WikiWeapons & Emplacements

Weapons & Emplacements

Arsenal

Infantry firearms and static gun positions — stats, tactics, and effective usage

Allied Weapons

WeaponTypeKitMagRange
Combat KnifeMelee
All
0
Melee
Colt M1911Pistol
All
8
Short
No 4 RifleRifle
Engineer
5
Intermediate-Long
No 4 SniperSniper
Scout
5
Long
ThompsonSMG
Medic
30
Short-Intermediate
MP18SMG
Medic
32
Short-Intermediate
StenSMG
Medic
32
Short-Intermediate
BAR 1918Assault Rifle
Assault
20
Short-Intermediate
DP-28Assault Rifle
Assault
47
Short-Intermediate
Johnson M1941Assault Rifle
Assault
20
Short-Intermediate
BazookaRocket Launcher
Anti-Tank
1
Intermediate-Long

Detailed Weapon Guide

In-depth analysis of every infantry weapon

Melee
Close-quarters last resort
Combat Knife

Combat Knife

Both
All Kits
All

N/A round mag

Unlimited total

Melee attack
Melee (0-2m)

Historical Context

The combat knife was standard issue for all infantry forces in WWII. Used for utility purposes and as a weapon of last resort in close-quarters combat.

In-Game Performance

A melee weapon available to all kits. Deals approximately 50% damage per slash from the front, requiring two hits to kill. Backstabs against unaware enemies deal 100% damage for an instant kill. Attack rate is slow with a noticeable wind-up animation.

Tactical Analysis

The knife is a weapon of opportunity, not primary engagement. Best used for silent kills on stationary enemies (snipers, MG gunners) from behind. The backstab mechanic rewards flanking and stealth. Useful when completely out of ammo, but switching to pistol is usually preferable in combat.

Sidearms
The last line of defense
Colt M1911A1

Colt M1911A1

Allies
All Kits
US, UK, USSR, Canada

7 round mag

28 rounds (4 mags) total

Semi-automatic, recoil-operated
Short (0-40m) - DISTANCE DROP-OFF

Damage

Base5
Head3.5x
Body2x
Legs1x

Accuracy

Base Dev0.2

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offYes

Recoil

Vertical0.5
Horizontal-0.2 to 0.2
ROF360 rpm
Reload4s

Historical Context

The M1911A1 is the quintessential American service pistol, chambered in .45 ACP. Renowned for its stopping power, it served as the standard-issue sidearm for US forces throughout the 20th century.

In-Game Performance

The universal sidearm for all Allied factions. Stance does not affect spread - only movement matters. Recoil animation is snappy, allowing rapid follow-up shots, though accuracy degrades significantly if fired at maximum speed.

Tactical Analysis

Indispensable for the Anti-Tank class. After firing a Bazooka rocket, the long reload time leaves you vulnerable; quickly switching to the Colt allows engagement of rushing infantry. Also the primary defense for Scouts relocating between positions.

Walther P38

Walther P38

Axis
All Kits
Germany, Japan

8 round mag

32 rounds (4 mags) total

Semi-automatic, short-recoil
Short (0-40m) - DISTANCE DROP-OFF

Damage

Base5
Head3.5x
Body2x
Legs1x

Accuracy

Base Dev0.2

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offYes

Recoil

Vertical0.5
Horizontal-0.2 to 0.2
ROF360 rpm
Reload4s

Historical Context

The Walther P38 replaced the Luger P08 as the standard service pistol of the Wehrmacht. Chambered in 9x19mm Parabellum, it was the first locked-breech pistol to use a double-action/single-action trigger.

In-Game Performance

The Axis counterpart to the Colt with an 8-round magazine, granting a +1 round capacity advantage. Stance does not affect spread - identical handling to the Colt in all respects except magazine size.

Tactical Analysis

The extra round in the magazine can be the deciding factor in pistol duels. Japanese forces also use the P38 in the base game (historically they would use the Nambu Type 14), likely due to asset reuse during development.

Submachine Guns
The Medic's tool for close-quarters combat
Thompson M1A1

Thompson M1A1

Allies
Medic
US, UK, Canada

30 round mag

150 rounds (5 mags) total

Blowback-operated
Short (0-50m) - SEVERE DISTANCE DROP-OFF

Damage

Base5
Head3x
Body1.8x
Legs1x

Accuracy

Base Dev0.4
Standing1.2
Crouch1.05
Prone0.9

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offYes

Recoil

Vertical0.23
Horizontal-0.1 to 0.1
ROF600 rpm
Reload4.8s

Historical Context

The "Tommy Gun" was a symbol of Allied firepower. The M1A1 military variant simplified the design for mass production, utilizing a 30-round box magazine instead of the iconic drum magazines.

In-Game Performance

Highest ROF among SMGs allows for "flinch locking" targets. Hip-fire accuracy is excellent while moving. Beyond 50m damage drops severely, requiring 8+ hits to kill.

Tactical Analysis

The king of capture circles. Hip-fire while circle-strafing to maximize movement speed. Never engage in stationary shootouts - use Aggressive Mobility doctrine. Aim at upper chest and let recoil walk into the headbox. In a duel, retreat to heal (self-heal as Medic) then re-engage with health advantage.

MP40

MP40

Axis
Medic
Germany

32 round mag

160 rounds (5 mags) total

Straight blowback
Short (0-50m) - SEVERE DISTANCE DROP-OFF

Damage

Base5
Head3x
Body1.8x
Legs1x

Accuracy

Base Dev0.4
Standing1.2
Crouch1.05
Prone0.9

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offYes

Recoil

Vertical0.23
Horizontal-0.1 to 0.1
ROF540 rpm
Reload4.3s

Historical Context

The MP40 was the standard SMG of the Wehrmacht, heavily used by paratroopers, tankers, and squad leaders. It pioneered the use of stamped steel parts and a folding metal stock for mass production.

In-Game Performance

Slower ROF than Thompson translates to better controllability. The 32-round magazine gives 2 extra rounds over the Thompson. Beyond 50m damage drops severely.

Tactical Analysis

The MP40's stability makes it slightly superior to the Thompson at the edge of SMG effective range (40-50m). German Medics can harass infantry across streets where Thompson spray would be ineffective. Still requires aggressive positioning - close the distance before engaging Assault players.

MP18

MP18

Both
Medic
Japan, USSR

32 round mag

192 rounds (6 mags) total

Blowback-operated (~500 RPM)
Short (0-50m) - SEVERE DISTANCE DROP-OFF

Damage

Base5
Head3x
Body1.8x
Legs1x

Accuracy

Base Dev0.4
Standing1
Crouch0.7
Prone0.5

Movement

Drop-offYes

Recoil

Vertical0.23
Horizontal0.21-0.25
ROF500 rpm

Historical Context

Originally a WWI German weapon, the first practical SMG. Its presence for Soviet and Japanese troops is an anachronism - the real armies would have used the PPSh-41 and Type 100 respectively.

In-Game Performance

Functionally identical to the MP40 in damage and handling. The side-mounted "stick" magazine partially obscures the left side of the screen, which can be disorienting when tracking targets.

Tactical Analysis

For Soviet and Japanese Medics, the higher base deviation (0.4 vs 0.25 for rifles) means SMG accuracy is inherently lower - compensate with volume of fire. The damage drop-off beyond 50m is severe. Engage within 40m for reliable kills. Use hip-fire and circle-strafing in CQB.

Sten Mk II

Sten Mk II

Allies
Medic
UK, Free French

32 round mag

160 rounds (5 mags) total

Blowback-operated
Short (0-50m) - SEVERE DISTANCE DROP-OFF

Damage

Base5
Head3x
Body1.8x
Legs1x

Accuracy

Base Dev0.4
Standing1.2
Crouch1.05
Prone0.9

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offYes

Recoil

Vertical0.23
Horizontal-0.1 to 0.1
ROF540 rpm
Reload4.3s

Historical Context

The Sten was Britain's answer to the need for a mass-produced SMG. Cheap to manufacture (roughly £2 per unit), it equipped British, Commonwealth, and Resistance forces throughout the war.

In-Game Performance

Identical performance to the MP40. The horizontal side-mounted magazine blocks a significant portion of the left screen, creating a visual disadvantage.

Tactical Analysis

The visual obstruction from the side magazine can be disorienting, especially when tracking targets moving to the left. Requires practice to master. Some players compensate by slightly aiming right of center. Performance is otherwise identical to the MP40.

Assault Rifles & LMGs
Heavy firepower for the Assault class
StG 44

StG 44

Axis
Assault
Germany

30 round mag

150 rounds (5 mags) total

Gas-operated, tilting bolt
Medium-Long (0-400m) - NO DISTANCE DROP-OFF

Damage

Base7
Head2.7x
Body1.6x
Legs1x

Accuracy

Base Dev0.75
Standing1
Crouch0.85
Prone0.6

Movement

Move Pen+2.25
Jump Pen+2.5
Drop-offNone

Recoil

Vertical0.3
Horizontal-0.2 to 0.2
ROF540 rpm
Reload3.8s

Historical Context

The Sturmgewehr 44 - the world's first true assault rifle. It combined the automatic fire of an SMG with the range of a rifle, firing the intermediate 7.92x33mm Kurz cartridge. Its design influenced the AK-47.

In-Game Performance

Lower per-bullet damage than the BAR but higher rate of fire. Features the cleanest iron sights in the game with an open hood design. Smooth, predictable recoil makes it the easiest automatic weapon to control.

Tactical Analysis

While the BAR wins at extreme range due to higher damage per shot, the StG 44 dominates the 10-40 meter bracket due to superior handling and volume of fire. Its versatility allows it to function as an SMG in bunkers and a rifle in open fields. The best weapon for aggressive German Assault play. Use full-auto for CQB, controlled bursts for range.

BAR M1918A2

BAR M1918A2

Allies
Assault
US, UK

20 round mag

120 rounds (6 mags) total

Gas-operated
Medium-Long (0-300m) - NO DISTANCE DROP-OFF

Damage

Base9
Head2.5x
Body1.6x
Legs1x

Accuracy

Base Dev0.75
Standing1
Crouch0.85
Prone0.5

Movement

Move Pen+2.25
Jump Pen+2.5
Drop-offNone

Recoil

Vertical0.3
Horizontal-0.2 to 0.2
ROF480 rpm
Reload4s

Historical Context

The BAR was intended as a "walking fire" weapon for trench warfare. In WWII, it served as the squad automatic weapon, providing suppressive fire for infantry squads.

In-Game Performance

CRITICAL: The BAR has NO distance damage drop-off. It deals full damage at any range. The 20-round magazine depletes quickly, forcing a "shoot-and-scoot" playstyle.

Tactical Analysis

Arguably the best all-around weapon in the game due to no damage falloff. Can counter Snipers at long range using "tap-firing" (1-2 shots at a time) for sniper-like precision. On open maps like El Alamein, the BAR user has a massive advantage over Axis weapons. In CQB, the slow ROF is a liability against SMGs - pre-fire corners to compensate.

DP-28

DP-28

Allies
Assault
USSR

47 round mag

141 rounds (3 mags) total

Gas-operated, flap-locking
Medium-Long (0-300m) - NO DISTANCE DROP-OFF

Damage

Base6.2
Head2.7x
Body1.6x
Legs1x

Accuracy

Base Dev0.75
Standing1
Crouch0.85
Prone0.5

Movement

Move Pen+2.25
Jump Pen+2.5
Drop-offNone

Recoil

Vertical0.3
Horizontal-0.2 to 0.2
ROF540 rpm
Reload3.6s

Historical Context

The Degtyaryov Pechotny Model 1928, standard Soviet LMG nicknamed "the Record Player" for its distinctive pan magazine mounted on top of the receiver.

In-Game Performance

Like the BAR, the DP-28 has no distance damage drop-off. The 47-round pan magazine offers more than double the BAR's capacity, enabling true suppressive fire. The large pan obscures the lower center of view.

Tactical Analysis

The DP-28 excels in sustained engagements where the BAR would run dry. On Eastern Front maps like Stalingrad, Kharkov, and Kursk, it allows Soviet players to lock down corridors and suppress multiple enemies. The high capacity compensates for slightly lower per-shot damage compared to the BAR.

Type 99 LMG

Type 99 LMG

Axis
Assault
Japan

30 round mag

150 rounds (5 mags) total

Gas-operated (~450 RPM)
Medium (0-100m) - HAS DISTANCE DROP-OFF

Historical Context

The standard Japanese light machine gun, featuring a distinctive top-mounted box magazine. Based on the Czech ZB vz. 26 design.

In-Game Performance

CRITICAL FLAW: Unlike the Allied BAR, the Type 99 suffers from DistanceMod. Damage begins decaying at 50m and is reduced by approximately 50% at 100m. At close range, it hits with the same force as a BAR (~75% head, ~48% torso), capable of 2-shot headshot kills. The top-mounted magazine creates a significant blind spot in the center of the screen.

Tactical Analysis

Japanese Assault players are at a mathematical disadvantage in long-range duels against BAR users. On Pacific maps like Wake Island or Guadalcanal, you MUST use jungle foliage to close within 50m before engaging. Inside this range, the Type 99 is devastating. Never attempt cross-airfield duels with American troops - flank through cover instead.

Johnson M1941 LMG

Johnson M1941 LMG

Allies
Assault
Canada (Liberation of Caen)

30 round mag

150 rounds (5 mags) total

Short recoil
Medium-Long (0-300m) - NO DISTANCE DROP-OFF

Damage

Base9
Head2.5x
Body1.6x
Legs1x

Accuracy

Base Dev0.75
Standing1.1
Crouch0.85
Prone0.5

Movement

Move Pen+2.55
Jump Pen+2.5
Drop-offNone

Recoil

Vertical0.385
Horizontal-0.3 to 0.3
ROF450 rpm
Reload5.4s

Historical Context

The Johnson M1941 LMG was designed by Melvin Johnson and used by the First Special Service Force, US Marine paratroopers, and other specialized units. Featured for the Canadian faction on the Liberation of Caen map.

In-Game Performance

Same damage profile as the BAR but with higher recoil. The 30-round magazine allows for more sustained fire. No distance drop-off.

Tactical Analysis

A more aggressive alternative to the BAR with higher recoil but larger magazine. The higher movement deviation means stopping before firing is even more critical. Best used for offensive operations where sustained fire capability matters.

Rifles
Precision instruments for Engineers
Lee-Enfield No. 4 Mk I

Lee-Enfield No. 4 Mk I

Allies
Engineer
UK, Canada, US (Europe)

10 round mag

25 rounds (5 clips) total

Bolt-action (highest velocity)
Long (500m+) - NO DISTANCE DROP-OFF

Damage

Base5
Head10x
Body4x
Legs2x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+1.5
Jump Pen+2.5
Drop-offNone

Recoil

Vertical1.2
Horizontal-0.1 to 0.3
ROF22 rpm
Reload1.6s

Historical Context

Famous for its smooth bolt action and 10-round magazine—double that of most contemporaries. The cock-on-closing action allowed trained soldiers to fire 15+ aimed rounds per minute.

In-Game Performance

Same damage profile as sniper variant. No distance drop-off. The 10-round capacity is a massive advantage - double the Kar98k. Clear iron sights with manageable ballistic drop.

Tactical Analysis

A skilled Engineer with iron sights can out-shoot Assault players at long range. The 10-round magazine allows engaging multiple targets without reload. Bayonet is 1-hit kill - essential for trench clearing when ammo is depleted. British Engineers are among the most capable infantry combatants.

Kar98k

Kar98k

Axis
Engineer
Germany

5 round mag

25 rounds (5 clips) total

Bolt-action (highest velocity)
Long (500m+) - NO DISTANCE DROP-OFF

Damage

Head10x
Body4x
Legs2x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+1.5
Jump Pen+2.5
Drop-offNone

Recoil

Vertical1.2
Horizontal0.1-0.3
Reload3s

Historical Context

The Karabiner 98 kurz was the standard German service rifle, robust and accurate. Limited by its 5-round internal magazine compared to the 10-round Lee-Enfield.

In-Game Performance

Bolt-action rifle with the highest muzzle velocity in the game. No distance damage drop-off - deals full damage at any range. The 5-round magazine requires careful shot placement.

Tactical Analysis

German Engineers must make every shot count - missing is punitive with only 5 rounds. Crouching reduces spread by 30%, prone by 50%. Stop moving before firing - movement deviation is significant. The bayonet is 1-hit kill, essential for CQB when magazine is depleted.

M1 Garand

M1 Garand

Allies
Engineer
USMC (Pacific)

8 round mag

32 rounds (4 clips) total

Semi-automatic, gas-operated
Medium-Long (0-300m) - NO DISTANCE DROP-OFF

Damage

Base5
Head7.5x
Body3x
Legs1.5x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+1.3
Jump Pen+1.8
Drop-offNone

Recoil

Vertical1.2
Horizontal-0.1 to 0.3
ROF192 rpm
Reload4s

Historical Context

"The greatest battle implement ever devised" according to General Patton. The Garand gave US infantry a massive firepower advantage with its semi-auto fire.

In-Game Performance

Features an 8-round en-bloc clip. Cannot be reloaded mid-clip; must fire all rounds to trigger the automatic "ping" and reload. No distance drop-off.

Tactical Analysis

Makes the US Engineer superior in medium-range skirmishes. The ability to fire rapid follow-up shots allows Engineers to aggressively push flags and defend demolition charges.

Type 5

Type 5

Axis
Engineer
Japan (Pacific)

10 round mag

30 rounds (3 mags) total

Semi-automatic, gas-operated
Medium-Long (0-300m) - NO DISTANCE DROP-OFF

Damage

Base5
Head7.5x
Body3x
Legs1.5x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+1.3
Jump Pen+1.8
Drop-offNone

Recoil

Vertical1.2
Horizontal-0.1 to 0.3
ROF192 rpm
Reload5s

Historical Context

A Japanese prototype copy of the M1 Garand, modified to take 10-round stripper clips. Saw extremely limited (if any) combat use.

In-Game Performance

Features a 10-round magazine (2 more than the Garand). Semi-automatic with stripper clip reload. No distance drop-off.

Tactical Analysis

Levels the playing field for Japanese Engineers. The 10-round capacity allows for one or two extra kills per magazine compared to the Garand.

Sniper Rifles
Long-range elimination for Scouts
Sniper No. 4 Mk I

Sniper No. 4 Mk I

Allies
Scout
US, UK

5 round mag

15 rounds (3 clips) total

Bolt-action, scoped (2000 m/s velocity)
Extreme (1000m+) - NO DISTANCE DROP-OFF

Damage

Base5
Head10x
Body4x
Legs2x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offNone

Recoil

Vertical1.2
Horizontal-0.1 to 0.3
ROF18 rpm
Reload1.6s

Historical Context

The scoped variant of the Lee-Enfield No. 4, used by Allied snipers for precision elimination. The No. 32 telescopic sight provided 3x magnification.

In-Game Performance

Highest muzzle velocity in the game (2000 m/s) - minimal lead time required. No distance drop-off. Tighter movement accuracy than iron sight version.

Tactical Analysis

Use the "Finisher Combo" for faster kills: land one body shot, immediately switch to pistol, finish with 1-2 shots. This is faster than cycling the bolt. At close range (<10m), use "no-scoping" - crouch-tap for accurate shots without scoping.

Sniper Kar98k

Sniper Kar98k

Axis
Scout
Germany, Japan

5 round mag

15 rounds (3 clips) total

Bolt-action, scoped (highest velocity)
Extreme (1000m+) - NO DISTANCE DROP-OFF

Damage

Head10x
Body4x
Legs2x

Accuracy

Base Dev0.25
Standing1
Crouch0.7
Prone0.5

Movement

Move Pen+0.8
Jump Pen+2.5
Drop-offNone

Recoil

Vertical1.2
Horizontal0.1-0.3
Reload3s

Historical Context

The scoped variant of the Karabiner 98k, equipped with ZF42 telescopic sight. Used by Wehrmacht sharpshooters and Japanese snipers (using the same asset).

In-Game Performance

Scoped bolt-action with highest muzzle velocity - minimal lead required. No distance damage drop-off. Notably, the scoped variant has TIGHTER movement accuracy than the iron sight version (0.8 vs 1.5 max deviation).

Tactical Analysis

The tighter movement accuracy allows for more aggressive repositioning while scoped. However, the 5-round magazine means Axis Scouts must make every shot count. Use the "Finisher Combo" (body shot → pistol finish) for efficient kills. At close range (<10m), use no-scoping - crouch-tap for accurate shots without scoping.

Anti-Tank Weapons
Infantry solutions for destroying armor
M1 Bazooka

M1 Bazooka

Allies
Anti-Tank
US, UK, USSR

1 round mag

5 rockets total

Rocket launcher (low velocity, arc trajectory)
Medium (50-150m optimal)

Historical Context

The first widely used man-portable anti-tank rocket launcher, firing a 2.36-inch M6A3 HEAT rocket. Named after a musical instrument played by comedian Bob Burns.

In-Game Performance

Low velocity with significant trajectory arc - requires elevation compensation at range. Splash damage against infantry is unreliable; direct hits required for kills. Reload time is slow (4-5 seconds). Tank damage follows AngleFalloff rules - perpendicular hits deal maximum damage.

Tactical Analysis

TANK DAMAGE ZONES: Rear armor is critical (50-100% damage). Side armor is moderate (2-3 shots). Front armor is poor (high deflection). Tiger tanks have a specific weakness in the tracks/suspension (+30 damage). Never fire at frontal armor. After firing, immediately switch to pistol for self-defense during reload.

Panzerschreck

Panzerschreck

Axis
Anti-Tank
Germany, Japan

1 round mag

5 rockets total

Rocket launcher (slightly flatter trajectory)
Medium (50-150m optimal)

Historical Context

The Raketenpanzerbüchse 54 ("Rocket Tank Rifle") with distinctive blast shield. Inspired by captured American Bazookas but with larger 88mm warhead.

In-Game Performance

Slightly flatter trajectory than Bazooka, making range estimation easier. Higher damage profile against Allied medium tanks (Sherman, T-34). Same low velocity and splash damage limitations as Bazooka. Reload time is slow (4-5 seconds).

Tactical Analysis

TANK DAMAGE ZONES: Same rules as Bazooka - prioritize rear armor. The flatter trajectory makes the Panzerschreck more user-friendly for newer players. Particularly effective against Shermans and T-34s - can destroy with 2 rear hits. Switch to pistol immediately after firing.

Explosives
Demolition tools for Engineers
Explosive Pack (Expack)

Explosive Pack (Expack)

Both
Engineer
All

N/A round mag

4-5 packs total

Remote detonation (thrown, does not stick)
Thrown/Placed

Historical Context

Satchel charges used for demolition of structures, bridges, and vehicles. Standard demolition equipment for combat engineers.

In-Game Performance

The most powerful infantry weapon - can destroy any vehicle in a single blast if placed on rear deck or engine compartment. Expacks DO NOT STICK - they fall after being thrown and are affected by gravity. Also used to destroy objectives like radar stations and coastal artillery.

Tactical Analysis

ADVANCED TACTIC - Vehicle bombs: Place expacks on the hood of a jeep, drive into enemy tank, detonate moments before impact (or have passenger detonate). Devastating in urban combat - throw from windows onto tanks below. Can be pre-placed on bridges for ambushes. Infantry standing near a vehicle when it explodes will also be killed by splash.

Landmine

Landmine

Both
Engineer
All

N/A round mag

4 mines total

Pressure-activated (vehicles only)
Placed (up to 9 active)

Historical Context

Anti-tank mines designed to disable or destroy vehicles. Standard issue for defensive engineering operations.

In-Game Performance

ONLY triggered by vehicles - infantry can walk over safely. Visible on the ground but can be hidden in shadows, on slopes, or in shallow water. A cluster of 2-3 mines ensures kills on heavy tanks. Maximum of 9 mines active per player.

Tactical Analysis

Essential for chokepoint and road defense. PLACEMENT TIPS: At crests of inclines (driver can't see them until too late), just around blind corners, in shadows or foliage. Infantry standing near an exploding mine WILL be killed. Enemy engineers can disarm with wrench - adding mines to their inventory.

Combat Tips

Weapon Switching

After firing a rocket launcher, immediately switch to your pistol for self-defense during the long reload animation.

Trigger Discipline

Small magazine weapons like the BAR require controlled bursts. Fire 3-5 rounds at a time to maintain accuracy and conserve ammo.

Range Awareness

SMGs suffer severe damage drop-off beyond 75m. Close the distance before engaging or switch to a captured rifle.

Ammo Management

Engineers near ammo boxes can spam explosives indefinitely. Use this for area denial or rapid vehicle destruction.