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The subject of this article appeared in Call of Duty. The subject of this article appeared in Call of Duty: United Offensive. The subject of this article appeared in Call of Duty: Finest Hour. The subject of this article appeared in Call of Duty 2. The subject of this article appeared in Call of Duty 2: Big Red One. The subject of this article appeared in Call of Duty 3. The subject of this article appeared in Call of Duty: Roads to Victory. The subject of this article appeared in Call of Duty: World at War. The subject of this article appeared in Call of Duty: World at War for the Nintendo DS. The subject of this article appeared in Call of Duty: World at War: Final Fronts. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appears in Call of Duty: Infinite Warfare


For other uses, see M1.
For similarly named weapons, see MX Garand and DMR-1.

The M1 Garand is a 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 Offensive

"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.


Campaign

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.

Multiplayer

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.

Call of Duty: Finest Hour

"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

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 2

Campaign

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.

Multiplayer

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.

Call of Duty 2: Big Red One

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.

Call of Duty 3

"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


Campaign

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.

Multiplayer

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.

Call of Duty: Roads to Victory

"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.

Call of Duty: World at War

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.

Campaign

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.

Multiplayer

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 Zombies

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 M1000

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 Imploder

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 Attachments

For Attachment images, see M1 Garand/Attachments.

Gallery

Video

Call of Duty: World at War (DS)

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.


Call of Duty: World at War Final Fronts

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 Trench Gun.

Call of Duty: Zombies

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

Call of Duty: Black Ops

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.

Gallery

Call of Duty: Advanced Warfare

Multiplayer

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.

Attachments

Supply Drop Variants

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

Gallery

For variants images, see M1 Garand/Variants.

Call of Duty: Infinite Warfare

The M1 returns in Call of Duty: Infinite Warfare. However, it cannot be reloaded mid magazine, unlike its World at War variant.

Multiplayer

"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.

Zombies

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 an excellent choice for high rounds, remaining a consistent one-shot headshot kill up until round 6 or 7, and only increasing by one shot more in higher rounds. The headshot bonuses can stack massively with FMJ and Hollow Point.

The M1 is also synergistic with the Fate and Fortune cards Scoped Dollars, which grants an extra 300 points with every sniper rifle kill for 10 kills, and Eagle Eyes, which makes every sniper rifle shot a critical hit, an effect which lasts for 50 hits. These are applicable because of the M1's in-game assigning as 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.

Trivia

  • In Call of Duty 2, when the player reloads the M1 Garand, the character's palm clips through the bolt handle.
  • In Call of Duty 2: Big Red One, if the player goes in ADS, it is possible to see written "U.S Rifle Cal. 30 M1 Springfield Armory L853380". This is also true in Call of Duty: World at War: Final Fronts.
  • Several American soldiers can be seen firing the M1 Garand in full-auto in Call of Duty 3.
  • In Call of Duty: World at War, 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.
  • In Call of Duty: World at War (DS), 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.
  • In Call of Duty: Advanced Warfare, the bullets seen in the clips of the Deadstock and Marksman variants take on the camouflage of the weapon itself.
  • In Call of Duty: Infinite Warfare, a piece of the rear sight on the M1 appears to be missing.
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