recursal/Fanatic-Fandom huggingface dataset:
Kettenkrad

**Sd.Kfz. 2
"Kettenkrad"**

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

The Sd.Kfz. 2 ***Kettenkrad*** is a halftrack motorcycle that supplies enemy troops.

## In Game

The Kettenkrad moves and behaves like a bike. It can carry a supply box. Its movement speed is not affected by mud.

* If you blow it up before it's items are dispensed, it will drop the german Supply Crate for you to take

The bike will constantly check its surroundings and will resupply an Axis soldier that is within 100 px with either a German gun or some Loot item. Then the Sd.Kfz. 2 will turn around and leave if it has lost or deployed its passenger and supply.

## In Real Life

The ***Sd.Kfz.2*** is a half-track motorcycle with a single front wheel, better known as the ***Kettenkrad.***

The *Kettenkrad* started its life as a light tractor for airborne troops. The vehicle was designed to be delivered by Junkers Ju 52 aircraft, though not by parachute. It was designed and built by the *NSU Werke AG*. Patented in June 1939, it was first used in the invasion of the Soviet Union in 1941. Being a tracked vehicle, the *Kettenkrad* could climb up to 24° in sand and even more on hard ground. Most *Kettenkräder* saw service on the Eastern Front, where they were used to lay communication cables, pull heavy loads and carry soldiers through the deep Russian mud. The vehicle was also used in the North African theater and on the Western Front. They were also used as runway tugs for jet aircraft.

Similar to the Allied Weasel
Weapons Crate

Weapons crate:

so far the only way for your troops to acquire German weaponry in the campaign

Intel classes have a passive buff to finding hidden loot/weapon boxes and supply crates

1. Distance is (100px+ exp). Normally Exp+5, Intels have X2 chance and improved distance to find

The list:

* K98
* Scoped K98
* FG42
* G33/40
* G43
* G98
* MG42
* MG34
* MP40
* M38
* STG44
* IR STG44
* PPSh41
* SVT40
* VG15
* ZB26
1917 Enfield

**1917 Enfield**

highly accurate
Weaknesses:
slow to fire
Description:
Iron sighted sniper weapon

## In game

The M1917 Enfield is the first weapon for the Sniper.

## Real Life

The **M1917 Enfield** is an American modification of the British Enfield Rifle No.3. It was developed and manufactured during the period 1917–1918. Numerically, it was the main rifle used by the American Expeditionary Forces in Europe during World War I. At the time of the American entry into World War II, the U.S. Army was still issuing the M1917 to chemical mortarmen. Perhaps due to M1 Garand shortages at the start of the war, the M1917 was also issued to artillerymen, and both mortarmen and artillerymen carried the M1917 in North Africa. Some M1917 rifles were issued to rear-echelon U.S. troops in France during World War II.

## Trivia

The Danish Sirius Dog Sled Patrol on Greenland still use the M1917, which performs reliably in Arctic conditions, as their service weapon.

## Related weapons

```
Scoped k98
Scoped Garand
Scoped Springfield

```

Back to Weapons
Barbed wire

**Barbed Wire**

Cover Value:
No
Blocks Line of sight:
?
Destructible:
Yes
Roofed:
No
Description:
stretched out wire to slow and hurt

## In game

* 1-5 HP in damage
* 1/2 speed while in the area
* 1 TP in Classic

## Overview

**Barbed wire** is steel wire with sharp edges or points arranged at intervals along the strands. Anyone unlucky enough to be ordered through it will be slowed and hurt to some degree. It is a common feature of the defences you will encounter in the battlefield.

* It deals 1-5 HP in damage.
* Troops moving through wire will be slowed to 1/2 their normal speed.
* Wires can be cut by an Engineer, Sapper or if your men are equipped with cutters due to a battle condition.
Medpack

#### Overview

Germans have a 3% chance to carry a First aid kit or **Medpack**. Once they are killed, the medpack can be taken and carried as a backpack item. The medpack can heal 10 hp to a soldier of your choice.

#### Using the Medpack

Once picked up, right-clicking on the soldier carrying it will show a different mouse cursor. After this, click on the target of your healing. The medpack will replenish 10 hp and be consumed.

Back to Classes or Loot
M5

**M5 Anti tank gun**

Main gun:
75mm (3 in) M6
slow moving and aiming
Description:
Towed American light anti tank gun

## In Game

The Classic M5 AT Gun

* Commander Skills in campaign, it comes in from the top of the screen
* 8 TP in Defense game mode
* full CBT with both crew, 1/2 CBT with only 1

## Real life

The **3-inch gun M5** was an anti-tank gun developed in the United States during World War II. The gun combined a 3-inch (76.2 mm) barrel of the anti-aircraft gun T9 and elements of the 105 mm howitzer M2. The M5 began service in tank destroyer battalions starting in 1943. While it was an effective gun, it suffered from weight issues and problems with ammunition. The M5 was made obsolete by more mobile tank destroyers, and was phased out of service in 1945.

## Stats

M5 Anti tank stats

* Operational timer 360 sec
Churchill

The **Churchill** is a fearsome Heavy Tank used by the Allied forces in Mud and Blood: Steam.

**Churchill VII**

Main gun:
OQF 75 or QF6 lb
Commander skill or 20 TP
Description:
British heavy infantry tank, heavy armor (and tea) on demand

## In Game

The Churchill can be called a Commander Skill Option in Campaign, or purchased for 20 TP in Classic.

### Firepower

The Churchill is equipped with a QF 75mm main gun and coaxial MG (represented by an M1919).

It performs moderately well against enemy infantry and light vehicles. suppressing them with its cannon and MG. It is good against light vehicles like trucks or bikes. It has mediocre performance against more armored targets like the StuG or Tiger.
It is vulnerable to PaK and heavy weapons fire. but has the same Heavy armor and a 50% chance to deflect kill shots.

### Armor

The Churchill is well armored, with 475 HP, by far the most on the Allied side. It has Heavy Armor, giving it a 50% chance to deflect killing blows. However, it remains important to reduce the tank's exposure to PaK, FlaK, or other anti-tank fire.

### Mobility

The Churchill moves very slowly, crawling forward at a pace of 20 px/s. This makes it more effective in the first half of Campaign games, where the tank can immediately overwhelm defensive positions. At the end of the map, there's a good chance it won't arrive in time.

## Real life

The Churchill Tank was the main British heavy tank during the Second World War. The origins of the Churchill's design lay in the expectation that war in Europe might be fought in conditions similar to those of the First World War, and thus emphasized the ability to cross difficult ground. The Churchill was hurried into production in order to build up British defenses against a possible German invasion. The first vehicles had flaws that had to be overcome before the Churchill was accepted for wide use.

The armour on the Churchill, often considered its most important feature, was originally specified to a minimum of 16 millimeters (0.63 in) and a maximum of 102 millimeters (4.0 in); this was increased with the Mk VII to a range from 25 millimeters (0.98 in) to 152 millimeters (6.0 in). Though this armor was considerably thicker than its rivals (including the German Tiger I tank, but not the Tiger II) it was not sloped, reducing its effectiveness. Earlier models were given extra armor by the expedient of welding on extra plates.

The second big redesign, the VII used the 75mm gun, was wider and carried much more armor, 50 per cent thicker at the front than a Tiger I, giving it the ability to withstand massive amounts of punishment. It is sometimes called the "Heavy Churchill" and was given the specification number "A42" in 1945. This version of the Churchill first saw service in the Battle of Normandy and equipped three Royal Armored Corps regiments in western Europe, one in Italy and with 7th Royal Tank Regiment in Korea. The Mark VII was designed to be able to be converted into the "Crocodile" flame-throwing variant without major modification.

Churchill shell table (same as the Pz 4)

```
See also: the Axis equivalent; the Tiger Tank.

```
AAA

**Bofors 40mm gun**

Main gun:
Bofors 40mm L/60
12 TP
Description:
AAA emplacement, useful against infantry

## In Game

The **Bofors 40mm gun** is a stationary Anti-Aircraft Artillery (AAA) emplacement. It costs 12 TP and is exclusive to Classic mode.

* The weapon fires HE rounds and is effective against infantry and soft targets.
* If a fire starts near the emplacement, the crew will dismount.
* If both crewmen are manning the gun, the emplacement will have 15 CBT, otherwise 5 cbt
* See Explosives for more explosive info

## Real life

Bofors 40mm Autocannons were designed in Sweden and saw service during the Second World War. They would see extensive use as air defense guns aboard allied ships and on ground mounts. Over sixty thousand were made by the United States company Chrysler alone, and production continues today.

## Ammunition

The 40mm Bofors gun fires HE rounds.

**40mm HE**

Users:
Bofors gun
Fired by Bofors gun
Description:
40mm HE round.
Good vs infantry.

### Extra stats

Stats that don't fit neatly in the infobox are displayed below.

Bofors explosives stats
17 cm Kanonen

**17cm Kanonen 18**

Main gun:
172.5 mm Kanone 18
German stationary arty
Description:
Long range heavy artillery support

## In game

* Fires arty shells at targets at targets more than 2000 px away
* Shows up after map 5; Hedges 1. In classic has 1% to show per shells of Indirect shells that the player fires (with a half track, a Priest, landmattress, or a howitzer.)
* Prefers to be in the rear of the map but can be anywhere, generally shows in the Battle of the Titans BC

## Real Life

The 17 cm K 18 in MrsLaf was employed at the corps and army echelons in order to provide long-range counter-battery support, as well as filling the same basic heavy support role as the 21 cm Mörser 18, the pair becoming the most common weapons used by the Wehrmacht in this role. In 1944 some Allied batteries used captured 17 cm K 18 in MrsLafs when ammunition supplies for their usual guns were disrupted by the long logistical chain from Normandy to the German border.

The 17 cm K 18 in MrsLaf was considered a technically excellent long range artillery piece for the German Army, with excellent range and a very effective shell. The gun's greatest weaknesses were that it was expensive to build and required careful maintenance. Additionally, it was quite slow to bring in and out of action, fairly difficult to maneuver and very slow to move off-road. Many were lost when their crews abandoned them when fleeing advancing Allied forces.

## Trivia

18 different debris bits can fly out when the vehicle is damaged.
T22

**T22**

3 round burst
Weaknesses:
Short ranged
Description:
Experimental large magazine 3 round burst Garand

## In game

The T22 is a rare Allied weapon found only in Supply Crates. It fires a 3 round burst but it's quite a heavy weapon and prone to jams due to the experimental nature of it. The only visual differences between it and the T20 are the 2 magazine pouches on the stock.

## Real Life

The T22 is an elusive weapon; not much is known about it. It was likely not used in combat. At least 1 was made. It was a select-fire conversion of the M1 Garand made by Remington, being able to fire in automatic and semi-automatic modes. Like the T20, it was fed from a magazine.

## Related weapons

```
T20
FG42

```

Back to Weapons
Panzerfaust

**Panzerfaust**

Solid anti-vehicle Loot
Weaknesses:
kinda inaccurate esp. at distance
Description:
Single use anti-vehicle weapon

## In game

### Overview

The Panzerfaust is a fearsome one-use ranged explosive weapon carried by the Krauts. While designed for anti-tank use, the enemy will also try to use it to blow up your men and fortifications, so be careful if you see enemies with tube-shaped things on their backs.

### Appearance

#### Campaign

Germans have a 10% chance to carry Panzerfaust after Aure Valley. You can loot it off their bodies and use it against them (right click to shoot). It can also be dropped in a Supply Crate.

#### Classic

Again, the enemy has a 10% chance to carry this weapon, but the more vehicles you have, the more likely you are to see them on the field.

## Real Life

The ***Panzerfaust*** was an inexpensive, single shot, recoilless German anti-tank weapon of World War II. It consisted of a small, disposable preloaded launch tube firing a high-explosive anti-tank warhead, and was intended to be operated by a single soldier. The *Panzerfaust*'s direct ancestor was the similar, smaller-warhead ***Faustpatrone*** ordnance device. The *Panzerfaust* was in use from 1943 until the end of the war, continuing to see service outside of Germany for a number of years.

## Trivia

You aren't the only soldiers to capture Fausts and use them against their makers; the Soviets have also been doing it. In early 1945, Marshal Georgy Zhukov issued a directive recommending the usage of captured Panzerfaust.

During fighting in the hedgerows, the percentage of tanks destroyed by the Panzerfaust was around 30%. Later in the war, this number rose to 70%.

## Related weapons

```
Frag
Bazooka
Panzershrek

```

Back to Weapons
Sniper

**Sniper**

Starting gun:
 1917 Enfield
Slow aim time. Works best with a Scout
Description:
If it's down range, they can hit it

**"Slow firing long range lethal soldier. Starts with 1917 Enfield"**

As a class feature

* 5x longer action cycle
* +15 combat
* Unlimited engagement range

Weapons list:

* (Starter) 1917 open sight Enfield
* (1st gun) Scoped Garand
* (2nd gun) Scoped Springfield
* (3rd gun) Scoped Enfield

(Germans get a Scoped k98 or a Scoped G43 )

* In Classic mode, Snipers will have a minimum of 35 CBT

Skill List

Promotions

Back to Classes or Home
First Aid

*“Here's a Bandaid" -* Medics, probably

### In-Game

**First Aid** is the first skill of the Medic class. It instantly grants 15hp to a soldier that you choose. The first aid kit is able to grant an immediate boost of health to any soldier as long as they have at least 50hp, any lower and the ability will be cancelled.

* **The target soldier must be at or above 50hp.**
* **5 minutes cooldown.**
* **Target soldier must be near medic.**
MnB:Exchange of Fire

Exchange of fire is a theoretical term that measure the balance between the volume of fire applied to the enemy versus the same factors applied to friendly units. Understanding this concept is paramount to be successful in Mud and Blood.

The effectiveness of the exchange of fire is judged by comparing the fire volume and its results of both sides of an exchange.

Usually, the side with the superior effective fire volume will gain the initiative, will be able to maneuver and will be more capable to dictate the outcome of the battle. The side with less fire volume will be focusing on self preservation and defensive maneuvering (can be as simple as being pinned) and by consequence losing the exchange of fire.

The exchange of fire and fire volume is not a set value and can fluctuate numerous time during a battle. Maneuvers and timely usage of specific weapon systems used versus specific targets will also influence the outcome.

Inexperienced commanders will simply think that overwhelming fire power is the key to win the exchange of fire. While potentially a short term solution, It is in reality exposing your capabilities to your enemy. It also depletes your offensive resources and limiting your capability of escalating the conflict when needed.

The particularity of the exchange of fire theory is that it is an aspect of the battle field that is the most directly controllable. A commander who is winning the exchange of fire has more latitude to adapt to other unpredictable events that the battlefield will undoubtedly present him. In MnB, this usually means you have been/are being overrun by Germans.
Mark Target

**Mark Target** is the  Sniper's first skill. It is only available in Campaign mode.

### Overview

Lets the player designate a target, as long as that target is an enemy infantryman (not a gun crew or vehicle). For 30 seconds, the sniper will try to kill the target. The skill has a cooldown of 300 seconds (5 minutes).

### Strategy

Mark Target is the first skill available to the sniper, and is available as the first upgrade. However, it may be the worst choice.

* The promotion adds a significant bonus to combat, increasing lethality.
* The Sniper Garand increases damage and mag size, and reduces bulk and recoil.

Mark target just isn't as useful when compared to these, especially since they cannot attack emplacement crews.
Sarge

**Sarge**

Starting gun:
 Tommy Gun
HOO-AH!
Description:
THE old school badass. ***Do not call him Sir.***

  *"Call Sarge to come and unf\*\*k your squad" -MnB2 quote*

## In Game

**Classic**

Call in a Veteran soldier for 12 TP that has been there, done that. Sarge is a mighty badass, but let him die and your men will panic and break.

There is only 1 ***"Sarge"***

### Abilities

1. Frags (with a much faster cooldown)
2. His Beloved Tommy gun 'Maybelle'
3. 30xp
	* Rank is always Sergeant
4. 35+ CBT
5. Unpins nearby pinned soldiers
6. Officer baby sitting
	* a small chance to give 1 exp to a nearby officer under 50xp.
	* Note: Sarge’s unpin/babysit radius is 100px + his exp. He can act every 2-3 seconds per soldier action cycle in radius. (same as an officer morale field)
	* Babysitting has a (10 + (exp/10)) to proc. so a 50 exp sarge has a 15% (10+5) chance to proc officer babysitting on every action. (assuming the officer is under 25exp)

### Trivia

(The old wiki sarge had fun trivia, and don’t change what works, right?)

Back to Category:Units or Classic mode home
Nebelwerfer

The **Nebelwerfer** ("Fog Thrower" in German) is a multiple rocket launcher used by the Germans. It can unleash devastating (though inaccurate) firepower upon your forces.

**21 cm Nebelwerfer 42**

Main gun:
6x 21 cm Nebelwerfer 42 Rockets
Indirect fire towed rocket arty
Description:
A 6-barreled rocket launcher operated by 2 crew used to pound defenses with AT gun sized shells. Slow to reload, luckily.

## In Game

Being an indirect fire unit, the Nebelwerfer does not require line of sight with the target to fire. Its six rocket barrage can devastate an improperly spaced infantry squad.

Despite its power, the Nebelwerfer is not without weakness: with two unprotected crew and soft skin, it only takes a handful of infantry to overrun a launcher. It also has a prolonged reloading time.

### Campaign

Can appear after Omaha Beach, or on the beach if Hardcore D-Day is enabled.

### Counter-Battery

Nebelwerfers may spawn during a counter-battery mission. If enough rounds of Allied artillery have struck German troops, they will call on their own units to eliminate the threat. In these cases, there is a 25% chance of a Nebelwerfer appearing.

## In Real Life

This game features probably the 6 barrel 15 cm Nebelwerfer 41 or the 5 barrel 21 cm Nebelwerfer 42.

The Nebelwerfer The 21 cm NbW 42 was a five-barreled multiple rocket launcher mounted on the towed carriage derived from that of the 3.7 cm PaK 36 anti-tank gun. The 42 rockets were spin-stabilized, electrically-fired and had only high-explosive warheads.

Because the number of artillery in the German army was limited by the Treaty of Versailles and the number of rocket launchers was not (because this type of weapon was new), Germany focused research on this new system. The Wehrmacht, therefore, had developed better rocket launchers at the beginning of WWII than the the Allies, while lacking competitive conventional artillery.

Despite their name, the main task of the Nebelwerfer was not to throw fog/smoke rounds (although they were able to do so). The name was chosen as a part of a counterintelligence strategy to disguise the rearmament of the Wehrmacht. They were often referred to by the Americans as "Screaming Mimis" for the high pitched sound they made when fired.

German Nebelwerfer variants could be mounted on Sd,Kfzs, where they have ten launching tubes. Another variant of the rocket was also used on aircraft, to attack bomber formations or ground troops.

## See also

```
  Land Mattress - Allied Equivalent

```
Barricade

**Barricade**

Cover Value:
45%
Blocks Line of sight:
No
Destructible:
yes
Roofed:
no
Description:
Temporary barricade wall for 3 TP

## Overview

The Barricade is a construction exclusive to Classic mode. It provides 45% cover to troops on both sides of the wall, almost equivalent to Sandbags(at 50%). Cover is directional so standing on the wrong side doesn't give cover saves.

The barricade costs 3 TP. When compared with other cover options like trenches it is relatively expensive, at 16% cover per TP.

## Real Life

Barricades can be quickly erected in urban areas from any materials laying around. They are a form of improvised cover and may also be used as roadblocks. Barricades were often used by revolutionaries or other citizen irregular fighters, and were used frequently in the French Revolution. The barricade had, by the middle of the nineteenth century, become the preeminent symbol of a revolutionary tradition that would ultimately spread worldwide.
Mud

**Mud**

Provides Cover
No
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
No
Effects:
Puts out fires (and people) 50% of the time
Description:
None

## Overview

The first half of the game's namesake, muds are obstacles that slows down whoever and whatever is crossing through it. Muds are easily avoidable most of the time as they're usually small in size. You can find many of these dark brown spots on plains and forest, though you may sometimes encounter one in outskirts.

This type of obstacle does not necessarily impede your assault as stated earlier, they're easily avoidable. Most of the time, these muds prove to be an inconvenience or an annoyance to the commanders rather than a hard obstacle. Even with all these mundane traits, the mud do have one interesting effect which is having a chance to put out fire and burning people at 50% success rate. If you're lucky, these muds can save some of your soldiers from becoming a medium rare American roast for the Axis forces.
Classic Building Menu

MnB:S Classic Building Menu

Please note that all of these but a Tent and Camnet requires an Engineer nearby

## Comparing Cover Values - Somebody89

Hello all. Here I'll explain the constructions available in classic mode and the best cover percentage per TP spent.

##### **Pillbox, Mortar pit, Tent:**

6.25%/10%/5% cover per TP respectively. This is relatively poor, but these structures also provide other benefits. The pillbox can deflect Artillery and Tank rounds. Mortar pits increase fire rate of Mortar troops, and Tents give extra TP.

##### **Tank trap, Dragon Tooth:**

25%/30% cover per TP.

The dragon tooth has the highest cover/TP ratio, while the tank trap costs 1 TP less than a barricade while providing identical stats. This is on top of the added bonus of immobilizing vehicles.

##### **Concrete bunker, Wood bunker:**

9.37%/10.83%

While not cheap, these bunkers are roofed and provide protection from grenades, airstrikes, and airburst artillery, which unroofed cover does not provide.

##### **Trench, Barricade:**

19%/16.67%

The trench has the highest cover value and a good price of 4 TP. Don't get barricades. If you need the cover now, throw up a tank trap.
AK-47

**AK 47**

None
Strengths:
None
Weaknesses:
None
Description:
none

Basic Vietnamese weapon

## Overview

The AK-47 is an Eastern Bloc assault rifle which does not have any real strengths and is fairly weak in every category; Therefore, it is recommended not to use this weapon unless you have to. The Stoner 63 beats it in every category except for damage which is 10 lower than the AK-47, and tied at 5 for rate of fire. Soldiers using this gun should have a high stealth and spot value to be able to sneak up on hostiles undetected, due to its rather low effective range.

## Real Life

The AK-47 was a cheap, mass-produced, fully-automatic weapon of the Soviet Union and the People's Republic of China (whom later modified and produced the rifle under license as the Type 56). Said nations provided the weapon to the North Vietnamese Army (NVA) and the Vietcong (VC) in order to support the communist movement against the capitalist South Vietnam. The firearm was designed by Mikhail Kalashnikov and modeled after the German StG 44, but the design has far more in common with the M1 Garand. The AK-47 proved itself to be a highly powerful weapon with advantages over the American M16 rifle, notably in reliability. Approximately 75 million AK-47's have been produced since 1949.
Stick Grenade

**M24 Stick Grenade**

Users:
5% of enemies
Throwable
Description:
Iconic German hand grenade

**Stick grenades** are German hand grenades, equivalent to the American Frag Grenade.

## In Game

Germans have a 5% chance to carry stick grenades. They start appearing after Aure (or Hedgerows 1). Stick grenades can be looted. Krauts will toss these during firefights, especially if you don't have good spacing or you rustle a tree (one more reason to not rustle trees).

While it has a different physical appearance, its throw range and damage are the same as its American counterpart, the Mk 2 "pineapple" grenade.

## History

Stick grenades have their roots in the Great War. They were first issued in 1915. Unlike the British Mills Bomb, they did not roll as much after landing. They also could be thrown farther, thanks to its handle. However, they were heavier and did not produce as much fragmentation; stick grenades killed with the concussion effect of the blast rather than shrapnel.

The M24 (introduced 1924) was the standard hand grenade of the German Army during World War II. A Smoke grenade version was created, as well as a demolition charge (made of 6 charges bundled to a grenade).
Improvised Trench

**Improvised Trench
 Fighting Position**

Cover Value:
45%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A shallow improvised fighting trench

## Overview

An improvised trench (also known as a fighting position) is a shallow but improved defensive position, holding up to 3 men. It is normally dug out with an entrenching tool, like a shovel.

## In game

The improvised trench provides 45% cover and is roughly the size of 3 soldiers. The improvised trench is unique in that unlike a normal Shell scrape, this one does requires an Sapper with a Looted shovel to construct. Digging a improvised trench will consume the shovel\*
Armor Support

**3rd Ability of the Officer**
*"We need armor support!"*

Your squad has won the attention of the higher ups, and are willing to support you with anything they can spare. Your officer can arrange for an M5 Stuart to support your squad for three minutes.

### Real Life

The 747th Tank Battalion was an independent tank battalion that was attached to the 29th ID. They operated M4 Shermans and M5 Stuarts.

The light tank company was seldom used in direct infantry support missions, and usually served in a screening role or to augment the division's cavalry reconnaissance troop in their operations. This was due to the severe limitations of the M5 Stuart light tank, which, by 1944, was under-gunned and too lightly armored to be effective in anything but reconnaissance missions.

(Further Reading: Separate Tank Battalion)
Small ruins

**Small Ruins**

Cover Value:
41%
Blocks Line of sight:
Yes
Destructible:
No
Roofed:
No
Description:
A bombed out ruined building

## Overview

During the war, many buildings were broken down into ruins due to bombardments. Even though these ruins are a remnant of its old past, it can still serve a purpose to the Allied and the Axis forces.

A small ruins, often found clattered about in towns or outskirts though it is not odd to find one somewhere in the open field or the forest. These shattered ruins can provide 40% cover to whoever is taking shelter inside, though it will not protect them from any attacks from above.

The small ruins can also prevent any LOS from going through the other side, handy for regrouping your men behind these ruins. A skilled sapper can certainly shine in these environment as they can fortify these ruins to give 75% cover bonus making them as nearly effective as a concrete bunker or a pillbox, though remember that it will not give roof protection. A ruins may that be fortified or not, **cannot be destroyed**. So don't you try and send an artillery barrage to destroy one.

* no roof
* poor cover
* does block LOS through it however
* can be fortified by a Sapper to 75%
Scoped G43

**Scoped G43**

Full power with good range
Weaknesses:
Semi frequent reloads
Description:
Consistent Reliability

## In game

Carried by Germans off the Special weapons table

It's noticeable that the reliably is substantially worse but has higher range while remaining a semi-automatic

## Real Life

The Gewehr 43 or Karabiner 43 (abbreviated G43, K43, Gew 43, Kar 43)  is a 7.92×57mm Mauser caliber semi-automatic rifle developed by Germany during World War II. The design was based on that of the earlier G41(W), but incorporated an improved short-stroke piston gas system similar to that of the Soviet SVT40.

Total production by the end of the war is estimated to have been 402,713 of both models, including at least 53,435 sniper rifles: these G43/K43s were used as designated marksman/sniper weapons, fitted with the Zielfernrohr 43 (ZF 43/ZF 4) telescopic sight with 4× magnification. The weapon was originally designed for use with the Schießbecher rifle grenade launcher (standard on the Karabiner 98k as well) and the Schalldämpfer suppressor, however, these accessories were deemed unsuccessful in tests and were dropped even before the rifle made it to serial production.

## Related weapons

```
G43
FG42
Garand Match

```

Back to Weapons
Red smoke

## Overview

The Germans support version of the Signaler's Call strafe skill.

More often than not an annoyance. Calls in a Strafe run that starts roughly 200px to the ***Right*** of where the smoke lands and extends to the left. it can damage your men though not significant enough for it to be life threatening, though beware that a direct hit can gib your troops. It can also inflict damage to vehicles and kill crewmen
Reinforced Car

The **Reinforced Train Car** is a structure that spawns on rails.

**Reinforced Train Car**

Cover Value:
50%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
A Flatbed car reinforced with sandbags.

## In-game

The reinforced train car is flatbed car that has already been turned into an improved improvised fighting position with sandbags. It has a cover value of 50%. It does not have a roof or block LOS.

### Spawning

Like all rolling stock, the reinforced train car spawns on rails. They have a 25% chance to spawn, although this is doubled to 50% in Vire.

### Tactics

For tactical purposes you can pretend that the Reinforced Train Car is a larger sandbag wall. Note that the cover applies *in all directions,* not just directionally.

* Defending

Don't be fooled by the large bunker-looking car or the sandbags: **You are still vulnerable!** The 50% cover is good, but the lack of a roof and LOS blocker makes it weak. If available, a boxcar is a better option, as it has a roof and blocks LOS.
Mud and Blood Steam Hub

***Welcome to the Mud and Blood Steam Official Wiki!***

The official source for information on the Mud and Blood series of games created by **Urb**.

**Urb: *Most games want to create their AI to be 'fun' and it is perfectly ok. Arguably it is absolutely sane. However, in Mud and Blood, the enemy dearly wants you to not be alive anymore.***

We have 335 pages, Established since ~~April 21, 2021,~~ January 16, 2022.

 **Mud and Blood Steam**

 **Basic Training**
**Your Profile**
**Classes**
**Game Mechanics**
 **Awards & Ribbons**
 **Category list**
 **Classic Mode**
 **Recommended reading**
 **Game Interface**
 **Germans**
 **Units (+tanks)**
 **Weapons (+ Smoke)**
 **Structures**
 **Landscape**
 **Campaign Mode**
 **Credits**

More Mud and Blood Games

 **Wiki News**

**MnB:Steam Wiki news:**
 Beta 0.4.6 H Updates Underway
Fluff text continues
 LETS GO 29th! - Wander

 **Community:**

**Mud and Blood Discord**

**Mud and Blood Facebook**

**Urb's YouTube Channel**

**Urb's Twitch**

 **Mud and Blood Battlefield Theory**

* **Science of Firefights**
* **Basic Tactics**
* **Exchange of Fire**
* **Fire and Maneuver**
* **Defense in Depth**
* **Forest Warfare**
* **Open Plains Warfare**
* **Formation and Positions**

* **Off-Balancing and Pinning**
* **Small Squad Tactics**
* **Surprise Attack**
* **Tactical Movement**

Player Made Tactics and Strats!

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M10 Wolverine

**M10 Wolverine**

Main gun:
3-inch (76.2 mm) gun M7
Turreted Anti-Tank Vehicle
Description:
American lightly armored anti-tank vehicle for infantry support

## In Game

* As a Commander Skill or
* In Classic game mode, The M10 tank destroyer costs 12 TP. It provides flexible and reasonably well protected fire support for infantry.

"Drives like a boat, aims like a cruiser, kills like a battleship"

## Real life

The **M10 tank destroyer** was an American tank destroyer of World War II. After US entry into World War II and the formation of the Tank Destroyer Force, a suitable vehicle was needed to equip the new battalions. The prototype of the M10 was conceived in early 1942 and delivered in April that year. Production would begin in June 1942 as the **3-inch Gun Motor Carriage M10** (or M10 GMC). It mounted a 3-inch (76.2 mm) gun M7 in a rotating turret on a modified M4A2 Sherman chassis.

The M10 is often referred to by the nickname "Wolverine", an unofficial name that sometimes appeared in wartime Chrysler advertising. Troops simply referred to the vehicle as a "TD".

## Armament

M10 Wolverine stats

**3-inch Anti-Tank shell**

Users:
M10 TD
Shell
Description:
3-inch anti tank shell, potent against most enemy vehicles

* Operational timer 240 sec

## Armor

Soft skinned, crew is killable by small arms and airburst
Opel

The Opel is a lightly armored truck used to transport infantry to the front lines.

**Opel Blitzwagen**

Main gun:
None
10 random soldiers
Description:
German rapid troop transport

## In game

The Opel has one crew member (the driver). Killing him will immobilize the vehicle. Its soft skin makes it vulnerable to small arms. While it has no weapons, be aware of any dismounts that may cause you to have a rough day; expect 5 to 10 Germans to dismount.

### Spawning

The truck can be called by Germans with radios. It can also spawn as part of a counter-attack in Campaign, or a Blitz wave in Classic.

### Destroying it

The vehicle is soft skinned, and does not have mounted weapons. This makes it vulnerable even to small arms fire. It has 300 HP, and for every 10 HP lost, it drops some part on the field.

## Real Life

During the years preceding World War II Opel was Germany's largest truck producer. The *Blitz* name, coined in a prize competition, was first applied to the new Opel truck presented in November 1930. By 1934 there were four versions offered of the 1 ton basic model along with fourteen versions of the larger 2 and 2½ ton trucks. The *Blitz 3.6* three-ton version was used in large numbers by the German armed forces (*Wehrmacht*) throughout World War II. Variants included an elongated version and the four-wheel drive *Blitz A*.

The Blitz was re-engined with a modern overhead valve 75 hp (56 kW) straight-six engine. This engine was very similar to Chevrolet engines from the same period, to the point that disabled Blitzes abandoned by fleeing Germans could be easily put back into operation by advancing Allies using Chevrolet/GMC and Bedford parts.

## Trivia

* 8 different parts
* Soldier Gibs on Opel death

## See Also

```
CCKW Truck: Allied counterpart.

```
Tanker Car

**Tanker Train Car**

Cover Value:
None
Blocks Line of sight:
Yes
Destructible:
Yes, easily
Roofed:
No
Description:
A tank car filled with gasoline

The **Tanker Car** is a structure that spawns on rails.

## In-game

The Tanker car is a train car with a large steel tank instead of a flatbed. It is ***HIGHLY FLAMMABLE*** and easily to destroy

### Spawning

Like all rolling stock, the Flatbed train car spawns on rails. They have a 25% chance to spawn, although this is doubled to 50% in Vire.

### Tactics

Extremely easy to set on fire. Don't be near it. Trust me.
Recondo Hub

***Welcome to the Mud and Blood Recondo Official Wiki!***

The official source for information on Mud and Blood Recondo created by **Urb**.

**Urb: *Recondo players are a special breed of Crazy***

 **Mud and Blood Recondo**

 **Basic Training**
**Your Profile**
**Game Mechanics**
 **Heat**
 **Awards & Ribbons**
 **Category list**
 **Mission List**
 **Recommended reading**
 **Game Interface**
 **Vietnamese**
 **All Units**
 **Weapons**
 **Structures**
 **Landscape**
 **Support**
 **Credits**

 **Recondo Wiki News**

**MnB:Recondo Wiki news:**
 0.0.9 Construction Underway
Page construction and scaffolding - Wander

 **Community:**

**Mud and Blood Discord**

**Mud and Blood Facebook**

**Urb's YouTube Channel**

**Urb's Twitch**

 **Recondo Battlefield Theory**

* **Box Tactics**
* **Danger Areas**
* **Envelopment**
* **Exchange of Fire**
* **Fire and Maneuver**
* **Guerrilla Warfare**
* **Halts**
* **Off-Balancing and Pinning**
* **Small Squad Tactics**
* **Surprise Attack**
* **Tactical Movement**

Player Made Tactics and Strats!

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Gib

*"Ohhhhh GIBS!!!" -debug text*

**Gibs**, or **Gibbing**, occurs when the body parts of a soldier are forcibly removed from one another. If you are unfortunate enough to be gibbed, you'll be turned into a collection of up to 21 body parts and a bright red splat on the map.

## Occurrence

Explosives have a gib radius. Anyone inside of it will get a closed casket funeral for sure.

#### Gib Calculation

(when do people gib)

* If a soldier takes more than 300 hp worth of small arms damage (the value displayed being in excess of -200), they might gib.
* Dead troops can also gib from nearby explosions. They also do if run over by vehicles.

Explosive Gib Radius Chart: An Uncomprehensive List
UXO

**UXOs,** or UneXploded Ordnance, are bombs, shells, grenades, mines, and other munitions that have not detonated. These often pose a significant threat to the civilian population even after a war has ended.

## Dud Shells

UXOs have a 1/1000 chance to spawn from Artillery or Bomb strikes. They also spawn if the No Man's Land BC is active. UXOs are twice as sensitive to chain detonations when compared to mines.

#### Danger!

* UXOs have a 1/1200 chance to detonate every second.
* For every soldier within 200 pixels of the UXO, the chance to detonate increases by 1/1200.
	+ Having 3 soldiers standing next to a UXO will give it a 4/1200 chance to detonate every second.

## Stray Shells

*Introduced 0.3.8.*

Stray shells can spawn near emplacements. When vehicles or emplacements are destroyed, they may drop unexploded shells nearby. They can be triggered by a fire or explosion near by.

The effect of the shell can be determined by the color band on the nose.

* Black, Anti-Tank
* Red, Airburst
* Yellow, White Phosphorous
* Green, High Explosive
* Grey, Smoke

## Ammo Boxes

*Introduced 0.3.8.*

These spawn near emplacements, and come in two sizes. They can be detonated by fire and explosions and "cook off", causing the rounds to fly out randomly.

* The rounds can injure your soldiers.

Back to Explosives or Category:Game Mechanics
Small house

**Small house**

Cover Value:
50%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
A small house with a roof

## Overview

A small simple house for a simple person, or perhaps a simple family. Often found in outskirts and small towns, but can also be found in the plains or inside forests. This type of building shares the same stats as other houses in the game with the only difference in the size of said building.

This small house can be see into it, or out of it, but not through it. The house has enough room to fit a squad of 6 members with limited spacing between each of them, good enough for your squad to use as cover. Due to its wall and roof, the small house has a chance to bounce off any oncoming grenades or stop a rifle grenade. It also provides overhead protection from bombardments, though it is not advisable to stay inside the house for a heavy bombardment as the house may get destroyed leaving your men exposed to the onslaught.
Stealth

Stealth is a trait that can be applied to soldiers

 Commando 1st skill

 "They will never see me coming"

* Turn invisible for 30 seconds
* Reveals when aiming with any weapon but the Sten MKVI
* 6 minutes cooldown (use it wisely)

When a unit is in stealth, they appear translucent/see-through and may not be targeted by any unit until spotted.

Vehicles, Scouts, and Snipers of both sides can detect and engage a stealthed unit.

* A unit will automatically un-stealth when aiming/firing any weapon or loot other than the Sten MKVI (which has a 5% per witness to reveal)

These have a natural or skill stealth ability:

* Sniper - in Classic can stealth based on Exp
* German Sniper - will shoot then re-conceal
* Commando - 1st skill
* The Loot item Personal camo (right click to use)
* Germans of any class/loadout have a 1% chance to be stealthed/hidden in Campaign

Back to Commando or Classes
Trap door

**Trap Door**

Cover Value:
none
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
An old root cellar or basement entry

* Added in 0.4.0

## In game

* Trap doors can spawn 1-6 Germans every 5 min.

They are mostly found in cities but can appear in rural areas rarely. They can be destroyed by any explosives or booby trapped with Mines

An open trap/cellar door:

## In Real Life

Typically used for cover and a modified fighting position
Anti-tank mine

*"Oh, sir, if we should happen to tread on a mine, what do we do?"*

*"Well, normal procedure, Lieutenant, is to jump up 200 feet into the air and scatter yourself over a wide area."*

**Anti-Tank mine**

Users:
Germans
land mine
Description:
Shaped charge anti-tank mine, effective against vehicles

The Anti-Tank mine is a type of landmine added to the game in Version 0.4.2. It can deal catastrophic damage to most vehicles, and can gib soldiers.

## In-game

The Anti-Tank mine deals heavy and lethal amounts of damage to both vehicles and people alike. It is **only triggered by vehicles**, but it wouldn't be a great idea to stand near one while it is going off.

**Warning!** Keep away from explosions and fire.

**Cook-offs can be catastrophic!**

### Spawning

You can purchase the AT mine in Classic mode for 1 TP.

    Germans will use these mines in minefields, so be careful on Achtung Minen maps with vehicles.
M3 Grease gun

The M3 Grease gun is a submachine gun used by Allied forces.

**M3 Grease gun**

Superior allied SMG
Weaknesses:
slow fire rate
Description:
cheaply made smg replacement for the Tommy

## In game

The Grease gun is used extensively by many classes. It's a step up in firepower when compared to a Springfield, though it has less range.

### Campaign

* Intel 2nd gun
* Medic 2nd gun
* Signaler 2nd gun
* Commando 2nd gun
* Engineer 3rd gun
* Sapper 3rd gun
* Scout 3rd gun

### Classic

* Crewman ‎only gun
* Can be purchased for 3 TP

## Real Life

The M3 was adopted by the US Army in 1942. It was chambered for the .45 ACP round used by the Tommy gun. Compared to the Thompson, it was lighter and cheaper to manufacture. Variants of the weapon continued to serve in the Korean War and beyond.

## Trivia

Its name comes from the similarity to the mechanic's tool.

## Related weapons

```
Tommy
MP40

```

Back to Weapons
Fire

*"War without fire is like sausages without mustard."* - Henry V

Fire can be an unfortunate byproduct of combat or it can be intentionally employed in combat. Incendiary rounds, Tracers striking trees, Molotov cocktails, explosions igniting haybales.

### Flames

In MnBS, fires are comprised of individual flames. They come in 10 different sizes, from 1, a speck on the map, to 10, a massive, roaring flame engulfing half the screen, consuming friend and foe alike. Flames can grow in size, spread (by spawning more flames), and die out after 6-35 seconds.

### Flammable objects

Certain objects, such as houses. wood piles, trees, and propaganda leaflets are flammable. Flames near buildings with roofs have a bonus to grow and spread.

### Firefighting

If your men burst into flames, they can be put out by a few terrain objects. If they run into a river or a stream, they will be put out. Mud has a 50% chance to put out burning soldiers.

#### Extinguishers

Added in 0.3.3, fire extinguishers are carried by Germans. Your men can loot them and use them on fires or burning soldiers. They can also stun soldiers in the blast, so you can use it in an ambush if things get rough.
Scoped Garand

**Scoped Garand**

highly accurate
Weaknesses:
slow to fire
Description:
marksman grade scoped sniper weapon

## In game

The scoped Garand is a powerful weapon, being able to easily one-shot most enemies. It cannot one-shot SS, however.

Despite being semi-automatic, the scoped Garand is **designated as a Bolt-action.** This is to prevent the scoped Garand from firing bursts like the unscoped M1 Garand.

### Campaign

The scoped Garand is the second gun available to the Sniper. It provides an increase in damage and clip size, while reducing bulk and recoil.

## Real Life

M1 Garands built with a scope were designated M1C and M1D. They were used in small numbers during the war. In June 1944 the M1C rifle was adopted as a sniper weapon to supplement the Scoped Springfield, with 7,971 being produced.

## Related weapons

```
Scoped k98
Scoped Enfield
Scoped Springfield

```

Back to Weapons
Blue smoke

## Overview

A blue smoke that will call in a barrage of airburst shells, inflicting devastating damage to infantries exposed without a roof. These can be a game ender if you're not careful as these can also walk (artillery shell falling further and further from the original spot) far. Thankfully, buildings with a roof will completely nullify the attack, but it can still damage units that are close to the edge of the building. The airburst can also damage your light armored vehicles or emplacements and possibly kill its crew.

Same as your Commander Skills.

* 3-7 rounds
* Useless against roof and hard armored vehicles