Mud and Blood

Mud and Blood

52 ratings
Field Manual: The Basics (0.3.6)
By Maxi
This guide is here to introduce you to the wonderful world of Mud and Blood, and give you a basic understanding of what to expect when you start playing - as well as some useful tips that the whole family can enjoy
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Introduction
Welcome to Mud and Blood

The Mud and Blood flash games have always been relatively challenging games, and this release of Mud and Blood is no different.

There is, however, a way to get around the frustration of instantly becoming a pile of noodly organs every time you play, and that is by understanding what on Earth you're doing.

This guide is here to introduce some basic mechanics of Mud and Blood to get you on the right path.
Campaign
Campaign mode is essentially Mud and Blood 3

Explanation

Starting on an open map with 6 identical units, you progress toward the right side of the map.

There are German soldiers in your way as well as entrenchments and buildings that provide cover, alongside rocks and trees for concealment.

Each new mission randomly provides three "Battle Conditions" which impact certain aspects of that mission

In Short

Evade/fight enemies and reach the other side of the map

Classic
Classic mode is essentially Mud and Blood 2

Explanation

Your objective is to survive an unending series of waves of German infantry, vehicles, aerial and artillery hellfire.

Starting with a group of 4 units with random stats on a completely randomised map, you obtain TP (tactical points) each round to perform certain actions: recruiting units, building fortifications, calling in aerial and artillery bombardments, purchasing buffs, equipment and weapons for units, and giving special commands.

In short

Survive as long as you can
Controls
Map Navigation

The map is horizontally oriented, where you start at the very left, and enemy territory is to the right

The map can be navigated by using the A and D keys, moving left to right

There is also a mini-map at the top of the screen; left-clicking it will focus the screen on the selected area instantly
  • Your units are highlighted by white dots on the mini-map


Note

It is not possible as of writing to speed up the scroll speed of the map, however double-clicking on a unit's portrait will make the map jump to their position


Basic Controls

Esc & Spacebar: Pauses the game
F9: Reveals cover percentages and area of effect, and concealment radius
Left-Click: Select units, pick up items/weapons, and use commander abilities
Back-space: Deselect units & actions

Unit Control - Campaign

Selecting Units

In campaign mode, your units are given portraits at the bottom left of the screen

Hovering your mouse over a unit's portrait highlights them via a grey ring that emanates around them

You can select units in various ways:
  • Clicking on a unit's portrait
  • Clicking on the unit themselves
  • Pressing their associated number on your keyboard 1-6
  • Selecting all units at once by pressing 7 on your keyboard
  • Select an area of units by clicking and dragging the mouse over who you want to select

Unit Control - Classic

You can select units in two ways:
  • Clicking on the unit themselves
  • Select an area of units by clicking and dragging the mouse over who you want to select

Unit Movement

Moving units is done by selecting a unit (see above) and clicking where you want them to go on the field

Units will automatically begin to move to wherever you clicked, and a small circle will appear indicating the position that you have designated them to go to. Units cannot attack while moving.

Units can walk through any obstacle in the game (buildings, sandbags, trees, rocks, etc.)

Units will stop moving if they are pinned, bleeding out, stunned, or dead


Note

Units can no longer be given commands while the game is paused

Unit Mechanics

Infantry units will automatically begin to fire at enemies within their viewing distance, if their vision is not obscured by concealment
  • They will attack repeatedly until their target is dead or has left their view

Enemies that are killed often drop items that can be picked up by your units, highlighted by hovering the mouse over the dropped item
  • Medkits
  • Stick Grenades
  • Smoke Grenades
  • Molotov Cocktails
  • Panzerfausts
  • Shovel

To pick up an item, you select a unit and while near the item you wish to pick you, you left-click the item. The selected unit should now have that item on their back

These items must be manually used by selecting the unit with the item, and right-clicking where you want to use that item
  • Accuracy is not guaranteed; your units can still miss

Unit Mechanics - Campaign

Certain unit abilities can also be manually aimed
  • i.e. Engineer's Bazooka

You first select the unit's portrait, and click the bubble containing their skill
Visually, that unit may equip that skill on their person

Then left-click where you wish to use that skill
  • Unit skills are left-click bound, picked-up items are right-click
Maps
Campaign

There are different maps for each bunch of missions, all of which contain different obstacles. Progression to a new map is marked by the completion of all missions within a given area
(i.e. hedgerows must be completed 20 times before the next map)

Minor Spoilers

  • D-Day Map:
    The only map with a non-random start; starts with your troops on a landing craft riding toward the shore, upon reaching the shore, the beach leads to a bunker containing German soldiers - afterwards, the map is sporadically laden with trees, rocks, sandbags and other small fortifications.

    Tip
    Any play-style works. Snipers and other long-range units are at an advantage due to a lack of consistent concealment. You likely won't have units above the standard rifle-man due to the lack of enemy presence in what is essentially the tutorial map. However, feel free to experiment.

  • Hedgerows:
    Consists heavily of thicket woods, typically scattered or in a line to obscure vision. Random placement of rocks. Increased presence of fortifications and buildings (sandbags, bunkers, houses, etc.)

    Tip
    Emphasis on close-range units. It's possible to use snipers but they are at a disadvantage due to the large thicket woods blocking line of sight. Heavy use of smoke grenades is recommended to counter the constant enemy emplacements behind concealment.

  • ST:LO:
    Significantly reduced number of trees and thicket woods. Rocks still randomly distributed. Significantly increased number of fortifications and buildings - presence of very long bunker-like buildings. Few Roads.

    Tip
    You can freely maintain a mix between close-range and long-range units. It's possible and viable to rush between buildings and concealment to flank enemies; recommended to use smoke grenades frequently. Save Panzerfausts and other explosive accordance to clear buildings and potential vehicles.

  • VIRE:
    No concealment. No rocks. Increased number of fortifications and buildings. Increased presence of roads, and large stretches of farmland. Heavily increased number of ruins and cars.

    Tip
    Emphasise long-range units. Move slowly and stay in cover. Due to the lack of natural concealment, either rely on snipers or smoke grenades to clear and/or cover an advance. Patience is key - this is where the real game begins.


Classic

The maps in classic mode are completely randomised, but still as open and long as a typical campaign map

Fortifications that appear on these random maps are reflective of Hedgerows's maps, generally sporadic fortifications, fewer buildings, extensive trees and rocks
Cover & Concealment
Important

It is imperative that you press F9 at the start of each campaign mission or classic run
  • Shows cover percentages and cover radius
  • Shows concealment radius

This heavily impacts how you play

Cover

Certain buildings and fortifications provide cover to units placed inside their respective green rectangle or hit-box, signifying the effective radius of that piece of cover
  • Standing inside the rectangle means you and/or the enemy is in cover

Cover - Mechanic

Cover is percentage based

The percentage of a piece of cover translates to the odds of a "cover save" occurring
  • i.e. 51% Cover means that each unit in that cover has a 51% chance of being saved from getting shot

Cover can be destroyed if run over by a vehicle, or directly hit by an explosive

In the event that two or more forms of cover overlap, only the highest percentage will persist
  • Stacking cover does not provide additional benefits

Cover - Buildings

Buildings act as standard cover, however they are also more resistant to explosives and grant protection from artillery fire
  • Thrown grenades often bounce off of buildings

Concealment

Certain objects in the game-world provide concealment to units placed beside or inside their respective white circle, signifying the effective radius of concealment

Concealment - Mechanic

Placing a unit inside concealment renders them completely invisible to enemies

Units are also completely unable to attack from within concealment, and are unable to see outside of it
  • In short: It renders both you and the enemy blind

Placing a unit around concealment completely blocks their field of view relative to their position to the concealment. This effectively acts as a wall that both you and the enemy cannot see through

Concealment can be destroyed if run over by a vehicle, or directly hit by an explosive

Note

While enemies cannot spot you through concealment, it does not act as cover from projectiles and explosives

Concealment - Smoke

Smoke grenades are unique, they are able to:
  • Provide portable concealment
  • Be manually thrown
Though there is no 'concealment radius' shown on smoke grenades, they work the exact same as standard concealment

Smoke grenades are incredibly useful for manoeuvring units through open fields and highly contested areas unnoticed
Obstacles & Fortifications
Cover

Low: > 49% Cover
Medium: = 50% Cover
High: < 51% Cover


Player-Built Cover: Low Cover (Classic Only)
Unit-Built Sandbags: Low Cover
Unit-Built Foxhole: Low Cover
Hay Stacks: Low Cover

Sandbags: Medium Cover
Player-Built Sandbags: Medium Cover
Walls (Barbed, Stone, Wood): Medium Cover
Trucks/Parked Cars: Medium Cover; cover radius remains after destruction
Ruins: Medium Cover, Movement Speed Reduction
Railroad: Medium Cover
Wood Stack: Medium Cover

Player-Built Trench: High Cover (Classic Only)
Trench: High Cover

Concealment

Trees: Full Concealment
Rocks: Full Concealment

Buildings

Ruined Houses: Low & Explosive Cover
Houses: Medium & Explosive Cover; comes in various shapes
Bunkers: High & Explosive Cover (Blocks LOS)
Long House: Cover & Explosive Cover
Player-Built Camnet: Hide Units From 6-Man Cap (Classic Only)

Hazards

Mud: Movement Speed Reduction
Barbed Wire: Low Damage On Contact
Enemy Landmines: Explosive/High Damage On Contact; comes in various shapes
Player-Built Landmines: Explosive/High Damage On Contact; comes in one size
Vital Information
Combat Skill
What Is Combat Skill?

Combat skill directly correlates to a particular unit's efficacy in combat.

It impacts:
  • Accuracy
  • Response time
  • Weapon un-jamming speed

The combat skill of a unit can be seen by hovering the mouse over them.

Stacking units too close to one another will give a -5 combat skill penalty until they are separated. This penalty applies to the enemy as well.

In short: The higher a unit's combat skill, the deadlier, faster, and more reliable they are.

Combat Skill: Campaign

Combat skill in the campaign mode is obtained by selecting a specific specialization and/or by directly upgrading their combat skill after they rank up.

Different specializations affect combat skill positively or negatively
  • ie. Medic specialization gets -15 combat skill

Combat Skill: Classic

Combat skill in classic mode is random per unit, and can only increase through ranking up, where their combat skill will increase by a random amount.

Morale
What Is Morale?

A unit's morale directly influences:
  • Their chance of being pinned
  • Their capacity to recover from being pinned
  • Their ability to become panicked

The morale of a unit can be seen by hovering the mouse over them.

In short: The higher the morale of a unit, the braver and more responsive they will be.

Morale Dictators

Morale is impacted by:
  • Being fired upon
  • Nearby explosions
  • Losing a friendly unit (the more experienced the unit, the greater the morale impact)

Morale ticks down per shot received on a friendly unit; this can be actively observed by watching their morale while under fire

Morale can be raised by:
  • Hitting enemies
  • Killing enemies
The maximum morale a unit can have is 100

Unit States
Pinned

The higher the morale of a unit, the faster they recover after being pinned by bullets whizzing by them.

Being pinned:
  • Immobilises units
  • Makes them unable to shoot
  • Interrupts given commands
  • Makes them 10% harder to be hit

Low morale units will be constantly pinned when under-fire and will stay pinned for extended periods of time, where their morale can easily reach 0

Panic

Upon reaching 0 morale, that unit will become panicked and instantly become un-pinned, uncontrollable, and attempt to flee.

Stunned

All units will become stunned when an explosion occurs near them

While stunned, units will wander randomly and be unable to fire. However, they are sill able to be controlled by repeatedly giving them commands

The duration of an stun is dependent on the distance of the explosion relative to the unit

Bleeding

A unit will start bleeding out once their HP is below 10, where they will continuously lose HP until it reaches 0, or until they are shot and killed.

Units that are bleeding out can be revived with medkits, medics, or by using the 29th Spirit ability
  • A unit will be revived when their HP reaches 11 or above

Dead

Death occurs when a unit's HP is 0 or lower

The death of a high ranking unit will substantially decrease the morale of all other troops.

Once a unit is dead, they're gone forever.
Gameplay Basics - Campaign
The Basics

Upon opening the campaign menu, there is a brief story description to give context for the mission

Alongside this are three "Battle Conditions" which are randomly chosen and specificly applied to a single mission, usually having a significant impact certain aspects of that mission

There is a hard-cap of 6 units per mission
  • Even with commander skills, you cannot exceed that limit

Main Objective
  • Do not let all your men die
  • Cross the finish line with at least one living unit

All lost units are replaced upon completing a mission, or retreating

Retreating

Retreating is done by placing all units past the initial start line, and can be done at any time during a mission
  • This does not reset progress, but enemies do attempt to repopulate the map after retreating (do not assume the map is safe after a retreat)

Enemy Behaviour
Enemy Behaviour: Movement

Enemies are placed at certain points throughout the map and are semi-static
  • Some enemies patrol their respective areas, some remain in cover

Enemies may run to cover if engaged in the open
  • They can also be moved from cover if substantially pushed by your units; getting shot and nearby explosions can deplete enemy morale, in which case they may fall back
  • Enemies also run away from grenades and fire

Enemy Behaviour: Mechanics

The amount of enemies per mission is ranomized
The type of enemy is randomized but stronger variants typically appear on later missions
  • Vehicles have a random chance of spawning in any mission, though typically more often on later missions

Enemies have a random chance of throwing grenades (stick-grenade, smoke grenade, Molotov cocktail) toward infantry and vehicles
  • Enemies are more likely to throw items if your units are huddled together - Thanks to Chow Yun for the edit

Enemies also fire explosives (Panzerfaust, rifle-grenades) toward infantry and vehicles
  • Enemies are often seen carrying their explosive weapon before firing, use this as a warning to disperse your troops

Enemy Behaivour - Ambushes

Taking too long on a mission makes your team vulnerable to certain unfair events
  • Enemy Infantry ambushes
  • Enemy Vehicle Ambushes
  • Enemy Artillery & Air Support

Ambushes work on a timer, resetting with each mission cleared

Ensure that you do not idle for too long during a mission; keep a steady pace and pause the game when necessary

Enemy Emplacements

The enemy often uses cover and concealment to their advantage, forcing your troops through choke points and blind spots into a German barricade

Always scout ahead of your troops before sending them forward
  • Although you cannot spot enemies on your own without commander abilities, you can spot the environment as well as structures - always assume the enemy is there

Enemy Emplacements - Mines

This cannot be said about minefields, which require slow, methodical movements to locate and avoid

Engineers and Sappers excel at locating landmines - use these troops to your advantage when traversing suspicious areas
  • There is no known way to locate mines through player observation, therefore use caution and move units individually rather than as a group to avoid mass death

Enemy Emplacements - Weapon Emplacements

The enemy may have gun emplacements on the field; they automatically engage your units when in range, and may move forward to get into range if line-of-site is broken
  • Stationary weapons often have ranges longer than one screen, in which case you may not immediately see what is firing at you
Enemy gun emplacements will be dismounted when approached by your units
  • Gun emplacements will be abandoned if set on fire
Units - Campaign
Six-Man Squad

Starting each run with a six-man squad, every unit initially starts with identical stats (morale, combat skill, hp)

Each kill and hit on target grants your individual units with EXP with each interval of 10 granting them a rank up

Selecting the unit with a symbol above their portrait brings up the rank-up menu

Ranking Up - Units

Upon a rifleman ranking up, a specialization must be chosen (see below)

Each subsequent rank-up leads into a specialized unit's upgrade path, where three options are presented. This will occur on each rank-up after their specialization has been chosen.

  • Combat Skill: An increase to combat skill
  • Weapon: An upgraded weapon
  • Ability/Skill: A skill on a cool down

Specializations - Units

A unit ranking up allows you to choose a speciality for them, often changing their loadout, stats, and general role

Once a specialization is chosen, you cannot revert them back into a rifleman, nor can their specialization be changed

  • Intel: Extracts Information, Exp Boosts; Sten Gun
  • Sniper: +15 Combat Skill, Slow Firing, Long Range, Head shots/Critical Hits; Springfield
  • Medic: -15 Combat Skill, Proximity Heals Other Units; Springfield
  • Commando: +20 Max Health, Immune To Panic, Increased Melee; Sten Gun
  • Gunner: Suppressive Fire; BAR
  • Signaller: Radio commands, slow speed; Springfield
  • Heavy Rifleman: Increased Range; M1 Garand
  • Light Rifleman: Faster Movement; M1 Carbine
  • Scout: Fast Movement, Increased Spotting Range; Shotgun
  • Officer: Increases Troop Morale Periodically; Springfield
  • Sapper: Builds Fortifications & Mines, Spots Mines Faster; Shotgun
  • Engineer: Explosive Capabilities, Spots Mines Faster; Shotgun

Progression - Campaign
Ranking Up Your Commander

Your commander can obtain experience through the campaign mode, which is used to rank your commander up

Your commander cannot die or be negatively influenced by your performance in the campaign.
  • All progression toward your commander is relegated to the campaign mode, classic mode does not contribute toward commander EXP

Gaining EXP

Completing missions successfully is the only way to obtain EXP, however there are some factors that influence your EXP gained at the end of a mission

EXP Gain is influenced by:
  • Clearing a Sector
  • Completion Time
  • Kills
  • Units Alive
  • Win Streak

Ranking Up

Your commander ranks up when a certain EXP threshold is met

Upon ranking up, an ability slot will open and provide a selection of 3 skills that can be used during the campaign mode

These skills are reusable, but locked behind a 30 minute timer between each use unless indicated otherwise

Commander Ribbons

Ribbons are rewarded through performing special actions in the campaign mode, and by reaching certain thresholds

Minor Spoilers
Completing the D-Day mission under 20 minutes without causalities = a ribbon

Ribbons are permanent and affect your units in the campaign mode
  • A unit's death and subsequent replacement does not negate the effects of the ribbon. Ribbons affect each unit

Unit Ribbons

Ribbons can also be obtained by your units at the end of a mission

Ribbons are rewarded through a unit's performance during a mission
i.e. surviving a mission alone grants them the "Lone Wolf" ribbon

These ribbons are tied to that specific unit, active until that unit dies
  • Ribbons provide units with benefits such as increased weapon damage or max hp

Gameplay Basics - Classic
The Basics

Each round begins with 4 riflemen with randomized stats

TP (Tactical Points) are obtained each round, they are your currency and allow you to purchase more units, vehicles, artillery, equipment and weapons for units, and give out special commands

Each new unit also has randomized stats, alongside their typical base-line stats
  • i.e. A medic's base -15 Combat skill; meaning random stats - 15

Objective
  • Do not let all your units die
  • Do not let enemies cross your line
  • Survive

Enemy Behaviour
Enemy Behaviour: Movement

Enemies in this mode move from the right side of the map, to the left

Enemies may also run away from grenades and fire
  • Enemies do not retreat in this mode, fire aside

Enemy Behaviour: Mechanics

The amount of enemies is ranomized but typically increases with each round
The type of enemy is randomized but stronger variants typically appear more often in higher rounds
  • Vehicles have a random chance of spawning, with that chance increasing on higher rounds

Enemies have a random chance of throwing grenades (stick-grenade, smoke grenade, Molotov cocktail) toward infantry and vehicles
  • Enemies are more likely to throw items if your units are huddled together

Enemies also fire explosives (Panzerfaust, rifle-grenades) toward infantry and vehicles
  • Enemies are often seen carrying their explosive weapon before firing, use this as a warning to disperse your troops

Enemy Emplacements

The enemy may have gun emplacements on the field; they automatically engage your units when in range, and may move forward to get into range if line-of-site is broken
  • Stationary weapons often have ranges longer than one screen, in which case you may not immediately see what is firing at you
Enemy gun emplacements will be dismounted when approached by your units
  • Gun emplacements will be abandoned if set on fire

6-Man Rule

Having over 6 units increases the frequency of unfair events (enemy artillery, reinforcements, air support, etc.)
  • This can be countered by building camnets and placing units under them
Units - Classic
Four-Man Squad

Starting each run with a four-man squad, every unit initially starts with randomized stats (morale, combat skill, hp)

Each kill and hit on target grants your individual units with EXP with each interval of 25 granting them a rank up

Ranking up in this mode is automatic, and unit stats increase randomly
  • Units do not obtain new abilities, weapons, or equipment on their own

Unit Types

There are many different unit types, all of which play significant roles in your group's effectiveness to survive

These units cost different amounts of TP (tactical points) to recruit

  • Sniper: +15 Combat Skill, Slow Firing, Long Range, Head shots/Critical Hits; Springfield
  • Medic: -15 Combat Skill, Proximity Heals Other Units; Springfield
  • Commando: +20 Max Health, Immune To Panic, Increased Melee; Sten Gun
  • Signaller: Radio commands, slow speed; Springfield
  • Rifleman: Default unit; Springfield
  • Gunner: Suppressive Fire; BAR
  • Scout: Fast Movement, Increased Spotting Range; Shotgun
  • Officer: Increases Troop Morale Periodically; Springfield
  • Engineer: Builds Fortifications, Spots Mines Faster, Explosive Capabilities; Shotgun
  • Crew Man: -15 Combat Skill, Replaces Empty Vehicle Slots; Grease Gun
  • AT Soldier: Anti-Tank Capabilities; Springfield
  • Mortarman: Periodically Shells Field; Springfield
Progression - Classic
Ranking Up Your Commander

Your commander can obtain experience through the classic mode, which is used to increase your classic mode rank

Your commander plays a much less significant role in Classic mode, as they are unable to use their commander abilities.
  • Only classic mode specific ribbons impact classic mode

Your commander cannot die or be negatively influenced by your performance in classic mode

Gaining EXP

Ending or fully playing through a session of classic mode is the only way to gain exp

EXP Gain is influenced by:
  • Number of waves Survived

Ranking up

Your commander ranks up when a certain EXP threshold is met

Classic mode progression is separate from the Campaign, indicated by a different icon and EXP bar located in your profile.

Upon ranking up to a certain point, you will unlock different game modifiers for classic mode; of which can be selected in the classic mode menu.

Commander Ribbons

Ribbons are rewarded through performing special actions in classic mode, and by reaching certain thresholds
  • For instance, some ribbons are dependent on reaching a certain number of waves survived in a single session

Classic mode ribbons are displayed on the same list as campaign mode ribbons, however, they do not intermingle and/or affect one another

.... Except for the combat ribbon that is obtained in the campaign mode

Ribbons are permanent and affect your units in the classic mode.
A unit's death and subsequent replacement does not negate the effects of the ribbon. Ribbons affect each unit
Extra Resources
Link(s)
You want to look into the technical side of Mud and Blood? Be able to show off to your parents with your ungodly amount of knowledge of Mud and Blood? Know everything about the game and still get your ass kicked?

No better place than the official Wiki: https://urb-games.fandom.com/wiki/URB_games_Wiki

Note: Due to technical issues, the official wiki has been lost and is currently being rebuilt. Some information may be missing

Conclusion
This guide obviously isn't done yet, but it would be great if you guys could fill me in on stuff that I either got wrong, or missed

Thank you !

- Maxi
8 Comments
Maxi  [author] 17 Apr, 2024 @ 7:18pm 
If anyone wants to make an updated guide, you can copy this one as a base and update from there. Just give credit to the original and all will be good
Jayhawker32 16 Jul, 2023 @ 10:34am 
The mission where you have to clear the minefield is kind of horse shit, move and you die but stay still and you get ambushed by 20 troops who ignore the minefield
Wanderjar 8 Jul, 2022 @ 6:05am 
solid updates!
Christs Ambassador 20 Apr, 2022 @ 8:41pm 
Fantastic review, covered down on the basics as well as advanced knowledge. Thanks for taking the time to write this out!
Anny 5 Apr, 2022 @ 5:03pm 
This help alot
I just got the game and feel too scare to keep playing
my experience
https://gtm.steamproxy.vip/app/1391530/discussions/0/3265680636370910779/
::Hrvd:: 24 Jan, 2022 @ 12:05pm 
Very good soldier :)
Lord Frigidaire 15 Dec, 2021 @ 1:06pm 
That's very good guide!! Everything is there.
Leon Portier 14 Dec, 2021 @ 8:27am 
nice