The Armory

This page contains lists and descriptions of the weapons available to you in WWII GI.

  1. M1 Thompson- good stopping power but not very accurate at long range. Thompson ammo is usually plentiful but it is limited in D-Day and Atlantic Wall. This weapon is best used at short and medium range.
  2. German MP-40 "Schmeisser" - better at long range than the Thompson but not as powerful. Ammo is plentiful in German territory and getting one of these in D-Day really helps you in Atlantic wall. This weapon can be used at a slightly longer range than the Thompson.
  3. BAR - US light machine gun very accurate very powerful. Use this weapon mostly for blasting Germans from far away to save rounds in missions where there are not enough like Hunt For The 88's, Finding private McCurkee, and Saving Private McCurkee. In missions like Seaside Sweep, and Paperwork you have a lot of BAR ammo so this is your weapon of choice.
  4. M2 Bazooka - Used mainly against tanks this weapon is limited and should be saved for killing tanks. You will get hurt if you shoot a wall or soldier close to you.
  5. US fragmentation grenade - Standard grenade, when thrown kills anybody in range of it. Unfortunately Gerardi can't throw these too far so I mainly use them to throw into a room where the Germans are waiting for me. These are somewhat plentiful in the game. Grenades can clear away barbed wire and destroy artillery guns. The longer you hold down CTRL the farther Gerardi throws the grenade. In combat it takes to long to hold before you can throw at faraway Germans.
  6. Sniper Rifle - This weapon is extremely accurate and powerful at long range. Your best use is to take out enemy snipers and machine-gunners. This gun's ammo is limited and should be used wisely. You really need it at the beginning of Hunt for the 88's and throughout Finding and Saving Private McCurkee.
  7. Grenade Garand - This weapon is similar to a bazooka but you only get one shell. When you fire there is a short delay so you should stay up until you see the shell fly off. This is disadvantageous when there are tanks shooting at you.
  8. Colt 1911 - Twin .45 handguns, it's a good weapon for fights in a small room, bad at long range.
  9. TNT - An explosive charge, it can be slapped onto a tank or certain walls or doors and blows them up. There is a short fuse so you can get away.
  10. Flamethrower - Besides to fry Germans this weapon can be used to clear away barbed-wire faster than grenades. If you are too close to the item you are shooting at you will get hurt.

Items

  1.  
    Explosives
    These are like TNT but can be placed on the ground instead of a wall. These can be used against artillery, some walls, and probably tanks.
  2.  
    Medkit
    These bring back some of your health points but you must stand still to heal. You can have up to two. packs have either one or two per pack.
  3. Mortar shells
    There is a mortar in the mission Defend. To use it you pick up the box of shells, walk up to the mortar, and fire by pressing the use button. You change the range by crouching and pressing spacebar.
  4.  
    Mines
    These are only available in multiplay but are used by "Jerry" in single player missions. They come in packs of five. Lay by pressing enter. Any foes and yourself will get hurt if you step on one. You will hear a click if you step on a mine and can try to disarm it. Mines can be cleared by tossing a grenade on it.
  5. Mine Detector
    When one of these is turned on it beeps when you are too close to a mine and you can go around the mine.