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Weapons Guide

by Emacee

                                {Day of Defeat}

			         Weapons Guide                            

				   Ver. 1.0

				August 14, 2006

			       Written by Emacee


______________________________________________________________________________


CONTENTS

I - Introduction
II - Guide layout
III - Other notes

1.0 - MELEE WEAPONS
1.1 - Faribairn-Sykes Fighting Knife
1.2 - M-1 Bayonet
1.3 - Spade
1.4 - Gravity Knife

2.0 - SIDEARMS
2.1 - Webley Revolver
2.2 - M1911
2.3 - Luger

3.0 - SUBMACHINE GUNS
3.1 - Sten
3.2 - M1A1 Thompson
3.3 - MP40

4.0 - RIFLES
4.1 - Lee-Enfield
4.2 - Scoped Lee-Enfield
4.3 - M1 Garand
4.4 - M1 Carbine
4.5 - Springfield
4.6 - Karabiner 98k
4.7 - Scoped Karabiner 98k
4.8 - K43

5.0 - AUTOMATIC RIFLES
5.1 - Browning Automatic Rifle
5.2 - STG-44
5.3 - FG42
5.4 - FG42 Sniper

6.0 - MACHINE GUNS
6.1 - Browning M1919
6.2 - MG34 
6.3 - MG42 
6.4 - Bren

7.0 - ROCKET LAUNCHERS AND GRENADES
7.1 - MkIIA1 fragmentation grenade
7.2 - Mills Bomb
7.3 - Model 24 Stielhandgranate
7.4 - Bazooka
7.5 - PIAT
7.6 - Panzerschreck

IV - Sources used
V - Dedication
VI - Contact and Copyright Information

______________________________________________________________________________


I - Introduction

This guide's aim is to inform would-be or current Day of Defeat players on the
game's overall weapon loadout in the most succinct manner possible. I became 
a large fan of old war weaponry after playing Day of Defeat and soon after I 
felt inclined to write a guide about them and their qualities. 


II - Guide layout

I have described all of the weapons in this order, category, name, functions, 
ammunition capacity, reload time, then class. For example:

Auto-R Mk.II

Primary - Automatic fire
Secondary
 - Rifle butt

Ammunition Capacity - 30

Reload Time: Average


Class Availability - Corporal

I did not list the ammunition capacities, reload time, and class 
availabilities for melee weapons as that is pointless and redundant. Reload
times are not listed for grenades for the same reason. Only class 
availability is not listed for sidearms.

III - Other notes

I have listed the Bren under machine guns because, historically, that is its
primary function.

______________________________________________________________________________


1.0 - MELEE WEAPONS


1.1 - Fairbairn-Sykes Fighting Knife

Primary: Stab
Secondary: N/A

The stiletto-style dagger is the close-quarters weapon of all of the British 
classes. Aim for the upper body, back, or head to ensure a swift victory 
over your opponent when the need for a melee weapon arises.


1.2 - M-1 Bayonet

Primary: Stab
Secondary: N/A

This detached bayonet, designed for use with the M1 garand, is the melee
weapon for all of the American classes. Employ the same tactics as the 
Fairbairne-Sykes knife.


1.3 - Spade (Shovel)

Primary: Swing the spade 
Secondary: N/A

This entrenching tool was issued to German soldiers for digging foxholes
and constructing other fortifications. In Day of Defeat it is the makeshift
truncheon of the Axis classes. Swing the spade towards your target's head,
upper body, or back to neutralize your opponent as quick as possible.

1.4 - Gravity Knife

Primary: Stab
Secondary: N/A

This utility knife is issued to Axis classes on paratrooper maps or on servers
where the paratrooper loadout is enabled. Resembling a crude switchblade, this
knife was made for cutting tangled parachute risers. If the paratrooper was 
cut free or made a clean landing, it was the de facto combat knife. Employ 
the same tactics with this knife like with all other melee weapons.


2.0 - SIDEARMS


2.1 - Webley Revolver

Primary: Semi-automatic fire 
Secondary: N/A

Ammunition Capacity: 6 rounds

Reload Time: Average

This six-shooter is the handgun available to all of the British classes. I
find that it fires the fastest of the pistols in the game. 3-4 shots is enough
to take down your opponent if you aren't aiming for their head. You carry two 
extra sets of what appears to be .455 caliber British service ammunition for 
the weapon so be conservative as to exhausting its supply of bullets.


2.2 - M1911

Primary: Semi-automatic fire  
Secondary: N/A

Ammunition Capacity: 7 rounds

Reload Time: Average

This hard-hitting, semi-automatic handgun chambered for 45 caliber is the 
standard-issue sidearm for all of the American classes. This weapon will fire
as fast as you can pull the trigger. You carry two spare magazines for the 
M1911. As with the Webley, it should only take 3-4 shots to bring down an 
adversary but headshots will silence them the fastest.  


2.3 - Luger 

Primary: Semi-automatic fire 
Secondary: N/A

Ammunition Capacity: 8 rounds

Reload Time: Fast

This 9mm pistol is the standard sidearm for all of the Axis classes. Its 
larger, 8 round magazine allows it to outshoot the allied sidearms, making
wasted shots less costly. The weapon fires at about the same rate as the M1911
and delivers about the same amount of damage. Always go for the head, but in a
tight situation, 3-4 quick shots should quell your opponent.


3.0 - SUBMACHINE GUNS


3.1 - Sten mk.II

Primary: Automatic fire 
Secondary: N/A

Ammunition Capacity: 30 rounds

Reload Time: Average

Class Availability: British Sergeant-Major

This weapons short name comes from the designers, Reginald (S)herperd, Harold
(T)urpin and the town where it was made, (En)field Lock, London, England. This
low-cost submachine gun was produced in numbers ranging in the millions and 
was chambered for the 9mm parabellum ammunition that the Germans used in their 
submachine guns so that stolen munitions could be put to use. In game, this 
is perhaps the most accurate of the submachine guns and its medium rate of 
fire coupled with the 30 round magazine can allow you to suppress a group of 
3-4 players. Since it fires pistol ammunition, it should take 3-4 shots to 
kill an enemy sans headshots. You carry 6 spare magazines which is more than 
enough to fulfill your objectives.


3.2 - M1A1 Thompson

Primary: Automatic fire 
Secondary: N/A

Ammunition Capacity: 30 rounds

Reload Time: Average

Class Availability: American Master Sergeant

Based on the classic "Tommy-Gun" used by gangsters in the 1920s, the M1A1 was
the American army's standard-issue version until being mostly replaced by 
the Greasegun. In game, this gun is a spitfire that can send a furious barrage
of 45 caliber in your enemy's direction. It's a little trickier to control 
than the other submachine guns but not so much more that it can't be used 
without a small amount of adjustment to it's firing patterns. Its stopping
power is equal to the Sten's and if you can't land a headshot, 3-4 shots will
stop an opponent dead in his tracks. The Thompson is issued with 6 spare 
magazines for you to go for the big win.


3.3 - M3 Greasegun 

Primary: Automatic fire
Secondary: N/A

Ammunition Capacity: 30 rounds

Reload Time: Slow

Class Availability: American Sergeant

This cheaper substitute for the Thompson delivers marginally higher stopping
power at a much slower rate of fire. It fires the slowest of all the 
submachine guns and is best suited for medium to medium-long range support
fire. It's recognizeable by it's similar look to an automotive grease gun and 
the low "put-put-put" sound of the weapon being fired. Headshots tend to be
easier to acquire with this gun but 3 or more shots should help put an end to
enemy players. Like the Thompson, you have 6 extra magazines.


3.4 - MP40

Primary: Automatic fire 
Secondary: N/A

Ammunition Capacity: 30 rounds

Reload Time: Average

Class Availability: Axis Unteroffizier   

This weapon, made from stamped sheet metal parts, was issued to platoon 
commanders and squad leaders in the German army. It has a slower rate of fire
than the Thompson and is slightly easier to control. It fires the same 9mm
ammunition as what's in the Luger and Sten and will subdue an enemt with a 
3-4 round burst without hitting the head. You have 6 spare magazines.


4.0 - RIFLES


4.1 - Lee-Enfield Rifle

Primary: Fire 
Secondary: Bayonet stab

Ammunition Capacity: 10 rounds

Reload Time: Average

Class Availability: British Rifleman

The Enfield was the British service from the late 19th century to well into 
the middle of the 20th century. It's available to the Rifleman on British
maps and a scoped variant is available for snipers. It fires a 303 caliber
round with one-hit-kill capability. You can hit an opponent anywhere and they
will drop dead on sight. You can also stab enemies with the attached bayonet.
Aim for their head or upper body to kill them in one stab or to deliver a 
crippling blow to their health. Sneaking up on enemies and stabbing them in 
the back is very lethal as well. This rifle holds the most ammunition of all
the regular rifles in the game, potentially making it the best gun to carry 
in a medium to long range fire fight as it's Axis counterpart only holds 5
rounds. When you've depleted your magazine, you must reload the weapon twice 
with two stripper clips, each one holding 5 rounds. I tend to reload after 
firing 5 rounds to be on the safe side, only firing further past the fifth 
round if the fight is too heated to take a break. You carry 10 extra stripper
clips of the 303 caliber ammunition along with the 10 shots in your rifle.


4.2 - Scoped Lee-Enfield Rifle

Primary: Fire 
Secondary: Aim through scope

Ammunition Capacity: 10 rounds

Reload Time: Average

Class Availability: British Marksman

This is the same rifle as the one used by the British Rifleman but the 
bayonet is unattached and a scope is mounted on the top for sniping 
purposes. You'll find yourself holding off the opposition at long to extreme
ranges with this gun's accuracy, power, and the ability for you to zoom in
on your target for an ensured kill. Hit your secondary attack button, 
typically Mouse 2, to look through the scope, survey the area, pick a target,
and silence them from the safety of your cover. You still carry 50 extra 
shots for the rifle and you still have to reload it twice if you've depleted
all the rounds in your magazine. It's just as powerful as the regular Enfield
so don't be afraid to go for a limb shot.


4.3 - M1 Garand

Primary: Semi-automatic fire 
Secondary: Rifle butt

Ammunition Capacity: 8 rounds

Reload Time: Fast

Class Availability: American Rifleman

This semi-automatic rifle is often deemed as the rifle that won the war. In
game, it nearly lives up to that name as it can fire repeatedly as opposed 
to the regular rifles and has one-shot-kill capability. It's often that the 
.30-06 Springfield rounds fired from this legendary weapon will only do 90 
damage to an enemy, forcing you to go for another shot, so don't bank on 
killing in one hit like you can with the British and Axis rifles. This weapon
does deliver it's fire accurately but not as much as the bolt-action rifles 
do. Shots can stray a little far from your targeting reticle but that only
puts its use as an extreme-range support weapon into question. You can still
support your team with capable long to medium-range support with this weapon
and even go to the front lines if your aim is sharp enough. If you happen to
sneak up on an enemy or are confronted at close range, hit your secondary fire
button to deliver a hard smack from the butt of your rifle to their face. Body
and head shots from the gun will kill your opponent in one hit but limb shots
and anywhere else will typically deliver 90 damage. If you end up being killed
because you only did 90 damage, think of upside that your teammates wont have
to hit your enemy as hard to kill him. You carry 10 extra "en bloc" clips of 
.30-06 Springfield ammunition to supplement your fighting.


4.4 - M1 Carbine

Primary: Swift semi-automatic fire 
Secondary: N/A

Ammunition Capacity: 15 rounds

Reload Time: Average

Class Availability: American Staff Sergeant

This lighter carbine was in favor of American troops who had to juggle
between their equipment and cumbersome weaponry such as medics and 
engineers. It fired rifle cartridges like the Garand and other American
service weapons, but came in a lighter and smaller package so special troops 
could perform their unique duties and possess the same lethality as a normal
soldier. In comparison to all of the rifles in the game, this one has the 
weakest single shot. This is offset by its ability to fire very rapidly with
semi-automatic fire, far faster than the garand at a rate similar to the 
sidearms. You can consider this gun to be a much more accurate version of a
submachine gun. This weapon is a jack-of-all-trades sort of firearm as you can
combat forces from far away as well as engage in heated, close-range 
deathmatches. Like the submachine guns, it generally takes 3-4 shots to the 
upper body to kill someone without hitting their head. Uncle Sam has proudly
given you 10 extra magazines of .30 carbine ammunition to increase your 
killing capacity.


4.5 - Springfield M1903A3 rifle

Primary: Fire 
Secondary: Aim through scope

Ammunition Capacity: 5 rounds

Reload Time: Above Average

Class Availability: American Sniper

This old American service rifle for WWI was reproduced for sniper duty when
WWII reared its ugly head. It uses a bolt-action like the Enfield and while in
real life the weapon had to reloaded one round at a time, the game allows for
it to be reloaded with stripper clips. This gun makes a loud "boom" when fired
so it's easy to tell when a Springfield is near. Like the other bolt-action 
rifles, it will kill in one shot and it lends you further ability to do so by
aiming through the scope. You carry 10 extra 5 round stripper clips of .30-06
rounds.


4.6 - Karabiner 98k (Kar98 or K98)

Primary: Fire 
Secondary: Bayonet stab

Ammunition Capacity: 5 rounds

Reload Time: Average

Class Availability: German Grenadier

This highly accurate rifle was the Wehrmacht's infantry rifle and is available
to the Grenadier and Sniper classes. Like the Enfield, it kills in one shot 
and has an attached bayonet for dealing with unwary enemies and close 
encounters. The K98 only holds 5 rounds in it's magazine as opposed to the
Enfield's 10 so you must be more conservative with the shots fired from each
clip. It still has the reliable accuracy of the Enfield so it is still 
effective at fighting off opponents from long range. You're given 12 spare
stripper clips of 8mm Mauser rounds for holding your borders against the 
Allied assault. Remember that the same rules for bayonet combat with the 
Enfield apply to the K98.


4.7 - Scoped Karabiner 98k (Kar98 or K98)

Primary: Fire 
Secondary: Aim through scope

Ammunition Capacity: 5 rounds

Reload Time: Average

Class Availability: German Scharfshutze

This is the sniper variant of the K98. Like the Springfield and Scoped 
Enfield, it is without its melee attachment and is fitted with a scope for
extreme range support. It kills in one hit so don't be afraid to shoot at 
anything that moves (only if Friendly Fire is turned off). You're given
plenty of spare stripper clips to continue raining terror from afar: 12 in 
total.


4.8 - K43 (Gewehr 43 or Kar 43)

Primary: Semi-automatic fire 
Secondary: Rifle butt

Ammunition Capacity: 10 rounds

Reload Time: Slow

Class Availability: German Stosstruppe

Germany's reply to the M1 Garand. This semi-automatic weapon holds 2 more
rounds than the M1 but has slightly less consistent accuracy. However, the
marginal difference in accuracy isn't enough to dissuade one from 
considering it's equivalent deadliness and support capabilities. At about 
the same rate as the M1, you can drop foes in 1-2 shots and you can deliver
stunning blows by swinging the rifle's butt into your opponent. The 
Stosstruppe carries 7 spare magazines with 10 rounds of 8mm Mauser in each of
them.


5.0 - AUTOMATIC RIFLES


5.1 - Browning Automatic Rifle (BAR)

Primary: Automatic fire 
Secondary: Deploy bipod

Ammunition Capacity: 20 rounds

Reload Time: Average

Class Availability: American Support Infantry

This combination of an automatic and support weapon was introduced at the end 
of WWI to provide cover fire for troops approaching enemy trenches on the 
otherside of the grim and lethal "No Man's Land." In WWII, it was still a 
reliable weapon that reprised its role of pelting the enemy positions with
the same .30-06 rounds that the M1 used at an impressive rate of automatic
fire. The American Support Infantry class has this big beauty of a weapon as
his primary weapon. It has an attached bipod so you can prone with it deploy 
it on a fortification for delivering much more accurate support fire. However,
its 20 round magazine usually leaves it unreliable for lengthy suppresive fire
duty. Most players will use this gun to storm enemy positions with other 
offensive classes, hoping to mow down multiple troops with its powerful shots.
Barring headshots, you can typically take someone down with 2-3 hits. You have
12 magazines in reserve for this impressive weapon.


5.2 - STG-44 (MP44)

Primary: Automatic fire
Secondary: N/A

Ammunition Capacity: 30 rounds

Reload Time: Average

Class Availability: German Sturmtruppe

This assault weapon which bears a resemblance to the AK-47 (although its
internal functions are different) is the Axis' response to the allies' 
venerable BAR. Holding 10 more rounds in the magazine, it can outshoot the BAR
but its intermediately powered rifle cartridges are slightly weaker. Sometimes
a third or fourth shot can be required to kill an opponent. The gun has a wild
recoil pattern like the BAR but it can be controlled by experienced players. 
You have 6 spare magazines for the STG-44.


5.3 - FG42

Primary: Automatic fire
Secondary: Deploy bipod

Ammunition Capacity: 20 rounds

Reload Time: Average

Class Availability: German FG42-Zweibein

This Axis paratrooper rifle is probably one of the best guns in the game. 
Its torrential rate of fire coupled with its powerful rounds that do the same
amount of damage as the BAR make it a weapon to be feared even when it's in 
the hands of a moderately skilled player. Like the gravity knife, this weapon
is only available on Paratrooper maps or servers that enable paratrooper 
weapons. While this gun is mostly excellent in the game, it has a couple of 
cons. Its rate of fire quickly depletes the 20 round magazine and like the 
other automatic rifles, it has a fast muzzle climb. Like the BAR, the FG42 has
a bipod which can be deployed for support duty. Unlike the BAR, you only have 
8 spare magazines.


5.4 - FG42 Sniper

Primary: Automatic fire
Secondary: Aim through scope, semi-automatic fire

Ammunition Capacity: 20 rounds

Reload Time: Average

Class Availability: FG42 Zielfernrohr

The Axis get another bonus on paratrooper maps, the FG42 sniper. While still
having the normal FG42's vicious stopping power and rate of fire, it comes 
with a scope so you can double as a shock trooperand a support class. The
advantage of sniping with this gun is that you no longer have to take breaks
from looking through the scope to load the next shot. You can peer through the
scope for the whole time it takes for you to shoot an opponent with the semi-
automatic fire. Unlike the more conventional sniper rifles, it'll take two 
body hits to stop your target. You still have 8 spare magazines.


6.0 - MACHINE GUNS


6.1 - Browning M1919 (.30 cal)

Primary: Automatic fire
Secondary: Deploy machine gun (The bipod is in a permanently fixed position)

Ammunition Capacity: 150 round belt

Reload Time: Very Slow

Class Availibility: American Machine Gunner

The ".30 cal" is dod's most basic machine gun. It has a lengthy belt of ammo,
it doesn't suffer from overheating like the MG42, and it can suppress multiple
opponents at most ranges. Like every machine gun, it's best used when deployed
on a fortification or when proned. Firing the .30 cal while standing or 
running depletes your stamina and doesn't often prove to be useful as its
recoil is extremely high, throwing your aim high into the sky after a few
shots. It usually takes 2 hits from the .30 cal to kill someone and you have
an extra belt of ammunition for it. It's always a good idea to call for your
teammates to drop you extra ammo.


6.2 - MG34

Primary: Automatic fire
Secondary: Deploy bipod

Ammunition Capacity: 75 round drum

Reload Time: Very Slow

Class Availibility: German MG34 Schutze

This is the Axis' in-game version of the .30 cal. It has the rate of fire and
damage of the .30 cal but its handicap is that you can only load it with 75
round drums so you won't be flying through plentiful belts of ammunition like
you can with .30 cal or the MG42. This is gun is often the secondary choice 
between the two Axis machine guns but overall, it is still an excellent
suppressive fire weapon. The MG34 schutze even carries more total ammunition
than the other machine gunner classes: 450 rounds versus 300 for the 30 cal.
250 for the MG42. As with other machine gunner classes, deploy the bipod when 
proning or fixed on a fortification and fire away. You have 5 extra drums of
ammunition.


6.3 - MG42

Primary: Automatic fire
Secondary: Deploy bipod

Ammunition Capacity: "250" round belt

Reload Time: Very Slow

Class Availibility: German MG42 Schutze

This machine gun is one of the most noted weapons of WW2, be it in praise or
infamy. The vehement firing rate among other good characteristics made it 
perhaps the deadliest light machine gun of the period and is still considered
one of the best infantry machine guns ever made. These traits are carried on
in Day of Defeat quite well as its firing rate is the fastest of all of the
guns, even the FG42. A notable in-game characteristic of the weapon is that it
fires two rounds at a time (most likely to represent its horrific firing rate
in real life) so while the belt is 250 rounds, you actually have 125 SHOTS.
The MG42 is potentially the deadliest machine gun in the game because being
hit by both of the rounds in the "dual shot" will kill you, making the MG42 
a circumstantial one-shot-kill weapon. While deploying the MG42 will get you
the desired results from using a machine gun, some players will "rambo" with
the gun by running through closed in areas and shooting at walls and players
with its wide spray of two-round fire. You can consider the MG42 a makeshift
automatic shotgun when used in that sense. Remember to crouch when doing this
so you won't drain your stamina. You only have one extra belt of ammunition 
like with the .30 cal so calling for extra ammo is a must.

6.4 - Bren 

Primary: Automatic fire 
Secondary: Deploy bipod

Ammunition Capacity: 30 rounds

Reload Time: Average

Class Availability: British Gunner

Like the Sten, the Bren's name is a contraction. The Bren being a contraction
of (Br)no and (En)field. Brno being a large city in the Czech Republic where
the gun's original design came from. This gun fits two roles for the British 
team as a light machine gun for support and as an automatic rifle for mobile
operations. This gun has a slower rate of fire than the other machine guns but
that serves a good purpose as you only have 30 round magazines to fuel your
fire. Deploy the Bren on fortifications or when proning to use it as a machine
gun or you can run-and-gun with it like with the BAR, STG-44, or FG42 and 
become the mobile automatic support for your team. The damage report for this
gun is satisfactory, being able to kill enemies with 2-3 body shots. You have
5 spare magazines for the Bren so calling for extra ammo is a good idea.


7.0 - ROCKET LAUNCHERS AND GRENADES


7.1 - MkIIA1 fragmentation grenade

Primary: Pull the pin, throw the grenade
Secondary: Pull the pin, drop the grenade

Ammunition capacity: 1-2 grenades

Class Availibility: American Rifleman, Staff Sergeant, Sergeant, Master
Sergeant, and Support Infantry

The stereotypical fragmentation grenade: pull the pin, throw the grenade, 
watch the fireworks. This grenade is easy to identify with its pineapple
design (so as to create deadly fragments) and round profile. The grenade has a
5 second fuse so you'll have plenty of time to seek cover. You can throw
a better timed grenade by dropping it with your secondary function button, 
then picking it up with your use key (E by default) and throwing with your
primary attack. This will give you enemies less or even no time to run away
from your grenade. Rifleman carry 2 of these and automatic classes carry 1.
Snipers, machine gunners, and bazooka operators don't carry grenades.


7.2 - Mills Bomb

Primary: Pull the pin, throw the grenade
Secondary: Pull the pin, drop the grenade

Ammunition capacity: 1-2 grenades

Class Availibility: British Rifleman, Sergeant Major, Gunner

All of the grenades function the same way in Day of Defeat. The only
difference here is that Mills bomb has a darker look than the MkIIA1 and a
base plate sticking out of the bottom for use as a rifle-launched grenade. 
however, that feature is purely aesthetic as rifle launched grenades aren't
a feature in Day of Defeat. Employ the the same tactics as with the MKIIA1.
The British Rifleman gets 2 grenades while the automatics get 1. The Marksman
and PIAT operator don't get any grenades.


7.3 - Model 24 Stielhandgranate ("Potato Masher" or "stick grenade")

Primary: Pull the pin, throw the grenade
Secondary: Pull the pin, drop the grenade

Ammunition capacity: 1-2 grenades

Class Availibility: German Grenadier, Stosstruppe, Unteroffizier, Strumtruppe,
FG42 Zweibein, FG42 Zielfernrohr

Like the MkIIA1 and the Mills bomb, the only in-game differences with the
stielhandgranate is its visual appearance. The stielhandgranate had the 
grenade attached to the end of a hollow wooden stick which the pull
cord for starting the fuse ran through. The rifleman get 2 grenades while
the automatics get 1. The sniper, MG, and panzerschreck classes don't get any.


7.4 Bazooka

Primary: Fire rocket
Secondary: Shoulder Bazooka

Ammunition Capacity: 1 rocket

Reload Time: Above Average

Class Availability: Bazooka

While tanks aren't featured as targets, the bazooka still comes into play as
an anti-infantry and demolition weapon. On some maps, you can use the bazooka
to blast holes through walls to provide your team a shortcut through the map 
or an easy through enemy defenses. A direct hit to an opponent will kill them 
instantly but the splash damage from the rockets won't often kill a player at
100% health so their use as anti-infantry weapons is limited. A note about 
using the bazooka, and any rocket launcher for that matter, is that the 
further away a target is, the higher you must raise your crosshair. Over long
ranges the rockets will drop in trajectory and fall short of where you are
aiming. You must shoulder the bazooka with your secondary button before you 
can fire. You have 5 spare rockets and calling for an extra one from your team
is recommended.


7.5 PIAT (Projector, Infantry, Anti Tank)

Primary: Fire rocket
Secondary: Shoulder PIAT

Ammunition Capacity: 1 rocket

Reload Time: Above Average

Class Availability: PIAT

This is the rocket launcher available to the British team. All of the rocket 
launchers in Day of Defeat behave the same way with only visual differences.
This weapon has a shorter profile than the bazooka and has a top portion of 
the barrel cut away for easier reloading. Shoulder the PIAT with your 
secondary button and fire away. You have 5 spare rockets.


7.6 Panzerschreck

Primary: Fire rocket
Secondary: Shoulder Panzerschreck

Ammunition Capacity: 1 rocket

Reload Time: Above Average

Class Availability: Panzerjager

The panzerschreck was the German response to a captured American bazooka. 
While it functions just like the bazooka and PIAT in-game, it's most prominent
visual features are its large size and the blast shield fixed to the left and
front of the barrel. Remember to shoulder the panzerschreck before firing and
that you only have 5 spare rockets, so make them count where they're needed.

______________________________________________________________________________


IV - Sources Used

Information for this guide was gathered from in-game observation and the 
following webpages. 

http://en.wikipedia.org/wiki/List_of_World_War_II_weapons_of_the_United_
Kingdom
http://en.wikipedia.org/wiki/Category:World_War_II_American_infantry_weapons
http://en.wikipedia.org/wiki/Category:World_War_II_German_infantry_weapons


V - Dedication

I dedicate this guide to the Boobies Avalanche 2 server.


VI - Contact and Copyright Information

Comments, and questions can be emailed to [email protected] or messaged to 
Coba Beach on AIM if you manage to catch me on it.

Copyright Mike Cheung 2006

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.