Call of Duty: World at War

Call of Duty: World at War

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Shotguns
By Dead53
A sequel to the guide made by -GFC- Jokerlaw, this is a kind-of in-depth guide of all the shotguns. There are, however, only 2 in World at War unless you count the sawed-off as it's own weapon.
   
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M1897 Trench Gun
This is the first available shotgun. It is a pump-action shotgun with a six round capacity in campaign and zombies, and a four round capacity in multiplayer.

Campaign

The Trench gun is seen in the pacific missions as used by Sgt. Sullivan. It can be picked up in the level "Little Resistance" in a Japanese bunker by a destroyed truck after a Banzai charge. It is a valuable weapon for the rest of the mission, especially in competitive co-op. It is also in "Burn 'em Out" in another bunker. As only one player will get the flamethrower, it is advisable to pick it up in co-op. Finally, in "Relentless" it is given to you as a sidearm to the Browning M1919. This is a good starting loadout, as there are a lot of long range and close range firefights. However, one should not stick with this weapon on Hardened or Veteran because of the bad range and slow pump speed.

Rating: 6.75/10


Zombies

The Trench gun is one of the few weapons buyable off the wall in every single map. It costs 1500 points, or 950, as you can get it from the mystery box, too. It'll make a good sidearm to an SMG, especially in Nacht der Untoten and Verruckt. This is because your SMG's magazine will run dry and require some removal of the zombies in your face. The Trench gun should be used entirely as a sidearm, as it has a bad rate of fire, slow reload, and inability to build points well. That said, it makes up for this in its raw killing power. I couldn't disagree more with -GFC- Jokerface's harsh review of the weapon. Its drawbacks don't make it bad, you just have to learn how to use it right.

In Der Riese, the weapon is upgradeable for 5000 points in the Pack-A-Punch machine. Upgraded, it becomes the Gut Shot, an improvement adressing the shotgun's previous problems, such as an upgraded magazine capacity, an improvement in accuracy and range, and a damage increase. Another feature of the Gut Shot is that it adresses the rather lengthy reload by loading two shells at a time! So you can reload the full ten round magazine by reloading five shells. This is also incredibly useful if you are forced to cancel your reload halfway through. Even in high rounds, the Gut Shot has a purpose. Its penetration allows up to three zombies killed in one or two shots.

The Trench gun should find a place in all zombie killer's hearts. Keep it loaded, keep it close. You won't be disapointed.

Rating: 7.5/10, 9/10 upgraded.


Multiplayer

The Trench gun is unlocked with the "Close Assault" class with a Walther P38 and an M9A1 Bazooka. As mentioned before, it is your standard pump-action shotgun with high damage at close range, but not too good at medium/long range. Hence, the pistol and rocket launcher. Its capacity has changed, from 6 and 60 in campaign and zombies to 4 and 18.

Only two attatchments are availabe. The grip, which is unlocked after 25 kills with the weapon, and the bayonet, which is unlocked after 50.

The grip reduces recoil and increases fire rate, a valuable asset. However, it removes the ability to select a Perk 1, so no Satchel or Bazooka or what have you.




The bayonet does what it normally does. A larger melee range at the cost of speed.

I was put off by the bayonet attatchment. It's alreay a close range weapon. The bayonet is for long range weapons that can't defend themselves at close range. If that is the case, then the Trench gun's bayonet delivers itself to an entirely new purpose. This weapon, being a non-automatic firearm, means that if you miss your first shot in the heat of combat, you're pretty much dead. But a missed shot with a bayonet stab as a follow-up is a very effective strategy for CQC. The bayonet is the attatchment I would use.

Raiting: 8/10
Double-Barreled Shotgun
The Double-Barrel is exactly what it says it is. A two-shot, break-action shotgun.


Campaign

The Double-Barrel is only found in one mission. In "Eviction" many Double-Barrels are available, from the start of the mission to the end of it, making ammo widely available. It makes a good sidearm to the starting PPSh-41, in solo and in co-op. The fighting on the train station platforms lends itself to a mix of close range and medium range combat, for which the PPSh-41 and Double-Barreled Shotgun are perfect.

Raiting: 7.5/10


Zombies

This shotgun can be bought off the wall on every map, with the exception of Shi no Numa. The cost is at a price of 1200 points, and can also be recieved from the mystery box for 950 points. The Double-Barrel lends itself to a similar purpose to the M1897 Trench Gun; it is a good CQB backup weapon to a medium range automatic gun. However, the Double-Barrel trades capacity and versitility for damage and speed. It is absolutely devistating at close range.

In Der Riese, the shotgun can be upgraded in the Pack-A-Punch machine for 5000 points. The upgraded version is called the "24 Bore Long Range". It lives up to its name, for it recieves a greater range and better accuracy, with a more zoomed-in ironsight. It also has a significant damage increase, and an ever-so-slightly quicker reload. This shotgun, upgraded, can provide valuable support for you or your teammates.

The Double Barreled Shotgun has only two shots. But if you aim right, you'll end up killing way more than two zombies.

Raiting: 7/10
24 Bore Long Range: 7.75/10


Multiplayer

The Double-Barreled Shotgun is unlocked at rank 29, and unlike the Trench gun, it does not get a capacity decrease. In campaign and zombies the supply is 2 and 60, but in multiplayer, it is 2 and 18. It is unlocked at rank 29, and is not seen nearly as much as the Trench gun. Due to the close range killing power the Double-Barrel provides, most players opt to go on small rampages, tearing up everything in their path with the two buckshot shells.

This shotgun has two attatchments. One is a grip, and the other is the ability to saw off the barrel and the stock (which, in this guide I am reffering to as a completely different weapon).

The grip is unlocked after getting 25 kills with the weapon, and appears as a small handguard, rather than a vertical wooden foregrip. However, it replaces your first perk slot, so you can't use it with a bazooka or satchel charges or what have you. I believe that this is worth it, as I see the Double-Barrel as more of a standalone weapon.

I'd use the Double-Barreled Shotgun with a grip attatchment, and a Tokarev TT33 pistol. The reson for the Tokarev over the .357 is because you need a long range sidearm to go with a CQB.

Raiting: 7.5/10
Sawed-Off Double-Barreled Shotgun
The Sawn-Off is an attatchment for the Double-Barreled Shotgun which allows the player to use a modified version with the barrel and stock sawn off.


Campaign

This attatchment makes one appearance only in the campaign. It is available when you and your team first enter the insane asylum in "Ring Of Steel". Sergeant Reznov will tell you to pick it up, as you will be "killing at close quarters". It is a good idea to pick it up, as what Reznov is saying is true. It has a mere 20 rounds in supply, just enough to do its job.

Raiting: 6.5/10


Zombies

The Sawed-off shotgun appears in zombies as well, although only in the first 3 maps, Nacht der Untoten, Verruckt, and Shi no Numa. In the former two, it is buyable off the wall for 1200 points, and can be found in the Mystery box for 950 points. In Shi no Numa, you can only find it in the box. In Nacht, it can be found upstairs, in a popular camping spot. In Verruckt, it is in the Speed Cola room, also a popular camping spot. It was originally scheduled to appear in Der Riese, as a Pack-A-Punched version, called the "Snuff Box" can be found via modding.

It is the same as the Double-Barreled Shotgun, although trading range for damage. It makes a trusty sidearm to a heavy machine gun, and is a reliable backup weapon with a two-hit kill well into the late teens and early twenties.

Raiting: 7.75/10


Multiplayer

This attatchment can be gained by getting 50 kills with the Double-Barreled Shotgun. It trades range for damage. Although this is not the attatchment I would use, there are ways to make this work. For one, use a Tokarev for the same reason I provided you with last section. Two, be careful. This is the shortest range weapon in the entire game, so be sure not to get caught out.

Raiting: 5.5/10
Multiplayer Perks
Perks are important for using the shotguns correctly.

M1897 Trench Gun: I'd use the Trench gun with a bayonet, along with the handgun of your choice, with an N° 74 ST and a flare.

My Perk 1 choice would be an M9A1 Bazooka with two rockets. You can use this Bazooka to provide ranged support for your team when needed. It'll be a good weapon if your Trench gun runs out of ammo.

My Perk 2 choice would be Juggernaut. As pumping time is slow between shots, and you'll be using this weapon in CQB, you'll need the extra health to keep you alive.

My Perk 3 choice is one of two. Either Steady Aim, or Dead Slience. Steady Aim is very helpful for close range hipfiring, and can make the difference between a hit and a miss. Dead Silence is useful if you are good at aiming, or tend to aim down sights a lot. It'll help you get closer to your targets a lot quicker.

Vehicle Perks are based on personal preferance.


Double-Barreled Shotgun: I'd use the Double Barrel with a grip, with a Tokarev TT33, a Molotov Cocktail and Tabun Gas.

My Perk 2 choice would be Sleight of Hand. With the two-shot capacity, you'll be reloading quite often, sometimes in the middle of a firefight. You want to be able to load fast.

My Perk 3 choice would be Deep Impact. Stay close to your targets, and if they move behind cover, you can still hit and kill them with your two shots.

Vehicle perks are based on personal preferance.


Sawed-Off Double-Barreled Shotgun: I'd use the Sawn-off shotgun with a Tokarev TT33, a Frag Grenade, and a Smoke Grenade.

My Perk 1 choice would be Primary Grenades x2. With your two grenades, you'll be able to eliminate people in cover or in a group before heading in with your shotgun.

My Perk 2 choice would be Camoflage. The reason for this choice is fairly self explanatory, because if you get caught, you're dead.

My Perk 3 choice would be Extreme Conditioning. You will want to get to cover quickly to avoid a firefight not in your favor.

Vehicle perks are based on personal preferance.
Zombies Perks
Getting the right perk assortments in zombies is just as important as in multiplayer.

M1897 Trench Gun/Gut Shot: Double Tap Root Beer is probably your most important perk with this weapon. Pumping is slow, so an increase in rate of fire will do you good. It'll help you easily remove all the zombies in your face. Speed Cola is also very important, considering the rather lengthy reload.


Double-Barreled Shotgun/24 Bore Long Range: Juggernog is a very important perk here. The wide pellet spread means that you'll have to get up close to the zombies, and if you by some chance miss, you could be killed. Speed Cola is, again, important, as you'll be reloading very often.


Sawed-Off Double-Barreled Shotgun: Juggernog is even more important. Range is lowered, meaning you will have to get very close to the zombies. Speed Cola is always important.
Conclusion
Shotguns are a unique type of weapon, and can be absolutely devistating when used effectively. I hope this has helped you in any way. If there is any misinformation, let me know.

Sincerily,
Captain Rapiesa
2013 Marine Raiders
6 Comments
Stjepan Babić 21 Jun @ 11:45am 
Tabun Gas, Gas Mask, three special grenades and the trench gun are a match made in heaven.
GRAYWOLF.2 🐺 9 Nov, 2018 @ 10:17am 
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JnS 22 Jan, 2015 @ 6:38am 
Great job mate! Please do a simular giude on bolt action rifles!

Cheers!
DregSmoker Dixie 14 Apr, 2014 @ 12:46am 
I'd Love to see similar guides on the Bolt-Action Rifles.

Nice job.
𝙱𝚊𝚍𝚜𝚒𝚎 22 Dec, 2013 @ 12:55am 
wwelll done
Feelin' Salty? 30 Nov, 2013 @ 7:09am 
Firstly, well done for your guide. I would like ot thank you for appreciating my hard work and making a guide similar to mine. I don't have a lot of experience on WaW's multiplayer gameplay, so I would mostly emphasize on your ''zombies'' descriptions. I think Trench Gun's rating is very high. However, upgraded it's a slaying beast; a very powerful, strong shotgun, which really deserves a high rating (like yours). In Black Ops, however, the Gut Shot isn't that good, since it has accuracy problem (high recoil, relatively large crosshairs, large pellets' misfire) and of course, it has a very slow pump speed. In black ops I would give a 7/10 rating maximum, while on WaW it's at least a 8.5/10 weapon. I almost agrre with the descriptions and reviews of the 2 other shotguns (DBS and Sawed-off). All WaW's shotguns need jug, speed cola and DT.