recursal/Fanatic-Fandom huggingface dataset:
Ditch

**Small Ditch**

Provides Cover
Yes (59%)
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
No
Effects:
Puts out fire sometimes
Description:
None

## Overview

"Man i wish these rivers would give cover." **Say no more random commander !**

A ditch is a narrow channel dug in the ground, typically used for drainage alongside a road or the edge of a field. You may find these in the outskirts or a small town while advancing further into Germany. The ditch is the second best indestructible cover you may find in the game as it gives 59% bonus cover to whoever is inside it, outranked by a trench that gives 76% cover.

These ditches have flowing water inside of them, which in turn slows down whoever is crossing it though horizontal crossing wouldn't be affected seriously due to the size of the ditch. The ditch also have a chance to put out fire and a burning man, though it is not guaranteed if the said person skips over the ditch instead of staying in.

The downside of a ditch is that the Germans know about the traits too, whenever you encounter a ditch in your map then always assume that there are a handful of Axis troops stationed inside those ditch.

* 59% cover value
* Explosive resistance to its occupants
* possible to put out fire, though not guaranteed
German Equipment

Currently (0.4.3 D), all classes (besides the Brandenburgers) of Germans use the same equipment table. See also Loot

## More intel

### On Flamethrowers and Snipers

The German flamethrower and sniper are independent of the weapon chart. Each German rolls for flamer or sniper "equipment", which overrides their weapon.

### Reinforcements

Things the German Radiomen can call for backup:

* 9% Halftrack
* 9% Kubel
* 9% Zundkapp
* 9% Opel
* 4% 3x Zundkapp
* 3% Panzer 4
* 1% Tiger
* 1% Stug 3
* 9% Panther
* 9% Flakpanzer
* 6% 1x Goliath
* 3% 3x Goliath
* 9% 222
* 9% V1
* 6% 1x Kettenkrad
* 3% 3x Kettenkrad
* 9% Mortar attack
VG15

**VG 15**

Good clip size and bulk
Weaknesses:
Easy to jam due to poor construction
Description:
Last ditch semi-auto Volkssturm rifle

## In game

Carried by Volkssturm and drops off of the special weapons table

## Real Life

The **Volkssturmgewehr** ("People's Storm - Rifle") is the name of several rifle designs developed by Nazi Germany during the last months of World War II. They share the common characteristic of being greatly simplified as an attempt to cope with severe lack of resources and industrial capacity in Germany during the final period of the war. The Volkspistole was a partner program, almost identical, but for pistols instead.

The weapon's name can be translated directly either as "People's assault rifle" or "*Volkssturm* rifle." *Volkssturm*, the German late war militia home defense force, means "People's Assault"; *Sturmgewehr* translates as "assault rifle".

As a last-ditch measure in the nearly lost war, on 18 October 1944 the *Deutscher Volkssturm* was mobilized – a German national militia. To arm them under conditions of depleted manpower and limited available production capacities the *Primitiv-Waffen-Programm* ("primitive weapons program") was initiated. It called for weapons that were as easy as possible to produce. Walther designed the *Volkssturmgewehr VG 1* rifle, Spreewerk Berlin the VG 2, Rheinmetall the VG 3, Mauser the VG 4 and Steyr the VG 5 (a.k.a. VK 98). Best known is the *Volkssturmgewehr* by Gustloff which was a gas-delayed blowback semi-automatic rifle.

## Trivia

Several Volkssturmgewehr designs were made by different countries. The VG1-5 (or more accurately the MP 507) was made by Gustloff Werke.

## Related weapons

```
FG42
STG44
Garand Match

```

Back to Weapons
Ostfront

*"The Axis troops we are facing today are hardened veterans from the eastern front. You can tell by how battered their uniforms are."*

**Ostfront** refers to Battle Condition *Eastern Front Veterans.* Please note that "Ostfront" are not a unit type, but rather an increase of combat skill for all troops.

## Effects

The Ostfront BC adds 5 to the combat skill of all enemies on the field. A normal Wehrmacht-Grenadier will have 7 cbt; however, if Ostfront is active, he will have 12 cbt.
Tommy

**Thompson SMG**

Super high dmg for an SMG
Weaknesses:
High Bulk for an SMG
Description:
Tommy gun .45 ACP SMG

## In game

* Signaler 3rd gun
* Scout 3rd gun
* Commando 3rd gun
* Officer 2nd gun
* Sapper 3rd gun

The tommy gun is a reliable weapon capable of delivering lethal bursts on good distances, this is probably the closest allied SMG that can match the STG44. Each shot has a chance of instantly killing a regular German due to its maximum damage of 110, with a great range of 250px. The downside to this weapon is that it has 20 rounds per magazine which is the lowest in the SMG category and it is also heavy.

## Real Life

The **Thompson submachine gun** (also known as the **"Tommy Gun"**, **"Chicago Typewriter"**, **"Chicago Piano"**, or **"Trench Broom"**) is a blowback-operated, air-cooled, magazine-fed selective-fire submachine gun, invented by the United States Army Brigadier general John T. Thompson in 1918. It was originally designed to break the stalemate of trench warfare of World War I, but was not finished until after the war ended.

The Thompson became notorious during the Prohibition era, used as a signature weapon of various organized crime syndicates in the United States in the 1920s. It was a common sight in the media at the time, and was used by both law enforcement officers and criminals.

The Thompson was widely adopted by the Military of the United States during World War II, and was used extensively by the Allied troops during the war. It was designated as the M1928A1, M1 and M1A1 during this time. More than 1.5 million military Thompson submachine guns were produced during World War II.

It is the first weapon to be labeled and marketed as a "submachine gun".

## Related weapons

```
Sten
M3 Grease gun
MP40

```

Back to Weapons
Citroen

**FFI Citroen Sedan**

Main gun:
a lot of Frenchies
French Resistance transport
Description:
Delivers Frenchies to your front line

## In Game

* added in 0.4.3 for Frenchie transportation

In campaign, the Clown Car will move to your front line when activated, but **will not get out unless there are germans present** otherwise the car will leave

## Real life

Citroën Traction Avant was a French executive car produced between 1934 to 1957. FFI during the liberation popularly used this vehicle.

The Citroën Traction Avant is the world’s first unibody front-wheel-drive car. A range of mostly 4-door saloons and executive cars, were made with four or six-cylinder engines, produced by the French manufacturer Citroën from 1934 to 1957. Approximately 760,000 units were produced.

Whilst front-wheel drive and four-wheel independent suspension had been established in the mass market by Auto Union and subsequently others some years before, the Traction Avant pioneered integrating these into a mass-production, crash resistant, unitary, monocoque body. Additionally, the car was also an early adopter of rack and pinion steering.

Although the car's name emphasized its front-wheel drive power delivery ("Traction Avant" literally means “front traction”), the car stood out at least as much by its much lower profile and stance – made possible by the absence of a separate chassis under the car's unitary body – sharply distinguishing it visually from its contemporaries.
Shell scrape

**Shell Scrape
 Foxhole**

Cover Value:
40%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A shallow fighting trench

## Overview

A Shell scrape (also known as a foxhole) is a shallow defensive position, holding one man. It is normally dug out with an entrenching tool, like a shovel. Their inadequate cover led to them being nicknamed "ranger graves".

## In game

The shell scrape provides 40% cover and is roughly the size of a soldier. The Shell scrape is unique in that it does **not** require an Engineer to construct, but a shovel, which can be looted from enemies. Digging a shell scrape will consume the shovel\*.

\*If you dig 250, you'll get the Ranger Graveyard ribbon, which gives a 10% chance for the shovel to remain intact.
Purple smoke

## Overview

Purple smoke grenades are used by the enemy to signal heavy mortars to rain down 3-7 rounds on your position. The damage is the same as your commander skill "81mm Mortars". Germans after hedgerows have a 5% chance to carry these grenades.

## Particularity

Heavy mortars in both factions are the fastest reacting support call in the game. Once called, in this instance by a purple smoke, expect the mortars to commence firing shortly. Heavy mortars hit harder than light mortars and have more rounds being fired.
Call strafe

*See also: The separate, and way better, P-47 Strafe*

The Strafing Run is a support option in Mud and Blood: Steam. A fighter-bomber will strafe the enemy in front of your positions. It saturates a field with small shells, and can be effective against wide formations of infantry.

## In Game

The strafing run costs 2 TP in Classic. You will need a signaller or HQ unit to call the strike. In Campaign, Calling a strafing run is the signaller's 1st skill. The skill has a cooldown of 180 seconds. To call the strafe, the signaller must not be interrupted (pin, panic, set on fire) for 5 seconds.

The strafe will hit 300 pixels to the right of the indicated position. It will saturate a field of about 1000px with 30 small rounds.

The strafe can be directed by the Scout's Flare skill.

#### Germans

The enemy will have this support. They use Red smoke grenades to signal the location of the strike. *If you see it, take cover!*
Sapper

**Sapper**

Starting gun:
 Shotgun
shortranged fighter and construction
Description:
Battlefield construction and protection

*"Soldier specialized in building defenses and fortifications. Starts with shotgun"*

#### Description

Specializes in defensive structures and minefields.

#### Passive Abilities

1. Mine detection radius increased to 600px from the base 200px
2. Mine detection chance increased by 30% per action tick.
3. Can remove mines within 50px. (DO NOT STAND ON MINES).
4. Can cut Barbed wire or Low Wire Entanglements.
5. Can repair immobilized vehicles within 300px.
6. in 0.4.5, With the Loot shovel item, can dig an Improvised Trench instead of the normal Shell scrape

#### Weapons

The Sapper's weapon set is exclusively close-ranged. This makes him much more effective on the very front, fighting close to the enemy. The shotgun is reliable at short ranges.

* (Starter) Shotgun, deadly at close range.
* (1st gun) Sten, cheaply made British SMG.
* (2nd gun) M3 Grease gun, a slow firing SMG.
* (3rd gun) Tommy, a powerful and heavy SMG.

#### Promotions

See Experience.

```
Back to Classes or Home

```
K98

**K98 Karabiner**

long range
Weaknesses:
single shot
Description:
Standard 8mm Mauser German army rifle

## In game

Germans basic weapon carried by roughly 80% of the troops you will encounter. Despite of being bolt action and slower to fire than modern Allies weaponry, the k98 is a very capable weapon that can incapacitate a soldier in only one shot. It also has a very good range.

## Real Life

The **Karabiner 98 kurz**, often abbreviated **Karabiner 98k**, **Kar98k** or **K98k** and also incorrectly sometimes referred to as a **K98** (a K98 is a Polish carbine and copy of the Kar98a), is a bolt-action rifle chambered for the 7.92×57mm Mauser cartridge. It was adopted on 21 June 1935 as the standard service rifle by the German *Wehrmacht.* It was one of the final developments in the long line of Mauser military rifles.

The Mauser Karabiner 98k rifle was widely used by all branches of the armed forces of Germany during World War II. It saw action in every theatre of war involving German forces, including occupied Europe, North Africa, the Soviet Union, Finland, and Norway. Although comparable to the weapons fielded by Germany's enemies at the beginning of the War, its disadvantages in rate of fire became more apparent as American and Soviet armies began to field more semi-automatic weapons among their troops. Still, it continued to be the main infantry rifle of the Wehrmacht until the end of the War.

## Related weapons

* Springfield
* G43
* M1 Garand

Back to Weapons
Volkssturm

"Why is the *Volkssturm* Germany's most precious resource? Because its members have silver in their hair, gold in their mouths, and lead in their bones."

**Volkssturm**

Starting gun:
 K98
Landsturm
Description:
Trained Germans too old or too young to be normal soldiers. The closer to Germany you get the more likely you are to see them

## In Game

#### Stats

Compared with regular Grenadiers, the Volkssturm are much more varied: HP can vary from half of that of regular troops to 20% better.

#### Tactics

The Volkssturm are poor fighters on their own, but will mimic better troops in their area. For example, if SS troops are advancing against a squad, Volkssturm may join their assault.

#### Equipment

As of 0.3.9 the Volkssturm use the same equipment table as all other enemy troops.

#### Spawning

There is a 1% chance for every 3 maps completed to have Volkssturm spawn in. If you have complete 30 maps there is a 10% chance to see Volks deployed.

* *Landsturm*

The Volkssturm have a special ability, *Landsturm.* Every time a Volkssturm dies, there is a 3% chance for 4 more Volks to spawn. The ability represents the mass conscription and deployment of these soldiers.

## Volkssturm

The Volkssturm, or "People's Storm", was a German national militia formed by Hitler in the closing months of the war.

The soldiers in the Volksturm were highly varied: Their ages ranged from 14 year-old Hitler Youth girls and World War I Veterans. They fought with anything from the latest weapons like the Volkssturmgewehr VG 1-5, to old, captured rifles and museum pieces. They wore feldgrau and camouflage or their work uniform; the only standardized item was a red and black armband.

The Volkssturm were ultimately ineffective in stopping the Red Army in the East and the Allies in the West. Once members realized the war was lost, many laid down their weapons.

 XP | 10 + creep\*\*

```
* combat creep
** exp creep

```
Jackamon Renewal One

```
"TEMPLATE" -Jackamon

```

## General Information

### Aliases

Jackamon, Jack, Green Guy, Casper, Ghosty, Particles

Physiology

To be added.Personality

To be added.Lore

To be added.Personas

To be added.
Items

To be added.
Relationships

To be added.
Associated Playlist

To be added.

Quotes

To be added.Trivia

To be added.Gallery

To be added.References

To be added.Navigation

To be added.
Brandenburger

**Brandenburger**

Starting gun:
 K98
gear table
Description:
Highly trained and experienced German soldiers

The **Brandenburgers** are elite German commandos. They have the highest combat skill of all enemies and a unique gear table.

### Overview

The Brandies will be modeled *after your own squad,* matching your experience level, morale, combat skill and veteran saves. They will fight dirty and hit you as hard as they can. They work very well as a team and maintain cohesion at a higher level than normal units; almost like you are fighting another player, if you will.

### Spawning

Brandenburgs only spawn when the Battle Condition **"The Crucible"** is active. Luckily, the 6 Brandenburgers are the only enemies you will have to face.

Because of the elite and daring nature of the unit, they have a **30% chance** to have an Iron Cross in addition to their stats.

## Weapons

The Brandenburgers have access to the finest of Nazi Germany's arsenal. Semi-automatic rifles, assault rifles, and SMGs are very common.

## Equipment

Note: It's possible for a single Brandie to have every item on this list, as each has its own chance to appear.

## Real Life

Training for the men in the Brandenburg Division ranged from five to seven months and included course instruction on reconnaissance, swimming, hand-to-hand combat, demolitions, marksmanship in both German and Allied weapons, conventional infantry tactics, and other specialized training. Brandenburg units were deployed as small commando outfits to penetrate into enemy territory and conduct both sabotage and anti-sabotage operations. Despite their demonstrated successes while incurring minimum casualties, many traditionally-minded German officers still found their use abhorrent. Most of the personnel were fluent in other languages, which allowed them, for example, to penetrate the Netherlands in 1940 disguised as Dutch barge crews just before the start of the invasion. The night before the Invasion of Poland (Plan White) in September 1939, small groups of German special forces dressed in civilian clothes crossed the Polish border to seize key strategic points before dawn on the day of the invasion. This made them the first special operations unit to see action in the Second World War
Bipod

As of 0.4.4, the bipod is WORKING AS INTENDED.

Using a **Bipod** is the Gunner's first skill. He will lay prone and provide covering fire for your men.

## Effects:

* Weapon bulk reduced by half (results in faster reaction speed and reload)
* Gunner is 10% harder to hit

The bipod does not have a time limitation. **However, If the gunner is moved** intentionally (movement commands) or unintentionally (stunned/panicked), the **bipod effects will be cancelled.** Additionally, if the gunner is attacked in close quarters combat, the skill will also be cancelled.

The skill has a cooldown of 120 seconds.
Greyhound

**M8 Greyhound**

Main gun:
37mm M6
Fast Recon Vehicle
Description:
American armored recon vehicle for infantry support and a hand cranked turret

## In Game

The Greyhound moves at a fast pace capable of reaching any area in the nick of time, very useful for when you need a little extra firepower quickly. Equipped with a cannon and a machine gun, this vehicle can provide an excellent amount of fire to any enemy it encounters and have AT capability against other vehicles though its light armor would prove to be troublesome.

The nature of its light armor and the fact that the commander and the gunner are visible makes it vulnerable to small arms fire as it can damage the vehicle and possibly kill the crewmen on the open top armor, which is why providing the Greyhound with infantry support is recommended. The turret operates on a hand crank system so it may turn slow when trying to obtain a new target, making the vehicle ineffective against fast moving enemies.

* 12 TP in Defense game mode
* Flexible fire support
* Can spawn in Campaign as command ability or open warfare BC

## Real life

The **M8 light armored car** is a 6×6 armored car produced by the Ford Motor Company during World War II. It was used from 1943 by United States and British forces in Europe and the Pacific until the end of the war. The vehicle was widely exported and as of 2006 still remained in service with some countries.

The M8 was not designed for offensive combat, and its firepower was adequate only against similar lightly armored enemy vehicles and infantry. With only the unarmored hull pan to serve as floor armor, the M8 was particularly vulnerable to mines.

## Stats

M8 Greyhound stats

* Operational timer 240 sec

Coax (1919)

* 250 mag
* 6750 max ammo
* 100 dmg
* Max burst length 30
Panzer 4

**Panzer IV**

Main gun:
KwK 40 L/43
Armored breakthrough tank
Description:
German Infantry support tank

## In Game

The **Panzer IV** (sometimes shortened to Pz. IV) is a German medium tank that supports infantry. It also has a potent anti-tank round. The Pz. IV shows up after map 5 (Hedgerows 1/20).

### Anti-Tank Combat Basics

Tanks can sometimes appear as undestroyable armored beasts pouring out fire and death. However, the truth is that tanks have weaknesses, just like infantry. While the tank **does not lose HP** by **small arms** fire, they still have a 1% chance to damage **components** like sights or radio antennas.

Tanks can be easily disposed of using:

* Specialized Anti-Tank weapons: 3-inch M5, Panzerfaust, Bazooka
* Sufficient quantities of explosives: Mines, Artillery, TNT
* Very lucky hits: Grenades

### Vision

The tank commander has 270 degrees FOV when his hatch is open, but only 60 when the tank is "buttoned up" (use the gun barrel as a reference point).

The driver has 40 degrees FOV vision from front of hull.

### Other Intel

The tank loses parts every 10 hp inflicted to it.

## Real Life

The Panzer IV was a medium tank used prominently by Nazi Germany and the Axis powers during the Second World War. Its development began in 1934, alongside the Panzer III. The Pz. IV was originally was meant to be used as an infantry support vehicle, mounting a short 75mm howitzer. It would be introduced in 1939.

During Operation Barbarossa, Germany's 37mm and 50mm anti-tank guns (mounted on the Panzer III) would prove ineffective against Soviet T-34 and KV-1 tanks. As a result, the Panzer IV was regunned with the long 75mm cannon (KwK 40 L/43) and used in the anti-tank role.

The Panzer IV would serve in combat until the very end of the Second World War.

## Stats

### Weaponry

**Main Gun** (KwK 40 L/43)

**Coaxial MG** (MG34)

## Trivia

The current (0.4.5) model dates back to MnB 2. That's at least 12 years!

The art appears to depict a short-barreled 75mm, an early variant of the Pz. IV. The more lethal long barreled 75mm stick out over the body.

There are 12 different parts that can fall off when the tank takes damage.
Supply Crate

*For the German gun crate that can be found on the map, See Weapons Crate.*

It's your lucky day, Commander. Looks like the Air Transport Command have noticed your valiant efforts, and have decided to help out. A C-47 Skytrain has just overflown your position, and a crate packed with helpful supplies is now drifting to earth via parachute.

As of 0.3.9 there is a 10% chance that a random allied weapon is contained in one!

## Parachute Crates

#### Effects

Inside, you'll find a variety of items that give many different boosts to your men. Chocolate to medicine, brass knuckles to beer, and all the ammunition types.

#### Campaign mode

Supply drops are available as a Commander Skill card. It will contain 1-4 items, but has one more item per rarity tier. This means that as many as 9 items can be dropped per crate.

There is a 10% chance that a random allied weapon is contained in one!

#### Classic mode

In Classic, you have a 2% chance every wave for a supply drop to occur. The higher the wave count, the more items inside.

* There is a 5% chance for the crate to contain a  Crate soldier

## Enemy Supply Crates

Looks like the Krauts left some loot behind. Well, they won't be needing that anymore. Unlike its American counterpart, it only has one item.
Morale

*see also: Status.*

**Morale** is a central game mechanic in Mud and Blood. It is a measurement of how willing your men are to fight. If morale is high, they will be more willing to put themselves in danger, and are more effective. Conversely, a low morale squad will suffer from being pinned often.

## Morale Buffs

### Officers

The Officer will passively boost your men's morale up to the max from the 'Natural' morale cap of 50.

The morale buff cycle is based on a random roll under (officer exp/10)+5.

The radius of effect is (100 + xp).

* If morale is under 30, the officer will add +5 morale per tick.
* under 60, +2 morale.
* under 90, +1 morale.

## Morale Malus

Morale works both ways for both Germans and Allied troops.

### Shots

* **Shots that miss:** -1 morale per shot missed (which is why smgs and LMGs are such a threat)
* **Shots that hit:** -(5 + dmg/2) morale to the target, while giving +(5 + dmg/2) morale to the shooter.

### Explosions

Explosions will unnerve soldiers when they go off nearby. All explosives have their own morale hit.

* If an explosive **causes damage**, the morale penalty is - (morale hit + 5 + damage/2).
* If an explosive **does not cause damage**, but the target is within the radius (which one?), the penalty is - (unknown).

### Deaths

The morale loss for the squad that notices the death of a fellow soldier will be proportional to how long the soldier has been in the squad.

* The morale penalty is - (xp/2).
* The Battle condition *Earned Trust* will make it so much worse, doubling the morale penalty.

#### Normal

When morale is higher than 15, the soldier will operate in a normal state.

#### Freezing

* If a soldier is under 15 morale, he is cracking. He will be pinned and refuse to fight.
* Cracking (0-15 morale) lasts for 4-13 seconds.

#### Panicking

* At 0 or negative morale, the Soldier will panic and fall back towards your starting line. During this time, he will refuse orders.
* The panicked state lasts for 6-25 seconds. After this period is over, his morale will be reset to 25 and you will regain control of him.
Pink smoke

## Overview

The pink smoke will signal a Stuka Dive Bomber toward the area and drop several bombs in a vertical manner around the smoke location. The bombs contain a heavy punch so maintain some distance in order to not be caught within the blast range.

* Calls in a 4x, 100lb (50kg) dive bomber strike on the area
* Smoke temporarily blocks LOS
* Similar to your P38 Commander Skill or Bomb Drop siggy skill
Steam achievements

*For in-game achievements, see Ribbons.*

There are 16 Steam achievements as of 0.4.4

Have a Sniper kill another sniper at a distance farther than 1 screen

Make an enemy bleed in a puddle of mud

Have the Germans throw the kitchen sink at you (3 or more different smoke colors on screen at any time)

### Keener

Added in 0.4.4:

Finish a campaign map with stats at A or higher

### Chunky Salsa

Added in 0.4.4:

Gib 3 or more living enemies at the same time with a single frag/faust/Rifle grenade

### Campaign Novice

Added in 0.4.4:

Pass 5 patrols in campaign with at least 5 men

### Campaign Veteran

Added in 0.4.4:

Pass 25 patrols in campaign with at least 5 men

### Campaign Master

Added in 0.4.4:

Pass 100 patrols in campaign with at least 5 men

### Airborne Challenge

*Note that this is the only hidden achievement.*

## Classic Ribbons

### Le Marquis

Added in 0.4.4:

Get a classic mode Frenchie to 100 XP
PaK 40

**Pak 38/40**

Main gun:
7.5 cm L46
Direct fire support
Description:
German mobile field artillery

## In game

The PaK 40 is a deadly and accurate piece of field artillery, easily knocking out your vehicles and damage or gibbing infantry as well. It has two crew and is mobile unlike the PaK 88. The Battle Condition will add 3 to the map, in addition to the normally occurring 10% chance to see them.

* 10% to appear after after the beach
	+ minimum of 1 on Hardcore DDay beach

#### Destroying it

The PaK can be destroyed by using anti-armor weapons, such as the Bazooka or Panzerfaust. The gun's crew can also be forced to dismount if you rush infantry at it or a nearby flame gets too close; however, the gun can be re-crewed. Anti-infantry weapons like grenades or bullets do little against the PaK but can destroy it or kill the crew with time. AP rounds (either the skill or the looted ammo) will assist in destroying it

## Real Life

The **7.5 cm Pak 40** (*7,5 cm Panzerabwehrkanone 40 -* "7.5cm armour defence cannon [19]40") was a German 75 millimetre anti-tank gun of the Second World War. The gun was developed in 1939–1941 and entered service in 1942. With 23,303 examples produced, the Pak 40 formed the backbone of German anti-tank guns for the later part of World War II, mostly in towed form.

A modified version of the gun designed specifically for vehicle-mounting was the 7.5 cm KwK 40, which differed primarily in using more compact ammunition, thereby allowing more rounds to be carried inside the vehicles. The KwK 40 armed many of the German mid-war tank and tank destroyer designs such as the Panzer IV and StuG III.

The Pak 40 may be referred to as the **7.5/L46**, referring to its calibre and the barrel's length in calibres. There were two versions of the KwK 40, which would be referred to as the 7.5/L43 or 7.5/L48.
Frenchie

**Frenchie**

Starting gun:
MAS 36
Definitely brave fighters and not at all running away and having a funny code name
Description:
A French resistance fighter. Definitely not cannon fodder :)

**Frenchies** refer to French resistance fighters, motivated French civilians taking up arms against the German occupiers.

## In Game

Frenchies are a 3rd party allied unit in Campaign, but can be taken under temporary control using the Take Charge ability. They have permanent player control in Classic mode.

* The Commander Skill: French Resistance: A few frenchies spawn in a Citroen car.
* Classic mode: 1 TP each with a Springfield
* in 0.4.4: Get one to 100 exp to earn the Steam achievements Le Marquis!

### Weapons

Frenchies carry a wide range of weapons. These came from supply drops, killed Germans, or from hidden caches in houses or fields.

##### Rifles

* MAS 36
* Kar 98k
* Gewehr 98
* Scoped Enfield
* M1 Carbine
* 1917 Enfield

##### MGs

* Chauchat
* Bren

##### SMGs

* MP40
* Sten

#### Campaign AI

Due to the lack of adequate weaponry and experience, Frenchies will use **"hit and run"** tactics using the Citroen Sedan "clown car". The French will always go to the front of your squad and when making contact, they will maintain a constant stream of fire while gradually making distance between them and the Germans. Your squad can utilize this by establishing a proper battle position while the French fighters hold off the Germans and eventually keeping a maximum amount of distance. If used right, the Germans can be lured into an ambush by using the Frenchies as a bait. Though the French are generally *DEFINITELY NOT USED AS CANNON FODDER*, keeping them alive is a good idea as they provide extra firepower to your combat capability.

## In Real Life

*"Les sanglots longs des violons d'automne* / blessent mon coeur d'une langueur monotone".

As these lines from a Verlaine poem were broadcast by Radio Londres the night of June 5, 1944, thousands of French Resistance Fighters sprung into action. They effectively destroyed rail lines, roads, ammunition depots, power and phone lines, fuel depots, and German command posts. For 4 years, these radio broadcasts (made by French General Charles de Gaulle) inspired the French people to fight the Nazi occupiers,

After the Allied landings in Europe, units of the Resistance formally organized into the French Forces of the Interior, or FFI. This organization started out with 100,000 members, which would grow to 400,000 by October 1944.

## Trivia

* Frenchies (and their cars) drop items on death. Sadly you cannot (yet) pick up the wine, cheese, bread, or accordions.

#### Raven says:

> *If your Frenchie is killed, yell "lol, frenchies!" and replace it. If you don't yell that you get 3 consecutive V1 blitzes. You have been warned.*
>
>
LOS

## Overview

Line of Sight (or LOS) refers to an imaginary line drawn between the observer (your soldiers) and the target (an enemy). If this line can be drawn without being blocked, then the two can see (and shoot at) each other.

A unit that does not need LOS to fire is the Mortarman. As long as you have some spotting troops, you can hide him away far from the front, and he'll still rain bombs on the enemy.

### Blockers

Some objects and buildings block LOS. These include trees, houses (only if your men are behind one), certain Vehicles, and Smoke. Pressing F9 will show a white circle around these objects. If any part of the circle interrupts the line of sight, then the observer cannot see the target (and vice versa).

#### Dangers

A good example of a potentially deadly LOS blocker is the Hedgerow. A thick wall of trees and rock could hide an ambush or carefully prepared defensive position. An inexperienced commander may rush his troops through the Hedgerow without looking, perhaps straight into a fortified position, losing many men.

#### Benefits

As much as LOS blockers can hurt you, they can help you greatly too. You can hop from blocker to blocker to reposition your men. Popping in and out of trees with a shotgun is a great way to clear out entrenched Germans. Remember: **As soon as your men are not within sight, the Germans must stop targeting them.**
Flakpanzer

**Flakpanzer**

Main gun:
20mm L65 x4
20mm rapid fire autocannon
Description:
German anti-air support vehicle

The Flakpanzer IV “Wirbelwind” mounts 4x 20mm autocannons on a Panzer IV chassis. It is highly effective against low level aircraft and deadly against infantry as well.

## In game

* 1800 Rounds per min fire rate at max
* It can fire up to 20 rounds in a burst
* After Omaha beach

## Real Life

The Flakpanzer Wirbelwind was a self-propelled anti-aircraft (SPAA) gun. It uses 4x 20mm cannons mounted on the chassis of a Panzer IV. It was capable of firing a maximum of 1400 rounds a minute (although if had a practical rate of 800 rpm). Although its main purpose was to defend against low-flying aircraft, it was also devastating against soft targets such as jeeps, trucks, or infantry.

## Stats

Flakpanzer stats

* On a "hit", It will generate a small explosion within ~50px radius of the target

20mm shell damage

## Trivia

* 14 different debris bits fall of the Wirbelwind when it takes damage.
* The Wirbelwind is the fastest firing unit in the *entire* game.
* If the gunner is shot out, the vehicle will retreat to find a replacement.
Flak 38 (fixed)

*"if you watched Saving Private Ryan you know what it does"* - MnB2 Quote ***but MORE***

**Flak 38 Stationary**

Main gun:
20mm L65 Flak 38
fast turning but stationary 20mm autocannon
Description:
German heavy support emplacement

For the Mobile version, see Flak 30

## In game

The Flak 38 is a stationary autocannon. It can deal serious damage to infantry or light vehicles with its 20mm shells. Oftentimes you can encounter these inside mortar pits or scattered throughout the sector with its 2 crewmen operating the Flak 38. It is not uncommon to see one of these placed on top of an Artillery car, giving it AA capability and some form of Anti-infantry defense.

It spawns after Hedges.

* 3% chance to spawn in any Mortar pit
* 1% chance in any classic mode game

It is a crew served weapon, with two Germans manning the gun. It mostly fires in bursts of 5 rounds, at a rate of 120 RPM.

## Real Life

A modification of the Flak (*Flugabwehrkanone*) 30 anti-aircraft cannon, the 20mm Flak 38 featured a higher rate of fire that was needed to take into account the increasing speed of aircraft. Although the Flak 30 had been produced by Rheinmetall-Borsig, the Flak 38 was manufactured by Mauser.

The Flak 38 entered service in late 1940 and was the most common light anti-aircraft cannon used by the German army, navy and air force. The Sonderanhanger 51 trailer was used to tow the Flak 38. In order to increase firepower, a four-barrelled version, the *Flakvierling* 38, was also created.

 Length
 Elevation
 Rotation
 Ceiling
 Rate of Fire

## Stats

Flak 38 stats

* On a "hit", It will generate a small explosion within ~50px radius of the target

20mm shell damage
Garand Match

*This page is for the Match Quality Garand. For the standard M1 Garand, click here.*

**Garand, Match grade**

improved range
Weaknesses:
same damage
Description:
Improved version of the Garand

## In game

Rifleman 2nd weapon

When compared to the standard Garand, the match Garand has a higher range(?) and slightly lower jam chance.

## Real Life

Match grade weapons are built to a higher standard than service grade weapons.

## Trivia

* The top-down model for the Match Garand is slightly longer than its standard counterpart.
* It also has darker wood furniture and ~~actually looks good~~ updated art.

## Related weapons

```
M1
Johnny 41
G43

```

Back to Weapons
Halftrack

*For the american halftrack use M3 Halftrack*

The Sd.Kfz 251 halftrack is an armored personnel carrier. It is more armored than the Opel Blitz and comes with a deadly mounted MG 34. Like the Opel, it can drop troops and overwhelm your men if not dealt with promptly.

**SDKFZ 251 Halftrack**

Main gun:
MG34
Can Carry troops plus decent fire support
Description:
A German armed troop transport

## In Game

### Spawning

The Sd.Kfz 251 spawns after Aure (map 5). It can be summoned by Germans with Radios. If the Panzergrenadier Battle Condition is active, there is a 1% chance for a halftrack to spawn every time a German dies.

### Killing it

The halftrack isn't that hard to kill, if you have the right tools for the job.

* A Bazooka or Panzerfaust will kill it easily,
* Mines will also destroy it.
* A lucky shot from Artillery or a very rare grenade will also destroy it.
* AT guns, Shermans, and Stuarts should kill it as well.

Small arms fire usually isn't enough, however.

## Real life

The Sd.Kfz 251 was not the main vehicle of the German motorized divisions; Most troops actually rode in trucks like the Opel Blitz. The halftrack proved to be a versatile vehicle, serving as a command vehicle, rocket launcher platform, artillery tractor, engineer assault vehicle, ambulance, combat vehicle (with a 75mm short cannon), and self propelled flamethrower.

## Armament

**MG34 (Sd.Kfz.251)**

Lethal MG
Weaknesses:
6 second reload, slow aiming
Description:
Vehicle Mounted MG34.
Crew has 10 xp

The halftrack has a mounted MG that can suppress your troops and make it easy for the dismounts to swarm it.

## Trivia

* There are 17 debris parts that fall off when the vehicle is damaged.
Flame Thrower

*"I fear no man. But that thing... it scares me."*

## Overview

### Campaign

The Flamethrower skill is available as the 3rd and final skill of the Engineer. It replaces his current weapon with a flamethrower, a powerful weapon spraying ignited fuel, burning through house walls, trees, and soldiers. The skill lasts for 60 seconds and has a cooldown of ? seconds.

### Classic

The flamethrower can be purchased for 3 TP and is found in the Classic Gear Menu. After equipping a soldier with it, the soldier will use a flamethrower for 60 seconds. Gunners cannot use flamethrowers.

## Axis Use

All German units have a 2% chance to carry a flamethrower. It will replace their main weapon.
Sten

**Sten gun**

lightweight smg
Weaknesses:
very short range, poor reliability
Description:
Fast and cheaply made smg

## In game

* Commando, Intel starter gun
* Medic, Signaler, Scout, and Sapper receive this weapon on their 1st weapon upgrade.

The Sten is an SMG type weapon that is loaded with a 32 rounds magazine and capable of firing in full auto. This unique weapon well known for its reloading mechanism is also well known in the community for not being reliable. Compared to other weapons, the Sten deals 70 damage per bullets though its effective range ranging at 150px which is the lowest range in the SMG category alongside the PPSH41. Most of the time this weapon is used as a suppression instead of a killing weapon due to its pathetic range. The only way to get kills with this weapon is to bring your man much more closer to your target, with an ideal distance of slightly lower than half a screen, meanwhile a unit with higher CBT can get kills within a longer range.

A Commando benefits the most from this gun since it is lethal upon very close range up until point blank, and its auto fire ability will ensure that your target will be hit and wounded, if not dead. A commando's camo ability will allow him to properly get up close to a German and use his Sten to kill him.

## Real Life

The **Sten gun** is a family of British submachine guns chambered in 9×19mm which were used extensively by British and Commonwealth forces throughout World War II and the Korean War. They had a simple design and very low production cost, making them effective insurgency weapons for resistance groups, and they continue to see usage to this day by irregular military forces.

## Trivia

The name "Sten" is an acronym: Major Reginald V. **S**hepard, Harold J. **T**urpin, designers of the weapon, and the **En**field factory where it was produced.

## Related weapons

```
MP40
Tommy
M3 Grease gun

```

Back to Weapons
Artillery Strike

* *"A battery of field artillery is worth a thousand muskets."* William Tecumseh Sherman

**Artillery**

Users:
American/German Howitzers
none
Description:
105 mm artillery shell

**Artillery** is a powerful tool of war, used by both sides.

## In game

### American usage

Calling artillery is the Signaller's 3rd Skill.

* An artillery battery will fire 5 high-explosive shells which will fall on a location of your choosing. If the scout has fired a flare, the artillery will target the flare location instead. The skill has a 300 second cooldown.

The same support costs 5 TP in Classic and requires a Signaller to call the strike.

### Enemy usage

Germans equipped with flares can call Artillery. Refer to "German Equipment" for further information
Dragon Tooth

Dragon's Teeth are concrete Anti-Tank fortifications that also provide limited cover.

**Dragon's Teeth**

Cover Value:
30%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
A knee high concrete construction designed to immobilize vehicles

## In Game

If a vehicle drives over a Dragon's Teeth obstacle, it will temporarily be immobilized for 30 seconds. They provide 30% cover, and can be destroyed by TNT or bazooka fire.

## Real Life

**Dragon's teeth** are square-pyramidal fortifications of reinforced concrete first used during the Second World War to impede the movement of tanks and mechanized infantry. The idea was to slow down and channel tanks into killing zones where they could easily be disposed of by anti-tank weapons.

They were employed extensively, particularly on the Siegfried Line.
Weasel

**M29 Weasel**

Main gun:
None
Supplies allied troops with gear and weapons. Not slowed by mud.
Description:
Light tractor with good mobility, even in muddy conditions.

## In Game

1% to appear per killed German in the BC  Gravy train

* 2% chance to appear in classic mode

It has a 20% chance to drop a weapon and 80% to drop an item

* will stop about 200px behind your frontline in 0.4.4a

## In Real Life

The Weasel idea was introduced in 1942, when the First Special Services Force needed transportation into Norway to knock out strategic power plants. The vehicle needed to move quickly and easily through the winter snows of Norway. It needed to be air transportable and be able to withstand the effects of being dropped by parachute and would also be able to carry arms, explosives and minimal resupply stocks.

The Norwegian mission was cancelled and therefore the Weasel was never used for its original intention. However, as it was amphibious and could cross terrain too soft for most other vehicles, it was used widely in both Italy and on the Western Front. It went ashore on Normandy, it was with the U.S. Army during the breakthrough at St. Lo., the Battle of the Bulge and in the mud of the Roer and the Rhine. M29 was a Cargo Carrier but was also used as a command center, radio, ambulance and signal line layer. US soldiers soon realized the Weasel could be used as an ambulance, as it could get to places not even Jeeps could. Another use was for crossing minefields, as its ground pressure was often too low to set off anti-tank mines.

The reliability of the vehicle when used in the European summer and during long road trips was the subject of consternation among Allied troops to whom they were assigned.

Similar to the Axis Kettenkrad
Mortarman

**Mortarman**

Starting gun:
 Springfield
Indirect fire specialist 10 sec per round
Description:
gains +3 mortar rounds per wave

 **Mortarman Soldier "Classic mode indirect fire specialist"**

## Overview

The mortarman is a soldier who operates a light infantry mortar, probably the 60mm M2 Mortar. His weapon is used for indirect fire and is similar to a howitzer, firing over obstacles and landing on top of the enemy. He also has a Springfield, just in case the Germans get too close.

### Firing Mechanics

* Mortar accuracy is only related to distance to the target and RNG within a radius of that target. Speed of fire is restricted by only having 1 shell in the air at a time
* CBT only applies to rifle shots and HTH
* A mortarman will gain 3 shells every wave. He will normally fire a round every 10 seconds.
* If the mortarman is in a Mortar pit, he will gain an extra round per wave (from 3 to 4).
* The mortarman cannot fire from under camnets, Trees or inside roofed buildings, but if he doesn't fire those rounds, he will stack them. This means if you keep a mortarman inside a house for 4 waves, he will accumulate 12 rounds, and once moved out of the house, he can fire those 12 rounds in the same wave.

Back to Classes or Defense or Home
Supply Depot

**Supply Depot**

Cover Value:
30%
Blocks Line of sight:
No
Destructible:
Easily
Roofed:
No
Description:
A local ammo dump

Classic Mode construction, 2TP cost

*Added to classic mode in 0.4.2*

* Increases chance for a crate drop by 1%
* 5% chance per wave to generate 1 loot item
* 30% cover on both sides
* Maximum of 5 can stack in Classic mode

* + more than 5 Supply depots will cause issues with the logistics guys bringing you loot

**In Campaign:**

* Used by the germans
	+ New/more Smoke grenades/fausts/molotovs including new weapons.

When destroyed, random loot or equipment will spawn for you.

If it is destroyed, it will generate up to 3 Loot items
Six Man Rule

*"squad over 6!!" -debug text*

## Introduction

The Six Man Rule from MnB2 is back. To prevent you from having a massive squad, the game has a rule where if you deploy more than 6 men, the Germans will throw more shells, men and materiel at you. Men and vehicles under Camnets are not counted.

## Mechanics

If you have over 6 men/units showing outside of a Camnet, there is a 1 chance out of 3000 per second per soldiers above 6 men showing per wave chance that a special attack will trigger.
Math:
3000 vs: ((total showing squad-6) x (waves in violation)) check made every second

(
m
e
n
−
6
)
∗
w
a
v
e
s

3000

=
c
h
a
n
c
e

{\displaystyle \frac{(men - 6)\*waves}{3000} = chance}

In the above equation:

Men refers to the number of men or vehicles not under camnets.

Waves refer to the number of waves that you have been in violation of the 6 man rule.

Chance refers to the chance an attack will occur in this second.

For example, if you have had 10 men in the field at the 30 wave point, you would have a 120/3000 chance of having an attack occur in any second. This means it's very likely you will be counterattacked within the next 25 seconds.

## Attack

This attack is similar to a frontal counterattack in Campaign:

* 4-6 random artillery shells (airburst, smoke, WP, Arty etc)
* 6-12 Germans from the right

## Tips

* It can be instant, or it can take a few waves
* Pile under a camnet to get under 6 showing ASAP

Back to Defense or Category:Classic
Mortar

**Light Mortar**

Users:
Heavy Riflemen
3rd skill of the Rifleman Class.
Description:
60mm light mortar. Effective vs infantry.

*Not to be confused with the 81mm Heavy Mortars.*

 *"hold my gun for a second..."*

The **Light Mortar** is the third and final skill of the Rifleman class. It is effective against infantry out in the open, while having a tiny anti-vehicle capability as well. The mortar must not be under a roof or under a tree while firing. Additionally, if rounds hit a roofed building, they will be ineffective against enemies inside.

## In game

The light mortar can be used to weaken an enemy's strongpoint before commencing an assault, or destroying a building which houses enemy forces. It is not very effective against a single small target due to its drop radius, so it is recommended on hitting a group of enemies or a particularly large building.

Tl;dr:

* effective against groups of enemies / buildings
* fires 6 times unless the soldier is moved or shot at
* will not work when in a roofed building or a tree
* Small explosion
* *Will stop firing* if enemy is within weapon's engagement range and visible to the rifleman
* 180 seconds cooldown

## History

The US Mortar is the 60mm M2 Mortar, which was introduced in 1940 and served until the Vietnam War. It was adopted to close the gap in firepower between the 81mm heavy mortar and the hand grenade.

The Germans used the 5 cm Granatwerfer 36, a similar mortar that was seen as too complex; as a result, production stopped in 1941. However, it would continue to serve until the end of the war.

## Trivia

* The light mortar creates size 4 craters.
* Germans get similar equipment after Aure Valley.
* The light mortar is also used by Mortarmen, though this is exclusive to Classic mode.

Back to Classes or to Rifleman