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Info Home • Allied Classes • Axis Classes

Axis 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 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, but 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 Weapons:
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 apart? The shovel works exactly in the same way as it's 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 out there) 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.

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

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 headshot 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

Grenade damage and Rocket Launcher damage is not tabulated here, due to the 'splash' nature of the damage they deal. A direct hit with either will kill an enemy though.

Axis Rifleman Class
Primary Weapon:
Mauser Kar 98

Magazine Capacity:
5 rounds, with 12 extra clips


Secondary Fire:
'Ironsight' zoom

Equipment:
2 Rifle Grenades
Entrenching Shovel


Chestshot:110
Headshot:275
Arm/Leg shot:83
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 your advantage and your team's advantage. 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 Mp40s and Mp44s, the submachineguns can take care of immediate threats while the Kar scouts out and removes the distant threats.

Axis 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


Chestshot:40
Headshot:100
Arm/Leg shot:30
The Wehrmacht Assault class is identical to the U.S. Army Assault Class, with the only difference being the actual weapon being fired. 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 nice 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 (n00bs, 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.

Axis 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


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

Axis Sniper Class
Primary Weapon:
Mauser Kar 98 w/ Scope

Magazine Capacity:
5 rounds, with 12 extra clips


Secondary Fire:
Scope Zoom

Equipment:
Walther P38
Entrenching Shovel


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

Axis Machine Gunner Class
Primary Weapon:
MG-42 light machine gun w/bipod

Magazine Capacity:
250-round belt, with 1 additional belt


Secondary Fire:
Deploy/Retract Bipod

Equipment:
Walther P38
Entrenching Shovel


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

Axis Rocket Class
Primary Weapon:
Panzerschreck Raketen-Panzerbüchse 54

Magazine Capacity:
5 rockets


Secondary Fire:
Shoulder Panzerschreck

Equipment:
Mauser C96 w/ M712 attachment

Magazine Capacity:
20, w/ 2 extra mags

Chestshot:NA
Headshot:NA
Arm/Leg shot:NA
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 doesn't have the time to line up the shot, or the Machine Gunner doesn't have the time to set up his bipod. Sometimes, firing a rocket right at him is the best way to get the job done, and the Panzerschreck can do that for you. 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. Hey, loaded rocket launchers are heavy. Secondly, 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 trail by aiming higher than whatever it is you're aiming at (which, lets face it, is probably an enemy Machine Gunner or Sniper).

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