recursal/Fanatic-Fandom huggingface dataset:
T20

**T20**

Large Magazine and decent range
Weaknesses:
slower to aim
Description:
Experimental large magazine Garand

## In game

The T20 is a powerful and heavy American semi-automatic rifle. It has a marginal increase in range over the Garand, over twice the magazine, while also having a lower bulk and jam chance. However, it has a slightly higher recoil. Overall, it is a potent and rare weapon that will strike fear (and bullets) into the hearts of the enemy.

* The T20 can be purchased in Classic mode for 5 TP.
* In Campaign mode, is the 4th and final weapon for the Rifleman, replacing the BAR as of 0.4.1.

## Real Life

It was an experimental, gas-operated, selective fire rifle with a slightly longer receiver than the M1 and modified to accept 20-round Browning Automatic Rifle (BAR) magazines. The rifle was machined and tapped on the left side of the receiver for a scope mount, and included the same hardware for mounting a grenade launcher as the M1. The bolt had a hold-open device on the rear receiver bridge, as well as a fire selector similar to the M14. The T20 had an overall length of 48+1⁄4 inches, a barrel length of 24 inches, and weighed 9.61 lb without accessories and 12.5 lb with bipod and empty magazine.

## Trivia

Before this, the Heavy rifleman couldn't use the Rifle Grenade skill when he was maxed out

## Related weapons

```
Johnny 41
Garand Match
FG42

```

Back to Weapons
Kolourscape Renewal One

```
"We fell from a place far beyond your comprehension" **-Kolourscape**

```

## Kolourscape

Kolourscape

Kolourscape is a member of the WSMP who joined on the 6th March 2023. Kolourscape has an origin identified as an Cosmic.

Physiology

Kolourscape is a humanoid often characterised to have a non-physical viscous body shape which takes on the appearance of a lightless void with stars deep within. Kolourscape has a distinct outfit, involving a cloak and hood which splits between black and purple on their moon side and white and gold on their sun side. Kolourscape also wears a mask which appears to take the identity of a face that is half sun and half moon, possibly refering to Kolourscape's split personality.

Although it is unknown how many similarities Kolourscape has to a regular human they are said to have glowing eyes behind the mask, any other organs or functional body parts are not yet identified.Personality

Kolourscape is a curious and adventurous character, this is likely due to how Kolour fell from space and has only recently starting seeing the world called Erium.Lore

To be added.Personas

To be added.
Items

To be added.
Relationships

To be added.
Associated Playlist

Quotes

To be added.Trivia

To be added.Gallery

To be added.References

To be added.Navigation

To be added.
Car

**Civilian Car**

Cover Value:
50% (directional)
Blocks Line of sight:
No
Destructible:
Yes (cover is still functional)
Roofed:
No
Description:
Some guy used to drive this.

For other mobile vehicles, see Citroen ("Clown Car"), Kubelwagen, Sd. Kfz. 222, and Jeep.

**Stationary Cars** are abandoned civilian vehicles. They can be found in most towns and other inhabited regions.

## Overview

Cars provide cover, 50%. Currently there is only one version of car you will find: A grey/black hardtop that resembles either a Citroen or maybe a Volkswagen Beetle.

These cars are often found scattered throughout the campaign, may that be from the fields of hedgerows to the ruins of Germany. There's a range of reasons why these cars are abandoned, lack of fuel, mechanical problems, the street fighting, etc.

Luckily for you, this car is a purely environmental element of the battlefield. It has no weapons and cannot be driven. However, it must not be ignored: It provides 50% cover to any troops on the left or right sides. You can fit 3 men to the side with slight distance between each men. **Note that if a fire is near a car, it will eventually cause the car to explode.**

* **The car is destructible, though it will not lose its cover benefits;** it's still a huge chunk of metal that stops bullets.
Overwatch

Gunner 2nd skill

 "I got you covered! GO!"

The overwatch skill often allows the gunner to outrange any non-sniper infantry as their engagement range is increased by 100%, making them a deadly long range threat to any spotted infantry within his line of sight. This allows your gunner to safely engage from a distance while also extending the range of his suppressing fire. When you combine overwatch with Incendiary skill then expect to see the skies light up, the ground burning hot like hell and krauts either dropping down dead or running for their life, possibly on fire too.

* Detection range increased by 100%
* +25% to morale checks against incoming fire
* Duration 2 min

Back to Gunner or Classes
Medic

**Medic**

Starting gun:
 Springfield
low combat skill
Description:
The onfield medic to heal and stabilize your other soldiers

**"Heal wounded troops. Can stabilize dying soldiers. Start with a Springfield"**

As a class feature:

1. Combat skill -15
2. Medic heal radius is 100px + 1PX per exp skill
3. Chance to proc healing is 15 + (soldier xp/10)

Weapon list:

* (Keeps it) Springfield
* (1st gun) Sten
* (2nd gun) M3 Grease gun
* (3rd gun) Garand lite

Skill List

Promotions

Germans Get the Medpack after Aure Valley (hedges 1)

Back to Classes
Sandbags

**Sandbags**

Cover Value:
50%
Blocks Line of sight:
No
Destructible:
yes
Roofed:
no
Description:
Temporary sandbag wall

Sandbags are defensive structures in Mud and Blood. They can be found on maps in both Campaign and Classic modes, and can be placed by Sappers.

## Spawning

### Campaign

* Sapper's 1st skill: Your sapper will construct a small sandbag wall. The skill has a cooldown of x seconds.
* A sandbag wall, running from the top of the screen to the bottom, will spawn on maps with the Hard Case BC.

### Classic

* Sandbags spawn on the map. They cannot be constructed, however.
* The closest equivalent in terms of cover is the Barricade (3 TP/50%) or Tank Trap (2 TP/50% + Vehicle Immobilizing)

## Real Life

Sandbags are used by militaries all around the world. They were used as early as the 1600s in India. In the First and Second World Wars, sandbags were used as defensive walls and were generally effective at stopping small arms. They were sometimes used as improvised armor on tanks, although this was not very successful.
Anti-personnel mine

The **Anti-personnel mine** is a type of landmine deployed by the Germans. They are circular in shape.

**Anti-Personnel Mine**

Users:
Germans
Soldiers that step on one move slowed for 1 min
Description:
Small landmine. Maims victims, slows them down.

## In-game

The Anti-personnel mine is harder to detect than the AT mine and the Teller mine. The mine's damage will never kill soldiers, even if they are close to dying. Victims of the AP mine will suffer a speed debuff.

## Extra Intel

* The AP mine is exclusive to the Germans.
* The mine has a timer of 0.7 seconds.
* Its victims will suffer a **movement penalty** of (unknown)% for 60 seconds.

## History

The AP mine resembles the german Schumine 42, a mine made mostly of wood. It had a 200g TNT charge, was cheap to produce, and hard to detect. For demining operations, the British relied on trained dogs, while the Germans used geiger counters (mines were coated in a radioactive paint) to find them.
Horse Cart

**Horse drawn cart**

Cover Value:
40/50
Blocks Line of sight:
No
Destructible:
yes
Roofed:
No
Description:
An abandoned horse drawn cart, turned into an improvised cover

 *See Horse drawn cart for the mobile vehicle version*

### In Game

*added in 0.4.2* A horse cart that was used by the Wehrmacht army to move supplies and personnel around, now it is turned into an improvised cover. Often found in rural areas but may also appear in other places, these flipped over carts are capable of housing several men, though the cover that is provided will depend on which side they are taking cover on.

Quite large and most likely flammable due to its wooden components, the cart provides 40% cover to the left side and provides 50% cover for the right side. The reason for this difference in value is that the right side is reinforced with sandbags making it more secure.

* 50% on the right side, 40% on the left
* Improvised cover

In Campaign:

Mostly found in rural areas but could show up else where too.

A Horse drawn cart used by the Wehrmacht to move equipment and people around

## Real life

The german army in WW2 was largely still a marching army and 80% of their entire transport was equestrian. Despite all the propaganda about Blitzkreig, formidable German R&D, industrial design and production, the day to day mechanics of that fighting force involved an average of 1.1 million horses throughout the war. Of the 322 German divisions in the middle of the war - 1943 - only 52 were armored or motorized.

The great bulk of the German combat strength—the old-type infantry divisions—marched into battle on foot, with their weapons and supply trains propelled almost entirely by four-legged horsepower. The light and mountain divisions had an even greater proportion of animals, and the cavalry divisions were naturally mainly dependent on the horse.
St. Lo

**St. Lo** is a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 23 days and is the 4th area, after Hedgerows and before Vire.

## Overview

### Situation

After breaching through the nightmarish hedgerows, your first trial of urban combat begins here at St.Lo. Houses scattered through the area can create lethal close quarter combat scenarios and vehicles can become victims of infantry AT crews.

### Terrain

St.Lo is predominantly filled with houses, though you can occasionally encounter ruins and churches. The church provides a moderate threat due to the large size of the building allowing the Germans to garrison plenty of soldiers inside. Close to medium range weapons will shine here such as submachine guns and carbines.
Hedgerows

*This page is a work in progress. Thanks for your understanding. - Wiki team*

The **Hedgerows** are a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 20 days and is the 3rd area, after Aure and before St. Lo.

## Overview

### Situation

After fighting through Aure, your men arrived in the Norman countryside. Here, the terrain is broken up by hedgerows; ancient walls of earth, trees, and rocks that turned fields and hills into thousands of individual enclosures packed with machine guns and anti-tank guns.

### Terrain

Expect prepared defenses like sandbags or bunkers. Wire obstacles, rocks, and scattered trees are also common here. The titular Hedgerows block LOS, limiting the range of most fights.

##### Crossing a Hedgerow

1. **ALWAYS** check the other side with the camera. Watch out for defensive positions or barbed wire.
2. **Breach** using explosives or a vehicle before sending men through. **Bringing an engineer is very strongly encouraged.**
3. If this isn't possible, use the Sniper's Eagle Eye or a Commando's Camoflauge to check for enemies.
4. Preparatory bombardment can help, but is not necessary for success. (Be careful of friendly fire!)

### Enemies

The enemies get a lot of new equipment once you reach the Hedges. They get stick grenades, white smoke grenades, rifle grenades, Panzerfausts, mortars, and first aid kits.

You are expected to face the 352nd and 275th Infantry Divisions. These are weaker second-line units.

## History

The '*Bocage'* of Normandy was heavily defended by the Germans. They spent months preparing gun positions, ambushes, and pre-planned artillery strikes. At first, American troops would attempt to overwhelm the defenders with speed and firepower, though this did not work against well-protected machine gun nests. Tanks and infantry had to cooperate closely during the fight; the tank would breach the hedgerow and destroy MG positions, while the infantry would take care of AT guns.
Oil Storage

**Oil Storage**

Cover Value:
None
Blocks Line of sight:
Yes
Destructible:
*YES*
Roofed:
No
Description:
1000 gallon storage container. Highly flammable

## In Game

* Big bulk storage for fuel
* Insanely flammable, ANY explosive lands within 200px and its going to be on fire.
	+ When it catches fire, there is a 25% chance that the fire will be a Permanent fire.
MnBS Credits

### Credits

The Folks who love these games and put in serious effort in making it a better game faster:

* **Lance:** Tester (Gygax cursed), Tester, German voice actor, community mod
* **Thomas 'Wanderjar' Thielker**: Tester (data miner), Wiki, community mod
* **Tyler 'Chow' Basa**: Tester, absolute MNB strats, Wiki
* **Alfred 'Alexalas' Brennan IV**: Tester (cheese lord), Gun sounds
* **Kaz 'Wshfly' Conner**: Tester, and voice actor
* **Scott 'The Masked Terror' Polhamus**: Tester (Fire and movement), Gun sounds, voice acting
* **Eduardo 'Sayyed Tyrud' Villoch**: Tester, voice acting, editing
* **Justice 'Yusti' Clingan**: voice actor (the next Nolan North really)
* **Riccardo 'Stealingold' Strusi**: Tester, Marketing
* **Kenny 'Snipper' Wang**: Early build Tester
* **Jose 'LtHunter' Sans**: Tester and top shelf historical research
* **Nightshade**: tester..maybe? we keep him around

* **Kuli**: Concept frames for SS and Fallschirmjäger, strike team tester
* **Skaen**: Typo hunter
* **Scorch**: strike team tester
* **NamNguyenNVN**: strike team tester (inventor of the Garand cheese), historical research

* **Mod team**: Hyyppa, Kacpo, Snarks, Reid, Reinfrenchment, Riderx, Polarfuchs, TheAsianWhoLovesMnBR
* **MNB community**: Thanks to all yall, you absolute legends for sticking with us for almost 12 years
* **Ludovic-xavier 'Urb' Leblanc**: Game dev, coding, art and stuff
Tree

**Tree**

Provides Cover
No
Blocks Line of Sight:
Yes
Destructible:
Yes
Slow Movement:
No
Effects:
None
Description:
The most basic landscape feature of all, and the most common.

Trees can be destroyed by any explosives, including grenades and rockets, or by vehicles driving through them, falling in the process.

Trees are similar to grenades in one way, they can be your best friends and worst nightmares. Depending on their placement, they can provide you with some degree of cover, but they can also block your view of the enemy.

The tree is a tactical element that will most likely be present on your field of battle. Useful to limit your exposure and make sure the firefight goes your way.

### Tree Line of Sight

Tree line of sight blocking indicated by the white circle
MnB:Off balancing and pinning

## Overview

Off balancing and pinning are 2 sides of the same coin. In this page, we'll discuss what both of these are and how do you fulfill these theories into practical efforts in the battlefield. Doing off balancing and/or pinning is vital in both defense and offense, though doing offense nor defense do not differentiate the meaning and methods of doing it significantly. Now let's head over to the bit of this theory shall we?

## Off balancing

Off balancing is the act of putting the enemy in a disadvantage, and that act can come in many forms and variety. To know if you're off balancing the opposition, ask yourself *"Are they in a worse situation?"* If the answer is yes, then you have successfully off balanced them and need to press on with your engagement. Off balancing is vital in an offensive, as your enemies will almost always be at an advantage than you, and you'll need to reduce their strength before you eliminate them for good. Not to say off balancing your enemy in a defensive position is discouraged, hell no you're not there to make it a fair fight, so why not make it much more unfair?

A simple way to off balance an enemy force is to first of all suppress the opposition and gain superiority in the exchange of fire. As you gain more and more control over the exchange, you will be able to dictate how the firefight will go and leverage that advantage to force those enemies to retreat or to possibly suffer casualties as they continue engaging you. By obtaining the exchange of fire you will also be able to prevent your enemies from doing much by pinning them down. Pinning an enemy is another basic and most common way of off balancing them, which is why usually they go together in tandems.

Now another part of this is to figure out, "is my condition is in an off balanced state?". Your enemy will also do this, may that be the act of bringing in more reinforcements or calling in artillery support. If your soldiers are getting pinned often, that means you're off balanced and a call must be made soon.

## Pinning

Not in a literal sense, pinning will forces your opponent to be locked down in a location and unable to do much action. This is one of the reason pinning comes together with off balancing as it disables the enemy much of their options and forces them to take more dire actions. To pin an enemy force, simply win the exchange of fire or apply a high amount of firepower upon them to prevent them from going anywhere and act.

Pinning is a simple and easy to understand move that all commanders can and will apply in firefights as it not only gives so much possibility, but it is also simple to execute as long as you pack the bigger punch overall.

An example shown on the right shows how a squad of 6 soldiers are pinning down a German soldier holding inside the bunker. Due to the fact that he is pinned down, the enemy soldier cannot return fire and must either retreat or hold position.
Low wire entanglement

Cover Value:
none
Blocks Line of sight:
No
Destructible:
yes
Roofed:
No
Description:
A Formation of low wire that will trip and Prone your men as they walk through

*added in 0.4.2*

You know how those Barbed wires that hurt you and slow you down? Well now you're going to meet its relative, the low wire entanglement. The Low Wire Entanglement (LWE) is an obstacle that uses wires strung out at feet level across an area to trip whoever is crossing it, and this obstacle will be found everywhere.

An LWE covers a much larger area and in turn will be harder to maneuver around. While crossing, your men will be slowed down and may trip for every movement which will cause your men to fall down and become vulnerable to enemy fire. As an added salt for that, every trip will cause a very small amount of damage. A more experienced soldier will trip less in these obstacles, but beware that the LWE provides a much bigger threat than a barbed wire.

The best way to deal with these is to either go around it, cut it up with a sapper or an engineer, or you can just blow it sky high. Going through is not recommended due to the fact that the Germans would often be stationed at the other end, ready to pick off your men while they trip over the wires.

* A series of low wire strung out to trip and annoy
* 1-5 Dmg per trip
* Found everywhere

In classic mode, your engineer can build one for 2 TP

## Real life

Low-wire entanglements were used against infantry in World War I (1914-18) and World War II (1939-45). Types of low-wire entanglements include wire networks on low wood and metal stakes, spiral networks, snares, loops, trip wires, and networks of smooth, fine steel wire (they can also be an obstacle against means of transportation). Low-wire entanglements are installed (spread out) 25-30 cm above the ground and cannot be seen even from close range.
Outskirts of Brest

**The Outskirts of Brest** is a location in *Mud and Blood: Steam's* Campaign mode. It lasts for 17 days and is the 7th area, after Operation Luttich and before Brest Fortress.

## Overview

### Situation

Before an assault of Brest can commence, the outskirts must be travelled which have been fortified by the Germans to hold off and slow down our advance. Your men will cross through open fields toward the fortress of Brest, and the Germans will not let you pass without a fight.

### Terrain

Various contructions can be found here, anti-tank ditches littered the area to slow down vehicles and occasional small houses and sandbags are scattered in the emptiness. It is also possible to see the so-called Brest cannons, large 2 barreled cannons ready to bombard anyone coming close to it though it needs someone to operate the menacing cannons. Another interesting addition is old buildings ranging back from the napoleonic era can be found here, where the old walls once again serves its purpose.
SS

*"This man is powerful and a fanatic, and he will do anything stop your squad. He is prepared to die. Are you?"*

## Overview

### Spawning

**SS**

Starting gun:
K98
gear table
Description:
Fanatical German soldiers

**Waffen SS** have 15% chances to promote from Fallschirmjagers.

When the enemies are generated, the engine will look for Fallschirmjagers (which have their own spawning mechanic detailed on the relevant page)

### Stats

* 20 base combat skill
* 120 hit points
* 120 Morale

#### Weapon Chart

 MG42
 MG34
 MP40
 M38
 G43
 StG44

### Counter Intel

Counter intelligence: The SS troops, being well equipped, often monitor your radio traffic. There is a real chance that if you call any support, like an artillery or a bomb drop they will insert false coordinate and divert the support to drop onto your location!

## Tactics

SS troops are the best trained and equipped German troops in the field. This concretely result in them having exotic weaponry and behave aggressively during a firefight. SS troops will seek each others during fighting periods and this will often result in encountering SS grouped for mutual support. Wehrmacht infantry stragglers will often attach themselves to SS troops and loosely follow them during combat.

    Typically a SS trooper will aggressively attack any allied unit positions and rarely withdraw. They are often seen conducting charges at the first sign of weakness by their enemies. This offensive initiative is often joined by less trained troops who are around the SS soldiers at that time. Some wise commanders can lure SS into assaulting their position or a kill zone by feinting weakness or a lull in capabilities.

SS troops over zealous aggression can be considered a weakness but their superior equipment and training will often be the precursor of unprecedented and daring actions from the AI. Be vigilant.

## Equipment

The German equipment table (0.3.7 accurate) is the same for all classes, can be found at this page.

## Real Life

The ***Waffen-SS*** was the combat branch of the Nazi Party's *Schutzstaffel* (SS) organisation. Its formations included men from Nazi Germany, along with volunteers and conscripts from both occupied and unoccupied lands. The *Waffen-SS* grew from three regiments to over 38 divisions during World War II.

Initially, in keeping with the racial policy of Nazi Germany, membership was open only to people of Germanic origin (so-called "Aryan ancestry"). The rules were partially relaxed in 1940, and after the Operation Barbarossa invasion of the Soviet Union in June 1941, units consisting largely or solely of foreign volunteers and conscripts were also raised. Members of the *Waffen-SS* were involved in numerous atrocities.

At the post-war Nuremberg Trials, the *Waffen-SS* was judged to be a criminal organization due to its connection to the Nazi Party and direct involvement in numerous war crimes and crimes against humanity. Former *Waffen-SS* members, with the exception of conscripts, who comprised about one third of the membership, were denied many of the rights afforded to military veterans.
Flare

*"Can't see, Flare out!*

Throws a flare to a position, gives LOS around it

## In game

Great for getting intel on the other side of hedgerows or buildings.

* Can bounce off buildings
* Can relocate german arty
	+ in 0.4.4 German flares no longer relocate your strikes

Germans get this after Hedgerows (St Lo 1)

This summons an arty strike around the flare's resting position

Back to Scout or Classes
Anti-tank ditch

**Anti-tank Ditch**

Provides Cover
47%
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
No
Effects:
No
Description:
Dug to slow down and disable tanks

The **Anti-Tank Ditch** is a large trench dug to direct vehicles away from the area it protects. For this reason, they are wider and longer than most trenches.

Anti-tank ditches can be found in the Outskirts of Brest. Like normal trenches they do not block Line of Sight, have roofs, or slow movement of infantry. However, its cover value is slightly lower at just 47%.
NG+

Beat the Campaign to unlock New Game+, The Muddier and Bloodier mode.

* You keep your Commander Skills and rank and soldiers even. But you start over on D-Day. Only this time, the kid gloves come off.
	+ Germans now have +15 CBT as a base. FJs and SS are now even deadlier than before. (6/21/36/51/66 CBT)
	+ Germans now have +15 HTH CBT as a base. FJ, SS, and Brandies are now even deadlier than before. (30/45/60/75/100 HTH)
	+ Germans now have +25 HP as a base per NG+ (50/75/100/125/150 HP)
	+ Germans now have +10 XP as a base per NG+ (10/20/30/40/50 XP)
	+ You now have a time limit to beat the campaign. No more unlimited days to be behind. You're stuck at -333 now.
	+ There is a 1/1000 chance that the Commander Skills cooldown will be shortened to 5 mins on each use
* Paratroopers get a +10 to their CBT for each NG+ mode (40, 40+10, 40+20, 40+30, 40+40)

Progress through the layers of bloody hell to get to the deeper levels of mastery:

1. normal then:
2. hard (NG+)
3. unfair (NG++)
4. brutal (NG+++)
5. masters (NG++++)

Complete the whole thing, stream it and post some videos and you can get a special rank on our discord
Shotgun

**Shotgun**

Devastating up close
Weaknesses:
Next to useless at range
Description:
Pump action death

 **Winchester Model 12 Trench Gun, very effective at close range**

## In game

The shotgun is the first weapon for the Engineer, Scout and Sapper. It can be purchased in Classic for 2 TP.

Special Shotgun Notes
 <400
 <600
 >600

In a nutshell, a shotgun at pointblank range is almost guaranteed to neutralize enemies. Outside of this close distance, however, it's very hard for it to hit (let alone kill) anyone.

## Real Life

Shotguns have been used in the US Army since the American Expeditionary Forces stormed and cleared German trenches using the effective Winchester Model 1897. These "Trench Guns" were so effective, Germany protested against their use, claiming that using them was against the laws of war. In World War II, the shotgun was used on both the Pacific and European fronts (albeit, on a lesser scale). US Marines, French Resistance Fighters, USN and USAAF defence troops, the British Home Guard, and the American National Guard all used the Model 1897, now supplemented with the Model 1912.

## Trivia

The Shotgun is one of the few guns with special firing mechanics. Use it wisely.

## Related weapons

```
Sten
MP40

```

Back to Weapons
Bazooka

*"what vehicle?"*

The bazooka is the first skill for the Engineer. It is also used by the AT Soldier (exclusive to classic mode).

## In game

The Bazooka is an Anti-vehicle weapon. It has a 4 minute (240 sec) cooldown when used by the Engineer, and a 30 second cooldown for the AT soldier, as well as an action cycle delay of 3 cycles.

## Real life

**Bazooka** is the common name for a man-portable recoilless anti-tank rocket launcher weapon, widely deployed by the United States Army, especially during World War II. It used a high-explosive anti-tank (HEAT) warheads to attack armored vehicles, machine gun nests, and fortified bunkers at ranges beyond that of a standard thrown grenade or mine. The universally-applied nickname arose from the M1 variant's vague resemblance to the musical instrument called a "bazooka" invented and popularized by 1930s U.S. comedian Bob Burns.

## Related Weapons

The Germans have the Panzerfaust, a single shot anti-tank weapon.

Back to Engineer or Classes
Scoped k98

**Scoped K98**

insanely long range
Weaknesses:
single shot only
Description:
Scoped 8mm Mauser German army rifle

## In game

* German Snipers Rifle
* The sniper has a 2000 px range, but
	+ He can take shots if other German troops tell him where you are
	+ Or if you are actively firing and being an easy target
* Allied Snipers can and will counterfire and get into a sniper's duel

## Related weapons

```
Springfield
k98
Scoped Springfield

```

Back to Weapons
Hill

**Hill**

Provides Cover
None
Blocks Line of Sight:
No
Destructible:
No
Slow Movement:
Yes
 up hill
Effects:
Slow uphill, fast downhill
Description:
a sharply inclined terrain

## Overview

Hills are terrain features that affect movement. They consist of 1 uphill section and 1 downhill section. Soldiers that climb hills will move slower. Going downhill, inexperienced troops (check exp+10) may lose their footing.

Germans will tend to place defenses on top but not always.

### Where They Are

Hills can be found in the Outskirts of Brest, but look for them in other places.
MP40

*"Picture the scene: Europe; World War 2. A band of plucky heroes captured by the Germans - but they've got a cunning plan! Darkness falls and they make their escape - Nazi guards firing fruitlessly into the night. And the weapon they're using? It's the MP40."*

-Ahoy, MP40.

**MP40 SMG**

solid fire rate
Weaknesses:
Poor reliability
Description:
Standard German army SMG

## In game

The MP40 is a deadly, close range SMG carried by Germans. They are used by all classes:

* Grenadiers(1.9%),
* FJs(6%),
* SS(7%),
* Jagers(3%), and
* Volkssturm(2.5%)

## Real Life

The **MP 40** (*Maschinenpistole 40*) is a submachine gun chambered for the 9×19mm Parabellum cartridge. It was developed in Nazi Germany and used extensively by the Axis powers during World War II.

Designed in 1938 by Heinrich Vollmer with inspiration from its predecessor the **MP 38**, it was heavily used by infantrymen (particularly platoon and squad leaders), and by paratroopers, on the Eastern and Western Fronts as well as armored fighting vehicle crews. Its advanced and modern features made it a favorite among soldiers and popular in countries from various parts of the world after the war. From 1940 to 1945, an estimated 1.1 million were produced by Erma Werke.

## Trivia

It was often called "Schmeisser" by the Allies, after Hugo Schmeisser, who designed the MP 18, although he was not involved in the design or production of the MP40.

It is featured prominently in games and movies, depicted as being the main or only weapon used by the Nazis. However, MP 40s were rare in comparison to the bolt-action Kar98s used by most infantrymen.

## Related weapons

```
M38
M3 Grease gun
Tommy

```

Back to Weapons
Tent

**Tent**

Cover Value:
15%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
No
Description:
A lightly fortified tent for commanders

## Overview

While a flimsy building, it does have some minor cover to it, but also serves as a forward command post where any soldier, not just a Signaler, can make a radio support call. Anyone inside the tent can make a call, may that be German or allied. That said, it makes it an absolute priority to wipe these out first if you get the "Hardcase" Battle condition because the Germans will make your life hell otherwise. Unfortunately, you cannot utilize these tents other than for cover and LOS block in campaign. If you hear radio noises and you see a german holding a handheld phone, he's calling in support and you better shut him up.

* Germans in the Tent have a 10% chance to use the radio to call support

## Classic mode tent

In Classic Defense mode, you can build one for 3 TP, but keep it far back and well protected from stray rounds. It's quite fragile, like a Camnet. Any non radioman soldiers can act as a Signaler and place any calls if located inside the tent, **BUT** he must remain in the tent (or the tent must remain undestroyed) for the duration of the call or else the call is cancelled and the TPs are lost.
 **\*You are warned\***

* *HQ tents give an extra 5% per men in the tent of getting an extra tp per wave (up to 6 dudes/30%)*

The most common plan to use this tent is either by placing it on top of a trench as it gives the units inside the cover of a trench and the benefits of a tent, or to place the tent in the rear and fill it with 6 frenchies to act as a TP generator. Don't expect quick calls though, those french fighters ain't making it unless they got exp.

In the para challenge, if your paratroopers happen to capture a tent then they can utilize it to call in support, making your run easier overall with the extra options to choose from. Unfortunately, you don't usually have the luxury of getting one at all, or getting one in a strategic position.

 (disclaimer, these guys are not paratroopers)
Church

Call a priest, but not for me!

**Church**

Cover Value:
50%
Blocks Line of sight:
Yes
Destructible:
Yes
Roofed:
Yes
Description:
Large religious structure

## In Game

A building dedicated to a religion, the church is a holy site and oftentimes you can find these in outskirts and towns. The church is a large building, capable of housing nearly a section and oftentimes they do contain that much enemy. Quite frankly, the Germans will not let you take their church so easily.

The church as mentioned earlier is a large building, so large that it has 2 different rooms section. The first section is the upper altar located at the left side of the church. The second section is the sitting hall filled with pews and Germans. The bonus cover for both of these room sections is 50%. These churches cannot be destroyed so easily as they are highly durable compared to many other buildings, it's not like you're going to try and destroy it anyway right?

## Trivia

* The church is one of the 2 buildings that contain 2 separate rooms.
Grave pit

**Grave**

Cover Value:
76%
Blocks Line of sight:
No
Destructible:
No
Roofed:
No
Description:
An Open pit to lay the dead in before burial

*"Sir! We need a trench!"*
We have a trench at HQ.

Trench at HQ:

## In Game

An empty (although maybe not for long) burial site. They are found around the graveyards in the Heart of Germany.

These improvised trenches offer rectangular cover with enough room for 2 or 3 men. These grave pits are often accompanied by other grave structures such as a mausoleum which only makes the threat of a graveyard even worse to any attackers.

#### Assaulting a Defended Grave

A grave pit offers a high 76% cover value to its occupiers, making it a dangerous obstacle to deal with. A grave pit is almost identical to that of a trench, with the only difference is that it is horizontal and can only fit 3 men at most compared to the trench which can fit 4-5 men. You deal with a grave pit the same way you deal with a trench:

1. Use fire, such as a Molotov or a WP barrage. a Flamer can be used, but it is considered a high risk as he will be exposed to other attackers at the graveyard.
	* An explosion will be rendered nearly useless except for setting off fire or if you get that pixel perfect hit which will then gib the occupiers.
2. Entering the pit will ignore the enemy cover value, but beware that your men will also have no cover value against the occupiers! A commando can help you in dealing with the grave pit as their camo ability help prevent them from being spotted. A smoke grenade will also help your men approach the grave pit as they block LOS.
3. Winning the exchange of fire will force the enemy to panic and retreat from the grave pit.

Now that you understand more better about these trench wannabes, **go help the Germans fill their graves!**
Counter Intel

*"eine Minute Bitte..."*

## Intel Skill

This is the 3rd and final skill for the Intel class. It redirects enemy support onto their positions, approximately 2050 pixels to the right

## German Usage

*"CAUTION! SS COUNTER INTELEGENCE DIVERTED YOUR CALL ON YOU!!"* - Warning Message

SS Troops can cause your support to drop 500 px in front of you.
Sherman

**M4 Sherman**

Main gun:
75mm M3
Commander skill or 20 TP
Description:
American medium tank, Workhorse of the Allied armies.

## In Game

The Sherman is good against enemy infantry, supressing them with its cannon and MG. It is also good against light vehicles like trucks or bikes. It is vulnerable to PaK and FlaK fire.

* Commander Skills
* 20 TP in Defense game mode
* Good Main gun

## Real life

The M4 Sherman was the main medium tank used by the Allied forces during the Second World War. It has its origin in the M3 Medium, a stopgap design that mounted a 75mm gun in a side sponson. The M4 retained much of the previous mechanical design, but moved the main 75 mm gun into a fully traversing central turret.

The Sherman was easy to produce, reliable, and durable. It was used as a base for other vehicles like the M7 Priest (self-propelled artillery) and M10 Wolverine (tank destroyer). Contrary to popular belief, they rarely caught fire unless incendiaries were dropped on them by the germans, they were destroyed by allied crews abandoning or germans denying the equipment.

M4 Shermans of the 747th Tank Bn would support infantry of the 29th ID.

## Stats

M4 Sherman stats

* Operational timer 180 sec

Coax (1919)

* 250 mag
* 6750 max ammo
* 100 dmg
* Max burst length 30
Mines

## Overview

Landmines are explosive devices placed under or on the ground. Mines spawn in both Defense and Offense modes. They can be detected by your men if they come within 200 px of them. Currently, there are 4 types of mines: HE, AT, Bouncing Betty, and AP.

#### Basic Intel

* Mines will cannot be detonated by the side that has laid them.
* Engineers have a bonus to detecting mines and can also disarm them.
* All mines, friendly or enemy, can be detonated by nearby explosions.
* There are currently 4 types of mines in the game, AT (only triggered by vehicles), HE (large blast), bouncing Betty (AOE affect) and AP (small blast, hard to detect).
* All mines take time to detonate (with HE/AT mines being the exception). Fast enough troops may avoid being blown up.

#### On Enemy Minefields

The enemy may lay minefields randomly under normal conditions but if the Achtung Minen battle condition is active, the map will be covered in mines. Enemy mines normally spawn in groups of 6 to 12.

## Gallery

**Bouncing Betty**

**Anti-Personnel**

**HE Mine**

**Anti-Tank Mines**

## Advanced Intel

Soldiers check for mine trips on the step *sound,* so it's possible for the point man to step over the mine without triggering it but the man behind him does if the sound trips within the trigger radius.

#### Step Math

A delay of 0.15 - 4.5 seconds will take place before the mine timer starts.

#### Finding Mines

Standard soldiers get (xp + 5) to reveal mines, while Engineers and Sappers get (xp + 35).

#### Chain Detonation

If a mine is within 150% the Blast radius of the explosion, it will detonate within 0.1 and 1.5 seconds.

```
Back to Explosives

```
M16

**M16**

None
Strengths:
None
Weaknesses:
None
Description:
none

The M16 is an automatic rifle used by US forces.

## History

The story of the M16 starts with the company Armalite. Led by Eugene Stoner, the company would design the AR-10 and AR-15, a scaled-down version of the AR-10, in 5.56mm. In 1962, the AR-15 it would be adopted as the rifle of the US army as the M16. The rifle was received poorly by troops at first; The M16 were prone to jamming in the jungle conditions. Issues were worsened by the fact that early rifles were issued without proper cleaning kits. As many as 80% of soldiers reported stoppages. Later models such as the M16A1 would rectify these problems.
Bouncing Betty mine

The **Bouncing Betty mine** (more officially, the S-mine) is a type of land mine used by the Germans. This type of mine is known as a bounding mine; once triggered, it jumps about a meter into the air before exploding, showering troops around it with shrapnel. Around 2 million were made.

## In-game

The Betty deals relatively **little damage** (1-25hp) compared to other weapons, but impacts a **large radius** of 300px. It also ignores cover, unless that cover has a roof (like a house or bunker).

## Trivia

* On the Eastern Front, they were named "Frog mines".
* The design was copied after the war by the Allies, with the M2 and M16 mines made by the Americans(not to be confused with the guns) and the OZM series by the Soviets.
Flat Car

**Flatbed Train Car**

Cover Value:
None
Blocks Line of sight:
No
Destructible:
Yes
Roofed:
No
Description:
A plain Flatbed car

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

## In-game

The flatbed car is a train car with wooden floor panels. It may have boxes on top. It has not been confirmed whether loot crates spawn on flatbeds.

### Spawning

Like all rolling stock, the Flatbed train car spawns on rails. They have a 20% chance to spawn, although this is doubled to 50% in Vire.

### Tactics

the flatcar can be ignored in most cases, being solely a decoration.
Scout

**Scout**

Starting gun:
 Shotgun
Best when paired with a Sniper
Description:
Long vision, short ranged weapon

 **"Scouts are soldiers specialzed at finding the enemy. They have twice the detection range as regular soldiers. They make great teams with snipers who have twice the engagement range. Scouts can easily detect ambushes and hidden soldiers. With experience, they can learn to indicate targets with their flares for bomb runs called by the signaller."**

As a Class Feature:

1. Detection range x2 (1000 to 2000)
2. Will Auto detect Hidden enemies within LOS

Weapons list:

* (Starter) Shotgun
* (1st gun) Sten
* (2nd gun) M3 Grease gun
* (3rd gun) Tommy

Skill List

Promotions

Back to Classes or Home
Johnny 41

The M1941 Johnson is an American semi-automatic rifle.

**Johnson M1941 Rifle**

Strong damage, range, capacity, and bulk
Weaknesses:
Higher recoil, jam chance
Description:
The vaguely adopted M1941 rifle

## In game

The Johnson has many benefits over the Garand. Less bulk, same damage, higher mag capacity, higher range. The downsides are its high recoil and marginally higher jamming rate.

* Rifleman 3rd gun
* 4 TP in Classic

## Real Life

The M1941 is an American semi-automatic rifle designed by Melvin Johnson in 1939. It competed unsuccessfully against the M1 Garand to become the Army's standard infantry weapon. It was used from 1941 to the end of the war and was relatively obscure. It had a 10-round rotary magazine (similar to that of a revolver) that was designed to use the same 5-round stripper clips as the M1903 Springfield.

## Trivia

The M1941 Johnson rifle shared many parts with the confusingly named M1941 Johnson machine gun.

Melvin Johnson liked to name his guns; he called his rifle and machine gun "Betsy" and "Emma" respectively.

The Johnson had some advantages over the Garand: It had a larger magazine, and did not eject a clip, meaning it did not make the "Ping" sound, which was believed to give one's position away.

However, it was complicated, inaccurate, and had many small parts, resulting in the U.S. Army adopting the Garand instead.

## Related weapons

```
Garand Match
G43
FG42

```

Back to Weapons
German Sniper

Germans start spawning these to combat you after Omaha beach

1. 2% Chance to spawn
2. Uses a Scoped k98
	* +10 CBT skill
	* 2000px vision

* The sniper has a 2000 px range, but
	+ He can take shots if other German troops tell him where you are
	+ Or if you are actively firing and being an easy target
* Allied Snipers can and will counterfire and get into a sniper's duel
Ambush

Ambush sites: Germans will place cam nets where they believe they can ambush the players and hide few troops under them.
Scouts can detect Camnets within their line of sight if they roll under their experience points at any distance.
Normal soldiers can detect cam nets at a distance based on their experience x 10 and roll under their xp as well.

* 3-8 soldiers hidden inside them
* Can be popped by support calls or a Signalers Strafe run or other explosives, just like a Camnet
* Stug 3s can Hide as well but NOT under a camnet
	+ Stug III can now roll in the battlefield in order to help the German infantry. Additionally Stugs can "hide" with their engine off and lay ambushes on careless troops.
	+ Hidden Stugs can easily be spotted by scout who have line of sight or normal troops if they make a successful roll under their experience divided by 3
	+ Hidden Stugs still can be heard from quite a distance by cautious commanders.
Bren

**Bren gun**

High reliability LMG, decent range
Weaknesses:
average all over
Description:
solid middle of the road LMG

The Bren can be considered a reliable Light Machine Gun, generally a better version than the standard gunner's weapon which is the BAR. Fitted with a 30 rounds magazine, the Bren can lay down longer suppressive fire without having to reload as much as using a BAR. It also have a great range performance among the LMG category while also having a small chance of a weapon jam when fired making it an effective weapon even on the hands of a fresh gunner. The bulk of this weapon is considerably heavier than the standard issue BAR though that won't be much of a problem as it can still be carried relatively fast than most other LMG weaponry.

Overall, the Bren gun is a good choice for commanders who want to have a balance of reliability, firepower, and speed on their gunners as this gun is a jack of all trades in the business of Light machineguns.

## Real Life

The **Bren gun** was a series of light machine guns (LMG) made by Britain in the 1930s. It is best known for its role as the British and Commonwealth forces' primary infantry LMG in World War II, though it would serve into the 90s.

## Related weapons

```
BAR
M1919
MG34

```

Back to Weapons
Medium house

**Medium house**

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

## Overview

A medium house for a well-going person, or perhaps a well-going family Often found in outskirts and towns. This type of building shares the same stats as other houses in the game with the only difference in the size of said building.

This medium house can be see into it, or out of it, but not through it. The house has enough room to fit a squad of 6 members with good spacing between each of them, great for your squad to use as cover. Due to its wall and roof, the small house has a chance to bounce off any oncoming grenades or stop a rifle grenade. It also provides overhead protection from bombardments, though it is not advisable to stay inside the house for a heavy bombardment as the house may get destroyed leaving your men exposed to the onslaught.
M1 Carbine

*This page is about the M1 Carbine. For the M1 Garand, click here.*

**M1 Carbine**

low bulk
Weaknesses:
low damage
Description:
quick reaction carbine

## In game

Officers second weapon

Light first weapon

## Real Life

The **M1 carbine** (formally the **United States Carbine, Caliber .30, M1**) is a lightweight semi-automatic carbine that was a standard firearm for the U.S. military during World War II, the Korean War and the Vietnam War. The M1 carbine was produced in several variants and was widely used by paramilitary and police forces around the world, and also became a popular civilian firearm after World War II.

The **M2 carbine** is the selective-fire version of the M1 carbine, capable of firing in both semi- and fully automatic. The M2A1 was a further development of the M2, with a folding stock. Like the M1A1, it was designed for paratroopers.

## Trivia

Despite having a similar name and physical outward appearance, the M1 carbine is not a carbine version of the M1 Garand.

## Related weapons

```
M1 Carbine Para
M2 Carbine

```

Back to Weapons