Battlefield 1942/Desert Combat 0.7

This particular mod takes the same engine that drives the general environment and physics of Battlefield 1942 and updates the weapons and scenarios to that of the first gulf war. The teams are pretty well mirrored between Coalition and Opposition forces using Nato/U.S. and Soviet/Russian hardware respectively. The key differences are mostly with a few vehicle types available at each teams spawn/starting location.

Infantry classes

 * Assault: Pretty much the same as before. Your typical all around grunt unit. Coalition forces get a grenade launcher.
 * Heavy Machine Gun: This unit replaces the medic. Now with a portable 50-cal machine gun and 200 rounds of ammo in each box. Like the vehicle guns, this units weapon is prone to heating.
 * Anti-armor: Like the anti-tank unit of 1942, this guy's specialty is the bazooka (now RPG). But fighting tanks is not all - this soldier also carries stinger anti-air rockets. Especially useful to counter harassment of enemy helicopters.
 * Support: You were worried that the medic was replaced by the machine gunner? No sweat. The support unit combines the kits of both the medic and the engineer. The shotgun is limited in usefulness, so supports main job is mostly what the name says. The unit can also play a limited light artillery role in some maps where he is equipped with the mortar launcher.
 * Sniper: Just like before. If you like to camp out and take your time harassing the enemy - the sniper is your guy. But now the clips carry a much more useful amount of ammo. However the bots have the uncanny ability to spot you from afar, and its also likely human aversaries will soon hunt you down if you're any good.
 * Spec-ops: Equipped with silenced pistol and assault rifle. Rifle causes less damage than assaults, but has fast rate of fire and scope similar to scouts. Gets the explosive satchel that the engineer used to have, and another item of seemingly limited use - smoke grenades.

Another interesting thing to note, is that scouting is not limited to one class anymore. All units except support and anti-armor carry binoculars. The scout spotting feature is also added to many vehicles as well. This greatly improves the opportunity to call out/locate a target for supporting artillery. (Not to mention if you're particular to artillery, you have more opportunities to do your thing.)

Ground

 * Tanks: Coalition gets the Abrams M-1 and Oppostion gets the T-72. For the most part they're evenly matched. Firing tragectory is much straighter then it is with 1942's tanks. And they go faster. Other than that, they're not much different.
 * Hummvee: Comes in various varieties. One is just basic transportation. Other variants are support (guns and ammow) and TOW wagon (fires TOW rockets).
 * Amphib Armored car: Opposition troops get these in place of the Humvee. Unlike the hummer, these can take to water without sinking.
 * Light armored vehicles: Similar to the tanks, but with rapid firing high explosive guns, troop transport capability, and anti-tank rockets.
 * Dune buggys: (Not sure the official name, feel free to use the power of the wiki and edit) These are the fastest ground vehicles. Equipped with a 50cal and rapid fire grenade gun. They don't take much damage and have a tendency to easily spin out. Best used as quick transport. Next best use is for shoot and scoot tactics against infantry.
 * Scud: 1 shot, difficult to aim, long to reload. But what a kill radius!
 * MLRS: Salvos of 12 high arcing artillery rockets in rapid succession.
 * Katuyusha: Same as from 1942.
 * Mobile artillery: Mobile artillery gun with 50 cal.
 * Pickup trucks: These ol' beater trucks are used as quick transport by opposition forces. Sometimes convieniently equipped with rocket launcher or machinegun.
 * Beater cars: Placed randomly around some maps. Seats four, unarmed and quite vulnerable, but definitely beats walking when you need to get somewhere.
 * Mobile AA-gun: Used to support tanks or other vehicles against pesky air attacks. Rapid fire gun doesn't traverse low enough to be used against ground units directly, but this 'flaw' can be easily overcome by parking on an incline.

Sea
Note that kills made with cruise missiles are not attributed to the player using them. They can shift the movement of a game, but not pad individual scores.
 * Battleships: Same as 1942.
 * Destroyers: Guns fire more rapidly, and you get the bonus of Tomahawk missiles.
 * Subs: much more loiter time, no reduced speed for underwater travel, and the ever so fun cruise missiles that destroyers have.
 * other: various gunboats and torpedo cruisers oh my!
 * Carriers: Now modernized and can take more damage than before.

Air

 * Rotary wing: Behold! The helicopter! Something 1942 didn't have with maybe the exception of the Secret Weapons expansion. Tricky to learn at first, but more than useful once mastered. See A Pilot's Guide to flying BF1942 DC-mod Helos.
 * Gunships: AH-64 Apache, AH-6 Little Bird, Mi-24 Hind. Feature front gunner and pilot can fire two different types of rockets. More or less the bane of ground troops and tankers that encounter them.
 * Assault: Features sidemount machine guns or pilot aimed rockets. UH-60 blackhawk. CH-53 Stallion
 * Support: Mi-8, MH-60, CH-6, CH-53. Think of it as a taxicab that flies. Unarmed, but can be useful as a mobile spawn point, artillery spotter, or for resupplying/healing ground units.


 * Fixed wing:
 * F-16 Falcon: Air to air fighting.
 * F-14 Tomcat: Air to air and air to ground. Almost goes too fast to line up bombs.
 * A-10 Thunderbolt II(A.K.A. Warthog): Air to ground.
 * F-15 Eagle: Air to air fighting.
 * Mig-29 Fulcrum: Air to air.
 * Su-25 Frogfoot: Russian answer to thunderbolt but with better performance envelope.
 * Mig-23 Flogger: Air to air.
 * B-16: Some maps may have this for laughs.
 * Skyraider: Air to ground. Found on some island/carrier maps.
 * AC-130 Spectre: Air to ground, and support as a spotter and mobile spawn point. Circling to the right will definitely not win any brownie points with your supporing crew. Holding trigger will provide the pilot with a view suitable for letting gunners target the poor saps below. Use it.