Weapons & Emplacements
Infantry firearms and static gun positions — stats, tactics, and effective usage
Allied Weapons
| Weapon | Type | Kit | Mag | Range |
|---|---|---|---|---|
| Combat Knife | Melee | All | 0 | Melee |
| Colt M1911 | Pistol | All | 8 | Short |
| No 4 Rifle | Rifle | Engineer | 5 | Intermediate-Long |
| No 4 Sniper | Sniper | Scout | 5 | Long |
| Thompson | SMG | Medic | 30 | Short-Intermediate |
| MP18 | SMG | Medic | 32 | Short-Intermediate |
| Sten | SMG | Medic | 32 | Short-Intermediate |
| BAR 1918 | Assault Rifle | Assault | 20 | Short-Intermediate |
| DP-28 | Assault Rifle | Assault | 47 | Short-Intermediate |
| Johnson M1941 | Assault Rifle | Assault | 20 | Short-Intermediate |
| Bazooka | Rocket Launcher | Anti-Tank | 1 | Intermediate-Long |
Detailed Weapon Guide
In-depth analysis of every infantry weapon

Combat Knife
N/A round mag
Unlimited total
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.

Colt M1911A1
7 round mag
28 rounds (4 mags) total
Damage
Accuracy
Movement
Recoil
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
8 round mag
32 rounds (4 mags) total
Damage
Accuracy
Movement
Recoil
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.

Thompson M1A1
30 round mag
150 rounds (5 mags) total
Damage
Accuracy
Movement
Recoil
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
32 round mag
160 rounds (5 mags) total
Damage
Accuracy
Movement
Recoil
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
32 round mag
192 rounds (6 mags) total
Damage
Accuracy
Movement
Recoil
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
32 round mag
160 rounds (5 mags) total
Damage
Accuracy
Movement
Recoil
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.

StG 44
30 round mag
150 rounds (5 mags) total
Damage
Accuracy
Movement
Recoil
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
20 round mag
120 rounds (6 mags) total
Damage
Accuracy
Movement
Recoil
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
47 round mag
141 rounds (3 mags) total
Damage
Accuracy
Movement
Recoil
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
30 round mag
150 rounds (5 mags) total
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
30 round mag
150 rounds (5 mags) total
Damage
Accuracy
Movement
Recoil
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.

Lee-Enfield No. 4 Mk I
10 round mag
25 rounds (5 clips) total
Damage
Accuracy
Movement
Recoil
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
5 round mag
25 rounds (5 clips) total
Damage
Accuracy
Movement
Recoil
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
8 round mag
32 rounds (4 clips) total
Damage
Accuracy
Movement
Recoil
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
10 round mag
30 rounds (3 mags) total
Damage
Accuracy
Movement
Recoil
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 No. 4 Mk I
5 round mag
15 rounds (3 clips) total
Damage
Accuracy
Movement
Recoil
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
5 round mag
15 rounds (3 clips) total
Damage
Accuracy
Movement
Recoil
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.

M1 Bazooka
1 round mag
5 rockets total
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
1 round mag
5 rockets total
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.

Explosive Pack (Expack)
N/A round mag
4-5 packs total
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
N/A round mag
4 mines total
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.