Hell Let Loose puts 100 players into 50 versus 50 WWII combined arms battles modelled on real European and North African battlefields. A Warfare match runs 90 minutes over five strongpoints, and no side wins it without garrisons, supply trucks and somebody willing to command. Twenty maps are in rotation as of mid 2026, from Omaha Beach to Stalingrad.
Your choice of weapons 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.
Weapons Rankings
| Weapon | Tier | Best For | Notes |
|---|---|---|---|
| M1 Garand | S | Mid range infantry fighting as a US Rifleman | The US Army's standard semi automatic rifle, eight rounds per clip, with strong stopping power and heavy recoil between shots. |
| Thompson M1A1 | A | Clearing houses in Carentan or Foy as an Assault | American submachine gun with a high rate of fire and a short effective range that punishes anyone who takes it into the open. |
| Karabiner 98k | A | German Riflemen holding long open lanes | German bolt action rifle, slow to cycle but lethal at range, killing in a single hit across most of its effective envelope. |
| MG42 | B | Locking a bridge approach or a street against infantry pushes | The German general purpose machine gun with an extreme rate of fire, only accurate when deployed on its bipod or a mount. |
| PPSh-41 | B | Soviet close quarters fighting through Stalingrad's rubble | Soviet submachine gun available in box and drum magazine versions, with the drum favoured for sustained close range fire. |
S-Tier: M1 Garand
The US Army's standard semi automatic rifle, eight rounds per clip, with strong stopping power and heavy recoil between shots.
| Attribute | Detail |
|---|---|
| Tier | S |
| Best For | Mid range infantry fighting as a US Rifleman |
| Key Mechanic | Five strongpoint tug of war |
| Recommended Role | Officer |
How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.
Best builds using M1 Garand: Pairs naturally with Officer thanks to how their stat scaling lines up.
A-Tier: Thompson M1A1
American submachine gun with a high rate of fire and a short effective range that punishes anyone who takes it into the open.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Clearing houses in Carentan or Foy as an Assault |
| Key Mechanic | Garrisons and outposts as spawns |
| Recommended Role | Rifleman |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Thompson M1A1: Pairs naturally with Rifleman thanks to how their stat scaling lines up.
A-Tier: Karabiner 98k
German bolt action rifle, slow to cycle but lethal at range, killing in a single hit across most of its effective envelope.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | German Riflemen holding long open lanes |
| Key Mechanic | Manpower, munitions and fuel |
| Recommended Role | Medic |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Karabiner 98k: Pairs naturally with Medic thanks to how their stat scaling lines up.
B-Tier: MG42
The German general purpose machine gun with an extreme rate of fire, only accurate when deployed on its bipod or a mount.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Locking a bridge approach or a street against infantry pushes |
| Key Mechanic | Fourteen roles across four categories |
| Recommended Role | Engineer |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using MG42: Pairs naturally with Engineer thanks to how their stat scaling lines up.
B-Tier: PPSh-41
Soviet submachine gun available in box and drum magazine versions, with the drum favoured for sustained close range fire.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Soviet close quarters fighting through Stalingrad's rubble |
| Key Mechanic | Commander tactical abilities |
| Recommended Role | Tank Commander |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using PPSh-41: Pairs naturally with Tank Commander thanks to how their stat scaling lines up.
Weapons Progression Path
The order you should acquire weapons as you progress:
- Starting gear → Enough to clear Foy
- Thompson M1A1 → Your first real upgrade, available early
- Karabiner 98k → Mid-game upgrade with good scaling
- M1 Garand → Best-in-slot, aim for this by late game
- Upgrade to max → The power spike from max upgrades is enormous
Weapons Tips
- Always upgrade your primary weapon before diversifying. One strong option beats three mediocre ones.
- Match your weapons to your build's stat priorities for maximum scaling.
- Garrisons cost 50 supplies in friendly territory and 100 in enemy territory. Build the cheap ones behind your line and only pay double when a forward garrison genuinely opens a push.
- Check our tier list for how weapons rankings affect overall build effectiveness.
More Hell Let Loose Guides
- Hell Let Loose Hell Let Loose Overview
- Hell Let Loose Best Builds
- Hell Let Loose Tier List
- Hell Let Loose Walkthrough
- Hell Let Loose Beginner's Guide
- Hell Let Loose Tips & Tricks
- Hell Let Loose Combat Guide
- Hell Let Loose Boss Guide
- Hell Let Loose Maps & Locations
- Hell Let Loose Crafting Guide
- Hell Let Loose Classes & Characters
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