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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 (firstname.lastname@example.org) = = Copyright © 2005 David Nguyen = = = =============================================================================== ******************************************************************************* LEGAL DISCLAIMER ******************************************************************************* 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. 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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 --------- Contents --------- 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 *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 1.0 - INTRODUCTION *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 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 charges. 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 recommended. "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 zombies. =============================================================================== 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 forces. =============================================================================== 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 papers. 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. *SUMMARISED: -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 variants. ----------------- 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 unsuccessful. 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. *SUMMARISED: -Not used very often -Very accurate: aim for the head -Slow to fire and reload *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 4.0 - SUBMACHINE GUNS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 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 face. 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 features. 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 choice. *SUMMARISED: -Best suited for close quarters combat -Fire in bursts at medium-long ranges -Spray and pray at close ranges -Good firepower, reasonable ammunition capacity *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 5.0 - MACHINE GUNS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* By definition, a machine gun is a weapon design to output a massive amount of firepower to suppress enemy positions. Technically speaking, the two machine guns in the game aren't machine guns. However, in 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 nations. ----------------- 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 game. 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 best. *SUMMARISED: -Good for all ranges -Best at medium range -Full-automatic, excellent for assaults -Accurate, powerful *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 6.0 - GRENADES *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* History doesn't extend so far back for grenades, but the concept itself has been around for a while. Ever since the development of portable explosives, devices have been used to throw or otherwise launch an explosive to reasonable distances. Originally, such devices might have involved gunpowder wrapped in some sort of packaging, and afterwards sticks of dynamite. The modern grenade appeared in the 20th century in different forms, and have kept similar trends in design. Grenades were also used for other purposes, such as smoke screens or specific destruction of equipment. Allied Assault features one grenade for each team. Grenades do splash damage, and are definitely a tactically useful weapon =============================================================================== 6.1 - M2 Frag Grenade =============================================================================== Name: Mark II Fragmentation Grenade Country of origin: USA ----------------------- 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 developed. 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. *SUMMARISED: -Short-medium range use -Explosive blast radius -Can be lobbed into rooms and windows -Can be cooked *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 7.0 - HEAVY WEAPONS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 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 weapon. 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 tank. 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 possible. 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. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 8.0 - OTHER WEAPONS *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Below are various weapons found throughout the game, but don't fall into the above categories. =============================================================================== 8.1 - MG42 =============================================================================== Name: Maschinengewehr 1942 Country of origin: Germany 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 squad. 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 symmetrically. 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. =============================================================================== END OF FILE Copyright © 2005 David "Scott Lee" Nguyen ===============================================================================