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Day of Infamy: Difference between revisions

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|name=Day of Infamy
|name=Day of Infamy
|picture=dayofinfamy.jpg
|picture=dayofinfamy.jpg
|date=March 23, 2017
|date=March 23, 2017 (Standalone release)
|developer=New World Interactive  
|developer=New World Interactive  
|publisher=New World Interactive
|publisher=New World Interactive
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}}
}}


'''Day of Infamy''' is the standalone version of the ''[[Insurgency]]'' mod ''Day of Infamy'', and is set to be the spiritual successor of ''[[Day of Defeat]]''. The game is set in the Western Front of World War II, and objectives involve capturing and defending objectives to increase territory and spawn waves. Aiming for more realism than most first person shooters, many UI elements such as a health bar and crosshair has been omitted. However, compromises with realism has been made for the sake of gameplay, which explains some anachronistic weaponry in the arsenal. Teams are split into various classes, namely:
'''''Day of Infamy''''' is the standalone version of the ''[[Insurgency]]'' mod ''Day of Infamy'', and is set to be the spiritual successor of ''[[Day of Defeat]]''. The game is set in the Western Front of World War II, and objectives involve capturing and defending objectives to increase territory and spawn waves. Aiming for more realism than most first person shooters, many UI elements such as a health bar and crosshair has been omitted. However, compromises with realism has been made for the sake of gameplay, which explains some anachronistic weaponry in the arsenal. Teams are split into various classes, namely:
*Officers, who can call in radio support
*Officers, who can call in radio support
*Radiomen, who can capture points faster with their radio
*Radiomen, who can capture points faster with their radio
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Allied forces consist of the Commonwealth and the US Army and Axis forces consist of the Wehrmacht. Each team has different equipment that promotes different playstyles. As of the game's full release, it also includes custom "units" that players can unlock via progression so as to increase the aesthetic variety in each game. To keep this in lieu with realism, maps will only allow for units that have served there. For example, Ortona will allow for Canadian units to be equipped, while Dog Red will disable the selection of US Paratroopers.
Allied forces consist of the Commonwealth and the US Army and Axis forces consist of the Wehrmacht. Each team has different equipment that promotes different playstyles. As of the game's full release, it also includes custom "units" that players can unlock via progression so as to increase the aesthetic variety in each game. To keep this in lieu with realism, maps will only allow for units that have served there. For example, Ortona will allow for Canadian units to be equipped, while Dog Red will disable the selection of US Paratroopers.
The game spawned a WW1 mod, called ''[[Screaming Steel: 1914-1918]]''.


'''The following weapons appear in the video game ''Day of Infamy'':'''
'''The following weapons appear in the video game ''Day of Infamy'':'''
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===Walther PPK===
===Walther PPK===
The [[Walther PPK]] is available to the assault, support, radioman, engineer and sniper. It is based on the model chambered in .32ACP and holds 7 rounds in its magazine.
The [[Walther PPK]] is available to the assault, support, radioman, engineer and sniper. It is based on the model chambered in .32 ACP and holds 7 rounds in its magazine.
[[Image:WaltherPPK.jpg|thumb|none|350px|Walther PPK - 9mm Kurz]]
 
[[File:Pre-WWII PPK.jpg|thumb|350px|none|Pre-WWII Walther PPK - 7.65x17mm Auto (.32 ACP)]]
[[Image:PPKMenu.jpg|thumb|none|600px|The Walther PPK in the customization menu]]
[[Image:PPKMenu.jpg|thumb|none|600px|The Walther PPK in the customization menu]]
[[Image:PPKHold.jpg|thumb|none|600px|Holding the Walther PPK]]
[[Image:PPKHold.jpg|thumb|none|600px|Holding the Walther PPK]]
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===Mauser C96===
===Mauser C96===
The [[Mauser C96]] is available to the officer and flamethrower and holds 10 rounds in its internal magazine. Bizarrely, it can be reloaded mid-clip, with the player pulling the bolt back and watching the unspent rounds fly out one after another in a fantastic and otherworldly fashion before adding a fresh clip. In an early iteration of the test branch of the game a "broomhandle" stock was available but it has since been removed
The [[Mauser C96]] is available to the officer and flamethrower and holds 10 rounds in its internal magazine. Bizarrely, it can be reloaded mid-clip, with the player pulling the bolt back and watching the unspent rounds fly out one after another in a fantastic and otherworldly fashion seemingly inspired by the [[Steyr M1912]] before adding a fresh clip. In an early iteration of the test branch of the game a "broomhandle" stock was available but it has since been removed.
[[Image:C96Pistol.jpg|thumb|none|350px|C96 - 7.63x25mm Mauser]]
[[File:C96Pistol.jpg|thumb|none|350px|Mauser C96 - 7.63x25mm Mauser]]
[[Image:C96Menu.jpg|thumb|none|600px|The Mauser C96 in the customization menu]]
[[File:C96Menu.jpg|thumb|none|600px|The Mauser C96 in the customization menu.]]
[[Image:C96Hold.jpg|thumb|none|600px|Holding the C96]]
[[File:C96Hold.jpg|thumb|none|600px|Holding the C96.]]
[[Image:C96Aim.jpg|thumb|none|600px|Aiming the C96]]
[[File:C96Aim.jpg|thumb|none|600px|Aiming the C96.]]
[[Image:DOIC96Reload1.jpg|thumb|none|600px|Reloading the C96 mid-clip]]
[[File:DOIC96Reload1.jpg|thumb|none|600px|Reloading the C96 mid-clip.]]
[[Image:C96Reload.jpg|thumb|none|600px|Reloading the C96]]
[[File:C96Reload.jpg|thumb|none|600px|Reloading the C96.]]
[[Image:C96Bash.jpg|thumb|none|600px|Melee bashing with the C96]]
[[File:C96Bash.jpg|thumb|none|600px|Melee bashing with the C96.]]


==Rifles==
==Rifles==
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====Karabiner 98k with 30mm ''Schiessbecher'' grenade launcher====
====Karabiner 98k with 30mm ''Schiessbecher'' grenade launcher====
The 30mm [[Gewehrgranatengerät Rifle Grenade Launcher|Schiessbecher]] also called as [[Gewehrgranatengerät Rifle Grenade Launcher|Gewehrgranatgerät]] is available only to the Wehrmacht rifleman, even the engineer has no access to it. When the game was in alpha, to equip it the character would load in a blank before loading the grenade in. To reload you would chamber another blank prior to loading the next grenade. To de-equip you would remove the blank and remove the grenade launcher. As of beta, this animation has been simplified such that blanks are no longer loaded.
The 30mm ''[[Schiessbecher]]'' rifle grenade launcher, also called ''[[Gewehrgranatengerät]]'', is available only to the Wehrmacht rifleman, even the engineer has no access to it. When the game was in alpha, to equip it the character would load in a blank before loading the grenade in. To reload you would chamber another blank prior to loading the next grenade. To de-equip you would remove the blank and remove the grenade launcher. As of beta, this animation has been simplified such that blanks are no longer loaded.
 
The grenade launcher can be fired and aimed from a standing position.
The grenade launcher can be fired and aimed from a standing position.


[[Image:Gewehrgranatgerat 41.jpg|thumb|none|350px|Gewehrgranatengerät, mounted on Karabiner 98k rifle.]]
NOTE: When equipping grenade launchers the player is no longer able to melee bash with them.
NOTE: When equipping grenade launchers the player is no longer able to melee bash with them.
[[File:Schiessbecher.jpg|thumb|none|350px|''Gewehrgranatengerät'' (a.k.a. ''Schiessbecher'')]]
[[Image:K98GLMenu.jpg|thumb|none|600px|Karabiner 98k with grenade launcher in customization menu]]
[[Image:K98GLMenu.jpg|thumb|none|600px|Karabiner 98k with grenade launcher in customization menu]]
[[Image:K98GLHold.jpg|thumb|none|600px|Holding a Karabiner 98k with a 30mm grenade loaded]]
[[Image:K98GLHold.jpg|thumb|none|600px|Holding a Karabiner 98k with a 30mm grenade loaded]]
[[Image:K98GLAim.jpg|thumb|none|600px|Aiming the grenade launcher]]
[[Image:K98GLAim.jpg|thumb|none|600px|Aiming the grenade launcher]]
[[Image:K98GLReload1.jpg|thumb|none|600px|Loading a fresh grenade...]]
[[Image:K98GLReload1.jpg|thumb|none|600px|Loading a fresh ''Gewehrsprenggranate'' grenade...]]
[[Image:K98Reload2.jpg|thumb|none|600px|... And cycling the bolt to chamber an imaginary blank]]
[[Image:K98Reload2.jpg|thumb|none|600px|... And cycling the bolt to chamber an imaginary blank]]


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====Gewehr 43 with ZF4====
====Gewehr 43 with ZF4====
Equipping the "4x scope" will attach a ZF-4 to the Gewehr 43. As its name implies the scope's magnification has been increased to 4x for gameplay purposes.
Equipping the "4x scope" will attach a ZF-4 to the Gewehr 43.
[[Image:Gew 43.jpg|thumb|none|350px|Gewehr 43 with ZF-4 - 7.92x57mm]]
[[File:Gew 43.jpg|thumb|none|350px|Gewehr 43 with ZF-4 - 7.92x57mm Mauser]]
[[Image:K43Menu.jpg|thumb|none|600px|Gewehr 43 with ZF4 in the customization menu]]
[[File:K43Menu.jpg|thumb|none|600px|Gewehr 43 with ZF4 in the customization menu.]]
[[Image:K43Hold.jpg|thumb|none|600px|Holding the scoped Gewehr 43]]
[[File:K43Hold.jpg|thumb|none|600px|Holding the scoped Gewehr 43.]]
[[Image:K43Aim.jpg|thumb|none|600px|Looking through the ZF-4]]
[[File:K43Aim.jpg|thumb|none|600px|Looking through the ZF-4.]]


===FG-42===
===FG-42===
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The weapon is limited to maps where the ''Fallschirmjägers'' are available, and is available to any player in the support class, regardless of whether he has the unit unlocked. This is to make faction loadouts more realistic, but maps like Crete set in 1941 have them available as well consequentially.
The weapon is limited to maps where the ''Fallschirmjägers'' are available, and is available to any player in the support class, regardless of whether he has the unit unlocked. This is to make faction loadouts more realistic, but maps like Crete set in 1941 have them available as well consequentially.
[[Image:Firearm FG42.jpg|thumb|none|350px|FG-42 (1st pattern) with ZFG-42 - 7.92x57mm]]
[[Image:FG421stPattern.jpg‎|thumb|none|350px|FG 42 with iron sights flipped up (no scope mounted), 1st pattern (metal buttstock and sharply-angled pistol grip) - 7.92x57mm Mauser‎]]
[[Image:FG42Menu.jpg|thumb|none|600px|FG-42 in customization menu.]]
[[Image:FG42Menu.jpg|thumb|none|600px|FG-42 in customization menu.]]
[[Image:FG42Hold.jpg|thumb|none|600px|Holding the FG-42.]]
[[Image:FG42Hold.jpg|thumb|none|600px|Holding the FG-42.]]
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====FG-42 with ZFG-42====
====FG-42 with ZFG-42====
Equipping the "4x Scope" attaches a ZFG-42 to the FG-42 and folds down its iron sights.
Equipping the "4x Scope" attaches a ZFG-42 to the FG-42 and folds down its iron sights.
[[Image:Firearm FG42.jpg|thumb|none|350px|FG-42 (1st pattern) with ZFG-42 - 7.92x57mm]]
[[Image:ZFG42Menu.jpg|thumb|none|600px|FG-42 in customization menu.]]
[[Image:ZFG42Menu.jpg|thumb|none|600px|FG-42 in customization menu.]]
[[Image:ZFG42Hold.jpg|thumb|none|600px|Holding the scoped FG-42.]]
[[Image:ZFG42Hold.jpg|thumb|none|600px|Holding the scoped FG-42.]]
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===Mauser C96 Carbine/M712 ''Schnellfeuer''/M1917 Trench Carbine hybrid===
===Mauser C96 Carbine/M712 ''Schnellfeuer''/M1917 Trench Carbine hybrid===
A hybrid of the [[Mauser C96 "Broomhandle"|Mauser C96 Carbine]], [[Mauser M712 Schnellfeuer]] and M1917 Trench Carbine was introduced on September 29. It appears to be a C96 Carbine combined with the select-fire capabilities of the M712 ''Schnellfeuer'' in a bid to resemble the Trench Carbine, and is referred to in-game as the "C96 M1932", despite neither none of the three. It is available to the assault oddly and holds 20+1 rounds in its magazine. The extended magazine option adds the 40-round magazine that is iconic of the Trench Carbine.
A hybrid of the [[Mauser C96 "Broomhandle"|Mauser C96 Carbine]], [[Mauser M712 Schnellfeuer]], and M1917 Trench Carbine was introduced on September 29. It appears to be a C96 Carbine combined with the select-fire capabilities and detachable magazines of the M712 ''Schnellfeuer'', in a bid to resemble the Trench Carbine; it goes by the in-game name of "C96 M1932", a combination of the names of the original C96 and the unofficial collector name for the M712 (since it entered production in 1932). It is available to the assault class, oddly enough, and holds 20+1 rounds in its magazine; the extended magazine option replaces this with a 40-round magazine like that of the Trench Carbine.


''It is unlikely for such a configuration to be used by the Wehrmacht. The M1917 Trench Carbine was designed and rejected as a possible weapon for the Sturmtruppen of WWI, the C96 Carbine was for exports only, and if anything, the slightly more fathomable situation would be a rich officer owning an M712 with a broomhandle stock, even then he would use a 20 round magazine, not a 40-round one.''
Needless to say, it is unlikely that such a weapon was ever used by the Wehrmacht - the M1917 Trench Carbine was designed and rejected as a possible weapon for the Sturmtruppen of WWI, and the C96 Carbine was primarily meant as a commercial/export gun; a slightly more reasonable substitute would be an M712 with a holster-stock (though even then, it'd be more likely to show up in the hands of a wealthy officer than a common soldier, nevermind the non-existence of 40-round 7.62x25mm magazines).
[[Image:C96carbine.jpg|thumb|none|350px|Mauser C96 Carbine - 7.63x25mm]]
[[File:C96carbine.jpg|thumb|none|350px|Mauser C96 Carbine - 7.63x25mm Mauser]]
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 ''Schnellfeuer'' - 7.63x25mm]]
[[File:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 ''Schnellfeuer'' - 7.63x25mm Mauser]]
[[Image:M1917Trench.jpg|thumb|none|350px|Mauser M1917 Trench Carbine - 7.63x25mm - ''Note the shorter 9" barrel and the extended receiver designed to reduce hammer bite, coupled with the removable magazine, all are features that distinguish it from the C96 Carbine'']]
[[File:M1917Trench.jpg|thumb|none|350px|Mauser M1917 Trench Carbine - 9x19mm Parabellum. Note the shorter 9" barrel, the extended receiver designed to reduce hammer bite, and the removable magazine, all features that distinguish it from the C96 Carbine.]]
[[Image:UglyMenu.jpg|thumb|none|600px|"C96 M1932" in the customization menu]]
[[File:UglyMenu.jpg|thumb|none|600px|The "C96 M1932" in the customization menu.]]
[[Image:UglyHold.jpg|thumb|none|600px|Holding the "C96 M1932"]]
[[File:UglyHold.jpg|thumb|none|600px|Holding the Frankenmauser, wary of the unnatural abilities that it may possess.]]
[[Image:UglyAim.jpg|thumb|none|600px|Aiming the "C96 M1932"]]
[[File:UglyAim.jpg|thumb|none|600px|Like, for example, teleportation.]]
[[Image:UglyReload.jpg|thumb|none|600px|Reloading the "C96 M1932"]]
[[File:UglyReload.jpg|thumb|none|600px|Reloading the submachine-pistol-carbine-thing.]]
[[Image:UglyBash.jpg|thumb|none|600px|Melee bashing with the "C96 M1932"]]
[[File:UglyBash.jpg|thumb|none|600px|Swinging the stock at nothing in particular, having nobody else to blame this thing on.]]


==Machine Guns==
==Machine Guns==
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==Rifles==
==Rifles==


===Lee-Enfield No 4 Mk I===
===Lee-Enfield No. 4 Mk I===
The [[Short Magazine Lee-Enfield (SMLE)|Lee-Enfield No 4 Mk I]] appears in Day of Infamy as "Lee-Enfield No 4" and is available to the officer, rifleman, radioman, engineer and sniper classes. It holds 10 rounds in its box magazine. That on top of it having the highest rate of fire among all three rifles makes the Lee-Enfield No 4 Mk I arguably the best bolt-action rifle in this game, however this advantage means nothing in the face of automatic weapons and semi-automatic weapons.
The [[Lee-Enfield No. 4 Mk I]] appears in Day of Infamy as "Lee-Enfield No 4" and is available to the officer, rifleman, radioman, engineer and sniper classes. It holds 10 rounds in its box magazine. That on top of it having the highest rate of fire among all three rifles makes the Lee-Enfield No. 4 Mk I arguably the best bolt-action rifle in this game, however this advantage means nothing in the face of automatic weapons and semi-automatic weapons.


The Lee-Enfield No 4 Mk I is capable of equipping the No 4 spike bayonet and the anachronistic No 9 Mk I bayonet. Oddly enough, only the rifleman has access to the No 4 bayonet, while everyone else is stuck with No 9 bayonets. This can be easily rectified with mods.
The Lee-Enfield No. 4 Mk I is capable of equipping the No. 4 spike bayonet and the anachronistic No. 9 Mk I bayonet. Oddly enough, only the rifleman has access to the No. 4 bayonet, while everyone else is stuck with No 9 bayonets. This can be easily rectified with mods.
[[Image:LeeEnfield4Rifle.jpg|thumb|none|350px|Lee-Enfield No 4 Mk I - .303 British]]
[[Image:LeeEnfield4Rifle.jpg|thumb|none|350px|Lee-Enfield No. 4 Mk I - .303 British]]
[[Image:DOINo4Menu.jpg|thumb|none|600px|The Lee-Enfield No 4 Mk I in the customization menu]]
[[Image:DOINo4Menu.jpg|thumb|none|600px|The Lee-Enfield No. 4 Mk I in the customization menu]]
[[Image:DOINo4Hold.jpg|thumb|none|600px|Holding the Lee-Enfield No 4 Mk I]]
[[Image:DOINo4Hold.jpg|thumb|none|600px|Holding the Lee-Enfield No. 4 Mk I.]]
[[Image:DOINo4Aim.jpg|thumb|none|600px|Aiming the Lee-Enfield No 4 Mk I]]
[[Image:DOINo4Aim.jpg|thumb|none|600px|Aiming the Lee-Enfield No. 4 Mk I.]]
[[Image:DOINo4Reload.jpg|thumb|none|600px|Reloading the Lee-Enfield No 4 Mk I with stripper clips]]
[[Image:DOINo4Reload.jpg|thumb|none|600px|Reloading the Lee-Enfield No. 4 Mk I with stripper clips.]]
[[Image:DOINo4Stab.jpg|thumb|none|600px|Bayonet thrusting]]
[[Image:DOINo4Stab.jpg|thumb|none|600px|Bayonet thrusting.]]
[[Image:DOINo4Bash.jpg|thumb|none|600px|Melee bashing with the Lee-Enfield No 4 Mk I]]
[[Image:DOINo4Bash.jpg|thumb|none|600px|Melee bashing with the Lee-Enfield No. 4 Mk I.]]




Scoring 200 headshots with the Lee Enfield No 4 Mk I would unlock a clothwrap for your rifle, whereas scoring 800 kills with the Lee Enfield No 4 Mk I would unlock the veteran texture.
Scoring 200 headshots with the Lee-Enfield No. 4 Mk I would unlock a clothwrap for your rifle, whereas scoring 800 kills with the Lee-Enfield No. 4 Mk I would unlock the veteran texture.




[[Image:DOINo4Cloth.jpg|thumb|none|600px|Lee Enfield No 4 Mk I with clothwrap]]
[[Image:DOINo4Cloth.jpg|thumb|none|600px|Lee-Enfield No. 4 Mk I with clothwrap.]]
[[Image:DOINo4Worn.jpg|thumb|none|600px|"Veteran" Lee-Enfield No 4 Mk I]]
[[Image:DOINo4Worn.jpg|thumb|none|600px|"Veteran" Lee-Enfield No. 4 Mk I.]]


====Lee-Enfield No 4 Mk I (T)====
====Lee-Enfield No. 4 Mk I (T)====
Equipping the "4x scope" adds a No 32 scope and a cheekpad to the Lee-Enfield No 4 Mk I, essentially converting it to a Lee-Enfield No 4 Mk I (T). This is only available to the sniper. As its name suggests, the 3.5x scope's magnification had been raised to 4x to match its contemporaries.
Equipping the "4x scope" adds a No 32 scope and a cheekpad to the Lee-Enfield No. 4 Mk I, essentially converting it to a Lee-Enfield No. 4 Mk I (T). This is only available to the sniper. As its name suggests, the 3.5x scope's magnification had been raised to 4x to match its contemporaries.
[[Image:Smle4mk1t.jpg|thumb|none|350px|Lee-Enfield No 4 Mk I (T) - .303 British]]
[[Image:Smle4mk1t.jpg|thumb|none|350px|Lee-Enfield No. 4 Mk I (T) - .303 British]]
[[Image:DOINo32Menu.jpg|thumb|none|600px|The Lee-Enfield No 4 Mk I (T) in the customization menu]]
[[Image:DOINo32Menu.jpg|thumb|none|600px|The Lee-Enfield No. 4 Mk I (T) in the customization menu.]]
[[Image:DOINo32Hold.jpg|thumb|none|600px|Holding the Lee-Enfield No 4 Mk I (T)]]
[[Image:DOINo32Hold.jpg|thumb|none|600px|Holding the Lee-Enfield No. 4 Mk I (T).]]
[[Image:DOINo32Aim.jpg|thumb|none|600px|Looking through the No 32 scope]]
[[Image:DOINo32Aim.jpg|thumb|none|600px|Looking through the No 32 scope]]


====Lee-Enfield No 4 Mk I (T) with Winchester A5 scope====
====Lee-Enfield No. 4 Mk I (T) with Winchester A5 scope====
Equipping the "7x scope" mounts a cheekpad and a Winchester A5 (?!) scope, hence replacing the more accurate and realistic No 32 scope. The Winchester A5 has been seen on many weapons, including the venerable SMLE No 1 Mk III, but the No 4 Mk I (T) just happens to not be one of them. This is to make the scope used closer in magnification to the stated magnification in-game. This attachment is only available to the sniper.
Equipping the "7x scope" mounts a cheekpad and a Winchester A5 (?!) scope, hence replacing the more accurate and realistic No 32 scope. The Winchester A5 has been seen on many weapons, including the venerable SMLE No 1 Mk III, but the No. 4 Mk I (T) just happens to not be one of them. This is to make the scope used closer in magnification to the stated magnification in-game. This attachment is only available to the sniper.


This unlikely attachment is an odd choice for a game where attachments are highly specific to the weapon itself, with the Karabiner 98k having a specific ZF4 mount, the M1 Garand and M1903A3 using separate grenade launcher models, and the No 4 Mk I using anachronistic Energa grenades simply because they were more plausible than the idea of No 4 Mk Is with SMLE cup launchers.
This unlikely attachment is an odd choice for a game where attachments are highly specific to the weapon itself, with the Karabiner 98k having a specific ZF4 mount, the M1 Garand and M1903A3 using separate grenade launcher models, and the No. 4 Mk I using anachronistic Energa grenades simply because they were more plausible than the idea of No. 4 Mk Is with SMLE cup launchers.
[[Image:DOIA5Menu.jpg|thumb|none|600px|The Lee-Enfield No 4 Mk I (T) with a Winchester A5 in the customization menu, complete with odd and awkward mounting]]
[[Image:DOIA5Menu.jpg|thumb|none|600px|The Lee-Enfield No. 4 Mk I (T) with a Winchester A5 in the customization menu, complete with odd and awkward mounting]]
[[Image:No4WinA5WieldDOI.jpg|thumb|none|600px|Tommy holds the No 4 Mk I (T) on the beaches of Sicily as he contemplates drowning the monstrosity in the sea he emerged from]]
[[Image:No4WinA5WieldDOI.jpg|thumb|none|600px|Tommy holds the No. 4 Mk I (T) on the beaches of Sicily as he contemplates drowning the monstrosity in the sea he emerged from]]
[[Image:DOIA5Aim.jpg|thumb|none|600px|Looking through the Winchester A5 - ''Note the incorrect scope reticle, the Winchester A5 uses a single post.'']]
[[Image:DOIA5Aim.jpg|thumb|none|600px|Looking through the Winchester A5 - ''Note the incorrect scope reticle, the Winchester A5 uses a single post.'']]


====Lee Enfield No 4 Mk I with Projector Mk 5====
====Lee-Enfield No. 4 Mk I with Projector Mk 5====
Equipping "Rifle Grenades" will add a Projector Mk 5 mount for Energa anti-tank rifle grenades which are highly anachronistic, being developed only in the 1950s. This attachment is only available to the rifleman class. Like the cup grenade launcher for the Karabiner 98k, the player no longer loads blank rounds into the rifle prior to loading the grenade.
Equipping "Rifle Grenades" will add a Projector Mk 5 mount for [[Energa Rifle Grenade|Energa anti-tank rifle grenades]] which are highly anachronistic, being developed only in the 1950s. This attachment is only available to the rifleman class. Like the cup grenade launcher for the Karabiner 98k, the player no longer loads blank rounds into the rifle prior to loading the grenade. A more accurate grenade would be the No.68 AT Grenade fired from a cup launcher or possibly the No.85, an improved British variant of the American M9A1 Rifle Grenade from the immediate post-WW2 period.
[[Image:Standard-2.jpg|thumb|none|350px|Energa rifle grenade and mounting - 75mm]]
[[File:Enfield No 4 Rifle Grenade.jpg|thumb|none|350px|Rifle grenade launcher for Lee-Enfield No. 4 Mk I (Projector Grenade, Rifle No. 4 with Sight, Mk. 5)]]
[[Image:DOIEnergaMenu.jpg|thumb|none|600px|The Lee-Enfield No 4 Mk I with Energa grenades and Projector Mk 5 mounting in the customization menu]]
[[Image:Standard-2.jpg|thumb|none|350px|Energa rifle grenade (M29 training grenade) - 75mm]]
[[Image:DOIEnergaHold.jpg|thumb|none|600px|Holding the Lee-Enfield No 4 Mk I with an Energa grenade mounted]]
[[Image:DOIEnergaMenu.jpg|thumb|none|600px|The Lee-Enfield No. 4 Mk I with Energa grenades and Projector Mk 5 mounting in the customization menu]]
[[Image:DOIEnergaHold.jpg|thumb|none|600px|Holding the Lee-Enfield No. 4 Mk I with an Energa grenade mounted]]
[[Image:DOIEnergaAim.jpg|thumb|none|600px|Aiming the grenade launcher]]
[[Image:DOIEnergaAim.jpg|thumb|none|600px|Aiming the grenade launcher]]
[[Image:DOIEnergaReload1.jpg|thumb|none|600px|Reloading the Energa launcher - ''The player attaches a new rifle grenade...'']]
[[Image:DOIEnergaReload1.jpg|thumb|none|600px|Reloading the Energa launcher - ''The player attaches a new rifle grenade...'']]
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[[Image:DOIDrumReload2.jpg|thumb|none|600px|''... And switches drums'']]
[[Image:DOIDrumReload2.jpg|thumb|none|600px|''... And switches drums'']]


===Owen Gun Mk I/1942===
===Owen Gun Mk I===
Added into the Aussie Update for Day of Infamy is the [[Owen Submachine Gun|Owen Gun Mk I/1942]], available to the assault class and officer on maps where Australians are available to play on. It feeds from a 33-round magazine and fires from an open bolt, not to mention it has a relatively fast rate of fire compared to its contemporaries.
Added into the Aussie Update for Day of Infamy is the [[Owen Submachine Gun|Owen Gun Mk I]], available to the assault class and officer on maps where Australians are available to play on. It feeds from a 33-round magazine and fires from an open bolt, not to mention it has a relatively fast rate of fire compared to its contemporaries.


A point to note is that the Owen Gun mainly saw service in the Pacific rather than the West, and the variant shown is the older version with an entirely solid housing (around 12000 made) whereas the more common variant would be the Mk I/1943 with lightening cuts along with a wooden stock. The parkerised finish is also post-war, and wartime Owen guns had their yellow/green camouflage painted on in the factory itself. It would only be after the war that the camouflage be scraped off and replaced.
A point to note is that the Owen Gun mainly saw service in the Pacific rather than the West, and the variant shown is the older version with an entirely solid housing (around 12000 made) whereas the more common variant featured lightening cuts along with a wooden stock. The parkerised finish is also post-war, and wartime Owen guns had their yellow/green camouflage painted on in the factory itself. It would only be after the war that the camouflage be scraped off and replaced.
[[Image:Owen MkI 1942.jpg|thumb|none|350px|Owen Mk I/1942 - 9x19mm Parabellum]]
[[Image:Owen MkI 1942.jpg|thumb|none|350px|Owen Mk I - 9x19mm Parabellum]]
[[Image:DOIOwenMenu.jpg.jpg|thumb|none|600px|The Owen Mk I/1942 in the customization menu]]
[[Image:DOIOwenMenu.jpg.jpg|thumb|none|600px|The Owen Mk I in the customization menu]]
[[Image:DOIOwenHold.jpg|thumb|none|600px|Holding the Owen Mk I/1942]]
[[Image:DOIOwenHold.jpg|thumb|none|600px|Holding the Owen Mk I]]
[[Image:DOIOwenAim.jpg|thumb|none|600px|Aiming the Owen SMG]]
[[Image:DOIOwenAim.jpg|thumb|none|600px|Aiming the Owen SMG]]
[[Image:DOIOwenReload1.jpg|thumb|none|600px|Inserting a new magazine into the Owen Mk I/1942]]
[[Image:DOIOwenReload1.jpg|thumb|none|600px|Inserting a new magazine into the Owen Mk I]]
[[Image:DOIOwenReload2.jpg|thumb|none|600px|Pulling the bolt back after switching magazines]]
[[Image:DOIOwenReload2.jpg|thumb|none|600px|Pulling the bolt back after switching magazines]]
[[Image:DOIOwenBash.jpg|thumb|none|600px|Melee bashing with the Owen Mk I/1942]]
[[Image:DOIOwenBash.jpg|thumb|none|600px|Melee bashing with the Owen Mk I]]


==Machine Guns==
==Machine Guns==
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===Vickers Mk VI===
===Vickers Mk VI===
The [[Vickers]] machine gun appears in game as "Vickers" and is available for the Commonwealth machine gunner. It resembles a Mk VI or a Mk IV B with the bipods of a Mk VII and was based on a rare version seen in Malaya. Since both Vickers shared many parts it may be possible to use the bipods on a Mk VI. It is the "heavier" alternative that can only be aimed when deployed. It fires from a 250-round belt and is open-bolt.  
The [[Vickers]] machine gun is available for the Commonwealth machine gunner. It resembles a Mk VI or a Mk IV B with the bipod of a Mk VII and the carry handle of a Lewis Gun. Since both Vickers shared many parts, the bipod customization may be possible in reality. While the Vickers is normally not used with bipods by infantry (the Mk VII's bipod is intended for emergency use), one Vickers [https://www.tapatalk.com/groups/theovervalwagenforum/lanchester-6x4-armoured-car-and-vickers-lmg-in-mal-t2090.html seen in Malaya] does feature a bipod, meaning that the in-game configuration has some flimsy truth to it. It is the "heavier" alternative that can only be aimed when deployed. It fires from a 250-round belt and is open-bolt.  
 
A point to note is that the Vickers Mk VI was mainly a machine gun to be mounted on tanks that was replaced early in the war by Browning M2s and Besa machine guns and it would be unlikely to see them carried by troops on the Western Front late into the war.
A point to note is that the Vickers Mk VI was mainly a machine gun to be mounted on tanks that was replaced early in the war by Browning M2s and Besa machine guns and it would be unlikely to see them carried by troops on the Western Front late into the war.


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===Ithaca Model 37===
===Ithaca Model 37===
The [[Ithaca 37|Ithaca Model 37]] appears in Day of Infamy simply as "Ithaca" and is available to the Commonwealth radioman and assault. It comes equipped by default with an extended magazine tube that contains 7 rounds. It is fed with 00 buckshot with 9 pellets per shot.
The [[Ithaca 37|Ithaca Model 37]] appears in Day of Infamy simply as "Ithaca" and is available to the Commonwealth radioman and assault. It comes equipped by default with an extended magazine tube that contains 7 rounds. It is fed with 00 buckshot with 9 pellets per shot. The extended magzine configuration is anachronistic (unless it's a custom conversion) since it was only introduced during the Vietnam War. Most of the other shotguns of the time held 5+1 rounds.


Day of Infamy is one of the few games where the shotgun is still lethal without you needing to see the whites of the enemy's eyes.
Day of Infamy is one of the few games where the shotgun is still lethal without you needing to see the whites of the enemy's eyes.
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[[Image:DOIM37Bash.jpg|thumb|none|600px|Melee bashing with the Ithaca Model 37]]
[[Image:DOIM37Bash.jpg|thumb|none|600px|Melee bashing with the Ithaca Model 37]]


====Ithaca Model 37 with M1912 Trench Gun barrel====
====Ithaca Model 37 Trench Gun====
Equipping the bayonet attachment would attach a M1912 heatshield and bayonet lug to the Model 37 along with the bayonet. The Ithaca Model 37 has a Trench Gun configuration that comes with a heatshield and bayonet lug as well, but it's not long enough to accomodate a 7-round tube. The bayonet is only available to the radioman class.
Equipping the bayonet attachment would attach a heatshield and bayonet lug to the Model 37 along with the bayonet. The Ithaca Model 37 has a Trench Gun configuration that comes with a heatshield and bayonet lug as well, but it's not long enough to accommodate a 7-round tube, therefore, this version also actually has an elongated barrel (not like the configuration that actually existed). The bayonet is only available to the radioman class.
[[Image:WinchesterM12Trench.jpg|thumb|none|350px|Winchester M1912 Trench Gun - 12 gauge]]
[[Image:IthacaBayo.jpg|thumb|none|350px|Ithaca 37 Trench Gun - 12 gauge]]
[[Image:DOIM37StabMenu.jpg|thumb|none|600px|The Ithaca Model 37 in the customization menu with a bayonet attached - ''Note the oversized heatshield.'']]
[[Image:DOIM37StabMenu.jpg|thumb|none|600px|The Ithaca Model 37 in the customization menu with a bayonet attached - ''Note the oversized heatshield.'']]
[[Image:DOIM37StabHold.jpg|thumb|none|600px|Holding the Ithaca Model 37]]
[[Image:DOIM37StabHold.jpg|thumb|none|600px|Holding the Ithaca Model 37]]
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[[Image:DOIPIATBash.jpg|thumb|none|600px|Melee bashing with the PIAT]]
[[Image:DOIPIATBash.jpg|thumb|none|600px|Melee bashing with the PIAT]]


===Mills Bomb===
=== No. 36 Mk. I Mills Bomb===
The [[Mills Bomb]] is available to the officer, rifleman, support, machine gunner and radioman classes. It has a 3 second fuse which is considerably shorter than the 5 second fuse on the stielhandgranate and Mk 2 grenade and hence gives enemies less time to throw the grenade back.
The [[Mills Bomb]] is available to the officer, rifleman, support, machine gunner and radioman classes. It has a 3 second fuse which is considerably shorter than the 5 second fuse on the stielhandgranate and Mk 2 grenade and hence gives enemies less time to throw the grenade back.
[[Image:Mills Bomb SGM-1.jpg|thumb|none|350px|Mills Bomb]]
[[Image:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb]]
[[Image:DOIMillsMenu.jpg|thumb|none|600px|The Mills Bomb in the customization menu]]
[[Image:DOIMillsMenu.jpg|thumb|none|600px|The Mills Bomb in the customization menu]]
[[Image:DOIMillsHold.jpg|thumb|none|600px|Holding the Mills Bomb]]
[[Image:DOIMillsHold.jpg|thumb|none|600px|Holding the Mills Bomb]]
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===No. 69 Mk. I High-Explosive Grenade===
===No. 69 Mk. I High-Explosive Grenade===
The [[No. 69 High-Explosive Grenade|No. 69 Mk. I High-Explosive Grenade]], which has an impact fuze, is available to the rifleman, assault and engineer classes. It has a smaller blast radius than the Mills Bomb.
The [[No. 69 High-Explosive Grenade|No. 69 Mk. I High-Explosive Grenade]], which has an impact fuze, is available to the rifleman, assault and engineer classes. It has a smaller blast radius than the Mills Bomb.
[[Image:69grenade.jpg|thumb|none|350px|No. 69 Mk. I High-Explosive Grenade]]
[[Image:69grenade.jpg|thumb|none|200px|No. 69 Mk. I High-Explosive Grenade]]
[[Image:DOI69Menu.jpg|thumb|none|600px|The No. 69 Mk. I High-Explosive Grenade in the customization menu]]
[[Image:DOI69Menu.jpg|thumb|none|600px|The No. 69 Mk. I High-Explosive Grenade in the customization menu]]
[[Image:DOI69Hold.jpg|thumb|none|600px|Holding the No. 69 Mk. I High-Explosive Grenade]]
[[Image:DOI69Hold.jpg|thumb|none|600px|Holding the No. 69 Mk. I High-Explosive Grenade]]
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===No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade===
===No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade===
The [[No. 77 Smoke Grenade#No. 77, W.P. MK. 1|No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade]] is available to the engineer and radioman classes as a white phosphorous impact grenade.
The [[No. 77 Smoke Grenade#No. 77, W.P. MK. 1|No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade]] is available to the engineer and radioman classes as a white phosphorous impact grenade.
[[Image:No77Mk1can.jpg|thumb|none|350px|No. 77, W.P. Mk. I Incendiary Smoke hand grenade]]
[[Image:No77Mk1can.jpg|thumb|none|200px|No. 77, W.P. Mk. I Incendiary Smoke hand grenade]]
[[Image:DOI77Menu.jpg|thumb|none|600px|The No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade in the customization menu]]
[[Image:DOI77Menu.jpg|thumb|none|600px|The No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade in the customization menu]]
[[Image:DOI77Hold.jpg|thumb|none|600px|Holding the No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade]]
[[Image:DOI77Hold.jpg|thumb|none|600px|Holding the No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade]]
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===M1 Garand===
===M1 Garand===
The [[M1 Garand]] is available to the officer, radioman, rifleman and sniper (only on coop) class. It fires from an 8-round en-bloc clip and like in [[Red Orchestra 2: Rising Storm]], can be reloaded when the gun is still loaded, however doing so is lengthier than an empty reload and will lead to any rounds in the en-bloc clip being lost.
The [[M1 Garand]] is available to the officer, radioman, rifleman and sniper (only on coop) class. It fires from an 8-round en-bloc clip and like in [[Red Orchestra 2: Rising Storm]], can be reloaded when the gun is still loaded, however doing so is lengthier than an empty reload and will lead to any rounds in the en-bloc clip being lost. In a nice detail, if reloaded mid-clip, the ejected clip will accurately reflect the amount of rounds remaining; a very rare treat on top of the already uncommon sight of being able to reload a non-empty Garand.
[[Image:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]
[[Image:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]
[[Image:DOIGarandMenu.jpg|thumb|none|600px|M1 Garand in the customization menu]]
[[Image:DOIGarandMenu.jpg|thumb|none|600px|M1 Garand in the customization menu]]
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====M1 Garand with M7 Grenade Launcher====
====M1 Garand with M7 Grenade Launcher====
Equipping the "Rifle Grenades" attachment attaches an M7 grenade launcher to the M1 Garand, which the player loads M9A1 anti-tank rifle grenades onto. This attachment is available to the rifleman class alone. To equip it the player ejects the clip of live rounds and loads a clip of blanks before fitting the rifle grenade on.
Equipping the "Rifle Grenades" attachment attaches an [[M7 Rifle Grenade Launcher|M7 grenade launcher]] to the M1 Garand, which the player loads [[M9A1 Rifle Grenade|M9A1 anti-tank rifle grenades]] onto. This attachment is available to the rifleman class alone. To equip it the player ejects the clip of live rounds and loads a clip of blanks before fitting the rifle grenade on.
[[File:M1 garand M7.jpg|thumb|none|300px|M7 rifle grenade launcher - 22mm]]
[[File:M1 garand M7.jpg|thumb|none|300px|M7 rifle grenade launcher - 22mm]]
[[File:M9A1 Rifle Grenade.jpg|thumb|300px|none|M9A1 Rifle Grenade]]
[[Image:DOIGarandGLMenu.jpg|thumb|none|600px|M1 Garand with grenade launcher in customization menu]]
[[Image:DOIGarandGLMenu.jpg|thumb|none|600px|M1 Garand with grenade launcher in customization menu]]
[[Image:DOIGarandGLBlank.jpg|thumb|none|600px|Loading blanks into the M1 Garand prior to mounting an M9A1 grenade]]
[[Image:DOIGarandGLBlank.jpg|thumb|none|600px|Loading blanks into the M1 Garand prior to mounting an M9A1 grenade]]
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====M1903A3 with M1 Grenade Launcher====
====M1903A3 with M1 Grenade Launcher====
Equipping the "rifle grenade" attachment mounts a M1 grenade launcher to the M1903A3. Like the M1 Garand it uses M9A1 anti-tank rifle grenades.
Equipping the "rifle grenade" attachment mounts a M1 grenade launcher to the M1903A3. Like the M1 Garand it uses M9A1 anti-tank rifle grenades.
[[File:M1 Rifle Grenade Launcher.JPG|thumb|none|300px|M1 Rifle Grenade Launcher]]
[[File:M9A1 Rifle Grenade.jpg|thumb|300px|none|M9A1 Rifle Grenade]]
[[Image:DOIM1903GLMenu.jpg|thumb|none|600px|The M1903A3 with M1 grenade launcher in the customization menu]]
[[Image:DOIM1903GLMenu.jpg|thumb|none|600px|The M1903A3 with M1 grenade launcher in the customization menu]]
[[Image:DOIM1903GLHold.jpg|thumb|none|600px|Holding the M1903A3 with M1 grenade launcher]]
[[Image:DOIM1903GLHold.jpg|thumb|none|600px|Holding the M1903A3 with M1 grenade launcher]]
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===Mk 2 Hand Grenade===
===Mk 2 Hand Grenade===
The [[Mk 2 hand grenade]] is the only explosive grenade available to the US Army and is available to all classes except the flamethrower and the sniper classes.
The [[Mk 2 hand grenade]] is the only explosive grenade available to the US Army and is available to all classes except the flamethrower and the sniper classes.
[[Image:MK2 grenade DoD.jpg|thumb|none|350px|Mk 2 hand grenade]]
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]
[[Image:DOIMk2Menu.jpg|thumb|none|600px|The Mk 2 hand grenade in the customization menu]]
[[Image:DOIMk2Menu.jpg|thumb|none|600px|The Mk 2 hand grenade in the customization menu]]
[[Image:DOIMk2Hold.jpg|thumb|none|600px|Holding the Mk 2 hand grenade]]
[[Image:DOIMk2Hold.jpg|thumb|none|600px|Holding the Mk 2 hand grenade]]

Latest revision as of 19:18, 8 August 2022


Day of Infamy
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Release Date: March 23, 2017 (Standalone release)
Developer: New World Interactive
Publisher: New World Interactive
Platforms: PC
Genre: First-Person Shooter


Day of Infamy is the standalone version of the Insurgency mod Day of Infamy, and is set to be the spiritual successor of Day of Defeat. The game is set in the Western Front of World War II, and objectives involve capturing and defending objectives to increase territory and spawn waves. Aiming for more realism than most first person shooters, many UI elements such as a health bar and crosshair has been omitted. However, compromises with realism has been made for the sake of gameplay, which explains some anachronistic weaponry in the arsenal. Teams are split into various classes, namely:

  • Officers, who can call in radio support
  • Radiomen, who can capture points faster with their radio
  • Riflemen, who have a sway reduction bonus
  • Assaults, who have faster movement speed
  • Supports, who can carry more ammunition
  • Engineers, who have increased weight capacity
  • Flamethrowers, who can equip flamethrowers for area denial
  • Machine gunners, who have increased suppression resistance
  • Snipers, who can hold their breath longer

Players can customize their loadout to select different equipment, such as attachments (eg bayonet for a Karabiner 98k) and binoculars or choose to ignore it. This is done by supply points which players need to spend in order to purchase equipment, and can be earned by killing opponents and capturing objectives to aid the team.

Allied forces consist of the Commonwealth and the US Army and Axis forces consist of the Wehrmacht. Each team has different equipment that promotes different playstyles. As of the game's full release, it also includes custom "units" that players can unlock via progression so as to increase the aesthetic variety in each game. To keep this in lieu with realism, maps will only allow for units that have served there. For example, Ortona will allow for Canadian units to be equipped, while Dog Red will disable the selection of US Paratroopers.

The game spawned a WW1 mod, called Screaming Steel: 1914-1918.

The following weapons appear in the video game Day of Infamy:


Weapons of the Wehrmacht

Handguns

Walther P38

The Walther P38 is available to all classes except the sniper and the officer.

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Walther P38 - 9x19mm Parabellum
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Walther P38 in the customization menu
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Holding a Walther P38
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Aiming the Walther P38
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Reloading a Walther P38
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Melee bashing with the Walther P38

Walther PPK

The Walther PPK is available to the assault, support, radioman, engineer and sniper. It is based on the model chambered in .32 ACP and holds 7 rounds in its magazine.

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Pre-WWII Walther PPK - 7.65x17mm Auto (.32 ACP)
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The Walther PPK in the customization menu
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Holding the Walther PPK
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Aiming the Walther PPK
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Reloading the Walther PPK - Since the PPK has no slide release the player gently racks the slide
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Melee bashing with the Walther PPK

Luger P08

The Luger P08 is available to the officer and machine gunner. Its windowed magazine is scripted to show the correct number of rounds in them, but this can only be caught by the most attentive and alert players during reloads.

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Luger P08 - 9x19mm Parabellum
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The Luger P08 in the customization menu
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Holding the P08 in one hand
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Aiming the Luger P08
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Reloading a Luger P08
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Melee bashing with the Luger P08

Mauser C96

The Mauser C96 is available to the officer and flamethrower and holds 10 rounds in its internal magazine. Bizarrely, it can be reloaded mid-clip, with the player pulling the bolt back and watching the unspent rounds fly out one after another in a fantastic and otherworldly fashion seemingly inspired by the Steyr M1912 before adding a fresh clip. In an early iteration of the test branch of the game a "broomhandle" stock was available but it has since been removed.

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Mauser C96 - 7.63x25mm Mauser
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The Mauser C96 in the customization menu.
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Holding the C96.
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Aiming the C96.
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Reloading the C96 mid-clip.
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Reloading the C96.
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Melee bashing with the C96.

Rifles

Karabiner 98k

The Karabiner 98k appears in game as the "Karabiner 98k" and is the standard issue bolt action rifle for the Wehrmacht. It is available for the officer, the radioman, the rifleman, the engineer and the sniper. Only the rifleman can equip rifle grenades. It holds 5 rounds in its internal magazine. Like the other bolt action rifles in game, when reloading the round that is ejected from the ejection port is not accounted for. It can be reloaded with both stripper clips and single rounds.

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Karabiner 98k - 7.92x57mm
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Karabiner 98k in the customisation menu
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Holding the Karabiner 98k
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Aiming the Karabiner 98k
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Reloading the Karabiner 98k with a stripper clip
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Bayonet thrusting
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Melee bashing with the Karabiner 98k


Scoring 200 headshots with the Karabiner 98k would unlock a clothwrap for your rifle, whereas scoring 800 kills with the Karabiner 98k would unlock the veteran texture.


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Karabiner 98k with clothwrap
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"Veteran" Karabiner 98k

Karabiner 98k with ZF-39 scope

Equipping the "7x scope" will convert the Karabiner 98k to the sniper variant with a ZF-39 scope. The 4x scope's magnification has been increased to 7x for gameplay purposes. This attachment is only available to the sniper.

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Karabiner 98k with ZF-39 - 7.92x57mm
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Scoped Karabiner 98k in the customization menu
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Holding a scoped Karabiner 98k
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Looking through the ZF-39

Karabiner 98k with ZF-4 scope

Equipping the "4x scope" attaches a ZF-4 to the Karabiner 98k, complete with a side-swept mount exclusive to the Karabiner 98k. However, the model is scaled slightly too small and it is missing the eyecup usually seen with it. This attachment is only available to the sniper. Previously this was preceded by the ZF-41 in the test branch.

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Karabiner 98k with ZF-4 - 7.92x57mm
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Scoped Karabiner 98k in the customization menu
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Holding a scoped Karabiner 98k
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Looking through the ZF-4

Karabiner 98k with 30mm Schiessbecher grenade launcher

The 30mm Schiessbecher rifle grenade launcher, also called Gewehrgranatengerät, is available only to the Wehrmacht rifleman, even the engineer has no access to it. When the game was in alpha, to equip it the character would load in a blank before loading the grenade in. To reload you would chamber another blank prior to loading the next grenade. To de-equip you would remove the blank and remove the grenade launcher. As of beta, this animation has been simplified such that blanks are no longer loaded.

The grenade launcher can be fired and aimed from a standing position.

NOTE: When equipping grenade launchers the player is no longer able to melee bash with them.

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Gewehrgranatengerät (a.k.a. Schiessbecher)
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Karabiner 98k with grenade launcher in customization menu
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Holding a Karabiner 98k with a 30mm grenade loaded
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Aiming the grenade launcher
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Loading a fresh Gewehrsprenggranate grenade...
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... And cycling the bolt to chamber an imaginary blank

Gewehr 43

The Gewehr 43 appears in game as the "Gewehr 43" and is available to the officer, radioman and sniper. It holds 10+1 rounds.

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Gewehr 43 - 7.92x57mm
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Gewehr 43 in the customization menu
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Holding the Gewehr 43
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Aiming the Gewehr 43
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Reloading the Gewehr 43
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Melee bashing with the Gewehr 43


Scoring 200 headshots with the G43 would unlock a clothwrap for your rifle, whereas scoring 800 kills with the G43 would unlock the veteran texture.


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Gewehr 43 with clothwrap
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"Veteran" Gewehr 43

Gewehr 43 with ZF4

Equipping the "4x scope" will attach a ZF-4 to the Gewehr 43.

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Gewehr 43 with ZF-4 - 7.92x57mm Mauser
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Gewehr 43 with ZF4 in the customization menu.
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Holding the scoped Gewehr 43.
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Looking through the ZF-4.

FG-42

The FG-42 is available to the support class and holds 20 rounds in its box magazine. The FG-42 in-game is based on the early pattern and can equip a ZFG-42, and hence the Wehrmacht support is consequentially the only non-sniper class that can equip a magnified optic of any form. The weapon fires from an open bolt on both fire modes. The weapon's bolt does not lock back after the last round despite being able to in real life (on semi-automatic, that is). The weapon can also be deployed with its integral bipods.

The weapon is limited to maps where the Fallschirmjägers are available, and is available to any player in the support class, regardless of whether he has the unit unlocked. This is to make faction loadouts more realistic, but maps like Crete set in 1941 have them available as well consequentially.

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FG 42 with iron sights flipped up (no scope mounted), 1st pattern (metal buttstock and sharply-angled pistol grip) - 7.92x57mm Mauser‎
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FG-42 in customization menu.
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Holding the FG-42.
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Aiming the FG-42.
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Pulling back the FG-42's charging handle.
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Switching magazines on the FG-42.
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Melee bashing with the FG-42.

FG-42 with ZFG-42

Equipping the "4x Scope" attaches a ZFG-42 to the FG-42 and folds down its iron sights.

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FG-42 (1st pattern) with ZFG-42 - 7.92x57mm
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FG-42 in customization menu.
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Holding the scoped FG-42.
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Looking through the ZFG-42.

StG-44

The StG-44 is available to the support class and holds 30+1 rounds in its detachable box magazine.

Like the FG-42, it is limited to maps where it was used such as Bastogne, a map set in 1944.

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StG-44 - 7.92x33mm
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StG-44 in the customization menu
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Holding the StG-44
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Aiming the StG-44
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Reloading the StG-44 - On empty, the player dramatically lifts the rifle up and pulls the magazine out
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Charging the StG-44
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Melee bashing with the StG-44

Submachine Guns

MP-40

The MP-40 is available to the officer, assault and engineer classes. It has 32 rounds and correctly fires from an open bolt, as with most automatic weapons in the game.

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MP-40 - 9x19mm
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MP-40 in the customization menu
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Holding the MP-40
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Aiming the MP-40
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Reloading the MP-40 - Note the charging handle, which has been pulled to the rear and locked upwards.
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Melee bashing with the MP-40

Mauser C96 Carbine/M712 Schnellfeuer/M1917 Trench Carbine hybrid

A hybrid of the Mauser C96 Carbine, Mauser M712 Schnellfeuer, and M1917 Trench Carbine was introduced on September 29. It appears to be a C96 Carbine combined with the select-fire capabilities and detachable magazines of the M712 Schnellfeuer, in a bid to resemble the Trench Carbine; it goes by the in-game name of "C96 M1932", a combination of the names of the original C96 and the unofficial collector name for the M712 (since it entered production in 1932). It is available to the assault class, oddly enough, and holds 20+1 rounds in its magazine; the extended magazine option replaces this with a 40-round magazine like that of the Trench Carbine.

Needless to say, it is unlikely that such a weapon was ever used by the Wehrmacht - the M1917 Trench Carbine was designed and rejected as a possible weapon for the Sturmtruppen of WWI, and the C96 Carbine was primarily meant as a commercial/export gun; a slightly more reasonable substitute would be an M712 with a holster-stock (though even then, it'd be more likely to show up in the hands of a wealthy officer than a common soldier, nevermind the non-existence of 40-round 7.62x25mm magazines).

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Mauser C96 Carbine - 7.63x25mm Mauser
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Mauser M712 Schnellfeuer - 7.63x25mm Mauser
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Mauser M1917 Trench Carbine - 9x19mm Parabellum. Note the shorter 9" barrel, the extended receiver designed to reduce hammer bite, and the removable magazine, all features that distinguish it from the C96 Carbine.
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The "C96 M1932" in the customization menu.
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Holding the Frankenmauser, wary of the unnatural abilities that it may possess.
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Like, for example, teleportation.
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Reloading the submachine-pistol-carbine-thing.
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Swinging the stock at nothing in particular, having nobody else to blame this thing on.

Machine Guns

MG-34

The MG-34 is available to the support class and holds 50 rounds in its assault drum. Unlike the MG-42 the machine gunner uses, its iron sights are usable even when its bipod is not deployed, however it's not recommended to do so, as it suffers from harsh recoil. It can fire on both semi and fully automatic modes from an open bolt.

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MG-34 with 50-round drum - 7.92x57mm
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MG-34 in the customization menu
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Holding the MG-34
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Aiming the MG-34
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Reloading an empty MG-34 while deployed - The player opens the feed cover...
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...Yanks the charging handle to lock the bolt back...
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...Removes the empty drum...
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...Loads a new drum...
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...Lines the rounds up with the feed tray...
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...And closes the feed cover, ready to dish out more death
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Melee bashing with the MG-34

MG-42

The MG-42 is available to the machine gunner class. As with other machine guns available to the machine gunner classes, it can only be aimed when deployed. It has a 250 round belt and only fires from an open bolt.

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MG-42 - 7.92x57mm
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MG-42 in the customization menu
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Holding the MG-42
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Aiming the MG-42 while deployed
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Reloading an empty MG-42 while deployed - The player locks the bolt back before opening the feed cover.
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Melee bashing with the MG-42

Flamethrowers

Flammenwerfer 41

The Flammenwerfer 41 is the flamethrower of choice for the flamethrower class. Equipping it attaches a fuel tank to the back of your character. Shooting this tank would lead to fuel leakage and possibly an explosion of the tank. Like its Allied counterparts it holds 500 "ammo" and can light up the surroundings with its flames. Flamethrowers are the only primary weapons that cannot be used to melee bash.

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Flammenwerfer 41 with fuel tank
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Flammenwerfer 41 in the customization menu
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Holding the Flammenwerfer 41 - Note the visible pilot light.
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Firing the Flammenwerfer 41

Einstossflammenwerfer 46

The little-known Einstossflammenwerfer 46 goes by the name of "Einstoss 46" in Day of Infamy and is available to the support and engineer as an area denial weapon. It holds 15 "ammo" (it should only really be able to fire once) and it leaves a flame behind that effectively holds off enemy advancement. A point to note is that this was not issued to the Wehrmacht Heer, but to the Volkssturm and the Fallschirmjäger in the later part of the war.

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Einstossflammenwerfer 46
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Einstossflammenwerfer 46 in the customization menu
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Holding the Einstossflammenwerfer 46. Note the visible pilot light, a feature this weapon did not have as it could only fire a single shot.
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Firing the Einstossflammenwerfer 46
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The player empties his Einstossflammenwerfer 46, and the ground continues burning
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Melee bashing with the Einstossflammenwerfer 46 - It is the only flamethrower with that function.

Launchers and Explosives

Panzerfaust 60

The Panzerfaust 60 is available to the Engineer as a 4-point, single shot launcher. It is referred to simply as the "Panzerfaust"

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Panzerfaust - 44mm with 149mm warhead
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Panzerfaust 60 in the customization menu
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Holding the Panzerfaust 60
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Aiming the Panzerfaust 60 - Note the 3 notches in the flip-up sights that indicate it is the Panzerfaust 60 variant.
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Boom
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Yes, you can bash with launchers

RPzB 54 Panzerschreck

The Panzerschreck is available to the Engineer as a 5-point rocket launcher with 2 rockets available, inclusive of one in loaded into the launcher. The model in-game is the RPzB 54 variant with its blast shield.

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RPzB 54 "Panzerschreck" - 88mm
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Panzerschreck in the customization menu - Note the blast shield indicating it's a RPzB 54 variant.
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Holding the Panzerschreck
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Aiming the Panzerschreck
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Reloading the Panzerschreck
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Melee bashing with the Panzerschreck

Nebelhandgranate 39

The Nebelhandgranate 39 appears in Day of Infamy as simply "Nebelhandgranate" and is the smoke grenade of choice for the Wehrmacht and is available to all classes except the engineer.

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Nebelhandgranate 39
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Nebelhandgranate 39 in the customization menu
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Holding the Nebelhandgranate 39
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Preparing to throw the Nebelhandgranate 39

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in Day of Infamy as simply "Stielhandgranate" and is available to all classes except the flamethrower, sniper, support and engineer.

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Model 24 Stielhandgranate
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Model 24 Stielhandgranate in the customization menu
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Holding the Model 24 Stielhandgranate
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Preparing to throw the Model 24 Stielhandgranate

Model 24 with Fragmentation Sleeve

A variant of the Model 24 Stielhandgranate with a fragmentation sleeve appears in Day of Infamy as the "Splitterringgranate" and is available to all classes except the radioman, engineer and flamethrower. It is heavier than the default stielhandgranate and can be thrown only up to a shorter distance but has a larger blast radius. It has custom visual effects.

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Model 24 Stielhandgranate with fragmentation sleeve
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"Splitterringgranate" in the customization menu
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Holding the "Splitterringgranate"
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Preparing to throw the "Splitterringgranate"
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The "Splitterringgranate" detonates. Note the glowing fragments flying from the explosion

Sprengbüchse

The Wehrmacht engineer has access to a Sprengbüchse charge. It has a lengthy fuse time with a massive blast radius.

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Sprengbüchse in the customization menu
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Holding the Sprengbüchse
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Preparing to throw the Sprengbüchse
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Planting the Sprengbüchse

Weapons of the Commonwealth

Handguns

Webley Mk IV

The Webley Mk IV appears in Day of Infamy simply as the "Webley" and is available to all classes except the sniper. It is chambered in .38 S&W and fires 6 rounds in double action. There is a secret draw animation where the character spins the revolver about his right hand.

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Webley Mk IV - .38 S&W
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The Webley Mk IV in the customization menu
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Holding the Webley Mk IV
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Aiming the Webley Mk IV
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Reloading the Webley Mk IV with a speedloader
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Melee bashing with the Webley Mk IV
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Secret draw of the Webley Mk IV

Browning Hi-Power

The Browning Hi-Power is available to all classes and holds 13+1 rounds of 9mm in its magazine. Previously in the test branch of the game a wooden stock was planned but was later removed, similar to the C96. It has animations similar to those of the M1911A1.

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Browning Hi-Power - 9x19mm
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The Browning Hi-Power in the customization menu
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Holding the Browning Hi-Power
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Aiming the Browning Hi-Power
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Reloading the Browning Hi-Power
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Melee bashing with the Browning Hi-Power

Welrod Mk IIA

The Welrod Mk IIA appears in Day of Infamy simply as the "Welrod". It holds 8+1 rounds in its magazine and is available only to the sniper and officer classes as a bolt-action, suppressed pistol. It is worth noting that the Welrod was never made for the Commonwealth forces but only for the British Special Operations Executive (SOE).

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Welrod Mk IIA - .32 ACP
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The Welrod Mk IIA in the customization menu - Note the lack of a trigger guard and the front sight at the end of the suppressor rather than halfway along it, which indicates that it is the Mk IIA.
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Holding the Welrod Mk IIA
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Aiming the Welrod Mk IIA
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Chambering a new round
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Reloading the Welrod Mk IIA
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Melee bashing with the Welrod Mk IIA

Rifles

Lee-Enfield No. 4 Mk I

The Lee-Enfield No. 4 Mk I appears in Day of Infamy as "Lee-Enfield No 4" and is available to the officer, rifleman, radioman, engineer and sniper classes. It holds 10 rounds in its box magazine. That on top of it having the highest rate of fire among all three rifles makes the Lee-Enfield No. 4 Mk I arguably the best bolt-action rifle in this game, however this advantage means nothing in the face of automatic weapons and semi-automatic weapons.

The Lee-Enfield No. 4 Mk I is capable of equipping the No. 4 spike bayonet and the anachronistic No. 9 Mk I bayonet. Oddly enough, only the rifleman has access to the No. 4 bayonet, while everyone else is stuck with No 9 bayonets. This can be easily rectified with mods.

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Lee-Enfield No. 4 Mk I - .303 British
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The Lee-Enfield No. 4 Mk I in the customization menu
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Holding the Lee-Enfield No. 4 Mk I.
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Aiming the Lee-Enfield No. 4 Mk I.
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Reloading the Lee-Enfield No. 4 Mk I with stripper clips.
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Bayonet thrusting.
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Melee bashing with the Lee-Enfield No. 4 Mk I.


Scoring 200 headshots with the Lee-Enfield No. 4 Mk I would unlock a clothwrap for your rifle, whereas scoring 800 kills with the Lee-Enfield No. 4 Mk I would unlock the veteran texture.


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Lee-Enfield No. 4 Mk I with clothwrap.
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"Veteran" Lee-Enfield No. 4 Mk I.

Lee-Enfield No. 4 Mk I (T)

Equipping the "4x scope" adds a No 32 scope and a cheekpad to the Lee-Enfield No. 4 Mk I, essentially converting it to a Lee-Enfield No. 4 Mk I (T). This is only available to the sniper. As its name suggests, the 3.5x scope's magnification had been raised to 4x to match its contemporaries.

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Lee-Enfield No. 4 Mk I (T) - .303 British
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The Lee-Enfield No. 4 Mk I (T) in the customization menu.
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Holding the Lee-Enfield No. 4 Mk I (T).
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Looking through the No 32 scope

Lee-Enfield No. 4 Mk I (T) with Winchester A5 scope

Equipping the "7x scope" mounts a cheekpad and a Winchester A5 (?!) scope, hence replacing the more accurate and realistic No 32 scope. The Winchester A5 has been seen on many weapons, including the venerable SMLE No 1 Mk III, but the No. 4 Mk I (T) just happens to not be one of them. This is to make the scope used closer in magnification to the stated magnification in-game. This attachment is only available to the sniper.

This unlikely attachment is an odd choice for a game where attachments are highly specific to the weapon itself, with the Karabiner 98k having a specific ZF4 mount, the M1 Garand and M1903A3 using separate grenade launcher models, and the No. 4 Mk I using anachronistic Energa grenades simply because they were more plausible than the idea of No. 4 Mk Is with SMLE cup launchers.

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The Lee-Enfield No. 4 Mk I (T) with a Winchester A5 in the customization menu, complete with odd and awkward mounting
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Tommy holds the No. 4 Mk I (T) on the beaches of Sicily as he contemplates drowning the monstrosity in the sea he emerged from
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Looking through the Winchester A5 - Note the incorrect scope reticle, the Winchester A5 uses a single post.

Lee-Enfield No. 4 Mk I with Projector Mk 5

Equipping "Rifle Grenades" will add a Projector Mk 5 mount for Energa anti-tank rifle grenades which are highly anachronistic, being developed only in the 1950s. This attachment is only available to the rifleman class. Like the cup grenade launcher for the Karabiner 98k, the player no longer loads blank rounds into the rifle prior to loading the grenade. A more accurate grenade would be the No.68 AT Grenade fired from a cup launcher or possibly the No.85, an improved British variant of the American M9A1 Rifle Grenade from the immediate post-WW2 period.

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Rifle grenade launcher for Lee-Enfield No. 4 Mk I (Projector Grenade, Rifle No. 4 with Sight, Mk. 5)
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Energa rifle grenade (M29 training grenade) - 75mm
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The Lee-Enfield No. 4 Mk I with Energa grenades and Projector Mk 5 mounting in the customization menu
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Holding the Lee-Enfield No. 4 Mk I with an Energa grenade mounted
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Aiming the grenade launcher
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Reloading the Energa launcher - The player attaches a new rifle grenade...
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...And cycles the bolt to chamber an imaginary blank

Submachine Guns

Sten Mk II

The Sten Mk II is available to the assault and engineer classes. It holds 32 rounds in its magazine and fires from an open bolt. It is worth noting that unlike most other shooters, the player holds the Sten Mk II the right way.

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Sten Mk II - 9x19mm Parabellum
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The Sten Mk II in the customization menu
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Holding the Sten Mk II
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Aiming the Sten Mk II
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Pulling the bolt back after switching magazines
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Melee bashing with the Sten Mk II

Sten Mk IIS

Equipping the "suppressor" attachment will convert the Sten Mk II into a Mk IIS. This attachment is only available to the assault class on cooperative modes.

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Sten Mk IIS - 9x19mm Parabellum
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The Sten Mk IIS in the customization menu - All weapons except the M1928A1 and M1928 Thompson have functional and animated slings as of the current build.
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Holding the Sten Mk IIS
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Aiming the Sten Mk IIS

Sten Mk V

The Sten Mk V is available to the officer class and can equip a No 9 Mk I bayonet. Like the Sten Mk II it holds 32 rounds in its magazine, fires from an open bolt, just that it lacks its select-fire capabilities. It is worth noting that Sten Mk Vs were issued mostly to airborne units rather than generic foot soldiers as the game seems to portray. It is also the only submachine gun in the game that is capable of mounting bayonets, but alas, it is the post-war No 9 bayonet.

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Sten Mk V - 9x19mm Parabellum
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The Sten Mk V in the customization menu
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Holding the Sten Mk V
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Aiming the Sten Mk V
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Reloading the Sten Mk V - Similar to the Sten Mk II and Mk IIS, the player pulls the bolt back after the new magazine is inserted.
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Bayonet thrusting
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Melee bashing with the Sten Mk V

M1928A1 Thompson

The M1928A1 Thompson is available to the officer and assault (only on coop) classes and has a 20-round magazine by default, firing from an open bolt. It can equip a 30-round extended magazine or a 50-round "L" drum, the latter only available to the assault class on cooperative gamemodes. The M1928A1 also used to be the placeholder submachine gun of choice of the US Army until it was replaced by the more historically accurate M1 and M1A1 Thompson.

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M1928A1 Thompson - .45 ACP
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The M1928A1 Thompson in the customization menu
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Holding the M1928A1 Thompson
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Aiming the M1928A1 Thompson
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Reloading the M1928A1 Thompson - The player taps the magazine against the receiver before inserting it. This is because the weapon's bolt correctly locks back and the additional tap is required to lengthen the empty reload.
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Melee bashing with the M1928A1 Thompson - Note the melee animation which involves an angry fist rather than a strike with the buttstock.

M1928 Thompson

Equipping the "foregrip" attachment for the M1928A1 Thompson converts it into an M1928. However the weapon's bolt still locks back on empty like the M1928A1. They share the same iron sights.

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M1928 Thompson with 50-round drum - .45 ACP
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The M1928 Thompson in the customization menu
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Holding the M1928 Thompson

M1928(A1) Thompson with "L" drum

Equipping the "drum magazine" attachment replaces the 20-round stick magazine with a 50-round "L" drum magazine. This attachment is only available to the assault class on cooperative gamemodes.

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The M1928 Thompson in the customization menu with the drum magazine attached
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Holding the M1928A1 Thompson with drum magazine
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Reloading an emptied M1928A1 Thompson - As the bolt does not lock back with the drum magazine, the player first yanks the charging handle back...
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... And switches drums

Owen Gun Mk I

Added into the Aussie Update for Day of Infamy is the Owen Gun Mk I, available to the assault class and officer on maps where Australians are available to play on. It feeds from a 33-round magazine and fires from an open bolt, not to mention it has a relatively fast rate of fire compared to its contemporaries.

A point to note is that the Owen Gun mainly saw service in the Pacific rather than the West, and the variant shown is the older version with an entirely solid housing (around 12000 made) whereas the more common variant featured lightening cuts along with a wooden stock. The parkerised finish is also post-war, and wartime Owen guns had their yellow/green camouflage painted on in the factory itself. It would only be after the war that the camouflage be scraped off and replaced.

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Owen Mk I - 9x19mm Parabellum
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The Owen Mk I in the customization menu
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Holding the Owen Mk I
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Aiming the Owen SMG
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Inserting a new magazine into the Owen Mk I
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Pulling the bolt back after switching magazines
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Melee bashing with the Owen Mk I

Machine Guns

Bren Mk II

The Bren Mk II appears in Day of Infamy as the "Bren Gun". It holds 30 rounds in its box magazine and fires from an open bolt. It is available to the support class.

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Bren Mk II - .303 British
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The Bren Mk II in the customization menu
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Holding the Bren Mk II
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Aiming the Bren Mk II
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Reloading the Bren Mk II - Note the empty magazine inserted into the magwell. This issue does not occur on non-empty reloads.
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Melee bashing with the Bren Mk II

Lewis Gun

The Lewis gun is available to the support class. It holds 47 rounds in its pan magazine and fires from an open bolt. It has an oddly mounted anti-aircraft rear sight mounted to the volley sights. As with the MG-34, it can be aimed even when undeployed, and is probably the most dated gun in the game.

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Lewis gun Mk I - .303 British
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The Lewis gun in the customization menu
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Holding the Lewis gun
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Aiming the Lewis gun
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Reloading the Lewis gun
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Melee bashing with the Lewis gun

Vickers Mk VI

The Vickers machine gun is available for the Commonwealth machine gunner. It resembles a Mk VI or a Mk IV B with the bipod of a Mk VII and the carry handle of a Lewis Gun. Since both Vickers shared many parts, the bipod customization may be possible in reality. While the Vickers is normally not used with bipods by infantry (the Mk VII's bipod is intended for emergency use), one Vickers seen in Malaya does feature a bipod, meaning that the in-game configuration has some flimsy truth to it. It is the "heavier" alternative that can only be aimed when deployed. It fires from a 250-round belt and is open-bolt.

A point to note is that the Vickers Mk VI was mainly a machine gun to be mounted on tanks that was replaced early in the war by Browning M2s and Besa machine guns and it would be unlikely to see them carried by troops on the Western Front late into the war.

Note that the belt vanishes instead of passing through the left side of the receiver, this is done intentionally to reduce the polycount, as the compiler is unable to compile models that exceed the polycount limit.

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Vickers Mk VI - .303 British
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Vickers Mk VII - .303 British
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The Vickers machine gun in the customization menu
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Holding the Vickers machine gun
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Aiming the Vickers machine gun - The player pushes aside the carry handle to clear the sight picture.
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Reloading the Mk. VI - The existing belt vanishes and the player fits a fresh belt into the feeding compartment, then tugs on pull tabs that magically materialise on the left of the receiver to load a round.
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Melee bashing with the Vickers

Shotguns

Ithaca Model 37

The Ithaca Model 37 appears in Day of Infamy simply as "Ithaca" and is available to the Commonwealth radioman and assault. It comes equipped by default with an extended magazine tube that contains 7 rounds. It is fed with 00 buckshot with 9 pellets per shot. The extended magzine configuration is anachronistic (unless it's a custom conversion) since it was only introduced during the Vietnam War. Most of the other shotguns of the time held 5+1 rounds.

Day of Infamy is one of the few games where the shotgun is still lethal without you needing to see the whites of the enemy's eyes.

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Ithaca Model 37 - 12 gauge
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The Ithaca Model 37 in the customization menu
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Holding the Ithaca Model 37
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Aiming the Ithaca Model 37
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Reloading the Ithaca Model 37
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Melee bashing with the Ithaca Model 37

Ithaca Model 37 Trench Gun

Equipping the bayonet attachment would attach a heatshield and bayonet lug to the Model 37 along with the bayonet. The Ithaca Model 37 has a Trench Gun configuration that comes with a heatshield and bayonet lug as well, but it's not long enough to accommodate a 7-round tube, therefore, this version also actually has an elongated barrel (not like the configuration that actually existed). The bayonet is only available to the radioman class.

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Ithaca 37 Trench Gun - 12 gauge
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The Ithaca Model 37 in the customization menu with a bayonet attached - Note the oversized heatshield.
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Holding the Ithaca Model 37
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Aiming the Ithaca Model 37
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Bayonet thrusting

Flamethrowers

No 2 Portable Flamethrower

The No 2 Portable Flamethrower appears in Day of Infamy simply as "flamethrower" and is available to the flamethrower class. It holds 500 "ammo" as with its contemporaries. Shooting the fuel tank would lead to leakage of fuel or an explosion.

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No 2 Portable Flamethrower
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The No 2 Portable Flamethrower in the customization menu
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Holding the No 2 Portable Flamethrower
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Firing the No 2 Portable Flamethrower

Launchers and Explosives

PIAT

The PIAT launcher is available to the Commonwealth engineer. It has atrocious range and requires the player to aim extremely high to hit anything past the tenth meter. To compensate it can carry up to 3 rounds, one more than the M1A1 Bazooka and the Panzerschreck, with the third rocket only being available should the player equip the "heavy kit". The PIAT has its monopod removed since the developers decided it was not important nor useful.

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PIAT - 3.25 inch
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The PIAT in the customization menu
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Holding the PIAT
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Aiming the PIAT
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Reloading the PIAT
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Melee bashing with the PIAT

No. 36 Mk. I Mills Bomb

The Mills Bomb is available to the officer, rifleman, support, machine gunner and radioman classes. It has a 3 second fuse which is considerably shorter than the 5 second fuse on the stielhandgranate and Mk 2 grenade and hence gives enemies less time to throw the grenade back.

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Mills Bomb
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The Mills Bomb in the customization menu
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Holding the Mills Bomb
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Preparing to throw the Mills Bomb

No. 69 Mk. I High-Explosive Grenade

The No. 69 Mk. I High-Explosive Grenade, which has an impact fuze, is available to the rifleman, assault and engineer classes. It has a smaller blast radius than the Mills Bomb.

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No. 69 Mk. I High-Explosive Grenade
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The No. 69 Mk. I High-Explosive Grenade in the customization menu
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Holding the No. 69 Mk. I High-Explosive Grenade
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Preparing to throw the No. 69 Mk. I High-Explosive Grenade - Notice the fuse unwrapping.

No. 79 Mk. I Smoke Grenade

The No. 79 Mk. I Smoke Grenade appears in Day of Infamy as the "No 79 Smoke", and is available to all classes except the engineer. It is depicted as an impact smoke grenade, replacing the previous inappropriate No. 77 as a smoke grenade.

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No. 79 Mk. I Smoke hand grenade.
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The No. 79 Mk. I Smoke Grenade in the customization menu
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Holding the No. 79 Mk. I Smoke Grenade
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Preparing to throw the No. 79 Mk. I Smoke Grenade

No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade

The No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade is available to the engineer and radioman classes as a white phosphorous impact grenade.

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No. 77, W.P. Mk. I Incendiary Smoke hand grenade
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The No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade in the customization menu
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Holding the No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade
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Preparing to throw the No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade
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The No. 77, W.P. Mk. I Incendiary Smoke Hand Grenade's smoke contains glowing particles and emits a hissing noise

TNT Charge

The Commonwealth and US Army engineers have access to TNT charges.

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The TNT charge in the customization menu
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Holding the TNT charge
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Priming the TNT charge
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Planting the TNT charge

Weapons of the US Army

Handguns

Colt M1911A1

The Colt M1911A1 is available to all classes as the "M1911" and holds 7+1 rounds in its magazine. It shares the same "first draw" animation as the Browning Hi-Power where the player switches off safety and racks the slide.

A point to note is that the trigger is a bit too large on this model, and may have been based on the trigger of the original M1911.

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Colt M1911A1 - .45 ACP.
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The Colt M1911A1 in the customization menu
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Upon drawing the Colt M1911A1, the player disengages the safety...
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... And racks the slide
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Holding the Colt M1911A1
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Aiming the Colt M1911A1
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Reloading the Colt M1911A1 - While mostly out of the player's sight, the barrel is animated to tilt up when the gun is empty.
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Melee bashing with the Colt M1911A1

Smith & Wesson M1917

The Smith & Wesson M1917 appears in Day of Infamy as the "Model 1917" and is available to all classes except the support, radioman and machine gunner. It fires on single action only, with the player manually cocking the hammer after every shot. Half moon clips are an upgrade for one point.

Smith & Wesson M1917 models as well as late Colt models are capable of firing rimless .45 ACP without half moon clips, However the ejector-rod cannot engage them and they hence have to be poked out or shaken out of the cylinder. In the game, when using single rounds, the player shakes them out without engaging the ejector-rod, but uses the ejector rod to do so with half moon clips equipped.

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Smith & Wesson M1917 Revolver - .45 ACP
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The S&W M1917 in the customization menu - Note the ejector rod socket, the S&W style cylinder release latch and half moon front sight that identifies this as a Smith and Wesson model.
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Holding the S&W M1917 in one hand
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Aiming the S&W M1917
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Cocking the S&W M1917's hammer
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Should the player not use moon clips, the player cocks the hammer first, then shakes out all the spent casings
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Should he have moon clips equipped, the player cocks the hammer as always, but engages the ejector rod instead
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Reloading the S&W M1917 with half moon clips
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Melee bashing with the S&W M1917 - Note the half-moon clips model clipping ( no pun intended ) out of the cylinder.

Rifles

M1 Garand

The M1 Garand is available to the officer, radioman, rifleman and sniper (only on coop) class. It fires from an 8-round en-bloc clip and like in Red Orchestra 2: Rising Storm, can be reloaded when the gun is still loaded, however doing so is lengthier than an empty reload and will lead to any rounds in the en-bloc clip being lost. In a nice detail, if reloaded mid-clip, the ejected clip will accurately reflect the amount of rounds remaining; a very rare treat on top of the already uncommon sight of being able to reload a non-empty Garand.

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M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
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M1 Garand in the customization menu
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Holding the M1 Garand
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Aiming the M1 Garand
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Performing a partial reload with the M1 Garand
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Reloading the M1 Garand
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Bayonet thrusting
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Melee bashing with the M1 Garand


Scoring 200 headshots with the M1 Garand would unlock a clothwrap for your rifle, whereas scoring 800 kills with the M1 Garand would unlock the veteran texture.


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M1 Garand with clothwrap
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"Veteran" M1 Garand

M1C Garand

Equipping the "4x scope" mounts an M82 telescope and a cheekpad on the M1 Garand, converting it to the M1C Garand. This upgrade is only available to the sniper in coop, as with his M1 Garand.

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M1C Sniper Variant with M82 scope - .30-06
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M1C Garand in the customization menu - Note the scope mount and M82 telescope that identifies this as the C variant rather than the D variant.
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Holding the M1C Garand
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Looking through the M82 telescope - Note that the M82 uses a single post, while this reticle is an inaccurately drawn version of the M84 reticle.

M1 Garand with M7 Grenade Launcher

Equipping the "Rifle Grenades" attachment attaches an M7 grenade launcher to the M1 Garand, which the player loads M9A1 anti-tank rifle grenades onto. This attachment is available to the rifleman class alone. To equip it the player ejects the clip of live rounds and loads a clip of blanks before fitting the rifle grenade on.

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M7 rifle grenade launcher - 22mm
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M9A1 Rifle Grenade
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M1 Garand with grenade launcher in customization menu
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Loading blanks into the M1 Garand prior to mounting an M9A1 grenade
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Holding a M1 Garand with grenade launcher
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Aiming the grenade launcher - There are no iron sights.
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Loading a fresh grenade

M1903A3 Springfield

The M1903A3 Springfield appears in Day of Infamy simply as "Springfield 1903" and is available to the rifleman, engineer and sniper classes. It has the C-type pistol grip stock typical of one built by Remington. It holds 5 rounds.

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Remington M1903A3 - .30-06
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M1903A3 Springfield in the customisation menu
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Holding the M1903A3 Springfield
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Aiming the M1903A3 Springfield
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Reloading the M1903A3 Springfield
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Bayonet thrusting
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Melee bashing with the M1903A3 Springfield


Scoring 200 headshots with the M1903A3 would unlock a clothwrap for your rifle, whereas scoring 800 kills with the M1903A3 would unlock the veteran texture.


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M1903A3 Springfield with clothwrap
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"Veteran" M1903A3 Springfield

M1903A4 Springfield

In the past, equipping the "7x scope" attachment removes the iron sights and replaces the bolt of the M1903, and mounts a Weaver Model 330 scope, essentially converting it to an M1903A4 variant. This attachment is only available to the US sniper. The Weaver Model 330 has since been removed temporarily as with the No 32 on the No 4 Mk I (T), and is slated to return to the game again as the "4x scope" at a later date to rival the ZF-4.

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M1903A4 Springfield with Model 330 Weaver scope - .30-06
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M1903A4 Springfield in the customisation menu
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Holding the M1903A4 Springfield
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Looking through the Weaver Model 330 - Note the incorrect crosshairs. Like the Winchester A5 and M82 telescope, the Weaver Model 330 uses a single post reticle.

M1903A4 Springfield with Unertl 8x scope

Equipping the "7x scope" now removes the iron sights and adds a Unertl 8x scope to the M1903A3, essentially converting it into a bastardized M1903A4. The Unertl 8x has been seen on a sizable number of weapons such as the M1903A1, but sadly the M1903A4 is not one of them. As with the Winchester A5 on the No 4 Mk I (T) the model was chosen for its closer real-life magnification to the game's 7x magnification.

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M1903A4 Springfield in the customisation menu
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Holding the M1903A4 Springfield
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Looking through the Unertl scope - Note the mildots; the Unertl scope uses a fine crosshair.

M1903A3 with M1 Grenade Launcher

Equipping the "rifle grenade" attachment mounts a M1 grenade launcher to the M1903A3. Like the M1 Garand it uses M9A1 anti-tank rifle grenades.

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M1 Rifle Grenade Launcher
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M9A1 Rifle Grenade
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The M1903A3 with M1 grenade launcher in the customization menu
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Holding the M1903A3 with M1 grenade launcher
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Aiming the M1 grenade launcher - As with the M7 launcher there are no sights.
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Reloading the M1 grenade launcher - The player attaches a new rifle grenade...
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...And cycles the bolt to chamber an imaginary blank.

M1 Carbine

The M1 Carbine is available to the officer and radioman and is depicted as the late-war variant, sporting adjustable sights and a bayonet lug. However, it has the dark walnut furniture of the common WWII variant. It has a magazine capacity of 15+1. The officer gets the option to equip the more historically accurate "L" peep sight. Both classes have access to the bayonet for it.

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Korean War Era M1 Carbine, with M4 bayonet and twin magazine pouch - .30 Carbine
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M1 Carbine in the customisation menu
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Holding the M1 Carbine
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Aiming the M1 Carbine
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Reloading the M1 Carbine
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Bayonet thrusting
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Melee bashing with the M1 Carbine
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Looking through the "L" peep sight option

M1A1 Carbine

The M1A1 Carbine is available to the officer and radioman and is depicted as the late-war variant, sporting adjustable sights and a bayonet lug. It has a magazine capacity of 15+1.Both classes have access to the bayonet for it. Unlike the M1 Carbine it does not have the option for a "L" peep sight.

The M1A1 Carbine is limited to maps where the Airborne Divisions were present, and can be used by all players with the right class, regardless of whether they have unlocked the 82nd or 101st Airborne Divisions. However it is unavailable on Foy, despite the 101st Airborne being available.

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WWII-era M1A1 Carbine - .30 Carbine
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M1A1 Carbine in the customisation menu
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Unfolding the M1A1 Carbine's stock
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Holding the M1A1 Carbine
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Aiming the M1A1 Carbine
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Reloading the M1A1 Carbine
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Bayonet thrusting
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Melee bashing with the M1A1 Carbine

Submachine Guns

M1A1 Thompson

The M1A1 Thompson is available to the officer and assault classes, replacing the M1928A1. It uses 30-round stick magazines and fires from an open bolt as with most automatic weapons in-game.

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M1A1 Thompson - .45 ACP
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The M1A1 Thompson in the customization menu
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Holding the M1A1 Thompson
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Aiming the M1A1 Thompson
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Reloading the M1A1 Thompson - The player briefly turns the weapon over to check that the bolt is locked back before switching magazines. This is to increase the duration of the empty reload.
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Melee bashing with the M1A1 Thompson

M1 Thompson

Equipping the "Iron Sights" upgrade removes the sight guards and converts it to the M1 Thompson. This upgrade is exclusive to the officer.

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M1 Thompson with 30-round magazine - .45 ACP
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The M1 Thompson in the customization menu
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Holding the M1 Thompson
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Aiming the M1 Thompson

M3 Grease Gun

The M3 Grease Gun is available to the assault and engineer classes. It holds 30 rounds of .45 ACP and fires at 500RPM from an open bolt, which makes it very controllable, both in recoil and ammo conservation.

Previously it was an M3 that was mocked up to resemble the M3A1 simply by removing its charging handle, but this has since been rectified. The M3 was also said to be a conscious decision over the M3A1 so that it would fit with the time setting with most of its map, where the M3A1 would be otherwise anachronistic.

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M3 "Grease Gun" - .45 ACP
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The M3 Grease Gun in the customization menu
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Holding the M3 Grease Gun
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Aiming the M3 Grease Gun
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Reloading the M3 Grease Gun - The player cranks the charging handle after switching magazines.
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Melee bashing with the M3 Grease Gun - Note the hole in the model right behind the magazine well.

Machine Guns

M1918A2 BAR

The M1918A2 BAR appears in Day of Infamy simply as "M1918 BAR". It is exclusive to the support class and holds 20 rounds in its magazine, firing from an open bolt. Its factory bipods are removed by default but can be equipped for 2 points (almost like an Electronic Arts game), and has its slow-fire and fast-fire modes.

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M1918A2 BAR - .30-06
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The M1918A2 BAR in the customization menu
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Holding the M1918A2 BAR with bipods equipped
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Aiming the M1918A2 BAR
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Reloading the M1918A2 BAR
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Melee bashing with the M1918A2 BAR

Browning M1919A6

The Browning M1919A6 is available to the machine gunner class as simply "M1919 Browning". It holds 250 rounds in its belt and fires from an open bolt. It can only be aimed when deployed as with its counterparts.

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Browning M1919A6 - .30-06
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The Browning M1919A6 in the customization menu
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Holding the Browning M1919A6
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Aiming the Browning M1919A6
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Reloading the Browning M1919A6
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Melee bashing with the Browning M1919A6

Flamethrowers

M2 Flamethrower

The M2 Flamethrower is exclusive to the flamethrower class. Like its counterparts it has 500 "ammo".

M2 Flamethrower
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The M2 Flamethrower in the customization menu
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Holding the M2 Flamethrower
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Firing the M2 Flamethrower

Launchers and Explosives

M1A1 "Bazooka"

The M1A1 Bazooka appears in Day of Infamy as simply the "Bazooka" and is exclusive to the engineer. The player can hold 2 rockets as with the Panzerschreck, inclusive of the one loaded. It is capable of firing white phosphorous rockets (dubbed "WP Rockets") for 1 point, and this also speeds up the draw of the Bazooka.

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M1A1 Bazooka - 2.36 inch
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M1A1 Bazooka in the customization menu - Note the single pistol grip that distinguishes it from the M1 variant.
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Holding the M1A1 Bazooka
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Aiming the M1A1 Bazooka
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Reloading the M1A1 Bazooka
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Melee bashing with the M1A1 Bazooka

Mk 2 Hand Grenade

The Mk 2 hand grenade is the only explosive grenade available to the US Army and is available to all classes except the flamethrower and the sniper classes.

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Mk 2 hand grenade
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The Mk 2 hand grenade in the customization menu
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Holding the Mk 2 hand grenade
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Preparing to throw the Mk 2 hand grenade

M18 Smoke Grenade

The M18 Smoke Grenade appears in Day of Infamy simply as "Smoke" and incorrectly produces white smoke, despite M18s producing coloured smoke such as red and violet. A more historically accurate version would be the AN/M8. It is available to all classes except the engineer.

M18 with red smoke
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The M18 smoke grenade in the customization menu
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Holding the M18 smoke grenade
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Preparing to throw the M18 smoke grenade

TNT Charge

The US Army shares its TNT models and textures with the Commonwealth Army.