Darkest Hour: Europe '44-'45

Darkest Hour: Europe '44-'45

46 ratings
Some recomendations for new players
By Mechanic
Equipment review and basic recomentations for different classes.
Guide based on 200+ hours in game, some old field manuals and common sence.
This is translation of my guide http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1095452391
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Introduction
Recommendations are written based on 300+ hours in the game, the experience of playing airsoft and information from field manuals and instructions published in Russian and English languages during WWII. The idea to generalize the experience in the form of guide arose after repeated observation of the same mistakes repeatedly committed by different players.
This mistakes make you want to uninstall game once and for all

If you interested in driving tanks, you will not find anything usable here. My expirience of driving in this game was mostly limited to cars and halftracks. Here is another guide with data of all vehicles in the game.

I not writing detailed guide about new features of "Advance" maps (squads, buildings, rally points etc.). Maybe i'll write separate guide later. If you interested, there was a hour-long video on Youtube with detailed introduction of new features.
General tips for infantry
  • The first and most important: learn uniforms and always check who are you aiming at before firing. After introduction of "advance" maps in 8.0 teammates can be anywhere and moving in any direction, don't shoot friendlies!
  • If you think teammate shooting at you - use voice command V-4-8 ("Friendly fire"), use "taunts" before going in buildings and tight spots occupied by teammates.
  • Rifleman is not a sniper. If your team atacking, atach bayonet (F) and storm enemy stronghold with them. There is good Ryan's guide about using guns like mellee weapon.
  • In most cases it is not possible to run from spawn to capture area (CAP) in one sprint. When stamina is low and you see enemy muzzleflashes ahead, jump behind cover and shoot. Dont stay there for long - fire few shots, get up and move to next cover.
  • When you pressing ALT (prone) while sprinting, character jumping forward, and if enemy firing at you from long range he will most likely hit you anyway since you moving with same speed in same direction. Safer aproach is to kneel C while sprinting and then go prone.
  • Try to choose a position where you are closed from the enemy by an impenetrable obstacle. On good position you can be spotted only from your own sector of fire, in this case you will see enemies representing danger and will atack them before they be able to aim.
  • If you are in a field with no cover - even shallow pit with bushes in front of it is good position.
  • Try not to stick your head above the shelter since you can be spotted and shot at from every direction.
  • Climbing a fence that can be rounded is not a good idea, especially if you fall off it a couple of times.
  • If you are a machine gunner or a sniper of an advancing team, always try to take a position on the flank or basicaly any elevated position where allies will not cross your sector of fire and will not obscure your line of sight with smokescreens.
  • If you want to resuply mortarman keep in mind, unlike any other character in game he has no collision model. Just run through him, looking down and clicking G. Only riflemen can resuply (v.8.1.4).
  • Do not run in front of your team machineguner. When resuplying - stay behind him or expect teamkill. Its hard to release "fire" button when some teammate suddenly apear in fire sector.
  • It's possible not only to resuply Bazooka operator, but to help him with reloading. Just press G while he is aiming. And do not walk behind him to avoid death from backblast.
  • If you see dead body and good equipment near it, think for a second. And look around. There is good chance, somebody already aiming at this spot waiting for you. For example, somebody entered building and saw MP-44 on the floor, forget everything and run toward good gun. And got bullet from dark corner. Next guy entered room 2 seconds later, and got shot too. I used this trick more than once, camping with pistol while main weapon (with no ammo left) was used as decoy.
  • When entering building make sure there is no enemy left in it before taking weapon from floor or shooting from windows.
  • When you entering room and see some teammates already occupying it, try to find another room. It is possible for two rifleman to shoot from one window, but not very comfortable. Such window will quickly atract enemy's attention. And while one man can escape grenade, two - will be stuck in a narrow doorway.
  • After v.8.1.4 release all classes spawning with only 60% of ammunition. MG, AT launchers and mortar now can be resuplied only by riflemen. Another way to get ammo - look for Logistics truck and go close to it. All captured weapon can be resuplied only from truck or ammo box - discard captured AT launchers after ammo depleated. In v.9.1.4 initial ammo you have from spawn will decrease over time.
Armored Personel Carrier (APC)
After 8.0 update APCs no longer usable as mobile spawn point. But it is still vital part of team's logistics and firepower. Here is some tips about using it effectively:
  • APC stands for "Armored Personel Carrier", but while armored, its armour is very thin. Don't fool yourself, it is not a tank. Even worse, all APCs in game has no roof, so crew and passengers can be killed from elevated position or with one well placed hand grenade. There is no bulletproof windshild, so well placed shot can kill driver or passenger, PTR round will ruin tracks, some rifle shots can damage wheels etc.
  • Don't rush to capture point - it is the easiest way to lose vehicle and couple of tickets. Unload infantry on distance, and supress enemy with MG fire from long range.
  • If there is barbed wire in front of teammates, supress enemy untill they get to position and start shooting, then mow down wire and/or wooden fence. It is much faster than cuting it with tool. Barbed wire obstacles placed by players can be destroyed only by ramming them at top speed.
  • If CAP already taken, you can move APC closer and use it as mobile hardpoint with MG.
  • Machineguner on halftrack protected from frontal atacks, but sides and rear has no protection. Stay behind your infantry to avoid enemy flanking you.
  • British "Universal carrier"/"BREN carrier" protected from all directions, but has a lot of flaws: it is slow (20km/h), carry only 4 passengers, has narrow guner's field of view, and inferior armament (BREN - 30 rounds * 20 mags, or DT - 63 rounds * 15 mags). Keep distance and use short bursts. If you dont want to peek head above shield - switch to driver's seat - it has wider window.
  • When APC is transporting you - do not fire its machinegun without good reason, drawing all kinds of unwanted attention to you and teammates in it.
  • Spawn time for APC is more than 3 minutes. Situation when it is not destroyed, but decrewed behind enemy lines is even worse, since you can't spawn another untill existing one selfdestruct.
  • Dont try to cross trenches, and always check what is in front of you before moving parked APC.
  • Vehicle can be locked with L button.
  • APCs cost in tickets is 4.
Equipment
  • Binoculars - standart equipment of tankmen, oficers and artillery spotters. Very usefull tool for checking suspicious spots from great range. Sometimes enemy spotted with use of binoculars can be killed with weapon without scope. Dont hesitate to ask teammates to shoot at hiding enemy you spotted. Works best if you are SL, correcting fire of machinegun or cannon.

  • Grenade - all clases in game can carry up to 3 grenades, but spawning only with one. SL can build grenade box with 15 grenades in it. Learn how to throw grenades in windows (its tricky with stick grenades) and trenches. Throw it only when you are sure about teammates safety. Throw grenades inside smokescreen or in rooms only when you are sure no teammates are there. And dont throw it when surrounded by allies: it can bounce back, or enemy can hit you and droped grenade will give you some teamkills.

  • Antitank grenade RPG-43 - ("ruchnaya protivotankovaya granata" - "hand + antitank + grenade") usefull gadget, that can blow tank. Not every player able to land it properly. In some cases it just will not expode. Try to throw it while sprinting toward enemy tank from behind, aim for rear of turret or engine. Grenade landed on engine grill from above is more effective, but throwing like this is tricky. After latest updates this grenade have decent blast raduis and very deadly for infantry.

  • Smoke grenade. Part of sapper's, oficer's and bazooka operator's kits. There is 3 types of smoke grenades, all works the same. Remember how it look and use while atacking. Perhaps this is the only equipment worth of slowing down under fire.

  • Color smoke grenades is part of oficer's kits. Not very usefull without communication. Can be used to mark openings in wire, enemy position or tank... Unlike normal smoke grenade it emits tall smoke column visible from long distance, which can obscure 2nd and 3rd floor windows.

  • Wire cutters - sappers equipment on some maps. Can be looted. If you are sapper of atacking team cut wire everywhere, it will help you team. When you are defending don't use it at all. Wire cutters also usefull to destroy buildable barbed wire obstacles: 2 seconds of cutting and 3-4 shovel swings destroying them completely, otherwise it must be rammed by APC on top speed or shoveled about 20-30 times.

  • Satchel charge - is not "more powerfull grenade", but special tool for special applications.
    Satchels can be used to destroy barricades, antitank obstacles, artillery, even tanks (drop charge on engine compartment). Satchels has very long delay, enemy infantry can escape or teammates get too close to it. You can kill half of atacking team with unlucky placed satchel crarge and not a single enemy. Some maps has destroyable obstacles, marked on map with small crosshairs. There is voice command "Satchel planted" to warn allies (V-4-6), it will help you to avoid teamkills.
    UPD 19/06/2019: there are 2 satchels now. Small one almost useless against tanks, and large can kill tank if placed on top of engine or detrack it if explodes in 2m radius from tank. Detracked tank will explode if crew leaves it for ~10 seconds.

  • Spade - can be used as mellee weapon (RMB) in close combat or as construction/deconstruction tool on Advance maps. After squad leader placed building, it must be finished with use of spade. You can't dig while prone for balance reasons. Click LMB for build and RMB for destroy things. Cannons can not be destroyed with shovels. It is impossible to deconstruct enemy HeadQuaters (HQ) alone.
Rifleman
Rifleman - is the main class in this game, unlike other clases there is no limit how many riflemen can be in team. Always equiped with rifle or carbine and fragmentation grenade. Almost all rifles can be used with bayonet.
  • Without competent support riflemen can't do much, but they must capture and hold points. Everyone else are just providing support.
  • Rifles has very long effective range, just learn how to shoot at moving target.
  • Going to CQB (rooms, narrow streets etc.) always atach bayonet. It gives more range and damage in mellee. With bayonet hanging under barrel rifle gets 2-4% more sway (v.9.1.4), making accurate shots at long range trickier.
  • When ambushing enemy from long range - do not atach bayonet. It can give away your position, sticking from cover or even throgh wall (thanks to old game engine).
  • Do not save grenades "for a rainy day", but do not throw it mindlessly. Save it for times when you are sure that it will do not harm allies.
  • With latest updates characters have only one grenade initially, but can carry up to 3 grenades of each type, including RPG-43.
  • Grenade explosion throws a cloud of dust into the air, that dust can obscure enemy line of sight for few seconds.
  • Soviets have 3 versions of SVT: model 38 and 40 are similar, and AVT-40 is capable of full auto fire, which will overheat it after 3 mag dumps (still usefull sometimes, despite maximum ammunition is 60 rounds).
  • German last ditch rifles must be mentioned separately: VK98 is basically K98, but with very limited ammo (5+15 rounds) and VG 1-5 is similar to US M1 Carbine with doubled magazine capacity and recoil.
Sniper
Sniper - not just a "sharpshooter" with telescopic sight on his rifle.
  • First thing is: you are not a lone wolf hunting for "frags", but support class, trying to help your teammates.
  • When playing as sniper, use microphone or team chat: with scope you can spot things hidden from your teammates. When see something important inform team about it.
  • Don't even try to kill every enemy. Choose most dangerous ones and shoot them without hurry. The most dangerous enemies in most situations are machineguners and tankmen, but guy with Bazooka or binoculars (artyllery officer) is good target too.
  • Choose position on your team's flank behind friendly soldiers. Rare shots from rear line doesn't attract much attention. Just stay close enough to distinguish friend and foe.
  • When shooting from buildings, kneel on side of window. Telescopic sight has very limited field of view, and while you are shooting at an acute angle to the wall, behind which you hiding, enemy has less chances to shoot at you.
  • When your shots finaly attracted machineguner's attention to your window, just fall on the floor and reload your rifle. It takes a while, and when rifle is loaded MG most likely already shooting at another target.
  • Do not make a duel with the enemy machine-gunner, wait until he stops shooting at you!
  • It is not desirable to be in a room with riflemen, or even worse - a machine gunner. They attracting too much attention. And too much HE shells.
  • Keep your distance! A good distance is one on which you are able to distinguish the enemy from a friend, but they can not see you without binoculars.
Assault trooper
In this guide every soldier with SMG or assault rifle (STG-44) is assault trooper. This class is simple to play, yet quite complex to master.
SMGs in the game differs from each other more than other guns.
  • PPSh-41 (ППШ-41) - horrific recoil and shots dispersion was fixed in 8.1, and like real counterpart it can now be used in semiautomatic mode. Good SMG with large magazine, ultimate choice for room clearing. Currently 2 more versions avaible: one with 35 rounds magazine and german version with MP-40 mags.
  • PPD-40 (ППД-40) - avaible only on early maps, this SMG is similar to PPSh-41, but has slower rate of fire and worse accuracy. Semiautomatic fire mode was implemented in new update. Real PPD-40 has same ROF as PPSh and worse shot dispersion because it has no compensator (8.1 not affected it, was fixed in 9.1.4)
  • PPS-43 (ППС-43) - one of the best SMGs of WWII. In game it has good enough accuracy to shoot at 50m range while prone and gun is rested, but after updates PPSh is much more accurate when fired in semiautomatic mode.
  • Korovin SMG - made in Tula in small numbers and mostly used in Tulskaya oblast' this SMG is very similar to PPS-43, but slower firing.
  • MP-40 - this SMG is surprisingly accurate, but relatively weak.
  • MP-41 - Shcmeiser's version of MP40 with wooden stock and fire mode selector. Avaible on early war maps (v.9.0.3).
  • MP-44 - germans used it mostly in semiautomatic mode. Auto fire was used occasionally to cover moving MG crews or supress enemy. In game it is combination of good medium range accuracy with high ROF and heavy hitting cartrige.
  • MP-34 - very rare SMG with horizontal magazine. Did not tested it yet.
  • STEN - simplified British version of the German MP-28 in the game is surprisingly good. There are now British and Canadian Mk.2, simplified Mk.3 and improved Mk.5 variant with bayonet. In practical use they are the same.
  • Thompson M1A1 - unlike real couterpart it had very slight recoil and no bullet drop. With newer upates this weapon was nerfed, but it is still extremely deadly in close range battles. Small aperture sight was replaced with basically a "ghost ring" making it way more effective. Unlike every other SMG in DH it doesnt require pulling bolt back on empty reload because of bolt hold open.
  • Thompson M1928A1 - avaible with 20 and 30 rounds stick magazines and 50-round drum. Bolt hold open doesnt work with drum mags and you have only 1 spare drum initially.
  • M3 "Grease gun" - slow firing, powerful and rather accurate SMG with very distinctive sound. Modeled and textured by me: at some point i tired to look at old inacurate model
There are not many recomendations:
  • In offensive do not try to cover atacking riflemen, charge!
  • Good reason to stop for a while is to wait for smokescreen or behind cover when MG shooting in your direction.
  • Enter the building as one of the first, your weapon is best suited for clearing rooms from hostiles.
  • Learn to shoot from hip while moving.
  • Rest weapon against something for long range shooting and use semiauto or short bursts.
  • In defense guard capture zone entrances, stairs, narrow streets etc. to use your weapon most effectively.
Machineguner
In the game there are two types of machineguns: LMG and MG.
I prefer to divide it into three categories:

  1. BAR, BREN- practically it is heavy automatic rifles. Firing faster and has larger clip than rifles. Player can shoot it from sholder, from hip or from bipod. Bipod was rarely used because it takes time to deploy it and BAR's battle sigh much less obscuring when compared to long range ladder sight.
  2. BAR w/o bipod - same BAR, but worse: without bipod it lacks long range accuracy.

  3. FG-42 - the most effective gun in whole game, combining accuracy and power of rifle, short bursts of MG42, mild recoil and bipod for long range fire. As any LMG it can be resuplied by teammates. Real FG-42 had bayonet, but it can not be used in the game. It should be with BAR and BREN, but i placed it separately because of how effective it is.

  4. DP-27 and MG-34 can be fired from hip while walking. Accuracy and speed is severely limited in this mode. One can try to clear building hosing bullets in every direction, but i prefer to use sidearm. Unlike german weapon with 350 rounds in 7 belts, soviet gun has only 188 rounds in 4 pan magazines.

  5. M1919A6 and MG-42 - powerful and heavy weapon, must be deployed before firing and can not be used in mellee. Large ammo capacity in 2 belts plus pistol for self-defense. This machineguns could destroy light armored vehicles (halftracks and american scout cars), before halftracks got 10k health. The only problem of both guns is its rate of overheating - it can jam faster than you shoot both belts.

  • If you got LMG - use it like a rifle. Guard most dangerous sector, don't hide in dark corner behind defense lines. After 9.2 this weapon can overheat, but you will use all ammo long before jam.
  • When using MG - supress enemy. Not kill single enemy, supress entire team, cripple their aim and mobility. If enemy killed - its good, when they just not going to atack in fear of your bullets - not bad ether. Shoot crowds, windows where enemy can be hiding, fire into smokescreens etc...
  • When your positon is behind wall (some fence or inside building) hold finger on ALT button. When you are under fire every second counts and its much faster to fall on floor than fold bipod and walk to side.
  • Avoid to use long bursts if possible, it overheating gun too fast.
  • MG-34 and MG-42 has spare barrel. When gun is smoking hot - press B to use it. If MG jammed - it's barrel is destroyed.
  • When using MG-34 you can fire semiauto pressing mellee button.
  • Most effective fire is flanking fire. Enemy don't see you before walking in killing area. But for flanking fire guner need somebody who will cover him.
  • Machinegun eats ammo very fast, to call for resuply use voice command V-1-3.
  • Guarding stairs with MG is very easy, but assault trooper or rifleman with selfloading rifle can do this job even better (they can escape grenade). It is pure overkill and ineffective use of most powerful gun team have.
  • If you using captured weapon always warn your teammates! Type in teamchat, say it... Or expect deadly friendly fire or grenade.
  • All machineguns are effective at long ranges. Use it to your advantage, don't get too close to enemy when possible.
Mortar team
Spotter - basically a rifleman with binoculars. His role is to scout area and call for mortar support. In 9.3.3 this role removed on some maps and his duty given to Squad Leaders (SL), on some maps spotter still present
Removed in 10.0, SLs doing this job now.

  • To set a target for mortarman, aim using binoculars and hold left mouse button. Arrow and circular menu will appear, choose from 3 options: artillery barrage, HE or smoke shells (mark visible to mortarman and howitzer operators).
  • Mark will disappear after 5 minutes.
  • Use microphone or team chat for additional correction ("Drop some HEs 50 meters
    further", "Flak marked for mortar fire" etc.).

Mortarman have mortar and ammunition for it: 16 high explosive (24 max) and 4 smoke mines. He also carries a rifle for self-defense and binoculars (with no spotting capability).
  • Mortarman can not crawl or sprint with his heavy weapon.
  • To deploy mortar choose flat surface, turn towards the enemy and press F. Aim mortar using WASD, shoot with LMB, to switch ammo type press X. To abandon your mortar press Z (when you return to it - mortar will be zeroed on same spot you set it before).
  • To use mortar's scope scroll mouse wheel up. There is scale showing elevation on left side of screen and range chart on right. In deploy menu (Esc button) you can measure range to specific point with RMB, direction to this mark is visible on compas.
  • Choose position behind tall cover, inside pit, trench, shell crater or even building without roof.
  • When you out of mines, it is possible to abandon your weapon (Z) and get some mines on resuply point. Or just set it near spawn, on teammate's way and you will never be out of ammo.
  • After 8.1 release only riflemen can give shells, you can ask SL to build ammo crate nearby, Logistic trucks and rally point (RP) also giving ammo.
  • When spotter setting mark, small textbox will apear. When shell hit is close to mark, mortarman can see explosion icon on his map.
  • Smoke shells are very limited and very effective in same time. Try to smoke objective, your squad atacking. Or move fire behind objective to block enemy reinforcements from reaching it.
Obsolete section
Playing as mortarman is very dificult. There is good guide by MeFirst and firing charts by Basnett (pdf file)[darkesthourgame.com] (it was posted back in 2011 (!) and im not sure if it is still correct).

Even with mentioned charts mortar without spotter and communication is basically blind and ineffective.
Artillery oficer and Radio operator
Artillery oficer - role is similar to mortar observer, but with much more powerfull weapon. After last updates every SL can call for artillery. Use binoculars to set target, check it on your map (O) and use Radio (stationary version marked on the map) or radio operator. Most compex task here is to correctly choose target and time of artillery strike.

Radio operator - rifleman with radio on his back. On some maps have no grenades (make sence cosidering weight of the radio).
  • Artillery strikes is very limited, and once called for can not be canceled.
  • Whole team can see artillery marker on their maps.
  • Artillery strike can supress players hiding inside buildings, but can not harm them.
  • Communication is a key: Radioman has radio with antenna on his back, but oficer looks like any other player. Use chat to find each other.
  • If barrage is stoped, but marker not disapeared from map - expect more shells on same spot.
Sapper
Armed with carbine or SMG, one fragmentation grenade and one smoke grenade. On some maps has satchel charge or wire cutter or both. Soviet sapper sometimes equiped with RPG-43 antitank grenades and can't choose SMG. Americans can use shotgun on some maps.
  • Smoke grenades is most valuable part of sapper's kit. Almost any atack without smokescreens is doomed.
  • Sappers must be in first line of atackers, deploying smokescreens and cutting barbed wire.
  • When placing satchel charge do not forget to warn allies (V-4-6).
  • After smoke grenade used, atack enemy. There is only two ways to get more smoke grenades: from dead body or after respawn.
  • Satchel placed inside HQ will destroy it, so lone engineer can destroy HQ unlike anyone else.
  • Fastest way to destroy enemy guns or fortifications - blow it with satchel.
  • There are two types of identically looking satchels : only practical difference of large ones is better antitank effect. While small satchel can set on fire any halftrack or armored car, larger one can destroy or detrack any tank. Small satchels placed on engine cover sometimes can destroy M1A1 Sherman, JP4, some STUGs and PZ3, but completely harmless against heavier tanks (it takes 25 small satchels to destroy Tiger!).
Bazooka operator and AT-rifleman
Infantry anti tank weaponry in RO:DH consists rocket propelled launchers, spigot mortar and couple of antitank rifles (not counting RPG-43 and satchel charges).

M1A1 "Bazooka", M9A1 "Bazooka" and PZB-54 "Panzershreck" - very similar in gameplay recoilles rifles. AT soldier carries up to 2 grenades for AT weapon (spawning only with one), rifle or carbine, pistol and smoke grenade. Sometimes AT also have large satchels. M9A1 have reflex sight - best possible option for taking shots at moving targets.
  • Ammunition is severely limited: one or two grenades. Stay close to teammates and they will resupply you.
  • Reloading takes few seconds. Weapon can not be loaded in prone position by operator.
  • Teammates can reload your bazooka or PZB-54 for you, just aim down the sights (and ask for ammo V-1-3). It works even while prone and much faster than loading by operator.
  • When reloading you are completely defenseless, and can't run/sprint. Only way to defend yourself is to drop weapon on the ground and switch to another gun.
  • It is easy to hit stationary target in 30m range. Engaging moving target on long range can be very tricky.
  • Both guns has sight settings for different ranges, press F to switch it.
  • Be aware what is behind you before firing your weapon. Backblast is deadly for anyone unlucky enough to walk behind you, or even for you if there is wall.
  • When atacking, try to be on front line. Your SMG and smoke grenade is very usefull in this scenario.
  • After switching to another gun grenade will be automatically unloaded and moved to inventory (no animation for this).
  • Launchers can be resupplied from Logistic trucks and ammo boxes. Teammates can not give ammo for enemy weapon, discard launcher to prevent enemy from getting it back.
When AT guner asking for help reloading his gun, don't stay behind him - hit G and move away from him!

PIAT - "Projector Infantry Anti Tank" is strange British spigot-type grenade launcher. In game it can be reloaded or fired only while prone.

  • You can not fire it when not on your belly. Don't even bother to take positions near windows or behind a wall.
  • No deadly backblast.
  • Can't be reloaded by teammate.
  • Can be carried with loaded grenade unlike Bazooka or PZB.
  • Large splash damage radius, be carefull, don't get to close to target.
Reloading animation is not correct: in reality recoil mechanism cocking striker automaticaly, shooter must only insert new grenade.

Panzerfaust - disposable single shot launcher. Can be obtained by anyone on many maps.
  • Has slowest projectile of all AT weapons. Adjust sights according to range (press F to switch it).
  • In many cases panzerfaust not destroys vehicles on hit, but causes fire and explosion few seconds later.
  • PzFs scattered across maps no longer respawns over time (8.2).
  • Watch where you are shooting from: backblast is deadly for persons behind you, and for you as well if there is a wall.

PTRD-41 (ПТРД-41) - single shot AT rifle with automatic ejection, caliber 14,5x115mm. "Broneboyschik" also has Nagant mod.1895 revolver for self-defense, 2 RPG-43 grenades and sometimes binoculars.
  • This kit initially includes 20 rounds of monstrous 14,5x115mm caliber, with maximum of 20 in reality there was 2 versions of ammo bags (not pouches, but actually bags with shoulder strap): with 20 loops for 1 cartrige each and with 5 compartments 4 rounds each.
  • Rifle can be used only from bipod (find position and press F to deploy the gun).
  • Rifle has good range almost without bullet drop and is relatively accurate, but very weak by 1945's standarts (there is no tanks with 20mm armor anymore).
  • Few shots can destroy PAK cannon. One shot to engine will set halftrack or truck on fire. When shooting at tank or STUG - aim for engine or ammo storage.
  • Sadly game doesn't allow to penetrate sandbags or walls with AT rifle.
  • On some maps player can choose what to use: Mosin carbine or PTRD. It is good for segments, when enemy not using armor, but do not forget to change back when need arises.
  • Nagant revolver is extremely slow to reload and have poor accuracy when firing fast. It must simulate atrocious double-action trigger of real weapon. When firing slowly revolver offers good accuracy. It comes with 42-70 rounds.
  • RPG-43 have large splash damage radius and explodes on impact, dont throw it from short ranges or near allies. Ir have bonus damage when landing on roof of vehicle.
  • Resuply point gives 1 round every 1.5 seconds.

Wz.35 or Fucile Controcarro 35(P) - Polish bolt action magazine fed AT rifle, caliber 8x107mm. While in reality it is not heavier than BAR, in game this weapon can only to be fired from bipod. No idea why Steam censoring "Rifle" in Italian
  • 4 rounds in each magazine, can not be single loaded.
  • Rifle can be used only from bipod (find position and press F to deploy the gun).
  • Rifle has good range and no bullet drop, it is relatively accurate.
  • Good against guns and light armor, mostly useless against Shermans or anything heavier.
  • Sadly game doesn't allow to penetrate sandbags or walls with AT rifle.
  • Kit includes Beretta Mod. 1934 pistol, which is surprisingly effective.

Sadly AT riflemen doesn't have binoculars on some maps, which could be very usefull.
Conclusion
UPD. To play DH on Linux you need to download RO '41-45 as well (only 4Mb!).
Feel free to write comments or a personal messages.
Reported misspellings or incorrect phrases will be corrected ASAP.
I hope readers will find here something useful.
This review getting updates time to time. Im sure it is not good idea to put information about "Advance" maps here, since this guide is very long already. Maybe i should write new guide...
7 Comments
Hans Gruber 25 Feb @ 4:47pm 
No mobile artillery yet for the axis
Feruen 19 Jan @ 10:51am 
Does Geballteladung work similiar like RPG-43?
Face 30 Nov, 2020 @ 5:37pm 
Hella good guide, well done. nice to educate people on this game as it tends to throw you in at the deep end
Mechanic  [author] 12 Feb, 2020 @ 12:39pm 
Thank you for offer. I know there are misspellings. You can contact me on Discord or Steam PM.
The Devil of Yorkshire 12 Feb, 2020 @ 3:36am 
a nice guide.only problem is the truckload of misspellings,but I can offer help in correcting those
Hauptmann HeiligeScheiße 24 Jun, 2019 @ 2:54am 
Vielen Dank , Kamerad !
le monkéy 18 Jun, 2019 @ 1:21am 
Thank you! I got the game recently and this guide is exactly what I've been looking for!