Men of War II: Complete Guide (Playtest Version)

An in-depth introduction guide for fresh, casual, and hardcore PVP players.

Disclaimer: The game is still in development and this test version does not fully reflect the quality of the final release.

Note: To report bugs and provide feedback, please, visit the Men of War II official Discord server.

 

Introduction

‎ ‎ ‎ ‎ ‎ ‎ ‎ The primary purpose of this guide is to cover almost all crucial topics, including the meta and combat UI, game features, special abilities, and gameplay, therefore familiarizing the players with the Men of War II Playtest content and mechanics.

1. Meta UI

‎ ‎ ‎ ‎ ‎ ‎ A. Main tabs:
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ I. Campaign tab (Not available in the Playtest):

‎ ‎ ‎ ‎ ‎ ‎ ‎ Story-driven and other types of single-player and cooperative experience.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ II. Multiplayer:
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Matchmaking:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Players queue in for the frontline game mode, then they join a match according to their statistics, battalions, and location to experience the lowest latency. In order to have optimal and balanced matches, fresh players should play a few matches.

‎ ‎ ‎ ‎ ‎ ‎ ‎ During the playtest only PVP matchmaking is available. Player-vs.-player (PVP) matchmaking is suitable for 3vs.3 up to 5vs.5 matches against other players.

‎ ‎ ‎ ‎ ‎ ‎ ‎ First, select the PVP matchmaking category, then pick the desired faction and battalion, after which click on the play button to queue for a match. It’s possible to edit the battalions by clicking on the “Edit regiment” button. (Check “2. Battalions” for this topic)

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Lobby:
  • Settings:‎ ‎ ‎ ‎ ‎ ‎ ‎ In the lobby setting, players have full control over their match setup. The lobby owner is able to select match setup mode, game mode, map, AI difficulty, battalions’ visibility status, team size, maximum units level, alliance, or mixed match, and assign a password to the session if they wish.

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ During the playtest only the PVP game setup mode will be available. Although it’s feasible to add AI to the lobby slots.

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Currently, it’s not feasible to define individual AI’s difficulty.

  • Teams:‎ ‎ ‎ ‎ ‎ ‎ ‎ Player can pick their desired slot or add AI to slots. It’s possible to spectate the games in real-time by switching to either of the “Spectator team” slots.
    There’re 3 vertical dots on the right side of each slot which contain the 3 actions. These actions are only accessible by the lobby owner. The actions are as follows:

    • Invite a friend: Invite friends from the Men of War II friends list. (Check “1.D. Friends list” for this topic)
    • Select AI: Add a random AI or an AI with a particular faction, battalion maximum units level.
    • Close slot: Closing the slot and denying everyone from taking that slot.
  • Selecting troops:‎ ‎ ‎ ‎ ‎ ‎ ‎ Upon joining the session, players are in the “Reserve” section, hence not occupying any slot. Selecting troops button is not visible until the player takes a slot.

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Players are able to select their desired faction and battalion by Selecting troops. It’s possible to edit the battalions by clicking on the “Edit regiment” button.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ III. Learn:
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Tutorials:

‎ ‎ ‎ ‎ ‎ ‎ ‎ A series of missions aimed to introduce the basic game mechanics to the players.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Units:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Most of the units in the game are listed and available for preview in this section, except for some collectible and particular units intended for the single-player experience.

  • Units fit within 6 levels, covering from early war to late war periods.
  • It’s feasible to select and compare the desired units. In order to compare units, first click on the unit picture, then click on add button on the right side of the screen. There’s no limit on adding units to the comparison, except the display width. After adding units, click on the “Compare” button at top of the units list. Selected units can be removed from the comparison list through the Units list or comparison view.
  • Premium units are marked with a golden background. The player can recruit and add these units to the battalions with Bonds. Bonds are the game currency that cannot be purchased; however, the players can collect it by finishing battles, accomplishing achievement tasks, making progress in campaign missions, league prizes, and more.
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ c) Authors (Not available)

‎ ‎ ‎ ‎ ‎ ‎ B. User profile and statistics:

‎ ‎ ‎ ‎ ‎ ‎ ‎ The user profile includes a summary of the player’s gameplay style, player preferences, battle reports and replays, achievements, ranking and ongoing league info, player profile avatar, and frame customize.

‎ ‎ ‎ ‎ ‎ ‎ ‎ In order to access this section, click on the player profile avatar at the top right corner of the screen. To change the avatar or frame click on the player avatar on the summary tab.

‎ ‎ ‎ ‎ ‎ ‎ C. Settings:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Aside from the audiovisual customization, Men of War II offers a higher level of customization to the players, including toggling unit icon, trajectory and penetration info and visualization, toggling hotbar, gun selection after detachment, selecting global or particular matchmaking regions, player statistics privacy options, and actions key bindings. Please, check the Game, Controls, and Online tabs for more info.

‎ ‎ ‎ ‎ ‎ ‎ D. Friends list:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Men of War II friends list works independently of Steam. Although the game adds friends who play the game on Steam to the friend list automatically.

I. To open the friends list, click on the fourth button from the top right corner of the screen with a figure icon.

II. Player ID: The player ID (Friend code) is beneath of avatar. To copy and sent the ID to another player, click on the copy button next to the player ID.

III. Adding a new friend: Enter/paste the player ID on the friends list search bar, then hit enter. After which, send the friendship request. Friendship requests appear on top of the friends.

2. Battalions:

‎ ‎ ‎ ‎ ‎ ‎ ‎ In Men of War II, the primary gameplay emphasis is on the battalions. Every battalion is specialized in units, tactics, and gameplay in a particular way, for instance, infantry, mechanized, armored assault, artillery, air defense, stealth and subversion, and paratrooper tactics. From one battalion to another, unit battle ranks may increase or reduce according to the battalion specialization modifiers. In addition, for the same reason, some units are available only in a particular battalion (Please check the battalion description for more info).

‎ ‎ ‎ ‎ ‎ ‎ A. Start editing battalions:

I. Matchmaking: First select PVP, PVE, or Duel, then select the desired battalion. After which, click on the “Edit regiment” button.

II. Lobby: Take a slot, then click on “Select Troops.” Next, select the desired battalion, then click on the “Edit regiment” button.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Each battalion consists of three echelons. Currently in use and total battle rank of each echelon is shown in front of the echelon name (Echelon 1,2,3). The battle rank insignia consists of 2 crossing swords. Every unit has a unique battle rank according to the unit’s respective combat role, efficiency, and level. Except for the Duel battalions, echelons consist of 4-6 slots. Each slot has one or more unit type modifiers, therefore only units with matching unit types can be added to a slot. As each slot is selected, a preview of possible acceptable units is shown on the right side. If a slot is empty, acceptable unit types are shown on the slot.

‎ ‎ ‎ ‎ ‎ ‎ B. Battalion customization:

I. Remove a unit from a slot: To remove a unit from a slot, right-click on the slot.

II. Add a unit to a slot: There’re two methods for adding a unit to a slot:

  • Double left-click: Select a slot, then double-click on the desired unit from the available units list on the right side.
  • Drag and drop: Select a slot, then left-click click, and drag the desired unit from the available units list on the right side to the slot.

III. Modifying a unit quantity: After adding a unit to the slot, hover the mouse cursor over the unit slot, after which click on the “+” or “-“ buttons.

IV. Premium units: Premium units are marked with a golden background. The player can recruit and add these units to the battalions with Bonds. Bonds are the game currency that cannot be purchased; however, the players can collect it by finishing battles, accomplishing achievement tasks, making progress in campaign missions, league prizes, and more.

‎ ‎ ‎ ‎ ‎ ‎ C. Occupied slot information:

I. Top left: Total battle rank value occupied by unit

II. Bottom left: Unit type and name

III. Top right: The unit quantity

IV. Bottom right: Unit level

3. Combat UI

‎ ‎ ‎ ‎ ‎ ‎ A. Hotbar

‎ ‎ ‎ ‎ ‎ ‎ ‎ Men of War II benefit from a dynamic hotbar. The list of actions changes according to the selected unit/s.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ I. Fire modes:
a) Fire at will:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit freely engages hostile units on the spot.b) Return fire:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit engages the hostile units, if the hostile unit opens fire first.

c) Hold fire:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit does not engage the hostile units at all.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ II. Movement modes:
a) Move at will:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit movement is controlled by the AI. It advances or retreats automatically without player commands.b) Hold position:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit holds the position unless the player gives orders.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ III. Stances (Body postures):

a) Standing

b) Kneeling

c) Prone

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ IV. Formations:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Select the desired unit or squad, hover the mouse cursor over the map surface, then click and hold the right mouse button to give direction and spacing.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Formations can also include a combination of infantry, MGs, guns, cannons, vehicles, and tanks. In a mixed formation, the formation preview circles of the rest of the units are larger than the infantry to demonstrate the location of the units within the formation.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Currently, there’re 5 types of formations:
a) Assault: 

    For instance, in a mixed formation of an infantry squad and a tank, the infantry squad forms a line formation in front of the tank.

b) Column: 

    For instance, in a mixed formation of an infantry squad and a tank, the tank positions in front of the infantry squad, and the infantry positions in 2 columns behind it.

c) Wedge:

    For instance, in a mixed formation of an infantry squad and a tank, the tank positions on the tip of the wedge, and the infantry squad accompany the tank on both sides.

d) Protection

    For instance, in a mixed formation of an infantry squad and a tank, the tank is in the center of the formation, surrounded and covered in all directions by the infantry squad.

e) Line:

    For instance, in a mixed formation of an infantry squad and a tank, all units are formed on a single straight line with the tank in the center of the line. The default formation is the “Line” formation.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Note that a tight formation offers better fire saturation at the cost of increasing the chance of the enemy scoring multiple kills with a few shots. On the other hand, dispersion reduces the chance of these events. It’s up to players to choose between firepower or better spacing.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ V. Camouflage:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Camouflage is an ability for units to reduce their chance of detection by the enemy while operating on the battlefield. To use camouflage, first, select the unit, then click on the camouflage action button on the hotbar.

‎ ‎ ‎ ‎ ‎ ‎ ‎ MGs, cannons, and guns benefit from camouflage netting while vehicles, tanks, and special infantry such as snipers camouflage with tree branches, and leaves.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VI. Entrenchment:

‎ ‎ ‎ ‎ ‎ ‎ ‎ For extra protection against direct and indirect fire of hostile fire in the open field, units are able to dig foxholes, trenches, or ditches.

a) Infantry:
‎ ‎ ‎ ‎ ‎ ‎ ‎ Some infantry units are able to dig foxholes, and trenches.

  • Foxhole:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To dig a foxhole, first, select the desired infantry model or squad, then position it and face it toward the desired direction. After which click on the “Dig \ Deepen the trench” button on the hotbar, and wait until the process of digging is over. After the process is over, the player can press the button once more to deepen foxholes and connect them together to dig a trench.
  • Trench:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To dig a trench, first, select the desired infantry squad, then click on the “Dig a trench” button on the hotbar, so the cursor icon changes to a shovel. After which, hover the mouse cursor over the desired spot and right-click to set the digging starting position, move the mouse pointer to another spot to set the end of the trench, and right-click again. Wait until the process of digging is over.
    After setting the starting point, and before setting the end of the trench, the player can change the number of fighting positions with the aid of the scroll wheel. It’s feasible to dig connector trenches with no fighting positions. In addition, the player is able to dig a curved trench with the aid of the combination of alt+scroll wheel.

‎ ‎ ‎ ‎ ‎ ‎ ‎ In case, the player cancels the digging action, one or more poles are shown the location of the canceled actions. The player can select the model or squad, then click on the poles, so the digging starts again.

b) Other units:
‎ ‎ ‎ ‎ ‎ ‎ ‎ Some cannons, vehicles, and tanks are able to dig a trench. To dig a trench, select the desired unit, then click on the “Trench for the cannon” button and wait until the process of digging is over. Players can visually follow the process of digging through a progress bar hovering above the unit.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VII. Fortification:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Entrenchment is a great defensive tactic; however, it might not be at hand always, whether due to the position and terrain or the available options for a unit. As an alternative solution, fortification facilitates defense in these scenarios.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Infantry:
  • Open field:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ Some infantry units can build sandbags. To build sandbags, first, select the desired infantry squad, then click on the “Build sandbags” button on the hotbar, so the cursor icon changes to a sandbag. After which, hover the mouse cursor over the desired spot and right-click to set the building starting position, move the mouse pointer to another spot to set the end of the sandbag line, and right-click again. Wait until the process of building is over. In addition, the player is able to build curved sandbag lines with the aid of the combination of alt+scroll wheel.
  • Buildings fortification:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ Some buildings can be fortified while they are occupied by infantry. To fortify a building, first, occupy the building with infantry. Next, select the building, then click on the “Fortify the building” button on the hotbar. Wait until the process of building is over.
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ If the infantry inside the building dies or leaves the building, the fortification process halts, however, it’s not lost.
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ If the building is fully fortified, the enemy infantry cannot assault the building. Infantry garrisoning the building can throw grenades.
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Other units:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ All MGs, cannons, and guns, in addition to some vehicles, and tanks are able to fortify their position with sandbags. To fortify the position with sandbags, first, select the unit. Then, click on the “Fortify position” button on the hotbar. Wait until the process of building is over.‎ ‎ ‎ ‎ ‎ ‎ ‎ Some units are granted a second level of fortification, with a roof protecting the unit against hostile indirect fire. If present, an additional fortification button is positioned next to the “Fortify position” button on the hotbar.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VIII. Inventory:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ All units benefit from an inventory to carry items, including ammunition, spare fuel, and other objects. These items can be transferred from one unit to another. The inventory space and capacity of each unit may differ. For instance, it’s feasible to stack a large amount of inside vehicle inventory, however, this may not be an option for infantry. Some large items such as fuel barrels only fit in vehicles or tanks inventory. Each item occupies a particular number of squares. When transferring items, the destination inventory should have free squares, hence free space.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To transfer an item, first, select the desired unit, then click on the “Examine button” button on the hotbar. Then left-click the desired unit to examine their inventory. Both inventories appear side by side.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To move an item from one inventory to another, either double-click on it, or left-click and drag it to the destination inventory.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To transfer all items of one inventory to another, use the arrow buttons on top of the inventories preview windows.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Note that the inventory mechanics are still a work in progress.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ IX. Shell types and special ammunition:
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Shell types:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Currently, the following type of shells are present on the Men of War II playtest build:

      • Armor-pricing (AP)
      • Armor-piercing incendiary
      • High-explosive (HE)
      • High-explosive fragmentary
      • High-Explosive Anti-tank (HEAT)
      • Phosphorous
      • Shrapnel
      • Smoke
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Smoke discharger:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Aside from smoke shells, some vehicles, or tanks benefit from smoke dispensers to create a smoke screen. Smoke dischargers allow the unit to provide a smoke screen without keeping the main gun occupied and busy with the smoke shells, hence the smoke grenades can be thrown while the main gun is engaging enemy units, during advance and retreat.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ c) Throwing grenades:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Some units such as M10 Wolverine are able to throw grenades. This is a defensive tactic to protect the unit from the nearby infantry.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ X. Radio mines:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ A radio mine is an explosive device that can be detonated by a remote radio transmitter while the friendly unit maintains a safe distance from the radio mine and the enemy units. Therefore, making it a favorable option for ambush tactics, and sabotage. Several units, including sappers, and saboteurs carry radio mines.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To plant a radio mine, first, select the unit, then click on the “Install dynamite” button on the hotbar, so the cursor icon changes to dynamite. Next, left-click on the desired spot on the map. After planting, a dynamite icon appears above the radio mine.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To detonate a radio mine, hover the mouse cursor over the dynamite icon, so the cursor icon changes to two cogwheels. Then, left-click to detonate the radio mine.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ After planting the radio mine, the remote detonator appears inside the unit inventory. Radio mines can be detonated as long a friendly unit carries the detonator inside the inventory. If the player loses control over the radio mine detonator, the mine cannot be detonated remotely anymore. In case the unit dies, the detonator drops off the unit inventory which can be retrieved again.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ XI. Air defense:
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ In Men of War II, anti-aircraft units vary from machine guns and small caliber auto-cannons to larger caliber guns. Anti-aircraft cannons with larger calibers often engage targets at longer distances while offering a low rate of fire. On the other hand, small-caliber auto-cannons cover a smaller radius and maintain a high rate of fire. Since some anti-air units are capable of engaging ground units as well, the player should consider the tradeoffs and opportunities.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Furthermore, it’s feasible to switch the priority of engagement from the ground to air, or vice versa. To toggle engagement priority, first, select an air defense unit, then click on the “Aiming mode” button on the hotbar. While using “Air defense” mode, the unit focuses on incoming enemy aircraft.

‎ ‎ ‎ ‎ ‎ ‎ B. Scoreboards and objectives:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ By pressing the “Caps lock” key, players can toggle between the stats board and mission objectives.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ To view the full scoreboard, press and hold the “Tab” key.

‎ ‎ ‎ ‎ ‎ ‎ C. Minimap:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ The minimap has two states, locked potion, and floating. Press “Ctrl+M” to access the map options.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Furthermore, it’s feasible to temporarily draw on the minimap. The color of the drawing is the same color as the player. All players of a team can see the drawings of their teammates. To draw on the minimap, hold down the “Alt” key, then draw with the left-click.
    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Upon the start of the match, all players are assigned a unique color. The friendly team is marked with green-blue colors, and the opponent team is marked with orange-red colors.

4. Gameplay:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Currently, during the playtest, the following game modes and maps are available to the players:

‎ ‎ ‎ ‎ ‎ ‎ A. Game modes:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ I. Combat:

a) Victory condition:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Score more victory points than the opponent within the match period or reach 2500 victory points before the opponent. Eliminating opponent units grant victory points to the allied team.

b) Match duration:

    30 minutes

c) Available maps:

  • Borovaya
  • The Winter March
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ II. Assault Zones:

a) Victory condition:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Score more victory points than the opponent within the match period or reach 2500 victory points before the opponent. Capture and hold strategic points on the map. The team holding more strategic points earns victory points.

b) Match duration:

    30 minutes

c) Available maps:

  • Bazerville
  • Borovaya
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ III. Incursion:

a) Victory condition:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Score more victory points than the opponent within the match period. Team A is tasked to capture all zones under Team B control. Team B is tasked to defend the zones at all cost.

b) Match duration:

    30 minutes

c) Available maps:

  • The Coast
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ IV. Frontline:

a) Victory condition:

    ‎ ‎ ‎ ‎ ‎ ‎ ‎ Score more victory points than the opponent within the match period or reach 2500 victory points before the opponent.
    There’re 4 methods of earning victory points:
  • Capturing territory:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ The players must push the frontline and capture opponent territory. Most infantry units, cannons, guns, and mortars are able to capture territory. By earning ground, the allied team receives victory points, and the opponent team loses the same number of victory points.
  • Keeping the lead:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ In the instance of a breakthrough, the allied team that advanced in the enemy territory earns victory points by holding the position and successfully repelling the attack. To be eligible, the allied team must have more victory points than the opponent. If the enemy has also made a breakthrough on another part of the map, then the team won’t be granted any victory points.
  • Eliminate opponent team units:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ Eliminating opponent units grant victory points to the allied team. The individual statistics, including kills and losses, are shown on the combat UI.
  • Capture flag:
      ‎ ‎ ‎ ‎ ‎ ‎ ‎ Teams are assigned time-limited “Capture flag” objectives that randomly spawn on the map. There’re 2 flags for each during the match, and each flag grants 100 victory points. By capturing these flags, a team can receive up to 200 victory points.

b) Match duration:

    30 minutes

c) Available maps:

  • Bazerville
  • Borovaya River
  • Farmland
  • The Coast
  • The Winter March

‎ ‎ ‎ ‎ ‎ ‎ B. Tactics, actions, and units:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ I. Air operations: ‎ ‎ ‎ ‎ ‎ ‎
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Aerial reconnaissance

‎ ‎ ‎ ‎ ‎ ‎ ‎ Aerial reconnaissance provides vision over the battlefield. In the absence of enemy air defense units, recon runs significantly boost the player awareness of the enemy movements, and units. Furthermore, reconnaissance flights can be used to detect and eliminate opponents’ support units positioned far from the frontline.

‎ ‎ ‎ ‎ ‎ ‎ ‎ The following units perform reconnaissance flights:

      • Po-2 (USSR)
      • Fieseler Fi 156 Storch (Germany)
      • Piper L-4 Grasshopper (USA)

‎ ‎ ‎ ‎ ‎ ‎ ‎ In order to use aerial reconnaissance, first, select the unit from the reinforcements menu. Next, hover the mouse cursor over the map, and right-click on the desired spot.

‎ ‎ ‎ ‎ ‎ ‎ ‎ In the instance of the enemy anti-aircraft activity, while the unit is selected, the recon flight can be canceled by pressing the “Retreat to reserve” button on the hotbar.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Airstrike:

‎ ‎ ‎ ‎ ‎ ‎ ‎ The airstrike is another form of fire support. It facilitates the activities of the friendly unit by suppressing or silencing the enemy units. Air units are capable of performing MG strafes, cannon strafes, rocket strafes, and bombing runs against soft and hard targets. The available options may differ in each faction.

‎ ‎ ‎ ‎ ‎ ‎ ‎ The following units provide air support:

      • Po-2 (USSR)
        • FAB-50 air bomb
      • I-16 (USSR)
        • 82mm RS-82 rockets
        • 7×7.62mm ShKAS machine guns
      • IL-2 (USSR)
        • FAB-250 air bombs
        • 82mm RS-82 rockets
        • 23mm VYa
        • 2×7.62mm ShKAS machine guns
        • FAB-100 air bombs
        • PTAB anti-tank air bomb
      • IL-2 NS37 (USSR)
        • Incendiary air bomb
        • 82mm RS-82 rockets
        • 2x37mm NS-37 cannons
        • 2×7.62mm ShKAS machine guns
      • Bf 109 (Germany)
        • SC50 air bomb
        • 21cm Werfer-Granate rocket
        • 2cm MG151 cannon
        • 3cm MK. 108 cannon
        • 2x13mm MG131 machine guns
      • Ju 87 (Germany)
        • SC500K air bombs
        • SC250JA air bomb
        • 2x2cm MG FF cannon
        • 2×7.92 MG 81 machine guns
      • Ju 87G (Germany)
        • 2×3.7cm Bordkanone cannons
        • 2x2cm MG FF cannon
        • 2×7.92 MG 81 machine guns
      • P-51 (USA)
        • AN-MK33 air bomb
        • 6×12.7mm Browning M2 machine guns
        • P-51D (USA)
        • 82mm M8 rocket
        • AN-MK33 air bomb
      • A-20 (USA)
        • AN-M65A1 air bomb
        • AN-M64A1 air bomb
        • AN-M30A1 air bomb
        • 20mm M1 cannon

‎ ‎ ‎ ‎ ‎ ‎ ‎ In order to use air support, first, select the unit from the reinforcements menu. Next, select the desired strike type from the weapons list above the hotbar (Rocket strafe, bombs, etc.). After which, hover the mouse cursor over the desired spot on the map, and use the mouse wheel to assign the attack direction, then, left-click.

‎ ‎ ‎ ‎ ‎ ‎ ‎ In the instance of the enemy anti-aircraft activity, while the unit is selected, the recon flight can be canceled by pressing the “Retreat to reserve” button on the hotbar.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ c) Paratroopers:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Paratroopers are capable of landing deep behind enemy lines in order to attack the opponent in the rear, eliminate enemy fire support units, or disrupt their logistics. Paratroopers can be used to quickly reinforce the frontline as well.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To use paratroopers, first, select the unit from the reinforcements menu. After which, hover the mouse cursor over the map, and left-click on the desired spot.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ II. Resupply, replenish, and repair:
‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Retreat to reserve:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Retreat to reserve facilitates gameplay in various ways. Unlike the traditional design which forced the players to deliberately eliminate some units under control to free up CP, this mechanic allows the players to call back the unit, freeing CP, then call other available units. To use retreat, first, select the desired unit, then click on the retreat to reserve action key on the hotbar.

‎ ‎ ‎ ‎ ‎ ‎ ‎ When a player uses retreat to reserve, their unit automatically returns to the allied territory, then disappears after a period. This period may extend, in case, the unit is detected by the enemy. The units cannot fall back as long as they are spotted by the enemy unit, except the saboteurs, and spotters. After a successful retreat, the unit appears under the reserves button which is positioned below the 3rd echelon button of the reinforcements menu.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Upon canceling a unit retreat action, the player is unable to use retreat on that particular unit for the period of the retreat cooldown.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Retreat has other applications as well. A unit in reserve receives repairs, ammo, and fuel. The timer on the slot indicated the remaining time of this process.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Field repairs:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Any gun, cannon, vehicle, or tank with a broken component can be repaired on the battlefield. First, make sure that the unit is crewed. Even one crew is sufficient. Then hover the mouse cursor over the unit, so the cursor icon changes to a wrench. After which, click on the unit, and wait until the end of repairs. The crew will automatically return to the unit after performing repairs.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Players can visually follow the process of repairing through a repair progress bar hovering above the crew performing repairs.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ c) Ammunition supply truck:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Ammo supply trucks are dedicated to resupplying the units on the battlefield with adequate, and correct ammunition. To resupply a unit, move the desired unit into the resupply circle.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Players can visually follow the process of resupplying through a progress bar hovering above the unit receiving ammunition.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Ammunition supply trucks are able to set up field ammo depots. A field depot has a smaller resupply radius, however, it’s capable of resupplying ammo supply trucks and other units.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ d) Supply crates:

‎ ‎ ‎ ‎ ‎ ‎ ‎ A supply crate plays a similar role to an ammunition supply truck. It has a smaller supply radius, lower supply capacity, and is harder to detect. The unit is able to set up camouflage as well.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ e) Fuel truck:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Fuel trucks are dedicated to refueling units on the battlefield. To refuel a unit, move the desired unit into the resupply circle. This unit should be handled with care, as it can be hazardous to the nearby friends and foe units.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Furthermore, a fuel truck carries 8 barrels of fuel. The application of these barrels differs. These barrels are meant to be used for surprise and ambush tactics. The players can throw them off the truck inventory, then treat them with explosives or high-explosive shells.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ f) Automatic replenishment:

‎ ‎ ‎ ‎ ‎ ‎ ‎ While playing Frontline game mode and a few other game modes, either on matchmaking or a custom lobby, in the event of ammunition depletion, the unit ammunition automatically resupplies through a slow process of resupplying. This mechanic might be helpful on particular occasions, however, due to the insufficient speed and efficiency of this process, it’s recommended to use fallback or ammunition supply trucks.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ III. Engineers, combat engineers, and medic:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Engineers, combat engineers, and medics neither cost CP nor logistic lines. Regardless of the echelon, or slot, they are available to the player all the time. These units perform the requested actions, then leave the map automatically. The actions can be canceled by selecting the unit, and pressing the fallback button.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ a) Engineers:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Engineers are granted tools and materials to set up obstacles, such as anti-tank hedgehogs, and barbed wire. Furthermore, they are able to dig trenches, place sandbags, and build bunkers.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To use engineer actions, first, deselect any units under control. Then, select the desired action from the hotbar(Dig a trench, build a sandbag, place barbed wire, or install anti-tank hedgehogs). Next, hover the mouse cursor over the desired spot and right-click to set the starting position, move the mouse pointer to another spot to set the end, and right-click again. In addition, the player is able to build curved obstacle lines with the aid of the combination of alt+scroll wheel.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To build a bunker, first, deselect any units under control. Then, select the “Build bunker” action from the hotbar. After which, hover the mouse cursor over the desired pot on the map, use the scroll wheel to adjust the bunker direction, then right-click to start construction.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ b) Combat Engineers:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Engineers are granted tools and materials to plant anti-personal, anti-tank mines. Furthermore, they are place sandbags.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To lay mins, first, deselect any units under control. Then, select the desired action from the hotbar. Next, hover the mouse cursor over the desired spot and left-click to set the starting position, move the mouse pointer to another spot to set the end, and left-click again.

‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎c) Medics:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Medics are capable of carrying wounded soldiers to the allied lines, and safety. Wounded soldiers are marked with blood drop icons hovering above their bodies. To use a medic, hover the mouse cursor over the blood drop icon, then click on it. Afterward, the medic evacuates the wounded automatically. The evacuated wounded soldiers appear under the reserve button tree with a timer demonstrating the remaining time of recovery.

  • If the inventory of the soldier is unchanged, the soldier returns to the respective echelon button.
  • In case, an AI squad suffers a squad member loss, the squad remains under the reserves button after recovery.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ IV. Sappers:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Sappers perform various tasks to support allied units on the battlefield. Mine disposal, handling explosives, removing obstacles, and providing entrenchment are among their primary skills. They carry radio mines, mine sweepers, wire cutters, and shovels.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To detect a minefield, first, call in sappers and have them selected, then click on the “Demine” button on the hotbar, so all sappers switch to mine sweepers. After which, move them to the desired location.

‎ ‎ ‎ ‎ ‎ ‎ ‎ There’re 2 methods of mine disposal:
a) Manual disposal:

          • ‎ ‎ ‎ ‎ ‎ ‎ ‎ For manual disposal, first, select an infantry unit, then click on the mine icon hovering above the mine.

b) Moving frontline:

        • ‎ ‎ ‎ ‎ ‎ ‎ ‎ In frontline game mode, the players are able to clear minefields by moving the frontline. By capturing enemy territory where there’s a minefield, the enemy mines that are now inside the allied territory will defuse after a period automatically.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ V. Artillery Spotters:

‎ ‎ ‎ ‎ ‎ ‎ ‎ These units increase the accuracy of allied cannons if the enemy is within their spotting circle.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VI. Fog of War, detection:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Detection of a unit mechanics has 4 stages. These stages are visualized above the unit with 3 icons.

a) No icon:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit is not detected by the enemy.

b) Green light bulb:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit is not detected by the enemy. This icon appears either after opening fire, or red-light cooldown.

c) Red light bulb:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit is not detected by the enemy; however, gun flashes appear within the approximate location of the unit in the fog of war.

d) Red-eye:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The unit is detected, and visible to the enemy.

‎ ‎ ‎ ‎ ‎ ‎ ‎ Every stage has a cooldown and varies from one unit to another. Weapons of larger caliber have longer cooldowns and vice versa. 6 points contribute to detection:
Distance with the enemy units:
‎ ‎ ‎ ‎ ‎ ‎ ‎ The farther a unit is from the enemy, the longer it takes for the enemy to detect it in the fog of war.

      • Camouflaging:
        ‎ ‎ ‎ ‎ ‎ ‎ ‎ Camouflaging units reduce the chance of detection and allow the unit to engage the enemy while not being detected for a longer period of time.
      • Rate of fire:
        ‎ ‎ ‎ ‎ ‎ ‎ ‎ The frequency of fire contributes to detection. To avoid detection, manage the rate of fire to not exceed the green light bulb stage.
      • Relocation:
        ‎ ‎ ‎ ‎ ‎ ‎ ‎ Relocating helps the unit to operate undetected. Upon detection, relocation gives the players this opportunity to hide from the enemy team’s eyes once again.
      • Unit specification:
        ‎ ‎ ‎ ‎ ‎ ‎ ‎ Some units are better at stealth than others. For instance, saboteurs, scouts, elite snipers, and artillery spotters are harder to detect. Bear in mind, pathfinders are better at detecting enemy units and are used often in counter-stealth tactics.‎ ‎ ‎ ‎ ‎ ‎ ‎ Artillery signal smoke grenades and flair guns are the exceptions as they do not reveal the location of the player’s unit.

        ‎ ‎ ‎ ‎ ‎ ‎ ‎ Vehicles and tanks often have poor vision, therefore, the best is to accompany them with infantry. Lone wolves are the weak preys.

      • Smoke screen:
        ‎ ‎ ‎ ‎ ‎ ‎ ‎ Setting up a smoke screen significantly reduces the chance of detection. Smoke does not protect the unit of enemy fire, however, it facilities a safer advance or retreat. In addition, the enemy fire accuracy decreases drastically.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VII. Stealth tactics:

‎ ‎ ‎ ‎ ‎ ‎ ‎ In Men of War II, stealth and subversion tactics reach a new climax. Stealth units, for instance, saboteurs, scouts, elite snipers, artillery spotters, etc. are able to have a solid understanding of the surrounding enemy units vision. Therefore, avoiding detection, and bypassing threats. While controlling a stealth unit, the player is able to visually observe the enemy vision which is shown by red cones. Furthermore, these units can handle knives, artillery signal grenades, and radio mines safely without detection.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ VIII. Trajectory path:

‎ ‎ ‎ ‎ ‎ ‎ ‎ In case an obstacle is blocking the trajectory path, the trajectory path is visualized with a white and red line. The possible projectile impact point with the obstacle is marked with a red sphere, and an orange sphere appears beneath the cursor pointer.

‎ ‎ ‎ ‎ ‎ ‎ ‎ While handling high explosive (HE) rounds or some other special ammunition, the trajectory path differs from armor-piercing (AP) rounds – AP rounds have a rather direct trajectory, while HE rounds and some others follow a more ballistic trajectory. Therefore, unlike AP rounds, it might be possible to engage targets hiding behind obstacles with HE rounds.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ IX. Reverse:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Reversing allows a unit to move backward without losing the maximum protection of the frontal armor of a tank or gun shield.

a) Reverse button:
‎ ‎ ‎ ‎ ‎ ‎ ‎ In order to move in reverse, first, select the unit, then select the “Move backward” button from the hotbar and left-click on the desired spot.

b) Reverse cone:
‎ ‎ ‎ ‎ ‎ ‎ ‎ All units, except infantry benefit from a reverse cone behind them. This cone facilitates backward movement. In order to move in reverse, first, select the unit, then right-click inside the reverse cone once.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ X. Stunning:

‎ ‎ ‎ ‎ ‎ ‎ ‎ A unit may be stunned as a consequence of an explosion or direct hit. During the period of stun effect, the player is unable to move or give a command to the stunned unit.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ XI. Suppression:

‎ ‎ ‎ ‎ ‎ ‎ ‎ It’s feasible to suppress the infantry inside the trench or garrison a building with a large volume of fire or explosions. It’s an effective practice to deny the enemy of returning fire.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ XII. Range circle:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Some units have range circles. They can operate, provide resources, use particular actions, or engage the enemy within the circle. The circle color may change according to the unit task.

‎ ‎ ‎ ‎ ‎ ‎ C. Direct control:

‎ ‎ ‎ ‎ ‎ ‎ ‎ Direct control has 3 stages. classic direct control, 1st person view, and 3rd person view. In order to use direct control, select the desired unit, then hold down the “Ctrl” key or press “E.” To switch between 3 stages, use the mouse scroll-wheel.

  • In general, direct control offers a small accuracy buff, granting a more accurate fire with less dispersion – but does not guarantee perfect aim. In order to take advantage of this mechanic, aim at the target, then wait for the scattering circle to shrink as much as possible, after which, engage the target.
  • Blind fire into the fog of war has less accuracy, than targeting a detected enemy unit.
  • In direct control, cannons zero in on the target faster than in attack action

‎ ‎ ‎ ‎ ‎ ‎ ‎ While in direct control, the player can cycle through guns or other weapons with the right mouse button.

‎ ‎ ‎ ‎ ‎ ‎ ‎ To switch between different shell types of a gun, press the “Q” button.


Thanks to (F.S).maaa and FQ_MichaIC for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.

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