Battlefield 1942 Weapons Effects

These weapons effects are computed mostly with German weapons against German vehicles, or with Japanese vs. Allied ships. Most nationalities' weapons are comparable, with minor variations. This page is a mix of theoretical results from the Giant Grid O' Death along with practical testing (especially of plane bombs on ships, where it is difficult to get the perfect amount of damage). This page is based on patch version 1.45. These tables in general are based on these assumptions: Secret Weapons attack effectiveness: The Calliope tank projectiles are the same as bazooka rounds (which is why they stink against infantry). The Natter, Horton HO229 flying wing, and Armstrong Whitworth AW-52 aircraft have rockets that act like the heavy bombs in the B17, which are each equivalent to an exppack. The K98 rifle grenade has the same effect as a normal grenade. The T95 heavy allied tank has the same shell as a defgun and destroyer. The SturmTiger's projectile is the same as a battleship's "fat" projectile (material 209). The commando and elite knives kill in a stab to any part of the body. When thrown, they kill in one hit to anywhere above the waist. The Goblin's machineguns are like most every other airplane's machinegun. The Gewehr 42's ammo does the same damage that a Sg 44 does. Similarly, the Sten has the same ammo as other Medic's guns, the Bren LMG has the same ammo as the BAR (but its effectiveness starts to decrease at 50 yards, and drops to half at 100 yards), and the Gewehr 43 has the same as a K98. The flak panzer, you'll be shocked to find, shoots the same rounds as every other flak gun. The Wasserfall explosion kills infantry it hits, can damage jeeps and APCs but not tanks, and is most effective against aircraft engines; however, the "body" of the rocket itself appears to cause collision damage to tanks. The shotgun shoots a pentagonal pattern of 5 pellets and kills with 2 pellets to the head, or 4 to the trunk, or 6 to the legs; it is also effective against motorcycles, jeeps, and planes, but nothing else.

Secret Weapons defense effectiveness: I haven't done much here. Here's the new hitpoint rundown. In the air: C47 takes 250 HP; AW52 takes 160; Horton takes 60; Goblin takes 40; Natter takes 15 (!); Wasserfall Rocket takes 10. On the ground: SturmTiger takes 100 (like a regular Tiger); Flakpanzer takes 70; LVT-2 Allied Amphibious takes 65; Schwimmwagen jeep takes 50 (same as a regular jeep); the motorcycles take 40. Inflatable boats (at Peenemünde and Telemark) take 50 HP and defend like the stronger APC armor (material 45). The Wasserfall launching station takes 50 hitpoints and defends with material 45 (like armor on an APC). The jetpack itself (when not in use) takes 100 and defends like a plane engine. Objectives: Eagle's Nest door and safe both take 500 HP (this translates to 7 exppacks each); Essen fuel silos take 600 HP (which translates to about 15 exppacks, since you can't place the exppacks close to the center of these); the Hellendoorn V2s take 600 HP each; the Kbely Airfield UFOs take 675 HP each; the Mimoyecques vents each take 550 HP; the Telemark Turbines take 675 HP each.

The 1.45 patch appears to have changed no previous weapon characteristics, at least as far as damage values go.

Changes going from version 1.31 to 1.4: DICE's release notes state that bayonet damage has increased, but it has not actually changed, due to a bug in hooking up the damage model. The sniper rifle now reloads as fast as the engineer's rifle did in 1.31, i.e. it now reloads in 1.6 seconds instead of 3 seconds. Machineguns are less potent against planes: hitting in the engine causes 12.5% less damage, hitting the wings causes 25% less damage, hitting the tail causes 10% less damage. The Tiger tank now has 125 hitpoints; it used to have 100 (note that this fact is not reflected in the tables that follow). A minor inconsistency, that the K98 could damage jeeps and the No.4 could not, has been corrected; now both can. Flak's computed damage values have not changed, but whatever is inside its radius of 20 meters gets hit with full damage by the exploding shell; it used to be that damage fell off with distance. Grenades and exppacks no longer can launch people into the air. There are new assault rifles: the DP 1928 Russian assault rifle has a little less zoom-in, but has exactly the same deviation as a BAR. The Type 99 Japanese assault rifle is also like a BAR in many ways. However, like a medic's gun, its damage starts to drop off at 50 meters, going to a minimum of half damage above 100 meters. To compensate, it has somewhat less deviation when aiming and when moving. It also has a little less zoom-in than the BAR.

Changes going from version 1.3 to 1.31: flak splash damage is 1.14x higher and machineguns are 1.5x to 2.5x more effective. Exact details can be found here. This page has not been updated with these values - the Giant Grid O' Death is really the place to look for exact damage now. I'm leaving this page here as it has a few things (collision damage) that the Grid does not, and this page is friendlier and easier to read.

Changes going from version 1.2 to 1.3: EA/DICE's README file says that the assault rifles, medics' guns, and flak are all reduced by 50% in their effectiveness against planes. This is true for the assault rifles, you need twice as many shots to kill a plane as in 1.2. The medics' SMGs are not halved. They are reduced by 33%, i.e. you need about 1.5 times more shots. Direct hits from flak guns are not weakened against planes at all; splash damage (near misses) are indeed weakened 50% (thanks to Dustin Hulm for clueing me in). Also, contrary to various rumors, machineguns are not reduced against planes (and it never said anything like this in the README, anyway).

Some of the subtleties and other characteristics of the various weapons are discussed on the Tips and Tactics page. Thorough testing of tank vs. tank can be found in Trevor Larkum's tank data file. I've also made a Giant Grid O' Death, generated by a perl script I wrote, meant for modders. This table shows all sorts of obscure information (100 AA shots kills a sub) and shows all Road to Rome weapons.

Weapon Damage to Soldiers

You can hit a soldier in three spots, which I'll call head, trunk, and legs. The head goes from about the chin up, the leg area from the hips (bottom of the shirt) down. What follows is the amount of damage from each type of hit.

head trunk legs
Knife/Bayonet kill 54% 27%
Pistol 58% 34% 17%
Medic's submachinegun 50% 30% 17%
DP 1928 56% 33% 21%
StG44 Assault Gun 63% 37% 23%
BAR Assault Gun/Breda 75% 48% 30%
Sniper/Engineer Rifle kill 67% 34%
MG 42 67% 33% 13%
Browning MG 93% 58% 19%
Flak Gun kill kill 50%

Giving it a quick look, it appears the Browning machinegun gets used in the B17, the rear gun for 2-seater planes, the "death seat" MG in 2-seater tanks (except the Russians'), for the coaxial gun on the M10 (but not the German or Russian heavy tank), on the Fletcher destroyer, and on Allied and Italian landing craft. The MG42 machinegun is used everywhere else.

Here is the chart in terms of how many hits it takes to kill a soldier, along with additional information about each weapon.

rate of fire reload time head trunk legs
Knife/Bayonet 2/sec 1 2 4
Pistol 4/sec 2.5 secs 2 3 6
Medic's submachinegun 9-10/sec 4.3-4.8 secs 2 4 6
DP 1928 9/sec 3.6 secs 2 3 5
StG44 Assault Gun 9/sec 3.8 secs 2 3 5
BAR Assault Gun/Breda/Type 99 8/sec 4/4.3/4 secs 2 3 4
Sniper/Engineer Rifle 18/22 per min 3/1.6 secs 1 2 3
MG 42 8(4)/sec 2 3 8
Browning MG 8(4)/sec 2 2 6
Flak Gun 2.7/sec 1 1 2

The Sten is the same as the other medics' guns. The Breda and Type 99 guns have their damage decreased by distance: damage starts to fall off at 50 meters, and reaches a minimum of half damage at 100 meters. They are both more accurate than the BAR.

The "8(4)" machinegun rate of fire means 8 rounds/second, but counting in cool-down time the sustained rate is 4/sec.

If you shoot the flak gun at someone, remember that the gun itself is to the left of you, so you must aim more to the right as the target gets nearer.

Grenades, ex packs, anti-tank weapons, tank guns, artillery, etc, can kill in one explosion/hit.

Weapon Damage to Lighter Vehicles

Some weapons are not listed, such as coastal guns and artillery, as it is difficult to accurately measure the effects (and direct hits are usually instant kills, anyway).

The pistol, medic's gun, and engineer/scout gun do not affect any vehicles except the jeep, planes, and landing craft. Listed below are the number of shots to destroy the vehicle. Shots at planes are all aimed at the engines; shooting elsewhere does considerably less damage. For example, the StG44 takes 150 shots to destroy a B17 when shooting at its engines, vs. about 590 shots when shooting at its cockpit. Level bombers have the characteristics of 2 seater planes as far as taking damage goes.

pistol medic's gun engineer/scout rifle DP 1928 assault gun Axis StG44 assault gun Allied BAR/Breda/Type99 assault gun
jeep 46 shots 21 shots 11 shots 17 shots 21 shots 19 shots
fighter plane 40 shots 50 shots 20 shots 41 shots 36 shots 28 shots
2 seat plane 52 shots 65 shots 26 shots 53 shots 47 shots 37 shots
B17 bomber 180 shots 315 shots 90 shots 182 shots 161 shots 126 shots
landing craft 92 shots 42 shots 22 shots 34 shots 42 shots 38 shots

Weapon Damage to Ground Vehicles and Emplacements

Respawn time is how long it takes for a vehicle or emplacement to respawn after it is destroyed. These values are from the Conquest\ObjectSpawnTemplates.con file in each battle's scenario RFA file, and seem to be pretty constant across scenarios.

Engineer bars is how many bars of repair an engineer needs to fully repair the object. Each engineer has 9 bars he can repair. For example, "18 bars" mean an object at zero health would take two engineers all of their fixing ability to repair it. The values given are not precise, as it is very difficult to damage an object to be barely in existence; most values are derived from destroying an object say 50% and seeing how much it takes to repair it.

Defender respawn time engineer bars grenade explosive pack bazooka DP 1928 assault gun StG44 assault gun BAR/Breda assault gun MG42 Browning flak gun anti-tank gun medium tank heavy tank artillery
weapon firing rate 28/min 1/sec 10/min 9/sec 9/sec 8/sec 8(4)/sec 8(4)/sec 2.7/sec 21/min 21/min 15/min 12/min
machinegun 35-55 seconds 6 bars 2 1 12 (splash damage) no effect no effect no effect no effect no effect no effect no effect no effect no effect 1
flak gun 40-80 seconds 12 bars 4 2 2 no effect no effect no effect no effect no effect 12 not testable 2 1 2
anti-tank gun,
front
40-80 seconds 8 bars 2 1 3 no effect no effect no effect no effect no effect not testable 2 (5) 2 2
anti-tank gun,
sides
1 7 not testable (3) 1 2
anti-tank gun,
rear
2 7 1 (3) 1 1
coastal gun 40-80 seconds 4 bars 3 1 3 no effect no effect no effect no effect no effect 20 both not in any battle 2 2 both not in any battle
jeep 10-30 seconds 6 bars 2 1 1 17 21 19 25 18 3 1 1 1 1
APC 35-55 seconds 9 bars 4 2 3 162 144 112 57 41 6 3 3 2 2
artillery 40-80 seconds 4 bars 2 1 2 81 72 56 29 21 9 2 2 1 1
medium tank, front 40-80 seconds 11 bars 6 2 6 no effect no effect no effect no effect no effect 18 (2) 3-4 2-4 3
medium tank, sides 3 17 (2) 2 2 2
medium tank, rear 1 13 (1) 1 1 1
heavy tank,
front
70-110 seconds 12 bars 7 2 12 no effect no effect no effect no effect no effect 106 11 11 5 5
heavy tank,
sides
4 21 2 2-3 3 3
heavy tank,
rear
4 21 2 2 2 2
fighter plane 40-80 seconds 10 bars 3 2 1 41 36 28 12 9 6 1 1 1 1
2 seat plane 40-80 seconds 14 bars 4 2 1 53 47 37 15 11 8 1 1 1 1
B17 bomber 160-200 seconds 44 bars 12 8 2 182 161 126 52 37 26 both not in any battle 2 2 2
landing craft 20 seconds 12 bars 6 3 2 34 42 38 50 36 not testable both not in any battle 2 2 2
Defender respawn time engineer bars grenade explosive pack bazooka DP 1928 assault gun StG44 assault gun BAR/Breda assault gun MG42 Browning flak gun anti-tank gun medium tank heavy tank artillery

In general, the hull of the tank appears to be more vulnerable than the turret, so aim for the body. When shooting at the Tiger and M10 in particular, aim for the treads, as this causes it much more damage. Shooting at the lowest part of the front of other tanks causes the most damage. The angle the shot hits is important: hitting square-on does the most damage. Thorough testing of tank vs. tank can be found in Trevor Larkum's tank data file.

The lower half of the front of APCs and front and sides of artillery has armor that stops assault gun and machinegun bullets. Everywhere else these bullets cause damage.

Splash from near-miss tank shots does not directly damage enemy tanks, jeeps, APCs, and artillery (those these could take damage from getting bounced against walls, knocked over, etc). The splash can push vehicles around, but does not damage them. Artillery shells do cause splash damage to vehicles.

Machineguns that heat up (i.e. everything but plane machineguns) have their rate of fire halved, waiting for cooldown. If you overheat the machinegun, the cooldown takes about twice as long. There are actually two types of machineguns, Browning and MG42. From quickly looking over the files, it looks like the Browning gets used in the B17, the rear gun for 2-seater planes, as the "death seat" MG in 2-seater tanks (except the Russians'), as the coaxial gun on the M10 (but not the German or Russian heavy tank), on the Fletcher destroyer, and on Allied and Italian landing craft. The MG42 is used everywhere else. See the Giant Grid O' Death for the differences.

Road to Rome: the Sturmgeschutz needs only two hits to its front from the M10 to be destroyed. The M3 Grant is particularly unimpressive: among its other faults, it's the only tank that can be blown up with one bazooka shell to its rear. The medium tanks take 4 grenades to blow up, the Sturmgeschutz takes 5. Anti-tank gun vs. medium tanks were done with the M3 Grant, and are shown in parentheses to note this.

Vehicle and Emplacement Damage from Ramming

Damage is given for the initial impact and subsequent explosion, if any. The first result is for the object rammed, the second for the rammer. These values do vary, sometimes radically: I've seen two jeeps collide head-on at full speed, kill both drivers, and the jeeps themselves took minimal damage. Additional damage can occur if one vehicle ends the crash overlapping (e.g. partially on top) of the other vehicle or is made to roll, pushed against a wall, etc. Testing was normally done ramming head to head, at top speed. Results such as "10" means the damage was 10 out of the vehicle's 12 health bars. "12" means all damage bars are gone, but the vehicle did not blow up (but probably will in a few seconds, if an engineer does not intervene).

jeep ramming APC ramming artillery ramming medium tank ramming heavy tank ramming
flak gun 2 \ destroyed undamaged \ 5 1 \ destroyed undamaged \ 6 undamaged \ 1
anti-tank gun ? \ destroyed? ? \ ? ? \ destroyed? ? \ ? ? \ ?
jeep both destroyed destroyed \ 10 destroyed \ 10 11 \ 2.5 9 \ 1
APC both destroyed both destroyed 12 \ 10 12 \ 3 9 \ 1
artillery destroyed \ 10 destroyed \ 6 0-12 \ 3-10 destroyed \ 3.5 destroyed \ 1
medium tank both destroyed 12 \ destroyed 7.5 \ destroyed 5 \ 5 3.5 \ 2
heavy tank 10 \ destroyed 4 \ 10 4.5 \ destroyed 3.5 \ 5.5 3 \ 3

If an APC or artillery (Wespe) runs into the rear of a heavy tank, the APC/artillery blows up but the tank takes no damage. This strange phenomenon does not affect jeeps.

Flak guns appear to take damage from vehicles only when the vehicle explodes or flips over onto the gun. Whoever is manning the flak gun is usually killed whenever any vehicle rams it.

Damage varies wildly when artillery (Wespes) crash into each other.

Weapon Damage to Ships

Weapons not listed on the table below (e.g. explosive packs, grenades, etc) do not damage ships. plane torpedo dropped means dropping torpedoes from a plane directly onto the ship, instead of dropping them in the water and letting them reach the ship.

Respawn time is how long it takes for a vehicle or emplacement to respawn after it is destroyed.

Engineer bars is how many bars of repair an engineer needs to fully repair the object. Each engineer has 9 bars he can repair. For example, "18 bars" mean an object at zero health would take two engineers all of their fixing ability to repair it.

respawn time engineer bars destroyer gun battleship gun sub torpedo light bomb heavy bomb plane torpedo dropped plane torpedo in water flak gun coastal gun medium tank artillery
weapon firing rate 12/min 9-12/min 5.5 pairs/min 12 pairs/min 11/min 6/min 2.7/sec 12/min 21/min 12/min
coastal gun 40-80 seconds 4 bars 2 hits 1 hit not testable 1 bomb 1 bomb 2 torps? (very hard!) not applicable 20 1 hit 2 hits never together
landing craft 20 seconds 12 bars 1 hit 1 hit 1 torp, but only while sub is ramming 1 bomb? 1 bomb? 1 torp does not hit not testable 1 hit 2 hits 2 hits
submarine 20 seconds 11 bars 1 hit 1 hit 1 torp 3(6?) bombs 4 bombs 1 torp 1 torp not testable 3 hits 8 hits 2 hits
destroyer 200 seconds 18 bars 4 hits 2 hits 4 torps 16 (8 pairs) 14 8 torps 4 torps 800 hits (5 minutes) 15 hits 28 hits 25 hits
battleship 5 minutes 40 bars 17 hits 4 hits 11 torps 36 (18 pairs) 20 19 torps 8 torps no effect 28 hits 47 hits never together
carrier 5 minutes 54 bars 17 hits 4 hits 7 torps 16 (8 pairs) 16 47 torps 8 torps no effect 35 hits 58 hits never together

The Axis battleship has a rate of fire of 12 shots per minute, the Allies battleship has 9 per minute.

Note that some of these shots are fairly difficult, e.g. it can be tricky to get both bombs in a pair to hit the destroyer. Torpedo bombing the destroyer and sub is also difficult: you must both fly very low and very slow and release well before you get to your target (e.g., as soon as it emerges from the fog is good). There also seems to be some variation in the amount of damage when bombs hit, say, the battleship, but it might also be me just losing count around 45 or so. So, consider the higher values ballpark figures.

Ship Damage from Ramming

First number is the amount of damage (out of 12 damage bars) that the ship being rammed takes, the second number is the amount the rammer takes. These values can vary, depending on the angle and speed of the ram, so what are listed here are just rough estimates. Testing was done running one ship into the other at full speed, perpendicular, and aimed at the center.

submerged submarine ramming surfaced submarine ramming destroyer ramming battleship ramming carrier ramming
submarine 2.5 \ 2.5 8 \ 8 3 \ 2 2.5 \ 0.2 sub destroyed \ 4
only if carrier hits conning tower
destroyer 1.5 \ 2.5 3 \ 8 3-4 \ 4-5 6.5-10 \ 1-1.5 6.5 \ 1.7
including drag damage
battleship 0.5 \ 2.5 1.5 \ 8 1.2 \ 4 1 \ 1.5 1 \ 1
carrier 0 \ 2.5 0.5 \ 8 1 \ 4 1 \ 3 0 \ 0

A ramming carrier can go over a surfaced submarine and neither take damage, if the sub's conning tower is not rammed. A ramming carrier goes over the top of a destroyer and causes drag damage to both.

Crashing a plane into a submarine can sink the sub. Crashing a plane into a destroyer, battleship, or carrier does maybe a half-bar (of 12 bars total) damage to each.

Acknowledgements

Many thanks to Wayne Miller for interesting conversations and questions, and for getting shot many times to determine the small arms damage values. Thanks to Phr00t for pointing out my error with the StG44 vs. BAR. And thanks to chacal for doing torpedo bomb testing of the destroyer and sub.

Related Links

I also have a Frequently Asked Questions page, a Tips and Tactics page, and an Annotated Maps page. Really, it's best to just check my main page.
Eric Haines, a.k.a. [Fredhead] / erich@acm.org

Last change: September 9, 2003