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CoD1tr CoDUOtr CoDFHtr CoD2tr CoD2BROtr CoD3tr CoDRTVtr Cod5topright CoD5DStr CoD5FFtr BlackopsNewTopright Ztr AWtopright IW top right icon IWZtricon WWII Topright
For other uses, see M1.
For a similarly named weapon, see MX Garand.

The M1 Garand is an American semi-automatic rifle featured in all World War II era Call of Duty games, as well as in Call of Duty: Black OpsCall of Duty: Advanced Warfare and Call of Duty: Infinite Warfare. This weapon is notable for its distinctive metallic "pinging" sound when an empty clip is ejected.

Call of Duty and United OffensiveEdit

"The M1 Garand is a powerful and accurate semi-automatic rifle. Its primary drawback is it can't be conveniently reloaded in the middle of a clip."
Call of Duty manual description.
M1 Garand menu icon CoD1
M1 Garand
Damage

120 (1 SP), 120-42 (UO SP), 70 (1 MP), 70-24.5 (UO MP), 150 (Melee)

Weapon Class

Semi-Automatic rifle

Magazine Size

8 rounds

Maximum Ammunition

240

Reload Time

1.6s

Rate of Fire

Low

Recoil

Medium-high

Fire Mode

Semi-Automatic

Used by

United States Army

HUD icon

M1 Garand Pickup CoD

Sound(s) The M1 Garand's firing sound

The M1 Garand's reload sound

The M1 Garand's iconic ping
Console codename(s)

m1garand

CampaignEdit

In the original Call of Duty, and in the expansion pack Call of Duty: United Offensive, the M1 Garand is typically the US Army's rifle of choice. It combines high power and accuracy, as well as a high rate of fire, when compared to the other rifles. It is a one-shot kill at any range to the head or chest, just like the bolt-action rifles, but has some close-range effectiveness due to its semi-automatic nature. Its only major flaws are that the game restricts the player from reloading mid-clip, and its ammo can become scarce, just as with all Allied weapons.

MultiplayerEdit

In multiplayer, this rifle is issued to the American team. In Call of Duty, it is just as effective as the bolt-action rifles available, being able to kill in two quick shots to the chest or one to the head. In the expansion pack, Call of Duty: United Offensive, it is much less effective at range, taking two bullets to the head to kill, and five to the chest. It is not particularly effective at close range, either, as its slow rate of fire in comparison to the submachine guns prevent it from engaging in close quarters combat. Its small clip and inability to reload mid-clip make it overshadowed by weapons such as the STG-44.

GalleryEdit

Call of Duty: Finest HourEdit

"The M1 Garand is a powerful and accurate semi-automatic rifle. Its primary drawback is that it can't be reloaded in the middle of a clip."
— Manual description
M1 Garand
Weapon Class

Semi-Automatic rifle

Magazine Size

8 rounds

Maximum Ammunition

240

Rate of Fire

Low

Recoil

Medium-high

Fire Mode

Semi-Automatic

Used by

United States Army

The M1 Garand is seen in the American campaign of Call of Duty: Finest Hour. It has a decent rate of fire and has moderate damage, requiring 1-3 shots to kill. It still cannot be reloaded unless empty and ammo is rather scarce, meaning that the player will have to enter combat with a partially empty clip or replace it with a Kar98K or G43 eventually.

Call of Duty 2Edit

M1 Garand
Damage

120-80 (SP), 45 (MP), 150 (Melee)

Damage Multipliers

Head: 2.5, Chest: None, Limbs: .5 (SP) Head: 3, Chest: 2, Limbs: None

Weapon Class

Semi-Automatic rifle

Magazine Size

8

Maximum Ammunition

128 (SP), 96 (MP)

Reload Time

1.6s

Rate of Fire

Semi-auto (444 RPM firecap)

Range (explanation)

1024-2000 (SP), 2000-3000 (MP)

Recoil

Medium

Fire Mode

Semi-Automatic

Used by

United States Army
British Army

HUD icon

M1 Garand pickup CoD2

CampaignEdit

The M1 Garand is the most frequently used American weapon Call of Duty 2's campaign. It is still quite powerful, capable of killing an enemy with one shot to the head or chest at any range, and it still has limited close-range capabilities. It retains its inability to reload mid-clip, and the scarcity of ammo.

MultiplayerEdit

This weapon is issued to the American or British team in multiplayer. With precision, it can kill in just one shot to the head at any range. It is a two-shot kill to the chest at any range, and a three-shot kill to the limbs. Its semi-automatic nature can allow it to take on enemies at medium-long range, and even close range to a limited extent. However, it is still incapable of reloading mid-clip, forcing the user to either waste several rounds to reload, or take on enemies with a mid-clip weapon, which in itself can be dangerous if the user runs out of ammo, forcing them to reload during a firefight.

GalleryEdit

Call of Duty 2: Big Red OneEdit

M1 Garand side view BRO
M1 Garand
Weapon Class

Semi-Automatic rifle

Magazine Size

8 rounds

Starting Ammunition

24 Rounds

Maximum Ammunition

240 Rounds

Rate of Fire

48 RPM

Recoil

Low

Fire Mode

Semi-Automatic

Used by

United States Army

The M1 Garand is a starting weapon in most missions, and is a very common weapon in the hands of US forces. In the campaign, it takes 2-3 shots to kill an enemy. Like in previous installments, it cannot be reloaded mid-clip. However, it has one of the fastest reload times of all the weapons in the game. Ammunition is somewhat scarce.

GalleryEdit

Call of Duty 3Edit

M1 Garand Menu Icon CoD3
M1 Garand
Weapon Class

Semi-Automatic rifle

Magazine Size

8 rounds

Starting Ammunition

· 8+120 (SP) (8+70 in The Forest)
· 8+32 (MP)

Maximum Ammunition

8+128 (SP & MP)

Recoil

Low

Fire Mode

Semi-Automatic

Used by

United States Army

"Caliber .30-06, semi-auto gas operated rifle. The brainchild of John Garand, the M1 was powerful, accurate and reliable. Chambered for the venerable .30-06 cartridge, the M1 was the first semi-automatic rifle in military use."
— In-game description

CampaignEdit

In Call of Duty 3's campaign, the M1 Garand can typically be found in the hands of American soldiers. During the American campaign, the player often begins the level with it. It is very powerful, and can kill enemies in 1 hit, providing the shot is placed above the enemies' waist. However, the inability to reload mid-clip is something of a hinderance. The player must empty their clip before they reload.

MultiplayerEdit

In multiplayer, the M1 Garand is issued to the Allied Rifleman class. It has an 8-round clip and 40 rounds in reserve. A Rifle grenade can be mounted on it. It has a good rate of fire and medium recoil. Compared to the Axis' equivalent, the Kar 98k, it is superior in most aspects, as it can kill with two shots to the chest at any range, or a single headshot, and has a larger capacity and a much higher rate of fire, due to its semi-auto nature. It cannot be reloaded mid-clip, which lets it down slightly, and it is less accurate than the Kar 98k at longer ranges.

GalleryEdit

Call of Duty: Roads to VictoryEdit

M1 Garand
Weapon Class

Semi-Automatic rifle

Magazine Size

8

Maximum Ammunition

70

Fire Mode

Semi-Automatic

Used by

United States Army
First Canadian Army

"The M1 Garand was the first widely distributed semi-automatic rifle."
— In-game description
In Call of Duty: Roads to Victory, the M1 Garand is seen in the American campaign during the mission "Hunner Park" and in the Canadian campaign during "Sloedam" and "Walcheren." Like in previous Call of Duty games, the M1 Garand is prevented from being reloaded mid-clip. The M1 Garand is generally a two shot kill, like every other rifle in the game. In the intro cinematic the M1 Garand was held left-handed instead of being right handed like in-game. 

Call of Duty: World at WarEdit

M1 Garand menu icon WaW
M1 Garand
Damage

68-50 (SP), 45-35 (MP)
70 (MP Scoped)

Damage Multipliers

Head: 2.7, Chest: 1.25, Limbs: .7 (SP)
Head: 1.4, Neck: 1, Chest: 1, Stomach: 1, Limbs: 1 (MP)
Head: 1.5, Neck: 1.1, Chest: 1.1, Stomach: 1, Limbs: 1 (Scoped MP)

Weapon Class

Rifle

Magazine Size

8 rounds

Unlocked

Level 17

Starting Ammunition

8+88 (SP), 8+56 (MP)

Maximum Ammunition

8+128 (SP), 8+120 (MP)

Reload Time

3.4 s mid-magazine, 1.65 dry

Rate of Fire

444 RPM max

Range (explanation)

1024-2400 m (SP), 1500-2000 m (MP)

Recoil

Moderate

Penetration

Medium-Large

Fire Mode

Semi-automatic

Used by

United States Marine Corps

HUD icon

M1 Garand Pickup WaW

Console codename(s)

m1garand

The M1 Garand in Call of Duty: World at War is very similar to Call of Duty 3's version of the M1 Garand. Treyarch reused the wire frame for Call of Duty 3, but used a different firing sound, as well as a new reloading technique unseen in previous Call of Duty games.

CampaignEdit

The M1 Garand is fairly common, being standard issue for Marine riflemen. It is the weapon of Pvt. Polonsky, and the player starts off with it on several levels. Ammunition is widely available during the American campaign, so it is not a bad idea to use the weapon throughout the Pacific Theater. On the level "Little Resistance," a M1 Garand with a Bayonet is available. Also, in "Hard Landing" and "Relentless," a M1 Garand with a rifle grenade can be found by a Japanese base on the airfield and in a trench by the tanks. It is generally advisable to use the M1 with a fully automatic-firing weapon such as the Thompson or Type 100 as a back-up, as some fighting can occur in close-quarters. It can be reloaded without expending the clip (this is not always advised, due to the fact that reloading empty is faster, although reloading to ensure the player always has a full clip is also beneficial, deciding to reload mid-clip or not depends on the current situation faced). Excluding headshots and shots to the chest, it usually takes two shots to kill.

MultiplayerEdit

The M1 Garand is unlocked at level 17. The weapon has significant recoil in comparison to other weapons, however in some cases this makes headshots easier. In Call of Duty: World at War, the M1 Garand can now be reloaded at any time, without having to empty the clip. Statistically speaking, the M1 Garand is more uncomfortable than other rifles due to its restricted rate of fire, high recoil, relatively low ammo capacity, slow reload and only slightly higher damage. The high damage and low rate of fire will help the user to manage their ammo supply. Three direct hits with the weapon will guarantee a kill, allowing for the use of a perk besides Stopping Power. This obviously does not apply for Hardcore, where the M1 Garand is one hit kill if the enemy is not behind cover or using the Second Chance perk (this only applies to the un-scoped Garand). It is advisable to use this weapon at longer ranges, as it can be difficult to fire quickly in close quarters. Overkill can be used effectively to allow an SMG or other close quarters weapon, because the rifle is not very effective in CQC environments. It must also be noted that the M1 Garand and the M1 Carbine are the only semi-automatic rifles that can be fitted with a bayonet, but the Garand is unlocked at an earlier level and is less effective in close quarters. The bayonet makes the weapon effective in close quarters, mostly eliminating the need for assistance such as a weapon with the Overkill perk.

The M1 Garand can be equipped with a Sniper Scope and can be used as a semi-automatic sniper rifle. When equipped with the scope (unlocked from the Marksman IV challenge) the damage is raised to 70 (the same as all other sniper rifles with scopes), but it has much lower damage multipliers than the other sniper rifles. However, the M1 Garand scoped moves idly the same amount as the PTRS-41 (four degrees), while all other scoped bolt actions idle at six degrees, making the M1 Garand more accurate due to the lower sway. The M1 scoped has another advantage, in that the sway drops to three degrees when crouched or prone, making it the most accurate sniper rifle in the game. One flaw of the M1 scoped is that it is the only sniper rifle whose recoil does not reset before the next shot. However, for most players, the low visual recoil and high rate of fire more than make up for this. Another flaw is that it is only a one shot kill to the head, which is generally difficult to achieve on moving targets at range, although Stopping Power will grant a one-shot-kill to the head, neck and chest (unless a target is using Juggernaut) similar to most bolt-action rifles without Stopping Power. The M1 Garand scoped does exactly the same damage as the M21 from Call of Duty 4: Modern Warfare, as they have the same base damage and multipliers. If caught in close quarters, a Garand with a Sniper Scope can be hipfired fairly accurately due to the low recoil while also benefiting from the increased damage.

An interesting fact is that the M1 Garand is the only weapon in Call of Duty: World at War that's dry reload is faster than its non-dry reload. Although some players believe that for this reason it should not be reloaded mid-clip if a decent number of shots remain, a player can never really know when extra bullets might be useful, so it is generally helpful to reload when not in immediate danger. Also, the fast reload when empty allows the user to get back in the fight quicker than with a rifle with a longer reload (ex. SVT-40, Gewehr 43).

This rifle is one of the most overlooked guns in the game because of the reasons stated above, but it is arguably the best scoped rifle in the hands of a skilled sniper due to its higher accuracy, rate of fire, ammo capacity, and a high amount of starting ammo compared to other sniper rifles, which makes Bandolier unnecessary, opening up a new perk slot.

One of the only disadvantages with using it as a Sniper Rifle is that a Ghillie Suit is not supplied while using it with a scope. If one equips Overkill and uses a sniper rifle as their primary weapon and the M1 Garand in the secondary slot, the character will be wearing a Ghillie Suit, however this uses up a Tier 3 perk slot. On another note, the M1 Garand has the slowest rate of fire of any Semi-automatic rifle, excluding the PTRS-41, in Call of Duty: World at War. However, when the Double Tap perk is used it has the same rate of fire a Gewehr 43 or an M1 Carbine, and its quicker dry reload makes it a more effective weapon than the Gewehr or Carbine.

As the player starts with a large amount of ammunition for the M1 Garand, Bandolier is of questionable value, as the player only needs to hit an enemy twice with Stopping Power at most distances, or three times without stopping power at any distance in most circumstances. Also, for a skilled player, they would not waste as many rounds, meaning they could get a very long killstreak before needing to change weapons or find some ammo. Sleight of Hand is rather ineffective as the player will only receive most of the benefits of Sleight Of Hand if reloading a partially empty clip, which can be handy when the player is not in combat, as it reduces the chances of the player being killed whilst reloading. Camouflage and a Flash Hider can work very well with the M1 Garand, since the M1 Garand always requires three hits to kill any player who does not have the Juggernaut or Second Chance equipped. This can be a good tactic in Search and Destroy as a stealth class.

Nazi ZombiesEdit

The Garand appears on all Nazi Zombie levels, being available from the Mystery Box (most commonly with Rifle Grenades) and off the wall on Verrückt and Shi No Numa. In Nacht Der Untoten it holds four grenades in reserve, in Verrückt it holds 15 grenades in reserve, and in Shi No Numa and Der Riese it holds 20 grenades in reserve. It is not the most powerful gun, as damage to the body is reduced, and like all semi-automatics, it is good for the early to mid rounds. Double Tap is useful. When it is used with the Pack-a-Punch Machine in Der Riese, the gun is upgraded to the "M1000". The Rifle Grenade variant is upgraded to "The Imploder", and is one of the best weapons for making crawlers, though it usually overlooked for more powerful weapons.

M1 Garand vs M1000Edit

M1 Garand M1000
M1 Garand WaW M1000 WaW
Damage 105-80 200-150
Multiplier Head: x3
Chest: x1.25
Abdomen: x1
Head: x6
Chest: x2
Abdomen: x1
Fire mode Semi-automatic Semi-automatic
Rate of fire 444 max 444 max
Magazine size 8 12
Max ammo 128+8 150+12
Reload 3.4, 1.6 empty 3.4, 1.6 empty
Mobility Medium Medium
Extras Higher damage, more ammo, larger magazine


M7 Grenade launcher vs The ImploderEdit

M7 Grenade Launcher The Imploder
M1 Garand Grenade Launcher WaW The Imploder WaW
Damage 600, 600-75 explosion 1000, 1200-75 explosion
Multiplier N/A N/A
Fire mode Single-shot Full-automatic
Rate of fire N/A 120 RPM max
Magazine size 1 3
Max ammo 20+1 40+3
Reload 1.5 1.5
Mobility Medium Medium
Extras Becomes automatic with a 3-round capacity, reloads all 3 grenades at once


Weapon AttachmentsEdit

For Attachment images, see M1 Garand/Attachments.

GalleryEdit

VideoEdit

Call of Duty: World at War (DS)Edit

M1 Garand
Damage

High

Weapon Class

Rifle

Magazine Size

8 rounds

Starting Ammunition

8+160

Maximum Ammunition

8+160

Reload Time

Medium Fast

Rate of Fire

No firecap

Range (explanation)

Infinite

Recoil

Medium-low

Fire Mode

Semi-automatic

Used by

USMC

The M1 Garand in the Nintendo DS version of Call of Duty: World at War is a blend of the versions from Call of Duty 2, Call of Duty 3, and Call of Duty: World at War, as it cannot be reloaded mid-clip and does not have a limited rate of fire, and can drop an opponent in 3-4 shots, as in World at War. In Easy mode (The equivalent of Recruit) for Campaign, the M1 Garand kills in one shot, making it one of the best weapons for DS. If the player tries to melee while holding this weapon the character will not knife the enemy, it will hit him with the gun's stock, which is the same animation for the BAR, the SVT-40, the G41 and the sniper rifles. In multiplayer however, the M1 Garand is not as good as in campaign, as the damage is reduced to that of the other two semi-automatic rifles (SVT-40 and Walther G41) but it has a few disadvantages compared to them: it has a lower ammo capacity and cannot mid reload, and sports a bit more obstructive ironsights.

GalleryEdit

Call of Duty: World at War Final FrontsEdit

M1 Garand
Weapon Class

Rifle

Magazine Size

8 rounds

Maximum Ammunition

200 rounds

Range (explanation)

Long

Fire Mode

Semi-auto

Used by

2nd Marine Division, 80th Infantry Division

The M1 Garand is used in the War in the Pacific and Victory in Europe Campaigns. Its appearance is the same as in Big Red One. Like other previous Call of Duty games, reloading mid-magazine is not possible. It has fairly good stopping power as a headshot will always get a kill. It is in the missions "Basic Training", "Betio Assault", "Codename: Forager" and sometimes in "Mount Tapochau" as a starting weapon with the M1 Carbine or the Trench Gun.

GalleryEdit

Call of Duty: ZombiesEdit

M1 Garand Third Person WaW iOS
M1 Garand
Damage

68-50

Damage Multipliers

Head: 2.7, Chest: 1.25, Limbs: 0.7

Weapon Class

Rifle

Magazine Size

8 rounds

Cost (Zombies)

600 points

Maximum Ammunition

8+128

Reload Time

1.65 seconds

Range (explanation)

1024-2400 m

Recoil

None

Fire Mode

Semi-automatic

The M1 Garand appears in the iOS game Call of Duty: Zombies.

GalleryEdit

Call of Duty: Black OpsEdit

M1 Garand Third Person BO
M1 Garand
Damage

105-80

Damage Multipliers

Head: 2.7, Chest: 1.25, Limbs: 0.7

Weapon Class

Rifle

Magazine Size

8 rounds

Cost (Zombies)

600 points

Maximum Ammunition

8+128

Reload Time

3.4 s mid-magazine, 1.65 dry

Rate of Fire

444 RPM max

Range (explanation)

1024-2400 m

Recoil

Moderate

Penetration

Medium-Large

Fire Mode

Semi-automatic

The M1 Garand returns in the revised Zombies maps from Call of Duty: World at War, available for download for the special editions of Call of Duty: Black Ops and in the Rezurrection downloadable content pack.

The M1 Garand can be purchased off of the wall on maps where it could in the previous versions. However, since it can no longer be obtained from the Mystery Box, the M1 Garand with Rifle Grenades cannot be obtained. It is worth noting that the M1 Garand is superior in some respects to the eight-round M14 that appears in the later zombie maps, as the only difference is its empty reload animation, which is much quicker than the M14's.

GalleryEdit

Call of Duty: Advanced WarfareEdit

M1 Garand menu icon AW
M1 Garand
Damage

34-33-33 (MP)

Damage Multipliers

x2.9 Head, Neck & Upper Torso

Weapon Class

Assault Rifle

Magazine Size

8 rounds

Starting Ammunition

8+32 (MP)

Maximum Ammunition

8+48 (MP)

Reload Time

3.3s loaded, 2.9s empty

Rate of Fire

631 RPM

Range (explanation)

750-1700

Fire Mode

Semi-automatic

MultiplayerEdit

The M1 Garand was added to Xbox One consoles on February 23, 2016. It can only be obtained via Supply Drop. Unlike the other weapons, this weapon cannot accept the Dual Magazine or Extended Mags.

The M1 Garand is almost completely identical to the MK14 statistically, although the two have some major changes. The most notable changes are that the M1 Garand has a 2.9x multiplier to the neck and upper torso, while the MK14 only has said multiplier to the head. This makes the M1 Garand much more lethal. However, the MK14 has a twenty round magazine versus the M1 Garand's eight round magazine, and the MK14 reloads faster during a regular reload mid-magazine. The M1 Garand has much less idle sway than the MK14 does, making the M1 Garand almost completely accurate.

Other minor differences include the M1 Garand's longer three body shot kill range of eighteen meters (versus fifteen) and the M1 Garand's faster sprintout time of 192 milliseconds versus 250 milliseconds, although using the Grenade Launcher on the M1 Garand nullifies this and makes the M1 Garand's sprintout time 250 milliseconds.

Due to the M1 Garand's increased lethality and accuracy, alongside its shorter magazine, the M1 Garand is much more suitable for an accurate player that can make quick work with eight rounds.

The M1 Garand's Marksman variant is quite good, as it has no disadvantages, as the -1 accuracy in-game is erroneous. The Marksman will reduce viewkick and increase hip-fire accuracy. It also increases the M1 Garand's medium damage range, although this has no functional change since the M1 Garand's minimum damage is the same as its medium damage. The Marksman also has an integral Quickdraw Grip, making it a great variant for players that like using the Quickdraw Grip on the M1 Garand.

AttachmentsEdit

Supply Drop VariantsEdit

Name Rarity Advantages Disadvantages Notes
Old Dog Enlisted Starting ammo: 8+40 View Kick +10%
Deadstock Professional Fire Rate: 705 RPM
ADS Time −10%
Starting ammo: 8+24
View Kick +10%
Royalty Elite Hipspread −10%
View Kick −10%
Fire Rate: 571 RPM
ADS Time +10%
Marksman Legendary Range: 750-1955
Hipspread −10%
View Kick −10%
Integrated Quickdraw Grip

GalleryEdit

For variants images, see M1 Garand/Variants.

Call of Duty: Infinite WarfareEdit

M1 menu icon IW
M1
Weapon Class

Sniper Rifle

Magazine Size

8 rounds (MP) (12 w/ Extended Mags)
10 rounds (Zombies)

Unlocked

Purchase with a Classic Weapons Token

Cost (Zombies)

500 points

Fire Mode

Semi-automatic

"Semi-auto ballistic rifle. An old, reliable service rifle with moderate stopping power and low recoil. The top-loading clip must be exhausted to reload."
— Description.

The M1 Garand returns in Call of Duty: Infinite Warfare as simply the M1. It is one of the "Classic" weapons, and is assigned as a sniper rifle, despite having the same attachments as an Assault Rifle. The classical "ping" of the M1 is returned from previous instalments, as well as the inability to reload mid-magazine via the integral Top-Loading Clip attachment.

The M1 also features a modernized variant with an integrated sniper scope, the DMR-1.

MultiplayerEdit

The M1 is available to the player when they purchase it with a Classic Weapons Token, and is available at any level after being purchased.

It is the only unscoped semi-automatic rifle in the game, excluding any weapon variants. However, the weapon possesses especially high damage, being a two shot kill to a large range. It is interesting to note that despite all attachments for a ballistic Assault Rifle being available to the M1, it features similar attributes found on sniper rifles, such as a lethal headshot multiplier. The M1 is also capable of earning One Shot, One Kill medals, due to the declaration as a sniper rifle.

Due to the inability to reload mid-magazine, the option of discharging rounds whilst not in a firefight is advised, as the player can refresh their magazine. However, caution should be taken, as exhausting spare rounds will designate the player on the minimap, if they chose to fire without a Suppressor.

On February 3rd, 2017, the M1 was updated to have a slightly longer return speed when firing while aiming down the sights[1].

ZombiesEdit

The M1 appears as one of the very first weapons available to the player in the starting area along with the Hailstorm for 500 points. In comparison to the other assault rifles on the map, the M1 is superior in terms of accuracy and damage, with its only minor drawback being its semi-auto firing rate.

The M1 is a reliable choice for early rounds, remaining a consistent one-shot headshot kill up until round six or seven, and only increasing by one shot more in higher rounds. The headshot bonuses can stack massively with the FMJ and Hollow Point attachments.

The M1 is also synergistic with the Fate cards Scoped Dollars and Eagle Eyed, due to the classification of being a sniper rifle.

When upgraded via the Pack-a-Punch Machine, the M1 becomes the T-Money, gaining increased damage, a larger magazine, more reserve ammo, and auto-aim when hip-firing within a medium distance. When double Pack-a-Punched, it becomes the Organ Donor.

Call of Duty: WWII Edit

M1 Garand menu icon WWII
M1 Garand
Weapon Class

Rifle

Magazine Size

8 rounds

Fire Mode

Semi-automatic

"The M1 is a semi-automatic, .30-caliber rifle that feeds from an 8-round clip. It was once called "the greatest battle implement ever devised.""
— Official description

The M1 Garand returns in Call of Duty: WWII.

Up close, the weapon is capable of delivering consistent two-shot kills, and continues to do so up until about twenty-five meters out, at which point it begins to deal three-hit kills. The damage profile is the M1 Garand's main asset and allows it to consistently drop enemies out until medium range. The weapon also boasts a relatively fast reload time and clean iron sights.

The M1's main weakness is that its RPM isn't very high, requiring players to pace their shots. This key weakness keeps it from being effective at point-blank encounters and sets a high skill prerequisite before any player can begin doing well with this weapon. Missing one shot can lower the time-to-kill by as much as half a second, which may mean the difference between life and death in battle. To compound this weakness, the M1 Garand has strong upward recoil, which lowers the time-to-kill severely at longer ranges, and is relatively inaccurate from the hip. In the hands of an accurate player, this weapon is deadly and is among the most powerful in the game; however, inaccuracy causes the weapon to become almost totally ineffective.

As far as attachments go, the Quickdraw Handle and Grip help to stabilize the weapon and allow it to become more effective across all ranges by boosting its handling. Optical attachments like the Reflex Sight are largely redundant at close ranges, but help to boost accuracy at long range.

The M1 Garand's distinctive "ping" noise is very loud even in third person, and as such, players can give away their position accidentally just by reloading. When attempting to be stealthy, players are advised to reload and then change position as quickly as possible in order to avoid detection.

Attatchments Edit

GalleryEdit

TriviaEdit

General Edit

Call of Duty 2 Edit

  • When the player reloads the M1 Garand, the character's palm clips through the bolt handle.

Call of Duty 3 Edit

  • Several American soldiers can be seen firing the M1 Garand in full-auto.

Call of Duty: World at War Edit

  • The M1 Garand has a personal marking on the gun, a major scratch right below the clip latch.
  • There is a mix-up in the Barracks in which it says the player unlocks the Sniper Scope after getting only 100 kills instead of the 150 needed. It also says that the sniper scope is unlocked in the third marksman challenge, instead of the fourth. As a result, the Rifle Grenade and the Sniper scope are mixed up.

Call of Duty: World at War (DS) Edit

  • Whenever the player switches to the M1 Garand from another weapon, or if the player aims down the sights of the M1 Garand, and then go back to hipfire mode, the bolt will be open, as if the weapon was empty.

Call of Duty: Advanced Warfare Edit

  • The bullets seen in the clips of the Deadstock and Marksman variants take on the camouflage of the weapon itself.
  • When an optic is equipped, the ghost ring on the rear sight will be removed.

Call of Duty: Infinite Warfare Edit

  • A piece of the ring on the rear sight appears to be missing.

Call of Duty: WWII Edit

  • "Sledgehammer" can be seen printed on the back of the gun.[2]

References Edit

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