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Weapons Guide by Scottie theNerd

Version: 1.03 | Updated: 09/17/2006

=                                                                             =
=                            MEDAL OF HONOR FRONTLINE                         =
=                               ------------------                            =
=                                 Weapons Guide                               =
=                                        ~                                    =
=            Written by Scottie_theNerd (scottie_thenerd@yahoo.com)           =
=                         Copyright © 2005 David Nguyen                       =
=                                                                             =


This guide is written by Scott Lee, who also goes under the names of David
Nguyen and Scottie_theNerd. Should this FAQ be hosted on any site other than
GameFAQs (www.gamefaqs.com), permission is required from me before hosting.
Distributing this guide without prior permission is a direct violation of
copyright laws.

The following sites have permission to host this guide:
-GameFAQs (www.gamefaqs.com)
-NeoSeeker (www.neoseeker.com)
-DLH.net (http://dlh.net)
-SuperCheats (www.supercheats.com)
-AbsolutCheats (www.absolutcheats.com)
-1UP.com (www.1up.com)
-For Gamers By Gamers (http://www.fgbgamers.com)

To gain permission, ask nicely via an email to scottie_thenerd@yahoo.com. This
email should also be used if there are any specific questions related to this
guide. To ensure a response, please specify this guide in your email subject.
Anything resembling spam will be promptly removed.

				Version History

-v1.03 (Aug 26 2006)            - Added Armoured Train

-v1.02 (Jul 14 2005)		- Fixed header for Silenced Pistol

-v1.01 (Jun 15 2005)		- Added a location for the .30cal machine gun.

-v1.00 (Apr 14 2005)		- First version completed


1.0 - Introduction
  1.1 - Weapon Handling and Recoil
  1.2 - Sharpshooter Controls
  1.3 - Note on Enemy Strength
  1.4 - Ammunition

2.0 - Pistols
  2.1 - Colt .45
  2.2 - Walther P-38
  2.3 - Silenced Pistol
  2.4 - General Pistol Tactics

3.0 - Rifles
  3.1 - M1 Garand
  3.2 - Kar98k
  3.3 - Springfield '03
  3.4 - Gewehr 43
  3.5 - General Rifle Tactics

4.0 - Submachine Guns
  4.1 - Thompson
  4.2 - MP40
  4.3 - General Submachine Gun Tactics

5.0 - Machine Guns
  5.1 - BAR
  5.2 - Stg44
  5.3 - General Machine Gun Tactics

6.0 - Grenades
  6.1 - M2 Frag Grenade
  6.2 - Stielhandgranate
  6.3 - General Grenade Tactics

7.0 - Heavy Weapons
  7.1 - Winchester Shotgun
  7.2 - Bazooka
  7.3 - Panzerschreck

8.0 - Other Weapons
  8.1 - MG42
  8.2 - .30cal Mounted Machine Gun
  8.3 - Armoured Train


Long ago, on the original PlayStation, a certain WWII shooter set new standards 
by introducing new gameplay techniques with boot camp-like audio features. For 
the first time, players were able to see through the eyes of a soldier in the 
Second World War and fight through Europe using an assortment of authentic 
weapons. Medal of Honor spawned the WWII shooter genre.

Yet, so much more could have been done, and MOH: Underground failed to appease 
many appetites. Later, with the new technology in the form of the PlayStation 
2, drastic improvements were made to the MOH concept. The environmental 
immersion was increased dramatically, the weapons were tweaked to operate like 
their real-life counterparts with respective recoil and rates of fire. The 
levels were expanded to be bigger and encompass more objectives. Players could 
even fight alongside AI-controlled buddies through the streets of Arnhem in 
some of the most emotional soundtracks ever.

With this grand concept returns the familiar character of Lt. Jimmy Patterson, 
and the setting for Medal of Honor: Frontline is complete. Some concessions had 
to be made, however. Originally, the game was designed to be played from the 
perspective of two characters: Lt. Patterson and a new character, Pvt. Barnes, 
a demolitions expert who lands on Omaha Beach. This was cut out due to the 
confusion it would inevitably cause, and so a new storyline was fabricated with 
Lt. Patterson, the glider pilot of the original game, returned to Allied lines 
the night before D-Day and landed back on the beach with the infantry. Pvt. 
Barnes was not cut out completely, of course. He comes back as Cpl. Barnes in 
Holland, fighting alongside Lt. Patterson and blowing up tanks with his demo 

Yes, Frontline may have been the video game embodiment of Saving Private Ryan, 
but the immersion it brought forward set a new standard in historical first 
person shooters, and the legacy is carried on through the later, improved 
GameCube and Xbox ports. Arguably, the successor to Frontline, Rising Sun, was 
an utter failure, it simply shows the impact made by EA with the instant 
classic of Frontline.

The purpose of this guide to provide an in-depth, historical insight into the 
weapons used in Medal of Honor: Frontline, as well as to provide notes and 
additional information on how they operate in the game itself. By understanding 
the background to these elements, one can greatly enhance their satisfaction in 
playing the game.

 1.1 - Weapon Handling and Recoil

Frontline makes some drastic improvements over its PlayStation prequels. Most 
notable is the overhaul of the weapons used in the game. While the weapons are 
more or less the same sort of weapons used in WWII, the handling has been 
tweaked to simulate accuracy and recoil.

Each weapon has a "cone of fire" which extends from the end of the weapon. The 
more accurate the weapon, the smaller the cone of fire, and hence the closer to 
the crosshair the bullets will land. The Frontline manual rates weapon accuracy 
on a scale of 1 to 3, with 3 being the least accurate. These figures should be 
taken arbitarily, and practically speaking, most weapons are rated 3 anyway, so 
it shouldn't affect your handling too much.

On top of the cone of fire comes the concept of recoil. As you fire the weapon, 
your gun will move around erratically as the recoil begins to through off your 
aim. This forces the player to take short, controlled bursts to prevent wasting 
ammunition, and also encourages tactical usage of bullets such as scoring 
headshots by initially aiming at the chest, and letting the recoil bring the 
weapon up. Each weapon has a different amount of recoil, with sniper rifles 
having the least, and submachine guns having the most.

Reloading also becomes an important factor, as weapons now require a certain 
amount of time to reload, and this becomes a risk factor when in a firefight. 
It is essential to reload all of your weapons before going into a possible 
danger zone.

Also new to Frontline is the ability to engage in a melee attack at anytime. In 
the original MOH, weapons could only be swung if they have no more ammunition. 
In Frontline, players can use the melee attack button to swing their weapon. 
The shorter the barrel, the more powerful the melee attack will be. However, it 
is usually not a good idea to do a melee attack in the first place, so use it 
sparingly and only when you need to.

In addition to the default crosshair, players can also "Aim" using the 
respective Aim button. This brings up a red crosshair which is more sensitive 
than the movement crosshair, and allows players to use scopes if the weapon is 
equipped with one. Use the Aim mode to make pinpoint accurate shots on 
unsuspecting targets.

 1.2 - Sharpshooter Controls

Frontline features two control layouts. "Classic" resembles the control scheme 
in the Playstation games, and requires manual turning and sidestepping. While 
old-schoolers may feel comfortable with this layout, the new layout is heavily 

"Sharpshooter" combines MOH's gameplay with the newer trends in console FPS 
games. Sharpshooter makes use of both analog sticks: one to move around, and 
the other to control the aiming reticule. The respective fire, reload and use 
buttons are mapped appropriately on the other buttons. Sharpshooter is 
definitely the way to play Frontline, as it allows for much faster reflexes and 
accuracy, compared to the slow and bumbling Classic.

The actual button layout may vary between consoles, but fundamentally 
Sharpshooter uses dual analog sticks for smooth movement and optimal accuracy.

 1.3 - Note on Enemy Strength

This section will cover an oddity in Frontline's gameplay that is not 
specifically mentioned anywhere in EA's public documentation: how strong 
enemies actually are.

The Frontline manual mentions some specific figures for damage. However, these 
figures are to be taken arbitarily as a relative comparison to each other, 
rather than a flat damage number. The reason for this is a bit weird, but 
easily explainable.

Based on my own observation of enemies in the game, the amount of damage that 
can be taken by an individual soldier INCREASES as the game progreses. It makes 
sense, as instead of having smarter enemies, EA would throw in more enemies and 
make them a lot tougher, thereby increasing the challenge of the game.

Evidence of this effect can be seen by comparing weapons at the start and end 
of the game. In the beginning, a single Colt .45 round can take out an enemy 
soldier in the chest, which in fact can make it more useful than the Garand. In 
contrast, near the end of the game it can take an entire magazine of pistol 
rounds to take out a single soldier.

Furthermore, compare the two sniper rifles. The Springfield '03, obtained early 
in the game, can take out enemies with a single shot. The Gewehr 43, obtained 
later in the game and having the same damage statistically, takes 2 or even 3 
shots to eliminate an enemy. Clearly, something is amiss, and the evidence 
suggests that the enemies are simply able to take more damage.

This usually won't be a problem, as you'll end up shooting them anyway, but it 
is important to note that enemies will require more ammunition to kill as the 
game progresses, and especially important when sniping, as enemies will 
probably not be taken out with a single round, and will get back up like 

 1.4 - Ammunition

A small, relatively unimportant point to make is that in Frontline, ammunition 
is classified by type rather than weapon. Instead of picking up "Garand" rounds 
or "Thompson" ammo, you will instead pick up generic pistol, rifle, submachine 
gun and machine gun rounds, among others. The ammunition you pick up from a 
German rifle will be compatible with your Garand, and so on.

Obviously, this isn't exactly how it worked in real life, but that's how it is 
in Frontline, for simplicity's sake.

 2.0 - PISTOLS

Originally derived from incredibly shortened rifles, pistols grew from 
flintlock sidearms to revolver technology to semi-automatic, magazine-fed 
weapons, and ultimately to full-automatic mini-submachine guns. Light, easily 
concealable and accurate at short ranges, the pistol makes an excellent 
undercover weapon, and is most commonly used as a backup weapon for armed 

 2.1 - Colt .45

Name:                    	M1911A1 Colt Automatic Pistol
Country of origin:       	USA
Calibre:                 	.45 ACP
Magazine capacity:       	7 rounds
Firing mechanism:        	Single-action, recoil-operated
Weight:				1.08kg

 Historical Background

Designed by John Browning in 1900 and based off a previous civilian design, the
Colt M1911A1 was adopted by the US Army in 1911 after winning competitive
shooting trials in 1907. Various refinements were made after experience in the
First World War. When fired, the pistol recoils, allowing the barrel to move
downwards and back, ejecting the spent case and loading the next bullet. The
Colt also features a manual catch and external hammer, as well as a safety grip
that prevents the gun being fired unless held properly.

Initially, M1911A1's were not issued as a standard sidearm to American troops, 
and was given only to officers. However, many non-commissioned soldiers 
acquired their own M1911A1's, and they were later issued as a standard weapon 
for all troops.

The M1911A1 has remained the standard sidearm of the US Army until late in the
20th Century without any modifications; it needs none. A solid weapon and one
of the finest pistols ever made, the M1911A1 packs a fierce punch and was a
trusty companion for the American soldier.

 Frontline notes

Available as a default weapon for most of the game, the Colt .45 feels solid 
and can take out most enemies at the beginning of the game with a single shot 
to the torso. While inaccurate compared to the Garand, the Colt .45 can be a 
decent, reloadable alternative early on.

However, once you get better, automatic weapons, there really isn't any reason 
to use the Colt .45.

 2.2 - Walther P-38

Name:                    	Walther Pistole 1938
Country of origin:       	Germany
Calibre:                 	9 x 19mm Parabellum
Magazine capacity:       	8 rounds
Firing mechanism:        	Double-action, recoil-operated
Weight:				0.8kg

 Historical Background

Prior to the Second World War, the standard German pistol was Pistole-08, 
better known as the Luger. While comfortable to fire, it was too difficult to 
manufacture, and as such was considered inappropriate for mass production. When 
Hitler rose to power and began the massive redevelopment of the German armed 
forces, Walther designed the P-38 to replace the aging Luger and provide the 
German army with an easily produced handgun.

The P-38 was an advanced weapon for its time. It was the first weapon to 
feature a short, top-open slide, and had plastic hand grips, which made the 
weapon substantially lighter than contemporary handguns. The P-38 was accurate, 
comfortable to carry and fire, and very reliable.

After the war, the P-38 was modified with an aluminium frame instead of steel, 
and became the P-1, the standard handgun of the Bundeswehr, the West German 
Army. A later modification, with a shorter barrel, was adopted by the police as 
the P-4.

 Frontline notes

The Walther P-38 is mainly encountered in the hands of enemy officers and 
scientists. This sidearm isn't particularly dangerous when you are facing them, 
but they can be quite annoying. You will use the P-38 yourself in later 
missions. The P-38 operates similarly to the Colt .45, and has one additional 
round. The damage difference is marginal.

 2.3 - Silenced Pistol

Name:                    	OSS HiStandard Silenced Pistol HD-Military
Country of origin:       	USA
Available for:			Single Player
Calibre:                 	.22 LR
Magazine capacity:       	10 rounds
Firing mechanism:        	Blowback-operated
Weight:				1.46kg (unloaded)

 Historical Background

Developed by the American Office of Strategic Services, the HiStandard Silenced 
Pistol utilised the best suppressor in the war. With a complicated development 
phase, including the testing of .45 ACP and M1 Carbine .30cal rounds for 
suppressed performance, the HiStandard pistol was selected as the best pistol 
for the job.

While several other suppressed pistols were developed in different countries, 
none could match the effectiveness of the HiStandard. The suppressor, screwed 
onto the protruding barrel, reduced the noise signature of the weapon by up to 
20dB. The head of the OSS, William J. "Wild Bill" Donovan, claimed to have 
snuck into the Oval Office and fired several rounds into a sandbag while 
President Roosevelt was dictating a letter to his secretary.

The HiStandard was the most popular clandestine sidearm available, and although 
phased out and now out of production, remained in use by agents in the field 
during the Vietnam War. A HiStandard was found in the possession of Francis 
Gary Powers, a U2 spy plane pilot shot down over Russia during the Cold War.

 Frontline notes

The Silenced Pistol is only available in undercover missions. Typically, you 
will not be carrying the weapon around, as it will compromise your cover. 
Instead, use your Papers until your desired target is unaware of your ill 
intentions, and is away from prying eyes, then whip out the pistol and shoot 
him in the head. Don't worry about drawing attention; enemies won't react to 
the sound of the weapon. However, they will react if they see the target die, 
so make sure no one sees your dirty deed.

While you can easily avoid killing most enemies in the undercover missions, you 
must eliminate them if you are trying to get a gold star rating, so you might 
as well. You'll also have to eliminate officers to pass them and obtain their 

Statistically, the Silenced Pistol is the most powerful pistol. Don't let this 
fool you: enemies will be more than strong enough to take a shot in the torso, 
so make sure you aim for the head. If the going gets tough and your cover is 
blown, ditch the pistol and get something with more firepower.

There seems to be some confusion over what model the Silenced Pistol actually 
is. Most guides cite the Silenced Pistol as a Webley & Scott .32 calibre model. 
However, the EA Frontline site states that it is the OSS Hi-Standard pistol. 
While I'm not fond of EA's reliability, I'll take their official word for it.

 2.4 - General Pistol Tactics

The short version of this is simple: Don't use pistols.

Seriously, the only time you should be using pistols is when you absolutely 
have to. Those situations are few and far in between, and they usually occur 
when you need to remain undercover, or when you have no other weapons.

Pistols simply lack the firepower needed to deal with the numerous enemies 
encountered in each level. While enemies will die with one hit early in the 
game, even they are better fought with a rifle or submachine gun. Practically 
every single weapon in the game is better than a rifle.

If you happen to be using a rifle, make sure you aim for the head. It'll be 
your best (and probably only) chance at coming out alive.

-Aim for the head
-Don't use pistols if you don't have to

 3.0 - RIFLES

The standard weapon of every army in WWII, rifles have a long history. Being
one of the first developments of firearms, the rifled gun allowed a projectile
to be fired further and with more accuracy. As time progressed, the rifle was
improved with repeating functions, box magazines and semi-automatic fire. At
the time of WWII, only the American army had a semi-automatic rifle as their
standard weapon. The others continued to use their old rifles from WWI, tried
and true, and they remained in use throughout WWII even after other weapons had
been developed.

Before the development of assault carbines such as the M4A1, rifles were 
primarily intended for long-range engagements, as weapon length and recoil were
difficult to manage in cramped combat environments.

Frontline features only one conventional rifle: the M1 Garand. The other rifles 
are sniper rifles or variants.

 3.1 - M1 Garand

Name:                     	M1 Garand
Country of origin:        	USA
Calibre:                  	.30-06 (7.62 x 63mm)
Magazine capacity:       	8 rounds
Firing mechanism:        	Semi-automatic, gas-operated
Weight:				4.32kg

 Historical Background

After the First World War, America realised the need to provide an automatic
weapon as a standard weapon for their troops. The M1903 Springfield, despite
its power, accuracy and reliability, did not provide a large volume of fire.
This was the requirement under which John C. Garand designed the Garand rifle.
Operated by a gas piston underneath the barrel, which rotated the bolt after
each shot, the Garand was able to fire as fast as the soldier could pull the
trigger. The only flaw in the design came with the fact that the Garand could
only be loaded with a full clip, preventing the firer from topping up.

Also as a result of en-bloc clip, the rifle made a characteristic "ping" sound 
when the final round in a clip was fired. Japanese soldiers used this to time 
their charges, and later the Chinese and North Koreans did the same in the 
Korean War.

Officially adopted by the American army in 1932, America started the war as the
only country with a semi-automatic weapon as a standard-issue weapon. Despite
a shortage in M1 Garands, the weapon was issued to all frontline riflemen,
proving to be an effective weapon by providing fast and accurate fire, giving 
Americans the firepower advantage over German riflemen. Indeed, the M1 Garand 
is one of the best combat rifles ever designed, and remained in use in the 
Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter 

 Frontline notes

The M1 Garand is a love or hate weapon in Frontline. Some people might argue 
that it is too slow when compared to the Thompson. Others swear by its ideal 
mix of accuracy and speed. In any case, the Garand is only available in the 
first few missions, and never again. Appreciate it while it lasts.

The Garand is more than capable of taking out enemies with a single shot to the 
torso. It is also very accurate, so make use of Aim mode to take out heads and 
helmets. Because the rifle is unscoped, you will be forced to focus your aim a 
bit more than you would with a sniper rifle. On the plus side, it can handle 
itself quite well in close quarters when necessary. Use single shots at long 
range, and fire more rounds at close range to obtain a higher hit probablity, 
although you should consider using a submachine gun at such ranges.

As most people would know by now, the Garand cannot be reloaded in the middle 
of a clip. In order to reload, you MUST fire off all remaining rounds. If you 
have 1 or 2 rounds remaining, you'll probably be better off firing them off 
into a harmless area before moving into a new area.

As a small curiosity, the Garand is the only weapon in Frontline with an 
arbitary accuracy of 2.

 3.2 - Kar98k

Name:                     	Mauser Karabiner 1898 Kurz
Country of origin:        	Germany
Calibre:                  	7.92 x 57mm Mauser
Magazine capacity:        	5 rounds
Firing mechanism:        	Bolt-action
Weight:				3.92kg

 Historical Background

The Mauser company has a strong and successful history, known especially for
several weapons: the C/96 Military Model pistol, which fired a 7.93mm round,
numerous rifles including the Kar98k, and undoubtedly the best machine gun
of the war: the MG42.

Mauser's success began with the German adoption of a Mauser rifle in 1871,
which eventually culminated in the Gewehr 98. The Gewehr 98 proved to be the
most powerful yet safest bolt-action rifle of its time, and was used for
civilian purposes such as sport. One of its features was the inclusion of a
fully internal magazine, which held 5 rounds and was contained perfectly in the
wooden furniture, making it comfortable to sling. This later proved to be
quite restrictive due to the low amount of ammunition, but was welcome
nonetheless. The Gewehr 98 was also manufactured from the finest materials with
precision gunmaking techniques, setting it apart from other weapons of its
kind. It was during this time that military enthusiasts did away with the
separate long rifles and carbines and used a medium-length rifle for all units.
This led to the shorter Karabiner 98 model, and it was gradually refined to
the standard-issue Kar98k model. Due to its exceptional accuracy, many Kar98k's
were issued with scopes as a standard sniper's weapon.

The Kar98k's power and accuracy came from the locking mechanism. It consisted
of three locking lugs: two at the front of the bolt and one at the rear,
giving maximum power. The catch was that the bolt-action was somewhat awkward,
requiring a 90 degree rotation utilising the firer's right arm. Due to this
action, the Kar98k could not match the fast rate of fire of the Lee-Enfield,
which only required the use of the firer's wrist. Despite this, the Kar98k
proved to be extremely reliable and remained the standard infantry weapon of
the German army, especially with the shortage of Stg44's.

 Frontline notes

The Kar98k cannot be selected or used in any way. However, since this is the 
weapon that most enemies use, it's worth mentioning it here.

 3.3 - Springfield '03

Name:                     	M1903A4 Springfield
Country of origin:              USA
Calibre:                        .30-06 (7.62 x 63mm)
Magazine capacity:              5 rounds
Firing mechanism:               Bolt-action
Weight:				3.94kg

 Historical Background

In the 1890's, the US Army was looking into several rifle designs for adoption.
Among them, the Mauser caught their eye, and soon they purchased licenses to
copy certain parts of the Mauser. In 1900, the first Springfield rifle was
developed. However, this weapon proved to be unsatisfactory, and it was
re-designed along with its bullet. Chambered for the .30 round developed in
1906 (hence, .30-06), the Springfield modified several features of the Mauser
design, including a two-piece bolt and improved rear-sights. The Springfield
was the standard-issue rifle of the American Army in WWI.

The Springfield underwent some refinements and modifications, including the
Pederson Device, which converted the Springfield into a light automatic weapon
firing a special round, intended to allow a charging soldier to continue to
suppress enemy positions out of machine gun range. However, the war ended
before it could be used, so all converted Springfields were scrapped. The
M1903A3 was introduced in 1942, designed for mass-production and supplied units
before the M1 Garand was finally shipped to all units, which was somewhat later
in the Pacific theatre.

The M1903A4 was the sniper variant of the Springfield, featuring permanent
blocks to attach a telescopic sight and had the iron sights removed, giving a
curious "naked" look. The standard weapon for snipers, the Springfield was
incredibly accurate and reliable.

 Frontline notes

First encountered early in the game, the Springfield '03  has a variable scope 
with a solid black crosshair. Simply aim the weapon at the target, zoom in or 
out if necessary, and fire. Because of its pinpoint precision, go for the head 
whenever possible.

Being a bolt-action rifle, the Springfield has a very slow rate of fire. Save 
your shots for long range targets only. The reload time is also quite long.

Note that while the Springfield is loaded using single rounds, the reload 
animation is the same regardless of how many rounds you've already fired. With 
this in mind, it's probably better to fire off all of your bullets before 
reloading, unless you're topping up before entering a new area.

 3.4 - Gewehr 43

Name:				Gewehr 43
Country of origin:		Germany
Available for:			German
Calibre:			7.92 x 57mm Mauser
Magazine capacity:		10 rounds
Firing mechanism:		Semi-automatic, gas-operated
Weight:				4.33kg

 Historical Background

Armed with bolt-action Kar98k rifles and the fearsome MG34 and MG42, the German 
army had little need for semi-automatic rifles, and as such the concept did not 
attract much interest. In 1941, two famed designers, Walther and Mauser, 
submitted separate designs for self-loading rifle, designated the Gewehr 41(W) 
and Gewehr 41(M) respectively. Both were quite similar in appearance and 
operation, and featured a propietary "Bang-type" gas piston system, which ended 
up causing immense trouble in operation. As a result, the weapon was 

In 1943, the G-41 was combined with the successful gas system used in the 
Soviet SVT-40, resulting in a highly workable weapon and designated as the 
Gewehr 43. In 1944, the G43 was redesignated as the Karabiner 43, although no 
changes were made to the weapon itself.

The G43 was often issued as a specialist sharpshooter weapon, and could 
accomodate an optical sight. However, as with many other German weapons 
manufactured late in the war, the finish was rough and quality was lacklustre, 
and there are reports of malfunctions and even magazines falling out.

 Frontline notes

The German counterpart to the Springfield '03, the Gewehr 43 is encountered 
later in the game. Statistically, the Gewehr 43 does the same damage as the 
Springfield. However, as the enemies later in the game are more powerful, they 
will inevitably take more bullets to eliminate. Thankfully, the Gewehr 43 can 
carry double the ammunition of the Springfield, can reload all in one go, and 
is semi-automatic.

The Gewehr 43 is a scoped rifle, and should be used for long-range targets, 
despite having decent close-range ability. The scope has a T-shaped reticule 
instead of the black crosshair. This is arguably better, as it doesn't obstruct 
the target. Use the tip of the centre line to determine the point of impact.

 3.5 - General Rifle Tactics

Rifles are, in their purest sense, meant to be used for long-range combat. The 
Garand and the sniper rifles are all ideal for this task. As you will be rarely 
without an automatic weapon of some sort, save the sniping for the scoped 
rifles and leave the close- and medium-range firefights to your submachine guns 
and machine guns.

The sniper rifles are quite slow to use, even the Gewehr 43. Make sure you aim 
carefully and fire at the head whenever possible. Missing will put you at 
immense risk as you will be unable to follow up shots quickly unless you are 
using the Garand. Make those shots count.

In any case, rifles will usually only be used in certain, obvious situations, 
and instead you'll be running around with a submachine gun instead.

-Not used very often
-Very accurate: aim for the head
-Slow to fire and reload


The premise of the submachine gun came from the need to equipment regular 
infantry soldiers with a weapon capable of outputting a large amount of 
firepower. The light machine gun made this possible, but it was impractical to 
equip every soldier with it. The solution was to create an automatic weapon 
firing pistol ammunition, and this spawned the submachine gun.

Early models, such as the Thompson and MP18, were manufactured with traditional 
methods, including wooden furniture. Later in the war, cheaper, mass-produced 
models were designed, including the PPS-43, Sten and MP40. While crude and 
often disliked, these weapons equipped many squad members, and whole Russian 
Guards units were equipped with them.

Modern submachine guns are now made out of modern plastics, and come in various 
shapes and sizes, varying from the rifle-style MP5 to the incredibly small, 
automatic pistol-shaped Mini-Uzis.

 4.1 - Thompson

Name:                       	M1A1 Thompson
Country of origin:          	USA
Calibre:                    	.45 ACP
Magazine capacity:          	20 rounds
Firing mechanism:           	Selective-fire, delayed-blowback operated
Rate of fire:			700 rounds per minute
Weight:				4.78kg

 Historical Background

Developed by General John T. Thompson during the First World War, the Thompson
was intended as a 'trench broom' to sweep German trenches. The war ended before
it was perfected, so it was produced and sold to various countries before being
adopted by the US Army. The Thompson was a completely new weapon, finely
machined and manufactured to the highest standards. Its main feature was the
Blish delayed-blowback system, which consisted of a wedge closing the breech
while chamber pressure was high, but opened after the bullet left the barrel,
allowing the bolt to recoil, eject the spent case and load the next round. On
top of this, the Thompson featured a Cutts compensator, which reduced the gun's
tendency to rise when fired on full automatic, and a wooden pistol fore-grip.
Designated the M1928, the Thompson was common in US and British forces, being
issued 20- and 30-round box magazines as well as a 50-round drum which was
later phased out due to the loud noise it made when on the move.

During this time, the Thompson was popular among American police units as well 
as crime organisations, being the favoured weapon of many hit-and-runs.

The M1928 Thompson was a complicated weapon to manufacture and was very
expensive. To simplify production, the Cutts compensator was discarded, the
wooden-foregrip was replaced with a conventional fore-end stock, the separate
firing pin was fixed to the bolt and the Blish system was replaced with a
conventional delayed blowback system. The latter caused some grief, since the
Blish system was what made the Thompson a unique weapon, but this was resolved
after threats of independent production. This model became the M1 Thompson, and
remained in favour with troops even after cheaper weapons such as the M3 Grease
Gun came into service. A final modification came in the form of the M1A1, which 
replaced the firing pin and hammer with a firing pin machined into the bolt 

Although slightly on the heavy side, the Thompson was the most reliable weapon
of its type, and remained in service until the Vietnam War.

 Frontline notes

Available quite early in the game, the Thompson is fast to fire and is ideal 
for close quarters combat. It's a bit inaccurate, but the spray pattern is 
quite concentrated, so it is easy to score multiple hits in a small area. Fire 
in short bursts of 3 or 4 rounds, aim at the chest and let the recoil carry the 
muzzle up to the head. Works like a charm.

The biggest disadvantage of the Thompson is that it only has 20 rounds (in 
contrast to Allied Assault's 30-round Thompson). This means that it will chew 
through the magazine in several seconds, thus demanding that you fire in bursts 
to conserve ammunition.

Note that the Thompson in Frontline can only fire in full automatic.

 4.2 - MP40

Name:                        	Maschinenpistole 1940
Country of origin:           	Germany
Calibre:                     	9 x 19mm Parabellum
Magazine capacity:           	32 rounds
Firing mechanism:            	Full-automatic, blowback-operated
Rate of fire:			500 rounds per minute
Weight:				4.7kg

 Historical Background

Prior to the Second World War, the German Army began re-arming its war machine.
After observing events in the Spanish Civil War, the German Army approached
designer Berthold Giepel to design a submachine gun. Giepel submitted a
pre-made prototype in 1938, which was accepted into service as the Maschinen
Pistole 38, or MP38. However, it was still manufactured using traditional
methods, so it was improved and designated the MP40, using more steel stampings
and welding to facilitate mass-production and incorporating several safety

The MP40 was a revolutionary weapon for its time. It was the first weapon to
use all-metal construction as well as featuring a folding metal stock. It also
featured a small 'lip' under the muzzle, allowing it to be fired from a vehicle
without it jerking back. It was incredibly light, and more importantly it was
cheap and easy to manufacture. Firing up to 500 rounds per minute, the MP40 was
an extremely effective weapon and issued to officers and assault units.

Although crude in appearance compared to traditional weapons such as the
Thompson, the MP40 was distinctive in its appearance and become the trademark
image of the Wehrmacht soldier.

 Frontline notes

While having a slower rate of fire than the American Thompson, and with a much 
more erratic spray pattern, the MP40 is surprisingly good for squeezing off 
one- or two-round bursts at long distance targets, making the MP40 slightly 
better at long-range engagements than the Thompson.

The significant advantage of the MP40 over the Thompson is that it has a 32-
round magazine, allowing players to fire more extended bursts before reloading. 
This more than compensates for the rather weak feel of the weapon.

 4.3 - General Submachine Gun Tactics

The submachine gun, in Frontline as in real life, is primarily intended 
for close quarters combat. While damage does not decline over distance, 
submachine guns quickly lose effectiveness over long ranges due to the greater 
loss in accuracy, resulting in a much larger spray pattern.

Of course, that isn't to say that a distant target cannot be killed with a 
submachine gun. By firing in short bursts or squeezing off single rounds, 
especially when aiming at the torso, the submachine gun can hit distant 
targets, and the recoil can bring the weapon up to score a headshot.

At medium ranges, firing in longer, 4-5 round burst. Strafe your opponent to 
make it harder to be hit, while maintain your crosshair over the enemy's torso 
and firing when the target runs across your cross hair. "Walk" the shots up to 
the target's head, as indicated by the hit puffs rising from the weapon's 
recoil. Use the Aim mode if the target is unaware.

At close ranges, just spray and pray. There's a lot of luck involved, and 
tactics will not ultimately determine the outcome of the skirmish.

However, keep in mind that submachine guns are primarily close combat weapons. 
If you're faced with a target at long distance, you're probably better off 
switching to a rifle. Only engage long range targets if you have no other 

-Best suited for close quarters combat
-Fire in bursts at medium-long ranges
-Spray and pray at close ranges
-Good firepower, reasonable ammunition capacity


By definition, a machine gun is a weapon design to output a massive amount of 
firepower to suppress enemy positions. Technically speaking, the two machine 
guns in the game aren't machine guns. However, in Frontline they are 
heavier, more powerful alternatives to the submachine guns, and so they are 
lumped into the machine gun category.

 5.1 - BAR

Name:                          	M1918A2 Browning Automatic Rifle
Country of origin:             	USA
Calibre:                       	.30-06 (7.62 x 63mm)
Magazine capacity:             	20 rounds
Firing mechanism:              	Full-automatic, gas-operated
Rate of fire:			450 or 650 rounds per minute, selectable
Weight:				8.8kg with empty magazine

 Historical Background

Designed in 1915-16 by John M. Browning, who also developed the M1911 Colt 
pistol and .30 and .50 cal machine guns, the Browning Automatic Rifle filled 
the role of 'squad automatic weapon'. Although intended as an assault weapon, 
the BAR proved to be an effective support weapon and was adopted by the 
Belgian, Polish and Swedish armies. The BAR underwent some modifications, 
including changing the position of the bipod, and later models had a variable 
fire option, changing from 550 rounds per minute to faster rates of fire.

A typical squad had one BAR gunner, and later in the war the number was 
increased to two per squad. BAR gunners usually had an assistant to carry more 
ammunition, and because of the importance of the BAR's steady firepower, it was 
often entrusted to the most reliable soldier. Many men preferred to use the BAR 
without its bipod to save weight.

Despite its effectiveness, the BAR was never as good as the designer hoped. It
was way too heavy to be an effective rifle. The weight alone made it a pain to
shoulder, and the vibration from firing made it impossible to maintain a steady
aim. On the other hand, it was too light to be an effective light machine gun.
It was unstead on its bipod, its 20-round magazine meant it had to be reloaded
frequently, the bottom-mounted magazine made it difficult to reload from a
prone position, and the barrel couldn't be changed when it overheated.

Despite these shortcomings, the BAR remained a solid weapon and was kept in
service for over 50 years in various armies, while leftovers were sold to other

 Frontline notes

Available as the American machine gun, the BAR is a solid, accurate and hard-
hitting weapon. The Frontline version only fires in the slow-automatic mode 
(ie. it does not have a select-fire feature), and hence is substantially 
slower than the Stg44 and submachine guns.

The BAR is heavy, a bit slow to reload, and its 20-round magazine can be 
exhausted quite quickly despite its slow rate of fire. However, it is amazingly 
accurate at longer ranges, and is more suited for medium-long range combat 
rather than close ranges.

Fire the weapon in short bursts at long ranges to prevent the recoil from 
getting out of hand. At close ranges it doesn't really matter, but the 
significant recoil can be manipulated to score lethal headshots. Use Aim mode 
whenever you can; the BAR simply wasn't meant to be strafed with.

Note that the BAR in Frontline retains its bipod. This is purely for cosmetic 
purposes and has no actual impact on handling. Most BAR gunners in real life 
removed the bipod to save weight.

 5.2 - Stg44

Name:                          	Sturmgewehr 44
Country of origin:             	Germany
Calibre:                       	7.92 x 33mm Kurz
Magazine capacity:             	30 rounds
Firing mechanism:              	Selective-fire, gas-operated
Rate of fire:			500 rounds per minute
Weight:				5.22kg

 Historical Background

In the 1930's, German military authorities questioned the purpose of the
standard infantry rifle. It was realised that even the earliest rifles were
capable of firing a bullet to distances over 1000m. It was almost impossible
for a soldier to see that far, let alone aim and hit something at that
distance. This realisation set off the possibility of using a shorter
cartridge, reducing effective range, but at the same time reducing weight,
allowing the soldier to carry more ammunition. In 1940, the Maschinen Karabiner
42 was developed as a prototype weapon and tested on the Russian Front. It was
an effective weapon according to the principles behind it, and many features
were taken from it and incorporated into the new rifle in development. The
developers eagerly requested Hitler's permission to produce the weapon. Hitler
proved stubborn, and using the very beliefs that the principles proved wrong,
Hitler criticised the ineffective range of the new cartridge and denied
permission for the weapon to be produced.

This caused a problem for the designers. They had already equipped their
factories to mass-produce the weapon, and in fact had already started making
them. Without Hitler's permission, they continued to manufacture the weapon
and issued it to troops as the "MP44", disguised as a submachine gun. This in
turn please Hitler due to exceptional submachine gun production figures. That
was until Hitler held a meeting with his generals, who requested more of the
"new rifles". After a brief period of anger, the Fuhrer finally accepted the
rifle and named it the "Sturmgewehr", the "Assault Rifle".

Despite this official acceptance, production never caught up with demand. The 
Stg44 wasn't distributed evenly, but the units who were fully equipped with 
these new assault rifles were reported to have beaten back numerous Allied 
attacks, despite being surrounded. Being made out of steel-stampings and 
plastics, the Sturmgewehr 44 was a revolutionary weapon, the first of a class 
of weapons that are now standard in today's armies.

 Frontline notes

The Stg44 isn't just a souped-up version of the MP40. It's almost a perfect 
weapon in itself. And so it should be; you get this weapon very late in the 

The weapon has a fast rate of fire, reasonably low recoil, very high damage, 
respectable accuracy AND has a 30-round magazine. The Stg44 can be used in 
short bursts for long range fire and suppression, and longer bursts for close 
range combat and assault purposes. The Stg44 is THE assault rifle, and is an 
outstanding combination of all weapons.

Of course, the weapon itself isn't invincible. Submachine guns are lighter and 
fire faster, while rifles and the BAR outmatch it in accuracy. Despite all 
this, the Stg44 is a formidable weapon and certainly a match for any weapon at 
any range. Use Aim mode whenever possible to maximise accuracy.

Note that the Frontline version of the Stg44 does not feature select-fire. 
It can only fire in full-automatic.

Also, for some reason the Stg44 feels unresponsive, requiring you to hold the 
fire button for a bit longer to get it to fire.

 5.3 - General Machine Gun Tactics

Typically speaking, the BAR and Stg44 should mainly be used for medium-range 
work. At this range, both weapons will not be crippled by the fast and frantic 
submachine gun, nor are they at a range disadvantage against rifles. This is 
their optimum range.

Of course, both can be used at shorter and longer ranges. The Stg44 is more 
suitable for close ranges, while the BAR is more effective at longer ranges. 
Being able to master these weapons at any range can create a very efficient 
killing machine.
Unlike submachine guns and rifles, machine guns can engage targets at 
practically any range with a certain level of effectiveness. As such, do not be 
afraid to take on enemies at really long or really short distances, even if the 
odds are against you. Controlled, accurate fire is what the machine guns do 

-Good for all ranges
-Best at medium range
-Full-automatic, excellent for assaults
-Accurate, powerful


History doesn't extend so far back for grenades, but the concept itself has 
been around for a while. Ever since the development of portable explosives, 
devices have been used to throw or otherwise launch an explosive to reasonable 
distances. Originally, such devices might have involved gunpowder wrapped in 
some sort of packaging, and afterwards sticks of dynamite. The modern grenade 
appeared in the 20th century in different forms, and have kept similar trends 
in design. Grenades were also used for other purposes, such as smoke screens or 
specific destruction of equipment.

Allied Assault features one grenade for each team. Grenades do splash damage, 
and are definitely a tactically useful weapon

 6.1 - M2 Frag Grenade

Name:				Mark II Fragmentation Grenade
Country of origin:		USA

 Historical Background

When the United States entered the First World War, it became apparent that 
they lacked a standard-issue hand grenade. Basing their designs off the 
existing British Mills Bomb and the French F-1 grenade, the Mk I grenade was 

The Mk I grenade featured a serrated surface, with 40 segments divided into 8 
columns and five rows, which sprayed shrapnel in all directions upon 
detonation. The grenade also featured a complicated safety mechanism to ensure 
that the thrower did not harm himself before the grenade was thrown.

This safety mechanism was the ultimate cause to the failure of the Mk I 
grenade. The throw had to remove the split pin, then turn the safety lever 
before throwing the grenade. Consequently, when trialed in combat, a fair 
proportioned of grenades were not properly armed. Commanders immediately 
demanded that the grenade be put out of service.

The Mark II grenade was then designed. It used the same charge and 
configuration as the Mark I, but featured a shorter safety lever, resembling 
the Mills grenade. The thrower could hold the grenade as long as he wanted to, 
provided he kept the lever closed. As soon as the lever is released, the five 
second fuse kicked in. These grenades were initially painted bright yellow, the 
official color of ordnance, but was repainted in olive drab due to the 
impracticality of carrying a bright yellow grenade in combat.

Nicknamed the "Pineapple" due to its shape, the Mk II had a tendency to break 
up into large chunks upon detonation, resulting in uneven fragmentation 
patterns. It was used until the Vietnam War in the 1960's, supplementing the 
M26 grenade. After the War they were phased out of combat.

 Frontline notes

Usually issued by default, the Frag grenade is similar to its German 
counterpart. The Frag grenade has a shorter throwing distance, but a larger 
blast radius. Damage is very high, and any enemies caught in the center of the 
blast is practically guaranteed death.

 6.2 - Stielhandgranate

Name:				Stielhandgranate 24
Country of origin:		Germany

 Historical Background

Nicknamed the "Potato Masher" due to its curious shape, this German stick 
grenade became a typical image of the Wehrmact soldier. The Stielhandgranate 
featured a small explosive "head" attached to a long wooden handle. The handle 
allowed the thrower to throw the grenade much further than an ordinary grenade. 
To arm the grenade, the thrower had to unscrew the cap off the base and pull 
it, which started the 4-5 second fuse.

Despite its distance advantage, the Stielhandgranate was not as effective as 
other grenades. The main reason was because it relied more in explosive damage 
rather than fragmentation. The rather erratic fuse also meant that it was 
difficult to cook properly, resulting in grenades being thrown back or even 
blowing up in the thrower's hand.

Despite popular belief, the Stielhandgranate was not the only grenade used by 
the German army. The Germans also used an "Egg" grenade which resembled 
contemporary grenades and was much smaller.

 Allied Assault notes

Stielhandgranate's will usually be picked up during a mission, rather than 
being issued with them at the start. The German counterpart to the American 
Frag grenade, the Stielhandgranate can be thrown further, but has a smaller 
blast radius.

 6.3 - General Grenade Tactics

One of the easiest, hardest hitting weapons to use, the grenade offers a 
medium-range solution to clearing out rooms and flushing out enemies. Distance 
is determined by the angle the grenade is thrown at. With experience, grenades 
can be lobbed precisly behind obstacles and through windows.

The tactical use of the grenade will minimise risk before storming a 
strongpoint or a suspected enemy location. If you think an enemy might be 
inside the next room, lob a grenade in. After the grenade explodes, rush in 
with a weapon and finish the target off. If the grenade doesn't kill them, they 
will be heavily wounded and will be at a significant disadvantage against you.

Grenades are also excellent for taking out massed concentrations of enemies. 
However, if friendly fire is on, be careful of where you lob grenades: more 
likely than not, your own teammates will be right next to the enemy units.

Note that the AI is very adept at thwarting your grenade efforts. They will 
often kick your grenade away, throw themselves on it, or even throw them back 
at you.

Of course, you can prevent this by cooking your grenade. To cook a grenade, 
pull and hold the pin, then press the reload button. This will release the 
striker, and the grenade will start ticking. The fuse lasts around 5 seconds, 
and is indicated by the increasing "tick" rate. Timing the grenade right will 
allow you to take out enemies before they can react. However, holding it too 
long will result in the grenade exploding in your hand, killing you instantly.

-Short-medium range use
-Explosive blast radius
-Can be lobbed into rooms and windows
-Can be cooked


Other than the above weapons, several other weapons can be picked up and used 
throughout the game.

 7.1 - Winchester Shotgun

Name:				Winchester M1897 Shotgun
Country of origin:		USA
Available for:			All
Calibre:			12 gauge
Magazine capacity:		6 rounds (including one in chamber)
Firing mechanism:		Pump-action
Weight:				3.15kg

 Historical Background

Another design by the famed John M. Browning, the Winchester M1897 was 
developed to dominate the conditions found in the First World War. During the 
American Civil War, shotguns were used to some success, and were employed 
sporadically throughout military history. The Americans in the First World War 
realised the suitable combat environment for shotguns in the narrow trenches of 
the Western Front, and by designing a rapid-fire shotgun and issuing it to 
frontline troops, devastating impacts were made.

The M97 Winchester shotgun was lighter than the contemporary Springfield M1903 
rifle and had a much shorter barrel, allowing it to be easily carried and swung 
around. The 12 gauge shotgun shells, at such close ranges, tore through enemy 
soldiers. There are reports of Germans attacking American lines, running into a 
torrent of shotgun pellets and quickly being turned into a pile of carcasses. 
Because of how devastating the Winchester shotgun was, the Germans demanded 
that such a weapon be banned under the rules of war.

A special heat shield grip was used in trenches to prevent the weapon from 
being damage during and between shots. Five rounds were stored in the tubular 
magazine under the barrel, with one round in the chamber itself. Some shotguns 
had a special bayonet adapter, which could attach a standard-issue bayonet.

The M97 was used by all military arms at some point or another, and was 
employed in smaller numbers in the Second World War. As newer and better 
shotguns were developed, the Winchester began to be phased out, but still saw 
use in Korea and Vietnam.

 Frontline notes

Close range monster.

That's the only way to describe the Shotgun. Accuracy is pitiful at long range, 
but at close range, this thing KILLS. Point blank shots will definitely kill in 
one hit, and medium range hits will usually cripple enemies. The closer the 
target, the more shotgun pellets hit, and hence the more damage.

Like the Springfield, the Shotgun has a set reload time despite reloading one 
round at a time, so you don't have to concern yourself with rationing your 
reload times.

Naturally, the best scenario to use the Shotgun is at close range. You can aim 
if you want to, but practically speaking, if you're at lethal range, you can 
shoot blind and still score a direct hit.

 7.2 - Bazooka

Name:				M9 "Bazooka"
Country of origin:		USA
Calibre:			2.36in (60mm) rocket
Magazine capacity:		1 round
Firing mechanism:		Electric-ignited, rocket-fired
Weight:				6.5kg (unloaded)

 Historical Background

To combat the armored threat that Germany was known to possess, the Americans 
began developing close-range countermeasures for infantry. The idea at the time 
was a .60 cal anti-tank rifle, following the trend set by other nations with 
their anti-tank rifles.

At the same time, the "shaped-charge" principle was developed. The principle, 
otherwise known as the hollow-charged principle, consisted of an explosive 
molded into a conical shape and placed within a copper cone. The igniter was 
located at the base of the cone, and the resulting explosion forced a burst of 
intensely hot particles through the cone at incredibly high speeds, capable of 
forcing through thick steel plates and effectively piercing them. While not yet 
developed as a weapon, the US Army saw the potential in this system and 
procured many of these warheads.

The actual development of the weapon came from US Army Captain Leslie Skinner 
and Navy Lieutenant Edward Uhl. Known for his experiments with mortars and 
rockets, Skinner modified a mortar tube and used a rocket propellant for the 
shaped-charged warheads. With this design complete, Skinner used the model as 
part of a demonstration of anti-tank weapons.

This rocket launcher was only a sideshow to the hyped anti-tank rifles. 
However, while the anti-tank rifles had mediocre performance, Skinner's rocket 
launcher obliterated every target it was used against. Accurate at short 
ranges, and successfully blowing the turret right off a Sherman, the rocket 
launcher shocked and impressed Army officials, and the weapon was adopted on 
the spot as the M1 Rocket Launcher, and was mass produced afterwards. Troops 
nicknamed the weapon the "Bazooka", after its physical resemblance to the 
Bazooka sound instrument invented by Bob Burns.

The M1 Bazooka used electric ignition to fire the rocket (loaded from the 
rear), powered by batteries stored in the wooden shoulder stock, and also had a 
wooden fore-grip. The tube itself was one-piece, and the warheads were attached 
to a fin-stablised rocket. The weapon had to be switched "on" to be fired, and 
its status was indicated by an on/off lamp on the shoulder stock. The M1A1 
model did away with the on/off system, removed the wooden fore-grip and 
introduced a disc-shaped mesh shield to protect the firer from the backblast. 
The latter proved to be cumbersome and ineffective, and was not used by troops, 
instead being replaced with an iron funnel.

The M9A1 model was a major overhaul. The one-piece tube was replaced with a 
two-piece tube, which could be split for easier transportation, and the wooden 
grip and stock were replaced with iron ones. The batteries were proven to be 
unreliable and were replaced with a small generator. The iron muzzle funnel 
used in the M1A1 was standardised as part of the M9A1, and the iron sights were 
replaced with optical sights. The M9A1 was produced during and after 1944.

One final version of the Bazooka appeared towards the end of the war and used 
afterwards. The M20 "Super Bazooka" made several refinements to the M9A1 model 
and fired a 3.5in rocket, easily multiplying damage by up to three times, and 
could literally obliterate a T-34 tank.

Bazooka teams usually consisted of a gunner, who aimed and fired the rocket, 
and a loader/assistant, who loaded the weapon and observed the shot.

 Frontline notes

The Bazooka is only available in a select few missions. While the Bazooka can 
be used with dead effect against masses of enemy soldiers, its primary use is 
to destroy tanks. Unfortunately, in Frontline it doesn't seem to be very good 
at that.

Use the Aim mode the get a bead on your target. The rocket also travels slower 
than your bullets, so lead your target accordingly.

 7.3 - Panzerschreck

Name:				Raketenpanzerbüchse 54 "Panzerschreck"
Country of origin:		Germany
Calibre:			3.46in (8.8cm) rocket
Magazine capacity:		1 round
Firing mechanism:		Electric-ignited, rocket-fired
Weight:				7.46kg

 Historical Background

During the North Africa campaign, the German army discovered an amazing 
American weapon: the "Bazooka", a rocket launcher firing fin-stablised shaped-
charge warheads, and capable of devastating tanks. Realising the potential for 
this weapon, and acknowledging that it was superior to any infantry anti-tank 
weapon they had, the Bazooka was copied and improved, forming the 
Raketenpanzerbüchse 43, "Rocket Tank Rifle".

Popularly known as the Panzerschreck, "Tank Terror", and Ofenrohr, "Stove 
Pipe", among the troops, the weapon was essentially the same as the M9A1 
Bazooka. The Panzerschreck used a metal shoulder stock and fired rockets using 
an electric ignition system. However, to improve the performance of the 
Panzerschreck, the Germans opted for the 8.8cm rocket as the projectile, rather 
than the smaller 6.0cm rocket used in the Bazooka, resulting in a far superior 

The trigger assembly had two triggers: one trigger cocked the magnetic ignition 
system, and the second trigger pushed the magnetic rod through a coil, 
generating the electric current necessary to fire the rocket. The rocket itself 
was stablised in flight by a steel ring at the rear, similar to aircraft bombs. 
The rockets were available in summer and winter version, each with different 
propellent loadings for different thermal conditions.

One of the flaws of the Panzerschreck was that the rocket propellent continued 
to burn for a few seconds after launch, putting the firer at risk of being 
burnt. Initially, firers wore gloves and a mask, but the later 
Raketenpanzerbüchse 54 rectified the problem by installing a metal blast shield 
at the front of the trigger assembly.

Like the American Bazooka teams, the Panzerschreck was best used in a two-man 
team with a gunner and a loader. Early teams had little success due to 
overconfidence in the Panzerschreck's design, resulting in engagements of up to 
1000m, despite the Panzerschreck only being effective to 150m or so. It took 
some time for the Panzerschreck's abilities to be gauged and realised, 
surpassing the Panzerfaust.

 Frontline notes

The Axis counterpart to the Allied Bazooka, the Panzerschreck is identical in 
every respect. The rockets kill in one hit, have a large blast radius, has slow 
reload, etc. The Panzerschreck is featured prominently in Arnhem Knights, where 
you must eliminate a Panzerschreck team and use a Panzerschreck to knock out a 

What makes the Panzerschreck so undesirable as a weapon is that the front 
shield restricts a LOT of vision, making it difficult to see your target, let 
alone fire off an accurate shot. Use Aim mode to get the aim as correct as 

As with the Bazooka, the Panzerschreck is horrendous at anti-tank work in 
Frontline. You're better off trying to blow a tank up with an MG42.


Below are various weapons found throughout the game, but don't fall into the 
above categories.

 8.1 - MG42

Name:                           Maschinengewehr 1942
Country of origin:              Germany
Calibre:                        7.92 x 57mm Mauser
Magazine capacity:              250-round linkable belts
Firing mechanism:               Full-automatic, recoil-operated
Rate of fire:			1200 rounds per minute
Weight:				11.5kg on bipod

 Historical Background

In the 1930's, the German Army required a machine gun to rearm its forces.
After a few unsatisfactory adoptions, the Mauser company came up with a
revolutionary design: the MG34. It incorporated several new features: the
"straight-line" principle, where the butt is part of the barrel line, reducing
the tendency to rise when firing on full-automatic, the use of 50-round belts
that could be linked to form longer belts, and even the use of a double-drum
magazine. A fast, accurate weapon, the MG-34 was a good weapon.

Too good, perhaps. It used the same manufacturing techniques as traditionally-
made weapons, being very time- and labor-consuming. To rectify this problem,
changes were made to the MG34, using as much metal stampings and pressings as
possible, making it easier to produce the weapon while maintaining reliability.
This was achieved and designated the MG42, as well as notching the rate of fire
over 1200 rounds per minute. At this level, it is impossible for the human ear 
to pick out individual rounds being fired, only hearing a "brrp" sound that was
feared by anyone on the receiving end. This extremely high rate of fire tended 
to overheat the barrel, which could easily be changed in a few seconds. 

The MG42 was a General Purpose Machine Gun, being used as a light machine gun 
as well as a heavy machine gun mounted on a tripod. Interestingly, many 
infantry tactics were centered around the MG42. This was fair, since the
MG42 provided more firepower than an entire squad. The MG squad was handpicked
and consisted of seasoned veterans. The most decorated soldier carried and
fired the MG42, while the second best soldier fed the MG42 and replaced the
barrel. The two least experienced soldiers, usually new conscripts, did nothing
but carry ammunition. The rest of the crew covered all possible approaches to
the MG42. The MG42 itself was exempt from a 'stand fast' order, relocating to
a better, pre-planned position to resume firing. This order of battle was
extremely effective. The squad may be crippled, but as long as the MG42 was
still operational, the remainder could put up more firepower than any Allied

Although the original MG42 has been phased out, many of its features are used
in modern machine guns like the M60. As a testament to its revolutionary
design though, the MG42 is still in use by the German Army as the MG3,
rechambered for the 7.62mm NATO round.

 Frontline notes

MG42's are scattered at tactical positions throughout the campaign. Locations 
vary from sandbag walls to concrete bunkers. Most of the time, you'll be hard-
pressed to assault an MG42 position.

Often, however, you will need to use the MG42 itself. Manning an MG42 will 
spawn more enemies for you to shoot like fish in a barrel. While this may seem 
pointless, it is required to score a gold star rating.

The other, rather ridiculous use of the MG42 is to knock out tanks. In fact, 
the MG42 is the most efficient weapon for anti-tank work. Yes, it's utter BS 
and in no way can the real-life version of the MG42 take out an armored tank, 
but that's how Frontline works.

The MG42 is horrendously inaccurate. However, to make up for it, it can output 
a LOT of lead in a short amount of time. It can easily rip apart infantry with 
enough patience. Fire in bursts so that you can reacquire your target.

Note that the MG42's in Frontline have unlimited ammunition.

 8.2 - .30cal Mounted Machine Gun

Name:				Browning M1919 .30cal Light Machine Gun
Country of origin:		USA
Calibre:			.30-06 (7.62 x 63mm)
Firing mechanism:		Full-automatic, recoil-operated, air-cooled
Rate of fire:			400-550 rounds per minute
Weight:				14.5kg

 Historical Background

Designed by John M. Browning and based off the earlier water-cooled M1917 
machine gun, the M1919 is a belt-fed, air-cooled machine gun. Early models were 
designed for vehicle use, and the M1919A4 became the first infantry variant.

However, further combat experience brought complaints that the M1919A4, using a 
tripod, was too unwieldy and took too long to set up in combat. The M1919A4 was 
improved by reducing the weight, replacing the tripod with an integral bipod 
and added a shoulder-stock to the weapon, making it much easier to set up and 
fire. This model was designated the M1919A6.

As with all air-cooled machine guns, the M1919 was less efficient and could 
not output the same amount of sustained fire as the older M1917. Consequently, 
the M1917 saw a resurgence in use in the Korean War, when heavy sustained fire 
was required and the M1919 machine guns failed to deliver.

The M1919 generally performed well in tanks and mounted on jeeps.

 Frontline notes

The .30cal is only available in one level: Seaside Stowaway. At the beginning 
of the level, an American jeep is strafed by a German fighter, and subsequently 
crashes. The machine gun mounted on the jeep can still be used, however. 
Enemies will spawn once you mount the gun, so be quick on the trigger and make 
use of your unlimited ammunition.

The .30cal handles identically to the stationary MG42's.

*Note: The .30cal is also found in the Church tower. Thanks to Mister FANTASTIC 
for pointing that out.

 8.3 - Armoured Train

Name:				BP-42
Country of origin:		Germany
Armament:			4 x 75mm Howitzer
				2 x 2cm Flakvierling
				2 Light Tanks
Armour:				1.5cm - 3cm

 Historical Background

The BP-42 (and the later BP-44 upgrade) was used by German forces to transport 
forces by rail, deploy a reasonable number of troops and provide supporting 
fire. The train consisted of armoured carriages powered by a heavy armoured 
locomotive in the centre of the train, while the rest of the train was arranged 

The kitchen and medical carriages, closest to the locomotive, were each armed 
with a howitzer. The infantry and command carriages were next, followed by the 
artillery carriages, which were armed with Flak guns and howitzers. The train 
also carried two light or medium tanks for fire support and rapid deployment. 
Many variations and modifications were made to this setup, including different 
tank models.

While the BP-42/BP-44 had limited use during the early stages of teh war, the 
train was an effective defensive vehicle towards the end of the war.

 Medal of Honor Frontline notes 

Looks like Sturmgeist has taken a nice trip through Europe on his own train, 
and your its stowaway. Starting from the back of the train, you have to fight 
your way through several carriages before finally seeing Sturmgeist, but a tad 
too late.

The only real difficulty in this mission is to knock out the armoured cars that 
pull alongside your train. While inside the carriage, they can't do anything 
except hammer away at the armour, which they can't penentrate. However, if 
you're caught outside, expect to be pulverised. It is possible to go through 
the train without getting hit, but it's far easier to eliminate the tanks.

Some of the carriages have cannon mounted in turrets. Climb up the ladders 
located inside these carriages to use the cannon. Alternatively, you can use 
the mounted machine guns on the later carriage.

Copyright © 2005 David "Scott Lee" Nguyen

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