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    i see the pile of NVA off to the side of the grenade explosion

    were they thrown there by the grenade or did they get gunned down?
    there’s a rock in the way of shrapnel


    granted, urb fixes the broken supply drops in recon, but they always fall right onto VC positions

    I wish for 106 to get his old images back


    granted, you have the correct number of currency to buy the devs a coffee, but you had yen instead of dollars

    I wish that friendly AIs in recon would actually follow my rangers


    got your medal name Arise,
    “POW Ribbon” and maybe reduce from 50 to 25 as even I have only caught 10 or so VC over about 4 tours.


    There’s a few ways I move my rangers around in the game, with multiple formations for covert and overt movement.

    Covert 1: Line Formation
    In a line with about the width of 5 rangers spacing, this increases amount of land covered if the line is moving perpendicular to its layout. It also means that footprints will be easier to cover. Recommended for high coverage of AO missions. In this formation any number of rangers may move at once, but moving all is recommended.

    Covert 2: Cover Hopping
    Moving groups of two rangers closely grouped from tree to tree, avoiding known enemy assets. This is best used for missions such as Breach and Wire Tap where keeping tabs on all the rangers is highly important. In this formation one team of two rangers moves, while the other covers. Recommended for situations where stealth may be broken.

    Covert 3: Box Formation
    Moving in a box formation with about 2 rangers spacing between them, this is useful for keeping the team together and forming a defensive circle, although explosives will do significant damage. In this formation all rangers move at once. Recommended for conservative tactics.

    For when the above formations don’t keep you Covert.

    Overt 1: Combat Line
    The ranger team forms a line with two groups of two rangers. The spacing between the groups is 4 ranger widths, while the spacing between individual rangers in the group is 1 ranger width. This is the combat version of the line formation and only one ranger should be moved at a time, with his partner moving next. Alternating group movement will keep the team together.

    Overt 2: Run and Gun
    The rangers form a “flying V” or Echelon formation and move down a line of enemy resistance, stopping when required to engage enemy soldiers. The group moves at one, with 1 ranger width of vertical space and 2 ranger widths of horizontal space between them. This is an alternative to the combat line for more aggressive tactics.

    Overt 3: Combat Box / Perimeter Defence
    The same as the box formation, but with more space between rangers to guard against explosives. Recommended for LZ defense and Fire-base defense. Can also be used in a fire and movement scenario but is less effective than the Combat Line.

    Overt 4: Sniper Team (Advanced)
    A high combat ranger with a long range weapon such as an M14, M40, or SVD, along with a second ranger for close defense, usually equipped with a shotgun or M3. A second team with a spotter moves in front of the sniper team with a spacing of 7 or 8 ranger widths. This tactic is recommended for missions where Agent Orange is active and long range weapons are viable.

    I know I went a bit beyond what you asked but I hope this helps you in the future!
    Good luck in the Jungle!
    Best of Luck,


    Good questions! And I have some answers for you!

    First thing, medical items actually working is based on a percentage increased by medical skill (the base is 35, increased by 10 for each point, with a max of 85) and the difference between Morphine, Dressings, and IVs is the amount of time they stabilize a critical soldier. I forget the specifics but it goes from least to greatest amount of time: Morphine -> Dressing -> IV

    As for the pistols they all have the same stats, though it’s usually a good idea to give the colt commander to your squad leader, so you know who’s who.

    Hope this helped you out,


    I may not have the most detailed description, but I think this is worthy of more than a discord upload.

    Dead Drop Done Right


    Nearly everyone who played Mud and Blood 3 enough knows that the officer is just underpowered and obsolete compared to the other available classes.
    His first two skills are usually never even used, the small buff he rarely gives is barely even worth it and it goes away as soon as you move, the only reason to actually go for the officer is if you really want that tank, but even the tank is not that useful.

    I suggest a rework for the Officer, as a motivational leader who is supposed to lead, inspire and assist your men he doesn’t do that well of a job.
    I have a few suggestion to things that can be done.

    1. turning the small buff into a static thing as long as your units are nearby, the higher rank your officer is, the stronger the buff.
    a. could probably make it so that the buff would be different depending on the unit receiving it, such as Medic healing a bit faster, Sniper getting more range and better saving throws and such.
    b. instead of just a combat skill buff, it could be other things, such as detection chance, saving throws and range.
    c. nearby units won’t panic?
    2. Officer being able to interact with other units in interesting ways
    (this will require more thinking and probably a completely different suggestion, would be nice to discuss it a bit more and see what the community thinks)

    3. the Officer being able to randomly do some actions like in MMB2, how often he does them should depend on his rank.
    a. random actions should have a low chance of happening, and really rare and useful ones should be even rarer.
    b. random actions might be things like: scouting a random unit somewhere on the field, giving a small amount of xp to a random unit (can’t be himself?), giving a major buff to one unit at a random lasting for maybe about a minute? giving morale to a low morale soldier at random, maybe more (feel free to suggest more in #mud-and-blood-3 )

    4. giving the Officer a unique passive ability that would make him really helpful, like everytime you advance (and you have a sig alive) you get one extra opportunity call.
    5. and now, to the skills, both of the first skills the Officer gets seem to be completely obsolete, which means they should probably be replaced, how exactly you ask?
    a. A skill like the Courage one, but stronger, such as not being able to get pinned for 30 seconds and during that have better saving throws (with like 3 minute cooldown?)
    b. instead of having the morale skill (Honor), give him a passive skill of slowly giving morale to nearby units, therefore being able to have another spot for a skill, and also keeping the ability to give morale.
    c. being able to directly buff a soldier for a short amount of time, stronger than the normal buff.
    d. skill similar to the all around defence order from mnb2, causing all units to instantly pick a random target and fire at it, but at a lower accuracy, useful for suppression and gaining the upperhand in a fight.

    So far this is all I have, will be edited when I have more!
    Feedback is welcome ( #mud-and-blood-3 )


    From the Discord today:
    Rifleman taking exp bug (he can’t gain extra exps by going the lead upwards)
    Hedgerow target loss bug (Somehow the German and American soldiers can still shoot even going behind the hedge, unlike 2.5 ver)
    Ribbon Fix (some ribbons like No Die Ribbon, which gain 1 exp for next deployment, didn’t work)


    Entry 1: The Basics

    Part 1: Superiority of Fire

    Infantry combat is a very complicated mess of cover and tactical decisions, but for now we’ll cover the most important part in deciding which side will lose, who has the most bullets flying at their enemy. Superiority of fire dictates that whoever can lay down the most fire will have a tactical advantage due to their higher ability to suppress the targets. The way to determine superiority of fire is to find X/kg mass of ammunition or X amount of ammunition going downrange per minute. For an example 890 total rpm. Calculating weight is more complicated and requires going in depth for each weapon, while finding rounds per minute is much easier, (at least when the new wiki is up) as you can see rate of fire for every weapon, and calculate form there.

    Part 2: Fire and Movement

    If you have superiority of fire with a considerable margin you can engage with a fire and movement pattern. This simply means moving one or two of your men forwards while the rest keep firing on the target. This is best used against enemies hiding behind trees, or other light cover, such as sandbags. While this may seem counter-productive to have less guns firing on the enemy, you will be moving forwards and making your weapons more effective.

    This concludes entry one to the Tactics guide!
    Good Luck in the Field,


    nicely done! especially with color on the first one 😉


    yes, its the same with all of the MnB games, if it wasn’t that way you’d just exploit strategies you discovered along the way without the germans making said strategies less effective.


    “yellow lance”
    yellow lance
    I feel like this is a description of something…


    the only vehicle was a guy wheeling around a creaky old cart
    and the mission started at 0
    also 12 nades is enough to wreck an vehicles


    the image didnt load, soooooooooo
    heres the recap,
    26 spots, 30 kills, 3 enemy assets destroyed, nobody took damage, 15% map coverage (mostly in the middle going around and massacring the VC looking for the box) 11% stealth (you know why) 31% heat (a month of nothing to bleed that off, ;-;) ear for killing a section, multiple mission success bonus, no medals.

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