Medal of Honor: Airborne Weapon and Enemy Guide Document Started: November 29, 2007 Last Update: January 10, 2008 by Alan Chan (joylock @ hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. If you use any of the information provided in this guide in your own FAQ, walkthrough, or guide, you must acknowledge that you obtained the information from me, and give me proper credit. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). A Brief Word: I noticed that, despite being a relatively big-name title, Medal of Honor: Airborne has absolutely no FAQs written for it. So, I decided to write this quick Weapon/Enemy Guide for the game. Version History: ******************************************************************************* * * *1.0: Initial Release * * * *1.1: Minor updates * * * *1.2: Moderate reformat for easier reading * * * ******************************************************************************* The latest version of this FAQ can be found at www.gamefaqs.com. CONTRIBUTOR EMAILS: beverlyholzkill wrote: - Hi, I found a little error in your guide: It's K98k Karabiner Kurz (without the t). My name on Gamefaqs is beverlyholzkill. Indeed, the real-life name of the rifle is K98k Karabiner Kurz, and not K98 Karabiner Kurtz like the game developers have spelt it. Kuen-Whee Oh wrote: - Hi. I'm writing this mail to notice one thing about the M18 Recoilless Rifle. You said that it can be found in only one mission(Neptune, right?), but I thought that I found it in the final mission(err, I don't remember that name). As I remember, you should land on the only landable house outside the tower, and you can find one. As it turns out, if you land at the green drop-zone in the house at the base of the Flak Tower (instead of on top of the Flak Tower itself), there's an M18 recoilless rifle on the house's top floor. TABLE OF CONTENTS: - GAME MECHANICS - COMBAT TIPS - WEAPONS - ENEMIES ***************** *Game Mechanics:* ******************************************************************************* - Medal of Honor: Airborne features 3 difficulty levels: Casual, Normal, and Expert. Difficulty affects a number of factors; largely the amount of health your character has, and how long you have to hide after being injured before your health begins to regenerate. On the Casual and Normal difficulties, there is also a split-second delay after you're shot before you can be hurt again. On Casual difficulty: Your character has 600 points of health. [150 health per health bar]. It takes a shorter amount of time before your health starts to regenerate (after 1.5 seconds). After each bullet hit, there is a 0.25 second delay before you can be hurt again. On Normal difficulty: Your character has 500 points of health. [125 health per health bar]. Your health regenerates normally (after 3.0 seconds). After each bullet hit, there is a 0.15 second delay before you can be hurt again. On Expert difficulty: Your character has 400 points of health. [100 health per health bar]. It takes a longer amount of time before your health starts to regenerate (after 4.0 seconds). There is no delay between hits, allowing you to be harmed by consecutive bullets in a stream of automatic fire. - Taking cover in Medal of Honor: Airborne not only reduces your chances of being shot, but you also take less damage from enemy attacks while firing or hiding from behind cover. Your character takes 75% damage if hit while taking cover. Your character takes 25% damage if hit while parachuting. - The amount of damage a bullet hit does varies based on where it strikes the body. Shots to the limbs generally do reduced damage, while headshots are usually instantly lethal. For Players, damage to body parts corresponds as follows: Feet = 50% Legs = 70% Arms = 100% Torso = 100% Head = 600% For Single-Player enemies, damage to body parts corresponds as follows: Feet = 50% Limbs = 75% Groin = 125% Torso = 100% Head = 400% ************** *Combat Tips:* ******************************************************************************* - The use of aim mode to aim using a weapon's iron sights is central to Medal of Honor: Airborne's gameplay. Unlike other first person shooters, you can't just fire from the hip and expect to hit anything past about 20 feet or so. You NEED to use aim mode to score hits on medium-to-long range targets. With that said, firing from the hip does work somewhat in close quarters, such as during indoors fighting while clearing a corridor or building. Within 20 feet or so, you can fire from the hip and mow down foes, as long as you use rapid-fire bursts from a submachine gun or semi-automatic rifle. The game will display a brief red cross over an enemy to indicate that you've hit them with a bullet. This helpfully tells you whether you're hitting them or not with your weapon. - Other than the highly advertised parachute drop, the other major gameplay mechanic in Medal of Honor: Airborne is the cover system. You need to take cover to survive, both to avoid enemy fire, and to take reduced damage from enemy bullets if you do get shot. To take cover, duck behind a piece of cover such as a low wall. To peek and fire, go into aim mode and either press up to peek over cover and shoot, or press left or right to peek around cover and shoot. If you duck behind a piece of partial cover, and find that your head is still exposed to enemy fire, you can press aim + down to go prone, ducking down even further. This allows you to effectively uses pieces of cover that would normally be too low to protect you. Cover is especially important on Expert difficulty, since if you're standing in the open enemy attacks can knock off an entire lifebar in just 1 or 2 hits, preventing you from regenerating your health. - If you're caught in the open and start taking enemy fire, you can use sprint to run for cover at high speed. You can't fire your weapon while sprinting, but you travel much faster than you normally do. - Just like in real life, your breathing affects your ability to aim down a scope at long range. When aiming down a scope using a sniper rifle such as the Springfield or G43, your view will slowly drift up and down with your breathing. This can interfere with your ability to keep the crosshair over a target at long range. To deal with this issue, you can hold your breath for several seconds by holding down the "JUMP" button while aiming down a scope. This will cause the two half-circles on the left side of the screen to squeeze together, briefly steadying your brief and keeping the crosshair stationary for a few seconds. - The game allows you to carry 2 primary weapons, as well as a sidearm. For primary weapons, it's best to carry a submachine gun for close to medium range combat, and a rifle for long range combat. I recommend the MP40 submachine gun, for its low recoil and versatile upgrades, and the Springfield sniper rifle, for its variable scope and extremely long range. You can replace the submachine gun with an automatic rifle later in the game. - Automatic weapons such as submachine guns or automatic rifles have significant recoil, which causes your aim to drift upward with each shot. Recoil is manageable when firing from the hip, but is much more noticeable when firing from aimed mode. To counter the effects of recoil, try firing in short bursts of only a couple bullets. Since most enemies in the game go down after only a few bullet hits each, full automatic fire really isn't necessary, except perhaps for close-quarters room-clearing, which should mostly be done firing "from the hip" anyway. - When you kill enemies with a weapon, you gradually gain experience points with that weapon, which will eventually earn you weapon upgrades that improve the capabilities of each gun. You earn a Marksman upgrade after gaining 25 experience points. You earn a Sharpshooter upgrade after gaining an additional 50 experience points. Finally, you earn an Expert upgrade after gaining a final 100 experience points. Whenever you earn a weapon upgrade, you'll go into a temporary "bullet time" mode in which time slows down around you, and your gun has temporary infinite ammo. Use this opportunity to kill multiple enemies in the few seconds in which it lasts. Extra experience is earned for scoring headshots, melee kills, or killing 3 or 5 enemies in a row. Also, destroying an enemy vehicle earns you significantly more experience than killing an enemy soldier does. - Enemies will frequently toss grenades at you to either flush you out of cover or kill you. Watch for the on-screen grenade indicator to tell you that a grenade has landed nearby. The color of the indicator shows how close the grenade is to you. A white indicator shows that the grenade is too far away to harm you, while a deep red indicator means the grenade is right under you and will seriously injure or kill you when it explodes. Grenades can be avoided either by running outside their blast radius, or putting a piece of cover (such as a wall) between you and the grenade before it explodes. If you're standing on top of an enemy grenade, you can kick it away from you. You can even kick grenades back at the enemy, and will earn experience points if it explodes and kills some of them. - For the PC version of Medal of Honor: Airborne, there's a bug in the game that prevents you from zooming if you assign the zoom commands to the mouse wheel, since the mouse wheel is automatically mapped to switching weapons. So, don't assign the zoom commands to the mouse wheel, assign them to other keys. ********** *Weapons:* ******************************************************************************* - Medal of Honor: Airborne features an assortment of World War II Allied and Axis weaponry. At the start of each mission, you are given the opportunity to select 2 primary weapons and a sidearm for you to take into the mission. You can also switch guns during a mission by picking them up from ammo drops or fallen soldiers (although, unlike most FPS games, not every soldier who dies will drop their firearm). Initially, only a few firearms are available to you, but more and more are unlocked as you proceed through the game. Generally, you can select a weapon on the weapon selection screen in the level immedietely after the first level you find that weapon on the battlefield. When you replay completed missions, you can bring in any weapon that you've already unlocked. - Note that rocket launchers and grenades cannot be selected on the weapon selection screen. Rocket launchers can only be used by obtaining them inside a given level. You start out each level with a pre-defined number of grenades, and can only obtain more by collecting them inside the level. Also, the C96 Mauser Pistol can only be selected in the game's final mission, Der Flakturm. You cannot select it for any of the game's other missions, even if you replay them after beating the game. - NOTE: The weapon stats given here are for the single-player campaign. The stats for weapons in multi-player are slightly tweaked from these for game balance reasons. - My personal weapon recommendations are as follows; On Level 1, start with the MP40 submachine gun and the M1 Garand. The MP40 has much less recoil than the Tommy gun, making it easier to control in long bursts. Trade the M1 Garand for the Springfield sniper rifle as soon as you find it. The Springfield's scope allows you to snipe enemies from the relative safety of longer range. On Level 2, trade the Springfield sniper for a G43 Gewehr as soon as you can pick one up from a fallen enemy soldier. At first, the G43 isn't as powerful as the Springfield due to the lack of a scope, but it quickly acquires a scope after a couple upgrades, and the G43's semi-automatic rate of fire makes it easier to use than the Springfield's much slower bolt-action fire. The MP40 SMG and G43 rifle combo should work well for much of the game. The MP40 works well for close-quarters room-sweeping and medium-range firefights, while the G43 is great for picking off enemies at long range. Trade the MP40 for the much more powerful StG.44 assault rifle once you get it in the game's later levels. It serves a similar function as the MP40, but has higher stopping power and greater accuracy, allowing for tighter bullet clustering at close range, and better accuracy at long range. ========== =PISTOLS:= ========== M1911 Colt .45 Damage: 50 Accuracy: 35 Rate of Fire: 20 (240 rpm) Recoil: 30 Ammo Capacity: 7 Reload Speed: 70 Player Speed: 100 Maximum Ammo: Infinite Faction: Allies Marksman Upgrade: Leather Holster [+ Fast Draw] (pistol can be drawn faster) Sharpshooter Upgrade: Match Grade Trigger [+ Rate of Fire] (ROF increased to 1000 rpm) Expert Upgrade: Magnum Rounds [+ Increased Damage] (damage increased to 100) BRIEF BLURB: The classic Colt .45 semi-automatic pistol. Has decent stopping power, but low accuracy and magazine size. Main use is as a backup weapon for close-range combat if you run low on ammo. DETAILED DESCRIPTION: The standard Allied sidearm. The game allows you to carry 2 primary weapons and a sidearm, and for most of the game the Colt .45 is the only sidearm available to you. As a result, you'll be carrying a Colt .45 for most of the game. Although not as effective as a primary weapon, the Colt .45 has the advantage of having infinite ammo, so it's a good fallback weapon if you're running low on ammo for your primary weapons. A semi-automatic handgun, you need to click the fire button for each individual shot. The Colt has a decent rate of fire and good stopping power (most enemies go down in 2 to 3 shots). Unfortunately, the weapon lacks accuracy, especially at long range, although it is still decent for close-quarters room-clearing, or sniping at medium range using aim mode. The biggest drawback to the Colt is that its low magazine capacity means you'll need to reload frequently during a firefight, so you'd better have some place to take cover during each reload. If you run out of bullets for your main weapon and are still fighting an enemy, it's quicker to whip out your pistol than to reload. UPGRADES: The first upgrade to the Colt allows you to draw it quicker when you switch to it from another weapon. The next upgrade increases the Colt's maximum rate of fire to a blazing 1000 rpm (although, since it's a semi-automatic gun, you'll probably never reach that speed). As a result, the only limit on the Colt's rate of fire becomes how rapidly you can click the fire button. The final upgrade loads the Colt with magnum rounds, doubling its firepower to 100 damage per shot, and making the Colt more powerful than most rifles, becoming the most powerful bullet weapon in the game next to the Springfield and 98k rifles. C96 Mauser: Damage: 30 Accuracy: 40 Rate of Fire: 35 (1000 rpm) Recoil: 25 Ammo Capacity: 10 Reload Speed: 50 Player Speed: 100 Maximum Ammo: Infinite Faction: Axis Marksman Upgrade: Shoulder Stock [+ Reduced Recoil] Sharpshooter Upgrade: 20 Round Magazine [+ Ammo Capacity] Expert Upgrade: 712 Conversion Kit [+ Fully Automatic] BRIEF BLURB: The Axis sidearm; significantly weaker than the Colt .45, but has a faster rate of fire, a larger magazine size, and can be upgraded into a full-auto machine pistol. DETAILED DESCRIPTION: The standard Axis sidearm. Like the Colt .45, the C96 Mauser is a semi- automatic pistol than you carry as a backup weapon. You carry an infinite supply of ammo for the Mauser, so you'll never run out of bullets for it. Actually, the C96 Mauser is unavailable to you for most of the game. You can only select it on the weapon loadout screen of the game's very last mission, Der Flakturm. There's also a C96 Mauser hidden in an office safe in the game's fifth mission, Operation Varsity, in the control room of the warehouse where you destroy the railgun. The C96 Mauser is actually the weakest firearm in the game. It takes 5 shots from the Mauser to kill a Fallschirmjager Commander, the most common enemy soldier you face in the levels in which the Mauser is available. Even a headshot from the Mauser usually isn't lethal. On the plus side, the Mauser has slightly better accuracy and less recoil than the Colt .45. Additionally, the Mauser's maximum rate of fire is 1000 rpm, and thus the weapon's speed is only limited by how fast you can click the fire button. UPGRADES: The upgrades to the Mauser do increase its usefulness somewhat. The first upgrade attaches a shoulder stock that reduces the weapon's recoil even further. The second upgrade increases the weapon's capacity to a relatively high magazine size of 20 bullets. The final upgrade converts the Mauser to a fully automatic weapon, allowing you to spray bullets with rapid fire by holding down the fire button. The upgrades to the Mauser essentially convert it into a light automatic carbine with infinite ammo, and while it is still inferior to most of your primary weapons, it can be useful as a backup firearm. ================== =SUBMACHINE GUNS:= ================== M1928 Thompson: Damage: 45 Accuracy: 40 Rate of Fire: 85 (~800 rpm) Recoil: 65 Ammo Capacity: 30 Reload Speed: 50 Player Speed: 90 Maximum Ammo: 390 Faction: Allies Marksman Upgrade: Front Pistol Grip [+ Improved Accuracy] Sharpshooter Upgrade: Cutts Compensator [+ Reduced Recoil] Expert Upgrade: 50 Round Drum Mag [+ Ammo Capacity] BRIEF BLURB: A "Tommy Gun" full-auto submachine gun; does good damage and has a high rate of fire, and can be used at both close and long range, but high recoil requires it to be used in short bursts. DETAILED DESCRIPTION: The Thompson "Tommy Gun" submachine gun is the standard Allied automatic weapon, and one of four starting weapons you can begin the game with (the others being the MP40 submachine gun, the M1 Garand rifle, and the 98k rifle). A fully automatic SMG with a very high rate of fire, the Thompson is excellent for close-quarters room-clearing, as well as for medium-to-long range combat when using aim mode. The Thompson is slightly more powerful than the MP40, the game's other submachine gun, as well as having a much higher rate of fire, but it also is slightly less accurate and has significantly more recoil. Overall, I'd say the slight increase in firepower isn't worth the extra recoil when compared to the MP40, but recoil isn't too much of an issue if you fire in short bursts instead of on full-auto, which is what you should be doing since most enemies go down after only 3-4 bullets each. Additionally, the upgrades to the Thompson do go quite a long way towards correcting the recoil issue. UPGRADES: The first upgrade to the Thompson improves its accuracy, while the second upgrade reduces its recoil. The final Thompson upgrade allows you to use the infamous "Chicago Typewriter"-style drum magazine, for a large magazine size of 50 bullets. Maschinenpistole 40: Damage: 40 Accuracy: 55 Rate of Fire: 55 (492 rpm) Recoil: 45 Ammo Capacity: 32 Reload Speed: 40 Player Speed: 95 Maximum Ammo: 390 Faction: Axis Marksman Upgrade: Dual Magazines [+ Faster Reload] Sharpshooter Upgrade: 64 Round Magazine [+ Ammo Capacity] Expert Upgrade: Dagger [+ Melee Attack] (150 damage) BRIEF BLURB: The Axis submachine gun; has much lower recoil than the Thompson, which allows for longer, more accurate automatic fire. Slightly less damaging and with a lower rate of fire than the Thompson, but overall still a better weapon. DETAILED DESCRIPTION: The MP40 submachine gun is the standard automatic firearm wielded by most of the game's enemy soldiers for the first 3/4ths of the game. Like the Thompson, the MP40 is best suited for either close-range combat, or medium-to-long range combat while firing from cover using aimed mode. Although slightly weaker and with a slower rate of fire than the Thompson, the MP40 has better accuracy and much lower recoil than an un-upgraded Thompson. The low recoil is partially due to the weapon's lower rate of fire, which allows for better stability during automatic fire. In fact, the MP40 has very little recoil even when firing in aimed mode, allowing you to sustain automatic fire with it without losing control of the weapon. Also, because your enemies will often drop MP40s, you can collect extra submachine gun ammo from them if you already have an MP40 equipped (since picking up a dropped weapon while you're already carrying that type of weapon gives you extra ammo). UPGRADES: The first upgrade to the MP40 allows you to reload the weapon much faster. The second upgrade increases the magazine capacity to an extremely high 64 rounds, allowing you to fire for a prolonged amount of time before needing to reload. The final upgrade to the MP40 gives you a dagger that you can use for your melee attack; this does much more damage than the standard rifle-butt melee attack. Overall, you get the really good upgrade (increased capacity) much faster than for the Thompson, but the third upgrade really isn't that useful at all. =========== =SHOTGUNS:= =========== M12 Shotgun: Damage: 75 (actually 35 damage per pellet) Accuracy: 20 Rate of Fire: 20 Recoil: 90 Ammo Capacity: 8 Reload Speed: 25 Player Speed: 90 Maximum Ammo: 80 Faction: Allies Marksman Upgrade: Modified Choke [+ Improved Accuracy] Sharpshooter Upgrade: Buckshot Rounds [+ Increased Damage] (damage increased to 50) Expert Upgrade: M1 16 Inch Bayonet [+ Melee Attack] (200 damage) BRIEF BLURB: A shotgun. For close encounters. Good for running and gunning at close range, but not really as versatile as a submachine gun. Once upgraded, is fun for one-hit knockdowns at close range. I personally don't recommend it, but your playing style may vary. DETAILED DESCRIPTION: This is your basic first person shooter shotgun. It fires a spread of 12 pellets, and does high damage up close, but low damage at range due to the dispersal of the pellets. You can first pick up the shotgun in the game's second mission, Operation Avalanche (there are a few shotgun pickups laying in plain sight in several areas of the mission), and you can select it on the weapon loadout screen from the third mission onwards. The shotgun packs a powerful punch, and a direct hit at close range can blow an enemy away. However, if your crosshair is not directly over the enemy, you will usually just "wing" them, doing modest damage and requiring 1 or 2 more shots to put them down. Also, at medium range, it often takes 2 shots or more to kill an enemy. On the plus side, in close quarters the shotgun can be fired "from the hip" and still hit enemies fairly reliably without needing to use aim mode. You can also fire the shotgun from aim mode for a tighter spread that's more likely to knock down enemies in one hit, or do more damage at medium range. Unfortunately, the shotgun has trouble hitting enemies at long range, even if you use aim mode to maximize accuracy. In this regard, the shotgun isn't as versatile as a submachine gun, which can be used for both close-quarters combat and long range combat. Overall, I found submachine guns to be more effective at close range than the slower firing shotgun, but your preference may vary. UPGRADES: The upgrades to the shotgun do improve its effectiveness somewhat. The first upgrade increases the weapon's accuracy, and the second increases its damage, making it more likely for a shot from the shotgun to be lethal at close range. The final upgrade to the shotgun adds a bayonet to the end, increasing the melee damage you do with it. ========= =RIFLES:= ========= M1 Garand: Damage: 85 Accuracy: 85 Rate of Fire: 35 (400 rpm) Recoil: 50 Ammo Capacity: 8 Reload Speed: 50 Player Speed: 88 Maximum Ammo: 120 Faction: Allies Marksman Upgrade: Match Grade Barrel [+ Improved Accuracy] Sharpshooter Upgrade: Lock Bar Adjustable Sights [+ Increased Zoom] Expert Upgrade: M7A1 Grenade Launcher [+ Launch Grenades] BRIEF BLURB: The default Allied rifle; an accurate, fast-firing semi-automatic rifle for medium to long range combat. Puts almost all enemies down in just 2 shots. DETAILED DESCRIPTION: The M1 Garand is the Allies' semi-automatic rifle, and one of two rifle weapons (along with the Axis' 98k rifle) that are available to you at the beginning of the game. Accurate, powerful, and with a reasonably fast rate of fire, the Garand is an excellent weapon for long-range combat, and is even effective at close range in a pinch. The only downside to the Garand is that the low clip size results in a frequent need for reloads. Also, although the Garand is powerful, it is not instantly lethal, and even the weakest of enemy soldiers requires 2 shots to bring down. One long running feature of the Medal of Honor series is that the Garand cannot be reloaded while there are still bullets in the current clip, due to the "en bloc" clip that only pops out when you've fired all the bullets in the rifle. This inability to reload at will can be inconvenient, so keep it in mind if you want to use the Garand. On the plus side, the en bloc clip allows you to load all the bullets at once, instead of having to load them one at a time like with the unupgraded Springfield or 98k Karabiner rifles. The Garand is largely comparable to its Axis counterpart, the G43 rifle, with its only flaw being the lack of a scope to zoom in on and target distant foes. However, the iron sights on the rifle allow for a decent zoom, especially with the Sharpshooter upgrade. UPGRADES: The first upgrade to the Garand increases the weapon's accuracy even more, allowing for pinpoint precision in aim mode and more effective target when firing from the hip. The second upgrade increases how far you can zoom using the rifle's iron sights, improving your ability to spot distant foes. The final upgrade to the rifle allows you to launch MkII frag grenades from the barrel of the rifle, allowing you to fire grenades much further than you could throw them. Grenades fired in this manner also explode much more quickly; either a second after landing, or upon impact if they hit an enemy soldier. M1903 Springfield Sniper: Damage: 100 (actually 130 damage) Accuracy: 100 Rate of Fire: 15 Recoil: 65 Ammo Capacity: 5 Reload Speed: 20 Player Speed: 80 Maximum Ammo: 120 Faction: Allies Marksman Upgrade: Polished Match Grade Bolt [+ Rate of Fire] Sharpshooter Upgrade: 5 Round Stripper Clip [+ Faster Reload] Expert Upgrade: M1 Grenade Launcher [+ Launch Grenades] BRIEF BLURB: The game's first sniper rifle; variable scope allows you to zoom in on and pick off enemies from the relative safety of long range. It's also powerful enough to usually kill most enemies in only 1 shot. An excellent weapon hampered only by its very slow rate of fire. DETAILED DESCRIPTION: The Springfield rifle is the Allies' bolt-action sniper rifle. It is the only rifle in the game that starts out equipped with a scope (the G43 rifle and StG.44 assault rifle only acquire scopes after you earn 2 or 3 weapon upgrades), making it your premiere sniper weapon for the early levels of the game. (The scope can be zoomed anywhere between 2x magnification and 10x magnification). The Springfield also does the most damage out of all the game's rifles, usually allowing you to drop enemies with only a single shot. The variable scope makes the sniper rifle excellent for long-range combat, allowing you to accurately target enemies from the relative safety of long distance. Unfortunately, the bolt-action nature of the rifle means there's a few seconds delay between each shot while you bolt a new bullet into the chamber. This makes the Springfield useless for close-range combat, so be sure to switch to a submachine gun or pistol if you get ambushed at close range by enemies while wielding the Springfield. You acquire a Springfield rifle as part of a mission objective towards the end of the game's first mission, and it can be selected at the weapon loadout screen from the game's second mission onward. Note that while aiming with the Springfield sniper rifle, your character's breathing will cause your view to slowly drift up and down. This can interfere with your ability to keep the crosshair over an enemy target at long range. To steady your aim, hold down the "JUMP" button while aiming down the scope. This will steady your breathing, causing the crosshair to become stable for a few seconds. UPGRADES: The first upgrade to the Springfield rifle increases the rate of fire by increasing the bolt speed, although there is still a two-second delay between shots. The second upgrade increases the reload speed with a stripper clip, allowing you to load all 5 bullets at once instead of having to load them one at a time. The final upgrade to the Springfield allows you to fire MkII frag grenades from the barrel of the rifle, which travel further than they would if you had thrown them, and detonate on impact with enemies soldiers or a second after landing. K98k Karabiner Kurtz: Damage: 100 Accuracy: 90 Rate of Fire: 15 Recoil: 70 Ammo Capacity: 5 Reload Speed: 20 Player Speed: 87 Maximum Ammo: 120 Faction: Axis Marksman Upgrade: Polished Match Grade Bolt [+ Rate of Fire] Sharpshooter Upgrade: 5 Round Stripper Clip [+ Faster Reload] Expert Upgrade: Grenade Launcher [+ Launch Grenades] BRIEF BLURB: The initial Axis rifle; bolt-action results in a delay of more than 2 seconds between each shot, and the rifle usually requires 2 shots to kill most enemies. Slower than the Garand or G43, and lacks the scope of the Springfield or upgraded G43. I really don't recommend it, unless you want a challenge or are trying to show off. DETAILED DESCRIPTION: The Karabiner 98k rifle is the Axis bolt-action rifle, and one of two rifles available to you at the beginning of the game (the other being the Allied M1 Garand). Since it's a bolt-action rifle, the 98k is considerably less effective than the semi-automatic M1 Garand; the Garand can fire several bullets in the space of a couple seconds, while the 98k requires a few seconds between each shot to bolt a new bullet into the chamber. This makes the 98k ineffective for close-range combat, although it does have some usefulness peeking and firing from behind cover at long range. Due to its low rate of fire and relatively high accuracy and stopping power, the 98k is comparable to the Springfield sniper rifle. However, it has a few drawbacks that make it inferior to the Springfield. The biggest drawback is that the 98k rifle lacks a scope, and doesn't get one even with weapon upgrades. Additionally, the 98k rifle is weaker than the Springfield sniper. While the Springfield can generally bring down enemies with a single shot, the 98k requires 2 shots to kill all but the very weakest foes. Overall, I find there's not much utility for the 98k rifle. For fast-firing, the semi-automatic Garand or G43 Gewehr are much better. For sniping, the more powerful, scoped Springfield is superior. Probably the only advantage the 98k Karabiner has over the Springfield or G43 Gewehr is the fact that there is no scope drift while aiming down iron sights, so you don't have to worry about your view drifting up and down while aiming at distant targets. Because of the way Medal of Honor: Airborne's damage system works, it IS possible to kill early to mid-game enemies with a single 98k shot by shooting them in the crotch. If this comes naturally to you, by all means feel free to try it out. However, since enemies often take cover behind low walls and other obstacles, they seldom leave their lower torso exposed for you to shoot. UPGRADES: The upgrades to the 98k rifle improve it, but don't really compensate for its shortcomings. The first upgrade increases the rate of fire by increasing the bolt speed, but it still takes about 2 seconds to bolt a new bullet into the chamber after each shot. The second upgrade allows for faster reloading by using a stripper clip that allows you to load all 5 bullets at once, instead of having to load them one at a time. The final upgrade allows you to fire stick grenades from the barrel of the rifle, which travel further than they would if you had thrown them, and detonate upon impact with enemies or a second after landing. G43 Gewehr: Damage: 75 Accuracy: 85 Rate of Fire: 30 (353 rpm) Recoil: 55 Ammo Capacity: 10 Reload Speed: 50 Player Speed: 85 Maximum Ammo: 120 Faction: Axis Marksman Upgrade: 20 Round Magazine [+ Ammo Capacity] Sharpshooter Upgrade: ZF4 Scope [+ Variable Zoom] Expert Upgrade: Grenade Launcher [+ Launch Grenades] BRIEF BLURB: The improved Axis rifle; fast semi-automatic rate of fire, accurate, and powerful enough to drop almost all enemies in 2 shots. Even acquires an extended magazine and a variable scope after a couple upgrades. Overall, the best rifle in the game once upgraded. DETAILED DESCRIPTION: The G43 Gewehr is the semi-automatic rifle of the Axis forces, and the Axis counterpart to the Allied M1 Garand. After a couple of upgrades, the G43 Gewehr also acquires a variable zoom scope, which makes it a viable sniper rifle as well. The G43 Gewehr isn't available to you until the second mission, where you can pick one up from a fallen foe carrying it. The G43 Gewehr becomes selectable at the weapon selection screen from the game's third mission onward. Like the M1 Garand, the G43 Gewehr is powerful and accurate, with a decent semi-automatic rate of fire, making it excellent for long-range combat and decent for close-range encounters. The magazine-based reload also allows for relatively quick reloading. In several ways, the G43 Gewehr is superior to the Garand (especially after upgrades are applied), and can even be a viable sniping alternative to the Springfield sniper rifle. Most advantages of the G43 Gewehr come from its very useful upgrades. Additionally, you can acquire extra rifle ammo from the G43 rifles dropped by enemy soldiers if you're already carrying a G43 rifle yourself. Once you upgrade the G43 with an expanded magazine and sniper scope, you might consider using it as your default sniping/combat rifle, rather than the M1 Garand or Springfield sniper. Note that while aiming with the scoped G43 Gewehr rifle, your character's breathing will cause your view to slowly drift up and down. This can interfere with your ability to keep the crosshair over an enemy target at long range. To steady your aim, hold down the "JUMP" button while aiming down the scope. This will steady your breathing, causing the crosshair to become stable for a few seconds. UPGRADES: The first upgrade to the G43 rifle increases the weapon's magazine size to a rather high 20 rounds, allowing you to fire off a very large number of bullets (for a rifle) before needing to reload. The second upgrade attaches a ZF4 variable zoom scope to the rifle, giving the G43 rifle the same range and versatility as a Springfield sniper rifle. The G43 rifle doesn't do as much damage as the Springfield sniper, but its rapid semi-automatic rate of fire compensates for this, allowing you to fire multiple bullets at distant targets in the space of a couple seconds. The final upgrade to the G43 rifle allows you to launch stick grenades from the rifle barrel, which travel further than they would if you had thrown them, and detonate on impact with enemies or a second after hitting the ground. =================== =AUTOMATIC RIFLES:= =================== M1918 Browning Automatic Rifle: Damage: 85 Accuracy: 70 Rate of Fire: 55 (528 rpm) Recoil: 80 Ammo Capacity: 20 Reload Speed: 40 Player Speed: 85 Maximum Ammo: 390 Faction: Allies Marksman Upgrade: Compensator [+ Reduced Recoil] Sharpshooter Upgrade: A2 Adjustable Sights [+ Increased Zoom] Expert Upgrade: Dual Magazines [+ Faster Reload] BRIEF BLURB: The BAR rifle has the accuracy and power of a rifle and the fast automatic fire of a submachine gun; it's essentially a machinegun. Very powerful, but recoil is off the charts when fired from aimed mode, and the magazine size is somewhat limited. I recommend using the StG.44 assault rifle instead. DETAILED DESCRIPTION: The Browning Automatic Rifle, popularly known as the BAR, combines the power and accuracy of a rifle with the fully automatic rate of fire and extended magazine size of a submachine gun. A powerful weapon, the BAR won't be available to you until the later levels of the game. You'll first see BARs being carried by a few of your Airborne paratrooper teammates in Mission 4: Operation Market Garden, and you'll be able to choose them on the weapon selection screen in Mission 5: Operation Varsity, and Mission 6: Der Flakturm. The BAR has a high rate of fire, and very high stopping power. 2 shots should be sufficient to kill all enemies soldiers, except for Waffen Storm Leaders and Nazi Storm Elites. On the downside, the BAR has VERY high recoil, making the weapon difficult to control accurately during full-automatic fire. In fact, recoil is so high that you can only fire off 1 or 2 consecutive shots in aimed mode before the BAR's aim climbs above your target. Compared to the game's other automatic rifle, the German StG.44 assault rifle, the BAR is slightly more powerful and accurate, but has slightly greater recoil as well. The biggest difference between the BAR and the StG.44 is that the BAR has a magazine size of only 20 rounds, while the StG.44 can fire 30 rounds before needing to reload. After upgrades, the StG.44 also gets a 3x scope, while the BAR remains limited to iron sights aiming. Overall, I prefer the StG.44 to the BAR due to the higher magazine size and scope, since the difference in power really isn't that important (2 shots from both the BAR and the StG.44 will bring down most foes anyway). UPGRADES: The first upgrade to the BAR reduces the weapon's recoil to a somewhat more manageable level, although recoil is still quite high, especially in aimed mode (it is in fact rather higher than the recoil of an upgraded submachine gun or even the upgraded StG.44). The second upgrade increases the distance you can zoom with the weapon's iron sights. The final upgrade allows dual magazines (two magazines strapped together with duct tape), speeding up the reload time significantly by allowing you to reload simply by flipping the taped mags. StG.44 SturmGewehr: Damage: 65 Accuracy: 60 Rate of Fire: 50 (~450 rpm) Recoil: 75 Ammo Capacity: 30 Reload Speed: 40 Player Speed: 88 Maximum Ammo: 390 Faction: Axis Marksman Upgrade: Muzzle Brake [+ Reduced Recoil] Sharpshooter Upgrade: Dual Magazines [+ Faster Reload] Expert Upgrade: ZF Tactical Scope [+ Increased Zoom] BRIEF BLURB: An assault rifle. Powerful, accurate, and with a fast rate of fire. Probably the best weapon in the game. Even gets a scope after upgrades. Larger magazine size and less recoil than the BAR makes it the preferred automatic rifle, although firing in short bursts is still required for accurate hits. DETAILED DESCRIPTION: The StG.44 SturmGewehr is the German's automatic rifle, and the prototype of the modern assault rifle. Like the BAR, it combines the power and accuracy of a rifle with the full automatic rate of fire and extended magazine size of a submachine gun. It's a powerful weapon, and you'll have to play through a few levels before you can acquire one. You'll first see StG.44 assault rifles being wielded against you by Waffen Officers at the end of Mission 3: Operation Neptune, and you'll be able to pick it on the weapon selection screen from Mission 4: Operation Market Garden and onwards. The StG.44 is one of my favorite weapons in the game. It's powerful, fast, and accurate, and when fully upgraded even has a 3x scope for long range combat. Overall, it's an excellent combination of the strong points of rifles and submachine guns. The only real issue with the StG.44 is that it has significant recoil, but this can be managed by firing in short bursts (it only takes 2 bullets each to kill enemy soldiers, after all), and the first upgrade to the weapon also reduces recoil to a more manageable level. Compared to the Allied BAR, the StG.44 does somewhat less damage (although this is largely irrelevant since damage is still high enough to kill most enemies with only 2 shots), but has a higher magazine size and a 3x scope. Additionally, StG.44 rifles are quite common in the game's last few levels (most of your enemies will carry one), and you can get extra ammo from dropped StG.44 rifles if you're already carrying one in your inventory. While the StG.44 is good for most long range combat, it isn't as good as a sniper rifle (such as the Springfield rifle or G43 rifle) at extreme long range. For levels where you anticipate being able to snipe enemies across the map, or having to deal with enemy snipers (such as Mission 3: Operation Neptune, or Mission 5: Operation Varsity), it's a good idea to complement the StG.44 with a sniper rifle to round out your weapon inventory. UPGRADES: The first upgrade to the StG.44 reduces the recoil to a more manageable level. The second upgrade allows dual magazines (two magazines strapped together with duct tape), speeding up the reload time significantly by allowing you to reload simply by flipping the taped mags. The final upgrade attaches a fixed 3x scope to the StG.44, allowing you to zoom in on and target more distant foes in aimed mode. If the scope interferes with your ability to aim at close range, you can press the secondary fire selection button to remove and pocket the scope. =================== =ROCKET LAUNCHERS:= =================== M18 Recoilless Rifle: Damage: 600 Explosive Radius: 1000 Accuracy: 90 Rate of Fire: 5 Recoil: 50 Ammo Capacity: 1 Reload Speed: 20 Player Speed: 70 Maximum Ammo: 7 Faction: Allies Marksman Upgrade: Enhanced Scope [+ Variable Zoom] Sharpshooter Upgrade: Satchel [+ Ammo Capacity] (Increased to 10) Expert Upgrade: Musette Bag [+ Ammo Capacity] (Increased to 13) BRIEF BLURB: The most powerful gun in the game. Fires massive explosive projectiles that hit almost instantly. Even has a scope for sniping. Almost a N00b Cannon. Unfortunately, has low ammo capacity (only 8 shots) and is only available in one level. DETAILED DESCRIPTION: The M18 recoilless rifle is essentially the Allied rocket launcher. It fires a very powerful explosive shell, but has a very low rate of fire due to the fact it needs to be reloaded after every shot. The recoilless rifle projectile acts more like a rifle bullet than a rocket, as it travels extremely quickly and hits its target almost instantly, even at long range. The recoilless rifle also features a 2x scope that can be used for precision aiming. The recoilless rifle is the most powerful firearm in the game, and can kill a large group of enemies in a single shot. Unfortunately, you can't carry much ammo for it, and additional rocket ammo is very hard to come by (on the plus side, when you pick up the recoilless rifle, you are given the maximum amount of ammo you can carry for it). Unfortunately, the recoilless rifle is only available in a single level in the entire game, in Mission 3: Operation Neptune. Assembling the recoilless rifle from 4 component briefcases is one of the mission's objectives, after which you will need to use it to destroy a Tiger Tank. Afterwards, you can keep the rifle and use it against enemy soldiers, but the low amount of ammo means you'll run out of shots for it rather quickly. UPDATE: Kuen-Whee Oh informs me that there's a recoilless rifle on the top floor of the house that serves as the green drop-zone at the bottom of the Flak Tower in the final mission, Der Flakturm. However, landing at the base of the tower means having to fight your way through several deadly accurate snipers as well as a few dozen well-dug-in Fallschirmjager Commanders. Honestly, I'm not sure it's worth the trouble to get it, but it's there if you're interested. UPGRADES: The first upgrade to the recoilless rifle replaces the fixed 2x scope with a variable zoom scope that can be zoomed anywhere between 2x and 10x magnification. Each of the next two upgrades increases the ammo capacity of the rifle by 3 rockets each. The fact the rifle can't be used very often does hinder your ability to earn upgrades, although destroying the Tiger Tank does earn you a large amount of experience points, and you can also earn lots of experience by killing several enemies with a single shot. One fun thing about the recoilless rifle is that, during an upgrade "power up", you can fire a weapon continously without needing to reload. This allows you to fire off a continous stream of explosive death from the recoilless rifle during the few seconds the "power up" phase lasts. Panzerschreck: Damage: 450 Explosive Radius: 900 Accuracy: 90 Rate of Fire: 10 Recoil: 40 Ammo Capacity: 1 Reload Speed: 25 Player Speed: 75 Maximum Ammo: 7 Faction: Axis Marksman Upgrade: Improved Sights [+ Increased Zoom] Sharpshooter Upgrade: Satchel [+ Ammo Capacity] (Increased to 10) Expert Upgrade: Musette Bag [+ Ammo Capacity] (Increased to 13) BRIEF BLURB: The Axis Rocket Launcher. Fires rockets. Rockets explode. Not as powerful as the recoilless rifle, but can still kill a bunch of enemies with a single hit. DETAILED DESCRIPTION: The Axis rocket launcher, the Panzerschreck is wielded by enemy Panzergrenadiers at the end of Mission 4: Operation Market Garden, and throughout Mission 6: Der Flakturm. You can pick one up from them after you kill them. Unlike the recoilless rifle, the Panzerschreck has no scope and uses an iron sights zoom for precision aiming. The Panzerschreck has a large metal blast shield in front to protect the user's face from the rocket's back blast. You aim the Panzerschreck by peeking through a vertical slit in the shield. The shield blocks much of your view when you aim with the Panzerschreck, so keep that in mind when you use the weapon. Like the recoilless rifle, the Panzerschreck is a rocket launcher that does large damage, yet has a low ammo capacity as well as a low rate of fire due to needing to be reloaded after each shot. The Panzerschreck is actually somewhat weaker than the recoilless rifle, although it is still very powerful and can kill several enemy soldiers with a single shot. The rockets fired by the Panzerschreck don't travel as quickly as the recoilless rifle projectile, but they're still very fast and almost impossible for a human being to dodge once they're in flight. You'll probably need to collect a Pazerschreck to destroy the Tiger Tank at the very end of Mission 4: Operation Market Garden. You can also grab one in Mission 6: Der Flakturm to use against enemy soldiers, but you'll run out of ammo rather quickly. UPGRADES: The first upgrade to the Panzerschreck increases how far you can zoom with the weapon's iron sights. Each of the next two upgrades increases the Panzerschreck's ammo capacity by 3 rockets each. ======================= =MOUNTED MACHINE GUNS:= ======================= Maschinengewehr 42: Damage: 50 Accuracy: X Rate of Fire: X Recoil: X Ammo Capacity: 100 Reload Speed: X Maximum Ammo: Infinite Faction: Axis BRIEF BLURB: A powerful mounted machinegun turret. Be careful or you'll be cut to pieces in a second or two. DETAILED DESCRIPTION: MG42 heavy machinegun turrets are mounted at various fixed points throughout each level, usually positioned to provide cover fire on a major battlefield or choke-point. Your enemies will often attempt to man the MG42 turrets and use them against you. With their high rate of fire and damaging shots, active MG42s can be extremely dangerous to both you and your allies. When faced with an MG42 being fired by an enemy soldier, your best bet is to either attempt to flank the turret and shoot the gunner from the side, or duck behind cover, and quickly pop up and nail the gunner with a few well-aimed shots while he's busy shooting at your men. You can also take out enemy gunners with a well-placed grenade throw. You and your allies can commandeer unmanned MG42 turrets and use them to your advantage. MG42s have a high magazine capacity of 100 rounds, and an unlimited supply of ammo, so you can use them to put out a steady stream of fire into an area. The downside of MG42 turrets is that you can't duck or take cover while firing one, although the turret does provide some small degree of protection while you're behind it, since it will block at least some of the bullets your enemies fire at you. Towards the end of the game, you'll face special Nazi Storm Elite soldiers capable of carrying and firing an MG42 as a man-portable weapon. Their heavy weaponry makes these super-soldiers perhaps the most dangerous enemies in the game. =========== =GRENADES:= =========== MkII Frag Grenade: Damage: 250 Explosive Radius: 650 Maximum Ammo: 8 Faction: Allies Marksman Upgrade: Satchel [+ Capacity] (increased to 10) Sharpshooter Upgrade: Bandolier [+ Capacity] (increased to 12) Expert Upgrade: Musette Bag [+ Capacity] (increased to 14) BRIEF BLURB: The Allied frag grenade. Does less damage than the Axis stick grenade, but has more "bounce" when banked off walls or other surfaces. DETAILED DESCRIPTION: The classic pineapple-shaped frag grenades carried by Allied forces. You'll be able to acquire MkII frag grenade ammo pickups at various points throughout each level. Frag grenades are slightly weaker than Axis stick grenades, but are still powerful enough to kill almost any enemy with a near-direct hit. Frag grenades also have more "bounce" than stick grenades, allowing you to bank them further off walls and around corners. Your enemies are fairly adept at running away from grenades, although chucking one near their position is a great way to flush them out of cover. Grenades are especially useful for taking out enemies firing from encased fortifications or MG42 turret positions. You can also toss multiple grenades to confuse your enemies and limit their ability to run away. To increase the chances of killing enemies with grenades, you can "cook" your grenades by holding down the grenade throw key. This delays throwing the grenade after you pull the pin, causing it to explode sooner after it lands. Just be sure not to hold it so long that it explodes in your own hand. UPGRADES: Each grenade upgrade increases the amount of grenades you can carry by 2. Stick Grenade: Damage: 350 Explosive Radius: 750 Maximum Ammo: 8 Faction: Axis Marksman Upgrade: Satchel [+ Capacity] (increased to 10) Sharpshooter Upgrade: Bandolier [+ Capacity] (increased to 12) Expert Upgrade: Musette Bag [+ Capacity] (increased to 14) BRIEF BLURB: The Axis high-explosive grenade. Does more damage than the Allied frag grenade, but has less "bounce" when banked off walls or other surfaces. Supplies are more common than Allied frag grenades, since enemies occasionally drop them when killed. DETAILED DESCRIPTION: A can-like grenade attached to a long wooden stick for easier throwing, these are the standard grenades used by the Axis forces. As a result, stick grenade ammo pickups are more common than frag grenade ammo pickups, and your enemies will also occasionally drop stick grenade ammo as well. Stick grenades do slightly more damage than frag grenades, but have somewhat less "bounce", causing them to travel less far when banked off walls or around corners. Your enemies are fairly adept at running away from grenades, although chucking one near their position is a great way to flush them out of cover. Grenades are especially useful for taking out enemies firing from encased fortifications or MG42 turret positions. You can also toss multiple grenades to confuse your enemies and limit their ability to run away. To increase the chances of killing enemies with grenades, you can "cook" your grenades by holding down the grenade throw key. This delays throwing the grenade after you pull the pin, causing it to explode sooner after it lands. Just be sure not to hold it so long that it explodes in your own hand. UPGRADES: Each grenade upgrade increases the amount of grenades you can carry by 2. Gammon Grenade: Damage: 700 Explosive Radius: 800 Maximum Ammo: 5 Faction: Allies Marksman Upgrade: Satchel [+ Capacity] (increased to 8) Sharpshooter Upgrade: Bandolier [+ Capacity] (increased to 11) Expert Upgrade: Musette Bag [+ Capacity] (increased to 14) BRIEF BLURB: An incredibly powerful grenade. Creates a massive explosion that can destroy enemy tanks. DETAILED DESCRIPTION: Cloth bags stuffed full of plastic explosives, Gammon grenades are the most powerful handheld grenades in the game. They do massive damage with a large splash damage radius capable of wiping out several enemies at once, and are also capable of damaging enemy tanks. Gammon grenades are great for destroying enemy tanks, taking out the heavily armored Nazi Storm Elite soldiers, or for simply wiping out all the enemies in a fortified space. Gammon grenades can even be used to destroy objective objects that normally require explosive charges to take out, such as enemy Anti-Aircraft guns. NOTE: In Mission 4: Market Garden, the game gives you twice as many Gammon grenades as you can normally carry. This is to aid you in defeating the various enemy Tiger Tanks you encounter on the level. UPGRADES: Each Gammon grenade upgrade increases the number of Gammon grenades you can carry by 3. These upgrades are extremely useful, as initially the game limits the maximum number of these powerful grenades that you can carry to a rather low 5 grenades. ********** *Enemies:* ******************************************************************************* - Enemy A.I. in Medal of Honor: Airborne is generally solid. Enemy soldiers make good use of cover, are decent at flanking and manuevering around the battlefield, will respond to and retreat from enemy fire, can vault through windows or over low walls, can blindfire to suppress you without exposing themselves to danger, and will make good use of grenades to flush you out of cover. At point-blank range, enemies can also aggressively rush at you and strike you repeatedly with the butt of their rifles. In terms of cooperative squad AI, enemies will advance or retreat together in a coordinated manner, will spread out to cover a larger area with overlapping fields of fire, and more skilled enemies will support each other with suppressing fire. - The enemy A.I. also has a few underhanded tricks designed to make the game more of a challenge, but which are realistically somewhat unfair. One trick is that enemies get an aim assist that allows them to hit you even when you're outside the effective range of their weapons. For example, if you're up in a high tower and sniping enemies across the map using a Springfield sniper rifle, you'll find that enemies can snipe you back with their MP40 submachine guns. Most of their shots will miss, but they will still be able to hit you with 1 or 2 bullets from a magazine despite being on the other side of the map. Another trick is that enemies will magically swing their weapons right at you after you stick your head out of cover for a few seconds, even if they're in the middle of a firefight with Allied troops, and you haven't done anything to attract their attention. Paratrooper: Appearance: Soldier wearing tan uniform and tan helmet. Primary Weapon: M1928 Thompson M1 Garand M1918 Browning Automatic Rifle Secondary Weapon: MkII Frag Grenade GENERAL DESCRIPTION: The paratroopers are your fellow elite American Airborne special forces soldiers, who will fight alongside you throughout the entire game. Several squads of Airborne paratroopers will be dropped along with your character into each level, and you will usually find several Airborne paratroopers battling the enemy forces in each major combat area. Almost every shootout in the game will involve at least a few Airborne soldiers fighting by your side. Paratroopers will engage the enemy on their own initiative, and will push forward into new territory if you manage to clear the way by thinning out or eliminating defending enemies. Depending on how the flow of battle progresses, additional paratrooper reinforcements may drop in to replace allies killed in combat, although in some battlefields it is possible for the enemy to wipe out all your allies, leaving you to face the enemy forces alone. Paratroopers are typically armed with Thompson submachine guns or M1 Garand rifles, although from Mission 4: Operation Market Garden and onwards, a few will carry powerful BAR automatic rifles. Their Allied armaments are slightly superior to the typical Axis equipment (MP40s and G43 rifles), although they are somewhat outgunned by later enemies who carry StG.44 assault rifles and even Panzerschreck rocket launchers and MG42 heavy machineguns. Paratroopers know all the tricks; they fire from cover, switch cover positions when need, and occasionally toss frag grenades at enemy positions. Initially, the combat effectiveness of your paratrooper allies in on par with standard German Heer infantry, although they do become more skilled in later levels as the game progresses. They'll fight effectively, and provide decent supporting fire and combat assistance, but don't expect them to win the level without your help (especially since the Axis forces tend to outnumber them significantly in both numbers and frequency of reinforcements). HINTS: Paratroopers serve as decent support, and you can even flank enemies and attack them from the side while they're occupied firing at your allies. However, don't rely too much on paratroopers to serve as distractions or bullet shields, as enemies have a tendency to magically swing their weapons right at your head after you pop out of cover for more than a few seconds, even if you're sniping from way back in the rear. If this happens, just duck back behind cover; after several seconds, the enemy will turn back to shooting at your allies, giving you a chance to quickly pop up and cap them from the side. Unfortunately, the Paratrooper AI has a tendency to run in front of your line of fire, causing you to inadvertantly score headshots against your own men. Fortunately, Medal of Honor: Airborne doesn't feature friendly fire; you won't harm your allies when you shoot them, so don't worry too much about it. Sometimes, it can be tough to distinguish between your allies and your enemies, especially when you're facing enemy soldiers (such as Waffen Infantry) who are dressed in a similar manner to your own soldiers. Besides their tan uniforms, your Airborne paratrooper allies can be identified by the heavy brown backpacks they wear. Since you can't actually hurt your allies, if in doubt, just shoot first to make sure. Italian Blackshirt: Appearance: Soldier wearing black uniform and black cap. Class: Easy Rifleman Health: 90 Primary Weapon: Karabiner 98k Secondary Weapon: Stielhandgranate Battle Experience: Trained Combat Effectiveness: 1 Italian Blackshirts are the first and weakest enemy soldiers you'll encounter in the game. They're fought exclusively in the Italian village that makes up the game's first mission, Operation Husky. They have the lowest skill level of enemy soldiers in the game; they tend to stay in one place, they seldom switch cover effectively, and it takes them a relatively long to take cover when fired upon. Also, even though they carry grenades, Blackshirts lack the sense to actually use them, limiting their combat repitoire to firearms and melee attacks. Blackshirts are also equipped with outdated, slow-firing 98k bolt- action rifles. Their weapons do decent damage, but there's a few seconds delay between each shot, making them fairly ineffective against faster-firing Allied weapons such as the semi-automatic Garand rifle or the automatic Thompson submachine gun. Vicecapo Blackshirt: Appearance: Soldier wearing black uniform and black helmet. Class: Easy Machinegunner Health: 90 Primary Weapon: Maschinenpistole 40 Secondary Weapon: Stielhandgranate Battle Experience: Trained Combat Effectiveness: 1 The Vicecapo Blackshirts serve the role of Italian standard infantry in the game. They are armed with MP40 submachine guns, giving them a decent rate of fire. Like the Italian Blackshirt soldiers, they are the least skilled opponents you will be facing, and are found exclusively in the game's first mission. They are relatively ineffective at using cover, and are unable to actually use the grenades that they carry. Still, they have automatic weapons and can pose a decent threat to novice players still getting used to Medal of Honor: Airborne's gameplay mechanics. Tropical Heer Infantry: Appearance: Soldier wearing light green uniform and tan helmet. Class: Skilled Machinegunner Health: 110 Primary Weapon: Maschinenpistole 40 Secondary Weapon: Stielhandgranate Battle Experience: Skilled Combat Effectiveness: 2 Tropical Heer Infantry are the first German soldiers you'll encounter in the game, and represent the standard soldiers of the German army (Heer meaning Army in German). They appear in the second half of the game's first mission, and and fought exclusively in that mission. Like Vicecapo Blackshirts, Tropical Heer Infantry are equipped with MP40 submachine guns. However, Heer infantry are somewhat more skilled combatants that Blackshirts. They've got better aim and firearm control, make better use of cover, are more likely to blindfire from cover, and know how to use grenades. Heer Infantry are also slightly tougher than Blackshirts, to the degree that it usually take 3 submachine gun bullets instead of 2 to bring them down. European Heer Infantry: Appearance: Soldier wearing dark grey-green uniform and grey-green helmet. Class: Skilled Rifleman Health: 110 Primary Weapon: Gewehr 43 Secondary Weapon: Stielhandgranate Battle Experience: Skilled Combat Effectiveness: 3 European Heer Infantry are encountered in the game's second and third missions, Operation Avalanche and Operation Neptune. Like Tropical Heer Infantry, these guys represent the standard soldiers of the German army. They carry semi-automatic G43 rifles, which do high damage while still having a decent rate of fire. Their combat skill is equal to that of the earlier Tropical Heer Infantry, and they make decent use of cover, have decent aim, and know how to use grenades. On the plus side, as riflemen they won't blindfire, since that would be a waste of their relatively small ammo magazines. Heer Officer: Appearance: Officer wearing dark grey uniform and grey cap. Class: Skilled Machinegunner Health: 110 Primary Weapon: Maschinenpistole 40 Secondary Weapon: Stielhandgranate Battle Experience: Proven Combat Effectiveness: 3 Heer Officers are the leaders of the standard German Heer Infantry, and can be found commanding Heer soldiers in the game's first and second missions. While there are only 4 Heer Officers in the game's first mission (the assassination of each being a mission objective), they are rather common in the game's second mission, with several of them fighting in each area. As a result of their large numbers in the second mission, Heer Officers actually serve more of an infantry role rather than a command role, supporting the European Heer riflemen with MP40 submachine gun fire. Their overall combat effectiveness is on par with that of Tropical Heer Infantry. NOTE: The only unique enemy in the game is a Heer Officer armed with a 98k Karabiner sniper variant rifle. You fight him in a brief sniper vs. sniper duel about 3/4ths of the way through the game's first mission. Waffen Infantry: Appearance: Soldier wearing yellow and green cameo uniform and yellow/green cameo helmet. Class: Very Skilled Machinegunner Health: 120 Primary Weapon: Maschinenpistole 40 Secondary Weapon: Stielhandgranate Battle Experience: Proven Combat Effectiveness: 4 Highly trained soldiers of the Nazi Waffen SS begin to appear towards the end of the game's second mission, Operation Avalanche, and replace the Heer Infantry as your standard infantry opponents for the game's third and fourth missions (Operation Neptune and Operation Market Garden). Although equipped with standard MP40 submachine guns and stick grenades, Waffen Infantry soldiers are more skilled than previous opponents; they are more adept at seeking cover and moving from cover- to-cover, they use their firearms more effectively, they are more likely to blindfire from cover, and they throw grenades more frequently and with better skill. Additionally, unlike Heer Infantry, Waffen Infantry will support each other with suppressing fire. Waffen Infantry also have slightly more health than Heer Infantry, but they usually die after the same amount of bullets (due to the way the weapon damage values work out). Waffen Officer: Appearance: Officer wearing yellow and green cameo uniform and grey cap. Class: Very Skilled Machinegunner Health: 130 Primary Weapon: Sturmgewehr 44 Secondary Weapon: Stielhandgranate Battle Experience: Veteran Combat Effectiveness: 5 Highly trained Waffen SS Officers are the first opponents you'll encounter who wield the powerful StG.44 assault rifles, making them particularly dangerous foes. A few dozen Waffen Officers will be your final opponents in the last segment of the third mission, Operation Neptune. Waffen Officers also appear frequently in the fourth mission, Operation Market Garden, leading groups of Waffen Infantry soldiers against you. Finally, they appear alongside Fallschirmjager Commanders as standard infantry units in the game's final mission, Der Flakturm. Like Waffen Infantry soldiers, Waffen Officers are more skilled combatants than previous enemy soldiers. Additionally, their StG.44 assault rifles are more powerful and accurate than the MP40 submachine guns wielded by lower-ranking enemies. On the plus side, after killing several of them, you can grab a dropped StG.44 assault rifle and use it against them. Waffen Senior Trooper: Appearance: Officer wearing yellow and green cameo uniform with dark grey hood and cap. Class: Sniper Health: 120 Primary Weapon: Gewehr 43 (actually Gewehr 43 sniper) Secondary Weapon: None Battle Experience: Veteran Combat Effectiveness: 6 Waffen Senior Troopers are essentially Waffen SS Officers who serve the role of snipers instead of standard infantry. They are equipped with the sniper variant of the G43 rifle, and are usually positioned in high-up sniping positions where they can fire down upon you as you pass their line of sight. They're actually rather rare; I've only actually found 2 Waffen Senior Troopers in the entire game; one sniping at you from the Church steeple in Mission 4: Operation Market Garden, and one sniping at you from one of the pipeline shacks in Mission 5: Operation Varsity. (It is possible that one or two of the railyard snipers in Operation Varsity are Waffen Senior Troopers instead of Fallschirmjager Snipers, although it's hard to tell due to long distance and the speed at which they kill you). They essentially share the same behavior and characteristics as the more common Fallschirmjager Snipers. Waffen Storm Leader: Appearance: Officer wearing black SS uniform and black cap (not a helmet, as depicted in the loading screen photo). Class: Elite Machinegunner Health: 200 Primary Weapon: Sturmgewehr 44 Secondary Weapon: Stielhandgranate Battle Experience: Elite Combat Effectiveness: 6 Dressed in infamous black Nazi SS uniforms, Waffen Storm Leaders serve the role of high-ranking enemy commanders in the game. Although the game only rates them as a 6 out of 10 in terms of combat effectiveness, in actuality they're one of the game's highest ranking enemies, second only to the powerful Nazi Storm Elites. Waffen Storm Leaders are the highest skilled enemy soldiers in the game; they make excellent use of cover, intelligently manuever from cover-to-cover, are extremely skilled with their powerful StG.44 assault rifles, blindfire from cover, suppport their allies with suppressing fire, and toss grenade after grenade like a chipmunk on crack. Additionally, they have significantly more health than all other normal enemy soldiers, although they can still be brought down with a reasonable amount of lead (4 or 5 shots from most weapons should do the trick). Several Waffen Storm Leaders serve as commanders over the other Axis forces in Mission 5: Operation Varsity, and a few dozen of them can be found defending the inner sanctum of the Flak Tower in the game's final mission, Der Flakturm. Fallschirmjager Infantry: Appearance: Soldier wearing grey and green cameo uniform with dark green cap (not a helmet, as depicted in the loading screen photo). Class: Very Skilled Rifleman Health: 130 Primary Weapon: Gewehr 43 Secondary Weapon: Stielhandgranate Battle Experience: Veteran Combat Effectiveness: 7 Fallschirmjager (English: Parachute Ranger) Infantry are the paratroopers of the German military, and are the elite special forces enemy counterparts to you and your fellow American Airborne soldiers. Like Waffen Infantry, Fallschirmjager soldiers are highly trained and skilled opponents. Fallschirmjager soldiers are a step up from Waffen soldiers in that they have access to better equipment (G43 rifles and StG.44 assault rifles instead of MP40 submachine guns, for example). The standard Fallschirmjager Infantry soldier is equipped with a Gewehr 43 rifle, but uses it with more skill than the earlier European Heer Infantry riflemen. They are also more skilled in the use of cover and grenades, and also provide supporting suppressing fire for their allies. Standard Fallschirmjager Infantry units are actually rather rare; there are a few of them defending the catwalks around the large fuel tanks in Mission 5: Operation Varsity, but otherwise you won't be facing them in combat. Overall, most of the Fallschirmjager enemies you fight in the game are the assault rifle-wielding Fallschirmjager Commanders. Fallschirmjager Sniper: Appearance: Soldier wearing grey and green cameo uniform with dark grey hood and cap. Class: Sniper Health: 130 Primary Weapon: Gewehr 43 sniper Secondary Weapon: None Battle Experience: Elite Combat Effectiveness: 8 DESCRIPTION: Fallschirmjager Snipers are some of the most annoying enemies in the game. They are equipped with sniper versions of the G43 rifle, and have excellent vision and accuracy. A direct hit from their rifles will knock off a full health bar on Normal difficulty, preventing you from regenerating health and allowing them to kill you in just 4 shots. On the plus side, snipers usually delay a second or so between each shot. They first appear in the game's fifth mission, Operation Varsity, mainly guarding the boxcar yard where the 3 Panzer tanks are stored. Snipers can also be found on the exterior of the Flak Tower in the game's final mission, but you generally won't have to face them unless you try to descend the Tower's exterior instead of making your way through the interior. Fortunately, there are two "tells" that will alert you to the position of snipers if you pay careful attention. First, their scopes reflect sunlight, creating a bright flash that can be spotted from a distance. Secondary, each shot of their rifle leaves a smoke contrail in the air that gives away the path of the bullet, allowing you to notice their shots and trace them back to their source. Snipers are smart and won't just stand out in the open for you to shoot them; if they see you targeting them, they'll often hide behind cover and wait for you to be distracted by something else before they pop out and start shooting you again. As a result, you need to either shoot them before they can hide, or duck behind cover yourself and wait for them to pop out again. KILL STRATEGY: Snipers are typically positioned high up in out-of-the way sniping areas such as atop roofs or inside boxcars or sniping huts; it's often impossible to reach their position by foot, so the only way to kill them is to counter-snipe them with a rifle of your own. Accurate rifles equipped with a variable scope, such as the Springfield rifle or upgraded G43 rifle, are preferred (snipers can be spotted with the scope on the upgraded StG.44 assault rifle, but that weapon isn't quite accurate enough to reliably target snipers at long range). Be sure to make extensive use of cover, so that you only face one sniper at a time, and cannot be seen by the dozen or so other snipers in the area. Fallschirmjager Commander: Appearance: Officer wearing grey and green cameo uniform with dark green helmet. Class: Elite Machinegunner Health: 130 Primary Weapon: Sturmgewehr 44 Secondary Weapon: Stielhandgranate Battle Experience: Veteran Combat Effectiveness: 8 The title Fallschirmjager Commander is a bit misleading, because these enemies actually serve the role of standard enemy infantry in the game's last few levels. They appear in large numbers, and will be the main enemy opposition that you'll be facing. Fallschirmjager Commanders first appear towards the end of Mission 4: Operation Market Garden, and replace the Waffen Infantry soldiers as your standard opponents in Mission 5: Operation Varsity, and Mission 6: Der Flakturm. Like Waffen Storm Leaders, Fallschirmjager Commanders are elite troopers and the most skilled enemies you'll be facing, adept in the use of firearms, cover, blindfire, suppressing fire, and grenades. Additionally, they are also well equipped, wielding StG.44 assault rifles. Fallschirmjager Commanders also have slightly more health than earlier enemy infantry soldiers, although the difference is not too dramatic. Overall, they are the last and most challenging standard infantry enemies you'll be facing in the game, as befitting their status as the elite nemesis counterparts to your own American Airborne paratroopers. Panzergrenadier: Appearance: Soldier wearing spotty grey and green cameo uniform, dark green helmet, and gas mask. Class: Anti-tank Soldier Health: 130 Primary Weapon: Panzerschreck Secondary Weapon: None Battle Experience: Special Combat Effectiveness: 9 DESCRIPTION: Historical, Panzergrenadiers were German motorized infantry, soldiers used to support Panzer tanks. In Medal of Honor: Airborne, the term is used to describe special gas mask-wearing soldiers equipped with powerful Panzerschreck rocket launchers. Extremely dangerous, Panzergrenadiers can kill or critically injure you with a direct hit, and the splash damage from a near miss will still knock off about two and a half lifebars on Normal difficulty. Fortunately, Panzergrenadiers are not equipped with special armor, and go down just as easily as any other enemy soldier, with only a couple rifle shots or a few submachine gun hits. Panzergrenadiers typically always remain in the same position without moving, so once you figure out where they're firing from, it's fairly easy to draw a bead on them (although some of the Panzergrenadiers on the bridge in Market Garden will take cover behind pillars or wrecked cars, so you'll have to wait for them to pop out before shooting them). Panzergrenadiers first appear at the very end of the game's fourth mission, Operation Market Garden, where several of them are on a bridge defending a Tiger tank. You'll also find several Panzergrenadiers in the game's last mission, Der Flakturm, generally on the roof of the Flak Tower or lurking in the catwalks of the Tower's interior. KILL STRATEGY: Because of the extreme danger they present with their powerful weapons, Panzergrenadiers are best taken out from long range using a maximum zoomed sniper weapon such as the Springfield rifle or a G43 rifle with variable scope attachment. It's best to hide behind cover, pop out and try to target and shoot them, and duck back behind cover if they launch a rocket at you. Just be sure you don't take cover where there's a wall directly behind you, or else the rocket may sail past, hit the wall, and hurt you with the splash damage. Nazi Storm Elite: Appearance: Soldier wearing black SS uniform, black helmet, and gas mask. Class: Supersoldier, Bane of the Free World Health: 850 Primary Weapon: Maschinengewehr 42 Secondary Weapon: None Battle Experience: Special Combat Effectiveness: 10 DESCRIPTION: Medal of Honor: Airborne is a action game which is based on European history. Being based on history, the stages of the game are also based on famous battles which actually took place in 20th century Europe. Now here's this Giant Enemy Crab... The infamous Nazi Storm Elite is a Nazi super-soldier who wears a gas mask for no apparent reason other than to look menacing, is strong enough to wield an MG42 heavy machinegun as a man-portable weapon, and is apparently wearing heavy body armor that allows him to survive more than a dozen assault rifle shots to the chest or 3 to 4 headshots from a rifle or assault rifle. Fans of historical accuracy are doubtlessly up in arms at the Castle Wolfenstein pulp-fantasy nature of such enemies. Everyone else finds them annoyingly helluva tough. Two Nazi Storm Elites appear as a sort of end boss fight at the end of Mission 5: Operation Varsity, and there are about 20 of them scattered throughout the game's final level, Mission 6: Der Flakturm. Storm Elites are extremely dangerous... their heavy machineguns have a high rate of fire and high stopping power; they can seriously injure you on Normal difficulty, and can cut you down in a second on Expert. Also, unlike every other enemy in the game, they cannot be brought down by a burst or two of gunfire, and can even shrug off a direct hit from a rocket launcher or a Gammon grenade. On the plus side, Storm Elites are slower than regular enemies; they cannot run, and do not not take cover or throw grenades. They simply walk steadily towards you while blazing away with their MG42 machine guns. While unnaturally tough, Storm Elites aren't THAT tough by FPS standards. It takes 14 StG.44 assault rifle shots, 12 G43 rifle shots, 19 Thompson SMG shots, or two hits from a rocket launcher or Gammon grenade to bring one down, which is a lot less than the firepower need to kill, say, a F.E.A.R. Replica Heavy Armor soldier or a Gears of War Locust Horde Boomer. KILL STRATEGY: There are multiple tactics you can use against Storm Elites. If you have no choice but to fight one face-to-face, aim an assault rifle at their chest and blaze away on full-auto. Normally, the multiple bullet hits will stagger the Storm Elite and prevent it from firing back at you. You should bring it down after half a magazine of fire. On Expert difficulty this is more dangerous, since Elites can cut you down in literally a second if they manage to fire on you. Try taking cover and popping out to shoot at them (a good time to pop out and shoot is during the brief period when they're busy reloading their weapon). Alternatively, you can also take them down by tossing Gammon grenades from behind cover. You can kill Storm Elites with two Gammon grenades, or weaken them with a single Gammon grenade, then finish them off with a burst of assault rifle fire. Tiger I Tank: Appearance: It's a Tank. Run! Health: Treads: 600 Turret: 700 Body: ~1500 Primary Weapon: Main Cannon Secondary Weapon: Machine Gun Turret The heavily armored Tiger Tank is the toughest enemy you will face in Medal of Honor: Airborne. Tanks are also very dangerous, equipped with a powerful main cannon as well as a forward-mounted machine gun turret for shooting down enemies at close range. The tank's main cannon fires a powerful explosive shell every few seconds; a direct hit can critically injure or kill you, and even the splash damage from a near miss can still knock off 2 and a half life bars of your health on normal difficulty. Tanks also have heavy armor that makes them impervious to small arms fire and even most grenades; the only three weapons in the game which can harm them are the M18 Recoilless Rifle, the Panzerschreck, and Gammon grenades. It can take between 3 to 6 rocket or Gammon hits to destroy a tank, depending on whether you hit their relatively weak rear or treads, or their heavily armored front or top area. The heavy armor on tanks causes them to take reduced damage from even your most powerful weapons. Hits to the treads do 90% damage. Hits to the rear do 75% damage. Hits to the front do 60% damage. Hits to the vulnerable underbelly do 150% damage (this can only be accomplished by getting the tank to drive over a Gammon grenade so that it detonates while underneath the tank). There are only 4 tank encounters in the entire game; 1 in Mission 3: Operation Neptune, and 3 in Mission 4: Operation Market Garden. TANK ENCOUNTERS: TANK 1: The first Tiger Tank you face in the game appears in a small village area with a few huts. There are 4 recoilless rifle component drops in this area; the tank will bust in and start trying to kill you once you collect the first drop. You need to collect all 4 drops and assemble the recoilless rifle in order to destroy the tank. Use the central hut as cover as the tank drives in circles around it, running to grab recoilless rifle parts whenever the building is blocking the tank's line of sight of you. Once the rifle is assembled, blast one of the tank's treads twice to stop it in its tracks, then a third time to blow it up completely. TANK 2: The second Tiger Tank patrols the central area of the game's fourth mission, Market Garden. You need to find a stash of Gammon grenades in one of the bombed out buildings nearby, then toss the grenades at the tank from behind cover to destroy it. TANK 3: The third Tiger Tank appears in the same area in Market Garden, towards the end of the level; after you complete all initial mission objectives, the Tiger will bust through a wall at the end of the street and start firing at you and your buddies. Unlike the previous 2 tanks, this one is stationary. The best way to take it out to is stay behind the piece of cover (a bombed-out car) you start out near after the cutscene, and throw Gammon grenades over cover at the tank. Because you'll be attacking the tank's heavy front armor, it will take around 6 Gammon grenades to do the job. If you run out of Gammon grenades, there's a supply chest with more grenade ammo between the two small one-story buildings near you. TANK 4: The final Tiger Tank is also stationary, appearing at the end of the occupied bridge in Market Garden. Destroying it is your final mission objective of the level. After eliminating the tank's Panzergrenadier escort, you need to destroy the tank itself using the rocket launchers dropped by the Panzergrenadiers, as well as any Gammon grenades you have left. Since the narrow bridge prevents you from flanking to the tank's side, you'll have to attack the tank's heavily armored front, popping out and shooting it during the delay between its shots (let your allies run in front of the tank to provoke it into firing). As a result, it will take 6-8 hits to destroy the tank. If you need more rocket ammo, be sure to drop your current empty rocket launcher before picking up a new one. Grabbing a new rocket launcher nets you a full 8 rockets, while picking up a launcher while you're already carrying one will only give you 1 rocket.