{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.