FoxholeField Manual
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Field Manual Establishing supply line
Weapons

SMGs

Close-quarters firepower.

Submachine guns dominate close range — towns, trenches, and base interiors — but fall off badly at distance. They are a situational tool, not a default.

Foxhole soldiers fighting with infantry weapons.
Infantry ArmsOfficial gameplay media

What this page teaches

  • The close-range role of SMGs
  • When to choose an SMG over a rifle
  • What to avoid
  • Ammo notes

What role SMGs fill

SMGs deliver a high volume of fire at short range, which makes them strong in the cramped fighting of towns, trench clearing, and assaulting structures.

Their effectiveness drops sharply with distance — they are a specialist's close-range tool.

When to choose an SMG

Reach for an SMG when you know the fight will be close: assaulting a town, clearing a trench, or storming a base. For open ground or general use, a rifle remains better.

Many players carry an SMG situationally rather than as their everyday weapon.

What to avoid

Do not carry an SMG into long-range fights and expect to compete. Trying to skirmish across open ground with one wastes both the weapon and your position.

Match the weapon to the range you expect.

Ammo notes

SMGs burn through ammunition quickly because of their fire rate, so carry generous spare magazines and plan resupply accordingly.

That ammo appetite is part of the cost of bringing one.

Related systems

SMGs complement Rifles and pair with Infantry Basics for close-quarters positioning.

Beginner mistake

Using an SMG as an all-rounder and losing every medium-range exchange. It is a close-range specialist.

Field tip

Bring an SMG when you already know the fight is close — town assaults and trench clearing. Otherwise default to a rifle.