Weapons/cs

Infantrymen are the backbone of any army. Able to use most weapons, each infantryman can pose a different threat to the enemy. With a cheap assault team, infantrymen are a simple, effective way to put pressure on the enemy.


 * Note: Infantry that are purchased after the Furness build are no longer able to swap branches/careers, much like existing academy trained soldiers cannot.



Infantry start with semi-automatic rifles (M1 Garand for Americans, Gewehr 43 for Germans, and SVT-40 for Soviets) which have very reliable hipfire and accuracy. Unmodified, they are a 3-hit-kill but can be modified to be a 2-hit-kill, and can even have scopes unlike most weapons in Heroes & Generals. You do not want to panic spray with the starter semi-automatic rifles; instead, be sure to line up every shot. Due to the semi-automatic rifles' reliable hipfire and accuracy, it is often better to aim and hipfire with the crosshairs rather than aiming down the sight; this will also give you more ability to strafe and avoid enemy bullets.

As you'll see below, infantry also have a wide selection of weaponry; light machine guns, sub machine guns, assault rifles, pistols, semi-automatic rifles, bolt action rifles, grenades, mines, melee weapons, wrench, binoculars, launchers, and anti-tank grenades. Infantry have the most equipment points of any class in Heroes & Generals (every weapon/item takes up a certain amount of equipment points, and infantry have 10 available equipment points).

=Zbraně=


 * Poznámka: Zbraně na blízkost, výbušniny a raketomety lze koupit u všech frakcí.

For different loadouts and setups see Loadouts.

=Ztužky=

=Vehicles=

Soviet Union
=Camouflage=

American Camouflage Patterns:

German Camouflage Patterns:

Soviet Camouflage Patterns:

Infanteristen Fantassin Infantryman/es