Heroes & Generals

Heroes & Generals

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The Semi-auto rifle and you: A guide for beginners.
By Arsnicthegreat
Getting stomped by other players? Beginning to hate your starter weapon? Need help?
In this guide I'll help you turn your M1 Garand/SVT 40/Gewehr 43 into a competent killer, with setups for both close and long ranges!
   
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Introduction: The rifles.
So, new or not-so-new, you're likely here because you want to know how to make the most out of the first weapon you get in the game, right?
In Heroes and generals, the Semiautomatic rifles in the game tend to get a bad rap among newer players, especially when they begin to encounter veteran players who have been around for a much longer time. A lot of newbies sadly give up at this point, as they have no knowledge of how to defeat different weapons, and the general feeling of their rifle failing them floats in the air like smog.

The rifles in question, the M1 Garand, SVT 40, and Gewehr 43, are very similar to one another and perform as such in combat. However, there are several key difference between the three rifles which gives each of them certain characteristics, advantages and disadvantages when in combat.
In this guide, I'll give you a run-down of each of the rifles, their quirks, strengths and weaknesses, and how to properly mod them in a few ways which will allow you to best fit your rifle to your play-style, along with various tips. tricks, and potential loadouts which may suit you and your rifle.
My goal with this guide is to give you the edge when fighting with your semi-auto rifle, to give you the confidence to use it to the best of its ability, and allow you to fight a vast assortment of enemies regardless of their weapons. Hopefully by then end of this guide you will have the knowledge to arm yourself with a rifle you can rely on, and in addition be competent with the weapons of your enemies, allowing yourself more knowledge on their strengths and weakness, which you may be able to take advantage of in combat.

The M1 Garand:


The M1 Garand is the weapon of choice for the new US infantryman - but it is also a potent weapon in the hands of any player, even veteran players.
The M1 Garand has an 8-round en-bloc clip, thus giving it the lowest amount of ammo per reload of the three semi-auto rifles. However, it does the most damage of all three rifles stock, 49 damage compared to the 47 damage at close range of the SVT and Gewehr 43.
It also has the fastest reload of the three rifles, 2.8 seconds compared to 2.9 seconds for the SVT-40 and 3.1 seconds of the Gewehr 43. Factory standard, the M1 Garand has a mid-level rate-of-fire at 240 rounds-per-minute, in between the SVT's 257 RPM and the Gewehr's 225 RPM. It has good range, supplemented by the possibility of mounting a 2.2x zoom M84 scope, which is unlocked at Grade 12 M1 Garand Specialist Ribbon.

All in all the M1 Garand is a fairly stable weapon with good iron sights and nice damage, but suffering slightly due to less ammunition per reload and a lower-power zoom scope, although said scope can be both a blessing and a curse, as I will explain later.


Recommended Setups for Modifications:
For a CQC monster which can defeat most adversaries in close-quarters while still giving you a potent weapon and medium to long ranges:

-Stock Ammunition
-Field Adjusted sights (optional, but help with precision. An extra expense that may not be worth it if you're a newbie.)
-Field Trigger Job
-Lightened Spring (Optional. Still fast enough without it, so if you can't afford to buy/maintain it, don't use it. The Field Trigger Job is cheaper to maintain. If you can afford to have it, use it. If you can't, don't.)
-Scout II-s Barrel (A must. If you're going to have only one modification, this is the one. Guarantees a 2hk vs all enemies up to roughly 70 meters or so.)

For a Ranged DMR style weapon that allows precise, powerful hits at enemies at range:

-M72 Match ammunition
-M84 Scope, T-Post (Will cost a decent amount to buy/repair, so keep that in mind.)
-Scout II-s Barrel (Again, a must go get a good 2hk)

You can optionally add various ROF mods, both for increased stability or increased ROF to this build, but the base build is fine. A trigger would definitely be useful.

The M1 Garand's scope, while having less zoom than the Soviet and German scopes, has a much wider field of view, allowing it to be used with much more ease in close quarters than the PU and ZF-4 scopes of the SVT-40 and Gewehr 43, respectively. Thus, you can modify a Garand for a mix of close and long ranges with better outcomes than the Soviet and German SA rifles.

All in all, either setup will allow your Garand to lead you to victory for 'Murica. The CQC beast will allow you to do a fine job in tight spaces, such as houses, barns, sheds, etc. while still allowing you to pick off targets at range with ease.
The scoped setup will allow you to have a much easier time using your Garand as a potent marksman's rifle, making enemies at 100 meters easy prey, and even up to 200 being easily possible with your 2.2X scopes, though that's probably the maximum you can easily accomplish due to the low zoom and the T-Post reticle.

Now, we will move on to the Garand's German counterpart, the Gewehr 43.
The Gewehr 43:


For German Schützen, the Gewehr 43 is the weapon of choice. It has features that makes it a great weapon for all players, regardless of rank.
Compared to the M1 Garand, the Gewehr 43 has more ammo - 2 more rounds, exactly - in the form of a 10 round detachable box magazine. It does slightly less damage than the M1 garand, but this number usually means nothing in the grand scheme on things. Compared to the SVT 40, however, it has a larger effective range before the damage begins to drop off, making the Gewehr 43 a capable adversary at range. It does, however, have the slowest reload of all three semi-autos, which may prove fatal in certain situations.
Compared to the Garand and SVT, the Gewehr 43 is much slower, and it is still noticably slower even when modified for maximum rate of fire.
The main kicker of the Gewehr 43 is the ability to mount the ZF-4 4x zoom telescopic sight, which becomes available for purchase when unlocked via the Grade 12 Gewehr 43 Specialist ribbon.

For a good idea of what this baby can do at range with a scope:
When Scoped in:

When Scoped out:


(That was a pretty good shot, not to brag!)

Overall the Gewehr 43, while somewhat slower in both shooting and reloading than the other semi-auto starter rifles, has a distinct advantage at long range that's definitely something to write home about. Still, even being slightly slower, it is definitely good enough to get the job done in close quarters, making it overall a versatile weapon.

Recommended Setups for Modifications:

Similarly to the Garand, the G43 can be made into a good all-round Arsch-kicker in close quarters.

-Stock Ammunition
-Field Adjusted sights (optional, but help with precision. An extra expense that may not be worth it if you're a newbie.)
-Field Trigger Job
-Lightened Spring (For the Gewehr 43, with its somewhat slower ROF, the Lightened spring is somewhat more necessary than with the other rifles to get an effective ROF for CQC.)
-Scout II-s Barrel (A must. If you're going to have only one modification, this is the one. Guarantees a 2hk vs all enemies up to roughly 70 meters or so.)

The Gewehr 43 can become a truly magnificent Marksman's rifle, able to easily pick targets off at range, owing to its 4x power ZF-4 Scope.

-Anschusspatrone s.S. ammunition (For added precision and damage at range, allowing it to 2hk at a much farther range than the Scout II-s alone; Note, however, that it does lower your stability somewhat.)
-ZF-4 scope, T-Post Reticle.
-Scout II-s Barrel (Again, for those wonderful guaranteed 2hks!)

I would also mention that adding a trigger to the Gewehr 43's scoped setup would make it a bit easier to use in CQC, although the other rifles don't need it as much.

And, you have to admit, she's a pretty little thing when she's all dolled up:


Now, onto the Glorious Soviet SVT-40...
The SVT-40:


The SVT-40 is what every Soviet Comrade starts his career with. Equally devastating in the hands of both the average potato farmer or Stalinum-balled soviet, making it a welcome addition to the soviet arsenal.
The SVT, like the Gewehr 43, as a 10 round magazine, but a slightly faster reload at 2.9 seconds.
It does the same damage as the Gewehr, but its range suffers comparatively to the Garand and Gewehr.
It possesses a stock ROF of 257 rounds per minute, the fastest rifle stock, which makes it a beast even in your first few encounter matches.
While the range does suffer, it still has access to a 3.5x zoom PU optic, allowing it to do an admirable job at range. This scope, like the others, is made available for purchase at Grade 12 of the SVT-40 Specialist Ribbon. The stability is somewhat meh compared to the other rifles, but it makes up for it with the magazine capacity, scope, AND ROF.

All in all the SVT-40 combines some of the best attributes of the other rifles with a few drawbacks.
It has great ROF, great magazine capacity, a good scope, a fast reload, but suffers when it comes to range and stability.

Recommended Setups for Modifications:

For a lightning-fast CQC smasher:
-Stock Ammunition
-Field Adjusted sights (optional, but help with precision. An extra expense that may not be worth it if you're a newbie.)
-Field Trigger Job
-Lightened Spring (Optional. Still fast enough without it, so if you can't afford to buy/maintain it, don't use it. The Field Trigger Job is cheaper to maintain. If you can afford to have it, use it. If you can't, don't.)
-Scout II-s Barrel (A must. If you're going to have only one modification, this is the one. Guarantees a 2hk vs all enemies up to roughly 70 meters or so.)

For a Scoped rifle easily capable of dealing with enemies at range:
-7N1 Sniper Ammunition (Better precision and effective range for the glorious 2hk)
-PU scope, T-Post (again, expensive to maintain, but worth it.)
-Scout II-s Barrel

ROF mods optional, but those are the necessary ones.
Add ROF mods to taste, if you like.

Both setups are amazing, and allow you to do all jobs you might want. Mother Russia will thank you for using one of those setups instead of dinky stock rifle. The 3.5x zoom scope will help at range, and the ROF makes it a true beast in CQC, alongside the Garand.
However, it can suffer at range, and thus 7N1 sniper is essentially a must for scoped setups.
These setups will give you the tools to go and give them what they need - their daily dose of Stalinium.

Tips and Tricks for SA usage:
Now that you have a good idea of how to modify your semi-automatic rifle, and the differences between what seem like fairly similar guns, I'll give you some general tips and tricks for the usage of your rifle. Some of these are more obvious than others, but I'll include them regardless.

1) Even if you have max rate-of-fire mods on your rifle, do not spam fire. Seriously, can't tell you how many people I see doing this, and it gets people killed.
Your shots should be aimed. It really is a deal of knowing where your bullets are going.

2) Especially when up against enemies with automatic weapons, it can often be beneficial to let teammates with SMGs and such go into an objective first, if you have the opportunity. Tread carefully, and let the enemy reveal himself to you. The semi-auto rifles are all suited to skirmishing with enemies at close to long ranges if you're good with it, so use them to your advantage.

3) When aiming down the sights, try aiming at the mid-torso, to maximize the chances of getting both shots on the torso.

4) If you happen to encounter an enemy with an automatic weapon at close range, especially if he's practically facehugging you, try hipfiring. I recommend aiming at upper chest level, which often results in headshots, even when hipfiring.

5) Learn the Rhythm of your weapon. Spamming mouse 1 will often result in an odd, off-beat fire rate. After awhile you should be able to know when you can fire the next road, maximizing your actual ROF.
Recommended Loadouts: A Study in Versatility
The Gewehr 43, SVT-40 and M1 Garand, all needed 5 equipment points with 1 pouch of ammunition (which should net you 80 rounds), are the poster-children for versatility when it comes to loadouts.
Here are a few of the many different loadouts that you can run with an SA rifle:

SA + Bazooka/Panzerschreck:
An old classic. While there are loadouts that focus more on the launchers, such as pistol + launcher (with 2 pouches of ammo), the SA + launcher setup is a classic. The SA provides reliable firepower when facing enemies, and the launcher provides effective, if expensive, anti-tank capabilities. Note, however, that it may be wise to use the launcher against mediums and such instead of lights, due to the better income.

SA + nades/AT nades/pistol (x2) optional melee.
This setup is possibly one of the most "Johnny on the spot" loadouts you can pull off. If you keep your SA at 1 pouch, you can have any combination of the SA, two pieces of 2-equipment point equipment, such as pistols, nades, anti-tank nades, AND a melee, such as a wrench.
NOTE: Veteran membership is required to have the 4th equipment slot. If you are dedicated, you CAN buy veteran membership with credits. If there is any one thing I'd advice actually spending your money on, veteran would be it if you're starting new.

SA+SMG
A solid choice, especially among newbies. While the Hoarder badge, grade Gold allows the most out of this setup, bronze will do. Choose either the SA or SMG to reduce ammunition on, and equip both weapons at the same time. The Russian PPSH and PPD have 71 round drums, so it might be wise to reduce their ammo and use it as an emergency CQC blaster.


46 Comments
Scott The Z Mar 25, 2020 @ 5:19pm 
same guide but for planes please. I don't understand how to kill with default US plane, It sucks so bad
Terraci Mar 13, 2020 @ 6:17am 
git gud
Shower Jun 25, 2017 @ 12:21pm 
Dallas do you need a medic bag yet?
don_pablo_1933 Jan 17, 2017 @ 3:46am 
if you've unlock all the upgrades in the SA for Germany mod it with a higher damage
Arsnicthegreat  [author] Nov 8, 2016 @ 7:58pm 
@Fragmaster412 I'll see what I can do, thanks for the advice.
Gacha_Slave Nov 8, 2016 @ 5:01pm 
Great informative guide on SA's. All beginners should study this guide for use in how to work with their starter rifles.

One thing you can add to the guide imo is a final section comparing raw base stats and modified for total comparision and conclude the description section. Otherwise, bravo zulu on this piece of work.
Emrule Oct 26, 2016 @ 8:22am 
ok :3
the only thing SAs are not good in...
forests.
Arsnicthegreat  [author] Oct 26, 2016 @ 7:52am 
*make
Arsnicthegreat  [author] Oct 26, 2016 @ 7:51am 
I was talking about SAs, not the M1/M2, sorry if I didn't mean Ake that clear. I do agree that the M1/M2 is OP, but that's not the subject of my guide.
Emrule Oct 26, 2016 @ 7:41am 
It is effectively a super SA with a build in SMG mode