Suggested Rifleman Changes - Normandy Only

I play Normandy. A lot. Here are my suggestions:

The Rifleman is the core unit of the game. For Normandy, Riflemen tend to get sidelined by Assaulters. The Assaulter has its place in the game, but not by replacing another core unit.

Below are proposed Rifleman trees, going to Level 4. Riflemen are able to use the Bayonet and Grenade Launcher attachments to their weapon, while other classes cannot. The Bayonet and Grenade Launcher both take up inventory slots (melee weapon and secondary weapon respectively).

Key

Name and Designation of the Weapon
Caliber: Diameter of the weapon’s cartridge to the nearest tenth of a millimeter.
Velocity: muzzle velocity of the round in whole meters per second.
Rof: Rate of Fire, listed in minimum whole rounds per minute.
Feed: Weapon Action and Loading Mechanism.
Weight: Weight of the unloaded weapon to the nearest tenth of a kilogram.
Ctg. Mass: Mass of the round to the nearest tenth of a gram.
Energy: Kinetic Energy of the round to the nearest tenth of a KiloJoule.
Recoil: Energy divided by Weight to the nearest hundredth.
Range: Maximum distance in meters.
Radius: Lethal blast radius of an explosive in meters.


Allies

Rifleman I

Royal Army 50th Infantry Division, Gold Beach

  • Unlocks at Level 1
  • Can Mount No. 4 Bayonet
  • Issued 100 rounds (20 clips)

Rifle No. 4 Mk I
Caliber: 7.7
Velocity: 744
RoF: 20
Feed: Bolt 10-rd magazine
Weight: 4.1
Ctg. Mass: 11.3
Energy: 3.1
Recoil: 0.76


Rifleman II

United States Army 1st Infantry Division, Omaha Beach

  • Unlocks at Level 12
  • Can mount M1 Bayonet
  • Issued 80 rounds (10 clips)

M1 Rifle
Caliber: 7.6
Velocity: 853
RoF: 45
Feed: Semi 8-rd Clip
Weight: 5.3
Ctg. Mass: 11
Energy: 4
Recoil: 0.76


Rifleman III

Canadian Army 3rd Canadian Infantry Division, Juno Beach

  • Unlocks at Level 23
  • Can Equip No. 5 Cup Discharger
  • Issued 100 rounds (20 clips)
  • Issued 4 No. 23 Mk. III Rifle Grenade

Rifle No. 4 Mk I
Caliber: 7.7
Velocity: 744
RoF: 20
Feed: Bolt 10-rd magazine
Weight: 4.1
Ctg. Mass: 11.3
Energy: 3.1
Recoil: 0.76

No. 5 Mk. I Cup Discharger
RoF: 6
Feed: Hand-Loaded
Weight: 0.2
Range: 180

**No. 23 Mk. III Rifle Grenade
Weight: .765
Fuse: 4
Radius: 30


Rifleman IV

United States Army 101st Airborne Division, Carentan

  • Unlocks at Level 34
  • Can mount M7 Grenade Thrower Attachment
  • Issued 80 rounds (10 clips)
  • Issued 2 M17 Rifle Grenade

M1 Rifle
Caliber: 7.62
Velocity: 853
RoF: 45
Feed: Semi 8-rd Clip
Weight: 5.3
Ctg. Mass: 27
Energy: 9.8
Recoil: 1.85

M7 Grenade Launcher
Caliber: 22
Velocity:
RoF: 6
Feed: Hand-loaded
Weight: 5.8
Ctg. Mass:
Range: 200

M17 Rifle grenade
Weight: 0.6
Fuse: Contact
Radius: 9


Axis

Rifleman I

Wehrmacht 716th Infantry Division, Gold Beach

  • Unlocks at Level 1
  • Features Integral Bayonet
  • Issued 60 rounds (12 clips)

MAS-36Caliber: 7.5
Muzzle Velocity: 850
RoF: 25
Feed: Bolt 5-rd Clip
Weight: 3.7
Ctg. Mass: 9
Energy: 3.3
Recoil: 0.89


Rifleman II

Wehrmacht 91st Infantry Division, Utah beach

  • Unlocks at Level 12
  • Can Mount Schiessbecher Grenade Launcher
  • Issued 60 rounds (12 clips)
  • Issued 15 HE Rifle Grenade

Kar 98kCaliber: 8
Muzzle Velocity: 760
RoF: 25
Feed: Bolt 5-rd Clip
Weight: 4.1
Ctg. Mass: 12.8
Energy: 3.7
Recoil: 0.9

Schiessbecher
Caliber: 30
Velocity:
RoF: 5
Feed: Hand-loaded
Weight: .75
Range: 280

Gewehrsprenggranate
Weight: 0.3
Fuse: Impact
Radius: 6.3


Rifleman III

Wehrmacht 352nd Infantry Division; Omaha Beach

  • Unlocks at Level 23
  • Issued 100 rounds (10 magazines)

Gewehr 43
Caliber: 7.92
Muzzle Velocity: 746
RoF: 85
Feed: Semi 10-rd Magazine
Weight: 2.4
Cartridge Mass: 12.8
Energy: 3.6
Recoil: 1.5


Rifleman IV

Wehrmacht 2nd Parachute Division; Carentan

  • Unlocks at Level 34
  • Features Integral Bayonet
  • Can Mount Schiessbecher Grenade Launcher
  • Issued 100 rounds (5 magazines)
  • Issued 15 Gewehrsprenggranate

FG 42
Caliber: 7.92
Velocity: 740
RoF: 900
Feed: Semi/Auto 20-rd Magazine
Weight: 4.2
Cartridge Mass: 12.8
Energy: 3.5
Recoil: 0.83

Schiessbecher
Caliber: 30
Velocity:
RoF: 5
Feed: Hand-loaded
Weight: 0.75
Range: 280

Gewehrsprenggranate
Weight: 0.3
Fuse: Impact
Radius: 6.3


Abilities

Assistant Gunner
Rifleman deserve to have a more active role in preparing the battlefield. As such, they should be able to act as loaders and assistants for gunners. When serving as a loader, they can utilize their reload perk (if unlocked) to boost the reload speed of emplaced, towed, and crew-served weapons.

Hasty Fortification
When the going gets rough, the tough dig in and prepare to fight. As such, Rifleman should be able to equip a shovel (at the cost of their bayonet), to gain the ability to create small sandbag barriers. These barriers serve as a single-line of defense against grenades, bullets, and explosions.


Leave your comments, questions, and concerns below. I’m mostly putting out my thoughts on the Normandy campaign and I am working on two more posts for this series (Suggested Assaulter Changes and Suggested Gunner Changes - Normandy Only).

6 Likes

But what about the m1 carbine!!!

2 Likes

Enginer as always

5 Likes

It’d fall in the same range as MAS 36. Issued likely to the Engineers. And yep, thanks gastano.

2 Likes

I have np at all taking FG off the riflemen, but my Engineer Squad came with the FG on the engineer, not on Riflemen, i don’t use on riflemen, except two that i jagged in random drop,if they take my FG off my Engineer i will QQ
Edit, i do like some of these suggestions though :smiley:
Edit 2 i dont use auto either, what a waste of ammo.

2 Likes

I don’t use it at all, the g43 is sexier, long live the g43

2 Likes

Thanks, which ones in particular did you like beyond the FG being taken off of Riflemen?

As for where the FG 42 would go, it’d become a premium weapon. It could no longer be upgraded or obtained outside of gold and would be limited to a special Paratrooper Squad given to those players who unlocked the FG 42 before it was removed from regular rotation.

Same with the FG 42 II (Scoped) and it being given to a Paratrooper Premium Squad.

One of my campaign suggestions would be removing Airborne Squads from regular grind altogether, and make them the Premium Squads present. 101st, 82nd, and 6th Airborne all becoming those Premium Squads.

I like the idea, reminds me of my old suggestions about asymmetrical balance. I have to point out there are many guns you avoided mentioning (like M1 carbine, Manlicher, MAS-36…)

Who should carry these guns?

1 Like

Ope, and of course German 2nd and 9th Paras

Laughs in Kar-98 main

3 Likes

this one, great idea, would make them usefull instead of me just loading them with explosives, and being lemmings :stuck_out_tongue:

Edit 1

awww but i dont even own a premium squad, used money i have invested in other things, as Prem , cough where lvl4 max, when i gring the normal squads i get lvl 5.

1 Like

It’d fall under the same purview as MAS 36.. The Mannlicher, Ross, and other non/ahistorical rifles would be removed from regular provision and become ‘premium’ weapons, no longer obtainable. Much like many old and outdated vehicles are on WT.

But the main problem here is that nobody would buy these rifles if they were premium
MAS and Manlicher are worse than K98
Ross is worse than Lee-enfield

What about limiting them to only certain squads and troops.
Like for example, weak rifles like MAS/Ross could be used by anti-tank, mortar or flamethrower units who don’t need a strong rifle for their role. Manlicher and M1 carbine could be used by engineers and radiomen. FG-42 should be limited to gunners. I just don’t know how to limit the STG-44, maybe allow players to use only one STG-44 per squad or per battle

1 Like

If i wasn’t playing with such high latency from Australia, i would have no issues with a BA gun, but seeing as do , i much prefer to at least have the semi autos, for this game

1 Like

Never gonna happen in normal squad mode. Keep dreaming

2 Likes

That’s the point though. I honestly despise that these guns are even in-campaign. Remove them from rotations and stop cluttering up the logistics tree with fever dreams. MAS has considerable advantages over the K98. Chief among which is a higher reload rate, higher RoF, and higher Muzzle Velocity. It’s an excellent mid-to-short range support bolty.

The MAS 36 with its bolt action design and separate cartridge makes an excellent parallel to the M1 Carbine. Given their limited issue among frontline troops (as in to those who had heavier, more important things to carry), both weapons help to emphasize the playstyle of the core weapon in each tree.

This is actually something a lot of people are talking and debating on. It’s a major issue in Normandy, where the FG 42 (and now the STG 44 on top of that) are seriously affecting the balance, on top of the issues with the Panther A only swinging the armor pendulum towards the Axis.

It helps to also give a little more than just a trite statement so we can see where you’re coming from on this. I personally feel the FG 42’s performance in-game makes it an obvious buy if it came down to being limited to premium-only play. Hell, it’d be a squad I’d buy for sure.

You have a paid unit with a BAR. Better than fg, buy it.
Normandy is fine. It’s just that Allied players have gone off to play in Tunisia, where Axis can’t answer. People are just afraid to play on a level playing field. When there are equal players in the game, there is a level playing field in Normandy

2 Likes

No, I’m giving suggestions and asking for opinions and counterpoints, you’ve made yours so please stop putting your words in my mouth. That’s unsanitary.

1 Like

The 1918 wz. is comparable, but not outright superior. Normandy is anything but fine, not least due to how firepower is ‘balanced’ between the teams. It’s not a level playing field as it stands given the sheer level of performance disparity between the M1 Thompson and the STG, nevermind the FG vs. the M2 Carbine.

1 Like