Mud & Blood 3 Is Here! (Field Manual Provided)

Mud & Blood 3 Is Here

Welcome back everyone… and gather round as there is news of particular importance afoot: after months of development, toil, and anticipation, MnB3 is ready to be released into open beta alongside the 73rd anniversary of D-Day. That’s right, the much anticipated sequel to the most popular URB game on the net is ready to be played by the good people of the mudandblood.net community. So drop those beach plans, because this newsletter is here to tell you everything you need to know about the beefiest URB game yet.

 

An Overview

MnB3 may be the sequel to the popular MnB2, but the game is fundamentally different to its predecessor in a number of ways. In MnB3 you are back playing as the Allies, specifically the Americans. But this time, instead of holding the line against the German army, you’re in command of a vanguard unit of men at the head of General Patton’s armored column. Charged with clearing the way for the rest of the division, you command a squad of 6 grunts as you take part in an epic campaign across Europe that starts at the beaches of Normandy, France and ends in the town of Pisek in Czechoslovakia. Your ultimate goal is to hit Pisek on or ahead of schedule. You will start each new day in a fresh field filled with a variety of obstacles and cover. In order to reach Pisek on time, you must gain ground by reaching the end of the field. Once there, you can choose to halt and keep your progress, or attempt to push on and put the column ahead of schedule. Keep in mind that losing your squad will set you back a day, and you will lose whatever ground you gained through pushing ahead. And remember: the farther you advance, the harder the Germans fight back.

 

The Menu

The menu of MnB3 is similar to that of previous games in the Mud and Blood series. There are three pages in the menu: “deploy”, “intel”, and “profile”. Clicking “deploy” naturally starts a new game of MnB3. Keep in mind that although the game can be paused, you will lose a day if you exit the game before halting at the end of a field / screen. We will talk more about the battlefield in the next section. Clicking “intel” will display information about the area you are currently fighting in. For instance, on a fresh profile, “intel” will display information about your objective and the fighting conditions on Omaha Beach. Clicking “profile” will of course take you to your profile, where you can see how your career is progressing. Don’t be alarmed if the game says you need a negative amount of xp to be promoted. This just means that you will be promoted during your next game of MnB3.

 

 

 

 

 

 

 

 

You’ll notice something about challenges mentioned both on the main menu and in your profile. Challenges are weekly opportunities to gain rewards after completing… well… challenges! Be advised that you have a limited number of attempts at each challenge based on your rank. You can view your challenge medals in the profile by clicking on the medal next to your ugly mug.

 

The Battlefield

As we’ve said already, your goal on the battlefield is to move your squad from the bottom of the field to the top. To reach the end of a field, all of your remaining troops must cross a finish line marked with stars as pictured below:

To accomplish this it is necessary to understand the following:

How to Navigate the Battlefield – You can scroll up and down the battlefield by using either your mousewheel or the arrow keys. Pressing the spacebar will pause the game. Clicking the green exclamation point in the top right will clear non-essential game assets from the screen. This can be useful if the game is starting to lag.

How to Move Your Troops – Click on a soldier and then click at the location you want him to move. If the soldier is able to move he will take the most direct path to his destination. Some obstacles such as water or barb wire can impede movement. A pinned soldier will only move once he musters enough courage to stand up and run. Soldiers will not fire while moving, so be careful if you decide to move your whole squad at once.

Your Role as a Commander – As the commander you do not have to assign any individual targets. Your soldiers will engage the closest target that is within line of sight. While they do the fighting, you take care of the tactics (movement) and calling the appropriate support.

Line of Sight – In order for your soldier to engage an enemy they must have a loaded weapon and be in line of sight of the enemy. This means that no trees, rocks or other objects can be between the shooter and his target. Generally speaking, objects that cast shadows are objects that obstruct line of sight. 

Concealment – Concealment blocks the line of sight and is provided by objects such as smoke grenades and trees. Keep in mind that concealment does not block bullets or explosions. If you move a soldier behind concealment, the enemy may still attempt to fire a few shots where the target is anticipated to be. However, they will eventually move on to a visible target. It is important to know that concealment is not cover!

Cover – Cover is a position typically behind a solid object that offers the soldier a degree of protection against incoming fire and explosions. Standing behind a sandbag wall, standing in a trench, or being inside a building are all examples of taking cover. Cover does not block the line of sight. A soldier that is pinned while under cover will kneel down instead of going prone and will not be targetable while kneeling. Because of these advantages, moving your troops under cover should be a priority.

Flanking – Ideally, while a part of your section is forcing the enemy to keep their heads down, you are maneuvering the rest of your men onto the enemy’s flanks (their left and right sides). This can be done effectively by using the terrain and concealment to your advantage. A successful flank maneuver can destroy even the most entrenched enemy. 

Rushing / Charging – If you move all the men in your squad at the same time, no one is firing at the enemy. This is called a rush or a charge. Sometimes it can be your only option if your squad is caught in the middle of a trap and cover must be reached. For instance, if your squad has to charge a MG nest and you are forced to attack it from the front. Not ideal, but it is WW2 and good men will die.

The Baseline – The fight will be dynamic. Either cover will be destroyed or men will die creating gaps in your attack or their defenses. This is why most of the time as a commander you need to read the fight and allocate soldiers with the proper weapon platform to the right position in the fight. Sometimes you will encounter a situation where all the best positions are occupied by your men and the range for all weapon platforms is optimal. This is called a baseline. And usually it is the final stage of a firefight in which the enemy is about to be destroyed. If you have a baseline going but the enemy is still not getting destroyed, consider repositioning your section to make the baseline more effective.

When to Push and When to Halt – When you cross the finish line you have done your work for the day. You can dismiss your soldiers and save your progress by pressing ‘halt’. This is the safest option. If you feel lucky however, you can opt to keep going. This allows you to be ahead by a day on the invasion plan while capitalizing on the experience of a battle tested crew. Be advised that if your section is destroyed, all the ground you secured since your last halt will be lost. By being ahead of the assault you will encounter tougher enemies as well as greater rewards in the form of experience and ribbons.

 

Soldiers & Specialties

Soldiers start without any specialty or rank and are equipped with a Springfield rifle. Hovering over a soldier will reveal his name, picture, rank, weapon, and specialty as well as 4 indicators of his abilities and condition:

CBT – This is a soldier’s combat skill. This determines both the shooting ability of the soldier as well as his proficiency in hand to hand combat. A soldier’s combat skill increases relative to his rank.

EXP – This is a soldier’s experience level. A soldier’s reaction time increases with experience, and can be increased either through kills, gaining ground, or the passage of time.

MRL – This is the measure of a soldier’s morale. Morale represents a soldier’s willingness to fight and can cause the soldier to panic and become unresponsive if dangerously low.

HP – This represents the health of a soldier. If a soldier’s HP goes below 10 points, he is considered to be in critical condition and near death. HP at or below 0 obviously indicates that the soldier is dead.

Soldiers receive a promotion for every 10 EXP they gain. A soldier’s first promotion requires the commander to assign them a specialty. There are 9 specialities available to choose from: Rifleman, Gunner, Marksman, Medic, Officer, Engineer, Signaller, Commando, and Scout:

Subsequent promotions provide the commander with the option to either give a soldier a new skill, upgrade their weapon, promote them, or restore their morale and HP with a medal:

A comprehensive list of the advantages and disadvantages of each specialty, their skills tree, and their weapons tree is beyond the scope of this article, but you can find a basic overview of each specialty below:

Grunt:

Your starting specialty. The grunt, while a mostly competent fighter, has no skills and cannot have his weapon or rank upgraded. You’ll want to get him specialized as quickly as possible.

Rifleman:

The rifleman specialty has the highest base HP of any specialty in the game and has different grenades at his disposal. A very versatile soldier who will likely be the backbone of most squads, and has the most versatile selection of weapons.

Gunner:

The gunner specialty is slower than other specialty types, and not as accurate, but is excellent at keeping enemy units suppressed so that the rest of the squad can move forward. He can even call in a jeep with a .50 caliber MG. This soldier is definitely a good choice for crowd control strategies..

Marksman:

The marksman, as his name suggests, is an expert at long range combat and his skills and weapons allow him to prioritize and engage dangerous and high value targets from beyond the typical range of engagement. That precision comes at the cost of speed so make sure you sniper is well protected.

Medic:

The medic specialty returns in MnB 3 and in addition to healing your squad, he can also potentially become an additional gunman equipped with a range of SMGs. Life is cheap in MNB, and casualties and injuries are inevitable, so a medic is likely to be a necessary part of your squad.

Officer:

Soldiers with the officer specialty, while not good fighters themselves, have the ability to influence the rest of the squad, allowing them to stay in the fight longer and better. The officer also has the ability to call in a Stuart tank as reinforcement which and give significant bonuses to the squad’s combat skills. Good for commanders who like to be aggressive.

Engineer:

The engineer specialty’s job is fairly straightforward: prevent the enemy from hindering your mobility while denying them freedom of movement. This soldier is the best for destroying vehicles and buildings. He also deals with obstacles fairly well. The engineer is often overlooked, but when a tank rolls in, an inexperienced commander may regret his decision to not have brought a sapper.

Signaller:

This soldier carries a radio on his back and has the ability to call in off screen support assets in order to subsequently shred the enemy into small pieces. It can take a little while to level up this soldier to his ultimate potential, but just like the STWALT wizard, he becomes more powerful and useful the longer he is alive.

Commando:

A highly trained specialty with a morale of steel. The commando is very good at closing in fast, flanking entrenched positions and obstacles and wreaking havoc. They don’t mind fighting dirty and will dispatch any Germans foolish enough to stand in their way. Support your commandos, and they will get the job done.

Scout:

Experts at detecting the enemy, having a scout allows your squad to see the enemy before they see you, minimizing the chances of the enemy taking the first shot at you. In a game about fire and movement, a scout’s eyes and abilities can be extremely helpful, particularly when paired with a marksman.

 

Final Notes

Thank you everyone for being so patient in the time it has taken to unleash MnB3 on the community. A special shoutout is in order of course not only for Urb the great and powerful, but also for all the testers who have helped shape the game into what it is today. Here is the current list of testers, unfortunately we do not have a list of past testers to include, so post in the comments and we can add you to the list:

@lt-dan

@mexicanbatman

@anomie

@hyyppa

@kacpo*

@lance*

@reid*

@tyrud*

@arise*

@urbzz*

* Extra thanks for coming together to create this article!

 

You can access MNB3 under the  ‘play urb games’ menu. Have fun being brutalized!

 

12 thoughts on “Mud & Blood 3 Is Here! (Field Manual Provided)

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    Excellent!

    Can’t wait to give it a try, hope I’ll last long before I ragequit!

  • at
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    Any chance we can download it?

  • at
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    Aaaaarrrrgghhh WHY AM I AT SCHOOL?!?!?
    Maybe I could set it on fire to get home fa-no, that wouldn’t work…GRRRRRRR

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    This game needs more intel as i marched to the outskirt of Mortain then i clicked intel and bunch of old details rush and the ‘More intel coming soon’
    I expect more intel comes ASAP

  • at
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    Does it ever save my progress as in which day I’m on? If I close the window then I start over on day 1.

    • at
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      It should. If you can tell us a bit more information about exactly what you are doing and what browser you are using, we can fix it 🙂

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    I must say, everytime I learn a new life skill or something new I say to myself “veterancy gained” in the MnB3 narrator´s voice. haha

  • at
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    I think I know the soldiers voice…

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