User:TheKnightOfOyashiro/Mud and Blood 2 strategies

These are strategies which I have developed over time for Mud and Blood 2, a flash game developed by UrbanProphet and hosted on a menagerie of gaming portals. Unlike Mud and Blood Vietnam, it is more of a sandbox, with thousands of possible strategies.

Squad of Sergeants
My first strategy. It is very efficient for new players, and is almost a sure-shot at getting many of the harder ribbons, with an average Waves per Game (W/G) of 60. For it, you need absolutely nothing. That's right, just start out normally. Move the four grunts to about mid-screen, maybe a bit higher if you want to avoid more grenades. Let the game progress naturally for the first five or so waves, making note of which soldiers have the highest marksmanship. Those men will often be your backbone, gaining EXP much faster than the others and subsequently distinguishing themselves enough to make officer ranks (how I got the Westpoint Commendation).

Once you have enough tactical points to do so, acquire a BAR for your man with the highest marksmanship. The BAR offers the power of the Springfield '03, with the automatic fire and magazine capacity of the Thompson. Acquire BARs for each soldier as you gain the points, going from highest marksmanship to lowest. By the time you get all soldiers equipped with BARs, you should be about mid-game, maybe between 30 and 40 waves. The enemy will begin to employ some harsher tactics against you, with more enemies throwing grenades and more flamethrowers. These beasts can ruin your day, with a single lucky grenade or a flamethrower barely in range of your troops annihilating your hard-won forces. To counter the threat, hire a single medic, and bunch your soldiers around him. This is a "high risk, high reward" type move, given that one grenade can then end a game if it is accurate enough.

Also buy grenades. These can help significantly against the massed enemy troops that usually come in the late-game. There's also the threat of German vehicles -- tanks, opel blitz trucks, bikes, etc. During a lull in the fighting (read, immediately after the last man of a German attack is killed) hire a bazooka man if desired. Zooks are infamously a double-edged sword, and I've had experiences on both ends of the spectrum: when well-placed, one of my zooks destroyed and entire panzer blitz wave singlehandedly. However, an idiot zooka decided to fire at the enemy from across the map -- and the round detonated right on top of my sergeants. It may be beneficial to invest in a zooka early on, as there would likely be less chance of friendly fire, but I've never tried it.

By the time the game is over, you should have one or two officers and between 60 and 80 waves under your belt, usually leaning towards the former. This is not only a way to get the meritorious unit commendation, which grants M1s for everyone, but is also a way to get the Westpoint commendation, which grants an immediate officer.