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Call to Arms - Gates of Hell: Ostfront Equipment Guide: Best Equipment Ranked

Complete Call to Arms - Gates of Hell: Ostfront equipment guide. Every equipment option ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Barbedwire Studios and Digitalmindsoft released Gates of Hell: Ostfront on 11 June 2021, covering the Eastern Front from 1941 to 1945 with more than 250 vehicles and 100 heavy weapons. Armour is modelled plate by plate with real thicknesses and angles, so an 85mm round can bounce off a Tiger's mantlet, kill the loader without setting the tank on fire, or cook off the ammunition depending on exactly where it lands. You can command it as a top-down real-time strategy game or take direct control of one rifleman or one tank gunner at any moment.

Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.

Equipment Rankings

EquipmentTierBest ForNotes
Tiger ISGerman long-range defensive overwatch on open mapsAn 88mm gun behind roughly 100mm of flat frontal armour.
T-34/85ASoviet armour that has to be numerous rather than individually superiorThe 85mm ZiS-S-53 gun in a three-man turret gives the Soviet mainstay a real chance against German heavies at closer ranges, and its sloped hull front bounces rounds that would defeat the same thickness laid flat.
StuG III Ausf. GAGerman ambush and overwatch positions where you never need to turn a turretA turretless assault gun mounting the 7.
MG 42BPinning German defensive frontages and covering open approachesA general purpose machine gun firing at roughly 1,200 rounds per minute, which produces so much suppression that an advancing squad simply stops moving.
PPSh-41BSoviet close assaults in Stalingrad-style street fightingA 7.

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S-Tier: Tiger I

An 88mm gun behind roughly 100mm of flat frontal armour. At long range it is close to untouchable from the front, but the flat plates mean angling does little for it and its slow turret traverse makes a flanking T-34 genuinely dangerous.

AttributeDetail
TierS
Best ForGerman long-range defensive overwatch on open maps
Key MechanicPlate by plate armour penetration
Recommended BuildGermany

How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.

Best builds using Tiger I: Pairs naturally with Germany thanks to how their stat scaling lines up.


A-Tier: T-34/85

The 85mm ZiS-S-53 gun in a three-man turret gives the Soviet mainstay a real chance against German heavies at closer ranges, and its sloped hull front bounces rounds that would defeat the same thickness laid flat.

AttributeDetail
TierA
Best ForSoviet armour that has to be numerous rather than individually superior
Key MechanicDirect control of any unit
Recommended BuildSoviet Union

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using T-34/85: Pairs naturally with Soviet Union thanks to how their stat scaling lines up.


A-Tier: StuG III Ausf. G

A turretless assault gun mounting the 7.5cm StuK 40 L/48 behind 80mm of frontal plate, sitting far lower than any turreted tank. Hull-down in a fold in the ground it is extremely hard to spot, and it costs far less than a Panther for similar gun performance.

AttributeDetail
TierA
Best ForGerman ambush and overwatch positions where you never need to turn a turret
Key MechanicIndividual crew and seat swapping
Recommended BuildFinland (Talvisota)

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using StuG III Ausf. G: Pairs naturally with Finland (Talvisota) thanks to how their stat scaling lines up.


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B-Tier: MG 42

A general purpose machine gun firing at roughly 1,200 rounds per minute, which produces so much suppression that an advancing squad simply stops moving. It burns through belts fast, so a team without an ammunition carrier stops being useful within a couple of minutes.

AttributeDetail
TierB
Best ForPinning German defensive frontages and covering open approaches
Key MechanicSoldier inventories and looting
Recommended BuildUnited States (Liberation and Airborne)

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using MG 42: Pairs naturally with United States (Liberation and Airborne) thanks to how their stat scaling lines up.


B-Tier: PPSh-41

A 7.62x25mm submachine gun with a 71-round drum and a very high rate of fire, worthless past about 100 metres and devastating inside it. Whole Soviet squads carry it, which is why urban and forest fighting flips in Soviet favour.

AttributeDetail
TierB
Best ForSoviet close assaults in Stalingrad-style street fighting
Key MechanicDynamic Campaign unit persistence
Recommended BuildBritain and Commonwealth (Finest Hour)

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using PPSh-41: Pairs naturally with Britain and Commonwealth (Finest Hour) thanks to how their stat scaling lines up.


Equipment Progression Path

The order you should acquire equipment as you progress:

  1. Starting gear → Enough to clear The Siege of Sevastopol
  2. T-34/85 → Your first real upgrade, available early
  3. StuG III Ausf. G → Mid-game upgrade with good scaling
  4. Tiger I → Best-in-slot, aim for this by late game
  5. Upgrade to max → The power spike from max upgrades is enormous

Equipment Tips

  • Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
  • Match your equipment to your build's stat priorities for maximum scaling.
  • Angle your hull before you fire, not after. The armour model uses real thickness and impact angle, so a Panzer IV sitting at roughly 30 degrees to an incoming shot presents far more effective plate than one facing square, and that difference decides whether a 76mm round penetrates.
  • Check our tier list for how equipment rankings affect overall build effectiveness.

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