Brothers In Arms: Road To Hill 30 Walkthrough :
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Walkthrough - Weapons Guide=============================================================================== = = = BROTHERS IN ARMS : ROAD TO HILL 30 = = ------------------ = = Weapons Guide = = ~ = = Written by Scottie_theNerd (scottie_thenerd@yahoo.com) = = Copyright (c) 2006 David Nguyen = = Version 1.00 = = October 28 2006 = =============================================================================== ******************************************************************************* LEGAL DISCLAIMER ******************************************************************************* This guide is written by Scott Lee, who also goes under the names of David Nguyen and Scottie_theNerd. Should this FAQ be hosted on any site other than GameFAQs (www.gamefaqs.com), permission is required from me before hosting. Distributing this guide without prior permission is a direct violation of copyright laws. The following sites have permission to host this guide: -GameFAQs (www.gamefaqs.com) -NeoSeeker (www.neoseeker.com) -Supercheats (www.supercheats.com) -1up.com (www.1up.com) -DHL.net (http://dhl.net) *~*~*~*~*~*~*~*~*~*~*~*~* TABLE OF CONTENTS *~*~*~*~*~*~*~*~*~*~*~*~* 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. 1.0 - Introduction........................[INT000] 1.1 - Weapon Overview..................[INT001] 1.2 - Aiming...........................[INT002] 1.3 - Suppression......................[INT003] 1.4 - Resupply.........................[INT004] 2.0 - American Weapons....................[AMW000] 2.1 - M1 Rifle.........................[AMW001] 2.2 - M1 Carbine Rifle.................[AMW002] 2.3 - M1A1 Sub-Machine Gun.............[AMW003] 2.4 - .45 Pistol.......................[AMW004] 2.5 - M1903 Bolt-Action Rifle..........[AMW005] 2.6 - BAR..............................[AMW006] 2.7 - Bazooka..........................[AMW007] 2.8 - Frag Grenade.....................[AMW008] 3.0 - German Weapons......................[GMW000] 3.1 - K98 Rifle........................[GMW001] 3.2 - MP 40............................[GMW002] 3.3 - STG 44...........................[GMW003] 3.4 - K98 Sniper Rifle.................[GMW004] 3.5 - Panzerfaust 60...................[GMW005] 3.6 - P38 Pistol.......................[GMW006] 3.7 - Stielhandgranate.................[GMW007] 4.0 - Miscellaneous.......................[MSC000] 4.1 - Browning MG......................[MSC001] 4.2 - MG42.............................[MSC002] 4.3 - M5 Stuart........................[MSC003] 4.4 - M4 Sherman.......................[MSC004] 4.5 - M2 Browning......................[MSC005] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 1.0 - INTRODUCTION [INT000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 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. =============================================================================== 1.1 - Weapon Overview [INT001] =============================================================================== 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. =============================================================================== 1.2 - Aiming [INT002] =============================================================================== 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. =============================================================================== 1.3 - Suppression [INT003] =============================================================================== 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. =============================================================================== 1.4 - Resupply [INT004] =============================================================================== 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. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 2.0 - AMERICAN WEAPONS [AMW000] *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 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. =============================================================================== 2.1 - M1 Rifle [AMW001] =============================================================================== 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. =============================================================================== 2.2 - M1 Carbine Rifle [AMW002] =============================================================================== 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. =============================================================================== 2.3 - M1A1 Sub-Machine Gun [AMW003] =============================================================================== 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. =============================================================================== 2.4 - .45 Pistol [AMW004] =============================================================================== 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. =============================================================================== 2.5 - M1903 Bolt-Action Rifle [AMW005] =============================================================================== 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. =============================================================================== 2.7 - Bazooka [AMW007] =============================================================================== 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 |
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