle.
    It mostly saw use on the back of vehicles or as a secondary weapon mounted on
    tanks. The Browning M2 is such a great design, that it still remains in
    military service today, not only in the US, but in nearly 20 other separate
     The Browning .50cal in CoD3
    The Browning M2 cannot actually be used as a transportable infantry weapon in
    CoD3 for obvious reasons, but is often found on the backs of many vehicles.
    In campaign, the .50cal sees limited service and only fires at 550 rounds per
    minute. In multiplayer, however, it fires at a disgustingly astounding 1200
    rounds a minute to counter the MG42. It is found on the back of the American
    jeep, the Sherman, and oddly, the Panzer.
    The .50cal doesn't really have any real iron sights; it is just essentially a
    first-person weapon model with a T-crosshair. The intercept point of the T
    marks the exact point of impact at ranges of up to 150 meters. The M2 has
    relatively low recoil, but it does overheat easily, making sustained fire
    difficult. Firing in 5-7 round bursts with about half of a second between
    bursts, or equally 10 round bursts with about a second between bursts will
    keep the weapon up and running for a good while. The gun will sustain around
    3-4 seconds of fully automatic fire before overheating.
     6.3 – Vickers K
    Designation:                        Vickers Gas Operated
    Country of origin:                  Great Britain
    Available to:                       British
    Caliber:                            .303 British
    Rate of fire:                       950 rounds per minute
    Feed mechanism:                     100 round drum magazine
    Operation:                          Gas operated
     History of the Vickers K
    During the post war period, the British Army Ordinance Department realized
    that the Lewis and Vickers machineguns had started to become obsolete and
    complicated to manufacture. The Lewis gun was a heavy, recoil operated weapon
    that fed from a top mounted drum magazine. While the recoil system was
    innovative it was less than practical for factory production, as was the
    outdated toggle-lock design of the Vickers gun. Adding to that the delicate
    mechanisms that were prone to jamming and overheating, it became apparent
    that the British Army as well as the entire military needed rearming.
    	The method of gas-operated weapons had become a new field of exploration
    during the early 20th century, and some profitable designs had come out of it,
    such as Browning's 'Automatic Rifle,' so it was decided that the new
    requirements would call for a light, gas-operated squad-based automatic
    weapon firing the standard British .303 rifle cartridge. One possible
    candidate was the French manufactured Vickers-Berthier (commercially
    advertised as the "Vickers K"), firing the 8mm Mauser round. It was a solid
    design, but the top mounted drum magazine proved to be too cumbersome and
    added to the already hefty weight of the devise. Although this design failed
    army tests in favor of the exceptional Czech ZB vz.26 (later to become the
    Bren), the RAF could find ways to put the Vickers-Berthier to good use. It
    was rechambered for the .303 British cartridge and became the Vickers Gas-
    Operated, mounted on the observation seats of British Aircraft. With a
    desirable 950 rpm, it was ideal for single-ship dog fights and capable of
    filling the air with dangerous bursts of led. But as newer model aircraft
    were produced, the VGO began to gradually lose popularity.
    	The British SAS would yet find use for the Vickers, however.
    Particularly, these weapons could be mounted in pairs on British jeeps for
    hit and run tactics. As many as 3 pairs of guns could be fitted to one SAS
    jeep, increasing the vehicle's firepower exponentially. This weapon was used
    extensively by the SAS during WW2.
     The Vickers K in CoD3
    The Vickers K is a single player exclusive, available on a track-based
    mission during your campaigns with the French resistance. While being able to
    drive the SAS jeep, you are later allowed to mount the twin Vickers K
    apparatus. First of all, it is apparent that upon pulling the trigger, this
    weapon can fire very quickly as well as being a generally terrifying weapon
    not only to fire, but also to be on the receiving-end of. Although you may
    have noticed the top mounted drum magazine, it is supplied with an unlimited
    amount of continuous fire, but it is prone to overheating if one leans on the
    trigger for too long.
    The second defining characteristic of the Vickers K is its unconventional
    iron sight system. It consists of a large ring sight in the rear and a front
    pin sight in the center. This might look simple to use but it actually may be
    slightly difficult. For one, the sight is not attached to either of the
    weapons themselves, but rather in the very center of the two, so you are not
    able to see the source of your shots. And since you are not firing tracer
    rounds (i.e. bullets that allow the firer to see the trajectory of the shots
    by their trail), you aren't able to see where they are going, either. Because
    of this, you'll have to rely solely on the sights.
    It is best to place the front sight just below your target, and adjust your
    fire by either confirming the target's status or by finding the point that
    has just been hit. Overall, using the Vickers K is a simple form of guess and
     6.4 – MG34
    Designation:                        Maschinengewehr 1934
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            8mm Mauser
    Rate of fire:                       900 rounds per minute
    Feed mechanism:                     75 round drum magazine
    Operation:                          Short recoil
     History of the MG34
    In search of a new design, the German army began to examine new machineguns
    in 1930. The design was supposed to follow certain machinegun standards
    recently formed by the Army, which was to use a General Purpose Machine Gun
    (GMPG) which could be used for long range suppressive fire, or used as a
    mobile spam weapon of sorts. A Swiss design called the Solothurn MG30 caught
    the attention of arms developers in Germany. It was a light machinegun that
    fired the 8mm Mauser cartridge (7.92 x 57mm) from a side mounted, 30-round
    detachable box magazine. A designer working for Mauser by the name of
    Heinrich Vollmer took the design and expanded on it, with an end result that
    bore very little resemblance to the MG30.
    The rotating bolt had been replaced with a staitionary bolt body where only
    the head rotated around a joint. It used a similar feeding mechanism to the
    Browning machineguns, in which the bolt engaged feeding pawls that fed the
    rounds into the breech by either a 250-round belt, or a 75-round drum
    magazine mounted on the side. The bolt mechanism was also modified to fire at
    800-900 rounds per minute.
    The German Army adopted the MG34 in 1934, and used it extensively in WW2.
    However, when the war first rolled out, it became apparent that the precision
    and productivity demanded by the MG34 was not ideal for wartime production
    measures, so it was replaced (officially) by the MG42. Even so, the MG34
    remained in wide use during the Second World War as a squad automatic weapon
    and a Medium machinegun.
     The MG34 in CoD3
    The MG34 has resurfaced from Call of Duty 2: Big Red One, looking better than
    ever. But other than that, it basically sounds and performs in the same way.
    It uses a 75-round drum magazine, which can be depleted pretty fast at 900
    rounds per minute, and takes ages to reload, about six seconds. The MG34, as
    well as the .30cal, will deploy in the prone position or against a low object
    when the left trigger is pulled (ADS) and has approximately 120 degrees
    horizontal range and 45 degrees vertical range.
    The iron sights are pretty conventional, with a rear V-notch sight (included
    with a cosmetic range adapter) and a front blade sight. The tip of the blade
    marks the exact point of impact when in the prone position. Recoil is
    minimal, and the barrel will only jump slightly when the first shot is fired,
    then stabilize. When not deployed, the shots will disperse in a conical
    pattern as more shots are fired.
    The MG34 and .30 cal are the heaviest weapons to run with, which makes the
    aid of pistols all the more valid. No matter which primary weapon you are
    equipped with, you can always run at a quick, zippy speed with a pistol
    equipped. Remember to keep one handy when using machineguns.
     6.5 – MG42
    Designation:                        Maschinengewehr 1942
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            8mm Mauser
    Rate of fire:                       1200 rounds per minute
    Feed mechanism:                     50 or 250-round belt
    Operation:                          Short recoil
     History of the MG42
    After discovering the production weaknesses of the MG34, a replacement weapon
    was heavily sought after. The finely machined parts were delicate and easily
    susceptible to disruption from dirt and mud, and poor ammunition could jam
    the weapon. Basing the new design off of the previously produced MG34, Mauser
    began work on a new machinegun. Instead of a rotating bolt head, the bolt
    used two cammed rollers that fit into a locking piece in the breech. The
    roller would lock into the breech by closing, like a claw, around a groove,
    which was aided by the return spring. The bolt body, which contained the
    firing pin, was released by pulling the trigger. Ammunition was lifted into
    the breech by the typical means of feed arm and pawls found in belt fed
    machineguns. Due to the astounding rate of 1200 rounds per minute (20 rounds
    a second), barrels burned out pretty quickly. An innovative method of
    providing a barrel-removing system of swinging the barrel out by the breech
    through a slot in the barrel jacket was implemented, allowing the crew to
    change barrels in seconds.
    The German Army quickly found that the MG42 was much easier to produce than
    the MG34, although never replaced it on the field. By the end of the war,
    more than 750,000 MG42s were produced and saw service until the end of the
    war. It still remains today, re-chambered for .308 NATO, as the MG1 (although
    it is not typically used due to weight and heat).
     The MG42 in CoD3
    The MG42 cannot be used as a deployable weapon like the MG34, but is commonly
    found as a staitionary gun emplacement and mounted on the back of the German
    Korch. The first thing that distinguishes it from any other machinegun is its
    1200 round per minute rate of fire, its characteristic sound capable of being
    picked out immediately. Literally nicknamed "Hitler's Buzzsaw" during WW2,
    the MG42 is capable of spewing out an insurmountable wall of lead in a very
    short time. This makes individual rounds hard to pick out and single shots
    difficult to obtain.
    While not technically used, the sights consist of a rear V-notch and a front
    blade, but the actual aiming system is just a T crosshair, the intersection
    of the lines marking the exact impact point. The MG42 has minimal recoil, but
    is best used at ranges within 100 meters and fired in 5-7 round bursts. 3
    seconds of fully automatic fire will overheat the barrel. The sound of the
    MG42 is also very attractive, not to mention accurate (the flash suppressor
    on the end of the barrel increased the sound of the shots) with a loud
    thunder crash of bullets followed by the catchy Dozen-shells-hitting-the-
    pavement-at-once hollow jingle. Overall, the MG42 is easy and fun to use, and
    is useful for helping suppress the enemy.
     6.6 – Machine Gunner Efficiency
    With the inclusion of the deployable MG in CoD3, the machine gunner has a
    whole new playground now. A machine gunner, equipped with a frag grenade,
    infinite spare ammunition, a light pistol, and a heavy machinegun, is capable
    of a multipurpose storming tactic. The MG is a great spam weapon for close
    range, conquering any opponent, while at long and medium range, is able to
    keep up a steady stream of accurate support fire.
    On the down side, all deployable MGs can only use ADS in the prone, deployed
    position, making quick aiming impossible. As a rule, a machine gunner should
    stay well concealed in cover and supported by teammates, moving in groups and
    deploying in the front of combat, providing a base of fire for the assaulting
    allies. It is best to find a hidden location with lots of cover, AND MOST
    IMPORTANTLY, only exposed in the front. The reason for this is because you
    will be able to see all of your enemies without having to worry about your
    left and right flanks, and the enemy is only able to approach you from one
    This may not always be the case, however, and many times a machine gunner is
    vulnerable from all sides, especially to snipers, who seem to be drawn to
    machine gunners as you are unable to move and are open from all directions.
    Like they say, "With great power comes great consequences (it's really
    supposed to be "responsibility," but who gives a damn?)" Using a machinegun
    may be powerful and accurate, but is also dangerous.
    To counter this, you may choose to stay mobile, becoming less of a target for
    snipers. But alas, you cannot use your ADS while moving, or standing for that
    matter, so you are equally as vulnerable at anything but close range. With a
    fast rate of fire and lots of bullets, you can quickly take out an opponent
    at close range without being deployed. This is excellent for storming
    compounds and assaulting objectives.
    Overall, the Support class is a well-balanced kit that uses great rate of
    fire, excellent ammo capacity, good accuracy, and little recoil with the
    disadvantage of slow movement, exposure, and low accuracy while moving.
     7.0 – Anti-Armor
    All of the previously mentioned weapon classes are well-balanced, unique, and
    excellent for certain situations, except one. You've probably been thinking,
    "So, if a tank rolls by, I'm screwed, right?" Well, don't fret, as we still
    have an ace up our sleeve: Anti-Armor, a class specifically designed for the
    defense of and elimination of tanks and other armored vehicles.
    Each team is equipped with the Anti-Armor roll and includes a rocket
    launcher, a pistol, a sticky grenade, and ammunition. There are only two
    types of Anti-Armor weapons, and are practically the exact same as the other.
     7.1 – Bazooka
    Designation:                        M9A1 Bazooka
    Country of origin:                  USA
    Available to:                       Allies, American
    Caliber:                            M7A1 HEAT shaped charge (60mm)
    Feed mechanism:                     1-round tube
    Operation:                          Magneto Ignition
     History of the Bazooka
    With the introduction of tanks during WW1, the USA was in desperate need of a
    new weapon to battle these vehicles. Plans went underway to develop a new,
    armor-piercing infantry rifle that could penetrate a tank's armor and disable
    it, but a slightly different design caught the US army's attention. A rocket
    launcher, produced by Leslie Skinner and Edward Uhl (two military officers),
    which featured a simple tube and trigger assembly which fired a rocket,
    tipped with an M10 grenade, by electric ignition. The Army adopted it, and
    introduced it to the armed forces in 1942 as the M1A1 "bazooka" a term that
    made a reference to the musical instrument made by comedian Bob Burns which
    the weapon resembled.
    The first use of the recoilless rocket powered weapon was the invention by
    Robert H. Goddard, developed as an anti-tank weapon for the US Army in 1918.
    The weapon used a hollow metal tube with a wooden stock that fired a simple
    rocket which could pierce up to 70mm of armor. The army lost interest
    however, when the war ended the week after Goddard introduced his weapon.
    Later, two men, Skinner and Uhl, based their work off of Goddard's weapon, as
    well as a shaped charge idea developed by Swiss weapon developer Henry
    Mohaupt. It used a tube with a handle and sights that fired a rocket tipped
    with Mohaupt's grenade, fed into the back of the tube.
    On production M1A1s, the firing mechanism was changed to the electrical
    "Magneto" ignition system, a more reliable system than the one developed by
    Skinner and Uhl. Several models such as the M9A1 followed, which could be
    broken down into two pieces for use by paratroopers. Although effective
    against most Panzer variants, the Bazooka was ineffective against German
    Tiger tanks. It was replaced by the M20 "Super Bazooka" and the M72 LAW in
     The Bazooka in CoD3
    The Bazooka is a weapon specifically designed for use against armored
    vehicles such as jeeps and tanks, and is very powerful and effective. Unlike
    other Call of Duty titles, the bazooka only takes one rocket to destroy a
    Panzer or a Sherman, and is accurate at ranges up to 50 meters. The bazooka
    does have quite a bit of faults, though. The rocket is unreliable in
    accuracy, and may zoom straight on target at sometimes, while at others it
    could veer off course and sail over the target by several feet, making it
    ineffective at medium and long range. Also, it only fires one rocket at a
    time and is slow to reload, making the first shot vital. It is a heavy weapon
    as well at nearly sixteen pounds, making it slow to run with. Plus, it is
    highly ineffective against infantry and does not have much splash damage.
    The bazooka only has one rear iron sight which consists of a wide metal plate
    with a wired crosshair in the middle. The plate can be rather obtrusive and
    blocks targets outside the field of vision. Add that to the fact that all
    targets to the right are essentially invisible, and the bazooka is a pretty
    one-purpose weapon, best used exclusively against vehicles at close range.
     7.2 – Panzerschrek
    Designation:                        Raketen-Panzerbüchse 54
    Country of origin:                  Germany
    Available to:                       Axis, German
    Caliber:                            7.25 lb. rocket (88mm shaped charge)
    Feed mechanism:                     1-round tube
    Operation:                          PD fuse
     History of the Panzerschrek
    Before the Panzerschrek, the German Army had primarily been using rifle
    grendes and anti-tank rifles to combat Allied tanks, which proved
    unsatisfactory during WW2. During the African campaign, the Germans managed
    to capture American M1A1 Bazookas and send them to German arms developers.
    They based a similar design around this and refitted it with the 88mm rocket
    grenade, calling it the RPzB43 (or more commonly the Panzerschrek, meaning
    "tank terror") which could pierce up to 200mm of armor, enough to destroy an
    Allied tank with one round. Unfortunately, the PDzB43 had excessive blast
    from the muzzle and rear, and many times the operating crew had to wear
    protective suits. To reduce the danger of the jet-wash, the weapon was
    equipped with a blast shield to protect the firer, resulting in the RPzB54.
    The Panzerschrek was issued to German troops in 1943 and continued to be
    produced until the war's end, but was not produced nearly as much as the
    easier to manufacture, cheaper Panzerfaust, which was a disposable tube
    tipped with an 88mm warhead. The Panzerschrek was greatly feared by Allied
    tank units and was typically the main source of destruction to the armored
     The Panzerschrek in CoD3
    The Panzerschrek is basically the same as the Bazooka if not for the sounds
    and visuals, and serves the same purpose. It is just as heavy, inaccurate,
    powerful, slow to reload, and cool to use as the M9A1, and is issued to the
    anti-armor class.
    The iron sights consist of a rear square hollowed out of the blast shield and
    a front blade. Again, the sights are very obtrusive and are mainly effective
    against targets in the immediate visual range.
     7.3 – Anti-Armor Efficiency
    You may not at first feel compelled to choose the Anti-Armor class when
    beginning a game, instead choosing a lighter infantry weapon. But when the
    tanks rev their engines and roll out of the garage, many players will find
    that it is actually smart to commit suicide in favor of choosing the Rocket
    With the reintroduction of the M9A1 Bazooka into CoD3, which is a welcome
    edition from CoD2, which only featured the Panzerschrek, each team is now
    equipped with an effective anti-tank weapon. These weapons are rocket
    propelled, powerful, and highly useful against tanks and jeeps. They are
    also, however, inaccurate at long range and ineffective against infantry.
    Tactics are relatively easy to employ, and usually only consist of one phase:
    aim and fire.
    Tanks are slow and cumbersome, making them easy targets, but they also have
    excellent fields of vision are able to see the entire battle field (that is,
    wherever the turret is pointed), so frontal assaults can be deadly. It is
    best to spot the tank before it spots you, and make sure that you can get
    into a position where you will not be heckled by any infantry support the
    tank might have, and hide. It is best to maintain your cover until the tank
    passes in range, at which point you are free to pop out and tag the tank with
    a well placed rocket before it has a chance to respond. It usually only takes
    one rocket to put a tank out of commission, as long as you get a direct hit
    and avoid shooting the ground or any objects that may be in the way of your
    Even if you are well covered and the tank did not spot you, the rocket leaves
    a smoke trail, often connecting angry groups of infantry directly to you.
    Even if you missed your mark, it is wise to change positions immediately
    after firing, as the rocket launcher takes a long time to reload. If you do
    not want to risk missing your target at close range, however, you can use a
    different tactic. Now, players are able to sneak up behind a tank and climb
    on top to pitch a grenade into the hatch. This leaves you open to attacks
    from infantry, though, and nothing is stopping the tank operator from simply
    climbing out and killing you, and this tactic is best used by players who are
    not equipped with anti-tank weapons.
     8.0 – Explosives
    What kind of game would this be without the aid of proper explosive devises?
    Using grenades is a key to victory and is a very useful battle implement, and
    players will somehow always find a use for one, whether it's setting up anti-
    personnel mines near a defensive position or obscuring an enemy base with a
    smoke screen.
    A feature returning from games like CoD2: BRO is the ability to "cook"
    grenades, "cook" being a term to describe pulling the pin and waiting for the
    fuse to run down before throwing the grenade, allowing a skilled player to
    take out groups of enemies before the grenade even hits the ground. However,
    the ability to throw grenades back at the enemy is only included in the
    campaign mode, so you are at the same disadvantage.
    It should be noted that grenade buttons are different for multiplayer than
    they are for singleplayer. They are as follows: Singleplayer- RB= frag
    grenade, LB= smoke grenade. Multiplayer- RB= Special ability, LB= grenade.
    This may take a while to get used to, but works quite nicely in eliminating
    the confusion between two grenade types.
     8.1 – Frag Grenade
    Designation:                        Mk.2 A1 Fragmentation Grenade
    Country of origin:                  USA
    Available to:                       All Allied forces
    Blast radius:                       15 feet (4.7 meters)
    Fuse time:                          3 + 1 seconds
    Max throw distance:                 79 feet (25 meters)
     History of the Mk.2 A1 Frag
    Shortly after WW1 began, the American Army decided that a standard issue hand
    grenade was in dire need of production due to the experience with the
    Stielhandgranate used by the German Army. They based the design around the
    British Mills bomb, a famous hand grenade considered to be the first modern
    grenade. It featured a safety pin which compressed the "spoon" or safety
    handle and kept it from releasing and engaging the fuse. When the pin was
    pulled and the safety handle was released, the fuse delay burned for a
    certain amount of time before engaging the powder and detonating. The grenade
    also had a serrated surface, which at the time, was thought to help in
    The American grenade was based largely around this design, called the Mk.1,
    but commonly referred to by troops as the "pineapple" due to its distinct
    shape. It featured a rather complex safety mechanism and arming process,
    which resulted in many cases of grenades being throw and not exploding. The
    arming mechanism was taken out in favor of the Mills Bomb design, and was re-
    designated the Mk.2. Some more minor modifications resulted in the Mk.2 A1,
    which was commonly used in WW2, Korea, and Vietnam, until being replaced by
    the M67.
     The Frag Grenade in CoD3
    It can be thrown, it goes boom, and it will probably kill something. Grenades
    haven't changed since CoD2 (except for the cooking feature) and are still
    useful tools in battle. Once the pin is pulled and the spoon released, a red
    circle consisting of seven bars appears on screen, and looses a bar until the
    entire circle is depleted, at which point you will have one second before it
    For maximum throwing distance, it is best to angle your aim at 45 degrees,
    and let two or three bars disappear before throwing it. Depending on
    elevation, the grenade should detonate right as it hits the ground,
    preventing the enemy from taking cover.
    The grenade has an effective kill radius of about 7-10 feet. Anything outside
    this radius will either not be affected by the grenade or will only be
    moderately wounded. It is wise to watch for the grenade danger indicator, as
    grenades that have landed close to you will be tagged by a white symbol,
    becoming thicker or thinner depending on the grenade's distance from you.
    The Mk.2 A1 is issued to all Allied forces. While this may only be a small,
    purposeful mistake, it detracts somewhat from the game, but is nothing to
    fret over.
     8.2 – Stielhandgranate
    Designation:                        Stielhandgranate 24
    Country of origin:                  Germany
    Available to:                       Axis, German
    Blast radius:                       10 feet (3.2 meters)
    Fuse time:                          3 + 1 seconds
    Max throw distance:                 94 feet (30 meters)
     History of the Stielhandgranate
    With the production of the Mills bomb and the Mk.2, an entirely different
    type of grenade was being produced by the Germans. The main idea following
    the Stielhandgranate, or "stick grenade," was that it relied more on the
    initial blast of the detonation rather than the fragmentation of shrapnel in
    other grenades, thus reducing the blast radius. On the other hand, the
    grenade was equipped with a handle or stick, hence "stick grenade," that
    aided in the grenade's overall distance.
    The grenade was first designed and produced in 1915, sometime after the
    outbreak of WW1. It was designed to be an "offensive" type grenade, meaning
    that it has a shorter blast radius but greater power, and consisted of a
    cylindrical can in which the charge was contained, as well as a wooden handle
    by which to throw the grenade. To arm it, the user had to unscrew a cap at
    the base of the handle where the fuse was contained (not assembled until
    carried into battle). The fuse was inserted into a porcelain ball, which the
    user would pull out after unscrewing the cap, which engaged the friction
    igniter and started the 4-second fuse.
    The Model 24 was used throughout WW1 and to the end of WW2. During wartime,
    some small production aspects were simplified to produce them cheaper. The
    epiphany of German infantry, the Stielhandgranate was probably the most
    recognized grenade in the 20th century, known by many informal names, most
    commonly as the "potato masher" by American and British troops.
     The Stielhandgranate in CoD3
    Virtually the same as the Mk.2 A1 Frag, the Stielhandgranate is simply the
    German grenade variant. There is no real difference, apart from very minor
    differences such as range, but it will still kill someone if you throw it at
    A minor gameplay fact that should be noted is that the Stielhandgranate does
    not need to go through the arming process to be thrown, which means that you
    do not have to go through the trouble of unscrewing the base cap and pulling
    the fuse. You just have to throw it, and it will explode.
     8.3 – Smoke grenade
    Designation:                        AN-M8 Smoke grenade
    Country of origin:                  USA
    Available to:                       All
    Effective radius:                   about 30 feet (9.5 meters)
    Max expulsion time:                 50 seconds
    Max throw distance:                 79 feet (25 meters)
     History of the Smoke Grenade
    Since WW1, smoke screens had been an understandably useful way for masking
    troop movement and marking targets or positions of interest in the military.
    Such devices such as smoke bombs and mortar shells had been devised which
    consisted of an ignition composition and hydrochloric and potassium filler to
    produce thick, heavy smoke screens that were mainly used to help soldiers
    advance across open terrain. The popularity of the hand grenade, however,
    brought up new options. By means of fuse and igniter, a simple aluminum
    container could be filled with a solution that typically produced white
    smoke, or in some cases, with colored powder, could produce a colored smoke
    screen, and all could be thrown by hand.
    One such grenade type was the AN-M8, used extensively by Allied forces during
    WW2. When the pin was pulled and the lever was depressed, the igniter burned
    and engaged the filler, which produced the smoke for up to 150 seconds. While
    this was an effective method of troop movement, a long amount of time exposed
    to the hydrochloric fumes could cause irritations to the eyes, lungs, and
    throat. That's why gas masks were usually issued to soldiers if they were
    expected to deploy the smoke in enclosed areas.
     The Smoke Grenade in CoD3
    The smoke grenade is useful in the heat of battle, and is mainly used to mask
    players from enemy fire and allows them to get from one position to another
    in relative safety. Smoke grenades do not have fuses like other hand
    grenades, so you can keep the trigger held for as long as you like without
    the grenade going off.
    Once thrown, the grenade will activate about 3 seconds after it has ceased to
    move (it may bounce around quite a lot). The maximum screen width may take a
    while to build up, and will last for roughly 50 seconds, expanding until it
    has reached its full magnitude, and will slowly dissipate.
    A few different tactics can be deployed while using the smoke grenade. The
    first is to deploy it close to your team to mask their movement from one
    place to the other. The advantages are that the other team will not be able
    to pick out individual targets and reduces the probability of getting hit in
    the open. On the other hand, a smoke screen draws a lot of attention, and the
    opposing team will often fire or throw grenades into the smoke. Plus, the
    silhouette of targets not at the center of the smoke can still be seen.
    The second tactic you can employ is throwing the smoke grenade close to a
    fortified enemy position to confuse and disorient them, leaving them
    vulnerable to an assault. Usually, the enemy will try to get out of the
    screen in favor of better visibility, and will often run out into the line of
    sight, where they should meet your bullets. You can also throw grenades into
    their position, which will either kill them or further flush them out.
     8.4 – AP Mine
    Designation:                        S-Mine; M-1939 Anti-Personnel
    Country of origin:                  Germany; USA
    Available to:                       Axis; Allies
    Blast radius:                       31 feet (10 meters)
    Effective kill radius:              7 feet (2.2 meters)
    Fuse time:                          about half a second
     History of the AP Mine
    Based off of a famous German landmine called the S-mine, or "Bouncing Betty,"
    the M-1939 is a type of explosive called a bounding mine, in which a
    propulsive charge in the bottom of the mine blows it out of the ground to
    about 1 meter in height and explodes, showering the area with shrapnel (which
    is why it appears that the explosion is happening at about waist height in
    A mine is a useful battle tool used for defense and fortification. It
    consists of a large explosive charge and a trigger device, usually located on
    top of the weapon, that is engaged by pressure, mainly that of an
    unsuspecting victim. When the pressure is released, the mine detonates,
    seriously wounding or killing its target or anyone around it. The S-mine and
    M-1939 both featured a metal jacket filled with steel ball bearings that
    acted as a lethal shrapnel apparatus, increasing range for up to 30 meters.
    Either of these mines were activated using a safety pin in the shaft of the
    device. The user would place the mine in the ground (usually in a hidden
    location) unscrew a washer keeping the pin in place, remove the pin, and
    cover the mine so as to reduce visibility. The mine had three pronged
    pressure sensors that activated the propulsion charge in the bottom, and then
    detonated in mid-air. The Allies saw the implications of the mine and based
    the M-1939 bounding mine off of German SMi-35 models.
     The AP Mine in CoD3
    The first thing that should be pointed out is that the mine in CoD3 is
    clearly visible, and you don't have to worry about stepping on one anywhere
    you go. The top of the sensor and part of the charge is still visible
    protruding from the ground, so visibility is not an issue. The mine claims
    the most casualties from ignorant, hasty players that are not weary of where
    they step.
    The mine can only be placed on soft surfaces like grass or dirt, so placing
    one at the entrance to a doorway is not plausible. When you or a teammate
    deploys a mine, an indicator pops up showing the mine's location so as to
    avoid friendly casualties. It is visible at all times, unlike on enemy mines,
    where an indicator only pops up if you are in the mine's extreme proximity.
    Anyone inside the mine's lethal radius (which is not that much, really) has
    about half of a second to curse their teammates' stupidity before being blown
    to smithereens.
    Mines are not always lethal, however. While it is hard to do, it is possible
    to step on a mine and live to tell the tale. After stepping on the mine, you
    have a brief second before it explodes, and if you are quick enough, you can
    sprint/ jump your way out of the kill radius. This is useful if you want to
    clear a mine without wasting grenades. Using preferably a pistol, you simply
    have to sprint directly over the mine, and jump as soon as you hear the click
    of its activation mechanism. Again, this is hard to do, and you will be
    seriously wounded (until you heal) but it's been done.
    Generally, mines are placed close to defendable positions like flags or HQs.
    You may catch an unsuspecting enemy off guard on several occasions, and
    should likewise watch out for these devices while assaulting an objective, or
    simply walking around a corner.
     8.5 – Sticky Bomb
    Designation:                        No. 74 ST grenade
    Country of origin:                  Great Britain
    Available to:                       Axis and Allies
    Blast radius:                       10 feet (3.2 meters)
    Fuse time:                          3 + 1 seconds
    Max throw distance:                 94 feet (30 meters)
     History of the Sticky Bomb
    Though not a very popular weapon with Allied troops due to its safety issues,
    the No.74 "Sticky bomb" was an effective anti-tank weapon, which used a
    sticky surface to adhere to enemy tanks.
    In an attempt to utilize an effective anti-tank explosive, the British Army
    issued the No.74 to frontline troops in 1940. The grenade consisted of a
    metal shroud that encased the main charge: a nitroglycerine center inside a
    knitted wool ball which was coated in a thick resin-based adhesive. On
    removing the case pin, the metal shroud split and fell off, revealing the
    sticky center. Pulling a second safety pin and releasing the spoon armed the
    grenade and ignited the fuse.
    Although effective, the Sticky Bomb was unsafe and easy to damage. For
    instance, the glass ball containing the charge could crack from even light
    jarring, and the nitroglycerine content was moderately unstable. If a sticky
    bomb was active and accidentally stuck to the clothing, the user would have
    to think fast in order to rid himself of the grenade or his cloths by equal
    probability. The No.74 did not see much use and acted more as an improvised
    explosive rather than a regular battle tool.
     The Sticky Bomb in CoD3
    Only available in multiplayer mode, the Sticky Bomb is more useful against
    tanks and other armored vehicles rather than infantry, as it has a relatively
    short blast radius and does not bounce, reducing its effectiveness. It does,
    however, stick to any surface, even human flesh, making for some unusual
    antics if anyone so happens to get lucky.
    The Sticky Bomb has a fuse which lasts for the same amount of time as the
    other two hand grenades found in CoD3, as well as the same arming time (which
    is basically zero seconds). When using, the player should be careful that
    there aren't any teammates or obtrusive objects (the latter of which won't
    usually yell at you in the case that you tag them) in the way that the
    grenade may get caught on. You should also resist the urge to bounce the
    grenade into a position, since this will fail 9 out of 10 times or less.
    The Sticky bomb doesn't have as wide of a range as the fragmentation grenade,
    but is very powerful when the target is on top of it. It is important to note
    that the grenade is not officially designated the No.74 in the game, but it
    most resembles that than any other grenade in WW2, which is what it is
    referred to in this guide.
     8.6 – Rifle Grenade
    Designation:                        Schiessbecher; M7 grenade launcher
    Country of origin:                  Germany; USA
    Caliber:                            30mm
    Available to:                       Axis; Allies
    Blast radius:                       5-6 feet (1.9 meters)
    Effective range:                    250 feet (80 meters)
     History of the Rifle Grenade
    The idea behind the invention of the rifle grenade has always been to utilize
    a method of getting a grenade to a target farther and faster. The method of
    propulsion is by fitting a grenade launcher to the end of a rifle's barrel
    (usually consisting of a tube the same size as the bore and a "cup" to fit
    the grenade onto) and using a special blank round to the fire the grenade
    from the barrel. Some argue that this method is superior to using an attached
    grenade launcher (like the M203) to fire the grenade from under the barrel,
    as it is considerably lighter, plus regular infantry grenades can be used,
    and soldiers can use one at any time if they are equipped with one.
    The M7 and Schiessbecher, produced by Germany and America respectively, both
    use the same launching mechanism. The user would attach the launcher to the
    end of the muzzle and load a grenade on the end, and then insert a blank
    cartridge so that the gas pressure may push the grenade from the end of the
    barrel instead of a bullet. The grenades were either impact fused (detonates
    when hitting an object) or time fused (using the usual fuse timer). Both the
    Schiessbecher and the M7 use special grenades (not the standard
    Stielhandgranate or Mk.2) so two separate grenades had to be carried with a
    When firing a rifle grenade, the recoil was particularly great, much more so
    than firing a standard cartridge since it takes more energy and power to
    propel a grenade than a .30 inch bullet, so the firer would often place the
    butt of the rifle on the ground. The grenades could travel as far as 150
    meters, and made excellent anti-tank weapons due to their speed and power.
    Both of these grenade launchers remained in service throughout WW2 and were
    used extensively.
     The Rifle grenade in CoD3
    Like the sticky bomb and AP mine, the rifle grenade is only available in
    multiplayer and is only issued to the Rifleman class, making its use pretty
    exclusive. With the right angle and a good helping of luck, a soldier can hit
    a target from as far as 80 meters away.
    It is hard to judge the trajectory of the grenade at first, and takes a
    little bit of getting used to. Hitting a target can be based off of several
    factors: distance from the target, elevation, the time it takes for a grenade
    to get to its impact point, and basically predicting where the target will be
    when that happens. For mobile targets, the rifle grenade may not be useful at
    long range, but up close it is actually quite effective (especially for
    soldiers armed with the Kar98k who are at a distinct disadvantage in tight
    It takes several rifle grenades to destroy a tank, but unless you rank up in
    battle, you'll usually only be issued with one, reducing its effectiveness
    against armored vehicles. Also, the grenade's blast radius is comparatively
    short to other hand grenades. Thus, the rifle grenade is best used against
    single targets at close to medium range that are on a direct approach.
    Otherwise, it is not always guaranteed to do its job.
     9.0 – Miscellaneous Weapons
    Any weapon that does not fall under a certain category is placed here. This
    includes stationary weapons like the Pak43, the Trench Gun, and tanks.
    The Medic carries the Trench Gun in multiplayer, as well as a pistol, smoke
    grenades, and the "revive" ability.
     9.1 – Trench Gun
    Designation:                        Winchester M1897
    Country of origin:                  USA
    Available to:                       All forces
    Caliber:                            12-Gauge
    Feed mechanism:                     6-round fixed tube magazine
    Operation:                          Pump action
     History of the Trench Gun
    Another flawless design from the famous gun designer John Moses Browning, the
    Model 1897 was a descendant of the first pump-action shotgun to really catch
    on with the public, the Model 1893 (also developed by Browning). It used a
    tubular magazine under the barrel to feed shells into the action, which were
    chambered using a "pump fore-grip," operated by racking the grip back and
    foreword again. This ejected an empty shell and cocked the hammer on the
    rearward stroke and chambered another on the return stroke. When the user
    pulled the trigger, the external hammer was released and hit the firing pin,
    which fired the shell. It was chambered for the powerful 12-gauge shotgun
    shell, which held a multitude of small pellets in front of the powder charge,
    spraying them in a conical pattern. The design became popular among many
    sport shooters and hunters and was known for its reliability in poor
    During WW1, a detachment of soldiers were deployed in Western Europe armed
    with modified M1897 shotguns, fitted with a perforated barrel jacket and a
    bayonet lug for attaching the M1917 bayonet (used on the US Enfield 1917).
    This model was nicknamed the "Trench Gun" due to its distinguished
    effectiveness during trench warfare, common in WW1. The Germans were unhappy
    with the status of the shotgun used in the war to spray its troops with
    buckshot, but their protest was dismissed. The Trench Gun saw limited use
    during WW2, but was very popular with European resistance fighters such as
    the French Resistance. By contrast, the US Marines used them extensively in
    the Pacific Theatre of the war. M1897s are no longer produced or used by the
    military, but still exist as the basis for the design of weapons such as the
    Remington 870.
     The Trench Gun in CoD3
    Returning to multiplayer and even making a few appearances in single player,
    the Trench Gun is a short range, high powered, single shot weapon. It should
    only be used at short range when opponents are caught off guard, and can be
    used to effectively take down a target quicker than most weapons. However, it
    is effective to some degree at medium range to pepper an enemy with a small
    number of pellets so they may be weakened or maybe just pissed off, and
    alerted of your position.
    There is no rear-sight on the Trench Gun, just simply a small sphere sight on
    the front of the barrel. This is hard to see in low visibility maps, so the
    top of the barrel is mainly used for targeting (not much of an issue if the
    weapon is only being used at short range). Most of the time, however, you may
    not need to employ the iron sights as your targets will usually remain in
    spitting distance. Additionally, the Trench Gun can be used while mobile to
    great effect, as the wide spray of pellets will find their mark even if the
    actual shot trajectory is off by a few degrees.
    The Trench Gun is issued to the medic in CoD3, who is also equipped with a
    pistol for use at medium range. A medic's main job on the frontline is to
    find "critically wounded" (the CoD3 term for "dead") players and inject them
    with magic juice to put them back on the field. I guess the Army needed every
    man they could get. Either way, the medic's job is probably the most
    dangerous out of all infantry roles, but it does have its perks. Armed with
    the Trench gun and smoke grenades, a medic could (in theory) deploy smoke to
    cover his team's entrance to a compound or fortified position, clear the room
    of any hostiles with his trusty shotgun, and revive any fallen comrades that
    may be in the vicinity.
    Medics also gain a point for every teammate they bring back (but the other
    team still gets a point for the kill), making achieving points in a ranked
    match easy to do. But the enemy knows this, too, and with the ability to
    bring back a target that they just killed, will make medics a primary target.
    That's why it's typically not a good idea to expose yourself in favor of
    helping a wounded ally and use cover to your advantage.
     9.2 – Granatenwerfer
    Designation:                        Granatenwerfer 34
    Country of origin:                  Germany
    Caliber:                            80mm
    Blast radius:                       20 feet (6.33 meters)
    Max range:                          316 feet (100 meters)
     History of the Granatenwerfer
    The Granatenwerfer 34 was an addition to the line of squad mortar weapons
    used by the German Army in WW2. First arriving on the battlefield sometime
    during WW1, the modern man-portable mortar has always been a way of providing
    a mobile infantry unit with increased firepower and the ability to provide
    long range light artillery support. Before the invention of the man-portable
    mortar (developed by a British scientist named William Stokes), the idea of
    propelling a muzzle-loaded explosive over wide ranges had existed for
    hundreds of years, ranging anywhere from 120mm to as much as a meter in
    diameter. But it was not until the aforementioned British scientist developed
    the modern mortar that consisted of a tube that fired a self-propelled
    explosive shell instead of firing a projectile separate from the charge.
    It's name simply meaning "grenade thrower," the Granatenwerfer 34 was
    produced by Rheinmetall in 1932 and was adopted into service in 1934 as
    Germany's standard mortar weapon. It was essentially a metal tube with a
    bipod for elevation adjustments and a rear mortar plate. It proved to be very
    accurate and reliable, an excellent weapon on the field, and stayed in
    service until the end of WW2. Although an attempt was made to replace it with
    the Gr.W.36, it proved to be a much better choice and remained in production,
    even when the Gr.W.42 was brought into service.
     The Granatenwerfer in CoD3
    You may only be forced to use the Granatenwerfer to destroy an enemy
    roadblock in one mission of the entire game, but without properly knowing how
    to approach it, it can be tricky to learn. Based on the angle at which your
    barrel is pointed (and there is no crosshair or trajectory indicator, mind
    you the mortar will explode on impact and inflict casualties at up to 6.3
    meters. Your field of fire is limited to about 60 degrees, and vertical
    adjustment goes to about a straight up 90 degree angle to a low 30 degree
    The higher you aim, the closer your shots will be. You will obviously need to
    play around with the adjustments before you find a suitable angle. Be careful
    not to aim too high, as you'll risk dropping a mortar on your own position.
    To adjust your fire, you are required to rotate either thumb-stick. You use
    the left thumb-stick to adjust height, and rotate to the right to go higher
    or the left to go lower. The other thumb-stick controls windage. You rotate
    according to which way you want to face.
    Once you are ready to fire, pull the trigger and Pvt. Nichols will drop a
    shell down the barrel and track its trajectory until impact. You don't need
    to worry about ammunition, as it comes in unlimited supplies.
     9.3 – Pak 43
    Designation:                        Pak 43
    Country of origin:                  Germany
    Available to:                       American (captured)
    Caliber:                            88mm
    Max range:                          200 meters (in-game)
    Blast radius:                       30 feet (9.5 meters)
     History of the Pak 43
    Utilizing the most powerful weapon on the deadliest tank Germany had to offer
    resulted in the Tiger II, which used the specially designed 88mm KwK 43
    cannon. It had an effective hit range of 1000 meters and a maximum range of
    over 4000 meters. It was a derivative of the infamous Flak 88 Artillery piece
    feared by Allied soldiers of all kinds, and was even more powerful, firing a
    heavier and longer cartridge with a larger charge. In addition, this weapon
    could be mounted on stationary emplacements to act as anti-tank weapons, and
    was dubbed the Pak 43. It utilized the recoil operation to eject the spent
    shell from the breech block, where the crew would then insert a new shell
    into the back.
    The Pak 43 could be mounted on various armored chassis such as the
    Jagdpanther and the Nashorn which acted as mobile tank-destroyers, as well as
    a wheeled carriage or stationary emplacement with personal blast shields.
    They were highly effective against up to 200mm of armor and could also double
    as artillery pieces. They were used throughout the war until 1945 when the
    war ended.
     The Pak 43 in CoD3
    Yet another singleplayer exclusive, the Pak 43 appears useable only briefly
    in the campaign before being destroyed by German Tiger tanks. Use it to take
    out masses of infantry or against armored SdKfz cars and tanks. It has a
    similar aiming system to the Granatenwerfer where both sticks have to be
    rotated to operate the weapon. After you stop rotating the stick, the weapon
    will still continue to move for a brief moment before stopping, so make sure
    you stop just before you reach your desired target.
    The exact point of impact is indicated by a T crosshair instead of any sort
    of iron sights, but this is more useful than having to guess where your shots
    will land like the Granatenwerfer. Since a Pak 43 projectile will not be
    affected by gravity, it is not necessary to aim above your target, as it will
    hit exactly where you aim regardless of distance. You will need to track a
    targets movement, though, depending on their range.
    Reloading takes about 3-4 seconds, a distinct disadvantage while enveloped in
    the chaos of the battle in which the Pak 43 is used. While it is a powerful
    anti-tank and armored car weapon, on higher difficulties it may be a better
    idea to use the bazookas placed closely at your side rather than the Pak, as
    you are able to stay mobile and take cover. Overall, you should enjoy using
    the Pak 43 for the brief moment that you are permitted to use it.
     9.4 – Sherman
    Designation:                        M4A3 Medium Tank
    Armaments:                          75mm main cannon, M1919 .30cal coaxial,
    						      Browning .50cal hatch gun
    Powerplant:                         Ford GAA V-8
    Top Speed:                          26 mph (42 kph)
     History of the Sherman
    The Sherman medium battle tank was designed at the close of the WW1-era tank
    traditions, based off of older M2 and M3 models. Tanks were previously used
    on the battlefield to provide heavy support fire for the troops advancing
    through the trenches. Apart from a basic "point A to point B" aspect, a WW1
    tank's main priority was not maneuverability or speed.
    With the outbreak of WW2 in 1939, however, the world became aware of what
    German Panzer tanks were capable of, combining speed, power, and
    maneuverability to match the German Blitzkrieg tactic. It was the birth of a
    new era of tanks, and in 1940, the American M4 medium tank, or "Sherman"
    after General William T. Sherman, rolled off the assembly lines. It consisted
    a number of admirable features. It was fitted with the new Ford GAA 400-
    horsepower engine (originally designed for aircraft) with a 12-cylinder
    design, up to 70mm of armor, a powerful 75mm main cannon as well as .30 and
    .50 cal coaxial guns, and a top speed of 26 mph. With these implications, the
    Sherman was considered an even match for German Panzer tanks. However, the
    Sherman could not hold its own against Panther and Tiger tanks later in the
    war. It is calculated that a squad of at least four Shermans was a fair fight
    against just one Tiger I tank.
    The M4A3 saw extensive use in WW2, fighting in the newly established tank
    warfare alongside the infantry. It was in ways the iron fist of the American
    ground forces in the second Great War, and was manufactured in all different
    shapes, sizes, and variants, outclassing the Stuart tank in most combat
    situations. Models left the assembly area with all kinds of tweaks and
    adjustments, such as the "Dozer" Shreman (a Sherman fitted with a bulldozer
    blade for clearing obstacles and debris), 150mm Howitzer mobile artillery
    models, enhanced armor variants, "tank destroyer" 90mm units, and "Kangaroo"
    armored personnel carriers, to name a few. The Sherman served from its
    production date in 1940 up until the early 1970s.
     The Sherman in CoD3
    With the addition of tank combat in CoD3 multiplayer, players should be
    familiar with the tank and its proven capabilities on the battlefield. The
    Sherman tank is basically a mobile weapon system, armed with a large main
    cannon, a stationary .30 caliber machinegun mounted in the turret, and a
    Browning .50 caliber heavy machinegun mounted on an independent axis on the
    roof. The pilot of the vehicle is in control of the 75mm cannon and the .30
    cal, as well as all movement. The tank gunner is posted on the roof and
    provides 360 degree coverage with the .50.
    Moving a tank is similar to moving a character. The left analog stick
    controls your direction, and the right analog stick controls the turret. The
    movement of the tank is relevant to the turret, not the direction in which
    the tank is facing, so it is possible to use only the 'forward' control
    coupled with the right analog stick to turn and maneuver the tank.
    The main 75mm cannon is capable of firing one round before automatically
    reloading. A reload takes about three seconds, a distinct disadvantage on the
    field. When used against enemy tanks, the 75mm will take 2-3 rounds to
    effectively disable the vehicle when aimed at the front, sides, and turret,
    or 1-2 rounds if aimed at the tank's rear. The shell is pinpoint accurate,
    and will not loose velocity or trajectory for up to 200 meters. It is
    important to take advantage of the .30 caliber machinegun in the turret to
    suppress enemy infantry while not using the main gun. Be sure to fire in
    controlled bursts to avoid overheating.
    The gunner on the top of the tank is responsible for the use of the .50
    caliber anti-infantry gun, capable of rotating a full 360 degrees and a rate
    of 1200 rounds per minute. The role of this gunner is very important to the
    survival of the tank, as the cumbersome vehicle is easily susceptible to
    anti-armor weapons and infantry that could climb onto the tank and disable it
    with a grenade. A gunner's main threat is enemy snipers.
     9.5 – Panzer
    Designation:                        Panzerkampfwagen IV
    Armaments:                          75mm main cannon, MG34 coaxial, MG42
    			                     hatch gun (optional)
    Powerplant:                         Maybach HL-120 TRM
    Top speed:                          25 mph (40 kph)
     History of the Panzer
    An improvement over previous WW1-era Panzer models, the Panzer IV was
    designed by Heinz Guderian and entered service in October 1937. It was
    produced at the same time as its cousin, the Panzer III counter-tank,
    designed to combat other armored vehicles on the battlefield, while the
    Panzer IV was committed to infantry. While it still used an outdated leaf-
    spring track suspension as opposed to the newly-developed torsion bar
    suspension, it still proved to be an excellent and effective tank.
    Since the Panzer was not intended to combat other tanks on the field, it was
    originally manufactured with the German L24 75mm cannon, a weapon with low
    penetration and accuracy. Later, however, it was reconfigured in 1939 and
    fitted with the L48 cannon, firing the same 75mm round but at much greater
    speeds and power due to the greatly increased barrel length. It was with this
    cannon that the German Panzer IV was able to effectively engage enemy armor
    in WW2. The only tank capable of besting the Panzer was the powerful Russian
    T-34 encountered in 1941, and became the basis for the German Panther tank of
    1942. Even with the production of the terrifying Tiger I tank, though, the
    Panzer IV remained in great supply throughout the entire war, becoming the
    platform for most of Germany's mobile armor and artillery variants.
    During the war, a total of 9,000 Panzer IV variants were produced, the most
    of any German tank during this time period. They were used in all theatres of
    the war, from North Africa to Moscow, and became a symbol of power and fear
    within the Allies' ranks.
     The Panzer in CoD3
    The German counterpart to the Allied Sherman tank, the Panzer is also
    encountered in multiplayer mode and fully operable by the player. Except for
    visuals, the Panzer is identical to the Sherman in literally all aspects. It
    is armed with a main 75mm gun, an MG34 coaxial machine gun, and oddly, an
    American Browning .50 caliber M2, instead of a German MG42. For further
    information on the tank's weapons and performance, see 9.4.
    The only advantage a Panzer might have over a Sherman is its slightly smaller
    silhouette. A Sherman is actually larger and bulkier than a German Panzer
    tank, so out of two tank operators on equal playing fields, the one round
    that the Sherman might miss could guarantee victory for the Panzer.
    As always, tank operators should be wary of enemy infantry at all times, as
    an Anti-Armor soldier could easily destroy a tank with just one rocket to the
    rear. Equally, soldiers that possess grenades are capable of climbing onto a
    tank's unguarded flank and dropping a grenade down the hatch, spelling
    certain death for the operator. A tank should always follow friendly infantry
    into combat, and not the other way around, so that either group can
    effectively carry out their job.
     9.6 - Firefly
    Designation:                        Sherman VC-I
    Armaments:                          76.2mm high velocity main cannon, M1919
    	                               .30cal coaxial, Browning .50cal hatch gun
    Powerplant:                         Ford GAA V-8
    Top speed:                          26 mph (42 kph)
     History of the Firefly
    With the beginning of the Battle of Britain in 1940, one of Great Britain's
    main problems was its lack of weapons to deal with the Nazi threat. Troops
    armed with Lee-Enfield rifles were no match for German troops with MP40 SMGs
    and the MG34 GPMG. The only tanks that the army had were outdated WW1 models.
    While designs for new vehicles and weapons went underway, the immediate
    problem could not be avoided. For much of the beginning of the war, Great
    Britain relied on American oversea shipment for most of their armaments, such
    as Thompson submachine guns and the powerful Sherman battle tank.
    After much combat experience with the American tank, it was determined that
    the 75mm main cannon was ineffective against German heavy armor, so plans
    went underway to re-equip the vehicle with the newly developed 17-pounder
    (76.2mm High Velocity) British shell in 1944. By this time, however, the
    British had introduced the Challenger tank, using this same cannon, so the
    Sherman became something close to a back-up plan. Fitted with an extended
    barrel to aid accuracy and muzzle velocity and the 17-pounder, the revised
    Sherman was designated the VC-1, or the "Firefly" due to the bright muzzle
    In turn, the Polish and Canadian tank forces received shipments of the VC-1
    from Great Britain. Coupled with infantry support, squads of Firefly crews
    were ale to effectively engage German Panther and Tiger tanks head on- and
    win. The 76.2mm was capable of penetrating over 200mm of armor at ranges
    within 1000 meters, making it a fearful match for the German 88mm cannons.
     The Firefly in CoD3
    Only used in the Polish campaign, the Firefly tank is restricted to only a
    few levels of the single player mode. Tank combat in the campaign differs
    slightly from multiplayer mode. First of all, the main cannon's rate of fire
    is noticeably faster, and there is no .50 caliber MG mounted on the top of
    the turret. You can, however, still use your coaxial .30 caliber in the hull
    with the left bumper.
    Second and most crucial, there is no health system. Huzzah! It is just like
    controlling a soldier in that your health recharges after a few seconds. All
    you really have to worry about is taking fire from enemy tanks and the
    dreaded Panzerfaust. Other than that, small arms and machine gun fire will
    have close to no effect on the tank.
    You will encounter a few varieties of German tanks during the Polish
    campaign, Panthers and Tigers mostly. Panthers will take anywhere from 2-3
    (or 1 in the rear) blows from the main cannon to disable, while Tigers may
    take as many as 4-5 rounds in the front or maybe 2 in the rear. Try to engage
    these enemies at long range and stay mobile before they can close the gap and
    surround you. While this array of German armor is no pushover, these machines
    are dwarfed by the "King Tiger," the war horse that enjoys violent romps
    through the neighborhood and blowing the hell out of you and your tank squad-
    if you get in its way. Even the high-velocity 76.2mm cannon has no effect on
    the tank's front and side armor, and it will proceed to harass you with its
    88mm 'magnum.' Your only chances of knocking down this beast is by circling
    around it and hitting it in its fuel canisters enough times to disable it
    before it is able to bring its gun to bear.

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