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.

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.
Using an SMG as an all-rounder and losing every medium-range exchange. It is a close-range specialist.
Bring an SMG when you already know the fight is close — town assaults and trench clearing. Otherwise default to a rifle.