######################################################################## ######################################################################## DAY OF DEFEAT: SOURCE (hereafter referred to as DoD:S) (I don't believe in ASCII art, and neither should you.) WEAPONS AND EQUIPMENT GUIDE version 1.21 Aug. 10, 2006 by Lappy THT email ######################################################################## BORING CHANGELOG THAT MOST PEOPLE IGNORE!!! version 1.21 changes: (08/10/06) Glaring grammatical error fixed. (I'm nitpicky.) Version 1.2 changes: (08/08/06) Added information about Demolition Packs to each Standard Equipment section. Major editorial revision, making the guide much more readable, with much fewer errors. version 1.1 changes: (12/11/05) Added additional information on grenades to Rifleman, Assault, and Support classes for both sides. Added Credits section. version 1.0: (10/20/05) The guide is born. w00tcakes. ######################################################################## TABLE O' CONTENTS -Introduction -Why Day of Defeat: Source? -How This Guide Works -Regarding Effective Weapon Ranges -The Weapons and Equipment Guide -Weapons and Equipment for the U.S. Army -The U.S. Army Standard Equipment -The U.S. Army Rifleman Class -The U.S. Army Assault Class -The U.S. Army Support Class -The U.S. Army Sniper Class -The U.S. Army Machine Gunner Class -The U.S. Army Rocket Class -Weapons and Equipment for the Wehrmacht -The Wehrmacht Standard Equipment -The Wehrmacht Rifleman Class -The Wehrmacht Assault Class -The Wehrmacht Support Class -The Wehrmacht Sniper Class -The Wehrmacht Machine Gunner Class -The Wehrmacht Rocket Class -Weapon Damage by Class and Hit Location -Hit Points -Damage Locations -On Grenades and Rocket Launchers -U.s. Army Weapons -Wehrmacht Weapons -Credits -Dedication -Thanks -Contact/Copyright Information ######################################################################## Hello, Welcome to my second FAQ here at good ol' GameFAQs, an FAQ born partly out of necessity (there were none!) but mostly because this is a game I've played as it has evolved over quite a number of years now. The opportunity to write an FAQ to help out the people just getting into a game that has occupied so much of my time was irresistable. ######################################################################## WHY DAY OF DEFEAT: SOURCE? Good Question. Let's be honest with each other from the start, WW2 shooters are a dime a dozen nowadays, and I could care less which one you play - they all look alike, have the same weapons, map types, vehicles, etc. etc. I think that Day of Defeat Source is the best, and that's a very biased opinion because I've played DoD since beta 2.0 (not as long as some people, but I'm still qualified to write this FAQ.) I think DoD:S is the best game out there as far as WW2 shooters go. I think comparisions of DoD:S to other games like Call of Duty, Medal of Honor, Brothers in Arms or any other game like it are laughable and really uninspired. They're shooters, people. WW2 shooters. There are only so many different ways to approach them, skin the models, code the weapons... of course they are all going to look and play a little bit alike. Get over it. Day of Defeat: Source does the genre the best way: the right way. But enough of my incoherent fanboy rambling, you came here to find out about how the weapons work! ######################################################################## HOW THIS GUIDE WORKS This guide works best if read in the typical Western style of left to right, beginning at the top of the page and working down. I use the word "class" to describe each of the different weapon and equipment selections you can pick from in this game for either side of the war. The two sides of the war you can pick from in this game are the U.S. Army and the Wehrmacht, which are terms I sometimes interchange with "Americans" and "Germans", respectivly. Although both the U.S. Army and the Wehrmacht have the same names for each of their classes, the weapons used by the soldiers aren't necessarily the same. The U.S. Army Support class weapon, The BAR, has different qualities from the Wehrmact Support class' MP-44, for example. I will describe the weapons and equipment that come with each class in the order they appear on the class selection screen in the game. I will begin with the U.S. Army, and then go to the Wehrmacht. Before I describe the individual classes, I have a section called "Standard Equipment" for each side, which will describe Equipment that is so common among classes, it would be redundant to type it more than once. In the class descriptions, I will tell you which Standard Equipment a class comes with. All you gotta do is read. :) I will also go over each of the secondary fire options available for each weapon as I describe them(they all have a different one!). Baffle your family and friends with your newfound ability to deploy the machine gun and toggle the firing mode on your BAR. Please remember that I'm not looking at the game code while I'm writing this, this guide is the product of rigorous play in and out of public servers, and years of dedication to the game. This guide is largely my opinion, and my opinion is fair; each weapon will be analyzed in a constructive manner - I don't believe in weapon guides that label every weapon or class that the writer doesn't prefer as "Stupid" or "Useless," and then instruct the reader to just use their favorite weapon. Read my guide, and you can play as *any* class you like. :) ######################################################################## REGARDING EFFECTIVE WEAPON RANGES You will frequently hear me give advice about certain weapons' effective ranges of combat, and I already anticipate the abundance of email in my mailbox saying "Lappy, just how long *is* long range?" Well, I'll tell you, sparky. Join a map of Donner, or create one yourself, and pick either side. Walk (don't run!) to the area of the map with the big tank in the middle of the long street, where the third flag is (if you're not sure, it's the flag that takes 2 to capture). Boy, this street sure is long, huh? face the tank on either long end of the street with your back to the apartments that face the center. (If I've lost you, just follow the main road out from the spawn without taking any alleys until you see the main road and put as much lateral distance as you can between yourself and the tank.) Hokay. From here, look at the whole breadth of the tank. This, to me, is medium range. Anything beyond the tank is long range. Anything closer than the tank is short range. This is not a scale I've measured while closely analyzing the game code. This is not a scale I've measured in Hammer units. This is a scale I made up for you wonderful people so you could have a sense of distance and effective weapon range when reading my FAQ. Who loves ya, huh? Alright! Enough with the boring part, on to the fun part - the weapons! ######################################################################## THE WEAPONS AND EQUIPMENT GUIDE ######################################################################## WEAPONS AND EQUIPMENT FOR THE U.S. ARMY While both sides in this game (and indeed the war itself) have similar weapons and roles for their soldiers, there are enough differences to change the way you should play with each type of weapon. With the U.S. Army, the role of the rifleman changes slightly, and so does the role of the machine gunner. In any case, I'll help you find the best class suited to your style of play, or the class that will best help your team. ######################################################################## U.S. ARMY STANDARD EQUIPMENT Pistol: M-1911 Colt .45 Magazine Capacity: 7 bullets, with 2 extra mags. Secondary Fire: none The ol' Colt .45. I love this pistol, both in real life and in the game. This pistol is as accurate as its Wehrmacht counterpart, some may argue that the one less bullet in the Colt magazine will affect gameplay. I don't agree because honestly, when I have to use my pistol, its because I'm carrying a primary weapon that would be near useless at close quarters combat, or because I ran out of ammo, and the enemy's are a'comin. What I'm trying to say is that if you have to shoot your pistol, you're probably going to empty the whole clip at whoever you're shooting at, and lets face it, if you don't hit with the first 7, one more shot probably isn't going to save you. The pistol is (obviously) semi-automatic, so you can shoot it as fast as you can click. The reload time is fast, just remember that you only have 2 extra magazines; a total of just 21 bullets to defend yourself from submachine guns, machine guns, rocket launchers, and the like. It is not a primary weapon, so only rely on it when you have to and the Colt .45 should serve you well. Melee Weapon: Combat Knife Knives exist for two reasons. The first and most fun reason is for sneaking up and stabbing bunkered-down enemy Snipers and Machine Gunners, and also completely unaware attackers. This is always fun, and I encourage you to celebrate both your teammates and your own successful knifings. It should be noted that if you sneak up behind an opponent and elect to stab them, you can kill your opponent instantly, regardless of their health total in one deft strike. The knife is not nearly as effective at damaging the front half of the enemy's body. The second reason knives exist are for the Riflemen and the hardasses. Riflemen have no other option when the Garand goes 'plink!' and you're looking at a German with a quarter of a health bar reloading his MP-40. The hardasses like to finish off wounded soldiers while they're still shooting at them, and God bless them too. Whatever your taste, the knife will get the job done if you need it to, but you really shouldn't ever have to rely on it seriously in combat. Detonation Weapon: Demolition Pack Demolition packs aren't available in every map. As of the latest patch, the two offical maps that feature them are Colmar and Jagd. Any soldier can pick up a Demo Pack, regardless of what team they're on, and they can be found in and around the large TNT crates you'll find in those maps. (Actually, the U.S. Army only uses Demo Packs on Colmar; they defend against them in Jagd.) Demo packs are not used as a direct means of killing enemies, but instead to destroy objectives in Detonation-style maps. However, it should be noted that Demolition packs are very deadly, and even putting a wall between yourself and the exploding objective won't necessarily keep you safe from harm. Demolition packs are planted by pressing the use key (default 'e'), and can be defused in the same fashion. If you see a Demo pack about to explode, remember that when you attempt to defuse one, the countdown timer will stop - so as long as you get there before it detonates, you'll have a chance at stopping the explosion. ######################################################################## THE U.S. ARMY RIFLEMAN CLASS Primary Weapon: M1 Garand Clip Capacity: 8 rounds, with 10 additional clips Secondary Fire: "Ironsight" zoom Equipment: 2 Rifle Grenades Combat Knife **WEAPON** The M1 Garand: the workhorse rifle for the Americans in WW2, and for good reason. The Garand has always been a touchy subject in the history of DoD, and it's incarnation in DoD:S only adds fuel to the fire. Personally, I've always liked it, and I think you should too. The M1 Garand is a semi-automatic weapon, which means it will fire as fast as you can click the left mouse button (or whatever button your primary fire is bound to.) Make sure you keep in mind one of the Garand's trademark quirks - you can't reload it until you've shot the entire clip, and when you have, you and any nearby enemies will hear a "Ping!" noise as the clip ejects itself. The reload is fast, but make sure you don't run out at an inopportune time. The German Rifleman does not have a semi-automatic rifle. As such, the American Rifleman is better equipped to handle enemies with submachine guns and assault rifles. The tradeoff is that the Garand isn't as powerful as the German Kar 98. Unless you can hit your enemy in the face (and by all means try), you'll have to tag him twice to drop him, meaning you'll be most effective crouched or prone, which will enable you to control your recoil more easily as you fire 2-3 shot burts. I like to play as a Rifleman in a more of a defensive role, unless I have a handful of Assault soldiers or an extra rifleman to attack with me. The Garand can work at all ranges, but is most effective at medium and long range, where automatic weapons can't compete with the Garand's accuracy. Secondary fire brings up "Ironsights", which, for those of you who haven't played shooters for very long means that the soldier looks down the sight of the rifle, giving you a bit of zoom and a big boost in accuracy. Just put whatever you want to hit right on the tip of the sight. Go prone and you'll be able to light matches at 50 yards. The ironsights work best for me in tight corridors that enemies can't move around in much (like in the apartments on Flash, or the alleyways in Donner) where I can go prone, bring up the sights, and hold off a doorway. Also, if a Rifleman can get an angle on an enemy Machine Gunner or Sniper, a good shot can take them down. This is very helpful if your own team's sniper can't get a good angle or is pinned down. **EQUIPMENT** One of the most defining features of the Rifleman (and one of the biggest new features to DoD:S) is the rifle grenade. Slightly different from the modern grenade launcher, the concept is still the same. In this case, an attachment is fitted to the muzzle of the M1 Garand, and a launchable grenade is fitted into the attachment. The grenade is shot just like a bullet. If you're playing as a Rifleman, but aren't using your rifle grenades, you might consider playing a different class. I'm not saying you should spam these grenades (fire them for no real reason), but there's nothing else like them. Well-placed rifle grenades will force enemies to retreat (or die) and can unseat a Machine Gunner or Sniper that you don't have the angle to shoot regularly. These things can shoot very far, so when trying to aim for short distances, bounce them off of the ground or, my personal favorite, bounce them off of a wall racketball style. This is a great way to blow up unknowing Axis troops on Avalanche that are sitting on the other side of the Apartments as you run up the slope out of the spawn; bounce a grenade off of the church and send em flying! Spetsnaz420 also points out that you can pick up grenades thrown at you by pressing the use button (default 'e'), which also works for rifle grenades. He elaborates: "This is also useful for rifle grenades shot into sniper nests...sometimes I just sit there waiting for nades to pop in to throw out. You can also shoot rifle grenades at a wall close to you and pick them up and throw them. Rifle grenades take half of the amount of time to detonate than a regular pineapple or potato masher grenade (Lappy's note: that's about 3-4 seconds)." The combat knife is the very same knife I describe in the "Standard Equipment" section. ######################################################################## THE U.S. ARMY ASSAULT CLASS Primary Weapon: M-1928 Thompson Magazine Capacity: 30 rounds, with 6 extra mags. Secondary Fire: Punch Equipment: M-1911 Colt .45 1 Fragmentation Grenade 1 Smoke Grenade **WEAPON** This class plays a lot different in DoD:S than it did in earlier versions. For one, they had to take the M3A1 Greasegun out because my roommates and I were too good with it - we kept breaking the game. However, The Thompson (you may know it as a "Tommy-Gun") is still an excellent weapon, and is made even better now with the equipment that comes with it. The Thompson fires and reloads fast, but with 30 rounds per magazine and 6 additional magazines, you probably won't have to worry about running out of ammo. It always helps to remember that this gun shoots out more bullets faster than every other gun except Machine Guns. The bullets aren't as strong, but aim for the chest-neck area and let the gun rake up to their face - they'll fall down quick. Range-wise, the Thompson (and for that matter the German MP-40) can no longer be used as it used to, picking off Snipers and Machine Gunners across the map. Take Lappy's advice, don't try to hit anything long range with this gun. A Sniper will shoot your face. Instead, crouch or go prone while firing at medium range, and fire in short burst to control your recoil. If it doesn't kill the enemy, it can at least push them back so you can close the gap between you - because the closer the Thompson is to your enemy, the worse for them. Now, some people will complain about this change in accuracy. If you care to join them, look in the Day of Defeat and Steam forums, they complain about it like they're paid by the post. BUT! Instead of complaining, use the gun to your advantage! It is most effective at close ranges; force your enemy to fight you at close range! This is the kind of gun you charge a flag with, drop prone at the base,and shoot anyone who tries to sprint by. Don't worry about enemy Riflemen, you have Riflemen too. It's their job to cover the long-range duties. You get to do the dirty work up front. :) The secondary fire for this weapon is more of a novelty to me than a necessity - but fun nonetheless. Simply put, you punch the enemy with your free hand. Considering that the class comes with a sub-machinegun and a pistol, I don't think that the class needs this melee attack; that said, there is no better feeling than punching your first enemy to death. Go out there and make a pinata out of some sorry sap on the Wehrmacht. :) My final piece of advice when playing this class - keep moving! A stationary Assault soldier is a dead one. Think of it this way: It's a lot easier for a Rifleman or Sniper to hit you if you stay still or crouched. So if you see someone in front of you, or you get the jump on them, strafe *around* them while shooting. They'll be dead before they even know where the killing shot came from. **EQUIPMENT** This is really where the Assault class shines. The one frag grenade you get with this class never seems like enough, because it can help so much. Assaulters don't have much of a long range attack, but throwing one of these babies in front of you as you hold a flag can help slow down attackers rushing to stop you, or can create a much needed diversion. Of course, the soldier can't throw a grenade as far as a rifle grenade could be shot. Also worth noting is the ability to "cook" the grenade. Holding down primary fire without letting it go makes the solider pull the pin on the grenade without throwing it, effectively starting the timer until the grenade blows up. I use this feature all the time. If you see a Machine Gunner in a window above you, cook the grenade down so that he can't run away from it when you throw it through the window. It's so easy it's like cheating. I would cook a grenade no longer than 4 seconds, they seem to have a 5-6 second fuse, although I haven't measured it. Another wonderful addition to the game is the smoke grenade, which is only available to the Assault class. These are vital to the success of any team, as they can be used in so many ways. Smoke the middle flag on Donner or Flash so the enemy can't see what direction you're running at it from. Smoke the sniper's line of sight so he can't shoot you while you or a teammate runs to a position where he can take the sniper out. On objective maps, smoke grenades on the targets make it harder to plant and defuse. Smoke grenades make teams win, so use them! Just be sure you're not blinding your own snipers or machine gunners! Spetsnaz420 also points out that you can pick up grenades thrown at you by pressing the use button (default 'e'). This can be useful in all sorts of situations, like when you try to throw a grenade around a corner and instead bounce it off the wall in front of you and into your lap. :P The pistol that the Assault class gets is the very same pistol I described in the U.S. Army's "standard Equipment" section. ######################################################################## THE U.S. ARMY SUPPORT CLASS Primary Weapon: M-1918A2 BAR (Browning Automatic Rifle) Magazine Capacity: 20 rounds, with 10 extra mags. Secondary Fire: Semi-Auto toggle Equipment: 2 Fragmentation Grenades Combat Knife **WEAPON** If you like to dish out heavy firepower without limiting your mobility like a Machine Gunner, pick this class, it will work wonders for you. The BAR has many iterations in history and in WW2 shooters, you can put a bipod on it, a scope on it (I've seen it!), you can belt-feed it ammunition, but in DoD:S, you just get the rifle without any silly attachments. Frankly, that's all you need. The BAR fires more slowly than the Thompson, but that's a good thing because the 20 round magazine wouldn't last very long if this thing fired that quickly. As it is, a 20 round mag can easily run out at the wrong time if you aren't paying attention. The slow rate of fire helps to compensate for the large recoil. When you do run out, reload somewhere safe; the Bar reloads quickly, but the process isn't as speedy as a Garand reload. You probably want to pick the BAR for two reasons: It hits the enemy hard, and it works great as a support weapon (hence the title of the class, duh). Covering fire works great when it's coming out of this weapon. If you aren't a proponent of cover fire, you really should be. Charging the critical middle flag on Avalanche is a lot easier if you have two BARs and an MG laying suppressing fire on all of the points that an enemy sniper or rifleman might try to pick you off. Spraying this gun at long ranges is a good way to keep an enemies' head down long enough for your team to advance, or make a critical capture. That said, you probably won't be hitting much at long range with this gun. The best tactic when trying to hit anything beyond close range is to go crouched or prone and fire in bursts of 2 to 3 bullets. You could also use the secondary fire option to switch to semi-automatic mode. This is useful when trying to keep snipers away from a certain window, or when trying to cover a tight corridor or doorway from a well-covered spot. The single-shot action improves your accuracy, and also helps you to target the more vital chest and head areas. At close range, just unload on them. 2 hits to the chest puts em down for the count, 3 if you hit a limb. And if you see a group of teammates moving together, join up with them; A BAR is just as effective on the attack as it is on defense, and there's nothing more welcome to a squad that some portable, heavy firepower. :) **EQUIPMENT** The frag grenades that the American Support class gets are the same as the grenade that the Assault class gets - you just get twice as much fun. These two grenades work wonders against enemy Snipers and Machine Gunners that are within throwing range. Having two grenades really lets you screw with the enemy - throw one grenade at the enemy and follow up immediately with the next. They'll run from the first one, return when they hear it explode, and BLAMMO! Watch them fly through the air from the grenade they didn't see you throw. :) And don't forget to cook those grenades by holding down the primary fire button! Cooking them off doesn't give the enemy a chance to run from them! Spetsnaz420 also points out that you can pick up grenades thrown at you by pressing the use button (default 'e'), which can be useful in all sorts of situations, like when you try to throw a grenade around a corner and instead bounce it off the wall in front of you and into your lap. :P But of course the combat knife that this class gets is the same one from the "U.S. Army Standard Equipment" section. ######################################################################## THE U.S. ARMY SNIPER CLASS Primary Weapon: M-1903A4 Springfield w/Scope Clip Capacity: 5 rounds, with 12 extra clips. Secondary Fire: Scope Zoom Equipment: M-1911 Colt .45 Combat Knife **WEAPON** Ah, the Sniper. Out of all of the reasons I've played DoD for so long, one of my favorites is that the Snipers in DoD have never been like the Counterstrike/Medal of Honor Hop-Lean-Strafe-Jump headshot Snipers. In this game they have to sit still and aim. Keep that in mind when you play as a sniper. You're really not much of a threat on the move, and you don't even have a crosshair to aim with your rifle if you aren't scoped in. Movement is slowed down to a crawl while zoomed, and the zoom is reset every time you shoot, go prone, or start sprinting. That said, a good Sniper in a good spot can make all of the difference in a map. For my money, a team shouldn't need more than one Sniper in a map, because having any more than one limits the team's ability to move forward and capture the flags. The Springfield sniper rifle is an excellent rifle, with more than adequate stopping power. Any shot to the chest or head will drop an enemy. The secondary fire for this class is really the only way you'll hit anything, but before you do zoom in, you have to find the right spot to shoot from. Your position as a Sniper is what's most important, and the obvious factors apply: You need a position that maximizes your threat range, while minimizing the angles that you can be shot from and also minimizing the amount of looking around you have to do while scoped. I can't tell you what the best positions are - my advice is to play the game and think about where you most often get shot from, where enemies are most likely to sit, and where the last place they would expect a sniper to lay down would be. And for goodness' sake use all of the furniture lying around to your advantage! Use your "use" key (default is 'e') to push dressers, chairs, and the like in front of windows and doorways to give yourself more cover. Lastly, don't be afraid to move if the enemy figures out where all of their men are getting killed from. Keep moving, and you'll keep the enemy dead and more importantly, frustrated. And while you're moving, you might want to reload, as the Springfield only holds five rounds at a time. While the game (and I) sort the ammo into 5-round clips, the soldier reloads the rifle one round at a time, so you don't want to run out under fire. Bottom line: make sure you pay attention to your ammo count. So just do all of that and your team will have no trouble moving forward. ;) **EQUIPMENT** Both the pistol and knife that the U.S. Sniper gets are the same from the "U.S. Army Standard Equipment" section. Pistols are valuable to the sniper, as they are the best (only) mode of defense if confronted on the way to a position. Well, you could try to no-scope them (That's shooting them without the crosshair for all of you fresh'uns out there), but I think the pistol gives you a better chance. ####################################################################### THE U.S. ARMY MACHINE GUNNER CLASS Primary Weapon: .30 Caliber Light Machine Gun w/bipod 150-round belt, with 2 additional belts. Secondary Fire: Deploy/Retract bipod Equipment: M-1911 Colt .45 Combat Knife **WEAPON** Definitely one of the most under-used classes, yet in my opinion the most team-oriented class in the game. I don't know how many times I've played in servers with 5 Snipers on a 10 man team and would have gladly traded all of them for one Machine Gunner who knew what he was doing. Machine Gunners can dictacte the flow of a map and guarantee advancement and flag captures if on a team that can give them the time and cover to advance. As a Machine Gunner, your job is to keep those bullets spitting out of the .30 cal. You are not a Sniper, you are not conservative about your ammunition. You either keep enemy heads down or you shoot them off. It's a lot easier for the Americans to take the middle flag on Avalanche with a Machine Gunner keeping the Germans from advancing out of their spawn, or covering the angle from the church to the German balcony over their second flag. As a Machine Gunner for the U.S. Army, you have an advantage over your Wehrmacht counterpart - your gun does not overheat, so you can hold down the trigger button as long as you want without fear of your gun shutting down. On the other hand, you have less total ammunition. To a novice (or bad) Machine Gunner, the 50 extra bullets won't make much of a difference - but to the veteran, those fifty bullets could make or break a vital flag cap. It should be very clear that this gun is not a gun that is meant to be fired from the hip. You'll have a hard time hitting anything due to the insane recoil, and you'll drain your stamina as well. Fortunately, the .30 Cal comes with a bipod, which you can and will deploy with the secondary fire button. You can deploy on anything - window ledges, stacks of rubble, tables, bed frames, whatever suits you. If you're caught in an open field, go prone and use the ground to deploy the bipod on. I won't lie, it takes a while to reload one of these guns, and you have to be depoloyed to do it. Make sure you're either in a friendly area or you have covering fire before you reload in the open. Personally, I think every round on the belt can be useful, even if only for intimidation (hearing a machine gun rattling in the distance and watching tracers riddle the open area in front of you kinda keeps you from advancing). So my advice is to fire the whole belt off before reloading. My final piece of advice: Don't try to compete with your team Snipers as a Machine Gunner. Gunners are more capable of dealing with groups of ground troops and holding flag areas with sweeping, covering fire. A Sniper is better at surgically removing enemy Snipers and Rocketmen from hiding places. Just scratch your sniper's back, and he'll scratch yours. You'll have the map won in no time. :) And thanks to Spetsnaz420 for remninding me about ammunition. If you're a good Machine Gunner (and hey, if you're reading this guide, you will be) then you'll be needing more boxes of ammo as you mow down the enemy and cover your troops. Your teammates can give you an extra box of ammunition by hitting the 'give ammo' key (default is 'h'). Encourage them to do this. They need you to keep shooting and you need bullets to shoot. Even though the ammo boxes that players can drop are universal (a teammate of any class can pick it up by running over it and get one additional reserve clip/magazine/etc.), the Machine Gunner is the class that really needs them, with the Rocket class being its closest competitor for ammo usage. And of course, if you're playing as a class other than a Machine Gunner and you see a teammate who is, drop him a box of ammo. Everyone goes home happy :). **EQUIPMENT** The pistol and knife described above are the very same from my "Standard Equipment" section. I would recommend a Gunner to his pistol when moving to a new position, as it is so hard to hit a rushing enemy with the .30 Cal when it's undeployed. ####################################################################### THE U.S. ARMY ROCKET CLASS Primary Weapons: M1A1 Bazooka Ammunition:5 rockets Secondary Fire: Shoulder Bazooka M1 Carbine Magazine Capacity: 15 rounds, w/ 2 extra mags. Secondary Fire: None Equipment: Combat Knife **WEAPONS** Ah, the Rocket class. I must say, with the Source engine, there is little greater satisfaction than watching people soar through the air due to a successful rocket attack. The Bazooka has become a much more widely used weapon in DoD:S, and although I can't say why it has become more popular, I can sum up the usefulness of the class in one word: versatility. The Rocket class combines the heavy-hitting, long range power of the Bazooka with the close combat, run n'gun ability of the long-time DoD favorite M1 Carbine rifle. Really, the Rocketman can do anything and everything his team needs him to do; I've seen Rocketeers blow up a sniper nest, then charge around the corner with their Carbines and help capture a flag. Shooting the Bazooka is fun, but it takes getting used to. First, you'll need to press secondary fire to actually be able to fire a rocket. When you do this, you'll shoulder the Bazooka and notice that everything from your movement to your aiming speed just got a lot slower. This is to simulate the heaviness of the loaded rocket launcher. Before you launch the rocket towards its destination, I will leave you with two pieces of advice. First: the Bazooka is more of a long range weapon than a short range weapon...I mean, apart from turning a corner and having to shoulder the weapon before firing, having a rocket explode 10 ft. in front of you isn't the healthiest thing to do. Second: the rockets in DoD:S, just like in real life, will trail (or sink downward) the further they travel; so when aiming across a map, compensate for the trail by aiming higher than the target you're trying to hit. Ultimately, the nice thing about the rockets are the damage they deal. Obviously, a direct hit from a rocket will send even the strongest soldier flying across a map - but a slight miss can still cause "splash" damage much like a frag grenade would. However, a slow-firing, slow-reloading Bazooka isn't always the best thing to have in your hands, especially when trying to capture a flag or moving through contested territory to get a better position on a Sniper or Machine Gunner. In these situations, take out that trusty M1 Carbine! It's one of the U.S. Army's best weapons, and could carry the Rocket class by itself if it only came with more ammunition. The M1 Carbine is a semi-automatic rifle, so you can fire it as quickly as you can click the mouse button, which, for some people is pretty ridiculously fast. It has decent stopping power and even better accuracy. Some would prefer this rifle to the Garand that the Rifleman gets, and I wouldn't blame them. Really though, the M1 Carbine is more of a close-quarters rifle due to its ability to fire off rounds more quickly than the Garand. The Rifleman is still more effective at long range (but hey, you've got a Bazooka for that). :P In any case, when you're shooting the M1 Carbine, watch your ammo; if you are as fast a clicker as I've seen, those 15 rounds won't last very long. Keep in mind also that you only have two additional magazines, so using this weapon by itself won't keep you alive for long. What's the moral of the story? Use both of the primary weapons in the situations that work best for each: The Bazooka at long range and for support fire, the M1 Carbine when on the move and up close and personal, and you'll have a blast (it's a pun! HA!) with the Rocket class. **EQUIPMENT** The Rocket class gets the very same knife that all of the other U.S. Army classes got that I described in my "Standard Equipment" section. ####################################################################### WEAPONS AND EQUIPMENT FOR THE WEHRMACHT Now that we're done with the boys in green, lets hop across the Atlantic and see what the Germans are packing. There are many similarities between the Wehrmacht classes and the U.S. Army classes. Many classes are coded the same way. However, there are differences, particularly in the German Rifleman class, that a mindful player will be pay heed to when picking a class on the Wehrmacht side. ######################################################################## WEHRMACHT STANDARD EQUIPMENT Pistol: Walther P38 Magazine capacity: 8 bullets, with 2 extra mags. Secondary Fire: none The P38 is as good of a pistol as they come, and even gets one more bullet per magazine than the Americans' standard-issue pistol, the Colt .45. The P38 is, of course, semi-automatic, so you can fire it as fast as you can click. Keep in mind while firing it that you only get 8 rounds with it, and they will run out quickly when you have to resort to a pistol to defend yourself. The pistol isn't as accurate as a rifle or even a submachine gun; to be honest, if you have to use the pistol to defend yourself, it's not going to be at long range. You're probably trying to kill someone while en route to a good Sniper location or MG-42 nest. Remember that you only have 2 extra magazines with you, so the P38 can only get you out of so many jams. That said, the P38 reloads quickly when you have to, and should prove to be an effective sidearm. Melee Weapon: Entrenching Shovel Gotta love those resourceful Germans. Why bother carrying a knife when you can use your perfectly good shovel to bash and slice your hapless opponent into submission? The shovel works exactly in the same way as its American counterpart, the combat knife; get in front of or sneak up behind an enemy soldier and slice away at close range until you hear them scream (and they will if they are stabbed to death - one of my favorite additions in Dod:S). Again, if you can sneak behind an opponent, using your shovel will deal additional "backstab" damage (shout out to all of my Rouges in Aegwynn) that will instantly kill the opponent. Or you can be like the crazies in the servers and run at someone and try to stab them outright, regardless of the fact that the enemy has a fully loaded weapon pointed right at you. If you succeed at killing them this way, make sure to celebrate. Celebrate boldly and often. Other than those two circumstances, you really shouldn't rely on a melee weapon as much as you should on your primary weapon. ((For nostalgia's sake, and for anyone who cares, MY favorite German melee weapon was from the v1.x days, where German paratroopers were equipped with butterknives (yes, I know they were used to cut paratroopers free from trees if caught). There was little greater satisfaction than butterkniving someone. Except maybe greasegunning someone...but I digress - On to the Wehrmacht Classes!)) Detonation Weapon: Demolition Pack Demolition packs aren't available in every map. As of the latest patch, the two offical maps that feature them are Colmar and Jagd. Any soldier can pick up a Demo Pack, regardless of what team they're on, and they can be found in and around the large TNT crates you'll find in those maps. (And only the Wehrmacht use Demo Packs on Jagd.) Demo packs are not used directly to kill members of the other team, but instead to destroy objectives in Detonation-style maps. However, it should be noted that Demolition packs are very deadly, and even putting a wall between yourself and the exploding objective won't necessarily keep you safe from harm. Demolition packs are planted by pressing the use key (default 'e'), and can be defused in the same fashion. If you see a Demo pack about to explode, remember that when you attempt to defuse one, the countdown timer will stop - so as long as you get there before it detonates, you'll have a chance at stopping the explosion. ######################################################################## THE WEHRMACHT RIFLEMAN CLASS Primary Weapon: Mauser Kar 98 Clip Capacity: 5 rounds, with 12 extra clips. Secondary Fire: "Ironsight" zoom Equipment: 2 Rifle Grenades Entrenching Shovel **WEAPON** The Kar 98 in DoD:S is very different from its earlier DoD iterations, much to the chagrin of some and the enjoyment of others. I will not use the word "railgun" (well, I won't use it anymore) to describe the DoD:S Kar. I've never liked that word. Instead I will describe how it should be treated now and how the class on the whole should be used for the benefit of the team. The Kar 98 is a bolt action rifle, just like the sniper rifles in the game (as a matter of fact, the Wehrmacht sniper rifle *is* a Kar 98 with a scope attached.) As such, you cannot fire this weapon the way the U.S. Army Rifleman can fire the Garand. This limits the ability of the Wehrmacht Rifleman to assist in close quarters combat and flag pushes. When facing two Thompsons and a BAR, one guy with a Kar who has to work a bolt in between each shot probably won't last very long. Instead, use the Kar's accuracy at long range (which is comparable with the Garand) to the advantage of yourself and your team. The Kar's ability to effectivly choke points at a distance makes the Rifleman class a very important defensive class. Keeping a distance (even if only medium range) from the enemy will keep you alive longer, and give you more time to line up your shot. Using the Kar this way in a squad can really increase your chances of overcoming the enemy. With a Kar on the move behind a group of MP-40s and MP-44s, the submachineguns can take care of immediate threats while the Kar scouts out and removes the distant threats. The Kar's secondary fire "Ironsight" zoom is also very effective when defending areas or moving up with a squad. The ironsight zoom greatly increases your chances of hitting a lethal area, which brings up another point: The Kar is one of the most lethal weapons in the game, Any shot to the chest or head will kill someone. Sometimes your team has to hold on to a vital flag and you're the only one around to do it. If you're a Wehrmacht Rifleman and are in this situation, you're very well equipped to do the job until the respawn. go prone in some tall grass, or on top of a tank (like the second flag in Flash), and keep changing your position. The Kar will get the job done: just pull up those Ironsights, put the enemy on the tip of the point, and watch em drop. **EQUIPMENT** Rifle grenades are a wonderful thing, and totally redefine the way the Wehrmacht Rifleman class contributes to his team. A rifle grenade is shot from the end of the Kar 98, after fixing a special attachment to it. Using these grenades, a Rifleman can launch grenades practically anywhere on the map, and especially places where an Assault or Support class troop couldn't throw one. If you aren't using your rifle grenades, you really ought to be. Rifle grenades have the uncanny ability to hold off enemy troops, because noone who sees a grenade drop from the sky in front of them is going to run at it, and if they do they'll shortly blow up. Launch a rifle grenade towards the main routes from the enemy spawn to contested areas - like the middle flag area in Flash and Avalanche - by the time enemy can advance through the explosions, your team will have moved up and be waiting for them. Alternatively, these grenades can be shot at Sniper and Machine Gunner nests from angles that one of your own Snipers couldn't get a clean shot from. Rifle grenades can also be bounced off of walls (my favorite thing to do) in order to get a grenade into a needed area. Remember: A rifle grenade gives you the opportunity to cause major damage to enemy installations without putting you in the direct line of fire. So use them when the need arises! Spetsnaz420 also points out that you can pick up grenades thrown at you by pressing the use button (default 'e'), which also works for rifle grenades. He elaborates: "This is also useful for rifle grenades shot into sniper nests...sometimes I just sit there waiting for nades to pop in to throw out. You can also shoot rifle grenades at a wall close to you and pick them up and throw them. Rifle grenades take half of the amount of time to detonate than a regular pineapple or potato masher grenade (Lappy's note: that's about 3-4 seconds)." The Entrenching Shovel that the Wehrmacht Rifleman gets is the same from the Wehrmacht "Standard Equipment" section. ######################################################################## THE WEHRMACHT ASSAULT CLASS Primary Weapon: MP-40 Submachine Gun Magazine Capacity: 30 rounds, with 6 extra mags. Secondary Fire: Punch Equipment: Walther P38 1 Fragmentation Grenade 1 Smoke Grenade **WEAPON** The Wehrmacht Assault class is identical to the U.S. Army Assault Class, with the only difference being the appearance of the in-game weapon. The mass-produced, cheap and efficient MP-40 was the bread and butter submachine gun of the German army, and if you liked the Thompson on the American side, you'll like this gun just as much. The MP-40 shares all of the Thompson's pros and cons. It is a light- weight submachine gun, so the recoil really affects the gun while shooting further than short range. When shooting at medium range, it is best to be crouched or prone, and shooting in bursts. This method will take the enemy down the quickest. What's great about the MP-40 is the nice, large magazine it comes with: 30 bullets should be more than enough to last as long as you aren't shooting the entire magazine every time you see an enemy - which is a flaw I always take advantage of when I play against newer players. The new player (n00bz, if you must) more often than not will stop where they are upon seeing an enemy and shoot their entire magazine at them - even if they've ducked behind cover. This is why you fire in short, controlled bursts - you don't waste ammo, and you have a better chance of hitting people. To increase your chances of killing people with this gun, do what I do and try to move through areas that are tight, forcing your opponent into close-quarters combat - the kind of combat the MP-40 is best at. Also, if you come across an enemy or two out in the open: KEEP MOVING. A stagnant Assault soldier is a dead one. Put it this way, if you were a Rifleman, what kind of target would you prefer - a still target or one that's running circles around you shooting at your head? The reload time is quick, so even if you run out at an inopportune time, it won't be long before you're back in the fray. If you run out of ammunition at a REALLY bad time (say, in front of a Machine Gunner) or if you'd really like to embarass your opponent, the secondary fire punch will knock 'em silly. I think in these situations it would make more sense to switch to your pistol, but hey, its your game. Play it your way. **EQUIPMENT** The Wehrmacht Assault class gets the same excellent equipment as the U.S. Army Assault Class, if only in potato-masher form. The fragmentation grenade is a great thing for any soldier with an MP-40, as the gun on its own isn't really that well equipped to clear out a flag position or wipe out a Machine Gunner nest to get ready for a cap. Make sure when using your grenades to remember that you can "cook" the grenade by holding down the fire button for a while before letting go. This will shorten the fuse on the grenade, so your opponent can't run away before it blows up! In my opinion, the standard frag grenade fuse lasts for 5-6 seconds. Even better than the frag grenade is the smoke grenade! Just like the American Assault Class, the use of this baby is, in my opinion, even more essential to the success of the Wehrmacht team than the U.S. Army. Because the Wehrmacht Rifleman isn't as effective in close-quarters combat than the U.S. Army Rifleman, the Wehrmacht has to rely more on its Assault and Support men to get the flag caps. Smoke grenades make their job all the more easier. Spetsnaz420 also points out that you can pick up grenades thrown at you by pressing the use button (default 'e'), which can be useful in all sorts of situations, like when you try to throw a grenade around a corner and instead bounce it off the wall in front of you and into your lap :P. The good Assaulter will recognize when his team is in need of a cap, or when his Machine Gunner needs to advance, and be able to throw his smoke grenade so as to make that move easier. I like to throw smoke grenades right at the middle flag in Avalanche and Donner and run right up and hide. Often times, if your less-than-heroic teammates (who probably haven't read this guide) are a little wary of advancing toward a cap, a smoke grenade and a charge to the middle will help to motivate them. The pistol described in the Equipment section is the same from my "Standard Equipment" section. ######################################################################## THE WEHRMACHT SUPPORT CLASS Primary Weapon: MP-44 (Sturmgewehr-44) Magazine Capacity: 30 rounds, with 6 extra mags. Secondary Fire: Semi-Auto toggle Equipment: 2 Fragmentation Grenades Entrenching Shovel **WEAPON** The Wehrmacht Support class plays a little differently than the U.S. Army Support class due to differences in the primary weapons. Comparitively, the MP-44 (the first true assault rifle, but if you're smart enough to read my FAQ then you probably already knew that) can outlast the BAR due to the extra amount of ammunition
it carries in each magazine.  In truth, a soldier with the MP-44
*has* to outlast his opponents, both to make up for the Wehrmachts'
more defensive Rifleman and due to fewer amount of spare magazines
that he can hold.

The MP-44 shoots slower than the MP-40, and at full auto it's hard to
hit anything past short range with it.  However, if you fire in short,
controlled bursts (just like you've been doing everywhere else in my 
FAQ), you'll find that the heavier MP-44 can actually pick off 
targets at medium ranges.  Switching to semi-automatic mode by hitting
secondary fire is also a great way to increase your ability to kill
targets at long range, as it gives the soldier a slight boost in
accuracy.  It's a great thing to do for a prone Support soldier who 
has to defend a flag against a distant threat.

That said, you don't carry a gun like this to try and pick off people
across the map.  That's why your team has snipers.  This rifle will
drop anyone (and even groups) at close range, and the heavy firepower
is essential to back up any advancing squad of Assault, Rifleman, or
Rocket class teammates.  Two shots to the chest is all you need, and
if you hit a limb, you'll never need more than three shots.

I have the easiest time hitting with this rifle while I'm crouched, so
when I see someone I drop to my knee and unload.  This is what I
recommend you to do unless you turn a corner and run right into an
American.  In that case, hold down primary fire until the walls
(surrounding furniture, even other soldiers!) are covered in
blood. :)

**EQUIPMENT**

I am so happy that the Support class gets two grenades now.  They 
used to only get one, and it never seemed like enough.  Now, I 
would never encourage you to throw grenades with reckless
abandon, you might hit your teammates.  Check to see if there are
any around first, shout "Fire in the hole!".  *Now* throw them
with reckless abandon.  

Grenades are such a wonderful thing for the Support class 
because it gives them a reach against Snipers, Machine Gunners, 
and Rocketmen.  Grenades are great for throwing at contested
two-man-cap flags, around corners where you suspect an enemy to be
waiting, and even as distractions; just because you don't have a 
smoke grenade doesn't mean you can't intimidate an oncoming
group of defenders by dropping a grenade in their path. Sometimes,
the time it takes for two grenades to blow up is all the time
your team needs to make a critical capture, or move up.

Lastly, don't forget to cook off those grenades by holding down the
fire button before you throw them! It's much, much harder for a 
sniper sitting in his little hole to run away from a grenade with
1 second left on its fuse than a grenade with a full fuse.  Just
make sure you don't hold on too long and blow your face off.  I
let go after 4 seconds.

Spetsnaz420 also points out that you can pick up grenades thrown at 
you by pressing the use button (default 'e'), which can be useful in
all sorts of situations, like when you try to throw a grenade 
around a corner and instead bounce it off the wall in front of you
and into your lap :P.

The shovel that the Support class gets is the same from my 
"Standard Equipment" section. 

######################################################################## 


		THE WEHRMACHT SNIPER CLASS


Primary Weapon:

	Mauser Kar 98 w/ Scope
	Clip Capacity: 5 rounds, with 12 extra clips.
	Secondary Fire: Scope Zoom

Equipment:

	Walther P38
	Entrenching Shovel

**WEAPON**

Playing as a Sniper is definitely a challenge, but it pays off big
time for your team if you're good at it.  Just like the U.S. Army
Sniper, you won't be pulling any mid-air lean-strafe headshot 
kills like you do in Medal of Honor (I hate that game, yet my 
roommate insists it's the ONLY game to play....  DoD 4 Life!).  
Instead, being a good Sniper all comes down to the position you sit
in, and your aim.

The Kar 98 is a very good rifle, with a slightly different scope 
attached than the scope on the American Springfield.  It is the
same bolt-action rifle that the Rifleman uses, so you will have to 
pause between each shot to work the bolt.  I like this, as it keeps
me from getting too frustrated if I miss.  Instead of wasting all of
my bullets, I'm forced to readjust.  The rifle reloads slowly, as the
soldier puts each round in individually.  Take this into account
before reloading, as you can't cut the sequence short. 

You won't be hitting much of anything without looking down the scope, 
so do use your secondary fire button, people.  Keep in mind, while
looking through your scope, you will move very slowly, and be unable
to sprint or go prone without unscoping.  Also, every time you fire 
the rifle, you will unsight while the soldier works the bolt and
resight as soon as you can fire again. 

What makes a sniper good isn't his aim (although good aim helps), 
as much as his position.  Three things I consider when trying to find
a good nest is what kind of angles I'll have against enemy positions,
how many different enemy positions I'll have to watch to keep safe,
and how many different angles I could get shot from. It may seem
best to try and cover three different windows, but if it puts you in
the line of fire from a fourth window that you can't see, I don't
think the cover is worth it.

I don't know where all the best spots are - find them yourselves! 
In my experience, the best spots are the ones the opposing team 
pays the least attention to.  Watch your enemies: the way they 
run, the routes they often take, the directions they look in, and 
devise your own hiding spots around their blind spots.

**EQUIPMENT**

Both the pistol and shovel that the Sniper gets are the same
from the "Wehrmacht Standard Equipment" section.  Pistols are 
valuable to the sniper, as they are the best (only) mode of defense 
if confronted on the way to a position.  You could try to
no-scope them (That's shooting them without the crosshair for all
of you fresh'uns out there), but I think the pistol gives you
a better chance.


########################################################################


		THE WEHRMACHT MACHINE GUNNER CLASS


Primary Weapon:

	MG-42 light machine gun w/bipod
	250-round belt, with 1 additional belt.
	Secondary Fire: Deploy/Retract Bipod

Equipment:

	WaltherP38	
	Entrenching Shovel

**WEAPON**

The MG-42 is a scary, scary gun.  Good thing you're not on the 
business end of it, eh?  This gun has a tremendous advantage over the
American .30 cal.  The ammo belt for the MG-42 carries a whopping
250 rounds, giving it 100 extra bullets to shoot down the U.S. Army
with.  In addition, The MG-42 has a much faster rate of fire than the
.30 Cal, effectively doubling the amount of damage a Machine Gunner
can deal on the Wehrmacht side.

So what's the tradeoff?  Im glad you asked.  The MG-42's insane rate
of fire comes at a price, the price of a barrel.  The barrel of the 
machine gun overheats with excessive usage, which means that a
Wehrmacht Machine Gunner cannot fire all 250 rounds of the MG-42 
consecutively.  Instead, he has to be careful about when he shoots
his machine gun.  He still has to provide cover and support
fire for his team like only a Machine Gunner can; he can't do it
if he loses the ability to shoot his gun.

If you think that this makes the Wehrmacht Machine Gunner class
less useful, you are wrong.  The MG-42 is still a weapon to be 
feared, it just has to be feared in moderation.  Remember, you 
have a much longer ammo belt than the Americans do, so you won't
have to worry about needing to reload quite as often.  Plus, 
even though you have to shoot in shorter bursts, the insane amount
of bullets you'll be spitting out in those bursts makes gunning 
down squads of infantry a shorter job. 

You can monitor how hot the barrel of the gun is by the meter on 
the right of your screen.  When it fills up (the barrel is totally
red), you'll be unable to fire the gun until it cools down 
sufficiently, and the barrel of the weapon will smoke.  Sometimes,
though not often, this smoke is enough to give you away to an
enemy with a rifle grenade or a Bazooka.  Be careful.

To effectively fire the MG-42, you really have to deploy your 
bipod.  To do this, hit Secondary fire near anything you would
want to deploy on: a bench, a rock, a chest of drawers, even
go prone and deploy on the ground!  Your aim will be restricted 
slightly, but you'll be able to mow down troops at any range.
You also have to be deployed to reload the weapon, and this can
be a lengthy process.  Only reload when it is safe to do so, 
even if it means ducking behind cover.

The Machine Gunner is the backbone of the team.  A good
Gunner will move up with his teammates and cover/defend the flags
his team has.  Covering fire works the best when it's coming from
a machine gun, even better when that machine gun is the MG-42.
Working with your team this way will win you the map in no time.

And thanks to Spetsnaz420 for remninding me about ammunition.
If you're a good Machine Gunner (and hey, if you're reading this 
guide, you will be) then you'll be needing more boxes of ammo as
you mow down enemy troops and cover your own.  Your teammates
can give you an extra box of ammunition by hitting the use key
(default is 'h').  Encourage them to do this.  They need you to 
keep shooting and you need bullets to shoot.

Even though the ammo boxes that players can drop are universal
(a teammate of any class can pick it up by running over it and 
get one additional reserve clip/magazine/etc.), the Machine 
Gunner is the class that really needs them, with the Rocket class
being its closest competitor for ammo usage.

And of course, if you're playing as a class other than a Machine 
Gunner and you see a teammate who is, drop him a box of ammo.
Everyone goes home happy :).

**EQUIPMENT**

The pistol and shovel mentioned above are the very same from my 
"Standard Equipment" section.  I would recommend a Gunner to his 
pistol when moving to a new position, as it is so hard to hit 
a rushing enemy with the MG-42 when it's undeployed.


########################################################################


		THE WEHRMACHT ROCKET CLASS


Primary Weapons:

	Panzerschreck Raketen-Panzerbüchse 54
	Ammunition: 5 rockets
	Secondary Fire: Shoulder Panzerschreck

	Mauser C96 w/ M712 attachment
	Magazine Capacity: 20, w/ 2 extra mags.
	Secondary Fire: None

Equipment:

	Entrenching Shovel

**WEAPON**

Sometimes you just need to blow someone up, and when you do, this is 
the class you'll be picking.  Far from being a joke, sometimes the 
best way to get rid of a Sniper or a Machine Gunner is by shooting 
a rocket a through his window.  Maybe a Sniper can't get an angle
to line up a shot, or the Machine Gunner is out of position; firing 
a rocket right can be the best way to get the job done, and the 
Panzerschreck does just that.

When using the Panzerschreck, it's important to remember a few things.
Just like the American Bazooka, it can only be fired from your 
shoulder.  You have to hit the secondary fire button to shoulder your
loaded Panzerschreck, and when you do your movement and aiming 
speed will be slowed to what seems like a crawl.  Loaded 
rocket launchers are heavy, evidently.

In addition, when you shoot a Panzerschreck over long
distances, you need to take into account that the rocket will trail,
or drop, over long distances (damn gravity).  When aiming at medium
to long distances, make sure you compensate for this drop by 
aiming higher than whatever it is you're aiming at (which, lets face
it, is probably an enemy Machine Gunner or Sniper).

It takes a little while to reload a Panzerschreck, so you need to be 
careful when you're firing one.  Really, a rocket isn't going to be
much good to you at short range, so if you fire a rocket and all of a
sudden you see a Tommy-Gun in front of you, switch to your other
weapon: the C96!

The C96 is an interesting little pistol, because it was so modifiable
in its day (still is, technically).  The attachment you get in this
game, the M712, is really interesting because it turns the little 
semi-automatic pistol into a fully-automatic submachine gun. 

The C96 is everything that a Panzerschreck is not: an excellent
short range weapon and a dreadful weapon at anything beyond that.
You really are going to be hard pressed to take a sniper out of a 
window at even medium range with one of these - but you shouldn't 
be trying to do that anyway, you have a rocket launcher for that.

When moving from position to position with the C96, try to stay in
close-quarters areas, so you can maximize the C96's lightning-fast
rate of fire.  Keep in mind though that the lightweight nature of
the C96 makes the recoil a bit high.  You can shoot it at full
tilt, just make sure you control the recoil if you do.  

While it's great rate of fire really helps the Rocketman get from 
position to position safely, the C96 does tend to spend the twenty-
bullet magazines pretty quickly.  Keep this in mind when 
advancing, also remembering that you only have two spare 
magazines.  Between the C96 and the Panzerschreck you should
have no trouble backing up your team whatever the situation.

And for the last time, the shovel described above is the very same 
as the one described in my "Standard Equipment" section.


########################################################################

And that does it for all of the weapons and equipment in this game! 
Phew!  Go out there and cap those flags! Remember to throw your smoke
grenades first! 

And Tell 'em Lappy sent you. :)

########################################################################	
########################################################################
		

	WEAPON DAMAGE BY CLASS AND HIT LOCATION


A long, long time ago, back in the v1.x days (yeah, it wasn't that long
ago), a guy who calls himself Waldo who also happened to be a mapper 
for the DoD Development Team put together a lengthy post
on the forums explaining how much damage each weapon in the game dealt,
depending on where you were shot.

This was nifty for geeks like me who like to be completely informed 
about the games they play, but when DoD:S came out all of that
information was outdated.

Recently, two outstanding chaps in the DoD:S forums who call themselves
swedish and Pierog spent a day performing tests in a server and 
ended up tabulating the same sort of data and posting it.

Since the DoD:S forums are public, and you could just go there and 
find the post on your own, I don't feel like I'm breaking any 
hurting anyone's feelings by reproducing that information here;
it seems to me that the whole point of posting that information
was so the community could be informed.  If, swedish or Pierog, 
you really object to me reprinting your results here I'll remove it.
Really, I just want to credit the hard work you both did by giving it 
credit here. 

I will state again that I did not collect this data myself, it was
swedish and Pierog who did all of the hard work that made this 
information possible.  I'm just retyping it.

########################################################################


	HIT POINTS


Every soldier starts with 100 hit points.  If he is dealt 100 points of
damage or more, he drops his weapon and falls down dead.


	DAMAGE LOCATIONS


A soldier can be shot in the head, chest, arm or leg.  A shot to 
the chest will deal 100% of the damage a weapon can deal.  A head
shot will deal 250% of the damage, rounded - an instant kill. A
shot to the arm or leg will deal 75% of the damage, and a 
"backstab" attack with the Combat Knife or Entrenching Shovel
(but not secondary-fire punch) will deal 500% of the damage.


	REGARDING EXPLOSIVE DAMAGE


Grenade damage, Bazooka and Panzerschreck damage, and Demolition Pack damage
is not tabulated here, due to the 'splash' nature of the damage they 
deal, relative to how close you are to the explosion.

However, a direct hit from a grenade, Bazooka, or Panzerschreck will kill 
you instantly, as will standing next to or nearby a Demolition Pack as it 
detonates.


	U.S. ARMY WEAPON DAMAGE


1. M1 Garand (Rifleman Class)

Chestshot: 	80	
Headshot:	200	
Arm/Leg shot:	60

2. Thompson (Assault Class)	

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

3. BAR (Support Class)

Chestshot: 	50	
Headshot:	125	
Arm/Leg shot:	38

4. Scoped Springfield (Sniper Class)

Chestshot: 	120	
Headshot:	300	
Arm/Leg shot:	90

5. .30 Cal (Machine Gunner Class)

Chestshot: 	80	
Headshot:	200	
Arm/Leg shot:	60

6. M1 Carbine (Rocket Class)

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

7. Colt .45 (Standard Equipment Pistol)

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

8. Combat Knife (Standard Equipment Melee)

Chestshot: 	60	
Headshot:	150	
Arm/Leg shot:	45
Backstab:	300

9. Punch (Assault Class Secondary Fire)

Chestshot: 	40	
Headshot:	100		
Arm/Leg shot:	30
	
	WEHRMACHT WEAPON DAMAGE

1. Kar 98 (Rifleman Class)

Chestshot: 	110	
Headshot:	275	
Arm/Leg shot:	83

2. MP-40 (Assault Class)	

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

3. MP-44 (Support Class)

Chestshot: 	50	
Headshot:	125	
Arm/Leg shot:	38

4. Scoped Kar 98 (Sniper Class)

Chestshot: 	120	
Headshot:	300	
Arm/Leg shot:	90

5. MG-42 (Machine Gunner Class)

Chestshot: 	80	
Headshot:	200	
Arm/Leg shot:	60

6. C96 (Rocket Class)

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

7. P38 (Standard Equipment Pistol)

Chestshot: 	40	
Headshot:	100	
Arm/Leg shot:	30

8. Shovel (Standard Equipment Melee)

Chestshot: 	60	
Headshot:	150	
Arm/Leg shot:	45
Backstab:	300

9. Punch (Assault Class Secondary Fire)

Chestshot: 	40	
Headshot:	100		
Arm/Leg shot:	30


Hopefully this helps. The next time you die and you're cussing up a 
storm because you thought you hit him with every bullet, if the stat 
readout says you only dealt him 90 damage you'll know you hit him in 
the arm just 3 stinking times! HA!

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		CREDITS

I'd like to credit Spetsnaz420 for providing some additional important
information regarding grenades and rifle grenades.  Thanks Spetsnaz!


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		DEDICATION


This FAQ is dedicated to 2nd Lieutenant Kenton P. Stenrose, my roommate, 
my Day of Defeat teammate (we are clockwork on Avalanche, you might as 
well give up now), a best friend and all-around good man.

We all pretend to be heroes in games like these, this guy does it for a 
living.  I'm proud of you buddy.


		THANKS


Thanks God for blessing me with so many things that I do not at all 
deserve, He is the Way the Truth and the Light folks.  Do what He 
says and noone gets hurt. :)

Thanks to all of my friends who I dragged into playing this awesome
game, and especially to my beautiful girlfriend Jen who is one of the
most pleasantly surprising naturals at first-person shooters out there.
She dives for flags better than I do.

Thanks to the Day of Defeat and GameFAQs community for being neato, 
and lastly to the devs for working their butt off to keep this game
the best amongst a flood of WW2 shooters.  Keep up the hard work guys.

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I own all the rights to this guide, so you need my permission before
reproducing any or all of it on your website/journal/magazine/forehead.

If you have any comments, concerns or questions, or if you think you've
spotted an ERROR (I have an English degree folks, I can sculpt the 
language however I see fit - there are no ERRORS), drop me a line
at redspn88@yahoo.com.  I can't promise you I'll reply, I am a busy
cartoonist ( I draw for a living, my life is wonderful.  Follow your
dreams and yours will be too!), but I will read it.

Thanks for reading!

Get out there and whine about the Kar's reduced damage like everybody
else!

~Fin

Copyright 2005-2006

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