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Close Combat: First to Fight

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Close Combat: First to Fight (2005)

Close Combat: First to Fight is a 2005 video game developed and released by Destineer Studios. The game is set in Beirut in a fictional crisis sparked by the emergency evacuation of the Lebanese Prime Minister and resulting in the Iranian and Syrian-backed local militia taking control of the city streets. As the conflict escalates, United States Marines are inserted into the capital for the third time. In the game, you play as a Lance Corporal in charge of a fire team of four men (ready-team-fire-assist) during the war.

The game is noticeable for two things - the realistic tactics used by the fire team and the psychological model for friendly and enemy AI which can cause rise and drop in morale, as well as the ability to persuade enemy forces to surrender. Also, if one of your Marines dies, the game ends, and if one is severely wounded; he cannot get back into combat but will be replaced. Retired and Active-Duty US Marines who fought in Fallujah were consulted during development.

For the Wii version, see Marines: Modern Urban Combat

The following weapons are featured in the video game Close Combat:First to Fight:


Rifles

M16A4 Rifle

An M16A4 rifle, the main weapon of the United States Marine Corps, is the default load-out for the fire team leader (Team), the rifleman (Ready) and the Assistant Automatic Rifleman (Assist). The fire team leader's M16A4 is fitted with a 4X ACOG scope which can be adjusted for preference and an M203 grenade launcher as mentioned below, whilst the Rifleman and the Assistant Automatic Rifleman use standard ironsights. The M16A4 can be set to fire semiautomatic and in three-round bursts.

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M16A4 MWS (Modular Weapon System) with KAC M5 railed handguards, AN/PEQ-2 IR designator, KAC RIS foregrip, and Trijicon TA01 4x32 ACOG scope - 5.56x45mm NATO. NOTE: This is the standard USMC style setup
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M16A4 - 5.56x45mm
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An M16A4 in the loading screen, fitted with the same attachments as the team leader's M16A4.
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An M16A4, fitted with an 4XACOG scope and an M203 grenade launcher, sits idle in the players hand.
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Looking through the ACOG scope.
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The player reloads his M16A4. Note the lack of bullets in the magazine.
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"Assist" fires his M16A4 on full automatic in suppressive mode.
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"Ready" and "Assist" sit on watch with M16A4's. Note the standard configuration ironsights.

AK-74

The main weapon of the Insurgents and the Syrian Army is the AK-74, modeled with a ribbed metal magazine versus the standard smooth plastic magazine. It can be fired in semiautomatic, three-round bursts and full automatic.

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AK-74 - 5.45x39mm
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An AK-74 about to be picked up by the player.
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An unsuspecting insurgent armed with an AK-74. Apparently he didn't notice the gunfire across the street.
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An insurgent celebrates killing the player. If he had continued firing, he probably wouldn't have blood spatter coming out of his body.
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An AK-74 in the player's hand.
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Looking down the ironsights. Not surprisingly, it's not quite as accurate as the player's M16A4.
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The player loads a new magazine into the AK-74.

M40A1 Sniper Rifle

The M40A1 sniper rifle is used by the USMC snipers which the player can call for covering fire. It is non-playable. Note that the M40A1 was replaced by the M40A3 shortly before the game is set; it is probably a designer error but it is possible that some units may not have being fully equipped with the A3 in 2005.

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Remington M40A1 sniper rifle - 7.62x51mm NATO
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A Marine Sniper armed with an M40A1 Sniper Rifle, called in by the player, moves into position.
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A Marine Sniper picks off targets with his M40A1.

SVD Dragunov

The SVD Dragunov is scarcely used by enemy snipers. It can be picked up on occasion.

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SVD Dragunov sniper rifle - 7.62x54mm R
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An SVD Dragunov in the hands of the player.
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Looking down the scope of the Dragunov. Note the generic "sniper crosshair" reticle instead of the more intricate reticle of the real Dragunov's PSO-1 scope

Machine Guns

M249 SAW

The M249 SAW, the standard-issue light machine gun of the United States Military, is carried by the fire team's Automatic Rifleman (fire). It can be used by the player if "Fire" is wounded severely enough to be combat-ineffective.

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M249 SAW with 200 round ammo drum - 5.56x45mm
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"Fire" covers the street with his M249 SAW.
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"Fire" makes good use of his weapon, laying down suppressive fire.
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The M249 SAW in the hands of the player.
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Looking down the M249 Ironsights.

RPK Light Machine Gun

The standard light support weapon for the OpFor in-game is the RPK light machine gun. It is fitted with a 75-round drum magazine and can be used by the player.

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RPK light machine gun with 75-round drum magazine - 7.62x39mm
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An insurgent on the prowl with his RPK.
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An insurgent relaxes with his RPK. Apparently, the OpFor don't notice firefights going on in the rooms next to them.
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An RPK about to be commandeered by the player.
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The RPK in the players hands.
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Looking down the RPK ironsights.
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The player fits a new drum magazine into the RPK.

Browning M2HB heavy machine gun

The Browning M2HB heavy machine gun is mounted on enemy Technicals, ememy BMP Tanks, and friendly LAV-25 Armoured Personnel Carriers. It is also used by the OpFor in a stationary mount on an M3 tripod. It can be manned by the player, who can also order a team member to operate it.

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Browning M2HB on M3 tripod - .50 BMG
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An enemy insurgent mans a tripod-mounted Browning M2HB in a defensive position.
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"Assist" handles a tripod-mounted M2HB.
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Browning M2HB on vehicle mount - .50 BMG
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An insurgent fires a Browning M2HB mounted on a technical.
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The Technical-mounted Browning M2HB.
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Under orders from the player, "Assist" mans the Browning M2HB.
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The player fires the Technical-mounted Browning M2HB.
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A Browning M2HB mounted atop an LAV-25.
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The LAV-mounted M2HB manned by the player.

GE M197 Vulcan

The fast-firing and incredibly powerful M197 Vulcan is mounted on the AH-1Z Super Cobra that can be called in by the player for fire support.

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GE M197 Vulcan - 20mm
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A Cobra-mounted M197 Vulcan.
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The Cobra gunner fires the Vulcan.

Sidearms

M1911A1

The M1911A1 is occasionally used by enemy OpFor. It can be picked up and used by the player. It is very rare and impossible to find ammunition for, limiting it to only about eight rounds per sidearm, but it is quite powerful.

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M1911A1 - .45 ACP
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The M1911A1 in the hands of the player.
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Looking down the ironsights.

Launchers

M203 Grenade Launcher

The M203 grenade launcher is mounted on the player's M16A4 rifle, firing 40mm High-Explosive Dual-Purpose (HEDP) rounds.

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M203 grenade launcher - 40mm mounted on M16A4 with ACOG Scope - 5.56x45mm
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The player flips up the sights on his M203 Grenade Launcher.
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The M203, ready to fire.
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The player ejects a spent round from his weapon.
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Loading a new 40 mike-mike.

RPG-7

The infamous RPG-7, fitted with a PGO-7 sight, is used by OpFor forces in-game. It is a nuisance weapon which can cause heavy damage to the Marines if used properly.

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RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm
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An RPG-7 in the hands of an enemy Insurgent.
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A dropped RPG-7 just begging to be used by the player.
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The RPG in the players hand.
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Looking down the RPG-7's PGO-7 scope. As with the Dragunov mentioned above, the reticule is a generic crosshair instead of the actual PGO-7 reticule

Grenades

M67 Hand Grenade

The player carries several M67 hand grenades. They can be either thrown or rolled towards enemy positions. Your fire team will also use them during stack-up operations to clear rooms before breaching.

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M67 High-Explosive Fragmentation hand grenade
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An M67 Hand Grenade in throw position.
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The M67 in roll position.

M83 Smoke Grenade

The M83 smoke grenade can be used by the player to provide cover. Like the M67, it can be thrown or rolled.

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M83 Smoke Grenade
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An M83 Smoke Grenade in throw position.
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An M83 in roll position.