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CoC weapon strategies and basics

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Guns and Grenades

How to use each specific gun to your advantage

Weapons are Very Important. Use each weapon to it's potential to become a great player. Read on and you will learn what each gun is best designed for.
In each regiment mission there is 2 diffirent types of guns and some ammo boxes. For the Germans there is a MG42 and a Mp40 plus ammo boxes. The U.S commander can give out a B.A.R(browning automatic rifle), and a thompson, plus ammo boxes.
The Bar and Mg42 are basically the same type of weapon because they are both heavy machine guns that start with 900 rounds. Both shoot 10 rounds at a time and are great for long range and close up shooting accuracy and deadliness.
The Thompson(u.s) or Mp40(german) are both submachine guns. They fire sparatically and don't have good shooting accuracy/% in close or long range. The machine gun and standard issue rifle either garand(U.S) or Muaser(German) have much better shooting % compared to the sub-machine gun. Even though the thompson doesn't have a good shooting % it will shoot first. So if you run around a corner and meet somebody and you have a thompson and he doesn't you will shoot first most likey. But you might still die because a Machine gun rips you apart. Since these fire sparatically they waste ammo fast. For this weakness the Commander should give a guy who has Sub-machine guns ammo boxes. So use the ammo box for your sub-machine gun.
Last Gun is the standard issue rifles Garand (U.S) and Mauser(German). Each soldier gets equiped with one of these weapons. The rifles have a fairly good shooting % but shoot only a few at a time and have to reload. but since it has decent shooting % you will most likely take a guy out if you are really close to him but it takes a long time for the gun to aim. These can be used for anything since it is a all purpose gun. But I wouldn't suggest only having rifles because you couldn't hold many men off with all rifles and would soon be under great pressure. Thats why its good to have each weapon at least.
Last thing is an ammo box. If you are a commander make sure you give ammo boxes to people who have sub-machine guns(thompson or MP40)
For more info on weapons visit the CoC weapon page.Click here for 2am's weapon page.


Grenades Tips/info

Grenades are very useful and important in every game you play. The farthest a grenade can go is 2 or 3 some times 4 squares and it can stunn from 1 square away. When you get around that distance to somebody you should throw a grenade. You might want to throw a grenade before that. If you see a guy running towards you throw the grenade in the position he's running to to stunn him because most likely is, by the time the nade actuall hits the ground he will be near that location and get stunned. If you throw a grenade and stunn a guy run a bit and then throw another nade so he doesn't unstunn. Then you can run up and kill him him. When attacking a window with grenades it might be better to throw a few nades before going up to it because if he is lying down then he won't be won't stunned. If they are lying down to trick you then try to throw a grenade into the building and that will surely stunn them. Grenades are very useful offensive tools and defensive i suggest going into a room and testing grenade across corners and straight. Keep testing and so you know exactly where in each level where you can throw a nade and stuff. P.S if you see a guy ahead in a further wall and your running to the closer wall nade that wall they might be hiding.


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More info on Weapons

The main weapons of the American and German armies are represented in Chain of Command. Currently, these weapons are distinguished only in the dimensions of their hit probability and their suppressive effects. Additionally, there is no distinction drawn between different weapons in the same general class. In future versions it is possible that the weapons will be distinguished by other important characteristics. Accuracy While much attention is paid by target shooters to the minute differences in the accuracy of weapons of the same general class, this is of less importance to soldiers, and by and large one full-powered rifle was as accurate as another. Indeed, the accuracy of rifle fire was far more dependent on the quality of the shooter, than on intrinsic characteristics of the weapons themselves. With automatic weapons, however, some factors did greatly affect accuracy differences between the different weapons. The primary ones were weight and rate-of-fire. These are discussed below. Aim Speed (Handiness) At ranges of under 30 meters any inherent accuracy differences between weapons, even between arms of different classes, is of virtually no importance. At this range the shooter is as likely to hit his target with one weapon as with another. The factor that is most important at such a range is the speed with which a weapon can be brought to bear. Small submachine guns and carbines, with their lightness and small size, have an advantage in this respect over the longer rifles, and a huge advantage over the heavier machine guns. Additionally, at close range, the enemy is likely to appear from different directions, and the ability to quickly swing one's weapon about is extremely important. Weapons that are mounted or emplaced the most handicapped in this regard, and often their crews would be armed with some handy secondary weapon, like a carbine, to take care of rude strangers who interrupted their work. Rate of Fire The effects of automatic fire rate on fire effectiveness are complex. It is generally understood that the longer the burst of fire, the less accurate each subsequent bullet, to the extent that the fourth and later bullets of a burst are considered wasted. If the weapon is lighter, or if it fires at a higher rate, this relationship is even more pronounced. Emplacing, mounting or bracing a weapon can mitigate against this effect, somewhat. On the other hand, the more bullets that are put into an area in the shorter span of time, the greater the likelihood that a target will be hit. This is especially important for group and moving targets. This was precisely the reason why the German machine guns were given such high rates of fire. Magazine/Clip/Belt Capacity Weapons differ in the number of rounds that they have available in them at any one time, and the time taken to replenish this resource. Quick-change box magazines are replaced more quickly than strippable chargers, or machine gun belts. But boxed machine gun belts often contained 250 rounds that could be fired off without a single pause to reload. For close range fighting, where hit probabilities are high, the weapon with largest magazine capacity and the fastest method of change should be used. Emplacement Some weapons fire equally well when the firer braces it on some solid object as when he does not. For example, when one fires a pistol it makes almost no difference if one is kneeling, prone, or standing, or if the pistol is being rested on something or not. Other weapons display a marked difference between their braced effectiveness and their non-braced effectiveness. The weighty German machine guns could fire from the hip, but the shooting was not very accurate (although it no doubt had good suppressive effects). However, when rested on their bipods on the ground or on some solid object, these weapons were very effective in their fire. Most infantry weapons, those rifles, carbines and submachine guns fall somewhere midway between pistols and machine guns in the difference between the braced and their non-braced capabilities. They were also easier than machine guns to bring to bear quickly from the braced situation, onto a new target outside the covered arc. This factor means that the heavier weapons are not good for assault, and also need protection from flank surprises once emplaced.