This guide is written by Scott Lee, who also goes under the names of David
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TABLE OF CONTENTS
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To use the index codes for quick navigation, open the search function in your
browser (CTRL + F) and copy/paste the index code. This will take you directly
to the desired section.
Right, so we have another World War II game boasting real-life locations and
authentic weaponry. Unlike what we've seen in Medal of Honor and Call of Duty,
the research in Brothers in Arms is remarkably respectable, in no small part to
the behind-the-scenes unlockables in the game. The levels are closely modelled
off historical reports and on-site photographs in current day France, and
research into weapons and tactics has been more detailed than any WWII shooter.
Most notable in regards to the weaponry aspect is that the player is no longer
capable of performing the one-man army deeds in other WWII games. That's right:
Sergeant Matt Baker can't waste a hundred Krauts by himself. In fact, he can
barely shoot. BIA models weapon instability and simulates the effects of
suppressive fire and weapon weight by making them far more difficult to aim
than other games. The focus of the game is on suppression and teamwork rather
than outright killing, and that is probably where most players will struggle.
As with many other historical first-person shooters, I have created this guide
out of historical interest for gamers as well as providing notes and
observations on the usage of these weapons in BIA, keeping in mind the emphasis
placed on teamwork over individual marksmanship. Unlike most of my other weapon
guides, the bipolar nature of the game allows for a simple division into
American and German weapons, with less importance on what type of weapons they
are.
This guide is written based off the PC version of the game, but information is
practically identical for all platforms. Observations are based on the Single
Player campaign, but generally apply to multiplayer modes as well. Also note
that this document has been compiled from several sources on firearms, but
should not be used as research by itself. Readers interested in finding out
more about WWII firearms are encouraged to look up books and websites dedicated
to this area of interest.
Brothers in Arms portrays two sides to the war, so obviously there are two
distinct weapon categories: American and German. American weapons are generally
more versatile while German weapons are often better at their designed purpose.
While the game doesn't emphasise the differences in weapon types, the weapons
available in the game are designed for specific roles. Any weapon can be used
for any role, but specialised weapons are far better at doing what you need to
do, reducing the risk of getting killed.
--------------
Weapon Types
--------------
*RIFLES: Rifles are powerful and accurate weapons, but lack
close combat effectiveness. Includes the M1 Garand,
M1 Carbine and K98 Rifle.
*SUBMACHINE GUNS: Poor accuracy but fast automatic fire; excellent for
close combat. Includes the M1A1 and MP40.
*SUPPORT GUNS: Heavy automatic handheld weapons that are excellent for
suppressive fire. Includes the BAR and Stg44.
*PISTOLS: Light weapons that have limited use in full firefights.
*ANTI-TANK: Bazookas and Panzerfausts; can be used against
infantry but is most effective against tanks.
*SNIPER RIFLES: Long-range rifles that are very precise and powerful.
Apart from these basic types, there are several other 'weapons' you encounter
throughout the game.
*GRENADES: Issued in limited quantity, grenades can take out a
group of enemies. More importantly, a player with a
grenade can climb onto tanks to eliminate them.
*STATIONARY MG'S: Mounted machine guns provide deadly suppressive fire
and unlimited ammo. Good for defending.
*TANKS: Not directly used by the player, Tanks can be
commanded to lay down machine gun and cannon fire
against entrenched positions and enemy armour.
------------------
Weapon Selection
------------------
While players cannot pick what weapons they want during each mission, they can
decide what weapons to pick up from dead enemies. This provides the ability to
mix and match.
By far the best combination is to pick a rifle and a submachine gun. This
provides excellent long range and short range capability. Most missions will
start you off with an M1 Rifle and M1A1 SMG anyway, so you start off being able
to choose what role you want to play in your squad. The German combination of
K98 Rifle and MP40 SMG is also very deadly, with the K98 being the most
accurate weapon you frequently encounter.
The Support weapons have excellent all-round capability. They can suppress,
fire accurate and assault. You will rarely be able to use the BAR, but the
Stg44 is used very often by the Fallschirmjager troops in the final missions.
Possessing a support weapon will give you more firepower to use in more
situations. Additionally, you will be able to carry a specialised weapon like a
Bazooka without losing much of your combat ability.
Finally, don't bother packing a pistol. The moment you come across another
weapon, even if its of the same type, pick it up. The pistol is useless as
other weapons can do everything it can do and more.
Unlike most first-person shooters, Brothers in Arms does not feature laser-
precision aiming. In fact, BIA's protagonist apparently can't shoot for
peanuts. While it may be an exaggeration, the effect is nonetheless true for
the purposes of the game, and this is probably the most significant aspect an
experienced FPS gamer has to become acccustomed to.
There are two positions the player can fire from: the hip, which is the normal
method of movement. Players can enable a crosshair, but accuracy from the hip
is laughable, even in close quarters. Fire from the hip when you need extra
suppression when running in the open, but don't expect to kill anything. The
second mode is while using the iron sights, brought up by using the Aim button.
In this mode, the weapon zooms in and allows the player to make more accurate
shots at the cost of movement speed.
-------------
Iron Sights
-------------
Most weapons have similar iron sights, with the exceptions of the sniper rifles
and anti-tank weaponry. The rear sight is usually blurred out and eye-focus is
on the front sight, which is usually a blade or post. The tip of the front
sight indicates approximate point of impact. Remember that weapons don't have
perfect accuracy, and a stable aim is more important than trying to get
headshots. Since iron sights are the only way to guarantee hitting what you aim
at, use it even close combat assaults, although for speed or surprise
encounters you might want to spray from the hip.
Not relating specifically to iron sights, it is important to note where your
shots land, especially while aiming. Hit indicators in BIA are not as obvious
as other games. The most obvious sign is a blood spray on nearby walls or
crates. However, not all shots will draw blood. In general, if you don't see
the white puff of a shot hitting an object and you know it hasn't been sent
skywards, assume that the target has taken a hit. Further indications include
the target being briefly stunned and swearing in German. You can tell when an
enemy is dead by a sudden jerk or slump.
----------
Accuracy
----------
To simulate battlefield conditions, the player's base accuracy is horrible,
making it quite difficult to hit targets. A player cannot expect to hit targets
from the hip nor can they expect to snapshoot effectively. Rather, the
objective is to fire bullets in the general direction of the enemy in order to
suppress them. As a consequence of this 'realistic' aiming, the player's aim
while looking down the sight will be incredibly unstable.
Several things can affect the steadiness of the player's aim. Firstly, the
player's stance is significant. A standing shot is significantly more shaky
than a crouching shot, which effectively reduces the shakiness by approximately
30%. Maintaining the aim will gradually gain more stability, and while crouched
the steadier aim is as close as you can get to perfect accuracy. This takes
time however, and often you do not have the time to aim precisely, nor can you
rely on your weapon to actually hit the target despite your aim.
The third factor that can affect your aim is enemy suppression. Instead of
allowing the player to stand up, take a few shots and bumps and still hit a
coin from fifty metres, BIA simulates the effects of suppressive fire by
knocking the player's aim to the point where it is impossible to hit anything.
This is indicated by bullet streaks by the player's head as well as dirt being
kicked up by near misses. When a player is under suppressive fire, accuracy
plummets and the player is at heavy risk of being wounded. Basically, when
you're getting shot at, don't be a hero. Fight smart.
--------
Recoil
--------
You can't fire a weapon without experience some kind of reactive effect. Recoil
will heavily affect your aim regardless of what weapon you use. When firing a
weapon, especially multiple rounds in quick succession, the weapon's muzzle
will kick up, eventually to the point of being uncontrollable.
In general, light weapons such as pistols and the carbine will not have much
recoil, allowing you to land more accurate shots than heavy weapons like the M1
Rifle and Stg44. You can reduce the recoil by manually bringing the weapon
down, although your accuracy will still be erratic. To prevent excessive ammo
wastage, restrict your fire to short bursts at long range, and only fire at
targets you intend to suppress or kill. You're not going to fire off eight
Garand shots with perfect accuracy.
------------------
Aiming Technique
------------------
There is little the player can do directly in order to effectively eliminate
enemies. The only weapon that can pull that off is a sniper rifle, which does
have laser precision and near-perfect stability, and you'll rarely get the
chance to use that.
Snapshooting can be a decent compromise. By bringing up the sights and firing
instantly, you get a fair idea of where you are aiming and thus get a decent
shot towards your target. You're not going to win marksmanship awards, but by
relaxing and shooting at the target, you can squeeze in some lethal shots. When
under pressure (such as when an enemy is running in the open), shoot earlier to
get a higher chance of hitting instead of waiting for your aim to stabilise.
Alternatively, you can wait until your aim does stabilise and fire offf more
accurate shots. This is best used with rifles, which have higher accuracy and
power at the cost of speed and magazine capacity. Rifles are capable of killing
in single shots if used well enough. The problem with this method is that it
takes a substantial amount of time to get things accurate, and if enemies have
spotted you, they will fire in your direction to knock your aim off.
When attempting to take out a target, aim for the centre of mass. The torso is
far easier to hit than the head. It is a good section to aim for with a rifle,
and more important with an automatic weapon with high recoil. Additionally,
follow up with more shots. Since the result of your shot is always
unpredictable, don't fire one round and rest on your laurels. If using a semi-
automatic or full-automatic weapon, fire off two or more rounds to get maximum
effect. If the first shot doesn't hit or kill, the next few shots might.
However, don't empty a whole magazine in one go; any more than four or five
shots and you're doing little more than spraying bullets.
Basically, the key is to be less picky with scoring precision headshots and
looser in sending off bullets towards your target. The more shots you fire, the
more likely you are to score a hit.
Closely related to Aiming is the concept of suppression, or suppressive fire.
BIA places less emphasis on actually hitting targets and more emphasis on
pinning them to allow allies to eliminate them.
-------------------
Suppression Meter
-------------------
Enemy soldiers, by default, have a 'suppression meter' above their heads. When
their position is fire at, the suppression meter will go down, depending on the
number of near misses and what weapon is being used. When the meter is full or
near full, the enemy is not suppressed and they will attempt to retaliate. When
the meter is empty, the enemy is stuck behind their cover and cannot retaliate
or move. This gives you the opportunity to flank the position or to send in
another team to finish them off.
There's one problem with the suppression meter: it kills the realism. If you
want anything resembling a challenge, turn the meter off. I'm pretty sure in
World War II, the Americans didn't beat the Germans because they had bright red
circles above them. With the meter turned off, it becomes far more difficult to
figure out when an enemy is suppressed. In general, when you've been firing on
an enemy position with automatic weapons (especially if it's a fire team) for a
few seconds, the enemy won't be going anywhere.
Friendly soldiers can be pinned down as well, but they won't have a suppression
icon to show it. Instead, you will need to listen for their reactions during
combat.
---------------------------
Weapons and their Effects
---------------------------
As far as suitable weapons go, the main quality a weapon needs is a rapid rate
of fire. The faster the weapon the fires, the more bullets slam into the
target's cover, and the less willing they are to expose themselves.
Additionally, the more powerful the weapon, the harder the bullets slam into
cover, which blows more chunks out of the suppression meter (if it's on).
Soldiers are even less likely to pop up if they know they're being hit by rifle
rounds compared to pistol rounds.
With that criteria in mind, we can establish the best weapons for suppression.
Obviously, a fast weapon will chew through ammunition quickly, so you can't
keep it up forever. Therefore, the best weapons for suppressive fire are
machine guns, either in stationary positions or mounted on tanks. This provide
continuous fire with no ammo restriction or overheating, providing a limitless
source of suppressive fire. The problem is the action takes place over wide
areas, so you will be forced to move away from MG positions.
In regards to mobile weapons, the BAR and Stg44 are the best suppression
weapons. Powerful, accurate and with decent ammunition capacity (the Stg44 more
so), these support weapons can keep an enemy down if you can maintain the
stream of fire with your squads. Submachine guns are next, providing fast rates
of fire with good ammo capacity but with less impact. If necessary, semi-
automatic rifles can suppress, but don't expect to pin down troops with just
your Carbine.
Don't bother suppressing with bolt-action rifles and pistols. The former is far
too slow, and the latter is far too weak.
In most games, you usually start off with rather high amount of ammunition that
lasts you through missions, or you get frequent resupply areas. While BIA does
give you a respectable amount of ammo at the beginning of each mission, there
isn't much when it comes to resupply, and with the amount of suppression you'll
be doing, you'll run out of ammo quite soon.
--------------
Ammo Counter
--------------
In the bottom right hand corner of the screen is the ammo counter. The left
figure shows how many magazines or clips you have for your current weapon,
while the right number shows how much ammo is currently loaded.
Note that while the game counts your ammo pool by clips, it does not count
individual clips. Hence, if you reload from a partially-used magazine, your
remaining ammo is re-added to the total ammo count, and you will not be stuck
with partially-filled magazines. You will always have a full magazine unless
your total ammo count is less than that number.
For example, if you have an M1A1 Sub-Machine Gun with 5 magazines, and the M1A1
uses 20-round magazines, you essentially have 100 rounds plus your loaded 20
rounds. If you fire 10 rounds and reload, you will have 110 rounds remaining.
The magazine is not re-used or discarded; instead the remaining bullets are
returned to the ammo pool.
-------------
Ammo Crates
-------------
As the Germans obviously won't be carrying American weapons, replenishing your
own ammo supply is difficult. Aside from picking up weapons from fallen
American troops (including your own squad members), the only way to get more
ammo is from ammo crates. These crates are large wooden boxes, represented by
an American weapon on top. You can restock the indicated weapon to maximum ammo
by using these crates. However, these crates are few and far in between, so
don't hope for a convenient box to appear when you're out of ammo.
--------------
Weapon Drops
--------------
Thankfully, there's never a point where you'll exhaust all of your ammo. Even
if you're down to smacking Germans with your rifle butt, all enemies will drop
weapons and ammunition. So, if you're out of ammo for your precious Garand or
Thompson, you can pick up a German K98 Rifle or MP40 submachine gun.
Considering their handling is quite similar to the US weapons, and often better
in terms of accuracy and stability, you won't be missing much by picking up
enemy weapons. In fact, many players would consider using German weapons over
their American counterparts for that reason. That, and you have practically
unlimited ammo to pick up. When you're stuck on resupply, you know where to
look.
Note that any enemy weapon you pick up will have maximum ammunition in its ammo
pool, although the weapon itself may be partially loaded due to the enemy using
it during combat. So, if you pick up a dropped K98 rifle, you will have a dozen
clips in reserve, making weapon pickups an excellent source of instant
ammunition.
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2.0 - AMERICAN WEAPONS [AMW000]
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Being an American paratrooper, it's obvious that Sgt. Baker will be relying on
American firearms to survive in Normandy. The US weapons are the bread and
butter of combat, and every mission will equip Baker and the squad with US
weapons. While Baker can pick up German weapons, the rest of the squad will
always keep their weapons and will never run out of ammunition.
The American weapons in BIA are generally more versatile than their German
counterparts. Weapons like the M1 Carbine, M1 Garand and BAR are accurate while
having fast rates of fire, giving the player the choice of several weapons that
can accomplish accurate marksmanship as well as suppression. On the downside,
the versatility of the American weapons means that they lack the specialisation
of German weapons, such as the accurate K98 Rifle and the assault-orientated
Stg44.
Since Germans never use American weapons in the game, the only way to resupply
American weapons is by using supply crates or by picking weapons from
incapacitated allies. Sooner or later you will need to rely on German weaponry,
so don't get comfortable with only using US firearms.
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 battle rifles ever designed, and remained in use in the
Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter
variants.
The Garand was eventually replaced by the M14 rifle, which was heavily based on
the Garand design; its prototypes being little more than a Garand with a box
magazine.
------------------------
Brothers in Arms notes
------------------------
A WWII game isn't a WWII game without the venerable Garand rifle. The M1 Rifle
is the standard rifle for most missions, providing excellent long-range
capability with semi-automatic fire. The M1 Rifle is one of the most powerful
Allied weapons, being able to kill enemies in 1-3 hits, depending on hit
location. A headshot or upper torso shot will knock down a target instantly.
However, as accuracy is erratic, don't rely on one-shot kills and always follow
up with second or third shots.
The M1 Rifle's iron sights consist of a ghost ring (blurred out) and a front
post bracketed by two blades in a V-shape, similar to the M1 Carbine. The
centre post indicates the approximate point of impact, but the rifle has heavy
recoil. At most, you should double-tap; firing more than three shots will send
the rifle's muzzle skywards and waste ammo. Considering the weapon only has
eight rounds in its clip, ammo isn't something you can waste.
Unlike most other WWII shooters, BIA *does* allow the player to reload the
Garand in mid-clip. This *is* historically accurate, although it usually wasn't
done in a combat situation. Pressing the reload button will manually eject the
clip and insert a new clip. However, this takes longer than firing off
remaining rounds. Also note that the 'ping' sound will not be heard while you
are aiming down the sights, but can be heard when firing from the hip. Since
most of your shooting will be done with iron sights, you will often find
yourself running out of ammo without realising it. Keep an eye on your ammo
counter.
While many players discard the M1 Rifle in favour of the more accurate K98
Rifle, the M1 Rifle is an excellent weapon when used correct, capable of
delivering powerful, accurate shots at all ranges. As an assaulting squad
leader, you can use this weapon very effectively when combined with the close
quarter weapons of your Assault Team, or you can act as a marksman with your
Fire Team. The M1 Rifle is the main weapon for the Fire Team, usually with one
BAR.
Name: M1A1 Carbine
Country of origin: USA
Calibre: .30in (7.62 x 33mm)
Magazine capacity: 15 rounds
Firing mechanism: Semi-automatic, gas-operated
Weight: 2.36kg without magazine
-----------------------
Historical Background
-----------------------
The First World War brought forward the need to equip rear units and auxillary
forces with an effective weapon. This group basically involved anyone whose
primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was
too large and too powerful, while a pistol required too much training and was
too ineffective. After the German war machine kicked into action, the project
was quickly implemented. Starting on June 15 1940, various rifles were tested
without success. In August, Winchester submitted a simple model, and it was
accepted on September 30 and was immediately put into production.
Despite the remarkable speed in which the design went through, the M1 Carbine
was an excellent weapon that not only equipped supporting arms, but also
front line troops, becoming almost as widespread as the M1 Garand. The firing
mechanism is different from the Garand. The gas piston is curved under the
barrel and becomes a flat extension with a slot cut in, which rotates the bolt
and opens it, ejecting the spent case and loading the next round. A short
handle allows the firer to clear jams and manually load rounds.
The M1 Carbine was modified for paratroopers by replacing the stock with an
iron folding stock and pistol grip, as well as providing a socket to attach a
bayonet and designated the M1A1. However, despite its ideal design, the M1A1
was not manufactured in the same numbers as the M1 model.
A generally good weapon, it is important to note that the M1 Carbine was a
close range weapon and not a full rifle. At short distances it was a solid and
effective weapon, but at longer ranges it was extremely poor due to the low
muzzle velocity. The bullet begins to lose accuracy and power at around 300m,
and there have been reports of M1 Carbine rounds being deflected by a mere
jacket. As long as the weapon is used in its optimum range, it was effective
enough to be preferred by troops from all arms.
Production was cut after the war, and the M1 Carbine was rendered obsolete by
the introduction of the M14 Rifle. However, many weapons were distributed
amongst friendly countries and were still used in the Korean and Vietnam Wars,
the latter in particular due to the close ranges and rough jungle terrain
typical of the war.
A brief variation of the M1 Carbine was the M2, which was the same weapon
combined with a select-fire feature and 30-round magazine. A further variant
was the M3, which was the M2 designed for night sights, and was used in Okinawa
and later in the Korean War.
------------------------
Brothers in Arms notes
------------------------
Not as common as the M1 Rifle, the M1 Carbine is often issued during the single
player campaign, especially in the beginning. While functionally similar to the
M1 Rifle, the M1 Carbine is noticeably weaker (comparable to the .45 Pistol or
M1A1 Sub-Machine Gun), and its poorer accuracy makes it unsuitable for long-
range shooting.
The optimum range for the M1 Carbine is medium-close range. In a sense, it
should be used as a cross between a rifle and a submachine gun. The player
should take the time to make aimed shots, but since it has less recoil than the
M1 Rifle it is possible to fire more rounds accurately. Considering it takes
around 3-4 hits to take down a target, and with a 15-round magazine, the M1
Carbine is a weapon that focuses more on quantity of shots rather than quality,
making it an excellent suppression weapon.
The iron sights are similar to the M1 Rifle, consisting of a ghost ring and a
front post surrounded by V-shaped protectors. The centre post indicates
approximate point of impact, though the M1 Carbine is significantly less
accurate than the M1 Rifle. As said above, it is possible to fire off more
rounds with less recoil.
The M1 Carbine is a general-purpose weapon, seen in both the Fire Team and
Assault Team. However, what it has in all-round ability it loses in any one
particular field. The weapon is too inaccurate and too weak for long-range
fire, and too slow for close quarters when compared to submachine guns. If
anything, the Carbine is a good suppression weapon. If the player could only
carry one weapon, the M1 Carbine would be it, but as you can carry two, players
should consider trading the Carbine for a rifle/submachine gun combination. You
will find that consistently using the Carbine to suppress will deplete your
ammunition very soon.
*HISTORICAL NOTES:
- The weapon is actually the paratrooper M1A1 model, which has a folding stock.
The M1 Carbine was the solid wooden stock used by regular infantry units.
- The game provides a contradictory name: "US M1 Carbine Rifle". A carbine is
a shortened version of a full-sized rifle; therefore a weapon cannot be both
a 'carbine' and a 'rifle'. This name was probably used in BIA to distinguish
its weapon type for gamers.
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.
------------------------
Brothers in Arms notes
------------------------
Alongside the M1 Rifle, the M1A1 Sub-Machine Gun is the most commonly issued
weapon for the single player campaign. The M1A1, paired with the M1 Rifle,
makes a deadly combination for both long range and short range.
The iron sights consist of a rear aperture sight with a front blade. The rear
sight is heavily blurred out, so the tip of the front blade is the only
indication of where the shot is going to land. The M1A1 is reasonably accurate
for a submachine gun, but don't expect rifle-like accuracy with it. The muzzle
has a tendency to rise, but manually bringing the weapon down can control it.
The weapon can kill in 3-4 hits, but it's very easy to let 10 rounds loose.
Avoid this temptation and conserve your ammunition, as you only have 20 rounds
in your magazine.
Due to its rate of fire, the M1A1 is the most effective weapon at close combat
and excellent for flanking attacks, hence its preference in Assault Teams.
While weak, careful fire discipline can extend the time an enemy is suppressed
for, although the 20-round magazine doesn't lend much, and running out of ammo
due to poor shooting can be a big issue. Make sure you use the M1A1 or the MP40
when assaulting enemy positions; you might burn through ammo, but you're not
going to survive with a rifle in close combat at higher difficulties.
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 and NCOs. However, many enlisted 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.
------------------------
Brothers in Arms notes
------------------------
The first weapon you encounter in the main single player campaign, the .45
Pistol is the only sidearm available for the Americans. In short, the .45
Pistol is made redundant by the ability to only carry two weapons, so players
should discard it as soon as they find a more suitable weapon.
The .45 Pistol has the least amount of zoom, and consists of a small rear notch
with a forward blade, the tip of which indicates the approximate point of
impact. As a pistol, its accuracy leaves a lot to be desired, and it takes 3-4
hits to take down an enemy; a sore point considering the weapon only has 7
rounds. On the plus side, the weapon is light and therefore has stable aim and
little recoil, making it decent at close quarters fighting. However, as weapons
like the M1 Carbine and M1A1 Sub-Machine Gun can do the same thing and more,
there isn't much point to keeping the .45 Pistol unless you want to look cool.
As a beginning weapon though, it's noteworthy that the .45 Pistol is
surprisingly powerful. The main difficulty in using it is its appalling
accuracy. However, at point blank range, the weapon can kill in one torso shot.
This is also notable when Mac performs the first flanking demonstration, in
that you can theoretically kill the enemy riflemen before Mac gets there, but
your appalling accuracy makes it almost impossible to do so. For the opening
mission, it's worth relying on the .45 Pistol for close combat situations where
your K98 Rifle is too awkward.
As a 'secondary' weapon, no member of your squad will be equipped with it.
Incidentally, only two members of your outfit actually possess the .45 Pistol:
Sergeant Mac, who gives it to you when you land in Normandy; and Pvt. Leggett,
who uses it at Hill 30. These two characters have the holster for the weapon on
their character model, although Mac's holster is empty since he gave the pistol
away. As a trivial note, Pvt. Allen picks up a dropped .45 Pistol from the M5
Stuart Tank at the beginning of the "Crack of Dawn" mission and pockets it.
Incidentally, Mac's character model regains his pistol at this point. Lt.
Colonel Cole and Lt. Combs also have a .45 Pistol in holsters on their left
hips.
*HISTORICAL NOTE:
- Not directly related to the weapon itself, Lt. Col. Robert Cole's character
model has a holstered .45 Pistol on his left side. In real life, Cole led his
famous charge wielding his pistol and later picking up a rifle and bayonet.
In BIA, he charges with an M1A1 submachine gun.
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.
------------------------
Brothers in Arms notes
------------------------
As the American sniper rifle, the M1903 provides the expected level of
precision and power necessary for your squad's survival. Essentially the same
as the German K98 Sniper Rifle, the player first encounters the M1903 in
"Purple Heart Lane" and later significantly used in "Tom and Jerry".
The scope consists of a plain crosshair; the intersection of the two lines
indicates the exact fall of shot. Unlike other weapons, the M1903 has very
little sway even from a standing position, making it possible to deliver highly
accurate shots that can eliminate enemies behind cover. The scope jerks
slightly when fired, but it is easy to relocate the target, although one hit
can kill almost anywhere. The M1903 loads fairly quickly, so sniping with it
shouldn't be too hard.
As a specialist weapon, no member of either the Assault Team or Fire Team will
carry the M1903. As the only 'loose' man in the squad, the M1903 is the perfect
weapon for the player to use, as it fills the long range precision niche that
makes the game so challenging. You can command the Fire Team to suppress and
the Assault Team to flank, but with the M1903 you can take out enemies hiding
behind defenses and hedgerows, making both teams redundant. If it weren't for
the rarity of the weapon, you could complete the game using only the M1903.
===============================================================================
2.6 - BAR [AMW006]
===============================================================================
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 unsteady 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.
------------------------
Brothers in Arms notes
------------------------
Though used by the Fire Team and occasionally the Assault Team in single-team
missions, the player is first issued with the BAR in the "Alternate Route"
mission. The BAR provides the player with a more accurate automatic weapon than
the M1A1 SMG but with more firepower than the M1 Rifle.
The iron sight consists of a blurred rear notch and a front hooded blade sight.
The hood can be used to pinpoint a target while the tip of the pin indicates
the approximate fall of shot. Considering that the sight is sharper than the M1
Rifle, it is far easier to hit targets with the BAR. Additionally, recoil is
less than the M1A1 SMG, making it easier to fire accurate, powerful bursts. An
accurate burst of three rounds is enough to take down enemies. Of course, the
BAR was designed for suppressive fire, so it can keep heads down very well,
both in your hands and in your Fire Team.
In fact, the BAR is so accurate and so powerful that it can be used for assault
purposes far more easily than the M1A1. Considering that the Assault Team is
usually armed with M1A1's anyway, the BAR is the perfectly complement. The Fire
Team's rifles and BAR can handle themselves, allowing you to move in closer for
more accurate BAR shots. However, the 20-round magazine can be exhausted quite
quickly, making the German STG 44 slightly better all-around.
Name: M1A1 "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.
------------------------
Brothers in Arms notes
------------------------
The Bazooka is only used in one mission: "Tom and Jerry", in which it is used
from the balcony of the cathedral to take out three Panzer IV's. For the rest
of the game, the player has to rely on the German Panzerfaust.
The Bazooka has more accurate sights that resemble the conventional sights used
on other guns. The sight is offset to the left of the tube, consisting of a
notch and pin apparatus. BIA simplifies the sight, basically making the tip of
the pin the point of impact. Unlike the Panzerfaust, the Bazooka is more
powerful and has a flatter trajectory, requiring at least three hits to take
out a tank. Additionally, players can carry a total of five rounds of
ammunition including the loaded rocket; a huge advantage over the single
Panzerfaust shot.
Since the Bazooka is not available in any other mission, its usage is
restricted to long-range anti-tank work from the Carentan cathedral.
*HISTORICAL NOTE:
- While the manual refers to the Bazooka as the "M9 Bazooka", the illustration
and in-game model is that of the older M1A1 model. This can be see by the
wooden grips, which were removed in the M9, and the iron sights - the M9 model
used optical sights instead of iron sights.
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 thrower had to remove the split pin, then turn the safety lever
before throwing the grenade. Consequently, when trialed in combat, a fair
proportion 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.
------------------------
Brothers in Arms notes
------------------------
The Frag Grenade is the only grenade the player can get in the single player
campaign. The grenade is not assigned a weapon slot; instead it occupies a unit
slot and has its own button to throw. Because of this, it has no aiming
reticule and is therefore difficult to determine the right trajectory. It takes
plenty of practise to get the throw right, but mastering it provides a potent
weapon.
The grenade has some very frustrating limitations though. When thrown at an
entrenched enemy, the grenade has a tendency to bounce back off obstacles
instead of rolling over from momentum, so grenades usually explode harmlessly
in front of enemies. Trying to throw the grenade behind the cover often results
in the grenade exploding harmlessly behind the enemy. The grenade itself has a
small blast radius, and enemies two metres away will not be affected by the
grenade at all. However, anyone caught in the grenade is certain of death,
including the player and squad members. For enemies in rooms or next to walls,
it is easier to bounce the grenade off the wall in order to reach enemies
behind cover.
However, the grenade does have a more potent use: an improvised anti-tank
weapon. If the player has spare grenades, it is possible to climb onto the back
of an enemy tank to drop a grenade down the hatch, instantly disabling the
tank. Compared to the long and risky methods of using Panzerfausts and Allied
tanks, the grenade is a quick and easy fix. In fact, it's almost too good.
Since grenades are relatively ineffective against infantry and super effective
against tanks, it's worth keeping your grenades in case you run into enemy
armour.
On that note, you are only issued a certain number of grenades each mission,
and no more than three. In many missions you won't be issued with any at all,
nor can you ever pick up enemy grenades or resupply your own grenades. Make
each one count.
*HISTORICAL NOTE:
- Dropping grenades down hatches sounds like something straight out of a movie.
Seriously, if tanks could be destroyed that easily, one guy with a grenade is
more of a threat than artillery, bazookas and other tanks. Realistically,
tank hatches could be locked from the inside, so you couldn't exactly walk
up to a tank and drop a grenade in.
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
3.0 - GERMAN WEAPONS [GMW000]
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
While German weapons are predominantly used (obviously) against you, Baker can
pick up German weapons for his own use, although his squad cannot. The German
weapons lack the versatility of American weapons, but make up for it with
superior qualities in their areas of specialty. The German K98 Rifle is the
most accurate regular weapon in the game, while the MP40 and Stg44 are superior
in close combat.
The main advantage of using German weapons is that every enemy will drop the
ammunition you need, hence making it highly unlikely that you will run out of
ammunition. If you've exhausted your American ammo, or simply prefer German
weapons, pick them up from the closest dead Kraut.
On a trivial note, the game's manual shows a "Top Secret" dossier of German
weapons that have been blacked out and labelled by little more than a basic
name, citing that knowledge of German weapons is extremely limited. This is
artistic license of course; Allied troops were trained to be familiar with
German weapons and knowledge of what the Germans were using was common
knowledge after five years of war.
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
-----------------------
A household name in arms production, 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.
------------------------
Brothers in Arms notes
------------------------
The most common weapon in the game, the K98 Rifle is used by most German
soldiers. The K98 is supplemented with the MP40 and later the Stg44. Apart from
the sniper rifles, the K98 is the most accurate weapon in the game, far
superior to the American rifles.
The iron sight consists of a front pin with a large iron ring. The pin
indicates the point of impact. Like other weapons, the weapon is unstable and
it is difficult to predict where the shot will land. Locating the fall of shot
is most important with this weapon as the recoil will prevent a quick follow-up
shot, so look out for white puffs which indicate that your shot has missed.
While the K98 is slow to use and lacks automatic capability, it makes up for
this with its accuracy and incredibly high stopping power. One shot to the head
or upper torso is enough to take down an enemy, and two hits will stop any
infantry target. Naturally, the K98 is terrible at suppressing enemy units due
to its slow speed, but this also works in your favour since enemy soldiers
cannot effectively pin your down with rifles.
Since the K98 is the most readily available weapon and has the largest ammo
pool, it is a great alternative to American weapons. Experienced players will
often find themselves using the K98 over the M1 Rifle or M1 Carbine due to its
superior accuracy and power, combined with renewable ammo sources.
Note that the K98 has two reload animations. If a player reloads the weapon
from a partially emptied clip, the player will 'top up' the weapon. For
example, if the K98 has 3 rounds remaining, the player will load 2 individual
rounds into the magazine; if the rifle has 1 round remaining, the player will
load 4 rounds. This makes the weapon convenient for topping up, but more rounds
means more time reloading. Firing all 5 rounds will result in a fresh 5-round
clip being inserted, and is much quicker than reloading 4 rounds.
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.
------------------------
Brothers in Arms notes
------------------------
Not as common as the K98, the MP40 is the standard submachine gun of the German
forces. In the early stages of the game, the MP40 will cause more trouble than
the K98 due to its automatic fire, presenting the player with the dual threats
of extra suppressive fire and more damage over time.
The iron sights of the MP40 consist of a blurred rear-notch and a forward
hooded post. Due to the crude sights, the weapon is difficult to aim accurately
and therefore difficult to use on distant targets. However, it holds its own
above the US M1A1 Sub-Machine Gun by having a larger magazine capacity and
slower rate of fire, making it far more controllable and less likely to exhaust
its ammo during a firefight. The MP40 only suffers in its inability to deliver
a decisive spray at multiple targets, so don't rambo into an enemy squad and
expect to actually kill all of them.
The MP40 is a decent all-around weapon and is good at suppressive fire. If
you're lacking a submachine gun, the MP40 is definitely a big asset for the
player. However, as the game progresses, you should be looking for the superior
Stg44 instead. The MP40 is ideal for close combat situations, but suffers at
long range due to its lack of power and accuracy. If you feel like you need a
weapon with more firepower than the M1A1, the MP40 is an excellent alternative.
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. 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.
------------------------
Brothers in Arms notes
------------------------
The STG 44 is first encountered in the "Purple Heart Lane" mission, which is
also the first time the elite Fallschirmjager are encountered. Being the best
equipped German units in the game, the Fallschirmjager will use many STG 44's
against you. This can also work in your favour by providing you with more
weapons and ammo, and the STG 44 is arguably the best weapon in the game.
The iron sights, like the BAR, are quite accurate, consisted of a blurred rear
notch and a hooded front pin. The front sight is almost pinpoint accurate; the
weapon's base accuracy isn't as high as a rifle, but it can deliver an accurate
burst. Like the BAR, the MP44 has little recoil, with most of the shots
stabilising slightly above your original point of aim. The STG 44 has slightly
less zoom than rifles, but more than submachine guns.
However, the STG 44 boasts a 30-round magazine, one of the largest in the game
and significantly more flexible than the 20-round BAR. This means you can lay
down more suppressive fire and assault with it at the same time. Obtaining the
STG 44 means you have both long range and close range killing power, so you can
do away with the M1A1 Thompson and instead carry an anti-tank weapon or sniper
rifle for even more all-around effectiveness. Considering how often you run
into this weapon in later missions, you should always carry one around.
As it is an assault rifle, the STG 44 is designed for close quarters assault,
and the larger magazine capacity makes it less dangerous than the BAR and M1A1
when engaging multiple enemies in close combat. You're not going to find a
better assault weapon in the game.
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
-----------------------
Due to the reliability, power and accuracy of the Kar98k, it was the weapon of
choice for German snipers and was issued with a telescopic sight. It continued
to be the standard sniper weapon even after semi-automatic weapons were
introduced, such as the Gewehr 43, due to the snipers' need for the best
precision possible, which is not possible with semi-automatic weapons.
------------------------
Brothers in Arms notes
------------------------
The German counterpart to the American M1903, the K98 Sniper Rifle is basically
a K98 with a scope. The weapon handles in a similar fashion, though it is not
encountered frequently. The weapon is first seen in "Purple Heart Lane" by some
Fallschirmjager units, although you have the M1903 at the same time so there
isn't much point in switching unless you're looking for variety.
The scope is significantly different to the M1903. Instead of a plain
crosshair, the K98 Sniper Rifle has a T-reticule. The two side bars assist in
finding the correct vertical alignment for the target while the vertical centre
line indicates the exact point of impact. Players not used to this crosshair
will find it a bit challenging to use, but in many aspects it allows more
accurate shooting than the plain M1903 crosshair. The K98 Sniper Rifle can kill
in one hit.
The K98 Sniper Rifle, like the K98 Rifle, has significant recoil, forcing the
player to reestablish the target after firing. The weapon reloads one round at
a time and cannot be interrupted, although the reload speed seems slightly
slower than the M1903. Overall, you shouldn't need to use this weapon while you
have the M1903, but it makes for an excellent long range weapon that is
superior to any other weapon you have. Good to carry if you already possess a
BAR or STG 44.
Name: Panzerfaust 60
Country of origin: Germany
Calibre: 5.75in hollow charge
Magazine capacity: Single-use
Firing mechanism: Single-shot, recoilless
Weight: 8.5kg
-----------------------
Historical Background
-----------------------
The Panzerfaust has its roots in the "Faustpatrone", a weapon designed by Dr.
Langweiler to answer the need for better anti-tank capability for individual
soldiers, a need prioritised after the Russians threw their T-34 tanks at the
Germans. The Faustpatrone consisted of a fin-stablised bomb attached to a 14in
tube, and was fired at an arm's length. This proved to be impractical, as it
could not be aimed. To rectify this, the tube was extended to fit under the arm
and basic iron sights were developed. The first two models of this weapon were
the Panzerfaust 30 and the Panzerfaust Klein, the latter firing a smaller bomb.
The Panzerfaust could penetrate up to 200mm of armor, more than enough to take
out any tank in existence. From here, the only development was range. The
number at the end of the model represented the effective range of the weapon:
the Panzerfaust 30 was effective to 30 metres. At the start of 1944, the
Panzerfaust 60 was perfected and gradually replaced the two previous models,
and by the end of the year the Panzerfaust 100 was developed.
The Panzerfaust was a single-use weapon. After firing the bomb, the firer
discarded the tube and grabbed another one. After a while, materials grew
short, resulting in a re-usable model: the Panzerfaust 150. However, the war
ended before it was able to be manufactured. Throughout this time, the only
other alternative was the Panzerschreck, a reloadable rocket based off the
American Bazooka, and was in fact improved.
Although simple to make, the Panzerfaust, "Armored Fist", was an effective
weapon that was well-thought out and developed. Although technically not a
rocket (the Panzerfaust was a recoilless gun), it was more than capable of
knocking out any Allied tank in existence, and the massive numbers produced
meant that Allied tanks faced potential threats around every corner.
------------------------
Brothers in Arms notes
------------------------
The German anti-tank weapon in BIA, the Panzerfaust 60 is a crude weapon, and
to be honest it doesn't do its job very well. The Panzerfaust is carried by
German troops and can be picked up from Panzerfaust crates.
The iron sight consists of a flip-sight that is prepared when the weapon is
selected. The sight is a basic square peep-hole cut into the flip cover. Since
the weapon wasn't meant for use beyond 60 metres, this sight is reasonable at
scoring a direct hit at close range. However, the round begins to arc heavily
at medium range, requiring the player to aim higher in order to hit further
targets.
The reason why the Panzerfaust is a disappointing weapon is due to its
limitations. Apart from the range, the damage is poor, requiring at least four
Panzerfaust hits to take out a tank. Considering you can only carrying one
Panzerfaust at a time, this forces you to hide behind crates picking up
Panzerfausts and hoping that the tank won't shell you in the meantime. Compared
to the reloadable American Bazooka, the Panzerfaust is relatively ineffective.
If you have grenades, it is far easier to climb onto the back of a tank to drop
one in.
On the plus side, the Panzerfaust has decent explosive effect against infantry,
and can be used to take out MG emplacements. Since you're the only one who can
carry anti-tank weapons, the Panzerfaust is essential in defending your squad
against armoured threats if you have no other AT weapon.
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.
------------------------
Brothers in Arms notes
------------------------
The P38 is the German counterpart to the American .45 Pistol. Interestingly,
the weapon is never encountered during the single player campaign, being
available only as a sidearm in multiplayer. Theoretically, the weapon would be
common on officers (if not the Luger), but since you never fight against
officers, you never encounter this weapon.
Name: Model 24 Stielhandgranate
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 Wehrmacht 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.
------------------------
Brothers in Arms notes
------------------------
Like the P38 Pistol, the Stielhandgranate is never obtained by the player in
the campaign. However, it is encountered as enemies throw grenades at you. THey
are essentially identical to the American Frag Grenade, having a small blast
radius but can kill instantly. The most dangerous aspect is that your squad
members won't react to grenades, so a single grenade can wipe out a whole team.
Also, as there is no grenade indicator, it will be difficult to distinguish the
sound of the grenade dropping above the gunfire. On the plus side, enemies will
rarely throw grenades.
This section covers the weapons that are not handheld, despite being obviously
German or American. Note that this section only covers weapons that are usable
by the player and does not encompass German support weapons or vehicles.
Name: Browning M1919A4 Light Machine Gun
Country of origin: USA
Calibre: .30-06 (7.62 x 63mm)
Magazine capacity: Unlimited
Firing mechanism: Full-automatic, recoil-operated, air-cooled
Rate of fire: 400-600 rounds per minute
Weight: 14kg
-----------------------
Historical Background
-----------------------
Developed by famed weapons design John M. Browning, the M1919A6 was a rather
late-issue infantry machine gun. Prior to the M1919A6, the Americans used the
M1917A1 water-cooled machine gun in the First World War. However, experience
showed that the water-cooling made the weapon excessively heavy, so it was
redesigned with an air-cooled perforated barrel jacket and, after several
refinements to infantry needs, became the M1919A4 light machine gun.
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 M1919A6 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.
Despite the improvements of the M1919A6, only 43,500 were produced in WWII,
compared to the 390,000 M1919A4 models.
------------------------
Brothers in Arms notes
------------------------
The Browning MG is the American stationary machine gun. Function-wise, the
Browning MG is identical to the German MG42, although you will encounter far
more MG42's than Brownings.
The machine gun's iron sight consists of a small rear notch with a front post.
Naturally, the weapon isn't very accurate, relying more on saturation instead
of accuracy, and suppression over killing. However, due to the large number of
rounds unleashed in each burst, it is far easier to kill with the Browning than
with handheld weapon. While the weapon does tend to rise, firing in short
controlled bursts prevents the weapon from shooting down aircraft; not to
mention that you rarely need to fire more than 10 rounds at a time. Going
berserk with the MG means you have no control whatsoever.
As with other machine guns, the Browning MG should only be used with the iron
sights, as they offer the only first-person view. The third-person view makes
it impossible to aim, and by default you will be pointing at the sky. The
camera angle makes it difficult to change where your shots are landing despite
the tracers and impact puffs. Snap into third-person view to see surroundings
and give commands, but otherwise fire in first-person.
Note that the Browning MG is practically the same as the "Tank Machine Gun" on
the M5 Stuart Tank, and functionally identical to the Tank Machine Gun on the
M4 Sherman. However, the Sherman's machine gun is actually the M2 Browning
.50cal machine gun, which the game does not distinguish. The Tank Machine Guns
function the same, but tend to have more recoil and their aim is more erratic
due to the movement of the tank and turret.
Name: Maschinengewehr 1942
Country of origin: Germany
Calibre: 7.92 x 57mm Mauser
Magazine capacity: Unlimited
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.
------------------------
Brothers in Arms notes
------------------------
The German counterpart to the American Browning MG, the MG42 is unsurprisingly
more common in single player. The ripping sound of the MG42 makes it instantly
noticeable regardless of what you are doing, and you will be required to take
immediate evasive action whenever you hear one open up. Unlike most weapons,
walking into the beaten zone of an MG emplacement is an instant death, much to
some players' frustration.
The iron sights are similar to the Browning MG, with the front post indicating
the approximate point of impact. Due to the fast rate of fire, the barrel will
kick up if you fire for prolonged bursts, and since so many bullets are sprayed
you only need a brief squeeze to eliminate infantry targets. Don't go berserk
with the MG; you won't be able to maintain control and foot soldiers will laugh
at you as bullets kick dirt up.
Most MG42 positions are fortified with sandbags, leaving a small firing slot,
thereby protecting you from incoming fire. However, this also works against you
by preventing you from taking out MG gunners with a rifle through the firing
slot. You will need to suppress the MG42 and flank the crew, which usually has
two people behind the gun.
As with the Browning MG, the only way to shoot accurately is by using the iron
sights. The third-person view makes it impossible to aim without any aiming
aid, and you will need to look directly toward the ground in order to actually
shoot straight.
===============================================================================
4.3 - M5 Stuart [MSC003]
===============================================================================
Name: Light Tank M5, "Stuart"
Country of origin: USA
Main armament: 37mm M6 gun
Secondary armament: 3 x .30 cal Browning MG
Armour: 51mm
Crew: 4
-----------------------
Historical Background
-----------------------
The Stuart tank, initially the M3 and later upgraded with Cadillac engines to
become the M5, was used by British and American forces early in the Second
World War. Production started in 1941 and was succeeded by the M24 Light Tank
in 1944, but units continued to be used during and after the war.
The M5 was used by the British as part of the Lend-Lease Act with the United
States. First tried in combat in North Africa in 1941, the M5 performed poorly
against superior German armour and its 37mm cannon proved to be underpowered.
However, the speed of the Stuart tank was respected, and the tank was kept in
use by the British as a light reconnaissance vehicle. The Russians also
received the tank as part of the Lend-Lease Act and performed even worse on the
Eastern Front. The Americans used the tank with decent effectiveness against
the pooly equipped Japanese in the Pacific Theatre of Operations, but suffered
against the Germans in North Africa. The Americans later relegated the M5 to
reconnaissance roles after producing the M4 Sherman medium tank.
After the war, large numbers of Stuart tanks were sold to other countries for
low prices, including the Indian and Pakistani armed forces with which it would
play a large role in the 1947 Kashmir conflict. In the 1960's and 1970's, the
Portugese Army used the tank in Angola, and several South American armed
services continued to use the Stuart tank until late in the 20th century.
------------------------
Brothers in Arms notes
------------------------
The M5 Stuart Tank is the first tank unit you can command in Brothers in Arms,
and is commanded by Baker's friend George Risner. The M5 tank has a 37mm cannon
which is can use with deadly effect against enemy infantry, as well as a
turret-mounted Browning MG which the player can use to suppress enemy units.
Being a light tank, the Stuart tank is quite fast and agile, but it is
vulnerable to anti-tank weapons, such as PAK guns and Panzerfausts.
Technically, the tank has similar performance to the much stronger M4 Sherman.
The Stuart can take several hits before being destroyed, including shots from
the German StuG IV. Incidentally, the Stuart also does the same damage to
German armour as the much more powerful 75mm gun from the Sherman. BIA took
some shortcuts in tank combat, but as you never use the Stuart later in the
game, this is something that won't be noticed.
The Stuart tank has a hull-mounted machine gun that automatically fires on
targets in front of the tank, and the turret-mounted 37mm gun will target units
and fire explosive rounds that can knock out enemies behind cover. The tank is
perfect for rushing MG emplacements and can be used as a long-range counter to
the PAK positions, but should be used to rush them. You must also protect the
tank from enemy infantry with Panzerfausts. As a tank, the Stuart is impervious
to normal firearms, making it an excellent moving shield.
Name: Medium Tank M4A3, "Sherman"
Country of origin: USA
Main armament: 75mm M3 gun
Secondary armament: 1 x .50 cal M2 Browning MG
2 x .30 cal M1919 Browning MG
Armour: 50mm
Crew: 4
-----------------------
Historical Background
-----------------------
The M4 Sherman was designed as a more reliable medium tank than the stop-gap M3
General Lee/Grant tanks, which featured an improvised hull-mounted 75mm gun and
saw very poor combat performance. The M4 incorporated the 75mm gun into a newly
designed turret, and armour plating was designed to defend against the common
37mm anti-tank rounds used by Germans and by the Panzer III tank. However, by
the time the Sherman was deployed, German tanks and anti-tank guns were
equipped with more powerful weaponry that could defeat the Sherman with few
hits, rendering the Sherman's defenses obsolete before it was even used. The
Americans improved armour plating as the war progressed, usually with
improvised measures such as welding extra armour onto the tank or by stacking
sandbags to add more protection.
The Sherman became the workhorse of the US Army and was also adopted by the
British army. The Sherman was incredibly flexible, and various versions
included up-gunned 76mm guns, "tankdozers" for clearing hedgerows and
obstacles, the "Crocodile" flamethrower tank and self-propelled artillery using
its chassis. The Americans were also resourceful with the tank, making sure to
repair vehicles whenever possible and salvaging parts from destroyed vehicles,
allowing the Americans to re-use tanks faster than the Germans could
manufacture new tanks to replace the ones they abandoned.
The M4 Sherman was mainly designed for infantry support and not for tank-to-
tank combat, with American combat doctrine stating that the tank was meant to
hold up enemy tanks while tank destroyers engaged them. However, due to the
narrow terrain encountered in France in 1944, the Sherman was often forced into
individual engagements and was easily knocked out, earning a bad reputation for
igniting on impact due to poorly armoured ammunition storage.
While not the most powerful tank the war, the Sherman was easily manufactured
and its numbers proved to be a decisive factor in Allied combat superiority.
When upgraded and used alongside Allied tank destroyers and infantry, the
Sherman was the main battle tank of the Allied blitzkrieg strategy used against
the Germans in the second half of the war. The Sherman continued to be used in
service until the Korean War.
------------------------
Brothers in Arms notes
------------------------
The Sherman tank is the second tank used by the player in the campaign. The
Sherman is bulkier and slower than the Stuart light tank, and is theoretically
capable of more firepower. However, as far as the game is concerned, a tank is
a tank, and the Sherman handles the same as any other tank. The Sherman has a
hull-mounted machine gun that automatically fires on targets in front of the
tank, a turret-mounted cannon that can target units anywhere around the tank
and can penetrate cover, and a turret machine gun the player can use.
The main threat to the Sherman is the Panzer IV tank, which is practically its
equal and fight toe-to-toe with it. However, the Sherman tends to fire more
accurate than the Panzer IV, but it usually takes five direct hits to knock an
enemy tank out. The Sherman is best used against infantry and MG emplacements.
Name: Browning M2 Machine Gun
Country of origin: USA
Calibre: .50 BMG (12.7 x 99mm)
Magazine capacity: Unlimited
Firing mechanism: Full-automatic, recoil-operated, air-cooled
Rate of fire: 550 rounds per minute
Weight: 38kg
-----------------------
Historical Background
-----------------------
Designed after the First World War as an aircraft machine gun, the M2 Browning
was adapted as a multi-purpose heavy machine gun, with a new cartridge designed
for it. The M2 (nicknamed the "Ma-Deuce") was used by ground forces as a crew-
served tripod-mounted support weapon; as well as mounted on vehicles such as
jeeps and tanks for close infantry support. Variants were also used in various
mountings for aircraft and ships. Initial versions were known to overheat
easily, resulting in the improved M2 Heavy Barrel version (M2HB), and the Quick
Change Barrel (QCB) version accomodated faster changing of the barrel to
prevent overheating and damage. While the M2 can reach 550 rounds per minute,
this is seldom reached due to extensive wear on the barrel.
The M2 Browning continues to be used today in the same roles it was used during
the Second World War, and many countries have also adapted the weapon for their
own armed forces. The BMG round designed for the weapon is used in many heavy
machine guns and is a popular calibre for sniper rifles due to its ballistic
properties and penetration.
------------------------
Brothers in Arms notes
------------------------
The M2 Browning is the mounted machine gun on the M4 Sherman tanks. Players can
use the weapon by climbing on the back of the tank. Like the Browning MG on the
M5 Stuart tank, the M2 can be used to suppress enemy units and lay down
accurate fire against open targets. In-game, it is basically a reskinned
Browning MG, having the same rate of fire and doing the same amount of damage.
The iron sights consist of a hooded pin, which indicates approximate fall of
shot. Like the M5 version, the Sherman's MG rises easily and firing for
sustained periods will easily pull the weapon out of control. The weapon is
best used in 5-8 round bursts. Accurate firing can eliminate open targets in
several shots, and is ideal for tearing through enemy infantry. The sight is
also relatively easier to aim with, and since it is more stable than your
handheld weapons, the M2 can take out enemies that are partially behind cover.
===============================================================================
END OF FILE
Copyright (c) 2006 David "Scott Lee" Nguyen
===============================================================================