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Red Orchestra 2: Heroes of Stalingrad

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Nice, but where's the trigger?

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Red Orchestra 2: Heroes of Stalingrad (2011)

Red Orchestra 2: Heroes of Stalingrad is a 2011 first-person shooter and the sequel to Red Orchestra: Ostfront 41-45. As an FPS, it is noticeable for its intense tactical realism. The game, set in the brutal Battle of Stalingrad, features a singleplayer mode for both the Allied Red Army and the Axis Wehrmacht, as well as a teamwork-orientated multiplayer mode with several different gametypes. Players can also operate T-34/76 and Panzer IV tanks in both gameplay modes.

Several unique features ingame, among others, include firearms with sights that can be adjusted by the player, player useable ironsights on rifles with telescopic sights fitted as well as realistic ballistic drop and barrel replacement for MG 34 LMGs. Players can also operate four stations in the featured tanks; driver, gunner, commander and radio operator/hull machine gunner. A featured cover system also allows players to take more advantage of cover (not unlike Brothers in Arms: Hell's Highway). Both tanks are noticeable for their impressive designs for detail and immersion, including fully modeled interiors as well as reload animations for the guns.

The game also features stat progression where players can advance their honor, class and weapon levels to unlock character upgrades and skins. Honor level starts at 10 while class and weapon levels both start at Level 0. Small arms can be unlocked as well as upgrades, skins and sometimes attachments for every weapon.

The following firearms appear in Red Orchestra 2: Heroes of Stalingrad:


Axis Weapons

Rifles

Karabiner 98k

The main German rifle of World War II, the Karabiner 98k is used by the Axis "Riflemen", "Elite Riflemen" and "Marksman" classes. It is loaded mainly using 5-round stripper clips, but (and uniquely in games) can be 'topped off' with single rounds. The "Marksman" class is issued the rifle fitted with a 4x Zeiss ZF39 telescopic sight. At release, a bayonet and an anachronistic winter trigger guard (not available on the scoped rifle) could be unlocked in multiplayer mode at level 25, followed by an upgrade to remove the hood from the front sight at level 50. The winter trigger guard, which was never actually modeled in the game, was removed in a subsequent patch. The "Marksman" class is able to unlock an Ajack 6x scope with a crosshair-type reticle at level 25, and an attached bayonet at level 50.

Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser
Karabiner 98k with Zeiss ZF42 scope - 7.92x57mm Mauser
Holding a Level 0 Karabiner 98k.
Aiming down the sights.
Chambering in a new round. Note the bayonet attachment.
Reloading with a 5-round stripper clip.
The rifle with the telescopic sight fitted as issued to the "Marksman" class (Level 0).
Looking through the scope.
Loading with loose rounds on the scoped rifle.
Aiming down the ironsights on the scoped rifle.

Gewehr 41(W)

The ill-fated forerunner of the Gewehr 43 rifle, the Gewehr 41(W) is used by the Axis "Elite Riflemen", "Marksman" "Squad Leader" and "Commander" classes. The rifle holds 10 rounds in a fixed box magazine, loaded using 5-round clips and 'topped off' with single rounds. Note that the (W) designates that the rifle seen ingame was the type manufactured by Walther rather then Mauser. The "Marksman" class is issued the rifle fitted with a ZF41 1.5x long eye relief sight. A bayonet attachment as well as a 4x scope for the scoped rifle can be unlocked in multiplayer mode. Note that this 4x scope is actually the ZF4 that entered service as part of the G43 "package", the same way the Soviet PU scope was designed to fit the SVT-40 - the scope was never used in Stalingrad and was not in service at the time. No evidence exists that the scope was ever mounted on the G41 by the Germans, the only known examples of ZF4s on G41 rifles being postwar modifications. As it is portrayed ingame, the scope is mounted using a 1944 K98-type swept mount which is rare in itself; it is also mounted so far forwards on the rifle that proper eye relief would be impossible, rendering the scope useless. Ingame markings also seem to have been "borrowed" from the G43, as they do not match actual G41 production.

The G41's annular gas ring was a serious problem in combat, rendering the rifle extremely unreliable when dirty or fouled. The G41 was disliked and eventually withdrawn from service, with the G43 copying the Soviet SVT-40 gas system instead - a more conventional, more reliable piston type.

Several classes can use the weapon except in Classic mode, where it is regulated to the Elite Riflemen, Marksman and Commander only.

Gewehr 41 (W) - 7.92x57mm Mauser
Gewehr 41 (M) fitted with ZF41 sight - 7.92x57mm Mauser
Holding the Level 0 G 41(W).
Performing an ammo check.
Aiming down the sights.
Reloading with 5-round stripper clips.
Holding the (Level 0) Scoped G 41(W).
Aiming through the scope.
Aiming down the regular sights on the Scoped G 41(W).

MKb 42(H)

The early prototype of the iconic Sturmgewehr 44, the MKb 42(H) is used by the Axis "Assault" class. The rifle is loaded using 30-round magazines. A bayonet and ZF41 sight attachment can be unlocked in multiplayer mode. Unlike the StG 44 which was based upon it, the MKb 42 fires from an open bolt, with an MP 40-style safety notch rather than an actual mechanical safety device.

It is possible the MKB 42(H) was used in Stalingrad for field testing, though no evidence proves this.

Haenel MKb 42 (H) - 7.92x33mm
The (Level 0) MKb 42(H).
Performing an ammo check.
Aiming down the sights.
Reloading with the 30-round magazine.

PTRS-41

The PTRS-41 anti-tank rifle is a Soviet-manufactured weapon but is available to both Allies and Axis as captured weaponry under the (historically accurate) PZB 784(K) designation. The rifle is loaded with a 5-round en-bloc clip and must be deployed to fire although it can be ammo checked and reloaded whilst undeployed.

PTRS-41 Anti-tank rifle - 14.5x114mm
Holding the undeployed PTRS.
Ammo check while undeployed.
Deployed and using the ironsights.
Checking ammo while deployed.
Reloading whilst undeployed. The player crouches when reloading while this way and he cannot move aside from looking around with the mouse or the reload will cancel. The field of view doesn't allow much to see.
Reloading whilst deployed on a ledge.
Reloading whilst deployed prone.

Submachine Guns

MP 40

The iconic MP 40 submachine gun is carried by the Axis "Assault" and "Squad Leader" classes. It is loaded with 32-round magazines. An exceptionally rare experimental type, the MP 40-II, can be unlocked in multiplayer mode as well. This version loads two separate 32-round magazines into a sliding assembly; the user must manually switch it from one position to the other upon emptying the first magazine. This prototype was unreliable and unpopular, never advancing to large-scale production.

MP40 submachine gun - 9x19mm Parabellum
Holding an MP 40.
Performing an ammo check.
Aiming down the sights.
Reloading the weapon with a 32-round magazine.

Machine Guns

MG 34

There are many variants of the MG 34 machine gun in the game. The light machine gun variant is issued to the Axis "Machine Gunner" class with a bipod and uses a 50-round belt contained within a detachable drum. A 75-round double drum magazine and 75-round belt (historically inaccurate as these configurations were not used in Stalingrad nor carried by infantry as small arms) can be unlocked in multiplayer mode. It's also available as a heavy machine gun mounted on a lafette tripod as a stationary weapon. The gun is also mounted coaxially and in the hull of the Panzer IV tank. The gun can be fired in single shot mode except for the coaxially mounted variant. For the LMG variant, it has to be either deployed or the player prone before the ironsights can be used; although it can be fired from the hip (at reduced accuracy), ammo checked and reloaded whilst undeployed, as with the PTRS-41. The LMG variant's barrel overheats quickly if fired fully automatic at a constant rate and the barrel will burst if used this way for too long. The player must replace the barrel when this happens or the gun will not fire. The HMG version does not overheat, despite its only distinction from the LMG being a tripod mounting and longer belt feed.

MG34 with 50 round "assault drum" - 7.92x57mm Mauser
Holding a Level 0 MG 34 by the hip.
Performing an ammo check whilst deployed.
Deployed and aiming down the sights.
Replacing the barrel while deployed.
Reloading with a 50-round drum magazine whilst deployed on a ledge.
MG 34 mounted on a lafette tripod. The player is holding a Walther P38 pistol.
Using the mounted MG 34.
Aiming down the sights of the mounted MG 34.
Blindfiring while taking cover behind the gun itself.
Reloading the mounted MG 34.
The coaxially mounted MG 34 as seen by the main tank gunner. Note the tank loader's arm on the right.
The coaxially mounted gun being reloaded by the tank loader.
Aiming away from the scope of the tank hull MG 34.
Looking through the scope of the tank hull MG 34. The black circle is historically inaccurate, being part of a diagram to show the edge of the sight itself. On the real sight, the posts reach right to the edge.
Reloading the tank hull MG 34.

MG42

An update brings the MG42 in the game. The MG42 in-game initially has the 1200 RPM of earlier models, capable of blistering through it's default 50 round drum magazine in less than a second or two and almost bursting the barrel with only a few short bursts, it also possesses alarming recoil even when deployed with significant muzzle rise even with a short burst. At level 25 the player will receive a 250 round belt which was common on most MG42's wartime and at level 50, the player will receive an extra belt of ammunition and a reduction of it's fire rate from 1200 RPM to 900 RPM to maintain it's barrel and ammunition supply.

MG42 Machine Gun - 7.92x57mm Mauser
Holding the MG. It has a 50-round drum magazine.
Performing an ammo check
Aiming down the sights.
Changing the barrel.

Sidearms

Mauser C96

The Mauser C96 pistol is mainly available as a unlock in multiplayer mode, but it is also used during the Axis "Basic Training" mission in the singleplayer mode. It loads using a stripper clip to feed its integral 10-round magazine. Despite being modeled as the "Bolo" variant with a shortened barrel and grip, its multiplayer upgrades are a detachable 20-round box magazine at level 25, with select fire and a stock (essentially turning it into an M712 Schnellfeuer) at level 50. The real "Bolo" could not accept detachable magazines or a select fire mechanism.

File:Mauser c96 bolo.jpg
Mauser C96 Short Barreled "Bolo" Model - 7.63x25mm Mauser
The (Level 0) C96.
Performing an ammo check on the gun.
Using the ironsights.
Reloading using a 10-round clip.

Walther P38

The Walther P38 is a sidearm used by the Axis. It is loaded using an 8-round magazine. A black pistol grip, a purely aesthetic feature, can be unlocked for the weapon.

Walther P38 pistol (manufactured at the Mauser Factory) - World War II dated - 9x19mm
A Level 0 Walther P38.
Ammo check for the P38.
Using the P38 ironsights.
Inserting a new magazine.

Thrown Weapons

Model 24 Grenade

Referred to ingame as the M1939 Grenade, the Model 24 Stielhandgranate is carried by the Axis as the standard grenade.

Model 24 Stielhandgranate "Potato Masher" High-Explosive Fragmentation Hand Grenade
Holding the potato masher.
"...fuse pull at the base."

NG 39 Smoke Grenade

The Axis "Squad Leader" class carries a couple of smoke grenades.

Holding the smoke potato masher.
Pulling the fuse.

HHL 3kg AT Grenade

The Axis "Anti-tank" and "Engineer" classes both carry a couple of HHL anti-tank charges. They are incorrectly depicted ingame as impact-fused anti-tank grenades. The HHL is a magnetic mine with a time fuse, it had to be physically placed on the tank itself.

Holding the HHL.
This truck is TOAST!

3kg Satchel

The Axis "Engineer" class carry a couple of satchel charges.

Holding the satchel charge.
"Kablooey", anyone?

Allied Weapons

Rifles

Mosin Nagant M91/30

The Mosin Nagant M91/30 rifle is issued to the Allied "Riflemen" and "Elite Riflemen" classes. It is loaded mainly using 5-round stripper clips and is available with a sniper variant for the "Marksman" class. A bayonet attachment can be unlocked for the infantry rifle and at level 50 for the sniper rifle (though it is unlikely a Sniper would make use of one). Sniper variants include the 3.5x PU, introduced around the time of Stalingrad and therefore fairly rare during the battle (this is the starting version), a top-mounted 4x PEM (level 25, and fairly common at the time), and at level 50 the side-mounted PEM (by far the most common type during the battle of Stalingrad and used by the most famous snipers, including Zaytsev and Chekhov. If anything, this should have been the initial scope, not the PU). In addition, early PU scopes were visually very different from the later (post-1943) production example the ingame model is based off of. The first PU scopes had brass lens fittings, squared-off bases for the adjustment drums, and were often made of a light alloy known as 'silium'. The existing stock of SVT-40 PU scopes was also drawn upon, resulting in many 1942-43 91/30 sniper rifles bearing these. The SVT-40 variant of the PU scope is easily identified by the longer cut for the mount used on that rifle, causing a visible 'step up' in tube diameter when mounted on a 91/30.

Full-length Mosin Nagant M91/30 - 7.62x54mmR
Full-length Mosin Nagant M91/30 sniper rifle with PU 3.5x sniper scope and bent bolt handle (the scope is an SVT-type PU, not the later 91/30 type)- 7.62x54mmR
A Level 0 Mosin Nagant M91/30.
The player does an ammo check.
Looking down the ironsights.
Chambering a new round.
Reloading using a stripper clip. This one has the bayonet attachment upgrade. Also note the rifle itself is in better condition.
Holding a Level 0 sniper variant. Note the markings on the scope.
Looking through the scope. Note the strong distortion effect around the edges of the scope's field of view, which is not present on a real PU scope - or any common WWII sniper scope, for that matter.
Rechambering the sniper variant while looking through the scope.
Reloading the sniper variant with loose rounds.
Looking down the ironsights on the sniper variant.

Tokarev SVT-40/AVT-40

The Tokarev SVT-40 as well as a sniper variant is issued to the Allied "Elite Rifleman", "Marksman", "Squad Leader" and "Commander" classes (Realism Mode only, Restricted to Marksman, Elite Riflemen and Commander in Classic). It is loaded mainly using 10-round magazines but can also be loaded using 5-round stripper clips. A fully-automatic variant, designated the AVT-40 (produced to supplement machine-gun production and fairly unliked by troops), is also available for the "Assault" class (Realism Mode only, Restricted to Elite Assault in Classic Mode). Aside from being able to switch between fully auto or semi-auto, the AVT-40 ingame is identical to the SVT-40 in every aspect. All variants have a plum colored bolt finish as well as electropencilled markings on the bolt handle which show that the rifle had been through the postwar rearsenal process, making the rifles ingame slightly anachronistic. A bayonet attachment is available for all variants as an unlock as well as a 6x PEM scope for the sniper variant. This is inaccurate as the PEM is a large 4x scope. The 6x scope shown ingame was an experimental modified PU type which was produced in miniscule (double digits) quantities and never passed the initial testing phase. The AVT-40 can unlock a 3.5x PU scope, though real AVT-40s never bore scopes as the SVT-40 itself was rather unimpressive as a sniper rifle although a muzzle brake is also provided at Level 50, reducing its recoil drastically.

Tokarev SVT-40 - 7.62x54mmR
A Level 0 Tokarev SVT-40. Note the bolt carrier's plum colored finish.
Checking the ammo on a Level 0 AVT-40.
Aiming down the sights.
Reloading using a stripper clip. Note the electropencilled markings on the bolt handle.
Holding a Level 0 sniper variant of the SVT-40.
Aiming through the scope on the sniper variant.
Reloading with the removable magazine. Note the magazine release.
Using the ironsights on the sniper variant.

Submachine Guns

PPSh-41

The PPSh-41 submachine gun is used by the Allied "Assault", "Engineer", "Squad Leader" and "Commander" classes (Realism mode only, Restricted to Elite Assault, Assault, Commander and Engineer in Classic Mode). It loads using a 35-round stick magazine. A 71-round drum magazine can be unlocked in multiplayer (Comes standard with the weapon in Classic Mode, does not need to be unlocked). In real life, the drum magazines were more common at this point in the war than the 35-round stick magazines.

Soviet PPSh-41 Submachine Gun with 35-round stick magazine - 7.62x25mm Tokarev
A Level 0 PPsh-41 with 35-round stick magazine.
Looking down the ironsights.
Ammo check for the PPSh-41. A cartridge can be seen clearly in the stick magazine.
Reloading the PPSh-41 with the stick magazine.
Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev
A PPSh-41 with 71-round drum magazine.
Looking down the ironsights.
Ammo check for the PPSh-41. A cartridge can be seen clearly in the drum magazine.
Reloading the PPSh-41 with the drum magazine.

PPS-42

The PPS-42 appears with an update. It has a 35-round stick magazine. Initially it does not feature its metal folding stock instead having it unlocked at Level 25 which vastly reduces the weapons recoil on full auto. At Level 50, the player receives two extra magazines.

Soviet PPS-42 - 7.62x25mm Tokarev
Holding the PPS-42 with a 35-round stick magazine.
Aiming down the sights.
Reloading.

Machine Guns

Degtyaryov DP-28

Allied "Machine Gunners" are issued the Degtyaryov DP-28 light machine gun, which is loaded using a 47-round drum magazine and has a bipod for stability. Unlike its German counterpart, its barrel cannot be replaced ingame. This is in contrast with the real DP-28, with Tripwire stating that their research indicated that most DP-28 gunners did not carry spare barrels (Possibly because of the slower rate of fire than the MG34) and therefore they were not included in the game. Like the MG 34, it has to be either deployed or the player prone before the ironsights can be used; although players can fire from the hip (at reduced accuracy), ammo check and reload whilst undeployed.

Degtyarov DP-28 machine gun - 7.62x54mmR
Holding a Level 0 Degtyaryov by the hip.
Ammo check for the Degtyaryov while undeployed. The number of rounds left in the magazine can be determined by looking at the position of the D-ring on the magazine as it revolves as shells are ejected when firing.
Inserting a new magazine while undeployed (same rules apply when doing this with the PTRS-41 and MG 34).
Deployed and looking down the sights.
Ammo check while deployed.
Reloading while deployed on a ledge.
Reloading while deployed prone.

Maxim M1910

The Maxim M1910 is used as a fixed heavy machine gun by the Soviets. It is noticeable for its slow rate of fire and large ammunition belt compared to its German counterpart. Single shots can be fired in the same manner as the MG 34, by using the 'secondary fire' feature; this was not a feature in real life, and is not really necessary either, given the slow rate of fire. It is entirely likely Tripwire simply reused the coding from the MG34 and forgot or neglected to remove this.

Maxim 1910 with 'Sokolov' wheel mount, w/o shield - 7.62x54mmR
A Maxim M1910 mounted on a window.
Using the Maxim M1910.
Aiming down the sights.
Blindfiring while taking cover behind the gun itself. Note the ejected shell casings.
Reloading with the ammo belt.

Degtyaryov DT

The Degtyaryov DT machine gun is mounted on the T-34/76 tank and used by the main gunner as a coaxially mounted weapon and by the radio operator/hull machine gunner.

Degtyayrov DT machine gun - 7.62x54mm R
The tank hull gunner's DT as seen from the tank driver.
Looking away from the sights. Note the T-34/76's interiors with the ammo supplies at the side.
Aiming down the sights.
Reloading the DT.

Sidearms

Nagant M1895

The Nagant M1895 revolver is sidearm for the Allies. It holds seven rounds and the cylinder is reloaded with loose rounds. A (historically anachronistic) suppressor can be unlocked in multiplayer.

Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo). This example was dated 1939 manufacture and was a wartime-issued weapon.
The (Level 0) Nagant M1895.
Looking down the ironsights.
Ammo check for the Nagant M1895.
Reloading the Nagant M1895.

Tokarev TT-33

The Tokarev TT-33 pistol can be unlocked in multiplayer as a sidearm. It is loaded using 8-round magazines.

Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.
The player holds a Tokarev TT-33.
Ammo check for TT-33.
The Tokarev TT-33 ironsights.
Reloading the TT-33 with a 8-round magazine.

Thrown Weapons

F-1 Hand Grenade

The F-1 Hand Grenade is the main grenade issued to the Allies.

F-1 High-Explosive Fragmentation Hand Grenade
The F-1 grenade.
Pulling the pin.

RDG-1 Smoke Grenade

A smoke grenade issued to the "Squad Leader" and "Commander" classes for the Soviets.

The RGD-1 smoke grenade.
Ready for throwing. Note the markings on the head of the grenade.

RPG-40 AT Grenade

An RPG-40 Anti-tank grenade issued to the "Engineer" and "Anti-tank" classes.

Soviet RPG-40 anti-tank grenade. The manual for use of grenade is seen on its body.
The AT grenade. Note the label on the grenade.
Pulling the pin.

Soviet 3kg Satchel

The Soviet "Engineer" class is issued a couple of satchel charges.

Holding the satchel charge.
Releasing the pin for throwing.

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