Offense

**Campaign**, sometimes called offense, is a game mode of Mud and Blood: Steam. It has been present since the earliest iterations of the game. In it you play as men of C Company, 116th Regiment, 29th Infantry Division. From D-Day to V-Day, You'll shoot at and be shot at by Germans. Most of the time the odds are stacked against you: The Krauts have more men, more automatic weapons; They peer out of bunkers and arm Panzerfausts; Their StuGs wait in the trees, waiting for your men. **But you're smarter than those krauts, commander.**

## Intel

Make sure that you have read up on the important mechanics on the Basic Training page. Here we'll discuss Campaign-exclusive mechanics.

Make sure to familiarize yourself with the German Equipment lists and what they are and how they work. You'll see them a lot

### Battle Conditions

The Battlefield is not a frictionless vacuum, but as alive and breathing as any of your men. Everything matters. When was the last delivery of ammunition? What was for breakfast? Are there any hills in the battlefield? Those things will help or harm you

### Profile

Playing Campaign will give you Exp for the Campaign profile, as well as Ribbons and Commander Skills.

### Commander Skills

These are skill cards with various support options. You can earn Commander Skills by getting promotions.

Rarity Tiers
 Ruby
 Gold
 Silver
 Bronze

## Your Men

You'll start 6 American GIs. They will start with 30 combat skill, but this can change.

### Weaponry

On Omaha 3 of them will have the semi-automatic Garand, 1 will carry BAR machine gun, another will have a Tommy gun. The final man will start with an old, bolt action Springfield. Most future replacements will start with the Springfield.

### Specialization

Killing the enemy grants a soldier Exp points. After 10 are accumulated, The soldier can choose a class. The options are:

## Your First Map - Omaha Beach

*Thanks to Mentallybroken for his guide, which I have modified slightly.*

#### Your Squad

Your 6 men start with 1 BAR, 1 Tommy gun, 3 M1 Garands, and 1 M1903 Springfield.

#### The Beach

As the ramp drops and your men rush off the boat, you'll notice a bunker with 2 MG42 gunners and 2 other Krauts, firing at you. Don't linger on the beach. Hop from hedgehog to hedgehog, as they provide cover. When your men are behind a hedgehog reasonably close to the bunker, have them start laying down suppressive fire (hopefully with the Tommy gun or the BAR). When the Germans start ducking, send in another group of men to clear them out.

It's a good idea to use tactical mode (F9) to see cover (areas in blue) and LOS blockers (white circles). Take these into account!

Once the bunker is cleared out, regroup your men inside it. Once any loitering krauts are dealt with, it's time to push inland.

#### Heading Inland

Use cover and LOS blockers to push the germans back. Remember: **If your men are moving, they cannot fire!** It's very important that some men are staying put. Moving all your men at once will go badly for you eventually, so it's best to be cautious.

#### Assaulting Buildings

You may find a house with several krauts inside. They might outnumber or outgun you. Hopefully, you have invested into some classes and skills. Press any advantages you have. Engineer with shotgun? Get in close and hope for the best. Gunner? Have him pin down the enemy while everyone rushes. LOS blockers? Pop men in and out of trees, quickly killing enemies at close range before withdrawing. Before long, the house is empty.

Simply cross your men over the line with stars to complete the map.

### In a Nutshell:

* Use Beach obstacles for cover
* Clear the bunker ASAP
* Don't move your whole squad at the same time
* **Use tactical mode!** (F9) It lets you see which objects block sight or give cover.

## Your Path to Victory

Check out the very work-in-progress Campaign Map.

All of the 333 maps you will fight through are listed here.

## Schedule Mechanic

General Gerhardt is a thankless taskmaster and VERY demanding of his commanders, and the schedule mechanic represents this. Completing a map on the first try will give you +1 day ahead. If you complete it on the second try, you'll be on schedule, but every failure will put you a day behind.

* Your days ahead of schedule cap out at +10.
* The game ends at -333 days behind, so be vigilant with your losses. It is theoretically possible that a particularly hard map can end the war for your by putting you behind by an astronomical amount of days. The MNB community call this being stonewalled.
* Days ahead or behind have only a slight effect on the difficulty of the game
	+ Each Day ahead (or wave #/15) grants +.5 CBT to the Germans

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EX: If you are 3 days ahead or have achieved wave 45, the germans will have an extra 1.5 CBT skill

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