Mud And Blood 2 Strategies and Questions page 11

Subscribe to Mud And Blood 2 Strategies and Questions 256 posts

avatar for remy9474 remy9474 1 post
Flag Post

What i generally do is put my worst starting soldier really far up with a shotgun on bayonet

 
avatar for Fartsoman Fartsoman 7 posts
Flag Post

STRATEGY: My strategy is to keep your four soldiers, wait until you can afford a officer and a anti-tank soldier (bazooka) then start giving them all ranger training until they are all at about 100 rifles. If there are trees hide your officer and anti-tank solider underneath them, (trees also work also camo nets but are smaller) once they are all around 100 rifles get them each to 20 xp and the officer to 25 xp. Then give them all 200 health points. Every time a tank or jeep shows up either use the command 2,3 or 2,7 and the anti-tank soldier should easily destroy them. SUGGESTIONS: Give every soldier grenades and bayonets, (this will make it a lot easier) also allow them to keep their M1-Grands they get from the ranger training. FEEDBACK: From using this strategy I was able to get the “Guerrilla warfare ribbon” and the “Survival ribbon” I additionally got to wave 112 which was one my highest record. I hope this helps it sure helped me. – Fartsoman

 
avatar for Byrios Byrios 2 posts
Flag Post

Just a tip, you can build sandbags over trenches and then bunkers over that. So trench, then three sandbags in spots for soldiers, then a bunker with trench at front position of bunker.

 
avatar for Lucenian Lucenian 138 posts
Flag Post

I used this guy’s guide.
Overrun at wave 369 but got 31k points in the end.


Note: I played the old downloadable version of the game from the official mud and blood website, but the strategy is applicable in newer versions.
Another Note: My bunker apparently teleported from the center of the map near the trench to near the bottom left in front of the 50 cal. I don’t know why.

The strategy is to use gunners and .50 cal guns to mow down infantry and light vehicles while you micro an engineer to take out the tanks with mines. Meanwhile, snipers and a signaler do their magic at the bottom corners of the map in camnets protected by light armored vehicles (Jeep , Halftrack) and sandbags. I like how he replaced conventional Anti-tank options (ATs, bazookas) with a single engineer in a pillbox.

The advantage of this strategy is that you don’t use units with unpredictable explosive attacks(mortars, bazookas, ATs), thereby, eliminating the risk of blowing your soldiers or structures up when enemies get too close.

 
avatar for petso66 petso66 343 posts
Flag Post

I actually discovered this strategy myself and was about to share it, but apparently someone already discovered a highly similar one (see above post). Kinda wish I saw it before I threw together an entire guide for it :p
The troops are different, but the Pillbox/Engineer trick is the same.

Anyways, I don’t want to just toss away my work. So I’ll just leave it here:

It takes 44 TP max to use—and this is only if you start with no bonuses from medals or crates.
It’s cheap and 6-man, but can still cruise you through tons of waves with no harm!

 
avatar for TetraXFrame TetraXFrame 87 posts
Flag Post

Your AT capability is almost nonexistent. Mines are relatively hard to rely on solely for AT. Recommend swapping out Spec Ops for an RPG soldier.