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Selective Historical Armoury

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Military fiction set in the past, World War II in particular, will often inexplicably leave out weapons that should be very common, often in favour of "cooler" but rarer or even anachronistic items. In films, this can be explained by availability of props, but video games have little excuse other than the developers cutting corners, especially if they took the time to model other weapons that have little in-game use, like pistols.
In these cases, it is weapons that should be abundant in the setting that are conspicuous by their absence. Compare with Anachronism Stew, Videogame Historical Revisionism, Improperly Placed Firearms and Weapons Kitchen Sink.
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 Selective Historical Armoury / int_10ce7e50
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Hidden & Dangerous:
The first game had Panzerfausts but no Panzershrecks, and your SAS troops could outfit themselves with Bazookas, but not with PIATs. There were also some other odd absences, like the Colt 1911 being the only handgun available, and nearly all rifles only being available with scopes mounted. The expansion pack introduced a better selection of rifles with iron sights and the Luger P-08... but not its replacement, the Walther P38. Also, the player can meet some Soviet soldiers in the last mission of the first game, who carry American carbines, which are the standard SAS rifle.
Hidden & Dangerous 2 was a bit better in this regard. It had a reasonable selection of British, American, Japanese and even Soviet firearms, but there were no Italian weapons modeled, even though you fought them in a couple of scenarios. Anti-tank equipment was still limited to Bazookas and Panzerfausts. The absence of the PIAT could be justified on the grounds that it was considerably more difficult and time-consuming to reload than the other two; Special Forces could, and did, requisition something rather better.
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Company of Heroes depicts the Nazi Ostwind IV Flakpanzer (only 44 were ever built) and Allied "Hobart's Funnies" (specialized tanks made by equipping Churchill and Sherman tanks with strange secondary weapons) as readily available. The Crab (a tank-mounted Epic Flail used to sweep mines) can be readily built from the Tank Depot, despite Major-General Hobart only asking for 25. The Crocodile (hull-mounted flamethrower) and A.V.R.E. (Petard light mortar replacing the main gun) at least have the decency to be deployed via a Support Power that cost 600 and 800 Manpower each, respectively. The T34 Calliope missile launcher (a 72-round multiple-missile launch assault system) is also semi-regularly available, despite most of them only being used at Normandy on D-Day. The rocket launcher's interference with the main gun made it pretty unpopular, since once the Calliope was installed, the crew had to make field modifications to use it again! This is represented by making it a smoke bomb launcher. The nearly-ubiquitous Bren Carrier actually does get its time in the sun, as the Brits field it as their APC.
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Battlefield 1 is set in World War I and has its various kits able to use a very wide variety of weapons - many of them terribly rare, or also poorly suited, for the time - entirely independent of the current nation the player is of. Bolt-action rifles, the real standard weapon of the war, are limited to the Scout kit of the four kits. The game does have some options to allow for more historical accuracy, from a "Standard Issue Rifles" option for servers that simply allows all four kits to use their respective faction's bolt-action rifles, to a "Back to Basics" game mode that only allows the use of weapons that are appropriate for their faction.
The "Standard Issue Rifles" option still has some examples, though: The Italians use a Winchester Model 1895 as opposed to the Carcano rifle they used in reality. Originally, the Ottomans used the Martini-Henry, but it was later changed to the more plausible Gewehr 98.
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Close Combat II contains no jeeps or universal carriers, despite these being quite common in the historical operation. There was a mod that made the armed Jeeps used by the British paratroopers at Arnhem available. They turned out to be a Game-Breaker for the Allies.
Come to think of it, the Universal Carrier (better known as the Bren carrier and best described as a cross between a Jeep and an APC) rarely if ever gets a look-in, despite being made in huge numbers for a variety of roles.
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Commandos
Commandos 2: Men of Courage features British commandos whose standard weaponry is made of Lee-Enfield rifles (British), M1911 handguns (American), M1903 Springfield sniper rifles (American), PIATs (British) and Mills bombs (British). The German weapons available are K98K Mauser rifles (both scoped and non-scoped version), MP40 submachine guns and P08 Luger handguns. The Japanese get the Type 94 pistol and the Arisaka Type 38 (Standard) and Type 97 (Sniper) rifles. All good and acceptable, but several other common weapons like the Sten, Thompson, M3, Webley, and Walther P38 don't appear at all.
The original game, Commandos: Behind Enemy Lines, gave the M3 Grease Gun to the team's sole American, the Driver, as a limited ammunition weapon and in the standalone expansion pack, Beyond The Call Of Duty, a Lee-Enfield rifle is added to his arsenal. The rest of team carry a "Smith & Wesson W9", which best resembles a Smith & Wesson 4506, which was not produced until 1988.
The third game adds the StG44 to the German side about two years prior to its adoption in real life.
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Modern Warfare 2 takes the odd weapon selections to the extreme, with the Brazilian militia using everything from sawed-down Winchester 1887s, Sears Rangers, and locally produced FN FALs, to updated AKs with fancy optics and retractable stocks, and the Russians using many foreign weapon designs, some of which originated from countries they would traditionally have nothing to do with, as is the case with the Israeli Tavor TAR-21, Belgian FN F2000, and French FAMAS. Basically, they use everything but what you'd expect.
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 Call of Duty: Modern Warfare 2 (Video Game)
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While Fallout: New Vegas gets away by mixing the usual Zeerust fifties setting with the New Old West, you can find exactly one "battle rifle" (M1 Garand) in the whole game pre-DLC. The NCR army uses a "service rifle" (an AR-15 with wooden parts instead of plastic ones) as their main gun.
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Battlefield 1942 completely ignored how its weapons were used in actual history. The assault class of each army gets a historical machine gun which functions in-game as an assault rifle, while the bolt-action rifles that were really the standard-issue weapons of most armies are restricted to the Engineer and Sniper. The worst offenders, though, are the stationary machine guns, which do not cause a whole lot of damage, and whoever uses them stands up straight, completely exposed to enemy fire. Interestingly, the mod Forgotten Hope added historical weapons, and the result was a game which was much more authentic and more fun to play.
The Japanese in the game use German weapons like the Kar 98, MP-18, and Walther P38, as well as the experimental and never-issued Type 5 rifle; Russians use American and British weapons, but after a patch the former have their own DP-28 LMG as their main Assault weapon. Oddly, the Russians use the MP-18 instead of the extremely common PPSh-41. The British have Thompsons and BARs instead of Stens and Brens. Like above, the Grease Gun, which should be extremely common, is missing despite some of the battles taking place after 1943.
Not to mention that when playing as the Germans, you have access to the StG-44 before 1944.note This can be explained pretty easily: The StG-44 was the last wartime development of a series that began with the Haenel Maschinekarabiner 42 in late 1941; all of the guns in the series look superficially similar, if not identical. The only issue is that it wouldn't have been called the StG-44 until about July 1944.
The Russians with MP-18s are likely a balance issue, since the 71-round drum of the PPSh-41 would be unbalancing. Yet, the PPSh-41, as well as the later PPS-43, could also use 35-round box magazines.
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Downplayed in Call of Duty 4: Modern Warfare, where we see more than one AK variant, the G3note Interestingly, just like Far Cry 2 above, the G3 deals less damage than it should in multiplayer (only on par with the smaller, full-auto assault rifles) so as not to completely outclass the M14, which deals the proper higher damage for a 7.62mm battle rifle but is unlocked much later, and several variations on the M4 carbine. However, even the Russian Loyalists use archaic AKs (which, predictably, they call "AK-47s") instead of the AK-74, which should be their standard rifle but instead is only present in its AKS-74U form. The Russians are going back to the older 7.62x39mm round for some roles, after discovering that its 5.45mm replacement had a distressing tendency to veer off-course if it passed through thick foliage, but they're using newly-manufactured weapons with various modern improvements instead of pulling fifty-year-old guns out of mothballs.
There's also none of the far more common AKM or Type 56 (except in Remastered, which changes the AK's model to an AKM), and the 'AK-74u' is actually modeled on an airsoft gun based on the famous but never officially produced AKMSU. On the other hand, the M16A4 being almost entirely eschewed in favor of the M4A1 makes sense, since the Marines involved are Force Recon personnel, who use the M4A1 as their standard rifle unlike the regular Marines - less justifiably, however, is that, like the above G3, both are modeled after civilian semi-auto-only weapons.
Also played straight with a number of other questionable weapon/user pairings. For example, alongside their obsolete AKs the Russians on both sides use the H&K MP5 and G36C, while the U.S. military-issue Beretta M9 (actually the earlier, extremely rare 92SB) is the standard sidearm for all factions save the SAS, where Price carries a 1911 and the player gets a USP on several occasions. To be fair, the Beretta 92 is a very common gun worldwide, but you'd think at least one of the Russian Ultranationalists would have gotten his hands on a Makarov.
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This trope is unbelievably averted, of all places, in Fallout 2. Mobsters in New Reno usually carry either Tommy Guns or Grease Guns, and only those two weapons use (quite heavy) .45 caliber bullets. There's even a blurb about how these guns ended up in National Guard armories after the Army switched to better weapons in its information screen. On the other hand, the P90 is stated to have just come into service just before the war, despite said war having started in 2077 - almost a full century after the P90 started development in reality. And was apparently made by H&K instead of FN. And somehow can use either 9mm or 10mm ammo interchangeably.
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The sequel goes the other way, using nearly exactly the same armory for missions set nearly two decades afterwards when the weapons should have been replaced by newer ones - Woods takes an original-model M16 (mislabeled as the improved A1) along for Operation Just Cause, for instance, at a point where in the real world all branches had switched to the M16A2 (and where, given the close-range urban combat of the level, he probably would have been using a shorter-barreled CAR-15 derivative like the previous game's "Commando" instead), while Soviet troops in Afghanistan use the RPD machine gun - with an anachronistic Picatinny rail atop the feed tray, since the model was recycled from Modern Warfare 2 - years after the previous game's RPK-74 should have replaced it for frontline service. The player can also deliberately invoke this by taking a flashback weapon into one of the normal missions set in 2025 (taking that M16 into missions where a burst-firing XM 8 and an HK416 are standard among the SEALs), or, after beating the game once, invoke the anachronisms of the previous game by taking a 2025 weapon into a flashback mission (fight the MPLA in the Angolan Civil War with the combined explosive-flechette-launcher/automatic shotgun that is the "Titus-6" and the still-not-officially-produced LSAT machine gun).
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Darkest of Days has this with its armory, such as Confederate troops in The American Civil War using Union muskets and Union snipers using Confederate sniper rifles (though this wasn't exactly unheard of in real life). Meanwhile, the World War I levels have you fighting alongside the Russians against the Germans, and yet the Mosin-Nagant is the only Russian weapon available.
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Battlefield: Bad Company makes this a natural part of weapon choice, and the sequel did it even more deliberately. A player could use the M1 Garand rifle, M1911 pistol and Thompson submachine gun, all explicitly having the label "WWII" in front of the gun's name.
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Vanguard and Airborne both have a very bizarre case. The first levels of both, respectively "Off Target" and "Infinite Mischief", each have you fighting Italian Blackshirts. However, they're armed with the German Karabiner 98k and MP 40 instead of Italian-made Carcano rifles and Beretta Model 38 submachine guns. In Vanguard's case the Italian soldiers do not appear again after the first level and are replaced with German soldiers for the rest of the game - even in the second level, which still takes place in Sicily. In Airborne's case, you're only halfway through that level before the Blackshirts give way entirely for the Wehrmacht for the entire rest of the game, although this part is justified in that the second level onwards take place following the Italian surrender and subsequent German occupation of the country.
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 Medal of Honor: Vanguard (Video Game)
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Return to Castle Wolfenstein is pretty accurate with its arsenal in general, but some artistic licenses were taken. For instance, the main weapon of Wehrmacht or Nazi mooks is the infamous MP 40, with the Kar98k (simply labelled "Mauser rifle", and somehow having a 10-round magazine reloaded by an en-bloc clip instead of a magazine of 5 reloaded by stripper clips) being rarer, with roughly 1 in 10 mook packing one in the game, roughly the opposite of real life, though to be fair it's more fun to fight mooks equipped with weaker submachine guns rather than bolt-action rifles. Later on the regular SS grunts are mostly replaced with "Black Guard" Paratroopers who are primarily equipped with F G42s, which as mentioned above only had a production run of 7,000, though this can be justified by the fact these are elite troopers guarding critical top-secret Nazi super science or paranormal projects and VIPs against a One-Man Army, so logically they'd get first picks on guns. The only handgun used by the Germans in the game is the Luger P08, which in real life was considered obsolete for military service by the time of the war and was being phased out by the (admittedly much less famous and iconic) Walther P38. On the Allied side of things, the only guns you will find are the venerable Colt M1911A1, the Thompson M1A1, the Sten gun and a M3 "Snooper" Carbine fitted with a very early night vision scope (the M3 Carbine and night vision scope is real, but was only introduced in the Korean War). M1 Garands, M1 Carbines, Grease Guns, Springfield rifles, Browning Automatic Rifles, Bren Guns, Lee-Enfields and other common Allied guns are notably absent; once again, though, this is justified as you're deep behind enemy lines and you wouldn't be able to even reasonably acquire weapons the Germans didn't use, much less scavenge all the necessary ammo from German arsenals (the Thompson and M3 "Snooper" are already Too Awesome to Use because of the sheer scarcity of .45 caliber and .30 caliber ammo in the game) - you'll have to fight the Nazis with their own toys. And that's not getting into the sci-fi weapons, the Venom Gun and the Tesla Gun.
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Day of Infamy tries to keep it realistic as possible in regards to what is available to who, particularly only allowing the German team access to the StG-44 in maps based on battles that take place after its adoption, giving the Americans the option of the M1917 revolver as a cheaper but more fiddly alternative to the M1911, actually making two different Thompson SMG models (the M1A1 for the American military and the older M1928 for the Commonwealth), and using the original version of the M3 Grease Gun instead of the M3A1, which wasn't used during the war, but it does slip up in one instance - the only faction that has access to a shotgun is the Commonwealth. This can be justified on the German side, in that during and after World War I they saw usage of shotguns in war as barbaric (Europeans saw shotguns exclusively as hunting weapons, so to them using a shotgun to kill soldiers was essentially treating those soldiers like animals), so the only shotguns they issued were as part of a combination/survival weapon, designed for hunting game for the soldier to feed himself while a regular rifled barrel would be used for actually defending themselves against enemies. However, the shotgun the Commonwealth gets, the Ithaca 37, is one of the most famous American models in modern history, which did see quite a bit of use within the American forces alongside the Winchester 1897 and 1912 - but no such luck in this game. One other goof is that, while the FG 42 is only available to the German team in maps based on battles the Fallschirmjäger were actually present at (Bastogne, Comacchio, etc.), it's also available to them in battles that took place before it was even on the drawing board, such as Crete. Similarly, while the M1A1 Carbine is usually only available on maps where U.S. Airborne divisions were present, it is unavailable on Foy, despite that the 101st Airborne are available there.
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Metal Gear Solid: Peace Walker has several weapons that wouldn't have been in production in 1974, such as the Steyr AUG and the H&K CAWS, while weapons that should have been or were just becoming available at that time are absent, like the AK-74. This can be handwaved as the Metal Gear verse being essentially an Alternate History and the MSF, staffed with several highly-skilled and intelligent people, designing and producing these weapons themselves. Part of it as well is that, like the more modern Metal Gear Solid 4, the weapon selection is more geared towards Mythology Gags towards its predecessor than accuracy for the time period - for instance, no AK-74 since that didn't exist at the time Snake Eater took place, instead settling for the old AK-47 Snake could get his hands on in Snake Eater, with the AMD-65 used by the Ocelot unit presented as an upgraded version of it.
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Anno 1701, despite being set at the zenith of the Age of Colonialism, features practically no firearms. The only in-game units to wield them as a matter of course are militiamen (melee units that carry a Sword and Gun) and Indian sepoys (an Indian native-only unit).
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Call of Duty:
The first game has the FG 42 as a usable weapon, of which less than 7,000 were made, while the American Grease Gun, of which more than 700,000 were made, is conspicuously absent. Also, the only pistols available are the American M1911 and the German Luger, and the only mounted machine gun seen is the MG 42, even in scenarios where it makes little sense at best, like one being found in a US training camp in 1942.note Admittedly, it could be a captured example used to acclimate recruits to the MG 42's notoriously demoralizing sound when fired.
Call of Duty 2: When coming up against German armored vehicles, you must either run up to them and attach a Sticky Bomb, or in some levels find a Panzershreck reusable rocket launcher (of which fewer than 300,000 were made) lying about. You and your British or American AI teammates will never have PIATs or M9 "Bazookas" available, nor will the opposition ever have any disposable Panzerfaust rockets (more than 6 million made) lying about. Though the developers did not bother to model these weapons, they did make the effort to model several pistols - and then never give them to you except in rare circumstances (for instance, not counting the multiplayer, there is only one Webley revolver in the entire game). In the first Call of Duty the Panzerfaust was a common sight, but many complained that it was a single use weapon that forced them to go back and grab a new one entirely after every shot, especially since even back in that game any sort of anti-tank launcher was hilariously inaccurate and would require multiple shots even when only one was actually necessary. On the other side, the M1 Carbine is far less common than it was in the first game (and still identified as the M1A1), and while the M3 Grease Gun is actually included this time it can only be used in multiplayer. Like above, the only German machine gun seen is the MG 42, even though the earlier MG 34 was slightly more prolific, especially in mountings on vehicles. Amusingly, several of these omissions had already been corrected in the first game's expansion, United Offensive, which included the Bazooka and eschewed the pre-placed MG 42s in favor of portable machine guns, including an MG 34, that players could mount where they wanted - but except for the non-American semi-auto rifles and handguns, none of them made the jump to Call of Duty 2.
Call of Duty: World at War includes the PTRS-41 rifle (presumably as a 'historic' equivalent of the Barrett M82 sniper rifle from Call of Duty 4), even though the PTRS-41 is a massive caliber anti-tank rifle not at all suitable for being carried around and fired from the hip, as it is in the game (it weighs somewhere around 40 pounds). The first Call of Duty used it properly as a stationary anti-tank rifle. However, they were far more useful than the real things, able to destroy a Panzer IV with a few shots to the front armor, whereas in reality even the PTRS's high-velocity 14 millimeter bullets would just bounce off with minimal damage.
In the Pacific Theatre of World War II, the Japanese mostly carried Arisaka bolt-action rifles; the Type 100, their only SMG, was rather rare, and production of both variants of it only amounted to about 24,000, versus circa 35,000,000 Arisakas. Not so in World at War, in which seemingly every other Japanese soldier packs a Type 100. The amount of man-portable automatic weaponry in the game is overdone in general.
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In Encryption Straffe, the joint Italian-Yugoslav-Volksdeutsch resistance in late 1944 got their hands on at least one very rare OG-43 SMG, along with some better known but still rare St G-44s. The Big Bad of their arc was even more ridiculous, his personal squad using silenced OG-43s.
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Call of Duty: Black Ops has a remarkable amount of anachronistic weaponry for the 1960s time period. AKS-74U, SPAS-12, CZ 75 (with even more anachronistic full-auto conversion), MAC-11, FAMAS F1 (again with even more anachronistic FELIN upgrades) - and even the weapons that normally would be appropriate for the time period are presented in versions that weren't available until several decades later, like the M60E3, RPK-74, and HK21E. Almost nothing present in the game was actually developed before 1974 at best.
The sequel goes the other way, using nearly exactly the same armory for missions set nearly two decades afterwards when the weapons should have been replaced by newer ones - Woods takes an original-model M16 (mislabeled as the improved A1) along for Operation Just Cause, for instance, at a point where in the real world all branches had switched to the M16A2 (and where, given the close-range urban combat of the level, he probably would have been using a shorter-barreled CAR-15 derivative like the previous game's "Commando" instead), while Soviet troops in Afghanistan use the RPD machine gun - with an anachronistic Picatinny rail atop the feed tray, since the model was recycled from Modern Warfare 2 - years after the previous game's RPK-74 should have replaced it for frontline service. The player can also deliberately invoke this by taking a flashback weapon into one of the normal missions set in 2025 (taking that M16 into missions where a burst-firing XM 8 and an HK416 are standard among the SEALs), or, after beating the game once, invoke the anachronisms of the previous game by taking a 2025 weapon into a flashback mission (fight the MPLA in the Angolan Civil War with the combined explosive-flechette-launcher/automatic shotgun that is the "Titus-6" and the still-not-officially-produced LSAT machine gun).
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The first game has the FG 42 as a usable weapon, of which less than 7,000 were made, while the American Grease Gun, of which more than 700,000 were made, is conspicuously absent. Also, the only pistols available are the American M1911 and the German Luger, and the only mounted machine gun seen is the MG 42, even in scenarios where it makes little sense at best, like one being found in a US training camp in 1942.note Admittedly, it could be a captured example used to acclimate recruits to the MG 42's notoriously demoralizing sound when fired.
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Call of Duty 2: When coming up against German armored vehicles, you must either run up to them and attach a Sticky Bomb, or in some levels find a Panzershreck reusable rocket launcher (of which fewer than 300,000 were made) lying about. You and your British or American AI teammates will never have PIATs or M9 "Bazookas" available, nor will the opposition ever have any disposable Panzerfaust rockets (more than 6 million made) lying about. Though the developers did not bother to model these weapons, they did make the effort to model several pistols - and then never give them to you except in rare circumstances (for instance, not counting the multiplayer, there is only one Webley revolver in the entire game). In the first Call of Duty the Panzerfaust was a common sight, but many complained that it was a single use weapon that forced them to go back and grab a new one entirely after every shot, especially since even back in that game any sort of anti-tank launcher was hilariously inaccurate and would require multiple shots even when only one was actually necessary. On the other side, the M1 Carbine is far less common than it was in the first game (and still identified as the M1A1), and while the M3 Grease Gun is actually included this time it can only be used in multiplayer. Like above, the only German machine gun seen is the MG 42, even though the earlier MG 34 was slightly more prolific, especially in mountings on vehicles. Amusingly, several of these omissions had already been corrected in the first game's expansion, United Offensive, which included the Bazooka and eschewed the pre-placed MG 42s in favor of portable machine guns, including an MG 34, that players could mount where they wanted - but except for the non-American semi-auto rifles and handguns, none of them made the jump to Call of Duty 2.
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In Pain & Gain, a great many of the firearms displayed in the movie were produced much later than the year 1995, in which the film is set, sometimes by as much as a decade. The How We Got Here intro displays a rather amusing example, when a slow motion shot subtitled "June 17th, 1995"◊ shows Miami-Dade S.W.A.T jumping off of an armored car developed in 1999, using weapons and attachments not developed until the mid-2000s. The scene at the firearms store also displays several anachronistic firearms as well.
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The 2006 film Flyboys, set in WWI, featured the Fokker Dr.I triplane exclusively as the fighter plane of the German air army when it was in fact not terribly common. More egregiously nearly every one is painted bright red, when the only pilot to use an all-red scheme was Manfred von Richthofen (hence "The Red Baron"), and even partial red paintjobs were generally a trademark of Richthofen's Jasta 2. Also, several of the French and other Allied planes shown are anachronistic, because they were either non-existent or phased out during the events of that movie (it's supposed to be set in 1916). In short, there are lots of examples of Just Plane Wrong in the movie (even though it's relatively clear that the creators were going for a more Rule of Cool than realistic approach).
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Ditto for Panzer General successor Panzer Corps. In fact, they go out of their way to be extra historically accurate: for instance, during the Battle of Modlin there is a unique unit for the armored train 'Smierc' that participated in the battle, and since the anti-air battery in the area was the most effective in all of the Polish campaign, its stats are buffed.
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Call of Duty: World at War includes the PTRS-41 rifle (presumably as a 'historic' equivalent of the Barrett M82 sniper rifle from Call of Duty 4), even though the PTRS-41 is a massive caliber anti-tank rifle not at all suitable for being carried around and fired from the hip, as it is in the game (it weighs somewhere around 40 pounds). The first Call of Duty used it properly as a stationary anti-tank rifle. However, they were far more useful than the real things, able to destroy a Panzer IV with a few shots to the front armor, whereas in reality even the PTRS's high-velocity 14 millimeter bullets would just bounce off with minimal damage.
In the Pacific Theatre of World War II, the Japanese mostly carried Arisaka bolt-action rifles; the Type 100, their only SMG, was rather rare, and production of both variants of it only amounted to about 24,000, versus circa 35,000,000 Arisakas. Not so in World at War, in which seemingly every other Japanese soldier packs a Type 100. The amount of man-portable automatic weaponry in the game is overdone in general.
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The Medal of Honor games set in the Pacific theatre have interesting choices of arsenal. The PC exclusive Pacific Assault in particular makes a considerable effort to be true to history; it actually remembers that the US Marines were still equipped with bolt-action Springfields long after the Garand became standard-issue to the Army, and includes oft-overlooked weapons like the .45 ACP M1917 revolver - even modelling the half-moon clips used to load it - and the infamous M55 Reising. The console exclusive Rising Sun, while having a less diverse lineup of guns, actually bothered to include the Type 11 light machine gun as one of two Japanese machine guns in-game, alongside the more numerous Type 99 LMG. With regards to handguns, the Welrod is shown being used by the OSS, rather than the High Standard HDM shown in previous titles.
Vanguard and Airborne both have a very bizarre case. The first levels of both, respectively "Off Target" and "Infinite Mischief", each have you fighting Italian Blackshirts. However, they're armed with the German Karabiner 98k and MP 40 instead of Italian-made Carcano rifles and Beretta Model 38 submachine guns. In Vanguard's case the Italian soldiers do not appear again after the first level and are replaced with German soldiers for the rest of the game - even in the second level, which still takes place in Sicily. In Airborne's case, you're only halfway through that level before the Blackshirts give way entirely for the Wehrmacht for the entire rest of the game, although this part is justified in that the second level onwards take place following the Italian surrender and subsequent German occupation of the country.
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Guns and Gunplay Tropes
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Video Game Items and Inventory
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