recursal/Fanatic-Fandom huggingface dataset:
Ground Movement Sensor (Recon)

**Ground Movement Sensor**

Starter
Strengths:
Low bulk, detection
Weaknesses:
Single use
Description:
A great equipment to detect enemies close to your team or position. Great for Defense, Screen, and Radio Relay missions

A deployable item that once planted on the ground will alert the team on the radio if anything walks close by within a radius of 500px. A "manual" sweep can also be done by clicking on it.
**Note:** There is currently a bug where if the player attempts to place the sensor but cannot the item will still be depleted.
Cleaning Kit (Recon)

**Cleaning Kit**

Kill card
Strengths:
Low bulk
Weaknesses:
Doesn't decrease Jam %, only the time it takes to clear it
Description:
Useful tool to take if you have a weapon that's prone to being Jam or if you're anticipating poor weather conditions

This cleaning kit keeps a Ranger's weapon in peak condition, reducing weapon jams by 25%. It can be very useful to maximize the fire rate for weapons that either has a high rate of fire or a high chance to jam, or both. Due to its minimal bulk capacity, it is an excellent option for Rangers with a free equipment slot as it is extremely lightweight and offers a significant bonus to assault capability.

## Real Life

U.S. infantrymen in Vietnam were given standard-issue collapsible, lightweight cleaning kits that could fit into the trapdoor compartment of their M16 rifles, due to the higher than average jam chance and maintenance requirement of the rifles, particularly in Vietnam's humid jungle conditions. These kits typically consisted of a number of brushes and picks to remove hardened grit and dirt, as well as an oil or other cleaning solvent.

The need for periodic weapon maintenance on the M16 is considered one of the main causes of the U.S. failure in the Vietnam war, combined with the commonality of jams and malfunctions when compared to the incredibly reliable AK47 commonplace among NVA and VC forces.
Breach (Recon)

Breach involves your team inserting into the AO on foot, finding the gap between the defences & extracting on the other side. You have to remain undetected or the mission will result in a failure. It is recommended to pack light and bring smoke, CS grenades, WP (it will not cause you to go overt), a combat knife, and silent weapons (SM16 or SMAT49)

**Killcard Unlock:** Extract within 5 hours

## Fun Facts

* The defences consist of NVA bunkers, Trenches, Barbwire & sometimes defensive positions.
* For unknown reasons, the right side is clear most of the time.
* You can find assets that aren't spotted yet by moving your mouse. If your cursor changes from an arrow to a hand, it means you found an asset. If you click, you should be prompted a message "Trench is too far". This can be helpful to find the gap, all you have to do it spot one trench, move your mouse over it and move the camera left or right until your cursor doesn't change.
* Due to the fact that enemies can go in and out of the AO along the border, can have enemies (very rare) that spawn around or at the insertion point, resulting in an instant failure.
* If one of your Ranger exits the AO on foot, you have 30 seconds to exist the rest, or they'll all be MIAs.
EOD Ribbon (Recon)

**EOD Ribbon**

Requirements:
Defuse 10 enemy mines.
Effects:
Unlocks the EOD Kit.
Real Life Medal?
**No**

A ribbon that does not come without a lot of sweat, and potentially a lot of blood and tears as well. The EOD Ribbon is unlocked by defusing ten enemy mines - which, due to the current nature of defusal - means that your units have to step on, and subsequently be helped off of, ten tripwire traps. Unless equipped with a skilled Demo Ranger, this Ribbon is likely not to be earned without at least one very, very gory casualty - needless to say, any commander with this ribbon has had his or her share of nerve-racking experiences with enemy high explosive.
Deep Recon (Recon)

Your team is to insert deep into AO and survive for 24 hours without any radio support. After 24 hours, a helicopter will pick you up from the main LZ, miss the ride? You might need to start learning Vietnamese, because you're stuck there now.

**Kill card Unlock:** 25 kills or recce 25% of the AO

## Tips n Tricks

* Although the mission sounds very daunting, it's one of the easiest mission as you just have to spend 24 hours in the AO, you can recce 25% of the AO within minutes to unlock a kill card and just spend the rest of the time camping the main LZ, because of this, it is recommended to bring a motion detector.
* You want to remain covert, recommended gear is WP to kill enemeis (mission will be covert), CS to stun enemies (will be covert), smoke to block LOS, knife to covertly kill enemies & suppressed weapons.
* On the flip side, if you have lots of heat, this mission will not be very fun, you won't have a good time.
* Be careful not to engage with enemey units, if your Ranger is in critical condition, his not going to make it.
* Interestingly, if you get the memo that the Op's box has been stuffed up, support can still be randomly called into the AO.
* This is the only mission in the game where you're able to not bring a radio, take advantage and go in light.
Fort (MnB2)

A **fort** is a defensive line that is made to look like a fort. It is very sturdy and hard to go through, and also is perfect for punching away the weakest enemy units and keep in harder ones to be shot, which is called 'Filtering'. Forts offer great amounts of protection to your men. Also, forts are an excellent way to get the Sapper Commendation ribbon. The Goliath can be a real annoyance to forts.

How to make a 'Fort' (linear variation):

* First, place barbed wires across the middle of the map.
* After that, make a trench line in about two centimeters (on the computer) from the wires, to keep your soldiers from being hurt. Build some cam nets to keep troop numbers under 6, or else you will meet bombs.
* Then build Sandbag Walls in front of the trenches and place inexperienced soldiers in there, if you have any. Place cam nets on them to keep the limit away, to avoid bombing.
* Now you can build other structures behind the trenches such as:

* An Antenna - To speed up signaler's calls, highly recommended, a basic structure.

* A Bunker - To protect your best soldiers, recommended. Put your best soldiers in there.

* Field HQ - Well, if you build a fort, it will be well protected. Maybe place some soldiers in front of it, to protect it even better.

* Mortar Pit - You can place your experienced soldiers in there. You can build a cam net, but only if you don't want to put mortars in there. Recommended.

* Palisade - Put your important soldiers in there, such as medics, officers, and signalers. You can also place the barbed wire on top of the palisade. Recommended.

* Pillbox - If you want to protect your important soldiers even better, you can build a pillbox instead of a palisade. Recommended.

* Radar - To detect planes and V1 rockets. Highly recommended.

And/or you can place static units behind the trenches, such as:

* AA gun - To shoot down planes, and is good against infantry also.

* Fifty - To turn Germans into Swiss cheese, and to destroy soft-skinned vehicles also.

* Land Mattress - Great rocket launcher.

## Forts

Yup, this is my idea of a mega fort. Sorry that my men are running, that's because my officer was slaughtered by grenades (enemy). The barbed wire came first, then the sandbags, then the mortar pit, then the HQ, then the antenna, then a Cam-Net (broken), and, finally, the bunker. I call it a mega fort.

Yup, the fort the way *they* tell you to do it. The picture is not complete, because I trimmed out the blood bath that my NCO engineer caused and grenades wreaked a lot of havoc.
Anti-Personal (MnB2)

**AP** or **Anti-Personnel** in MnB2 refers either to the overall effectiveness of a unit or weapon against infantry targets or to one of the three damage components of explosives (the other components being Anti-Tank and Gib). For the purposes of the game's simulation, AP encompasses both high explosive (HE) and fragmentation (frag).

All units caught within the AP radius of an explosion will suffer a random amount of damage between 1 and the maximum damage capacity of the charge, independent of their distance relative to the center of the detonation. Vehicles themselves sustain reduced damage, but their exposed crew members can still be injured or killed by the AP component.

AP damage is also capable of destroying the more fragile structures, such as sandbag walls and barbed wire, and of felling trees. Nevertheless, both standard and improvised sandbag walls will absorb some of the damage, protecting infantry from it, and hard structures such as bunkers, pillboxes, and palisades, as well as boulders, are completely immune and impervious to it.
Engineer (MnB2)

1-5
**Engineer**

Starting equipment:
M3 Grease Gun, defusing kit, Explosives kit.
Combat Engineer
Description:
Unit for building structures to help you fight the enemy and keep your men safe.

The **Engineer** unit can build structures and defenses, lay mines, and plant TNT. Engineers come armed with an M3 Grease Gun. They cost 4 TP each.

Engineers are often overlooked, not just of their essential
building and defensive capabilities, but, like any unit, an engineer is
amazing at killing once he has leveled up enough. Often some people may
buy an engineer and SpecOps in Close Protection and a trench and let loose using the 2 M3 Grease Guns. The default grease gun has decent stopping power and suppressive capabilities.

These units are very important for people who want to use more than six units because of their camnets, which makes units under them not count towards your unit count. He is what prevents a fat bomb from dropping on your troops.

Engineers can defuse Duds and the TNT of the enemy's Assault Pioneer. After defusing dud your engineer gains 1 exp, and after defusing an enemy TNT, he gains 3 exp, and also a free TNT charge.

Sometimes engineers are deployed with high rifle skills and tend to throw grenades more often than normal soldiers.

## Real Life

Engineers serve critical needs, especially in trench warfare. They fulfill
l a need for building defensive structures, improving a location's
protection, or even oversee the destruction and penetration of such
defenses. A notable example of the latter is the D-Day assault on
Normandy where combat engineers detonated the pipe charges to penetrate
barbed wire stockades. Normal engineers may oversee the production and
maintenance of defensive positions as well as that of equipment. In the
times of trench warfare, their expertise was required for the production
 of such trenches, the laying of mines and tunnels to undermine and
plant explosives in the enemies' lines. Nowadays, these processes are
made quicker with machinery to create earthwork stockades or specialized
 mine planting vehicles. Regardless of this, however, there is still a
niche for combat engineers for duties including minesweeping and
obstacle removal. These soldiers have also been termed 'assault
pioneers' by some countries and include explosive detonation teams. Your
 typical modern-day combat engineer carries plastic explosives and ais

sometimes trained to support anti-tank operations. The improvement of
infrastructure such as roads in and out of warfare is another role in
which they are designated today.
Gallantry Medal (Recon)

**Gallantry Medal**

Requirements:
Stabilize an in-capacitated Ranger, 1% chance to be awarded per save.
Effects:
Increased chance of successful stabilization by 5%
Real Life Medal?
Possibly the Gallantry Cross

A medal which no commander wishes to ever see but will be glad of receiving especially if the WIA makes it back home alive. 1% chances to get awarded per save during a recce.

The reward itself is quite useful as in such a situation, every little bit helps.
Kill Cards (Recon)

**Kill Cards** are a way of rewarding excellent action during a mission, whether it be extracting within five hours, not taking even a scratch of damage, or otherwise going above and beyond the call of duty. Kill Cards may include experience bonuses, new weapons and equipment, pre-mission bonuses and even a fifth team member - The Kit Carson Scout. One should strive to achieve as many Kill Cards as possible, as they are an excellent asset in any case.

They are randomly generated for player choice at the end of a mission with Distinguished results. Players must then choose one of four hidden Kill Cards to be revealed and unlocked for them. The reward will be immediately granted after opening the Kill Card.

## Using a Kill Card

Kill Cards will be used instantly if they feature experience bonuses or weapons and equipment - the bonus or item will be immediately added to your profile. However, "Pre-Mission" kill cards feature bonuses that affect your next operation, such as "Over Flight" which offers a 50% chance to reveal any placed items, or "Agent Orange" which removes 50% of all trees in the AO.

Many pre-mission kill cards, despite their names, do not affect the mission itself. Some - "Detailed Paperwork," for example, will immediately raise your merit with no effect on the next mission you run. However, many do affect your next mission from a combat standpoint and can offer varying bonuses.

All of these kill cards must be **activated** before your mission. This is done by clicking the desired kill card below your operations table next to the Colt Commander on your desk. Scrolling over each Kill Card will reveal its effect. **Note: if you exit the Briefing screen or quit the game after enabling a kill card, the effect will not be present in your next mission and the card will be lost.**

## Earning Kill Cards

To earn a kill card, players must satisfy a mission requisite in order to classify their patrol as "distinguished" - generally, this requisite is directly related to the type of mission. For missions where the objective is to kill enemies, you will likely need to take no damage; for stealth missions, you will need to remain undetected, and so on. These distinguished missions directly affect the "Total Dist." stat in your profile, which can be equated to the number of kill cards earned, due to all distinguished patrols awarding a kill card.

Intel can also be used to buy kill cards, sacrificing potential benefits from briefing and AO information. One card costs 100 intel.
Logical Wave Counter (MnB2)

Also referred to as the real wave counter, a hidden wave counter is used by the game to regulate the current difficulty level, determining the strength of enemy waves. Its count usually parallels the regular wave count, but Detailed Order crates are known to knock it back by 15 (it's worth noting that it nevertheless can't go into negative values).

This is the actual wave count that is required for achieving certain ribbons, such as the Bronze Star (see list below). Ribbons triggered by reaching wave 100, however, are not affected.

## Affected Ribbons

The following ribbons are known to be awarded based on the logical wave counter:

* Bronze Star
* Silver Star
* Gold Star
* Mud and Blood Cross
* Victoria Cross
* Defence Expert Award
* Meritorious Unit Commendation
Combat Knife (Recon)

**Combat Knife**

Starter
Strengths:
Ability to covertly kill, low bulk, increase CQC damage
Weaknesses:
Have to be behind the target to preform the take down
Description:
A useful tool to covertly and & instantly kill enemies if you're planning to do a stealth misison

The knife increases the damage your Ranger does in melee by 25%, however, it's best to use comes from the Takedown. In the Takedown, the Ranger silently (Although the enemy screams, it makes no noise) kills the enemy, leaving one less liability. In order to perform the Takedown, one must move extremely close behind the enemy. After milling about for a few seconds, the Ranger dispatches the threat. Obviously, low bulk and Stealth are almost a necessity for this, as the enemy may be moving.

## Real Life

The Combat Knife used by LRRP's varied in Vietnam is that they were so special, but knives were a crucial part of their missions. They are silent, deadly, and they have more than use. The Special Forces in Vietnam loved their knives so much, they made their own, the "Randall Knife".
Destroyed Structures (MnB2)

**Destroyed Structures**

Effects:
None. Except that now you're going to have to:
* Build another structure.
* Live without that structure for a while.

Description:
You built something. Now it's gone.

So you had your engineer build an Antenna or a Radar. Then, an explosive hits it. This is what remains after its destruction. They have no effect (apart from cluttering up the battlefield).
Axis Airplane (MnB2)

**Axis Aircraft**

Equipment:
Depends on mission
Aerial, Bomber
Description:
German airplane

"*How the hell does a Stuka drop paratroo - \*\*\*\*, get DOWN!!*" - Soldier pondering about the realism of the Ju 87 before getting peppered with CAS

The **Axis Airplane** Sturzkampfflugzeug, also known as the Ju87 'Stuka', can be shot down by an AAA gun or with the Air Superiority support command.

This thing strafes, bombs, and drops paratroopers on you.

Also 1st. SS Leibstandarte can call in axis airplanes.

## How Do I kill It?

1. AAA guns can shoot the plane down
2. Air Superiority command

## Fun Fact

* This plane is easily recognized as a Stuka for its triangular shaped wings.
* The silhouette of the plane that throw paratroopers and CAS is similar. However, the silhouette of the bomber is a different shadow.

* The Stuka was a very effective divebomber, not a parap lane.
* It was obsolete at the time of operation Luttich, and has been replaced by Jabos (abbrvivation of Fighter-bomber) although some were fitted with 2 37mm guns and named "Kanonenvogel" (Cannon bird).
Flak 38 (MnB2)

**FlaK 38**

Equipment:
2 crewmen, 20 mm flak cannon
Soft Skinned, Suppressive Fire, Motorized
Description:
A towed AAA gun used by the Germans.

> *"This is a flak 38, if you watched Saving Private Ryan you know what it does"* — Official game
>
>

> quote
>
>

The FlaK 38 is a 20mm anti-aircraft gun used by the Germans. It is **very** dangerous early in the game (just as a Pak 38),
 because of its infantry-shredding 20mm flak shells and rather fast fire
 rate, which can even annihilate structures that lack proper
reinforcement.

The Flak is very dangerous to Cam nets
 and units underneath them

, and can shred any unit left in the open, a
very good reason to try and draw fire towards your bunker. The best way
for dealing with this is to shoot the crew off or use AT weapons to blow
 it up, it also leaves the wreckage of a Pak 38.

It will move up to its position, then settle down and unleash hell.

Flak 38's are very common in the early waves, and to see one before wave 30 isn't rare (although it would be painful).

## How to kill it

1. Direct grenade hit can quickly kill it.
2. Example experienced Spec Ops armed with BAR or other burst fire weapon can kill it quickly.
3. Bazooka may be useful, as are other anti-tank units.
AO (Recon)

The **Area of Operations** (AO), or 'ops box', is where you conduct your reconnaissance activities each patrol. In Recon, this is the 5000x5000 pixel square where you land and do your patrol. During the patrol, no friendly activities will take place in this specific area, including aircraft and other operations unless cleared through the patrol leader (you), to minimize the occurrence of blue on blue incidents (friendly fire). Whenever an ETA is given for an aircraft or other object moving into the AO, this is the time until said object reaches the boundary of the AO. Thus, the ETA on extraction is not the time that the chopper will land at the LZ, but the time that the chopper first enters the boundaries of your AO.

There is a chance for a memo stating that your ops box has been lost for 7 days, any operation within the 7 days will have the chance of friendly support firing into the AO without the commander's authorization.

In real life, LRRP's usually would operate in a 4km by 4km operation box, and this is the basis for the AO in Recon.
High Value Target (Recon)

A High-Value Target (HVT) is the specific objective of each main mission currently implemented in Recon. So Far, the only HVT in Recon is the ZSU-23

## Phases of HVT

**Find:** To start an HVT hunt. You have to find a shell casings of an uncommon Caliber around the AO. Shell casings have a 1% per intel point chance to spawn. After researching the Shell casings, you don't repeat the 1st stage, after destroying the HVT, it goes straight to phase 2.

**Fix:** Every patrol from now has a 1% per intel point to generate tracks. You need to find 4 tracks to begin the 3rd phase. Only 1 track will spawn every patrol.

**Destroy:** Every 1% per intel point has a chance to spawn the HVT. Destroying it & successfully extracting will give the player a 10000 exp bonus. After phase 3, you start at the beginning of phase 2 and you can repeat the process again. Every destruction of a HVT will generate 10000 exp.

Note; The only HVT in Recon is the ZSU-23
Colt 1911 (MnB2)

A **pistol** is a very basic and weak weapon. Its maximum damage

can't kill in one shot, its range is one of

N/A
**Colt M1911**

Fast reload time
Weaknesses:
Has a short range, and units with it tend to just sit back and fire, even when the target is already dead
Description:
This is the weapon with which your Officer, Crew Replacement, Mechanic and Medic (by default) are armed. Cannot be bought

the shortest, and it only

has a seven-round clip.

However, if used by a high-rifle soldier (usually an officer), it can turn deadly. When your officer, or any other unit with a pistol, gets 50+ exp, they will usually have 50+ rifle skills also. At this high a rifle skill, a pistol will shoot as fast as an M3 Grease Gun and be deadly accurate.

Also, it reloads pretty quickly, so the unit with the pistol can efficiently get back to blasting lead into people.

## Real Life

This gun was designed by John Browning and has seen mass production
of at least 1.5 million units by other manufacturers during WW2 alone.
It is a very popular weapon within many armed forces, police forces, and
even for private/civilian use in the US. The M1911A1 was the standard
sidearm for American soldiers in WW2. It is highly reliable, and its
large and slow .45 ACP round is superior in stopping power and lethality
 compared to the German 9mm. It is somewhat heavy, although that did not
 severely impair it' combat effectiveness. It has decent accuracy up to
 50 yds. Today, this pistol is highly popular in self-defense and
competitive shooting, and is perhaps the most loved American pistol of
all time. The Colt .45 has been in use in the U.S Army from WWI all the
way to Iraq while seeing only very minor changes from the original
design.

It has been phased out for the Beretta M9 pistol, but is still
highly popular within the US defense forces and police forces, mostly
for its high stopping power. The phase-out of the Colt 1911 in favor of
 the Beretta M9 pistol was due to the introduction of the NATO standard
 9mm Parabellum cartridge to be used in the new standardized platform.
Manky Kong

**Manky Kongs** are enemies in *Donkey Kong Country* and *Donkey Kong Deluxe: Adventures on DK Island*. They first appeared in Vine Passage, the seventh level of Kongo Jungle.

## Description

Manky Kongs attack by throwing a (seemingly) endless supply of barrels in the Kongs' path. If the Kong jumps onto the other side of a Manky Kong, it will turn around and attack from behind. As with other regular enemies, jumping or rolling into it will defeat him, but the former is usually safer. In later levels, they normally appear in high places throwing barrels, acting as obstacles.
60mm Mortar (Recon)

**60mm Mortar**

Rifle:
?
Skills:
Explosives, Indirect fire
Description:
The 60mm mortar will pound your team with indirect fire

The 60mm Mortar is normally well guarded and difficult to approach.

## Tips n Tricks

* It's more common on Firebase, breach & dead drop
* It's fairly inaccurate

## Bugs

* The 60m Mortar doesn't have a crew, so the only way to destroy it is by explosive means
Guerrilla Warfare (MnB2)

Guerrilla Warfare, pronounced gorilla warfare, is a type of warfare fought in a disorganized, hunter-like style. In contrast, *conventional* warfare is usually fought in organized regiments with artillery and support weapons.

Guerrilla warfare troops in MnB are all infantry units. However, *typically*, this excludes engineers, which are used for building structures, **not** considered Guerrilla warfare. On a more positive note, signalers and support are currently acceptable as guerrilla warfare.

There is a nifty medal for those commanders who can successfully exploit Guerrilla warfare up to wave 100. Keep in mind, that, usually, to achieve this ribbon, you *must* keep your total soldier count under 6, because German Support is not friendly.

Now, a commonly mistaken thing: Most people think that, because of the pronunciation, guerrilla warfare is *jokingly*, fought by gorillas. **This is NOT true**. It comes from the Spanish root *guerra*, meaning war and the suffix *-illa*, meaning little. It truly means "little war".

## Real Life

In real life, Guerrilla warfare is rarely fought by organized armies such as in MnB, and is rather fought by militia or civilian groups. It is most profitable in defensive positions where a local militia has knowledge of the terrain over a disadvantaged adversary. These groups exploit unconventional tactics when fighting, most often.
Exp (MnB2)

Experience, or exp, is a measure of the fighting skill of any unit. It is earned in many ways, the simplest of all being one exp per kill (or 2 exp in CQC).
Other ways include picking up crates (3 exp), getting Field Manuals in crates (5 exp to everyone), using the Combat Leadership command (1 exp for 1 TP), and various others, such as healing a disabled unit to over 10 health when you have the Gallantry Medal.
The average soldier, vehicle or asset levels up every 10 exp they earn, but others, like officers (25 exp) need different amounts. Also, some soldiers, vehicles, and assets start with exp, like Officers and Signalers.
Units with high exp also tend to have high morale and rifle skill, due to their levelling. Also, high exp units will make better decisions faster, as well as firing more.
Medics are just plain weird when it comes to exp. They start with 25 exp, but private rank. They also get exp by healing a certain amount of times, but cannot rank up in this style. In order to rank up, they must obtain exp through artificial means. Their maximum rank is proportionate to level, as an average soldier. This translates to a medic having to get quite a few crates or Combat Leadership in order to have his rank proportionate to his exp like the other soldiers. Each time you increase the medic's exp through artificial means, the medic will only go up 1 rank max. So to get a new medic to corporal, (2 stripes) you need to use Combat Leadership two times.
It is a known trend that a unit with high exp will earn more and more, sometimes leading to an Exp Hog effect.

## Allied Units that deploy with augmented Exp

* Sarge:30 exp start.
* Medic:25 exp start.
* Officer:5 exp start.
* Signaler:3 exp start.
* AAA:2 exp start.
* Tank:1 exp start.

## Fun Facts

* German Mortars, like other enemies, can also rank up, but much faster. German mortars level up the faster than most Germans because team kills count toward their exp. They level up after 5 exp. Pak 38s level up much faster than mortar guys, since they need only 1 exp to be promoted.
* The Mud and Blood Cross adds 9 exp to the starting exp of all units.
Gold Star (MnB2)

**Gold Star**

Requirements:
Survive to wave 120.
Effects:
An additional 3% chance to get a free soldier at the start, so, with the Silver Star and the Bronze Star, you have a 6% total chance.
Real Life Medal?
Gold Star
(Soviet Union and Allies)

*See also Bronze Star and Silver Star.*

One of the hardest medals to get requires labor and dedication. Its rewards are good, doubling the chance of getting a free soldier at the start, but wave 120 is no picnic, even though this requirement has been toned down from the original wave 150(!).

If you are really good at Mud and Blood, show your skill by getting this on Game 1!

**Note:** this medal employs the Logical Wave Counter, which may differ from the Visible Wave Counter.

## Real Life

There is no actual gold star decoration in the US military, instead there are distinguished service awards for the Navy, Army, Coast Guard, Air Force, Homeland Security, and Defense which aisawarded to men and women who have "distinguished themselves by exceptionally meritorious service to the Government in a duty of great responsibility". However, the Soviet Union awarded the Gold Star to a "Hero" of the communist state. It is also given in tkraine, Belarus, and the Russian Federation.

Similar to the USA, in the United Kingdom, there is no gold star.
C4 (Recon)

**C4**

Starter
Strengths:
High damage, able to take out anything out
Weaknesses:
Low usage (2)
Description:
A powerful equipment that can knock out any asset

C4 is a demolition charge used to destroy assets found in the AO. The charge has to be planted directly on the target and once placed, arms and detonates after a certain amount of time. The time it takes to plant the charge is affected by the demo skill of the Ranger planting the charge. It is advised to retreat rapidly after the charge has been planted to prevent suffering casualties from the explosion and to avoid the alerted VC forces. Nearby explosions from support or grenades can set off c4 prematurely.

## Real Life

C4 is less commonly known as Composition 4, which, in turn, is a variation of the Composition C family of plastic explosive. It is known as PE-4 (Plastic Explosive) in England and the UK and is composed primarily of explosives, plastic binder, malleable plasticizer ingredients, and a taggant chemical.

It has a texture similar to modelling clay and is considerably sticky; as such, G.I. Composition 4 was commonly wrapped in olive drab packaging to serve two purposes - first, to avoid a mess of the malleable clay-like substance within the soldier's equipment, and second, to serve camouflage purposes as Composition 4 is quite bright yellow or off-white. It can only be detonated by a combination of extreme heat and shockwave, making it inert without a trigger.
Concentrate Fire (MnB2)

> Goddamnit, fire your rifles! - A desperate Officer.
>
>

2-3
**Concentrate Fire**

Requirements:
An Officer has a 60-second cooldown (30 with Infantry Specialist Ribbon).
Effects:
All infantry units fire at a target.
Description:
Allows you to concentrate your firepower on one enemy unit. Due to its timer though, you should use it wisely.

Concentrate Fire causes all your infantry units to fire at a single designated target until it is dead, in tiny pieces or the soldier runs out of ammo, for free. It requires an Officer in your squad, and it allows you to momentarily increase your response to any specific threat that your units were not dealing with properly. It has a cooldown period of 60 seconds (30 with the Infantry Specialist Ribbon), so use it only when really necessary. Alternatively, you can turn to issue an All Around Defense order although it costs an extra Tactical Point.

Often some units will not respond to Concentrate Fire. This is because they were already busy at the time you issued the command, usually with reloading or finishing a firing sequence. Concentrating fire circumvents the reload time of bazookas and mortars, allowing them to instantly fire again.

Concentrate fire is **NOT** effective when your infantry units are equipped with low fire rate and/or low capacity weapons like the Springfield, since after one or two shots the soldiers will reload and target another enemy, potentially leaving the threat just pinned and not dead. It is much more effective with **automatic weapons** and **large groups** as your men will provide much larger volumes of fire towards the target.

Concentrate fire can work against cloaked units like the German Sniper or the Brandenburg Infiltrator.

Vehicles do not respond to Concentrate Fire. Thus, the command may not be worth using on enemy tanks and the like if you are relying on vehicles of your own to destroy them.

If you use concentrate fire on an enemy in the middle of CQC with one of your troops, you possibly can save his life if he is losing. This can also lead to the unit not being able to fire for some time.

## Fun Facts

* If you somehow manage to concentrate fire on a corpse, you will get the message "This German is dead already, give him a break".
* You can not use it on your units
Health (MnB2)

A standard soldier has 100 Health, while vehicles and assets have anywhere from 200-1000 health.
A soldier with 10 or less health will be considered disabled and cannot function until healed back to 11 HP by a medical unit. You **cannot** give heroism to a disabled soldier.

*""*— Official game quote
Yes, this is very true. A soldier with 0 or less health cannot be given heroism or healed.

Fun Facts* Sarge is the only non-vehicle unit that deploys with over 100 Health- he deploys with 125!
* Frenchies are the opposite of Sarge, and are the only units to deploy with less then 100 Health- 75 to be exact, until the Legion d'Honor Medal is earned, after which the Frenchy will deploy with the normal 100 health.
* After the Gallantry Medal is earned, if a medic or a unit that can heal at the time heals a disabled unit back to 11 HP, all your units will get one exp!
* If you find Armor Plates in a supply crate, all your vehicles will gain a bonus 100 health, even if it's over their maximum!
Bullet Impact (MnB2)

**Bullet Impact**

Effects:
Indicates a miss.
Description:
When a bullet hits the dirt, this is what appears on the ground.

When a bullet misses a soldier's body, it harmlessly impacts on the ground, making a small hole. This is practically the most commonly occurring element in the game. If a bullet hits an infantry unit, you'll see blood spatter instead.

### Fun Facts

* Missed bullets will never hit other nearby units, they always hit the ground.
* The area where missed shots hit around a target is in the shape of a small square; this becomes apparent as a lot of misses accumulate around it.
* Seeing many of these can mean that you may need to improve the rifle skill of your soldiers.
Enemy Units (OFV)

Hostile forces you'll encounter in Occupation Force.

The game is automatically win when there are no enemy units or buildings on the map left.

The enemy units include:

**VC**- *basic enemy*

* Created in a tunnel.
* Most common foe.
* Weaker than Marine platoon, but moves faster.
* Can construct most buildings.

**NVA -**  *medium level threat*

* Created in NVA HQ.
* Slightly stronger than Marines.
* Can construct Soviet bases, Machine parks and NVA HQs.

**Sniper** *- annoying harassing unit*

* Created in a tunnel
* Attacks from a long distance
* Deals low, but constant damage to infantry
* Hard to detect
* Low survivability

**Rider team** *- supply thief*

* Created in a tunnel.
* Weak attack and low survivability
* Will try to get to the FOB and steal your supplies.
* An alarm will sound off when the supplies are stolen.
* Stolen supplies can be retrived if the rider is killed before he can deliver it to the tunnel.

**Mortar team** *- indirect fire support*

* Created in a tunnel.
* Attacks from a long distance using a mortar.
* When attacked directly, will attempt to break contact and resume fire.
* Can be tracked by looking at the smoke which appears when firing.
* Have range of about a third of the map length wise

**RPG team***- bane of the vechicles*

* Created in a tunnel.
* Deals high damage to vechicles.

**Soviet advisors** *- Things just gone serious*

* Summoned from a Soviet base.
* Airdropped into the AO
* Operate in small squads.
* Very high attack, low survivability.
* If they start dropping in the AO, you did something wrong.

**Pt-76** *- Fast and deadly. beware.*

* Created in a machine park
* Very fast
* Hard to kill
* Can fire it's cannon, dealing high damage.

**T-54** *- Unkillable monster of a tank.*

* Created in a machine park
* Slow
* Very heavily armored. Almost impossible to kill.
* Can fire it's cannon and deal huge damage.
* You can just as well restart the game.
All Around Defense (MnB2)

2-7
**All Around
Defense**

Requirements:
An Officer.
Effects:
Orders all units to randomly pick a target and shoot at it.
Description:
Your officer will shout "open fire!" and your troops will readily comply.

This 1 TP command will have your soldiers pick a random target and fire at it, ignoring factors such as the target's proximity, the soldier's weapon type, his other priority targets, or the fact that another soldier has already targeted the same enemy.

Both enemy soldiers and vehicles may be targeted. Soldiers will fire their weapons regardless of the number of cartridges in the magazine, so they will shoot those last rounds and then resume normal combat. Bazookas, snipers, flamethrowers, and mechanized units do not display this behavior.

The advantage of this command is to suppress most of the enemy and kill a few. The drawback is that this is an inefficient command due to the fact that the soldier with a pistol will shoot at a tank and the other soldier with a bazooka will shoot at a Volkssturm. Another drawback is that bazookas don't always fire at this command.
Booby Trap Indicator (Recon)

**Booby Trap Indicator**

Rarity:
Uncommon
Destructible:
No.
No.

Boobytrap indicators are what would appear to be a small pile of rocks
or branches.
These indicators are laid in place by the local forces in order to warn
the transiting VCs as of where the traps are planted.
Once a BTI is discovered simply perform a search/collect action on the
asset in order to try to decipher it.
A standard check against the demo skill of the individual attempting to
read the BTI will be performed. If successful all the traps around the
BTI up to 1000 px will be revealed!
Firey Surprises!

> **With the full match about to begin. Gastrodon appears to battle Floatzel in Rocky Cave. Togepi and Buizel at home watch and cheer on Floatzel. But, Gastrodon tells it's his last battle with Floatzel. Meaning that he's going back to meet his future rival in Johto. Floatzel wishes him luck on this battle. As the battle starts, Gastrodon sends out Drapion. With Drapion starting out a powerful hit of Pin Missile. Floatzel uses Ice Fang, which freezes her rival's attack. And threw it back into Drapion's face! And, Drapion uses Poison Ball, hitting Floatzel and makes his owner smile. Back home, Togepi is upset because of what Drapion is doing. Meanwhile, Floatzel replays with Razor Ski and slashes Drapion. As she then counted with it's Whirlpool, Drapion used Cross Poison to blind it. But fails and got defeated! A Magmortar conforms out, and was only the powerful Fire Type ever for Gastrodon to have. When he began with Smog, to cover up Floatzel's way. It gets cut, and was hit from Razor Wind. Magmortar hits with Rock Tomb, which clashed alongside Ice Fang. Magmortar gets damaged and hits the ground, causing him to flinch. He was able to get up, but sees that Floatzel is more powerful than Gastrodon and his Pokemon. It was then counted with a single Flamethrower attack, but ended up getting evaded by Razor Ski. As Floatzel also landed right behind him, Magmortar turns around. It got defeated by Whirlpool! Even to earn Floatzel another win on her battle. Her kids from home begin to make a loud cheer.**
>
>
Last Stand (MnB2)

**Last Stand**

Rank Required:
Brigadier General (minimal)
Effects:
Start with 60 TP bonus, at least, but gain no TP from waves later on
Below:
+10 TP to last stand, capping at 100 for non-cheaters
Above:
Proper Planning

> *"Last stand. Start with 50 points and last as long as you can. Must be at least Brigadier General to use this option. Subsequent general ranks add +10 to the amount of tactical points given by the Last stand option."*
>
>
> — Official game quote

## Overview

Last Stand is one of the **hardest** game mode/deployment options in MnB. Thus, it is only achieved when a person ranks up minimally to a Brigadier General. Last Stand gives the player an enormous amount of starting TP, but allows no more to be received through waves. At the rank of Brigadier General, this amount of TP is 60. Each subsequent rank gives 10 more TP, until Mud and Blood General, giving **100** TP start.

## What Is It Like?

It's brutal. The internal/logical wave counter is set to start at wave 100. This means that anything you might see at wave 100, you'll see in Last Stand at wave 1. This would mean you could see a Wespe at wave 1 in this mode.

## Strategies

Well, this game mode is perhaps the best "sandbox" mode. You can really try any strategy you might like, from spamming Frenchies to calling in lots of paratroopers.

## Other Facts

* Having a Wespe/Tiger at wave 1 does **not** count as being "bait" here, because of the harder mode.
* Gives a large amount of exp if done well.
Body Parts (MnB2)

**Various Body Parts**

Effects:
Lowers morale if it belongs to your guy.
Description:
When a gib happens, various body parts can fly out, blanketing the battlefield. When a person is shot, a small amount of blood will come out

Gibbing happens on the battlefield inevitably, and can happen to any infantry unit. When a gib happens, it blankets the battlefield in blood, teeth, bones, muscles, and organs, as well as chunks such as spines or legs. These don't have a physical effect, but can lower the morale of your men, just as getting BBQed will. According to a TIP, there are 21 different body parts that can come out, and these are best described as a landscape feature.

The other part of this is the blood that comes out when a person is shot, perhaps the quickest way to tell if that shot you heard hit or missed. This isn't much of a problem and won't lower morale, but a well-placed shot can KO your unit.

And don't worry if you think the battlefield will be eternally covered with these body remains, it doesn't. A cleanup function kicks in every ten waves to clean bullet holes and body parts.
M3 AT Gun (mnB2)

1-i
**M3 AT Gun**

Starting equipment:
2 crewmen.
Anti Armor, Crewed, Rear Guard, Soft Skinned
Description:
A powerful AT unit that doesn't require a clear line of fire and is more resilient than bazookas. High anti-tank damage; operates at half efficiency with 1 crew.

*See also Pak 38.*
The **M3 AT Gun** is a large, slow-moving, slow firing, yet highly
 lethal Anti-tank gun that is moved by two crew members and is great for
 taking out groups of infantry directly or indirectly.

Before bazooka nerfing patch, they weren't quite as needed and
were considered as a waste of TP in some cases. Since the nerf, though,
they have became on extremely vital anti-tank units, bing able to deal a
 considerable punch to any German vehicle that dares to enter the
battlefield.

The shell's explosion radius is not as large as a tank
 shell's, but the damage is more concentrated so it is generally more
effective as an Anti-tank weapon. The M3 AT Gun will cost 8 TP and comes
 with two replaceable operators.

The AT Gun is your version of the German PAK 38. Strategies often
 employ having more than one AT gun due to their fairly low fire rate.
In previous patches, it was common to have an 'AT stack' of AT guns in
one trench. However, with Patch 2.2.7b,
 this is no longer possible as the guns will not fire if they are too
close together. This may discourage the use of the M3 to some players,
as the guns are quite large and it's difficult not to stack them but
still have an effective AT force made entirely of these.

Having one gun against a group of vehicles is a good idea,
considering it's highly lethal and can destroy other vehicles even if it
 misses.

## Real Life

The real M3 was produced in many variants in World War 2. The one we
have is the 50mm type. The first M3 was 37mm caliber and it was
extremely effective in the Pacific Campaign thanks to it being light-weight
and easy to move around in tough terrain. It was extremely effective
against Japanese tanks (which were only lightly armored), as well as
against infantry and fortifications. However, during the African
Campaign, it wasn't quite as useful; Panzer III and IV had thick armor
that, according to some reports, "made ammunition bounce off like
marbles," and was "useless unless you have gun crews with the guts to
stand and shoot from 100 yards." After the African Campaign in Sicily it
 showed it's effectiveness against pre-war Italian Tanks, which were
lightly armored, but were, as previously stated, absolutely useless
against the more heavily armored German tanks (specifically, in the
Sicilian case, the Tiger I). In the spring of 1944, a new 57mm version
arrived to serve large numbers, though the 37mm was still used by
airborne forces as it could be dropped by parachute, unlike the 57mm. M3
 guns were classed as obsolete and were removed from US weapons arsenal
right after the war had ended.
Close Aerial Support (MnB2)

*See also the **German** CAS.*

4-3
**Close Aerial
Support**

Requirements:
A Signaler and an Officer.
Description:
Rakes the top half of the battlefield with heavy aircraft fire which resembles flak rounds.

Aerial Close Support, Close Aerial Support (CAS), Aerial Support, Strafe Fire or Close Air Support *- whatever you call it, it's all the same*.

Close Air Support is a cheap, effective, and easy way to pin down, kill or annihilate the enemy. It involves an Allied Airplane swooping down and unleashing rounds of hell on the enemy with its cannons. CAS fires 17 rounds on the top half of the field, landing in 20 pixel increments starting at the midfield line. The last two rounds will land on the very top of the screen.

Usually only effective against infantry. It's used in anti-Blitz Wave strategies. If you're feeling evil , use this on a Volkssturm Blitz.

* Use this enough times and you will earn the Air Command Ribbon.
* This support is relatively useful against enemy snipers and large crowds of Germans.
* This is useful for destroying crates you can't reach in time, keeping them out of German hands.
* This is commonly used to counter-sniper blitz and infiltrator blitz as if you hit a sniper or infiltrator, it reveals and pins them, giving you a small chance to kill.

## Real Life

This strategy was not widely used in WW2 but was in Vietnam. During WW2, this would really only be done to destroy landed enemy planes or to eliminate high-value personnel, eg. pilots or artillery emplacements. Fighter planes were restricted to air missions and wouldn't often be assigned to aid an army unit because of the large risk of enemy personnel returning fire with batteries and machine guns. Many of the casualties in Pearl Harbor were inflicted this way by the Japanese fighters after they released their torpedo and bomb payloads. Also, many armored vehicles were dispatched this way as the allies advanced through Normandy and the rest of France, though usually fighter planes especially designed for these missions which were armed with rockets were used.
Disabled Unit (MnB2)

Note that Heroism will *not* work in getting a disabled soldier back on his feet (But can be used as soon as a soldier gets back up to quickly prevent death). Disabled soldiers also do not benefit from power ups received from crates.
Furthermore a disabled soldier does not count towards the Wespe's threshold. That means if the player has five visible soldiers above the midline and one gets accidently disabled, an onscreen Wespe may now switch to target the bottom of the screen if there are enough valuable objects (which is normally the case). However it is unclear if disabled soldiers count towards the Six Man Rule.

Fun Facts* Frenchies, since they can't speak English, will not scream for help when disabled.
* Downed friendlies will scream for help when downed and will say phrases such as:
	1. "Momma!...Momma!"
	2. "Oh Sweet Jesus it hurts!"
	3. "cough...cough."
	4. "How bad is it Sarge?"
	5. "My legs!... I can't feel my legs!"
	6. "My stomach!... I can't hold it in!"
	7. "My leg! Somebody find my f---ing leg!"
* Downed units will only scream during wave intermission (in-between waves when no combat is occurring).
* Germans cannot become disabled, most likely because there are no German field medics.
* You get a ribbon for saving 25 disabled soldiers. (The ribbon text is out-dated).
* Disabled units are low priority for the Germans, and that can save your disabled units.