I'm afraid you are incorrect about the effective ranges. The Springfield has the highest effect range, excluding the sniper rifle (which, incidentally, is a scoped Springfield). Just thought I would let you know. http://4.bp.blogspot.com/_E-3p2Ii5g_A/SnLCc-OggfI/AAAAAAAAAIE/xKximl0834E/s1600-h/Effective+range+of+weaps.png
There is large debate over which is the best weapon for regular Joes and Spec. Ops. Since I stay far to the back, all close range weapons such as the shotgun, tommy, grease gun, and even the carbine are out of the question in later stages of the game. I personally prefer the springfield to the garand at higher Exp and rifle skill, for a few reasons. Fast reload, for one, but mainly because the springfield only shoots one round every time a soldier aims. At higher Exp levels, soldiers will switch targets quite often, meaning they can switch and kill 5 different targets at a very fast pace, instead of the garand shooting 3 rounds at one enemy before switching, 2 rounds at another, etc.
@ Rostov - It's been a problem for a long time, now. I've heard it's been a real hassle to deal with, too. Just gotta keep hoping it'll come out in the next patch =D
Easy enough. Did it all with 33 weeks left. Probably would've gotten it sooner, but I spent about 10 weeks just upping carpentry and night guard to get the dex and strength bonuses.
*sigh*
I don't know how many times I have to say it...
To those getting raped by bombs and air raids, there's a little in-game rule/feature called the "6 man rule". This means that if you have 6 or fewer men visible (not under a cam-net) then you will not be targetted by arty and planes. If you have more than 6 men visible, or if a German Scout has negated the effects of your cam-nets, then there is a chance of being attacked by arty and/or planes. There are two ways to stay under the 6 man limit. Cam-nets, which are both fragile and can be negated by German Scouts, and 6-man squads, which are generally tricky to pull off and also usually lack AT capabilities. Choose your doom.
Glitch: In the second teleporter room, on the second hallway you go in that has a werewolf (first one from the bottom) if you jump right, you actually hit the teleporter above and skip the third hallway, going straight to the final hallway before the exit to the that screen.
Meh, easy enough. Undead, buy halberdiers right away, send them down a single line. Buy flailers ASAP to send in the charge waves, and upgrade armour and speed. I did that and took over the Demons first, didn't lose a single battle in the entire map.
*Sigh* Johnsonator, in situations like those you must play -smart- as a leader. Use the magical "Hold Fire" button on your zookas if they are targeting something that has the potential to turn into friendly fire. LoS and targeting is everything, so pay attention to your men and give orders accordingly.
@ CoolShades97
Ranger Training gives your soldier an M1 Garand and grenades, and it increases both their rifle skill and morale by a random value, usually between 1 and 15.
@ choznai
Boss waves refer to Blitz waves, of which there are several. To name a few, a Para-blitz Wave drops something like 20 paratroopers on you, Mobile Artillery Blitz sends a few PAK38's and Nebelwerfers at you, and an Arty Blitz Wave drops anywhere between 1-20 artillery shells on your position.
I'm sick and tired of everyone complaining about zookas and the friendly fire. You must be -smart- as a leader and -place- them correctly. Remember this: there is a minimum range of 100 pixels (about 1/6 of the length of the map) where the zooka shell is harmless. Anywhere after that, the shell becomes a threat to anyone and anything around it. IF YOU ARE IN FRONT OF A ZOOKA SHELL IT WILL HIT YOU!! Zookas shoot at the closest enemy, and just like any other soldier, they aren't always accurate. Place your zookas with LoS and range in mind, and quit complaining!
"And yeah, you don't always need a zooka, well trained soldiers make a difference. "
Sorry, but no matter how good your soldier is, his bullets wont pierce tank armour.