Call of Duty 3
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|--------------------------------------------------------------------------| Call of Duty 3 Weapons Guide By DeathDealer259 (firstname.lastname@example.org) 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 :==========================================================================: 1.0 - INTRODUCTION :==========================================================================: 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. ---------- CHANGES ---------- -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 restart. 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 motion. 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 Rifle. 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 meters. --------------------------------- 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 consequences. 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 multiplayer. :===========================================================================: 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 production. 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. ------------ Riflemen ------------ 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. :===========================================================================: 4.0 – SUBMACHINE GUNS :===========================================================================: 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 shoulder. 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 combat. :===========================================================================: 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 with. 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 day. ------------------------------ 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 countries. ------------------------------ 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 check. :==========================================================================: 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 direction. 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 Vietnam. ---------------------- 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 vehicles. --------------------------- 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 Launchers. 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 target. 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 fragmentation. 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 explodes. 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 them. 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 CoD3). 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 soldier. 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 quarters). 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 climates. 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 angle. 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 flash. 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.