recursal/Fanatic-Fandom huggingface dataset:
A Big Race Awaits!

**Floatzel does a race at her very own house. She is gonna challenge Monferno while they practice with their pets. Floatzel's Latias and Monferno's Larion. They run around holes, cones and their benches. With hoops to jump, ran around some holes, cut over walls only busting through. And cranes they will avoid! But the race starts, everyone comes inside a living room. That has a race track and speakers with music playing. Everybody sees Monferno come out smoke with a different look on their faces. His Larion walks beside him, until Floatzel appeared with Latias. With everyone in the audience shouting! As Floatzel admits Monferno to be a good sport with him agreeing. Monferno and Floatzel hop onto the Pokemon with a bell ringing. Lairon and Latias run off very fast speeding. They jump over the hoops, sprinting around multiple holes bust a wall open giving damage on Latias. With Monferno giggling and blocks the way using a fountain. Latias stops for a drink, but won't be able to win. Monferno avoided the cranes heading for a win. Meanwhile, Floatzel busted Latias speeding faster avoiding cranes, ran past Monferno. As he falls off Lairon bumps over a fountain. And Larion turns only to fail! But Latias stops at the finish with Floatzel slipping off. But she touches Latias pushing her and winning the race any minute. The entire crowd of Pokemon grow with louder cheers. Meanwhile, Lairon wakes up with Monferno! Seeing Floatzel at the finish and gives up. Floatzel was seeing a trophy award beside her. While Latias floats back to her cage sleeping. She picks the award but hides it at her room.**
M14 Anti Personnel Mine (Recon)

**M14 AP Mine**

Kill card.
Strengths:
Explosive Mine, high usage, low bulk.
Weaknesses:
Small activation range, small explosive.
Description:
Effective but small mine, by infantry, for infantry

The M14 AP Mine is a small mine the LRRP can choose to place to surprise enemy infantry. The enemy must step on it for it to function and thus explode. It is the lowest tier of mines the Rangers can employ, but a handy tool nonetheless. A good spot would be in front of a track you leave, or likewise in a spot where heavy enemy foot traffic is possible. Because of its very minimal bulk compared to its large amount of uses (5), it is a very effective munition to carry even in a lightweight squad.

## Real Life

The M14 AP Mine is a very widely used mine across many countries. The US has not used it since the '70s but retains a good amount "Just in case" as they are reliable and effective. They contain some 29 grams (Or 1 ounce) of the explosive material Tetryl. Essentially, if someone steps on this mine, they're going to have a bad time.
First Patrol Ribbon (Recon)

**First Patrol**

Requirements:
Extract without suffering any injuries.
Effects:
Unlocks the M-14
Real Life Medal?
**No**

One of the easiest and most likely the first ribbon unlocked by the commander, it is unlocked by successfully extracting with no injuries. The reward is the M-14, a powerful weapon in the right hands and provides great advantage over the M1 Carbine.
Kar98k (MnB2)

**Kar98k**

Reliable and surprisingly accurate.
Weaknesses:
Bolt action (low rate of fire)
Description:
The basic German rifle, 5 shot bolt action, will kill your men in 2-3 shots. Employed by the Volkssturm, Wehrmacht and Panzergrenadiers

The Kar98 is the most common weapon in MnB2. It is used by Panzergrenadiers, Wehrmacht, and

Volkssturm. It is a 5-shot bolt action rifle, similar in almost every way to the American Springfield rifle. The bolt action is the best in the world, copied on every major hunting and sniper rifle today. In fact, Springfield is an American copy of the Mauser 98. It can be deadly in hands of a marksman, but *ultra*-deadly in the German Sniper's hands. Soldiers using it have a slower rate of fire, but this is comparable to the Springfield.

## Who uses this?

Volkssturm

Wehrmacht

Panzergrenadiers

German Sniper (uses one with a scope)

## Fun Fact

* In real life, the Kar98k does not have a magazine jutting out of the gun as shown in-game, this feature was unique to the British Lee-Enfield SMLE rifle.

* Exactly 14,643,260 were made before the end of WW2.

## Real Life

The Karabiner 98k was adopted by the German Wehrmacht
 in 1935 and was the standard rifle until 1945. It is a bolt-action
rifle with a stripper clip. It was derived from rifles such as the
Mauser Standardmodell and the Karabiner 98b, which all derived from the
Gewehr 98. Sniper models fitted with a telescopic scope had an effective
 range of 1000 meters, whereas the standard K98k had half that. In
combat, it was a heavy and bulky rifle, with only half the capacity of
the British Lee Enfield rifle. It was heavily used in WWII in nearly
every German theater by the German troops. This weapon was the platform
of which the German reputation for snipers during WW1-2. Many countries
attempted to emulate the success of this weapon and forced
the specialisation of sniper training in Britain. During the declining years
 of Germany's war effort during their retreat periods, it is well known
 that they left individual snipers to delay enemy forces and to cover a
retreat of German forces. The results were deadly as the invading
Russian and Allied forces were reduced to a crawl as the snipers had to
be hunted down before further advancement.
Dropped Objects (MnB2)

**Dropped objects**

Effects:
None
Description:
Things people drop when they die

When a person dies in game many of them drop things.
Most American troops do not drop anything, whereas most Germans do.

Frenchmen: They can drop a variety of things. A loaf of bread, an accordion, a wheel of cheese, wine, and maybe more.

Medic: This soldier will drop bandages.

Signaler: This unit will drop their radio pack.

Mechanic: Drops his toolbox and a variety of tools come out, such as the hammer you see on the right.

Sniper: He drops several rifle rounds. (Like the pointer in the game]

Sarge: He drops his cigar.

### Things Germans drop

*Also not complete*

Wehrmacht, Volkssturm, and Panzergrenadiers: They drop their rifles.

12 SS Panzer: He drops his rifle and a dagger.

1st leib: He drops his binoculars and assault rifle.

MG gunner: He drops belts of ammo.

Sniper: Drops his scoped rifle.

Engineer: He drops sticks of TNT, his shovel, and his MP40.

Officer: He drops his officer hat.

Brandenburg Infiltrator: He drops his pistol.

Flamethrower: If he does not explode, he will drop the nozzle to the flamethrower.

Brandenburger: He will drop his weapon.

German Paratrooper: He will drop his FG-42.

## Crates

Crates do not drop anything unless blown up, usually by your own zook.
When hit, these things may fly out:

* books
* socks
* blue Speedos
* a bazooka round
* paperweights
* teddy bears
* umbrellas
* a fish
* bananas
* a toothbrush
* a small christmas tree
* paperwork
* a plunger
* and other assorted goods.
Crash Site (Recon)

**Crash Site**

No Image

Rarity:
Very Rare
Destructible:
No
Yes

Although fairly rare crash sites are the result of an intercepted
American air asset who performed an emergency landing at that location.
More than often, the crash site is secured by a team of Rangers,
casualties and wounded evacuated and then left behind. This said, for
the VCs crash sites are often used as landmarks, rally point or simply
temporary campsites. For these reasons, it is not uncommon to see enemy
 presence around crash sites event days and weeks later. It is important
 to note that crash sites offer good cover against small arms fire in a
case of emergency.

Crash sites from the current patrol will not yield intel or count as an asset but will still provide the same cover bonuses.
Goliath Blitz (MnB2)

**Goliath Blitz Wave**

Contents:
Unknown amount of Goliath mines
Description:
Large amount of Goliath RC mines storm the field and try to destroy your front defences.

A group of Goliath mine drones (about 5-7 of them) storm the field and try to destroy your frontal defenses. Destructive against defenses with men on top-half of the field. The best bet is to stay at the bottom part or have a heavy amount of gunners/Fiftys and pray that they destroy them in time.

The Goliath will attempt to destroy bunkers and frontal defenses with extreme prejudice, when they appear to slow down, move units out of the way as speed reduction is a precursor to an exlosion, the best bet to deal with this blitz is to use a minefield and be aware of dangers.

## How Do I Deal With This?

As it is in most of the blitz, it is recommendable to have well disciplined gunners. They will do a good job of slowing down those RCs since they become slow when they got shot or damaged by explosive weapons.

By decelerating them, you will have time to handle them. But beware, they explode when they are destroyed or encounter your soldier. This could be a serious problem if you don't have a bunker or pillbox. Yet, in other words, this blitz can be quite easy to cope with if you're fortified. They cannot harm your soldiers and defenses when your soldiers are protected by a bunker and the Goliath faces them unless they meet each other inside the bunker.

It is also a good idea to use a minefield. It can wipe out annoying RCs without being damaged, although it costs several additional TPs.

If you aren't prepared for any mentioned solutions, just move your guys out the way. It could be useless since this blitz spawns the moving mines with near pe-fect density, but at least it is better than doing nothing and facing the impending destiny.
Field Commander Ribbon (MnB2)

**Field Commander Ribbon**

Requirements:
Issued when your HQ gives you 1000 TP's
Effects:
HQ's now have a 5% more chance to give you TP.
Real Life Medal?
**No**

The field HQ, viewed by many as too much of a risk, with bullets and grenades and shells and whatnot flying back and forth. But for those who take the risk and gain 1000 TP from their structures, the commanders will gain competence and produce TP at a quicker rate, adding an extra 5% chance you will get a TP per wave. A moderate ribbon to get but those who use HQs often will be pleased with their reward which happens to be fairly decent.
German Flamethrower (MnB2)

**German Flamethrower**

Equipment:
Flamethrower
Flamer
Description:
This is a violent unit that comes to turn up the heat on the battlefield, and even when killed it has a chance to explode and light nearby fools on fire. Most deadly against bunkers...

> *"This is a German flamethrower. He is armed with a Flammenwerfer 35 and can set things on fire.. soldiers included."* — Official game quote
>
>

This is the German Flamethrower unit. While he looks pretty ugly
with those bottles on back and pipe in front, he IS dangerous. When he
will get enough close, he will pull the trigger and try to set your
troops on fire. When on fire, troops will run around, potentially setting fire to other soldiers. They will eventually die, leaving a charred body.

The flamethrower's weapon is also dangerous to both himself and
units friendly to him. If he is shot in the tank, KABOOM!! His life and
the lives of those around him will end in flames.

This dude is easy to kill while advancing because he moves at the
 same pace as other Germans, and needs to get close to your units before
 firing. Sometimes when he is shot, the bottles of flammable liquids on
him can explode, gibbing him, and setting nearby units and dead bodies on fire. But if he gets close to a bunker
 and manages to fire, you may encounter some serious problems. Don't
worry if your men are over 200 pixels away, he is useless at that range,
 but his range may sometimes deceive you.

This trigger-happy buddy will also appear in Special Weapons Blitz waves with their close friends, the Panzerschrecks.

## Special Note

Pillboxes are not impervious to fire, nor are bunkers.
 Fear the German Flamer because his toy is the bane of troops in either
construction. Concentrating fire on them is a should be a high priority.

## Real Life

In real life flame throwers would not actually explode unless the
bullet hitting the tank was incendiary. (meaning an extremely low
probability of the tank exploding) This meant all that cool stuff you
saw in movies was a load of BS used to make the movie more exciting. If
someone were to shoot in the tanks one of two things would happen A. you
 would hit the fuel tank and now fuel was leaking all over the place B.
you hit the air tank and the operator would be thrown in one direction,
which could be rather comical if you like dark humor.

A German flamethrower in 1944.

Flamethrowers were not very common in WWII because they didn't fit
into the strategy of Blitzkrieg. Both their immobility and short-range
were disadvantageous in the open battlefield. They have been used
successfully only in sieges of cities in Soviet territory (known as
Kesselschlachten). In constructions, due to the trapped air and the
gunpowder residue inside them, the flamer's flame will be several times
more potent.
Charred Body (MnB2)

**Charred Body**

Effects:
None other than a bit of sadness for the poor soul.
Description:
Burnt human remains.

> *He looked up, Sarge had shouted, the next thing he knew he was being consumed by a wave of searing flame, it felt as though all his nerves were being scraped against a cheese grater, he knew he should stop, drop and roll but the agony was too intense, he ran towards his friends, hoping for sympathy, but instead one screamed and started running, flames licking at his clothes, the pain had reached his head now, it felt as though his eyballs were melting out of his head and like his tongue had been cut out, he, or rather, what was left of him collapsed in a charred heap on the ground, two pure white eyes staring up at the sky...*
>
>

This is what's left after a poor devil has been thoroughly consumed by flames from a flamer. Though looking like a black barricade, he is just a dead human, who reminds you he has no real tactical worth, except giving you satisfaction if the burnt remnants were a German and a sad feeling if it was one of your guys.

If you are in command of a Flamethrower, expect to see this often.

## Fun Facts

* If you zoom in you can see two big white eyes staring at you. So maybe he is not dead after all?
* The remains will look the same, no matter what side the soldier was from before being burned.
* If there is no obvious source of ignition, you never know, it could be a case of Spontaneous Human Combustion!
Legion of Merit (MnB2)

**Legion of Merit**

Requirements:
Play 1000 games of Mud and Blood 2
Effects:
Give 2 TP at the start of each mission.
Real Life Medal?
Legion of Merit (USA)

Only very dedicated players or people with a bit too much time on their hands get this one. The reward is great too, 2 TP's, but if you play mud and blood 1000 times, you could care less about 2 TPs, unless, of course, you just start and surrender over and over again which is not the right way to do it.

## Real Life

Legion of Merit is awarded often to general officers and colonels of the Army, Airforce, and Marine Corps. Navy and Coast Guard flag officers and captains also receive this often. This is another one of the medals that can be worn on the neck (other one being Medal of Honor), all others are worn on the chest. This medal is actually rather fitting to the game as if you have played 1000 games of MnB you are surely positioned very high on the chain of command, so you would naturally receive this.
40mm HE Grenade (Recon)

**40mm HE Grenade**

Kill card
Strengths:
High quantity
Weaknesses:
Inaccurate, requires a 40mm grenade launcher
Description:
A pack of 40mm grenades

The 40mm HE Grenade is a special grenade item which is used as ammunition for both the M16's M203 Underbarrel Launcher and M79 portable grenade launcher. As such, the 40mm HE Grenade cannot be used without a grenade launcher and is not unlocked until one of these weapons is acquired. A grenade launcher allows you to propel the grenade at considerably longer ranges than tossing a normal Mk 2 grenade, and also gives you two extra uses over the standard Mk 2. However, these grenades are far less accurate than the Mk 2 grenade. They are ideal for engaging the enemy from a distance (when direct contact is undesirable) as well as destroying or suppressing groups of enemies.

The 40mm HE Grenade item also has one less bulk than the Mk 2 grenade. However, on light kits, the selection of an M79 or M16 w/ M203 may make the 40mm HE grenades the heavier option due to the weight of the launcher attached to the munition.

## Real Life

40mm HE is used widely by military forces even into present day in one of two calibres - 40x46mm, used in handheld and under-barrel launchers, or 40x53mm, used in mounted or crew-served weapons. The M79 and M203 of Recon use the less powerful 40x46mm HE (High Explosive) round for better effect on infantry and other soft targets. 40mm grenades, however, also come in various other forms, such as CS gas, flare, smoke, airburst or buckshot.
Artillery Blitz (MnB2)

**Artillery Blitz**

Contents:
1-20 artillery shells.
Description:
Death from above.

One of the most feared of all blitzes in the whole game. About 1-20 artillery shells will rain on your position, dealing untold destruction to anything and anyone that isn't covered by a bunker or pillbox, but also dependant on the situation, being able to do the same to every german soldier that is simply unfortunate enough to be in the battlefield at the time. It can be either a game-ender or a game savior.

Fortunately for both you and the Germans, it is possible to actually avoid this by having a Counter arty deployed on a previous arty strike. You will still get the Tps and the following message will be displayed:

"ARTY BLITZ prevented by your counter arty!!! You're a lucky son of a gun."

You can try to build Bunkers and a pillbox to protect your soldiers, but if you haven't built them or don't have time to it's recommended to either spread your units utilizing the terrain like trees and rocks, as well or retreating as many troops as you can as they will most likely be blown up either way. Blitzes such as these are why you should have backup TPs and/or keep your squad numbers down for minimal devastation.

A good way to avoid being decimated is to have 5 or more men above the 'BATTLE PAUSED' line, preferably in a bunker. This means that the arty will fall at the top half of the map, doing your men no harm, unless it somehow manages to bust your bunker.
Bounding Mine (Recon)

**M16A2 Bounding Mine**

Killcard
Strengths:
"Follows" the target
Weaknesses:
Only get 1, short-range, high bulk
Description:
Bouncy Bomb

This Mine bounces up after someone steps on it, thus proving more effective at dispatching enemies. It works like other mines, but it is more effective at killing than the M14. The tradeoff is considerable; the M16A2 carries 8 bulk for one mine as opposed to the M14 AP Mine's one bulk for five mines.

## Real Life

The M16A2 was built similar to the "S Mine" of the Germans in World War Two (Nicknamed Bouncing Betty for obvious reasons- It bounces). Filled with Tetryl, it was, and still is, an effective way of dispatching enemies due to its Bounding motion prior to detonation.
Cam Net (MnB2)

5-8

**Cam Net**

Effects:

* This allows you to keep +6 troops while not under direct threat of enemy bombardment.

Description:
It conceals your troops in order to avoid enemy raids. It is very fragile; even a grenade can destroy it.

The **Cam Net** can be deployed by your engineer for 5 TP.

It offers you visual protection against enemy intelligence, so you can safely have more than six men on the battlefield without getting mauled by artillery, air raids, or by other enemy support. This requires you to "hide" troops under the cam net such that no more than six units are visible at any one time.

Of course, these are **very** fragile, and even the smallest explosion can destroy them. Therefore, it is advisable to have an engineer place some sandbags in front of them to absorb fragmentation. Try to save a handy 5 TP to replace if needed.

An enemy 1st. SS Leibstandarte can render these ineffective for 10 seconds, but they are **not** permanently damaged. However, within those 10 seconds, enemy support might be used on your position, so make sure you prioritise him quickly.

## Coverage

The soldier is covered if the spot where you click to move him is within this area.

## Real Life

Cam Nets were rarely used in the WW2 battlefield as they were not useful or practical in hiding troops. They were more common in military bases and in forest positions to hide them from the airforce. Infantry used camouflage uniforms or other clothing and vehicles were painted. Ships were painted to confuse U-boat crews so they couldn't see how many ships they had spotted or to what direction they were heading. Modern-day camouflage can, if done by experts, make a soldier fully disappear in their current surrounding environment depending on the uniform patterns and colors they are wearing.
German Officer (MnB2)

**German CO**

Equipment:
Walther P-38, charts, maps, trench coat
Commander, Leader
Description:
Axis leader with weak gun, but can call extra waves for no TP.

> *This is a German officer. He is armed with a Walther P38 and can call reinforcements."*— Official game quote
>
>

A commanding officer of the Germans. They are usually busy at base
planning the next attack, so only a

few will dare to take the field to
take care of you and your men. He isn't much of a shot, but his higher
rank will allow him to use options not given to other units. He is weak
 but feared for his ability to call support and extra waves. They should
 be a high priority target or any Allied commander who has taken out
all immediate threats (as in Wespes or Tigers). Kill them fast. If you have snipers, they will usually prioritize German Officers right away.

## Trivia

* All officers have blonde hair, by order of the Führer (Heil Hitler!).
* The German officer is currently the only unit who can call additional units on to the battlefield.
* There is a slight glitch with the 'dead' animation for the

German Officer. The 'dead' graphic has the officer's cap lying next to
his head. The way that the game is coded means that dead bodies move if
you shoot them. In the case of the officer, this results in his hat
moving as the body twitches!
Crewman (MnB2)

1-a
**Crewman**

Starting equipment:
1911 Colt.
Crew
Description:
Able to re-occupy allied vehicles that have lost their driver or gunner. Not very strong or fast, however they are not meant for combat anyway.

This poor soul, the **crewman**, was shipped into the middle of combat with nothing but his trusty pistol. His only use is to man vehicles
 whose own crew have been killed. Not very encouraging, that's for sure.
 As a result, he has the tendency to stay put and fire away with his
pistol. Hold Fire is very handy to get him moving.

Make sure to order him to move to the center of the vehicle. If
it is lacking both gunner and driver, he will man the gun first. If the
vehicle still has a driver, it may end up being selected as you order
him to man it. In these cases, select the crewman and press the mouse on
 a random spot outside the vehicle, then drag it over the vehicle and
release.

Crewmen are easily distinguished from officers by the lack of a backpack.

Surprisingly, they're better at killing enemies with their pistol
 than an officer is. This could be attributed to their overall higher rifle skill. They also tend to throw grenades more often compared to the Soldier unit.

## Fun Facts

* The crewman is the most visually under-equipped unit in MnB.
* He is also one of three units without some sort of pack on his back.
* You cannot remove the crew from a vehicle. Well, not alive, anyway.
* Until version 2.2.2e, the crewman **DID** actually have a backpack, you could even get him mixed up with an officer.
* *"Handing rifle grenades to a driver is like giving a map to a Lt...don't"*
* The crewman is pretty slow, considering he doesn't have a backpack and only has a pistol.
Fire and Maneuver (MnB2)

Fire and maneuver is closely related to the exchange of fire theory. The concept is fairly basic. In order to prevent the enemy to effectively engage your own troop while you are maneuvering , one part of your forces will engage the enemy with enough firepower to prevent the enemy to effectively move or return fire.

In a situation where you are limited by numbers such as in MNB:Recon it is important to move your units rapidly away from the contact while the remaining of your team engage the enemy. If you are facing a superior or well organized force, you may opt to keep 3 shooters engaging the enemy while one Ranger peels of the line. Subsequently, the moving ranger will take a shooting stance and cover the next ranger off the line.
Flak Panzer (MnB2)

**Flak Panzer**

Equipment:
20 mm flak cannon
Armored, Fire and Movement, Motorized
Description:
A fearful unit which fires continuously at a large area around around its target, ensuring that anything within it gets shredded.

> *"This is a Flakpanzer IV. Its 20mm cannons can shred infantry to pieces."* — Official game quote
>
>

Really ugly in any way. For those who don't know what flak is, it is a fast-firing

anti-aircraft gun, the same as in the allied AAA
 . The shell explodes at a certain height and throws hundreds of chunks
of shrapnel. Now the problem comes when the Germans point this at the
ground. This thing becomes a horrible, devastating area weapon.

Its job is to use its 20mm flak cannon to shred any of your infantry that are not in a bunker or pillbox to pieces. It is devastating on infantry as well as doing heavy damage to vehicles especially when the crew dies.

When this tank comes on screen he starts shooting, so hope he goes for your bunker or your pillbox. If your bunker is in front of your cam nets the tank will aim for your bunker, which lets your anti tank force to kill the flakpanzer.

If you don't have a bunker, it's death on tracks, because the gunner can not be killed.

## How Do I Kill It?

1. Tanks can good strategy here since Flak rounds takes a long time to damage the Sherman Tank's

 1000 HP, and Shermans can one-hit kill the Flak Panzer. Additionally,
even if you don't want to destroy it with a tank it's a good idea to
send it up there anyway to avoid the Flak Panzer targeting your infantry
 and destroying your camnets.

1. Large explosives (bazooka rockets and up) can entirely destroy the tank.
2. Grenades can kill the Tank if hit dead-center.

## Real Life

This is probably the **Wirbelwind**
 (Whirlwind) anti-aircraft gun. It is based on the Panzer IV tank and
was developed as a response to the air superiority of the Allies. It was
 very effective against low flying aircraft and the rapid firing of the
guns combined with the heavy armor made it also good against ground
units. It mounted 2cm Flakvierlings. Approximately 100 of these were
produced during WW2. The reason for such low numbers is because the
Wirbelwind was still a prototype at the end of 1944, it was not even
tested. Then it started being produced around June of 1945.
The turret was actually manned by a crew of three.
Browning .30 Machinegun (MnB2)

N/A
**Browning .30 Machinegun**

Belt fed and CQC
Weaknesses:
Long reload
Description:
Starting weapon of gunners. The Browning .30 machine gun is a rapid-fire, inaccurate weapon, typically used for pinning Germans for others to kill. In experienced hands, it is a lethal weapon, in poorly-trained hands, it is a fire-suppressor.

*See also German MG-42*

The M1919A4 Browning machine gun, or **Browning .30 Machine Gun,** is
 the only light/medium

machine gun available to you in the game. A basic
 machine gun, the Browning .30 Machine Gun fires a .30-06 bullet and
has a very high rate of fire, a very high magazine capacity, and good
damage. Only the gunner can use this gun, although it is also mounted on the halftrack.

It is inaccurate with lower rank gunners, useful for only pinning down troops, but in the hands of a MAX ranked gunner
 it is truly epic. He will shoot at multiple targets, giving each one a
3-5 round burst. A good gunner can cover five enemies in three seconds.
When a gunner reaches a high rank, his accuracy improves, and the gun becomes a two-hit killer.

## In Real Life

It is a sad fact that during WW1-WW2 line tactics were still much at
use. However, at this point of time the machine gun had been perfected
to be able to rain lead upon advancing troops, and thus in the theater of
 trench warfare was a devastating weapon. By WW2 Machine guns were
already being developed to be lighter, more reliable, and better at
raining death. Air-cooled machine guns such as the M1919 Browning .30
Machine Gun and the MG34
 were effectively introduced. The Browning .30 Machine Gun was belt feed
 up to 250 rounds at a rate of fire of about 600 rounds a minute and had
 good defensive capabilities. The original A1 derivative was,
unfortunately, too light for prolonged sustained fire and yet, too heavy
 for movement. By the A4 mark, it was adapted for use at a company level
in 4 man squads within the American Army and allowed defensive positions
 to be made in the field to support advancing troops. The Browning .30
Machine Gun was, unfortunately, heavier than its previous machine gun, the
 Lewis Machine Gun, and was strictly outside of a Light Machine Gun Role
 unlike the BAR
 or the Bren LMG. Nonetheless, its capability in a defensive role was
far superior due to higher rates of fire, round capacity, and use in
prolonged fire, but as a result less useful in an assault capability.
Many M1919's are in use today with other armies around the globe.
Barbed Wire (MnB2)

5-4

**Barbed Wire**

Effects:

* Temporarily bars movement of infantry caught in it;
* Does periodical damage;
* Affects friend and foe alike.
* Reveals cloaked infiltrators.

Description:
A wire with sharp protrusions that can slow and damage personnel.

**Barbed Wire** can slow down enemies and damage them. The wire is a good obstacle, but it can damage and slow your men as well so don't put your men in it.

* It is quite good at revealing the location of Brandenburg Infiltrators.

* It can be destroyed by explosions or cut through by German Assault Pioneers, as it is fragile.

* It is also the main defense structure for the so-called 'Forts'.

* The barbed wire does 1 damage for every splat of blood.

* Not all units that pass through the barbed wire are caught.

## Strategic Use

Barbed wire is very effective at stopping infantry troops. Whilst its ability to damage units is relatively insignificant its slow down ability is very useful when used properly. Barbed wire can stick a unit in a spot with a similar effect as pinning. It can be used to stall units to be slaughtered, but also to keep enemies away from important places. Barbed wire reduces the need for close combat occurrences. For example it is good for keeping enemies away from entering a bunker-like, particularly annoying flamers. Barbed wire is relatively brittle and will be destroyed in a similar manner to sandbags, but so long as they serve their auxiliary purpose that is fine. Barbed wire is comparable to mines except less consumable. If making a line of barbed wire consider staggering the wire as to allow a passage for your troops whilst snaring enemies who walk straight down (most units other than snipers). To do so, simply leave a gap between 2 lines of wire and place the third set in the front or behind the original 2 barbed wire lines rather than overlapping.

### Barbed Wire compared to Mines

 ----------->

Advantages of Barbed Wire against Mines

* Slows Down enemies
* Forms a wall (no gaps), though won't always slow down enemies.
* Is not consumable

Advantages of Mines against Barbed Wire

* Can effectively kill vehicles and infantry
* Large blast radius
* Is invulnerable unless stepped on or defused

Either way, the main points to remember with either is to watch out for friendly fire (don't make your own units step on it). Both cost 1 TP and defend an area very well if used wisely.
G3 (Recon)

**G3**

Killcard
Strengths:
High damage, decent range
Weaknesses:
Somewhat low burst length, massive recoil
Description:
Fairly rare heavy combat rifle.

## Overview

The HK G3 is a well-rounded German battle rifle. Matching the range and outclassing the damage of the standard G.I. M16, the disadvantages of the G3 include lower burst length and massive recoil. It has a decent jam chance and very fast reload time.

Overall, the G3 is a decent weapon but compares poorly to the M14, which features much longer range, more damage, 1 less bulk, and half the recoil. Compared to the FAL, the G3 has higher burst length and lower bulk but less damage and range.

## Real Life

Though nearly impossible to tell, the G3 battle rifle can be traced back to the final years of World War II wherein it was influenced by the MG 42 and StG 45(M) of Nazi Germany. Though extremely rare, the G3 and HK33 battle rifles found their way into the hands of Navy SEAL teams during the Vietnam War and were praised for their reliability on-par with the Vietnamese AK-47s.
Gib (MnB2)

All infantry caught within the gib radius of an explosive will be... gibbed. Vehicles are immune to this effect (they have their own things to worry about).
When an infantry unit is gibbed, according to a game tip, up to 21 body parts can come out, including lungs, brains, bones, spines, legs, feet, eyes, ribs and many more.
A gib can only result from an explosive or from a smoke bomb (with a direct hit).
If you gib 100 enemies, you get Urb's anatomy ribbon

### How to Capture a Good Gib Screenshot

1. Use last stand, proper planning, or close protection and buy one engineer and place a single TNT.

2. Get **LOTS** of Frenchies (or officers) - as many as you can - over the TNT.

3. Optional: Leave one Frenchie out if you want to observe an *EPIC* morale drop!

4. Trigger when ready and watch the guts fly!

5. Take the screenshot and post it in the MnB forums, or the Discord channel.
Arty Strike (MnB2)

4-1
**Arty Strike**

Requirements:
Have a Signaler.
Description:
Rakes the top half of the battlefield with 1-8 powerful explosions (+1 possibility for each scout).

*Also, see the **German** Artillery*

The **Arty** or **Artillery Strike** requires only a signaler.

An off-map ground artillery position fires 1-8 of its standard-size explosive rounds on the field.

Good for pinning down the enemy or causing damage to annihilate vehicles and troops. Useful for killing annoying snipers while also killing large numbers of Germans in the later waves. It's also pretty good at destroying everything on the battlefield, just have your siggy call it in before he gets pinned. An additional round may be added if you have a scout on the field. Once you've killed 50 Germans with arty strikes, you'll get the Ground Controller Ribbon, which gives you more rounds of artillery per strike.

## Fun Facts

* Artillery rounds have a good deal of fragmentation. Not as much as a bomb, but unlike a bomb, you could get up to 8 rounds of arty.

* Careful, some of your rounds may become Duds.

## Real Life

Artillery was commonly used to soften up enemy defenses and to keep them pinned in foxholes while attackers were moving to their positions. It was also used to stop enemy attacks or reduce their numbers before they could attack. Strikes depended on the tactical situation, varying from a small barrage to stop an attack, or even a single round to take out a bunker or other position, to a bombardment lasting hours before a major assault.
Halloween Ribbon (MnB2)

**Halloween Ribbon**

Requirements:
Kill 20 zombies.
Effects:
You get a free heroism for your Nazi-Zombie killing skills.
Real Life Medal?
**No**

On Halloween, a seemingly regular fall day for many, some MnB commanders shall partake in one of the most secretive and well-paid missions of the year, aside from gibbing Santa. Those with modern-day skills (and a bit of luck) will be able to fight against perhaps the greatest and most evil technological invention of the Nazis:

**The ZOMBIE!**

Zombies are known to be extremely hard to kill, and only a few brave (and lucky!) commanders shall be able to *re-*kill enough of these horrible creatures and silence them once again.

The U.S. Military is willing to handsomely reward these er, "zombie killers" with a free Heroism every game. There are very few strategies currently which are effective, but the value of **4** TP is enough to drive commanders to try to get it. It is one of the most useful ribbons and great with Westpoint Commendation because you can heroism your officer to 200 health right away.
Assault Expert Award (MnB2)

**Assault Expert Award**

Requirements:
Anytime after 10 missions if commander scored an average of 50+ kills each mission.
Effects:
Enemy will be less courageous when facing you.
Real Life Medal?
**No**

The American forces have had enough! For too long the Germans have been attacking their defensive positions so they will now reward the commander who makes at least 500 kills after their 10th mission with this easy to get ribbon.
This ribbon will be so shiny that the Volkssturm will turn tail more often while the other German soldiers will seek cover from its shininess.

A bit more honorable than some medals, and a very easy medal to get, this award will make the enemy cower at your men and will make Volkssturms run away more frequently. The reward is a little bit *below average*, mainly because the Volkssturm is the **ONLY** German Unit to run away from the battle. However, non-Volkssturm enemy troops will be pinned more easily due to lower morale.
Field HQ (MnB2)

5-q

**Field HQ**

Effects:

* Has 25% chance to give one extra TP per wave.
* Very fragile.

Description:
A commanding structure.

A **Field HQ** is a 5 TP building. It is very fragile and offers no protection, even with the sandbags out in front of it. It has one trait: every wave, it has a 25% chance of giving you one extra TP. When you have earned a total of 1000 bonus TP, you will get a cool medal, increasing the chances by a further 5%.

Try not to get too greedy: if the HQ is blown up, you lose **all** the TP you have gained from it. For example, your Field HQ has produced 30 TP. It gets blown up, and you had 5 TP. Since the TP produced will get deducted, you would end up with -25 TP.

However, if built early on, the Field HQ can provide extra TP to build up your early defenses.

If you decide that a Field HQ is worth the risks, make sure to have it protected!

Field HQ's are known to stop functioning after wave 100, so if bought at the very start of the game, they should net an average of 25 TP the entire game (without the ribbon).

Note that you can also get a Mobile HQ, which is a Half Track with a Field HQ in it along with radar and an antenna. A good idea is to put it in a pillbox so it's nearly impossible to destroy.

Field HQ's do not give you TP in the last stand.

## Fun Facts

* If it's destroyed, two dead officers will appear. Though this is a fun fact, it isn't funny when your field HQ is destroyed. And because it is a building, the officers inside will not count for the six-man rule so cam net is not necessary.
* Multiple Field HQ works and can provide TP independently of each other. How ever, be prepared as losing them both will result in a MASSIVE TP loss
Local Militia (Recon)

**Local Militia**

Rifle:
1-20
Skills:
None.
Description:
Abundant in any AO. They will typically be poorly trained and armed, typically with old rifles and single shot shotguns. Rarely will they have automatic weapons. They won't fight your Rangers head on and will often fire a single shot and retreat

The lowest grade of VC encountered, rarely using tactics or fighting as a group. Local guerrillas are armed with low-grade weapons and are not entirely proficient with them. In-game they appear as thin and scrawny, wearing only shorts.

**Weapons used:**

* Baikal
* Musket

**Potentially used weapons, old list, currently un-confirmed**

* AK47
* SKS
* RPD
* Mosin Nagant
* MAT-49

**Chances to have grenades:**
1% to have 1-3 grenades

**Chances to have American weaponry:**
1%

**Chances to have Support Weapons**
0.1% per men deployed

**Chances to yield intel 5%**

## Tips n Tricks

* Although dispatching local guerrillas can be appealing, the actual detriment it causes to the enemy is minimal. This, combined with the low chances of them carrying any lootable intel makes them a low priority target unless the security of the team is jeopardized.

* Militias are noisy and it's very easy to detect when they're nearby.
* Although they have terrible accuracy, it's not uncommon to see your Rangers get outright killed or put in a critical condition.
* They will always be by themselves, unless they are guarding an asset.
* Militias will often fire a single shot and then run away, they do not directly face your Rangers.
Last Winter

Last Winter is a survival RPG set during the fur trade in the wilderness of 17th Century New France. You play as a coureur de bois, an unlicensed fur trader whose primary goal is to survive the unrelenting challenges of the new world, and maybe make a little coin too. An alpha version of Last Winter was created many years ago, but was scrapped in favor of starting fresh with a new game engine. The new Last Winter is now approaching it's alpha stage, with many of the game's core features present in a recent development livestream.

## Original Alpha Version

The original alpha version of Last Winter is no longer being developed, but has since become free of charge. Download it here and use the serial key **02g7-gd1-393-15b**.
Firing Sequence (MnB2)

The **Firing Sequence** describes the combat process of most units in MnB. It involves the following main steps:

1. An idle unit scans its field of vision to acquire a target. The time spent is random, but it is improved by the unit's experience.
2. With its target chosen, the unit then proceeds to take aim. Randomness and experience also affect this step.
3. Having its target within sights, the units will now shoot it. The amount of shots taken is random but is constrained by the particular weapon that is used, while the delay between the shots is...also random and lessened by experience, down to a minimum that depends on whether the weapon is automatic or semi-automatic: all infantry weapons of a type will have the same minimum delay—there is no faster weapon (stationary emplacements have their own firing rates). Bolt action weapons have only one shot before they are empty.
4. If the weapon becomes empty, the unit will reload it. The time taken varies with the weapon, but it is...reduced by experience!
5. Done firing and reloading, the unit is now free to restart the sequence.

As you have seen, experience is very, very important in this whole process.

### Trivia

* Snipers and AT units are particularly slow in target acquisition and aiming.
* Mortars have fixed firing sequence delays, meaning that they always attack at the same rate.
* .50 cal emplacements have zero aiming delay.
* Target-switching units such as gunners have no target acquisition delays beyond the first target.
* Most units can acquire targets while moving. Prime exceptions are mortars and M3 AT Guns.
* But few units can *fire* while still moving. Scouts, jeeps and tanks are notable exceptions.
* Many weapons are not shown reloading. Springfields, bazookas and all Axis weapons (save the mortar) demonstrate this peculiarity.
* The reload formula for bolt action weapons is as follows: *10 ticks + random(0-100) - exp of soldier*.
Bomb Drop (MnB2)

4-2
**Bomb Drop**

Requirements:
A Signaler and an Officer.
Description:
Drops a single huge bomb on a priority target.

Requires a signaler and an officer.

Commands an aircraft into the area to drop a bomb on the battlefield, although not necessarily on the German lines.

Bombs do massive damage, killing anything within a large radius of the bomb. Bombs are the same size of the explosion as a Naval Artillery round. Say goodbye to close proximity units not in Pillboxes and to anything with less than 15 morale if one heads your way because bombs can terrorize men.

**Warning:** If you have men close to the middle of the field they might get hurt because the bomb can fall to the middle part of the battlefield, on rare occasions to the bottom part.

## Fun Facts

* Bombs have things like *"Have a Nice Day!"* written in white on them.

## Real Life

Air-dropped bombs were invented in WW1 and mostly dropped by hand during the initial stages of the war. By the end of The Great War, designated bombers and high payload bombs had been developed. During World War 2 they were used mostly against cities in bombing raids and were often used in carpet bombings where hundreds of bombs were used to make sure the target gets destroyed. British Air Force bomber tactics involved bombing cities at night while American tactics preferred striking against important strategic targets in German territory at day. They were extremely devastating on Japan were incendiary bombs caused fires to break out in the city and burn all bamboo structures or anything made from wood.
Dedication Ribbon (Recon)

A fairly simple ribbon with a powerful reward. The Dedication Ribbon is earned by players who can achieve "Mission Successful" on three patrols in a row without closing the game session. It unlocks the Stoner LMG, a powerful but lightweight light machine gun only slightly less hard-hitting than the M60.

**Dedication Ribbon**

Requirements:
Achieve three successful patrols in a row in one session.
Effects:
Unlocks the Stoner LMG.
Real Life Medal?
**No**
Иру Меру

**Iru Meru** (イル・メル) is a reserve forward for Perfect Cascade.

## Profile

### Inazuma Eleven GO 2: Chrono Stone

* *"A bold forward who is never injure, he's fiercely loyal to Sakamaki Togurou."*

## Appearance

He has short light blue hair and blue eyes. Like the other members of Perfect Cascade, he has pale skin.

## Recruitment

### Inazuma Eleven GO 2: Chrono Stone

In order to recruit Iru, The Lagoon has to be defeated first in the story mode. Also, the requirements are:

* **Item**: Dangerous Switch (Dropped from P. Heiba Robots at Yoshinobu's route)
* **Topic**: Pointy Hair

After this, he can be scouted for an amount of 800 Kizuna Points.

## Stats

All stats are at level 99 and untrained.

* Inazuma Eleven GO 2: Chrono Stone
* Inazuma Eleven GO Galaxy

* **GP**: 127
* **TP**: 108
* **Kick**: 128
* **Dribbling**: 107
* **Block**: 88
* **Catch**: 77
* **Technique**: 100
* **Speed**: 97
* **Stamina**: 95
* **Lucky**: 71

**Normal form**

* **GP**: 127
* **TP**: 108
* **Kick**: 128
* **Dribbling**: 107
* **Block**: 85
* **Catch**: 66
* **Technique**: 100
* **Speed**: 107
* **Stamina**: 90
* **Lucky**: 64

**Hyper Dive mode**

* **GP**: 139
* **TP**: 118
* **Kick**: 128
* **Dribbling**: 107
* **Block**: 88
* **Catch**: 77
* **Technique**: 100
* **Speed**: 97
* **Stamina**: 95
* **Lucky**: 71

## Hissatsu

### Inazuma Eleven GO 2: Chrono Stone

* Шаблон:H
* Шаблон:H
* Шаблон:H
* Шаблон:H

### Inazuma Eleven GO Galaxy

* Шаблон:H
* Шаблон:H
* Шаблон:H
* Шаблон:H

## Mixi Max

### Inazuma Eleven GO 2: Chrono Stone

#### Best match Mixi Max

* Шаблон:H
	+ Шаблон:H
AH-1 Cobra (Recon)

**AH-1 Cobra**

The AH-1 Cobra Gunship in Recon is tasked to provide close ground support whenever the team comes under contact with a larger force of enemies and requires a little more breathing space. The Cobra is a quick and effective tool that the team can use to topple the balance of momentum back in the favor of an outnumbered and outgunned team of 4.

In Recon, Cobras are armed with an XM195 20mm cannon and 2 M158 70mm rocket pods. In future versions, Cobras will be equipped with the taste of the players.

They can be called in via radio under the gunship channel for immediate support granted that they are currently vectored for you AO. After being called in, the player has to use smoke to direct the Cobra to the intended target(s). If no smoke is used, the Cobra will engage any hostile(s) it spots on its route (from Grid Square A5 to E1) The chopper will then engage enemies until it is called back for refuelling or vectored out of the respective Ranger's AO.

## Real Life

First deployed in Vietnam in 1967, the AH-1 Cobra was the first helicopter designed from inception as an attack aircraft loaded with a formidable arsenal of weaponry. It dramatically changed the nature of the war in Vietnam, offering the US Army its first powerful and highly accurate weapons platform for close-air-support missions.