[Descriptions] 01a_desc=S.L.A. Marshall Biography 01b_desc=Ghost Recon 3 Game Trailer 01c_desc=Blazing Angels Game Trailer 01d_desc= 02a_desc=AAR - The Convoy Ambush 02b_desc=The Paratrooper Equipment 02c_desc=Lieutenant Colonel Cassidy Biography 02d_desc=The 101st in Normandy 03a_desc=The Dialogue Creation Process 03b_desc=The M3 "Grease Gun" 03c_desc=St. Martin de Varreville 03d_desc=Sgt. Matt Baker 04a_desc=The German Half-Track 04b_desc=Three Patrol AAR 04c_desc=Maps and Photos of the Three Patrol area 04d_desc=Ranks and Insignias 05a_desc=La Barquette Locks: Then, Now and In-Game 05b_desc=Historical Director John Antal 05c_desc=Hell's Corners Aerial Reconnaissance 05d_desc=Development White Boards 06a_desc=The Chateau, Then, Now and In-game 06b_desc=Allen and Garnett Death Certificates 06c_desc=Recreating the Weapons of 1944 06d_desc=EIB Art Department 07a_desc=Sgt. Joe Hartsock 07b_desc= 07c_desc= 07d_desc= 08a_desc=The Battle of Bloody Gulch 08b_desc=West Point Military Academy 08c_desc=The Panzerfaust 08d_desc=EIB Level Design Department 09a_desc=The City of Carentan 09b_desc=Recreating the Buildings of 1944 09c_desc=The Challenges of Urban Combat 09d_desc=EIB Programming Department 10a_desc=Sgt. "Mac" Hassay 10b_desc=The Browning Automatic Rifle 10c_desc=Recreating Carentan 10d_desc=EIB Additional Talent 11a_desc=The village of Baupte 11b_desc=The M10 Tank Destroyer 11c_desc=FTX2 11d_desc=EIB Production Team 12a_desc=Choosing a Title 12b_desc=The German 88 12c_desc=The German FG42 Rifle 12d_desc=EIB Support Staff 13a_desc=Muzza's Letter Home 13b_desc= 13c_desc= 13d_desc= 14a_desc=The M1 Garand Rifle 14b_desc=Hartsock's 2nd Squad 14c_desc=Voice Actor Comparisons 14d_desc=Orchestral Score 1-4 15a_desc=The MG42 Machine Gun 15b_desc=St. Sauveur le Vicomte 15c_desc=The Brothers in Arms March - Carentan 15d_desc=Orchestral Score 5-8 16a_desc=History of the 82nd Airborne 16b_desc=Ed Peniche Biography 16c_desc=The Tanks of Normandy 16d_desc=Orchestral Score 9-12 17a_desc=Unlock the "Old Movie" Cheat 17b_desc=Unlock the "Infinite Ammunition" Cheat 17c_desc=Unlock the "Authentic" Difficulty Level 17d_desc=Unlock the "Super Squad" Cheat [Captions] 01_easy_a=Samuel Lyman Atwood Marshall was a soldier, war correspondent, historian and military theorist. He observed, studied and recorded the actions of combat in some of the most dramatic conflicts of the 20th Century. 01_easy_b=S.L.A. Marshall, or SLAM as he was called by his close friends, lived a lifetime that spanned four of America’s wartime periods: World War I, World War II, Korea and Vietnam. 01_easy_c=Marshall participated, to some degree, in each of these wars. He wrote extensively about combat at the tactical level. He published thirty books and numerous papers and articles. 01c_easy_c=This book belongs to:||Lieut. Col. S.L.A. Marshall, Inf.|History Branch, G-2, WD6S|Washington, D.C.||and should be returned to:|Lieut. Col. S.L.A. Marshall, Inf.|H.Q.ETOUSA, United States Army||This narrative was begun on 11 July 1944 and the last work was done on 29 July, at which time the HO began work on 82nd's operation. The narrative is not complete. As much was done as was possible in the time available, the HO getting no assistance in the work. The notes do cover, in main, the principal operations of the parachute regiments, including the drop and assembly details of most of the chief elements. Other groups were passed up. So too was the work in detail of the glider units, engineers, artillery, medical corps, and others. There is nothing here about planning and preparation. The reasons are obvious. Some of this material may be recovered later on. 01c_easy_c1=||With the support of General Taylor and with the unreserved help, and even the enthusiasm of his unit commanders, we undertook these researches principally to find out what happens to parachute battalions in the course of collecting for battle. The Battalion Commanders themselves wanted to know.||At the conclusion of two weeks of this work, it seemed perfectly clear that there is more to be learned in small unit action from the study of a parachute battalion during any 72 hrs than from an average line battalion in a month of fighting.||SLAMarshall 01_easy_d=Marshall’s writings are largely based on group After Action Reviews he conducted shortly after a battle. Marshall would assemble a squad, platoon or company and chronologically trace the military action that the participants had experienced. 01_easy_e=Marshall wrote extensively about the 101st Airborne Division during World War II and interviewed many of the paratroopers and soldiers on both sides of the battles for Normandy, Holland, the Battle of the Bulge and the Battle for Germany. 01_easy_f=S.L.A. Marshall as he was (left), and S.L.A. Marshall as he is recreated in Brothers in Arms Earned in Blood (right). 01_normal_a= 01_hard_a= 01_auth_a= 02_easy_a=This page of the official After Action Report (AAR) covers the paratroopers' confrontation with a German convoy in the pre-dawn hours of D-Day. 02_easy_b=Lt. Colonel Cole led a mixed group of paratroopers from the 101st and the 82nd towards his objective. Along the way, they ran into a German convoy and the ensuing action became a bit of a legend amongst the paratroopers in both divisions. 02_easy_c=The party mentioned in this section of the AAR is the first ever recorded and possibly the most famous example of a phenomenon soldiers have referred to ever since as "LGOPs" (Little Groups of Paratroopers). After scattering from a drop, the LGOPs were mixed men of different companies, regiments and even different divisions. Yet they gathered together and pressed on the objective of the ranking officer of the group - in this case, Lt. Colonel Robert Cole. 02c_easy_c=They found a road going northeast and traveled on that for about half an hour, running into Captain Clements and Lieut. Barret, S3, at one of the road junctions. Next, the party was joined by Capt. Raymond T. Smith, CO of HQ Co, 3rd; Major Cinder, Regimental S-3; and a few men. The party gradually swelled... 02_easy_d=Other reports of this fight from veterans who were there tend to bring with them a more glorious description of the action than what S.L.A. Marshall writes in the AAR. The story of Cole's group intercepting the German carts grew to become a legend amongst the paratroopers in the area to the point where Dick Winters references the event in his personal account of his experiences jumping into Normandy on D-Day. 02c_easy_d=They walked on a while and heard some wagons coming down the road. Someone yelled, "Halt!" The first of the Germans stood up in the cart, fired a few rounds and jumped out, running. There were four or five carts in the convoy. Their teammates took to the ditches, and Cole's men prodded them out, killing a few and capturing 10. Cinder and Vaughn were told to get the carts emptied. (They were loaded with mines, and some leather goods.) Cole wanted them to collect the bundled supply. Cole figured he was at the correct point but he moved off the right looking for a chapel, which should be there, and finally finding that check point. An MG was firing loosely over his head as he made this approach. He then went on back to his men, and finding the wagons still full, raised hell about it. Vaughn had been sent up the road to scout for more wagons; one of the men came back and said he was dead. 02c_easy_d1= Some of the Germans had taken an MG from the last cart, set it up in a ditch and plugged him as he came by. Cole sent an officer out to check: he found Vaughn's body, and next to him, a couple of enemies dead. 02_normal_a=Here, Lead Programmer, Patrick Deupree, models a suit of authentic US Army Paratrooper gear that was purchased by Gearbox to help the team authentically recreate the equipment and how it was carried by the soldiers. 02_normal_b=On D-Day, fortunate paratroopers carried an average of 70 to 90 pounds of equipment. Unfortunately, paratroopers stored much of their equipment in leg bags that were consistently lost in the jump. 02_normal_c=Dropping behind enemy lines into unknown territory, paratroopers needed to be prepared for any conditions or situation they might encounter. 02_normal_d=The standard D-Day paratrooper load out included rifle, bayonet, ammunition, explosives, water, knives, rations, gas mask, mess kit, compass, rope, bandages, hygiene kit, wire cutters and personal items. Most of these items were carried in pouches attached to the paratrooper uniform. 02_normal_e=Here is the fully-loaded reference model that was used during the creation of Brothers in Arms Earned in Blood. During the jump sequences in the game, if you look closely, you'll notice that most of the troopers in the plane also have a leg bag which carried their primary weapons, explosives and other equipment. Most soldiers lost the leg bags in the jump. 02_hard_a=Lt. Col. Patrick Cassidy was the commander of the 1st Battalion, 502d Parachute Infantry Regiment of the 101st Airborne Division during the D-Day Normandy Invasion. His nickname "Hopalong" was borrowed from the name of a cowboy movie star who was famous in the 1930s and 1940s. 02_hard_b=On D-Day alone, Cassidy's soldiers took the German artillery garrison near Objective XYZ, established key roadblocks at Foucarville and secured Exits 3 and 4 of Utah Beach. This hand-drawn map defines Cassidy's area of activity on D-Day. 02_hard_c=Here, Cassidy stands with 502d PIR, 3rd Battalion commander Lt. Col. Steve Chappuis. In the official history, Army historian S.L.A. Marshall wrote that Cassidy's battalion did, "The one best job for America on D-Day." 02_hard_d=Marshall's After Action Reports place Lt. Col. Cassidy in the same action Cpl. Hartsock experiences on D-Day in Brothers in Arms Earned in Blood. 02_auth_a=During World War II, the 101st Airborne Division led the way on D-Day in the night drop prior to the invasion. On June 5th, 1944, the Division prepared for its first combat operation, the airborne invasion of Normandy. The 101st would drop 6,700 soldiers behind enemy lines to disrupt the Germans before the massive Allied beach assault on the coast of Normandy. 02_auth_b=The paratroopers of the 101st Airborne were lightly armed. They parachuted or flew in by gliders. The gliders were the only means to carry heavy equipment such as jeeps and antitank cannons. Once on the ground, the paratroopers served as light infantry and had to fight with the weapons they could carry. 02_auth_c=The plan of the 101st Airborne Division in the D-Day operation was to knock out the German artillery that could fire on Utah Beach, seize the exits to Utah Beach to support the amphibious landing by the 4th Infantry Division, and block any German counterattacks. The 101st accomplished every mission and was subsequently ordered to seize the vital town of Carentan. Pictured above, a 101st Airborne Division antitank gun is towed by a jeep through the streets of Carentan, France. 02_auth_d=Carentan was critical as it linked Utah Beach in the west and Omaha Beach in the east. The 101st took Carentan on June 12 and then held it against furious German counterattacks at Hill 30. After this battle, the 101st helped to secure the Cotentin Peninsula. Pictured above, a 101st Airborne Division antitank gun outside the town of Carentan, France. The knocked out German StuG behind the antitank gun was from the 17th SS Panzergrenadier Division that counterattacked the 101st at Hill 30. 02_auth_e=One month after jumping into Europe, when the 101st mission in Normandy was complete, 1 in 4 men had been killed or wounded. In early July, 1944, the 101st Airborne Division finally returned to England to prepare for subsequent airborne operations. 02_auth_f=The Screaming Eagles of the 101st have a proud heritage that was born in the struggle to free France on D-Day, June 6, 1944. Today they continue that proud heritage and remember the courage and commitment of the veterans of WWII. 03_easy_a=From concept to completion, character and story development is a complex and involved process. The story's foundation is the actual events that took place in WWII, so a rough outline was created with the collaboration of the key developers. Here, writer Michael Neumann and historical director Colonel John Antal discuss the authenticity of the script. 03_easy_b=Writer Michael Neumann discusses a scenario with lead level designer Erik Doescher. Throughout the process, writers constantly interact with content developers because the story has to be integrated with the missions and the creation of custom animation and content needs to be achievable. 03_easy_c=In addition to the planned script, dynamic dialogue systems are planned out, and each character is given a voice to suit their character and their role in the story. Here, programmer Ryan Conlon associates a character's phrases to dynamic in-game behaviors and actions. 03_easy_d=When the script is complete and the characters voices have been cast, recording begins in the studio. Typically, several pick-up sessions are planned that allow new lines to be added or timing or inflection to change after the first recordings are implemented in game. 03_easy_e=Here, Audio Director David McGarry cuts and edits dialogue to be used in the game. Because there are tens of thousands of spoken lines in Brothers in Arms Earned in Blood, the editing process requires many engineers and takes hundreds of man hours to complete. 03_easy_f=In order to make the characters' mouths move correctly when speaking the lines, the final audio data is analyzed and interpreted by a sophisticated program. The program looks at the wave form and makes decisions about what shape a human mouth has to form in order to generate that kind of sound. 03_easy_g=Once all audio editing and lip-synching have occurred, level designers may reference the dialogue in the game. Here, designer Dorian Gorski works out the blocking and timing of a dialogue sequence in the game. 03_easy_h=The final step is what we call "mixdown." Audio engineer David McGarry listens to the final implementation of audio and adjusts audio levels and dynamic settings including roll-off over distance, ambient reverb, Doppler effects and the like so that the game sounds as realistic as actual combat in 1944 Normandy. 03_normal_a=The M3 submachine gun, nicknamed the "grease gun", was issued to soldiers in 1942 by the United States Army. Soldiers coined the nickname due to the weapon’s unique look and design feature of containing a gun oil reservoir in the base of the grip. 03_normal_b=The M3 and later improved M3A1 (1944) were developed and manufactured by General Motors Corp. The weapon’s small, compact design made it ideal for the tankers and mechanized infantry men of WWII. 03_normal_c=Designed specifically as a low cost substitute for the Thompson submachine gun, the weapon proved to be both durable and reliable on the battlefield. The weapon features a gas-operated blowback design which allows it to fire approximately 350 to 460 rounds per minute. 03_normal_d=Other features of the M3A1 include a retractable stock (1), 30 round box magazine (2), a built in gun oil reservoir and applicator (3), and an ejection port cover to keep dirt out of the receiver (4). 03_normal_e=Additionally, the stock functioned as a wrench for removing the barrel (5), a magazine loader by using a small L-shaped bracket welded at the rear (6), and a cleaning tool for the bore (7). 03_hard_a=Excerpts from the script that present the objective Lt. Col. Cassidy gives Hartsock to find medical supplies for the wounded Allies. 03c_hard_a=MARSHALL (V.O.)|So you followed Lt. Col. Cassidy to his command post?|HARTSOCK (V.O.)||Yes sir, was trying to get word on Baker's location. Guess I got a little sidetracked.||...||DOYLE leads HARTSOCK into the farmhouse where a few wounded men are on the floor barely bandaged, clearly in pain.||DOYLE||Well. There's the bad news.|(a beat)|They're banged up pretty bad.|(a beat)|Without any medical supplies...|(a beat, sullen)||It's not looking good.||...||CASSIDY||Friar here was with him. I was told the Krauts have a makeshift Kraut aid station in the church in St. Martin. Bring all the bandages and plasma you can find. We need it now, Corporal, these men can't wait. 03_hard_b=This excerpt from the official After Action Report talks about the desperate situation Cassidy was in as his CP took more and more casualties, but ran short of medical supplies. 03c_hard_b=A few minutes after Choy cleared away, a stretcher party came into the aid station carrying one man shot above the heart; another shot through both legs; and Lieut. Elmer F. Brandenberger, who had been conducting the fight against X, Y and Z. A hand grenade or booby trap had exploded next to his arm and it was shattered and shredded. 03c_hard_b1= He said that two groups of houses had been taken, and he added, "Sir, I'm terribly sorry I got hit. I didn't do my job very good." Another runner came in at that moment to report that the men at the houses were running low on ammunition. The wounded were turned over to the medical sergeant, Eugene F. Forbes. He said he had only two units of blood plasma left, and asked, "Shall I give it to the man shot over the heart or to Brandenberger? The private may die anyway; he looks like it. Brandenberger is bleeding terribly and may die unless he gets it." Cassidy made his snap decision... 03_hard_c=This excerpt from the official After Action Report covers Cassidy's situation and his decision to send troops to scavenge for medical supplies. 03c_hard_c=Sgt. Forbes came to him again. He said he had tried to stop Brandenberger's bleeding but couldn't. The bone was shattered. The arm held together by only a few shreds of flesh. He couldn't get into the wound with compresses and he had no plasma.||...||He had a vague memory of having passed a bundle that looked like a medical bundle.||...||Lieut. Evers came back wounded and within the hour, Capt. Fitzgerald, still clinging to life, and the other wounded from Foucarville were brought in on the meat wagon along with Capt. Choy. Cassidy had put another wagon into his collecting service; there were supply bundles scattered all over the countryside, and he sent the men out to see what they could find. 03_auth_a=3rd Squad, Sergeant Matt Baker 03c_auth_a=Matt Baker is the son of Colonel Joseph and Julia Baker and was born at Fort Benning, Georgia, on February 22, 1923. His parents divorced in 1927 when Matt was only four. Julia came from a wealthy family and military life did not agree with her. Captain Baker continued to be assigned around the world in the U.S. Army [posts in the US, Panama and China]. Matt Baker grew up in St. Louis and only saw his father on rare visits and through letters. 03_auth_b=3rd Squad, Sergeant Matt Baker 03c_auth_b=When Matt was in High School, he became close friends with George Risner. They both graduated from High School in 1941 and enlisted in the US Army on June 9, 1942, the day after they graduated from High School. They went to basic training together, and both wanted to join the paratroops. Unfortunately, George broke his leg in basic training and was cycled to a later training class. 03_auth_c=3rd Squad, Sergeant Matt Baker 03c_auth_c=Matt volunteered for the paratroops, trained at Fort Benning, and was eventually assigned to the 502d Parachute Infantry Regiment of the 101st Airborne Division. Two weeks before D-Day, Sergeant Saunderson, the squad leader of 3rd Squad, 3rd Platoon, broke his leg in a practice parachute jump. Platoon Sergeant "Mac" Hassay promoted Corporal Matt Baker to Sergeant and placed Matt in charge of the 3rd Squad. 04_easy_a=The German SdKfz 251 Halftrack was introduced into action in 1939. Halftracks were technologically advanced vehicles capable of transporting troops and delivering supplies at speeds comparable or greater than those of the tanks they were designed to support. 04_easy_b=Virtually every nation involved in WWII made extensive use of halftracks; however, no nation relied more heavily on them than the Germans. 04_easy_c=Throughout the course of the war, the Germans designed and built thousands of halftracks in numerous variations. Primarily designed to be an armored troop transport, these versatile vehicles ended up being used in numerous other applications, from ambulances to mobile machine gun platforms. 04_easy_d=The SdKfz 251, found in Brothers in Arms Earned in Blood, was one of Germany’s more commonly used halftracks - especially in the Normandy battles. 04_normal_a=This page begins a section of an official After Action Report about The Three Patrol Action, which is the historical reference for the chapter of the same name in Brothers in Arms Earned in Blood. 04c_normal_a=Company C was supposed to go to Beuzeville au Plain and set up its road blocks there, but in setting about that mission it became engaged around the hamlet of H.Fournel and did not get past there. The effect which it produced on the enemy with a remarkably small number of men, however, was considerable and contributed as much as anything to the Battalion record for that day. Though Capt. Fred A. Hancock refers to his "platoons" on that day, it will be seen that they were hardly more than fairly strong patrols numbering two squads or fewer each. 04_normal_b=This page of the AAR recounts the decision to split the force to deal with the German half-tracks... 04c_normal_b=From his position to the rear of the hamlet, Hancock could get very little impression of this engagement. He knew that the point had gone on, and hearing the sound of firing, he presumed it was encountering enemy force of some size. What he would have done then remains a question had he not suddenly noted German arty pieces (two 88's with half-tracks) come down the road through the village and halt just in front of him. The capture of the guns then became the all-important consideration. He split his force two ways: 17 men with Lieut. Bernard Bucior were to make a wide sweep to the left while Lieut. Jack Borcherdt with 17 men would come in from the right of Fournel on a some-what shorter axis. 04_normal_c=This page of the AAR talks about the paratroopers' use of enemy weapons, including an MG, to destroy a platoon of Germans before taking mortar fire themselves. Also interesting is the reference to scattered, mixed units in the area. 04c_normal_c=There was no longer any firing near them, but they could hear mortar fire on the village and they saw a house burning. The man with the Schmeisser yelled, "Look out!" He was on the right, and had spotted 20 Germans coming across the field toward them. Matthews could see them through the gate. He and the 82nd man stood in the roadway in plain sight and poured fire at them. As it became necessary to change belts on the mg, Matthews and Hicks changed places. About 16 of the enemy were cut down and did not move from where they fell, the mg driving in all two belts. The two riflemen kept firing off to the left through the orchard; they were getting some fire from that flank. Ten minutes passed. A mortar shell dropped square in the middle of the road. 04_normal_d=At one point in the Three Patrol Action fight, a soldier covers up in mud to hide from the enemy. As a nod to the true story, the circumstance is represented in the Three Patrol Action chapter of Brothers in Arms Earned in Blood. 04c_normal_d=Smit sent Boone to the court-yard to look for a way out as grenades again began to fall around the building. Boone returned and said, "There isn't any exit." Smit told him to scale the wall; and as he jumped up beside Boone, he heard running feet, as if the Germans were coming around to head him off. Twenty yards beyond the wall was a hedgerow with a muddy wallow beside it. They dove into the mud and covered themselves with it so that only their lips and noses were sticking out. 04_hard_a=The "Three Patrol Action" takes place between the village of Foucarville and the hamlet Haut Fournel. 04_hard_b=This photograph was taken by Gearbox developers during one of several trips to Normandy to survey the locations to be recreated in Brothers in Arms Earned in Blood. Besides the paved road and modern signs, very little has changed over the last 60 years in this section of Normandy, France. 04_hard_c=This layout image from the game was used to color-code unique buildings with labels that link to photographs and video segments of their real counterparts. The thousands of photographs and dozens of hours of video footage captured by the Gearbox survey teams in France were used during development to recreate each building and road as it is in real life. 04_hard_d=This picture was taken in the Three Patrol Action area. The following image, taken from the game, demonstrates how closely the real environments are recreated in Brothers in Arms Earned in Blood. In this photo, Gearbox developers discuss the action that took place here 60 years ago with the people who live in the house today. 04_hard_e=Compare this in-game image to the previous picture, of the same location in real life, to get a sense of how much care has gone into recreating real locations for Brothers in Arms Earned in Blood. 04_auth_a=Symbols are very important to soldiers. They serve to enhance pride and to rally courage when times are tough. The 101st Airborne Division is very proud to be called the Screaming Eagles - their shoulder patch is shown here. 04_auth_b=Military ranks are not just about who is in charge - they are also a badge of leadership. Leaders advance in rank as they demonstrate more capability to take responsibility for the lives of their soldiers, their assigned equipment and the accomplishment of their assigned tasks. The table shown here illustrates the common ranks for enlisted soldiers of the U.S. Army during WWII. 04_auth_c=This table shows the ranks for officers of the US Army during WWII. 04_auth_d=In addition to ranks, which distinguish leader from led, the 101st Airborne Division used a system of identification symbols that were painted on both sides of a soldier's helmet. These symbols were used to identify each regiment and battalion. 04_auth_e=Sergeant Hartsock and Sergeant Baker are in the 502d Parachute Infantry Regiment. The designation of this regiment was a white heart. This photo shows a re-enactor wearing the authentic uniform of a paratrooper in the 502d Parachute Infantry Regiment. Notice the heart on the side of his helmet. 05_easy_a=The chapter titled "Hell's Corners" takes place near the La Barquette Locks near Carentan, France. Here, Director Brian Martel surveys the locks to be recreated in Brothers in Arms Earned in Blood. 05_easy_b=The locks were a critical objective for the Allies in the invasion. When opened, as seen in this photo taken by the Gearbox survey team, the water flows freely between the Normandy estuaries and the English Channel. 05_easy_c=This map shows the flooded areas near Carentan. In 1944, the German occupiers closed the locks in order to flood the land - a strategy meant to slow invading Allied ground forces and drown paratroopers falling from the sky. Many dozen paratroopers were, in fact, killed by drowning in the flooded areas. 05_easy_d=Some of the flooded areas are clearly seen in this photograph taken during the invasion from an aircraft above St. Côme-du-Mont looking to the southwest across the causeway towards Carentan. 05_easy_e=After the locks were captured and opened, the flooding quickly ebbed away. The fields are clearly dry in this picture, taken several weeks after the fighting from an aircraft above Carentan looking to the North towards St. Côme-du-Mont. 05_easy_f=Today, the locks are open. This photo taken in February of 2005 reveals that the La Barquette locks have changed little in 60 years. In 1944, Colonel Johnson and paratroopers of the 101st Airborne fought a desperate battle against elements of the German 6th Fallschirmjäger regiment. The US Paratroopers who survived the battle named this location "Hell's Corners." 05_easy_g=This historical photo reveals how the locks looked in 1944. This photo was taken just weeks after the Allies seized control of La Barquette and opened the locks. 05_easy_h=This image of The La Barquette Locks from the game compares strongly to the historical photos. 05_normal_a=Colonel John F. Antal, U.S. Army (Retired), served 30 years in the U.S. Army. 05_normal_b=He entered the United States Military Academy at West Point in 1973 and retired on July 31, 2003. 05_normal_c=Antal has commanded U.S. combat soldiers at every level from platoon to regiment. 05_normal_d=Antal is an Airborne Ranger and has earned the Expert Infantryman’s Badge. 05_normal_e=He served in combat units in Germany, Korea, Kuwait and the United States. 05_normal_f=He commanded an M1A1 tank battalion in the volatile demilitarized zone in Korea. 05_normal_g=His last Army assignment was operations officer (G3) for the 165,000 man III Armored Corps at Fort Hood, TX. 05_normal_h=Antal now serves as military historian and advisor to Gearbox Software on gaming titles such as Brothers in Arms. 05_hard_a=In May of 1944, the Allies used spy planes to take many aerial reconnaissance photographs of the invasion area. This photograph, depicting the La Barquette Locks area, has been re-oriented so that North is towards the top. 05_hard_b=Gearbox used the top-down aerial photos and the perspective photos as references to recreate terrain features that don't appear on traditional hand-drawn maps. This perspective photo of the La Barquette locks area was taken in June of 1944 as the invasion was underway. 05_hard_c=S.L.A. Marshall would often include copies of the aerial photographs in his After Action Reports. This was exceptionally useful to the Gearbox team because Marshall added notations and other comments about where units were and in what direction they attacked. The title of this page in the AARs is "THE POSITIONS AT HELL'S CORNERS." 05_hard_d=To assist in the layout phase of reconstructing the historical areas, the Gearbox team composited different historical photographs together to create a photo-map of the area where the action takes place. This is the photo-map for the chapter titled "Hell's Corners." 05_hard_e=The photo-maps were then used as the layout guides for the designers and artists who built the areas in the game. Before the area was rebuilt in the game, designers would note where combat and action took place in the area and would make decisions about how to relate the true history to a game-play experience. This is the layout guide for the chapter titled "Hell's Corners." 05_auth_a=Director Brian Martel's whiteboard. This is an early whiteboard which lists only 10 chapters in Hartsock's story. The original design for Earned in Blood had chapters typically about twice the length of Road to Hill 30. As the chapters themselves condensed to more manageable lengths, the total number of chapters grew considerably since this whiteboard was drawn. 05_auth_b=A close-up of one section of Martel's whiteboard shows a simple, perspective drawing of the village of St. Martin de Varreville (drawn from memory months and months after his visit to the location). The list on the right is about the kind of locations the chapters take place in and the diagram on the bottom of the image is about menu flow from the beginning to each of the three modes of play available in Earned in Blood. 05_auth_c=This section of the whiteboard outlined an early chapter list. The chapter "Death Traps" was replaced by "Hell's Corners" because Death Traps was more of a fictional filler mission designed, in part, to show how Hartsock picked up the BAR. Meanwhile, Hell's Corners is based on actual historical fact, so it wins out given the authenticity goals of Brothers in Arms Earned in Blood. 05_auth_d=Writer Michael Neumann's whiteboard. This whiteboard, using a slightly more recent version of the chapter list, focused on character patterns, arcs and progressions. 05_auth_e=This close-up diagrams how the squad arrangement under "Mac" transitions from before the invasion to after Hartsock's promotion to lead 2nd squad. The list on the right outlines characters who are introduced for the first time in Brothers in Arms Earned in Blood. 06_easy_a=The Château Colombières was used by German officers as a headquarters during the occupation. So, it became a choice target for artillery and naval shelling as the D-Day battles raged on. In this photo, taken a few days after the events that are recreated in the game, the US paratroopers had not only captured the chateau but had begun to use it as an aid station for collecting and treating paratrooper casualties. 06_easy_b=During the fight, the Chateau was continually pounded by shelling from both sides as it changed hands. The amount of damage it sustained during the fighting necessitated the eventual demolition and rebuilding of the place. 06_easy_c=The reconstructed Chateau bears some similarity in style to the original, demolished building but has lost some notable features. Specifically, the distinctive tall center roof and the side stone tower were lost forever. This photo was taken by the Gearbox survey team in early 2005. 06_easy_d=For Brothers in Arms Earned in Blood, Gearbox was careful to note the differences between today's architecture and the building that stood in 1944. This image of the Château Colombières from the game bears much resemblance to the historical photos. 06_easy_e=Another photo of the Château Colombières from the game. Note the damaged portion of the building on the left and how the battle-stripped trees obscure the view. 06_easy_f=An historical photo of the chateau reveals damage to the structure of the building and the trees. 06_easy_g=This side building to the chateau only needed to have its roof replaced after the war. This photo was taken in June of 1944 after the US paratroopers had seized final control of the buildings. 06_easy_h=The side building recreated in the game reveals German vehicles and equipment as was typically stocked around barracks and officer HQ's during the occupation. 06_easy_i=Today, the side building is still the original structure. Only the roof has been replaced. Look at this slide and the previous two to see how the building looked then, now and in the game. 06_normal_a=Pvt. Allen and Pvt. Garnett are two members of Cpl. Hartsock's fire team in Sgt. Baker's squad. When they died near St. Côme-du-Mont, Hartsock's team was gutted. Allen and Garnett were inseparable even as they were killed in action. 06_normal_b=This letter, from Garnett's mother to Allen's mother, is indicative of the kinds of communication loved ones back home would share with one another when looking for answers and consolation in their grief. 06c_normal_b=January 9, 1945||Dear Mrs. Allen,||I appreciate your interest in helping me piece together what happened to our boys those many months ago. I've now received three telegrams from the Army and did not learn much in the way of details until the latter. I'm not entirely sure how much information they've released to you either, but I am convinced our boys died together and that's the way they had wanted it.| |I've now received many pictures of our boys together from some of the other sons in the company. They also sent letters that contained their own sense of bereavement for the loss of Larry and Michael, but did manage to assure me of our boys' bravery in the face of the enemy. They did however keep all details surrounding how they were actually killed completely withdrawn. 06c_normal_b1= I am now feeling that we may never know exactly what happened, only that they died defending a friend named Pvt. Kevin Leggett who unfortunately was killed only a few days later at a battle outside of Carentan, France.| |It is becoming increasingly difficult to fall asleep at night without thinking of Michael's face those last few days before he left. I'm sure you share my grief with the loss of Larry.| |I hope you and Mr. Allen are doing well, we are all about as usual.| |Sincerely,| |Mrs. Caroline Garnett 06_hard_a=Creating the weapons seen in Brothers in Arms Earned in Blood is both a laborious and time consuming process. 06_hard_b=The creation of a single weapon may take upwards of 4 weeks and requires the talents of artists, animators, programmers and audio engineers. 06_hard_c=To begin the process, extensive research is done on the history and operation of specific World War II era weapons. This includes books, photographs, and in some cases, hands on familiarization with the actual weapons. 06_hard_d=Once all the necessary reference materials are gathered, a 3rd artist begins to construct the weapon on the computer. 06_hard_e=Using specific measurements and comparing the 3d model to actual photo references, the weapon is shaped by manipulating thousands of 3d generated triangles. 06_hard_f=As the weapon begins to take shape, another artist prepares the weapon to be textured. 06_hard_g=Using photo references, the texture artists map these images onto the 3d model, giving it a life-like look. 06_hard_h=Once approved, the 3d weapon model is then handed off to an animator. 06_hard_i=Armed with the experience of actually firing and operating WWII era weapons, the animator makes the 3d model function and feel just like it did in 1944. 06_hard_j=After the completion of the animations, the weapon is then handed off to an audio engineer. The audio engineer will record and\or create sounds to be used with the weapon model and animations. 06_hard_k=Once all of the assets are created, the weapon is now ready to be integrated into the game code. A programmer now takes the completed 3d model and creates the functions and routines necessary for the weapon to work in the game. 06_hard_l=Finally, with the weapon integrated into the game code, it is thoroughly tested to guarantee quality and authenticity. All bugs and\or tweaks are noted and the weapon is then put back through the process to fix the issues. 06_hard_m=While long and tedious, the weapon creation process guarantees that Brothers in Arms has the most authentic and realistic weapons found in any World War II shooter. 06_auth_a=Earned in Blood Art Department 06_auth_b=Earned in Blood Art Department 06_auth_c=Earned in Blood Art Department 07_easy_a=Sgt. Joe "Red" Hartsock 07c_easy_a=Joe “Red” Hartsock was born in Laramie, Wyoming, and has lived there his entire life. He married his wife Erma when they were both 21 and had a child, Carol, just before he shipped off for basic. His past is checkered with sporadic bar fights and overnight arrests. Erma did her best to calm him down over the years and did an admirable job. 07_easy_b=Sgt. Joe "Red" Hartsock 07c_easy_b=All Hartsock ever wanted to do was defend his country and protect his family. He signed up for the toughest outfit he could find, the paratroopers. It was only once Hartsock got into the war and saw his friends start to die around him that he started to regret leaving his family at home in such a fragile state. Now his only goal is getting his men and himself back to home to see their families again. 07_easy_c="Sgt. Joe Hartsock, sir. Uh, well, everyone calls me Red" - Hartsock to Lt. Col. S.L.A. Marshall, in reference to his nickname influenced by the color of his hair. 07_normal_a=TBD 07_hard_a=TBD 07_auth_a=TBD 08_easy_a=After the capture of Carentan, the paratroopers lined up to the Southwest to stop a German counter-attack of the city. The official documents refer to the fight as "Hill 30" because of the topographical label that appears on the military maps in the area of the battle. Many of the soldiers who fought at Hill 30 later called the place "Bloody Gulch." 08_easy_b=The highlighted section of the map shows the hedgerow section where two squads of the 502nd PIR took positions against the German 17th Waffen SS and remnants of the 6th Fallschirmjäger Regiment that led the counter-attack on Carentan. Just to the North of this section is a rail road track which marked the Northern flank of the battle of Bloody Gulch. 08_easy_c=The paratroopers chose to defend lines like this because the terrain offered them the opportunity for what military strategists call a reverse-slope defense. At Bloody Gulch, the paratroopers were wildly outnumbered and were being hit with armor and heavy weapons from elite enemy units. Although the paratroopers lost many Brothers in Arms in the fight, the reverse-slope defense gave them enough of an advantage to hold their ground, saving Carentan and the invasion. 08_easy_d=This photo, taken in 2004, shows the reverse slope incline of the Bloody Gulch battlefield. Typically, the reverse slope is defended from bottom. In this photo, the paratroopers were set up on the right side at the bottom of the slope and the enemy came from the left side, over the crest of the slope. The reverse slope offered the paratroopers the ability to direct all of their fire simultaneously on enemy units as they appeared one-by-one over the top of the hill. 08_easy_e=In this photo, Historical Director Colonel John Antal and Executive Producer Randy Pitchford stand in the exact location where the soldiers of the 502nd PIR fought. Behind them, through the hedgerow line, you can clearly see the slope of the hill from which the Germans attacked. The victory in the battle at Hill 30 (or Bloody Gulch) secured the town of Carentan and, therefore, secured the entire American bridgehead. 08_normal_a=Historical Director Colonel John Antal and Executive Producer Randy Pitchford pose with cadets at West Point Military Academy and copies of Brothers in Arms Road to Hill 30. The game, which features true history and combat challenges that require the use of authentic fire and maneuver tactics, is being used in the West Point War Simulations Center as a training tool for cadets. 08_normal_b=Executive Producer Randy Pitchford watches Brothers in Arms being played in the War Simulation Center of West Point. 08_normal_c=Pitchford describes the way weapons are modeled in the game to be natural and realistic when looking down the sights. The on-screen action mirrors his description. 08_normal_d=During his visit to West Point Academy, Pitchford also was invited to attend a military history class. After the class, Pitchford said, "I'm extremely impressed by both the faculty and the cadets. They are intelligent, focused and committed and I'm glad they're on our side!" 08_normal_e=Historical Director Colonel John Antal, himself an alumni of West Point Academy, visits with Brig. General Mike Scaperotti, the Commandant of the institution. 08_normal_f=As the Gearbox visit to West Point Academy draws to a close, Executive Producer Randy Pitchford pauses at a statue of General Patton who graduated the Academy and led US Armies through several US campaigns of WWII. Pitchford has been known to quote General Patton's lesson on tactics: "Hold 'em by the nose, then kick 'em in the ass!" 08_hard_a=The Panzerfaust ("Tank Fist") was a light, inexpensive, yet potent antitank weapon developed by Germany during WWII. The Panzerfaust gave an infantry soldier the ability to destroy tanks in close combat. 08_hard_b=The Germans began the development of the man-portable Panzerfaust antitank weapon after they captured an American M9A1 Bazooka in the African Campaign in 1943. 08_hard_c=The Panzerfaust was easy to use, and captured Panzerfaust weapons were often used by American, British and Russian soldiers against the Germans. 08_hard_d=The Panzerfaust 60 had a range of roughly 60 meters. Its warhead contained a shaped-charge that could destroy or damage Allied tanks and armored vehicles. 08_auth_a=Earned in Blood Level Design Team 08_auth_b=Earned in Blood Level Design Team 08_auth_c=Earned in Blood Level Design Team 08_auth_d=Earned in Blood Level Design Team 09_easy_a=Carentan fell on June 12, 1944, when paratroopers of the 101st Airborne Division drove into the city from the northwest and northeast. 09_easy_b=The German defenders put up a spirited defense but were unable to stop the American attack and withdrew to the southwest as they found themselves attacked by the paratroopers of the 101st Airborne Division from two sides. 09_easy_c=With the capture of Carentan, the Americans had acquired the vital link-up between Utah Beach in the West and Omaha Beach in the east. This vital link-up was critical to the success of the invasion. 09_easy_d=Once captured, Carentan and the surrounding areas had to be cleared of Germans who remained and fought to attrite the defenders or shell the liberated town with artillery. Control of the city of Carentan was absolutely required, extremely difficult and Earned in Blood. 09_normal_a=When recreating the environments for Brothers in Arms, a great deal of research is required to ensure the accuracy and authenticity of the era. 09_normal_b=Armed with official After Action Reports, military maps, aerial recon photos and other historical documents, the Gearbox survey team is sent to Normandy to walk the battlefields and study the exact locations where the battles took place more than 60 years ago. 09_normal_c=In the field, the Gearbox survey team meticulously photographs everything that will be needed in order to accurately depict the environment. Video is shot to provide walk-throughs for the level designers and other artists who will later create the actual content with the help of the survey team. 09_normal_d=The new reference photos and videos are gathered and cross referenced with aerial reconnaissance, historical photos and maps of the locations, and then the Gearbox team begins to recreate the environments of 1944. 09_normal_e=First the Level Designers use the reference material to layout the battlefields using simple place holder buildings and objects. The temporary buildings and objects will later be replaced with the actual, finished structures that are created by the art team and are based on the historical reference provided by the research materials and the survey team. 09_normal_f=Using precise measurements and photo comparisons, Gearbox artists begin to construct the 3d buildings and structures that will later replace the temporary ones used by the level designers. 09_normal_g=Once the 3d models of the buildings are constructed, they are given surfaces based on the reference photos that were brought back from the field. 09_normal_h=With the entire building model textured, it is then reviewed for accuracy and authenticity. Following this review, the model then moves on to lighting. 09_normal_i=Level Designers begin to light their maps, taking into consideration the time of day, weather, etc. Historical Director Colonel John Antal, provided weather and light data based on the actual meteorological reports and sun and moon charts of the period. 09_normal_j=Artists then match up the structures they built to their in game counterparts. Once everything matches up, the buildings are then ready to be lit again by the artists. 09_normal_k=The lighting process involves the addition of more information to every surface to add the proper highlights and shadows that would naturally occur in the scene. The artists then add other details, such as grime and blast marks. 09_normal_l=Finally, collision volumes for the models are generated for optimal interaction between characters, bullets and other in game physics elements. 09_normal_m=With the art completed, the level designers then replace the temporary art with the finished 3d model. 09_normal_n=The model is then thoroughly tested and heavily scrutinized for authenticity, collision and overall feel. If problems are found during this testing period, they are quickly corrected and the process is repeated to insure quality and accuracy. 09_normal_o=In the end, this long and laborious process ensures that the war experience is as accurate and as authentic as actually being in 1944 Europe. 09_hard_a=Combat operations in urban areas, villages, towns and cities are risky and time consuming operations. 09_hard_b=Historically speaking, combat in villages, towns and cities have a higher casualty rate than most other operations because a skilled defender can make every alley, road and plaza a killing zone. 09_hard_c=In an urban fight, teamwork and tactics are vital. The Four F’s – Find ‘em, Fix ‘em, Flank ‘em and Finish ‘em – apply in city fighting as in other combat operations but must be skillfully employed by the squad and platoon leader. 09_hard_d=It is the squad leader’s duty to accomplish the mission with the fewest number of casualties possible. 09_auth_a=Earned in Blood Programming Team 09_auth_b=Earned in Blood Programming Team 10_easy_a=Platoon Sergeant Greg “Mac” Hassay 10c_easy_a=Mac has been a professional soldier since 1930 and knows his trade inside and out. He has served all over the world and volunteered for the Airborne in 1942. He is dedicated and committed, an expert with all infantry weapons and a superb “lead-by-example” Platoon sergeant. Mac will not let the men of his platoon down. He is very proud to be a paratrooper and in the 101st and very proud of his 3rd platoon. 10_easy_b=Platoon Sergeant Greg “Mac” Hassay 10c_easy_b=Mac served with Colonel Joe Baker, Matt Baker’s father, at Fort Benning, Georgia, in 1939 when Mac was a rifle and machine gun marksmanship instructor at the Infantry School and the Colonel was an instructor of Infantry tactics. Colonel Baker saved Mac’s life in a demolitions training exercise at Fort Benning. As a result, Mac respects Matt’s father and looks at Matt as a leader with the potential to carry on in his father’s footsteps. 10_normal_a=The Browning Automatic Rifle, commonly referred to by the abbreviation BAR, was introduced in service in 1918 and became a favorite weapon of Allied forces in WWII. 10_normal_b=Designed by famous weapon maker John M. Browning, this cross between a light machine gun and heavy assault rifle was the powerful and essential part of Allied squads. Although not initially issued to paratroopers on D-Day, many (including Sgt. Joe Hartsock) scavenged them from gliders or landing troops. 10_normal_c=A very versatile weapon, the BAR could be fired from many positions including the shoulder, hip and from the prone position using a bipod attachment. Despite its limited 20-round clip, the BAR became a weapon that Allied infantry swore by. 10_normal_d=In Brothers in Arms Earned in Blood, the BAR is an essential element of your squad. Because of its high rate of fire, the BAR is a perfect weapon to suppress the enemy, and its ability to be fired from the shoulder and hip make it a capable weapon in close quarter firefights. 10_hard_a=The city of Carentan was the vital link up point for Allied forces making their assault during the D-Day invasion. Because of its importance, the Gearbox design team had to make sure the missions within and around the city were as accurate and as authentic as possible. 10_hard_b=Using military maps; aerial photos; After Action Reports; and on site reconnaissance, the city of Carentan was meticulously recreated for the many missions in both Road to Hill 30 and Earned in Blood. 10_hard_c=This map from 1944 illustrates the detail that went into creating the city's center area used for both the “Close Quarters” and “Eviction Notice” missions in Earned in Blood. 10_hard_d=Here you can see the church where Hartsock received his promotion at the end of Brothers in Arms Road to Hill 30. 10_hard_e=A secondary map provides more detail on the buildings and roads and rail station just south of the church area. 10_hard_f=A closer look… 10_hard_g=Using these maps, the design team rebuilt this area of the city. Here you can see the actual game levels “Close Quarters” and “Eviction Notice” imposed on top of the map. 10_hard_h=Here, Gearbox Artist, Jennifer Burris photographs one of the many side streets in the “Close Quarters” map. These photos were then used to recreate the many buildings and structures found throughout Carentan. 10_hard_i=Comparing real life photographs to in game screenshots, you can see the level of detail that the Gearbox Art team put into creating an authentic and accurate depiction of 1944 Carentan. 10_hard_j=More Comparison Photos… 10_hard_k=More Comparison Photos… 10_auth_a=Earned in Blood Additional Talent 10_auth_b=Earned in Blood Additional Talent 10_auth_c=Earned in Blood Additional Talent 11_easy_a=The village of Baupte lies just to the west of Carentan. A great density of elite German forces occupied the area after the liberation of Carentan, and the US paratroopers had to force their way through in order to secure the peninsula. 11_easy_b=The road to Baupte was littered with destroyed German Stug tanks and dead livestock the Germans used to pull their weapon carts. 11_easy_c=Today, Baupte is like many other Normandy villages in that it hasn't changed much since the war. The Gearbox survey team was able to capture, with modern equipment, many original buildings and structures that were not destroyed in the fighting. 11_easy_d=Baupte is a small village. Passing through on the newly paved road leaves one with the sense of leaving Baupte as quickly as one entered it. For the soldiers fighting here for every inch forward, the town seems huge. 11_easy_e=In Brothers in Arms Earned in Blood, The Gearbox design and art teams spent a good deal of time recreating an authentic and accurate depiction of this small town. The screenshots and images above compare the actual real world locations with the same areas in the game. 11_easy_f=Comparisons continued... 11_easy_g=Comparisons continued... 11_normal_a=The American M10 tank destroyer was designed as a fast, lightly armored vehicle with a heavier gun than contemporary tanks. 11_normal_b=The M10 was the first purpose-built tank destroyer and featured a powerful 76mm gun. 11_normal_c=The gun was mounted in a thinly armored open turret. While keeping the tank’s weight down, this design greatly decreased protection for the crew. 11_normal_d=The M10 was employed by the US, Great Britain, USSR and Free French in all theaters during WWII. 11_normal_e=Over 5,000 M10s were produced for use by Allied forces. 11_hard_a=In order to better understand tactics and what being a soldier is really like, the team at Gearbox Software spent several days at a Field Training Exercise (FTX) directed and led by Colonel John Antal and his hand-selected cadre of professional soldiers ranking from Lt. Colonel down to Corporal (and everything in between). 11_hard_b=The group was divided into squads, was assigned a mentor from Colonel Antal's cadre and was drilled through six training lanes that taught formation, fire discipline, grenade assault, defense, security and other key concepts vital to small units in action. In addition to the live exercises, each squad took part in extensive classroom lessons and After Action Reviews of every activity. 11_hard_c=After a full day and night of training, the squads were sent into combat as dawn broke. Many battles were fought and competition became fierce when teams faced off in tactical squad vs. squad battles. In this photo, a fire team lays down a base of suppressive fire from a covered position. The concepts of suppression and use of cover were drilled in through live simulation. 11_hard_d=Many of the missions found in Brothers in Arms Earned in Blood were recreated during the FTX. In this photo, a squad playing the role of the Germans is defending an 88mm artillery piece (the 88 is authentic from the war). At the FTX, the designers of the game were able to fight through their virtual scenarios in real life! 11_hard_e=Besides learning about squad level tactics, the team also had the opportunity to command real tanks. Because several chapters in the Brothers in Arms stories involve working with tanks, it was important for the team to get a real understanding about how tanks move and operate and how an infantry soldier interacts with a tank crew. 11_hard_f=The excellent training the Gearbox team received was thanks to an amazing group of professional soldiers who served as squad mentors to the game developers. Coincidentally, three of the squad mentors had served in modern Army's 502 Parachute Infantry Regiment of the 101st Airborne in Bosnia, Afghanistan or Iraq. 11_auth_a=Earned in Blood Production Team 11_auth_b=Earned in Blood Production Team 12_easy_a=Before choosing the name “Brothers in Arms,” the Gearbox team considered a number of concepts and designs for a possible game title. 12_easy_b=One of the earliest stages involved creating a concept treatment of the title where we attempt to evoke a feeling from the font and style of the design. These are some of the very first concepts considered as possible approaches. 12_easy_c=As the game’s development progressed, the title selection process continued. Some candidates were discarded, some were refined and others were added to the list of possible options. 12_easy_d=These concepts are about composition and style. The words themselves were fake (there was no 512th PIR in the 101st Airborne). 12_easy_e=More composition and style concepts that are leading to the font style that was chosen in the final treatment. Note that some of these trash titles were later actually chosen by other studios for competitive games. 12_easy_f=These treatments explore how subtitle and by-lines could be integrated into the title logo. 12_easy_g=Soon box composition became relevant when considering title and logo. This treatment was actually proposed by developer, Jeff Wofford, who served as a coder and as a project manager at various points of development of Brothers in Arms. 12_easy_h=Another attempt at a box cover treatment with the final title. Note that some of the imagery from this box treatment was used in Gearbox's first teaser website for the franchise when it launched in April of 2004. 12_easy_i=Multiple style and composition treatments were considered for the box cover. This is one of them... 12_easy_j=Multiple style and composition treatments were considered for the box cover. This is one of them... 12_easy_k=Multiple style and composition treatments were considered for the box cover. This is one of them... 12_easy_l=Multiple style and composition treatments were considered for the box cover. This is one of them... 12_easy_m=Multiple style and composition treatments were considered for the box cover. This is one of them... 12_easy_n=With the title firm, the logo went through several final revisions and testing before decisions were made. 12_easy_o=These styles were amongst the last considerations before a final decision was made on the title logo. 12_easy_p=The final box cover for Brothers in Arms Road to Hill 30. To see the final box cover of Brothers in Arms Earned in Blood, simply look at the packaging of this software. 12_normal_a=The 88mm Flak series of gun would become the most famous German artillery of WWII. Allied troops would commonly refer to any German artillery piece as an "Eighty-Eight". 12_normal_b=The Flak 36 was designed as a mobile medium caliber anti-tank, anti-personnel or anti-aircraft weapon to fit the needs of both the Army and the Luftwaffe. 12_normal_c=With a telescopic sight and armor piercing shells, the Flak 36 was a formidable anti-tank weapon capable of penetrating up to 110mm of armor at 2,000 meters. 12_normal_d=When used in the anti-tank role, the Flak 36 would typically have a security detachment (#1) and a gun crew of 4: loader (#2), gunner (#3), spotter (#4) and commander (#5). 12_normal_e=The Flak 36 is primarily used in its anti-tank or anti-personnel role In Brothers in Arms Earned in Blood. 12_hard_a=The Fallschirmjägergewehr 42 (FG42), or Paratrooper Rifle Model 1942, was designed specifically for the needs of German airborne forces. 12_hard_b=The weapon, being a lightweight, high powered, fully/semi-automatic rifle, was an invaluable tool used to overwhelm the enemy during airborne assaults. 12_hard_c=The FG42 was designed by Rheinmettal-Borsig for the Luftwaffe and combined the best features of both a rifle and a light machinegun. 12_hard_d=Features of the FG42 included a light folding bipod (#1), an in-line stock to reduce recoil (#2), a spike bayonet (#3) and mountings for the ZF4 (Zielfernrohr 4-fach) and ZF42 telescopic sights (#4). 12_hard_e=By the time the FG42 was fully developed, Allied bombing raids were crippling Germany’s production facilities. In all, only 6000 - 7000 of them were produced, and only a limited number found their way into the hands of German soldiers. 12_auth_a=Earned in Blood Support Staff 12_auth_b=Earned in Blood Support Staff 12_auth_c=Earned in Blood Support Staff 12_auth_d=Earned in Blood Support Staff 13_easy_a=Muzza was the first soldier to perish under Sgt. Baker's command. He died the night of June 6th during the parachute operations into Normandy. 13_easy_b=The night before the invasion, Muzza wrote a letter home... 13c_easy_b=Momma,| |Tomorrow I will board a plane to France and hopefully fight bravely for what we both agreed to be a just and worthy cause.| |I do not know exactly where this journey will take me, I just hope and pray it will be to a fight I am readily bringing to the German occupied doorstep of France.| |This will be the last letter I will be able to send for some time. Please do not treat this as a death letter and please shed no tears yet on my behalf. I have too many things to come home to for this to be my final resting place. I hope all is well at home and please give Samantha and Elizabeth a kiss for me. I do very much miss my sisters teasing.| |Yours,| |David 14_easy_a=The standard rifle of the paratroopers of the 101st Airborne and the U.S. Army in WWII was the M1 Garand Rifle. 14_easy_b=The M1 Garand had a maximum range of 3,200 meters and maximum effective range of 400 meters. Fully loaded with an 8-round clip, the M1 weighed 11.4 lbs. 14_easy_c=The M1 was designed for semi-automatic fire using a spring steel clip containing eight .30-06 rifle cartridge rounds. This is where the term "clip" originated, and all other rifles use either stripper clips or detachable box magazines. 14_easy_d=For the U.S. soldier, this semi-automatic design of the M1 provided greater firepower over German soldiers mostly equipped with K-98 bolt-action rifles. 14_easy_e=General George S. Patton called the M1-Garand, "The greatest battle implement ever devised." 14_normal_a=Cpl. Franklin Paddock leads the Assault Team of 2nd Squad. 14c_normal_a=A southerner who barely made it into the Airborne, his attitude was a great obstacle from getting into what he thought was the best of the best. He eventually over came his problems with authority and was able to channel it into becoming a really effective and aggressive soldier. 14_normal_b=Pvt. Dean “Friar” Winchell (Assault Team) 14c_normal_b=Another private in second squad, his name is Winchell, but everyone has called him “Friar” since an unfortunate incident with clippers in training. He had hair like a friar for an entire day. He is quiet to a fault, but when the time is right he will open up and yell until the job is done. 14_normal_c=Pfc. James Marsh 14c_normal_c=Marsh has been in service for a few more years than the rest of the guys. He managed to have served in the tail end of the African campaign. He was born in Oklahoma in a small town he couldn’t wait to escape. 14_normal_d=Cpl. Jacob Campbell leads the Fire Team of 2nd Squad. 14c_normal_d=Coming from a small town where everyone went to the same church, Campbell wasn’t well versed in the ways of the world. He hadn’t really ever heard a swear word until he met the other men in his unit. Now he uses them all the time. 14_normal_e=Pvt. Will Paige (Fire Team) 14c_normal_e=A bit of a 1st squad hothead who was known to mix it up with whomever got in his way, he let up quite a bit; but never really achieved a level of respect for anyone, just tolerance. 14_normal_f=Pvt. Derrick McConnel (Fire Team) 14c_normal_f=A young man from 1st squad who couldn’t wait to sign up for the Airborne. He has lived all over Florida with his Dad for his whole life. This is the first time he’s been apart from him in his entire life. 14_hard_a=Actor Troy Baker coincidentally voices the character Sgt. Matt Baker. In casting the characters, great care was taken not to be influenced by the actors' names or likenesses. The casting group only had access to voice samples when making their decisions. 14_hard_b=Jeff Kribs' portrayal of Platoon Sergeant Mac Hassay quickly became a favorite amongst the developers. He managed to capture the creative team's vision for Mac perfectly. 14_hard_c=The role of Colonel S.L.A. Marshall was particularly important because the entire story is told during the chronology of the interviews Marshall has with Sgt. Hartsock. S.L.A. Marshall is a real historical figure (and a famous one for those who have studied the subject); so finding Sean Hennigan's voice to capture him fairly was great luck. 14_hard_d=Dave McGarry brought a natural, plausible voice to Brothers in Arms Earned in Blood lead character, Joe "Red" Hartsock. 14_hard_e=Doyle is the 82nd Airborne Division soldier who befriends Hartsock. Robert McCollum lends his voice to this vital character. 14_hard_f=Campbell, played by Jeffrey Schmidt, is part of 2nd squad - which was taken over by Hartsock when he was promoted to Sergeant in Carentan. 14_hard_g=Friar, played by David Dennison, is part of 2nd squad - which was taken over by Hartsock when he was promoted to Sergeant in Carentan. 14_hard_h=Marsh, played by Sam Williamson, is part of 2nd squad - which was taken over by Hartsock when he was promoted to Sergeant in Carentan. 14_hard_i=Paddock, played by Larry Brantley, is part of 2nd squad - which was taken over by Hartsock when he was promoted to Sergeant in Carentan. 14_hard_j=Paige, played by Chad Cline, is part of 2nd squad - which was taken over by Hartsock when he was promoted to Sergeant in Carentan. 14_auth_a=Brothers in Arms Earned in Blood Orchestral Score 01 14_auth_b=Brothers in Arms Earned in Blood Orchestral Score 02 14_auth_c=Brothers in Arms Earned in Blood Orchestral Score 03 14_auth_d=Brothers in Arms Earned in Blood Orchestral Score 04 15_easy_a=The Maschinengewehr 42 general-purpose machinegun, or MG42, was first introduced into service by the German army in 1942. 15_easy_b=The MG42 was designed from the ground up to be simplistic in design and thus easily mass-produced. Many consider its design to be one of the finest machineguns ever created. 15_easy_c=The MG42 was famous for an amazing fire rate that would often melt or warp the barrel of the weapon. To solve this problem, the Germans engineered an ingenious barrel replacement system for the gun. 15_easy_d=The MG42 was one of the most feared weapons on the battlefield. Weighing just five pounds more than a BAR, it was capable of firing its 50-round belt three times as fast as the Allied weapon. 15_normal_a=The town of St. Sauveur le Vicomte was pivotal for the US invasion plan which required the capture of a deep water port (Cherbourg). St. Sauveur was the western most town in the peninsula that, once liberated, would pinch off the area and ensure the Allies control Cherbourg. 15_normal_b=As is clearly seen in this historical aerial photo, St. Sauveur sustained excessive damage from artillery and air bombardment. 15_normal_c=Undertaken primarily by the 82nd Airborne Division, the fighting for St. Sauveur was fierce. This combat photograph from the US Army Signal Corps archives reveals a damaged cannon, a destroyed civilian vehicle and an American soldier at the ready as his column passes a dazed local. 15_normal_d=Once the town was free of German occupiers, the local villagers surrounded the American liberators and offered their thanks and joy. 15_normal_e=With the liberation of St. Sauveur, the American paratroopers had achieved their military objectives in Normandy. This photo is evidence of the troops and townspeople working together to clean up the rubble and begin the reconstruction process. 15_hard_a=In June of 2005, this poster was spotted in the windows of every business in Carentan, France. The poster announced the "Brothers in Arms March" that took place on June 5, 2005 (the day before D-Day is when the paratroopers flew from England to be the first soldiers to touch ground in the greatest invasion in the history of the world). 15_hard_b=On the day of the Brothers in Arms March, hundreds of 101st Airborne re-enactors came to Carentan dressed in authentic paratrooper gear out of respect to the men who spearheaded the liberation of Europe on D-Day. This group, donning the distinctive white heart of the 502nd PIR on their helmets, drove up the Carentan causeway in an M5 Stuart tank. 15_hard_c=More than 60 years earlier, the paratroopers traveled and fought on the same ground where the Brothers in Arms March took place in 2005. 15_hard_d=The Brothers in Arms March started with more than 200 soldiers in the center square of Carentan and proceeded up the causeway towards St. Côme-du-Mont. The destination of the March was the famous house at Dead Man's Corner which has recently become a museum dedicated to the memory of the 101st Airborne. 15_hard_e=The Carentan Airborne Museum at Dead Man's Corner, pictured here on opening day, was made possible, in part, because of the attention that Brothers in Arms brought to the historical location. Many other historians, veterans and donors pledged their support and helped open the museum founded by author and historian, Michael De Trez. 15_auth_a=Brothers in Arms Earned in Blood Orchestral Score 05 15_auth_b=Brothers in Arms Earned in Blood Orchestral Score 06 15_auth_c=Brothers in Arms Earned in Blood Orchestral Score 07 15_auth_d=Brothers in Arms Earned in Blood Orchestral Score 08 16_easy_a=The 82nd Infantry Division was formed August 25, 1917, at Camp Gordon, Georgia. Since members of the Division came from all 48 states, the unit was given the nickname "All-Americans," hence its famed "AA" shoulder patch. 16_easy_b=In the spring of 1918, the Division deployed to France to fight in WWI. In nearly five months of combat the 82nd fought in three major campaigns and helped to break the fighting spirit of the German Imperial Army. 16_easy_c=With the outbreak of World War II, the 82nd was reactivated and on August 15, 1942, became the first airborne division in the U.S. Army. On that date, the All-American Division was re-designated the 82nd Airborne Division. 16_easy_d=In April 1943, paratroopers of the 82nd Airborne Division set sail for North Africa under the command of Major General Matthew B. Ridgeway. 16_easy_e=The Division's first two combat operations were parachute and glider assaults into Sicily and Salerno, Italy on July 9 and September 13, 1943. 16_easy_f=On June 5-6, 1944, the paratroopers of the 82nd were among the first soldiers to fight to free German-occupied France and parachuted into Normandy, France, on June 6, 1944. 16_easy_g=By the time the All-American Division was pulled back to England, it had seen 33 days of bloody combat and suffered 5,245 paratroopers killed, wounded or missing. 16_easy_h=The Division's post battle report read, "...33 days of action without relief, without replacements. Every mission accomplished. No ground gained was ever relinquished." 16_normal_a=Private Ed Peniche in 1943 16c_normal_a=Eduardo Peniche’s story is one of courage and commitment, and it is worth telling. Ed was born in Progresso, Yucatan, Mexico. He came to the United States on December 7, 1942, a five-foot five inch 17 year old, during the tough days of World War II. He had heroic dreams. Ed’s dream was to become an educated man. Sponsored by his uncle in Paducah, Kentucky, Ed attended school, concentrated on improving his English, but also took U.S. history, civics, literature and math. 16_normal_b=Private First Class Peniche in October 1945 after recovering from the wounds he received in the Battle of the Bulge. 16c_normal_b=In accordance with the laws during WWII, all legal immigrants had to register for the draft before their 18th birthday. When he was informed that he would soon be drafted into the military, Ed, without complaint or reservation, volunteered for induction into the U.S. Army and then joined the paratroopers of the 101st Airborne. Division. 16_normal_c=Sergeant Peniche before a parachute drop in 1953. 16c_normal_c=Ed served with the 101st Airborne from D-Day to VE-Day. He fought in Normandy during the D-Day operation in June 1944, rode a glider into battle at Operation Market Garden in September 1944, and helped stop Hitler’s panzers during the Battle of the Bulge in December 1944-January 1945. 16_normal_d=Ed Peniche in 1984 40th Anniversary of Battle of the Bulge. 16c_normal_d=Ed told Colonel Antal, “Our leaders, from generals to sergeants, were superb. We were well trained, but the esprit d’ corps of the airborne helped us to overcome all challenges. I felt confidence. I was welcome and it was strictly up to me to measure up, based on merit, and nothing else. I liked that!” For his service in World War II he was awarded the Purple Heart for his wounds and two Bronze Stars for valor. 16_normal_e=Professor Ed Peniche with Colonel John Antal in Houston, Texas. 16c_normal_e=Ed served in the U.S. Army for twenty years. In the Army he mastered French, Portuguese and Vietnamese; served as an advisor and translator during the Vietnam War; and then as a translator for the Inter-American Defense College. Today, Professor Peniche is a distinguished member of the 502d Parachute Infantry, 101st Airborne Division, an honor held by only a few. Ed Peniche says, “I learned in the Army that the U.S.A. was worth fighting for and that freedom must be earned.” 16_hard_a=Once the beaches of Normandy were successfully cleared of the German defenders, the Allies began rushing in supplies and equipment. 16_hard_b=The first vehicles brought inland were the tanks. In the battles covered in Brothers in Arms, the paratroopers worked with the M5A1 Stuart and M4A3 Sherman tank (Pictured above). 16_hard_c=The German mechanized infantry in the area were able to bring the Panzer Mark IV (Pictured above) and the StuG III to fight against the paratroopers during the first critical eight days. 16_hard_d=The German tanks were well armored, had powerful cannons and were very deadly to anything in their path. The German tank commanders were also well trained, experienced, and knew the lay of the land very well. 16_hard_e=The German Sturmgeschütz (or StuG) and the Panzer IV Tank had a high velocity 75mm gun that could penetrate the armor of the American M5 Stuart light tank or the American M4 Sherman tank at almost any range. 16_hard_f=The American tanks were easy to manufacture and were lighter and faster than the German tanks and were superb infantry support weapons, but had disadvantages in a tank-on-tank duel with German armor. 16_hard_G=The Sherman's low velocity 75 mm gun could not penetrate the frontal armor of the heavier German tanks. Sherman tanks had to get very close to destroy the German StuG or Panzer IV tank and usually had to attack the German tanks from the flank or rear to get a kill. 16_auth_a=Brothers in Arms Earned in Blood Orchestral Score 09 16_auth_b=Brothers in Arms Earned in Blood Orchestral Score 10 16_auth_c=Brothers in Arms Earned in Blood Orchestral Score 11 16_auth_d=Brothers in Arms Earned in Blood Orchestral Score 12 [Videos] 01b_vid=d:\media\Extras_GR3.xmv 01c_vid=d:\media\Extras_BA.xmv