recursal/Fanatic-Fandom huggingface dataset:
Status

Statuses or effects are conditions that affect soldiers and their behavior/performances in combat. These a buffs and debuffs if you will.

## Stunned

A confused soldier must roll under his experienced in order to perform an action or else that action will be spent being useless. Buildings offer protection against shock waves equal to their cover values. Stunned soldiers will wander randomly and will have yellow stars appear above their heads.

What can stun a soldier:

* Explosion shockwaves
* Standing in the backblast area of a recoilless weapon firing, or being in the same building of one.
* Being 'smoked' by an extinguisher
* Standing too close from a heavy caliber weapon when fired.

## Bleeding

Under 11HP (so 10 and under) a soldier is considered disabled and bleeding out. At this point the soldier will slowly bleed until he reaches 0 hp and finally dies. Both factions can bleed. Currently the Germans are not attending their bleeding soldiers.

**Stabilizing a bleeding soldier:** Placing a Medics neaby a disabled soldier will allow the first responder to stabilize the dying soldier. The success and rate or healing is dependent of the soldier's xp. You can place more than one medic beside a disabled individual to compound the heals.

* Bleed rate is 0.2% to Bleed 1 HP per Action cycle (2/1000 per cycle)

Medics

## Panic

Incoming fire and casualties will affect the soldiers in the battle. Generally a soldier will lose 1 morale point per bullet fired at him. When a soldier is close to a squad mate being killed (about 300 px) the witness of that casualty will lose morale equal to the xp of the casualty divided by 2. Once a soldier goes under 0 morale he will become panicked. At this point the soldier will stop respond to orders and flee the line of combat. Note that propaganda also hurt your soldier's morale.

* in 0.4.4A: Rallying a panicking soldier, cancels the panic and restore the morale of the soldier to 25.

## Jammed

A soldier who has a weapon that has a malfunction will be identified as jammed. The soldier will then spend his next actions clearing the jam from his weapon. The success rate of this initiative is xp dependent. Veteran soldiers usually fix their stoppage fairly quickly while green troops may spend some precious time trying to clear their weapons. All weapons in Mud and Blood have different jam rates according to real life representation.

* Every action a soldier has his xp + 10% chances to clear his weapon.

## Burning

Fires in the battlefield are a real threat for troops and equipment. If a soldier stand to close to a fire he may risk to be set on fire. At this point the soldier becomes uncontrollable and will run erratically in a random position screaming. The burning soldier will lose 1 to 3 hitpoint per action cycle until he dies or is extinguished. Not that the action cycle of a soldier on fire is shorten 0.5 to 1.5 seconds representing the urgency and despair currently experimented by this poor fellow. Burning soldier can extinguish themselves if they run into water or 25% per step taken into mud. They can also be extinguished by an ally with an extinguisher.
Frag

**Fragmentation grenades** (or **Frags**) are explosive weapons thrown by hand. They are used by American infantrymen. (they are identical to the German stielhandgrande stick grenades, the only difference is the art

## Allied Usage

The grenade used by the American forces is likely the Mk II "Pineapple" hand grenade. It has a stunning effect. At 75 px distance, it can cause a maximum of 100 damage, while at 200 px it can cause 50 damage. The grenade also has very low chances to destroy buildings or vehicles.

### Campaign

**Light Infantry's 2nd Ability**

 Frag Grenade

The soldier will throw a hand grenade. The ability has a cooldown of (180) seconds.

Although previously soldiers had to stand still to throw a grenade correctly, now they can use frags on the move.

### Classic

**2 TP Throwable**

Frags can be equipped in classic for 2 TP. There is no limit on the number of usable grenades.

## German Usage

Germans also have grenades: See Stick Grenade. which is mechanically identical other than the art shown in game
Bangalore

**Bangalore Torpedo**

Users:
Engineers, Sappers
x2 mine triggering distance (???px)
Description:
Obstacle breaching charge

The **Bangalore Torpedo** is a special mine and obstacle clearing charge.

## In-game

Bangalores trigger mines and other explosives at twice the normal distance, helping you get through minefields with ease. The Bangalore appears to be a backpack item, meaning you cannot carry a Bangalore Torpedo and a loot item (e.g. a Panzerfaust) at the same time.

* Obtainable wherever loot is found (although not dead Germans).
	+ Crates
	+ Supply Depots

## More Stats

Stats that don't fit in the table to the right are displayed below.

## History

Bangalore torpedoes were developed as a way to clear mines and booby traps from a distance. The device consists of sections of tubes stacked together. The section at the end was filled with explosives. The remaining part of the tube allowed the operator to remain at a distance (up to 15 m) away. This made them highly effective for clearing obstacles that were in the enemy's line of fire. They are still being used and manufactured to this day.
EW Station

**Electronic Warfare station**

Cover Value:
No
Blocks Line of sight:
No
Destructible:
Easily
Roofed:
No
Description:
Jams enemy comms, and reveals where they are. 2 TP

Classic mode construction, 2 TP

* 10% to cancel enemy support
* 5% per wave to reveal all enemies

these values do **not** stack! its a flat number check

Germans get these in campaign so you can capture and overrun them.

* If you have an Intel soldier in Campaign or an Engineer in Classic, they can rig the machine to work for you instead
	+ Intel needs to stand near the unit to convert it; the chance is (Exp + 5) to successfully convert it
	+ Reveals (but does **not unstealth**) all germans for 30 seconds

under german control It can cancel/prevent Officer, Signaler, and Commando support call ins
M1919

The Browning M1919 is a medium machine gun used by American forces in Mud and Blood: Steam.

**M1919 Machinegun**

long range high capacity MG
Weaknesses:
High bulk so it aims slowly and moves slowly
Description:
none

## In Game

Being a medium machine gun, the M1919 fills many roles in the U.S. Army.

* It can be carried by the Gunner (2nd weapon upgrade) or purchased for 5 TP in Classic mode.
* It is also a coaxial weapon on the Stuart, Greyhound, and Sherman.

At a glance, it may seem like a small downgrade from the Bren: 10 less damage, 8 more bulk, and slightly higher jam chance. However, the M1919 excels in suppression, with a burst size 3 times that of previous MGs, and the ability to fire 250 rounds (over 8 times that of the Bren) before needing to reload.

While the weapon may slow your gunner down even further, it is an excellent weapon of choise if you want your gunner to be really good at suppressing the oncoming Germans. a high XP gunner with the M1919 though? They'll have no trouble dropping the krauts dead with the gun.

## Real Life

The **M1919 Browning** is a .30 caliber Medium machine gun that was widely used during the 20th century, especially during World War II, the Korean War, and the Vietnam War. The M1919 saw service as a light infantry, coaxial, aircraft, and anti-aircraft machine gun by the U.S. and many other countries.

The M1919 was an air-cooled development of the standard US machine gun of World War I, the John M. Browning-designed water-cooled M1917. The emergence of general-purpose machine guns in the 1950s pushed the M1919 into secondary roles in many cases, especially after the arrival of the M60 in US Army service.

## Related weapons

```
MG42
MG34
Vickers

```

Back to Weapons
Kubel

**Kubelwagen field car**

Main gun:
MG34
Mobile Fire support
Description:
A German armed field car

## In Game

* Kubelwagen field car (after Omaha beach)
* Can be summoned by radio support calls from the germans

## Real life

The **Volkswagen Type 82 *Kübelwagen***, or simply ***Kübel***, contractions of the original German word *Kübelsitzwagen* (translated: 'bucket-seat car' — but when the contractions are translated literally a back-formation of 'bucket' or 'tub'-car results), is a military light utility vehicle designed by Ferdinand Porsche and built by Volkswagen during World War II for use by the Nazi German military (both *Wehrmacht* and *Waffen-SS*). Based heavily on the Volkswagen Beetle, it was prototyped and first deployed in Poland as the **Type 62**, but following improvements entered full-scale production as the **Type 82**. Several derivative models, such as the *Kommandeurswagen*, were also built in hundreds, or in dozens.
SKS

The SKS is a Soviet carbine used by VC/NVA forces.

**SKS**

None.
Strengths:
None.
Weaknesses:
None.
Description:
None.

## History

The SKS is a semi-automatic carbine that entered service just after the end of the Second World War. It would not remain in the hands of Soviet frontline troops for long; the SKS would be replaced by the AK-47. Some nations such as China and Yugoslavia copied the design; The carbine was widely exported to nations such as Angola, North Korea, and Vietnam.
Intensive care

*"Twice the crosses, Five times the healing!"*

 Medic

 Intensive care

**Intensive Care** is the Medic's second ability. For 60 seconds, your medic will heal 6 hp every action instead of 1 hp. This ability is vital to keeping your squad back to fighting condition quickly, especially with a skilled medic. Your medic will heal at a greater value to all healing attempts, and this allows you to fully restore all of your squad members health. It is also great for reviving any bleeding members much more faster.

Info about this ability:

* 5 minutes cooldown
* **ONLY HEALS NEARBY SOLDIERS**
Model 77E

**Stevens Model 77E**

Starter(??)
Strengths:
Close range killer
Weaknesses:
Poor long range performance
Description:
None

The **Stevens Model 77E** is a combat shotgun used from 1963 onwards. It is reliable and deadly at close range, but its pump action makes it slow to fire.

## History

By the time of the Vietnam War, the old Model 97s and Model 12s were in need of a replacement. This would come in the form of the Model 77E, made by Stevens Arms. The Model 77E would become the most used shotgun of the Vietnam War, with nearly 70,000 being manufactured. It would serve in the hands of the U.S. Army, USMC, and ARVN.
Waves

Exclusive to **Classic Mode**, waves are the enemy's method of attack. Roughly once per minute, a wave of Germans will spawn about 2 screens (roughly 2000px) to the right of your line of defense. They will generally walk towards your line at 50px/s and engage once in sight. Waves tend to increase in difficulty as the game progresses, as more enemies with higher combat skill spawn.

* Please keep in mind that your frontline is both determined by where your infantry has last killed units, and the location of the majority of your mens location on the field.
* Germans will BOTH spawn at the end of the map and walk left, and at the 2000px mark and walk left.
* Blitzes always appear at the end of the map to give you time to prepare

In Classic, your score is determined by your wave count, so try to hold them back for as long as possible.

You can taunt every 30 seconds if the game's going too slowly for you. You can taunt faster if you have the Infantry Specialist Ribbon.

### Blitz Waves!!!

If you thought that you could sit and mow down wave after wave of germans, you're wrong. Their commander is intent on breaking through your lines, and will sometimes pool together special units to end your resistance. Blitz waves have a (wavecount:10000) chance or about 0.001% chance to spawn every wave. Here's an incomplete list:

* Wehrmacht Blitz wave +10 TP, (2 Halftracks and a lot of Germans)
* Fallschirmjager Blitz: Smart and well-equipped, death from above. +10 TP
* Waffen-SS Blitz: High health, fanatical. +10 TP
* Volkssturm Blitz: weeeeee!!! +10 TP
* Definitely nothing at all: It's nothing! Congrats on the free TP! +10 TP
* Sniper Blitz wave +10 TP, (12 snipers)
* Special Weapons Blitz wave +10 TP, (Bikes come and drop flamers on your positions).
* Jager Blitz, +10 TP, a bunch of Jagers attack you from behind
* V1 Blitz, 5 V1s and +10 TP. 50% for a air superiority call to shoot each one down (blitz added in 0.4.0, Cali blamed in 0.3.9)
* Goliath Blitz wave, 15 goliaths and +10 TP. A bunch of stealthy Goliaths will attack your lines

### Trivia

* In the olden days there were 2 wave counters: the Logical wave counter and the Visible wave counter. Lucky for you that complicated system is now gone.

```
Back to Defense

```
River

**River**

Provides Cover
None
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
Yes
Effects:
Puts out fires and men
Description:
Wide body of water

## Overview

A river is a natural flowing watercourse, usually fresh water, flowing toward a sea, ocean, or any other body of water. Many people see rivers as a beautiful scene to see or to enjoy taking a swim in a hot summer day. But for the commanders, they treat these as mobility obstacles when planning an assault.

Commonly found in the open plains and sometimes in the outskirt of cities, these rivers will slow down whoever and whatever is crossing it while also providing zero cover at all. When commanders encounter a river, always treat it as a Killzone since the Germans usually set up defenses overlooking the river where your men will be exposed and vulnerable to attacks.

It is not recommended to hold your position inside a river as it slows down your men and making it harder to navigate them out of and into situations. The only benefit of a river is that it can put out fires, including soldiers who are burning *(a neat way to get bacon strips !)*.

## Trivia

* Roer is the only map that has a horizontal river, and it is a big one!
Intel Papers

**Intel Papers** are sensitive documents carried by German troops. One in ten Germans carry these papers, which can provide useful clues about the battlefield. The papers can only be read by the Intel class.

Below is the list of alerts the intel can uncover when reading them:

* X Soldiers were deployed to this area
* X Soldiers can call arty
* X Soldiers have fausts
* X Soldiers can call air strikes
* X Soldiers have mortars
* X Frag grenades have been distributed to
* X Rifle grenades have been distributed to
* X Soldiers are field medics
* X Soldiers have radios
* X Snipers have been deployed to this AO
* X Flame throwers have been deployed
* X Soldiers are hidden for an ambush
* X Soldiers have incendiary rounds
* X Panzers are ready to roll in this area
* X Opels are ready to roll in this area
* X Halftracks are ready to roll in this area
* X Supply Crates are hidden in this AO
* X Weapon Crates are hidden in this AO
* X Mines have been places in this AO
* X Soldiers ..... lots of Soldiers

### An Important Note

Intel papers are not to be confused with **maps**, which are used in the Intel's skills.
AT Soldier

**Anti-Tank Soldier**

Starting gun:
 Springfield
Built in Zook, 45 sec cooldown
Description:
Classic mode Anti-vehicle soldier

 **AT Soldier "Classic mode Ranged explosives"**

* The Special Bazooka skill is automatically used by the soldier and has a 45 second cool down per soldier but also has an action cycle delay of 3 cycles to avoid group targeting
* Special Classic mode Infantry

Back to Classes or Home or Defense
Observe

*"They're taking the hobbits to Isengard!"*

**Observe** is the first skill of the Scout class. It provides him an unlimited vision range, provided that he can get a clear line of sight. Any mortars, artillery, or airstrikes called while the skill is active will have spread reduced by 25%.

### Notes

* *Remember, trees and buildings block LOS!*
* It is not known whether the accuracy improvement applies to command ability strikes.

## In game

Highly effective on open maps, such as Operation Luttich and Vire.

Back to Scout or Classes
Cart

**Cart**

Cover Value:
50%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
A wooden cart used to transportation of goods

## In Game

A simple wooden cart used for carrying goods with greater ease than simply carrying it with your hands. You can find many of these in places such as the hedgerows where it'll be some of the few available cover for you and the Axis.

A wooden cart will provide 50% cover value, a pretty decent value equivalent to that of a house or a wall. The cart is made up of wood which is flammable, so if you ever have a hard time dislodging a German from a cart then just burn it. Another detail to take notice is that the cart is quite small, only capable of squeezing in 2 men into a single cart for cover.
PPSh41

**PPSh41 SMG**

Super high fire rate
Weaknesses:
poor reliability
Description:
Captured Russian SMG used by Germans

## In game

Carried by Germans and drops off of the special weapons table

## Real Life

The **PPSh-41** (Russian: **П**истоле́т-**п**улемёт **Ш**па́гина, tr. ***P**istolét-**p**ulemyót **Sh**página*, lit. 'Shpagin's machine-pistol') is a Soviet submachine gun designed by Georgy Shpagin as a cheap, reliable, and simplified alternative to the PPD-40. A common Russian nickname for the weapon is "*papasha*" (папа́ша), meaning "daddy", and it was sometimes called the "burp gun" because of its high fire-rate.

After the German Army captured large numbers of the PPSh-41 during World War II, a program was instituted to convert the weapon to the standard German submachine gun cartridge – 9×19mm Parabellum. The *Wehrmacht* officially adopted the converted PPSh-41 as the "MP41(r)"; unconverted PPSh-41s were designated "MP717(r)" and supplied with 7.63×25mm Mauser ammunition (which is dimensionally identical to 7.62×25mm Tokarev, but slightly less powerful). German-language manuals for the use of captured PPShs were printed and distributed in the *Wehrmacht*.

## Related weapons

```
MP 40, Iconic German SMG
StG 44, Iconic German Early assault rifle
Thompson SMG, Iconic American SMG

```

Back to Weapons
Panther

**Panzer V 'Panther'**

Main gun:
7.5 cm KwK 42 L/70
Can fire 3 ammo types plus Smoke
Description:
Late-war German medium kitty

## In-Game

* Can appear after Aure Valley (in Hedges)

Added in patch 0.4.2

## Intel

* Mobility

The Panther tank has impressive mobility and a very experienced crew, with a hull turn speed of 45 deg/s and a top speed of 55 px/s. It suffers in its reverse speed, at only 15 px/s. The vehicle has an 5% chance to break down and become immobilized for 15 seconds.

However, it has a low turret traverse speed of just 10 deg/s

#### Firepower

It can carry 79 rounds for its main gun. It can fire 3 different rounds:

* AP against vehicles

Against infantry it has a 25% chance to fire WP:

* HE against infantry
* WP against clusters of infantry

Its coaxial MG34 fires in burst of up to 20 rounds.

The Panther has good vision, with a hull FOV of 80 degrees. The turret also has a FOV of 80 degrees. It can detect troops 1650 px away, about 1.5 screens.

* Protection

The vehicle is reasonably well protected, with 600 HP. however, it lacks the armor bounce chance of the Tiger tank, making it vulnerable to the M10 Wolverine and the  Anti-Tank gun. It is equipped with a smoke generating system.

## In Real Life

The Panther was intended to counter the Soviet T-34 medium tank and to replace the Panzer III and Panzer IV. Nevertheless, it served alongside the Panzer IV and the heavier Tiger I until the end of the war. It had excellent firepower, protection and mobility, although its reliability was less impressive.

The Panther was a compromise. While having essentially the same Maybach V12 petrol (690 hp) engine as the Tiger I, it had better gun penetration, was lighter and faster, and could traverse rough terrain better than the Tiger I. The trade-off was weaker side armor, which made it vulnerable to flanking fire and a weaker high explosive shell. The Panther proved to be effective in open country and long-range engagements.

Though officially classified as a medium tank, at 44.8 metric tons the Panther was closer to a heavy tank weight and the same category as the American M26 Pershing (41.7 tons), British Churchill (40.7 tons) and the Soviet IS-2 (46 tons) heavy tanks. The Panther's weight caused logistical problems, such as an inability to cross certain bridges, otherwise the tank had a very high power-to-weight ratio which made it highly mobile.
Vire

**Vire** is a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 14 days and is the 5th area, after St. Lo and before Operation Luttich.

## Overview

### Situation

After the tough fighting in St. Lo, your men were directed to take the town of Vire from the Germans. It was nearly completely destroyed by bombing; only a few buildings remain upright.

### Terrain

Expect plenty of roads, ruins, and train tracks providing cover. Expect long-ranged fights; there are few LOS blockers, save for the occasional ruined building or workshop. Ruins will slow movement considerably. The lack of intact roofs make airburst and similar ordnance very potent. Train tracks can spawn multiple types of train cars which have several effects.

### Enemies

You will face the 352nd Infantry Division and the 3rd Fallschirmjager Divisions. Beware of enemy FJs especially: They are smart, accurate troops with plenty of automatic weapons. Watch out for enemy radiomen, who can call virtually every vehicle, as well as Mortar strikes and V1 flying bombs.

With the 0.4.4 update, rails now can spawn trains. Be careful of the Armored train car, a strong and deadly platform equipped with a 105mm cannon and Flak 38.
Old wall

## Overview

**Old Wall**

Provides Cover
65%
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
No
Effects:
No
Description:
Existing since Roman times, this Chest high wall makes excellent cover

Remnants of old kingdoms, these old walls now serve its purpose again in the war. Often found in Aure valley, outskirt of towns and the Hurtgen forest though they might spawn in other places. They provide a high amount of cover value which is 65%, while it ranges from the top to the bottom of the screen giving a wide space of room for your guys to take cover in. Keep in mind that these walls can block and deflect grenades, but doesn't provide any explosive resistance to its occupants.

* 65% cover value
* Indestructible
* Can deflect grenades
Medium ruins

**Medium 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 medium sized 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 medium ruins can also prevent any LOS from going through the other side, handy for regrouping your men behind them. 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%
MnBS Sources

If you're interested into reading about the history behind the gameplay, be sure to take a look at these books/Resources. Clicking the links takes you to other websites or storefronts

## DDay Battle Plan, 29th ID

D Day After action reports
File:DDay battle plan 29th.pdf

## Project44

https://www.map.project44.ca/

Live day by day front line map of the European theater of operations with unit locations for both Allied and Axis side

## 29th ID fandom wiki

https://military-history.fandom.com/wiki/29th\_Infantry\_Division\_(United\_States)

## Big Picture: The 29th Division

The 29th Division is available for free viewing or download at the Internet Archive

https://archive.org/details/gov.archives.arc.2569492
Cryokinesis

La Magia de Hielo es toda la Magia que domina el frío, el hielo y otros elementos similares mediante el uso del maná. La Magia de Hielo se puede incluir en varios aspectos, aunque esta categoría solo contempla la Magia Natural de Hielo que no entra en otros subsistemas.

* **Toque Gélido (C+):** Permite congelar a otros lentamente en un área de 10 metros a -50ºC para convertirlos en estatus de hielo o crear armas desde el aire.
	+ **GASTO (M):** 10 M x Turno | 10 M x Uso (Armas)
	+ **GASTO (C.M):** 10 C.M x Turno | 10 C.M x Uso (Armas)
	+ **GASTO (E):** 5% E x Turno | 5% E x Uso (Armas)
	+ **GASTO (E.O.):** 5% E.O. x Turno | 5% E.O. x Uso (Armas)
* **Adaptación Ambiental (A):** Permite simular una Resistencia al Hielo A para adaptarse a ambientes hostiles.
	+ **GASTO (M):** 50 M x Turno
	+ **GASTO (C.M):** 50 C.M x Turno
	+ **GASTO (E):** 25% E x Turno
	+ **GASTO (E.O.):** 25% E.O. x Turno
Cover

Cover refers to a physical barrier that provides protection from incoming fire. In a firefight, having cover is vital because it reduces the exposure of a person to hostile fire, increasing their chances of survival. A solid object such as a wall, boulder, or vehicle can provide cover and reduce the risk of being hit. Additionally, cover also provides a tactical advantage by allowing a person to assess their situation, reload, or make a strategic move. In short, cover can provide safety, security, and a strategic advantage in a firefight, making it a vital position to hold.

Cover is a central mechanic in Mud and Blood. It refers to areas that are safer for your troops. It is often represented by a number: for example, in an trench with 75% cover, a bullet that *would have* hit your soldier will have a 75% chance to be deflected. If context cues are on, the text "Cover save" will appear above your man. Cover saves have very distinctive sounds which can help the player assessing the tactical situation.

## Vital Intel

#### Cover Don't Stack!

Sorry folks. Contrary to what the voice line tells you, putting a trench in a bunker will not give extra defensive bonuses.

#### Viewing/Using Cover:

Pressing F9 will open tactical view, which shows which areas give cover bonuses. These areas will have a turquoise box. As long as your men are inside it, they should have some protection from bullets.

Some cover only works if it's between you and the enemy. If you're on the wrong side of a sandbag wall, you won't be in cover.

#### Oldest Cover First

For now, the oldest cover value has precedence:
The 59% cover of the ditch is senior to the newly built 75% cover Concrete bunker.

## Types of cover

There are 2 main subcategories of cover: Roofed, and Roofless.

### Roofed Cover

The Roofed cover consists of:

1. Concrete or wooden bunkers, and
2. Big/medium/Small houses that are intact.

Roofed cover is much more secure, since it protects from airburst rounds, Stuka strafing runs, and throwables (Grenades, Molotovs, etc.) which will bounce off the walls most of the time.

### Roofless cover

Roofless cover doesn't give overhead protection. Some examples are:

1. Trenches,
2. Small/Medium/Big Ruins,
3. Sandbags, and
4. Ditches.

These block bullets, but are vulnerable to airburst, grenades, and strafes.
Tiger

**Panzer VI Tiger**

Main gun:
8.8 cm KwK 36 L/56
Heavy Armored tank
Description:
Heavy German tank that will hurt you

## Overview

The **Panzer VI Tiger** is a fearsome heavy tank capable of defeating most armor you can throw at it. Its earliest possible appearance is map 5 (Hedgerows 1/20).

## Armor

The Tiger I has 500 hitpoints. **It is one of a few vehicles with Heavy Armor,** which gives it a 50% chance to shrug off otherwise fatal damage, like AT rounds, Bazooka rockets, and Panzerfausts. Small arms fire won't reduce its HP, but rounds that impact the tank have a 1% chance to damage components like sights, hatches, or tracks.

* The AT Mines and 155mm artillery cannot be blocked by the tiger's armor

Every 10hp of damage dealt to the vehicle, a part will fall off. This is a visual indicator of damage.

## Armament

The Tiger mounts the feared "*acht acht"* 88mm gun and a coaxial MG34 in a turret.

**88mm HE**

Users:
Tiger I
Lethal tank shell
Description:
Sprgr. L/45 round with 0.9 kg of Amatol

* The Tiger carries 92 rounds of ammunition and has a reload time of 7 seconds. The crew has an experience value of 15.

* The MG34 has a magazine of 250 rounds, max damage of 100 hp, and fires in burst of up to 30 rounds.

## Vision

* Turret: 40 degrees FOV, or 20 degrees to either side of the main gun.
* Driver: has 40 degrees FOV from front of hull.

## Real Life

The history of this big cat starts in 1937. Henschel received a request to design a Durchbruchwagen, or "breakthrough vehicle." It would go through several iterations, incorporating combat experience against French and British tanks. During Operation Barbarossa the Germans' primary anti-tank guns were found to be ineffective against the T-34 and KV series of tanks. It was decided to increase the weight of the vehicle to 45 tons and the weapon caliber to 88mm. Henschel eventually won out against Porsche in the final design competition.

The Tiger would prove to be heavier than previous designs. While its gun and armor were impressive, it suffered from reliability issues with its engine, suspension, gearbox, and many other components. It required substantial amounts of maintenance and support. Late in the war, Tigers suffered from poor crew training.

## Killing a Tiger

*Thanks to Wanderjar for his hunting tips.*

**For best results:**

**Stand** to the SIDE or the BACK of the tank (in red)

**Aim** at the REAR TURRET (in yellow)

This is the best way to bypass the heavy armor and ensure a good hit on the Tiger.

```
See the Allied counterpart, the Churchill Heavy Tank

```
Brick Pile

**Brick Pile**

Cover Value:
40%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A pile of bricks, generally used in house or shed construction

*"For a brick, he flew pretty good!"*

## Ingame

A random pile of bricks, sturdy and reliable for your general construction needs. Not an uncommon sight in population centers such as a small town or a city. These brick piles may be left by lazy and/or scared workers who fled before they could finish the job, but now it exists idly waiting for someone to finish laying down the blocks.

In combat, these piles can be used as an impromptu protection as it provides a mediocre amount of cover from incoming bullets. They're not as effective as a pile of sandbag providing only 40% cover value to whoever's using it, but it is better than staying out in the open. Take caution as these bricks can be destroyed by a grenade or any other explosives.
Grey smoke

## Overview

Grey smoke grenades will spawn 50 propaganda leaflets from a plane over a wide area. They do not physically harm your men but demoralize them. If a soldier comes across them while moving (within 25px), they will stop and read them, and will lose 50% of his morale. Intel soldiers can clear them and prevent your soldiers from reading them (within 100px).

## Trivia

* The leaflets are flammable because they're made of paper!
* Intel can still get demoralized if they get within 25px and they fail to clear them.
M2 Carbine A1

**M2 A1 Carbine**

longer range M2 Carbine
Weaknesses:
poor stopping power
Description:
Upgraded M2 carbine

## In game

Third and final weapon for the Light infantry class. Compared to the regular M2 Carbine, it has a longer range, larger burst size (by 1 round), and slightly higher bulk.

## Real Life

The M2A1 Carbine was an improved M2 Carbine,

## Related weapons

```
M1 Carbine
M1 Carbine Para
M2 Carbine

```

Back to Weapons
Headstone

**Headstone**

Cover Value:
30%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
Yes
Description:
A headstone marker for a grave, and some handy local cover

## In Game

A stone/concrete headstone of a burial site for a deceased person. Often found in graveyards littered around Heart of Germany, oftentimes scattered at the graveyard.

These rectangular cover can provide a minimum amount of cover alongside enough room for 1 man, 2 if you squeeze the spots. These headstones are often accompanied by other grave structures such as an empty grave pit which only makes the threat of a graveyard even worse to any attackers.

A stone grave offers not much threat to an attacker as they provide only 30% cover, and can only provide cover to a maximum of 2 men. The cover itself can be easily destroyed by a Faust or a bazooka, though it is quite small compared to the stone grave making it slightly harder to hit it.
G43

**G43**

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

## In game

Carried by Germans off the Special weapons table

## 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 Tokarev SVT-40.

## Related weapons

```
FG42
Garand Match

```

Back to Weapons
Chauchat

**Chauchat**

Hits hard for an LMG
Weaknesses:
Jams often and smallish magazine size
Description:
WW2 Squad lvl automatic weapon

## In game

The Chauchat is a French LMG, and is used by the Frenchie and in Supply Crates. It has high damage although it is limited by its range, weight, recoil, magazine size, and jam chance.

## Real Life

The Chauchat (pronounced "show-sha") was the standard light machine gun or "machine rifle" of the French Army during World War I (1914–18). Its official designation was "Fusil Mitrailleur Modele 1915 CSRG" ("Machine Rifle Model 1915 CSRG"). Beginning in June 1916, it was placed into regular service with French infantry, where the troops called it the FM Chauchat, after Colonel Louis Chauchat, the main contributor to its design.

The Chauchat was one of the first light, automatic rifle-caliber weapons designed to be carried and fired by a single operator and an assistant, without a heavy tripod or a team of gunners. It set a precedent for several subsequent 20th-century firearm projects, being a portable, yet full-power automatic weapon built inexpensively and in very large numbers. The Chauchat combined a pistol grip, an in-line stock, a detachable magazine, and a selective fire capability in a compact package of manageable weight (20 pounds) for a single soldier. Furthermore, it could be routinely fired from the hip and while walking (marching fire). The Chauchat is the only mass produced fully-automatic weapon actuated by long recoil.

The design of the Chauchat dates back to 1903, and its long recoil operation is based on the John Browning-designed Remington Model 8 semi-automatic rifle of 1906, not (as so often repeated in the past) on the later designs (1910) of Rudolf Frommer, the Hungarian inventor of the commercial Frommer Stop pistol. The Chauchat machine rifle project was initiated between 1903 and 1910 in a French Army weapon research facility located near Paris: Atelier de Construction de Puteaux (APX). This development was aiming at creating a very light, portable automatic weapon served by one man only, yet firing the 8mm Lebel service ammunition.

## Trivia

During World War I, American soldiers were issued Chauchats, in both 8mm and .30-06, until the very last days of the war. General Pershing withheld the BAR until victory was near certain, because he was afraid of the Germans capturing and reverse-engineering the American weapon.

> *I spent the last few weeks [of World War I] back in the hospital, but I'll tell you one thing the boys later told me: The day after the Armistice they got the word to turn in their Chauchats and draw Browning Automatic Rifles. That BAR was so much better than that damned Chauchat. If we'd only had the BAR six months before, it would have saved so many lives.*
>
>

- Gen. Lemuel Shepherd

The Chauchat was introduced in 0.4.3, along with the French MAS 36 rifle.

## Related weapons

```
BAR
ZB-26
Bren

```

Back to Weapons
Road

**Road**

Cover Value:
No
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
Paved road (or dirt)

Roads are paths, paved or dirt, that can spawn vehicles. They do not block LOS or provide cover. They always run from the top to the bottom of the screen.

If you haven't gone past the road, It may spawn Axis vehicles.
If you're in front of the road, it's considered captured and will spawn Allied vehicles.

## Potential Spawns

#### Allied

* Jeep
* Stuart
* Sherman
* M10 Wolverine (rare)
* FrenchieCitroen clown car
* Deuce and a half

#### Axis

* Sd. Kfz 222
* Kubelwagen
* Zündapp
* Halftrack
* Opel Blitz
* Panzer IV
* StuG III
* Tiger
* Panther
Springfield

*For the Scoped Springfield used by snipers, click here.*

**Springfield**

long range
Weaknesses:
Slow firing
Description:
Default Starter weapon

## In game

The Springfield is the weapon for the Basic soldier, as well as the first weapon for the Medic, Officer, and Signaller.

## Real Life

The **M1903 Springfield**, officially the **United States Rifle, Caliber .30-06, Model 1903**, is an American five-round magazine-fed, bolt-action service repeating rifle, used primarily during the first half of the 20th century.

The M1903 was officially adopted by the United States as the standard infantry rifle on June 19, 1903, and was replaced by the faster-firing semi-automatic M1 Garand starting in 1936. However, the M1903 remained in service as a standard issue infantry rifle during World War II, since the U.S. entered the war without sufficient M1 rifles to arm all troops. It also remained in service as a sniper rifle. It remains popular as a civilian firearm, historical collector's piece, a competitive shooting rifle, and as a military drill rifle.

## Related weapons

```
k98
SVT40
G33/40

```

Back to Weapons
Morphine

*“It's Morphin' Time" -* Medics, probably

### In-Game

**Morphine** is the third skill of the Medic class. It instantly brings any alive allied soldier up to Max health. However, the max health will be reduced by 5 hp for each use. This means that after 3 uses of morphine, a soldier with 100 hp at full health will have a max of 85 hp instead.

### History

Syrettes of morphine were sometimes issued to servicemen. It resembles a syringe, but with a squeezable tube. Imagine a travel sized toothpaste tube with a long needle attached to the end; that's what it looks like. The morphine would have been used for pain relief, but has recently been discontinued in favor of Ketamine.
G98

*Not to be confused with its shorter variant, the K98k or G33/40 .*

**Gewehr 98**

Enough damage to one-shot a Ranger
Weaknesses:
Worse than the K98 in almost every other way
Description:
WWI relic of a rifle, used by Volkssturm.

The Gewehr 98 is a German bolt-action rifle.

## In-game

With marginally higher damage than the K98k, the G98 is capable of putting your best troops out of action. The rifle's age is showing, however: It's 50% heavier than and jams 5 times as much as its younger brother.

## History

The G98 is a descendant of the Mauser family of bolt-action weapons. It was introduced in 1898 to replace the older Model 1888, and would serve in the First World War. During the Second World War, some were rebuilt to the new Karabiner 98k configuration. However, G98s were also issued to second-line and Volkssturm units. This was convenient for logistical purposes, as the G98 and K98k fired the same 7.92mm Mauser rounds.

## Trivia

* The Wikipedia page for this weapon is quite long. It's a pretty good read.

## Similar Weapons

```
- M1917 Enfield, An older American rifle.
- Mauser Kar98k, Successor of the Gewehr 98.
- Gewehr 33/40, A smaller member of the Mauser family.

```
Tank trap

**Tank Trap**

Cover Value:
40%
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
Immobilizes a vehicle for 60 seconds and provides 40% cover

The **Tank Trap** or Czech Hedgehog is a defensive structure. It is an anti-tank obstacle made of large metal beams. It provides 50% cover. Any vehicles that pass over a tank trap will be immobilized for 60 seconds.

### Spawning

Tank traps can be found on Omaha Beach and parts of the Siegfried line. They also can be found elsewhere, though this is rare.

Tank traps can be purchased in Classic mode. They cost 2 TP to place and require an Engineer (or Paras in Para Challenge) to construct.

### Tactics

* Use these as cover when storming Omaha Beach.
* When bringing up a vehicle, make sure to destroy tank traps with explosives like Satchel charges.
* The tank trap has the best cover/tp value of any construction.
* in 0.4.4A Reduced to 40% from 50%
Pak 88

The **PaK 88** is a lethal flak cannon repurposed as a static anti-tank gun.

**Pak 88**

Main gun:
8.8 cm L56 Flak 18
Direct fire support
Description:
German Anti-aircraft and anti-tank field artillery

## In game

The PaK 88 is a potent anti-vehicle field gun, capable of knocking out all your vehicles. It is crewed by 2 Germans who are not protected.

* Spawning

PaK guns show up on every map after Omaha Beach. There is a 10% chance per map to find one; However, if the Battle Condition "Deadly Overwatch" is active, you will find 3 waiting for you.

#### How to kill it

First: Don't bring a vehicle. It **WILL** die!

Attack it in any other manner: Bazooka, TNT, a lucky grenade. Forcing the crew to dismount can be risky, but if there is a lack of enemies or enough LOS blockers it may be viable.

## Real Life

*"An 88 sure makes quick work of (American tanks). They go through them just like they were a piece of paper."*

The 88mm FlaK has a long history of being used in an Anti-vehicle role. In the Battle of France, the *acht acht* was the only gun that could kill the Matilda II or the Char B1. The Afrika Korps made great use of the cannon at Halfaya Pass and Kasserine Pass. In Northern France, although the terrain was less suited for the gun, it was still extremely effective in ambushes.

## Trivia

The name PaK 88 is totally wrong: It should be FlaK. While these guns were used in an anti-tank role, their official designation was not changed. Note that there existed a 8.8cm PaK 43, the same cannon mounted on a wheeled chassis (similar to the PaK 50).
Experience

*This is about your soldiers' experience. For YOUR experience as a commander, see Profile Exp or Profile.*

**Experience points**, often shortened to **Exp** or **Xp**, are points that measure the fighting skill of your soldiers. It affects how quickly (and how well) a soldier can shoot, aim, and reload. They are earned by dealing damage to enemies via small arms fire. The more xp a soldier has, the more deadly he is.

## Earning

Unlike previous Mud and Blood games, this game awards experience based on the amount of **damage** a soldier does. As the soldier gains experience, it becomes harder to gain more xp, and he must deal more damage per xp gained.

> you cant get to lvl 20 just by killing sewer rats
>
> Urb, (unknown)

Experience is awarded as following:

Experience gain rate vs. Level
 1
 2
 3
 n

Since your average German only has 50-60 HP, this is going to take a while to max out anyone, let alone the entire squad.

## Levelling Up (Campaign)

*Warning! This section is Campaign mode exclusive!*

After 10xp is accumulated, you may choose a class for your soldier. Certain classes fill different roles in the squad: Snipers provide long range fire, gunners supress multiple targets, Light inf/Commando are assault troops, etc. Choose carefully, you only ever get six guys.

After the first upgrade, to level up your soldier in some way. The options are:

* A promotion, which increases combat skill.
* A skill, which gives a class specific ability.
* A new weapon, which boosts firepower.

## Promotions

Promotions

Officers have different icons for promotions. However, there is no change functionally.

Officer Promotions
Mortar pit

**Mortar Pit**

Cover Value:
60%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A large dugout fighting position, Typically found in the late campaign around Hurtgen Forest

A **Mortar pit** is a large round indestructible defensive structure that provides fantastic protection against bullets. While it cannot be destroyed, it lacks a roof, meaning that grenades, mortars and airstrikes pose a serious threat to any infantry taking cover inside it.

## In Game

* Cover value of Mortar pit is 60%.
* The mortar pit now provides +1 extra round per wave (from 3 to 4) for the Mortarman inside it at wave start.
* It can be constructed in classic for a cost of 6 TP.
* In campaign it has a 3% chance to spawn a Flak 38 (fixed) unit
BAR

**BAR**

Low bulk LMG
Weaknesses:
poor accuracy
Description:
WW2 Squad lvl automatic weapon

For the same weapon in Recondo, see Recon BAR.

The Browning BAR is an American LMG used in WWII.

## In game

Starter weapon of the Gunner

This is THE staple American Light Machine gun/automatic rifle, which can be seen carried by new gunners that arrives on the field. This standard issue Browning Automatic Rifle is equipped with a 20 round magazine and has the least weight in the LMG category. Its rounds deal heavy damage, though its range is outclassed by most other Light Machine Guns; nonetheless, it can provide a quick albeit limited suppressive fire capability when it is in the hands of a gunner.

Even though it is hampered by the fact its limited capacity and a slightly lower range than average, its light bulk and jam chance makes the BAR a reliable weapon that can be quickly fired at an enemy. It can also be carried swiftly by their operators without slogging down the rest of the squad, making it an ideal weapon for those who prioritizes speed.

## Real Life

The **Browning Automatic Rifle** (**BAR**) is a US machine gun used by the United States and numerous other countries during the 20th century. The primary variant of the BAR series was the M1918 which was designed by John Browning in 1917 for the American Expeditionary Forces in Europe to replace the French-made machine guns that US forces had previously been issued.

The US Army used the BAR as a light machine gun, often fired from a bipod (introduced on models after 1938). However, the limited capacity of its standard 20-round magazine tended to hamper its utility in this role.

The weapon saw limited action in World War I, but did not become standard issue in the US Army until 1938, when it was issued to squads as a portable light machine gun. The BAR saw extensive service in both World War II and the Korean War and saw limited service in the Vietnam War. The BAR's career in the U.S. Army ended when it was replaced by the M60 in 1957.

## Trivia

*"You know my grandpa had a BAR, lighter than this one. He ran whiskey across the border."* - One of the voice lines that can play when a soldier is idle,

## Related weapons

```
Zb26
Bren

```

Back to Weapons
Drop Zone

**Drop Zone**

Cover Value:
No
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
A marked drop zone for crates and paratroopers. 1 TP

Drop Zone *Introduced v0.4.2*

Improvised markings that will direct planes to drop their cargo on that specific location.

Campaign: Emplacement built by Germans Pathfinders for ***fallschirmjager*** drops. On maps that have the drop Zone battle conditions, the drop zone markings have 25% to spawn. When in the map the Germans will always drop their FJ on that location. If the drop zone his behind your advance, it is suggested to booby trap the location in order to avoid being pinched between 2 fronts. If the Drop Zone is in the front of your advance, keep a mental count of the amount of drops. You may want call support on this general area if the amount of drops are starting to mount up.

**Classic:** Drop Zones and classic can be built by engineers for 1 TP. Once there is a drop zone on the map all cargo drops and para drops will happen at that location. A commander can designate multiple drop zones. The last indicated drop zone is the one used.

* Marks a drop zone for supply crates and paratroopers.