[[caption-width-right:350:Just another day in this man's army.]]

The third game in the Outfront Series, ''Men of War'' is a 2009 RealTimeStrategy game set during [[WorldWar2 World War II]]. It uses a unique GameEngine with fully realistic physics, enabling players to use the environment to their advantage. While it is similar to ''VideoGame/CompanyOfHeroes'', more comparisons could be made toward ''Theatre of War''. Instead of base building, you are given an arbitary number of units (with the option to call in reinforcements in some missions).

The game offers three campaigns, one for the [[ThoseWackyNazis Germans]], one for the [[RedsWithRockets Soviets]] and one combined campaign for both the [[YanksWithTanks Americans]] and [[BritsWithBattleships British]] (who get a grand total of 1.5 missions ) during Operation Torch. More nations exist in multiplayer, though.

As well as full physics, the two other main selling points of the game are direct control and the GEM Editor. You can spend literally days in the latter, thanks to the fun of it. Ever wanted to see how [[http://en.wikipedia.org/wiki/Operation_Unthinkable Operation Unthinkable]] would work? You can do that easily. Match a Koenigstiger against an IS-3? That's actually the easiest thing to achieve.

The game received several sequels/expansions using the same engine and implementing minor graphics upgrades:

* ''Red Tide'' (2009): Focusing exclusively on the Black Sea theater, the game is single-player only, doesn't include the editor, but offers the longest campaign in the series. It portrays major and minor engagements between Soviet forces (primarily Black Sea Fleet marines, although paratroopers also appear) and the Axis (German, Romanian, and Italian armies). Includes a controllable Leonid Brezhnev in one mission.
* ''Assault Squad'' (2011): A multi-player only installment with a handful of skirmishes for the single player. Prior to the release of ''Assault Squad 2'' it was one of the most popular installments, with the largest offer of units, not just tanks. Greatly increased the focus on infantry squad tactics.
* ''Vietnam'' (2011): A proper sequel, ''Men of War: Vietnam'', takes place in [[TheVietnamWar the Vietnam War]] and features 2 campaigns, one North Vietnamese and one American. Unfortunately, the number of units appearing in the game, especially vehicles, is minuscule.
* ''Condemned Heroes'' (2012): Another single-player only title, focusing on the infamous penal battalions of the Soviet Union. By far the worst installment in the series, as the missions are largely NintendoHard exercises in frustration and abuse of mechanics, without so much as a story to put them all in context. The original penal battalion mission from vanilla ''Men of War'' outshines the entire expansion pack.
* ''Assault Squad 2'' (2015): An updated "sequel" to ''Assault Squad''. Again focuses on the multi-player, but with a sizable single-player component as well.

!!This game contains examples of:

* AcceptableBreaksFromReality: In real life, guns can shoot hundreds of meters and most tanks can fire further then a kilometer, although this would allow units to engage the enemy from different ends of the map; mods that add realistic ranges and accuracy tend to [[GameBreaker break the game]], as a captured anti-aircraft gun or tank lets you engage pretty much any target you can see on the screen as long as there's no terrain in the way, even if you need to blow through a house or two on the way.
** This game does a much better job than other RTS's. Tanks can shoot all the way across the smaller maps, terrain permitting.
* AKA-47: Averted. All weapons and vehicles have accurate names - and often there are multiple models available.
* ArtificialBrilliance: In general, the AI is a competent opponent, particularly with infantry. While the game (realistically) favors tanks, they're extremely fragile when an enemy soldier sneaks up with an anti-tank grenade. Even the mighty Tiger can be disabled with a well used grenade. Skirmish AI is also a competent opponent and will use tanks, infantry, and artillery properly.
* ArtificialStupidity: However, the AI seems to go full retard when it's given tanks in single player. It ''will'' drive them right into your trenches and the range of your infantry's grenades, anti-tank guns, and regular tanks. The difficulty comes from the accuracy of the enemy's guns and the sheer volume of manpower and ordnance thrown your way. Friendly forces are even more stupid, as they will drive vehicles on point and try fighting enemy tanks at point-blank range, usually turning the tank's rear towards the enemy because why not. In AI's hands, an IS-2 (one of the most well armored Soviet tanks in the war, with a 122mm cannon to match) will get routinely slaughtered by the humble Panther with a 75mm cannon.
* AsLongAsItSoundsForeign: Lots for any of the game's dubs (at least for every dialogue and cutscene). But also a visual example. When the spymaster of the French resistance in North Africa, Henry D'Astier, meets with Terry Palmer's squad on the beach rendez-vouz point, he wears a beret and a goatee with a French moustache. Apart from being ''overly'' stereotypical for a Frenchman, he looks ''nothing'' [[http://www.ordredelaliberation.fr/images/compagnon/astier_henri.jpg how he did in real life]].
* BlindIdiotTranslation: Most of the plot dialogue is coherent, but a lot of the American and British lines are rather nonsensical. "AIM IS IN THE REACH ZONE" is something anyone who plays the US faction a lot is familiar with.
* CommandAndConquerEconomy: Could not have been averted further.
* CripplingOverspecialization: Averted. Tanks can change between Heavy Explosive and Anti-Tank rounds but can also use any machine guns. At the same time. Oh, and just to clarify: Most tanks have [[MoreDakka three machine guns]]!
** Also, every unit can use any weapon they find, allowing units to perform any role they want, such as having sappers destroy tanks with rocket launchers (Although they are less effective that way).
* DancePartyEnding: The ending of the Soviet campaign, bizarrely enough.
* EnemyExchangeProgram: See that tank? Damage the turret, forcing the crew out, and you can drive it back behind your lines. After patching up, you can turn it on the enemy. In fact, some missions appear to be ''designed'' with the assumption that you captured a few enemy combat vehicles.
* FlamethrowerBackfire: Happens usually by shooting a high enough caliber shot at the fuel tank carried by flamethrower troopers will cause the container to combust, and setting fire to everybody within several meters of them before finally burning to death themselves.
* FragileSpeedster: All the light tanks and armored vehicles. An anti-tank rifle will knock them out instantly, not to mention field guns and AT grenades, but they are ''fast''. So fast, in fact, that they can dodge AT grenades thrown at them even when accelerating from zero. The guns they mount also make mince-meat of infantry and gun crews if they can flank them.
* GarrisonableStructures: Played straight and played with ever-so-slightly.
* GlassCannon: Any light vehicle with a big gun. The Sd.Kfz. 234 ''Puma'' with a 5cm KwK is an excellent example, as given the chance, it can wreck even a heavy tank (''including'' a Tiger).
* Gorn: At the end of a mission or skirmish, the battlefield can (and often will) be a moonscape strewn with corpses and burnt-out wreckage of combat vehicles. Cities and villages will be reduced to piles of rubble. During the mission, catastrophic kills on vehicles make them explode in a glorious conflagration.
* GridInventory: How each units inventory is set. Fairly strange how helmets and body armor take up room with the other stuff.
* HoldTheLine: This game loves them. About a third of single player missions are those.
* JustAStupidAccent[=/=]DullSurprise: The [[http://www.youtube.com/watch?v=r3VoHE3nP8E voice acting]], full stop.
* LightningBruiser: The Tiger, in keeping with its real-life qualities: The legendary Acht-Acht on a heavily armoured chassis that can close distance at a terrifying speed.
* LudicrousGibs: The M4 Sherman "Crab" variant with the mine flail is this trope.
** Try killing an infantryman with an AT shell. He's going home in a bucket!
* MacrossMissileMassacre: For vehicles, the Katyusha, the Sherman Calliope and the Nebelerfers are good examples. A large group of mortars can have the same effect...sometimes.
** Oh... and ''ESPECIALLY'' with the Land Mattress. Vroum!
* MissionPackSequel: ''Red Tide'', which exclusively features missions set around the Black Sea played from the Soviet perspective.
* MoreDakka: Men of War takes this trope to the T. Tanks mount multiple machine guns as it is in real life, AA guns are bad news for anything less armored than a medium tank, and most importantly, '''[[RemovableTurretGun any infantryman can detach HEAVY MACHINE GUNS like M2 & DSHK from vehicles and fire it full-auto on foot.]]'''
* NoCampaignForTheWicked: Averted.
* NoSwastikas: Played straight, but can be readily changed with simple texture mods.
* OneHitPolykill: Rifle and MG bullets can pass through several infantry, while armour-piercing AT shells can do the same to tanks- it's common to see a large AT gun like an 88mm firing at a light tank like a Stuart, which manages to go clean through and damage another tank driving behind it.
* RealIsBrown: Averted, the battlefield is as colorful as your computer settings can allow it to be. One of the few war games to do this.
* SirNotAppearingInThisTrailer: Inverted. Contrary to the trailers and covers and the game descriptions and pre-release messages, the British faction (one of the only four factions in this game) is only playable in the finale mission of the third campaign. The rest of the time they are either fighting you or have a little role beside the Americans. Or both. Fortunately, they are available in the editor.
** They're widely played online, and get their own missions in the Assault Squad expansion.
* SuddenGameplayChange: The second to last American mission takes advantage of the direct control feature to make a good part of it a rail shooter on an up-armored jeep.
* SupportPower: Some missions allow you to call in airstrikes, artillery barrages, or simply receive reinforcements.
* TakeCover: The bread and butter of infantry combat. Unless you have to [[AttackAttackRetreatRetreat run like hell!]]
* TankGoodness: To a limited degree in the campaign, as you're usually given fragile light tanks and armored cars (if at all). In the editor, this trope is in full effect, allowing for creating setpiece battles that involve pretty much every tank used in World War II - up to and including the IS-3, Tiger II, Sherman Jumbo, and more.
* ThemeMusicPowerUp: Assault Squad's hero units arrive to the field, fueled by tunes from the motherland. Especially the Japanese and Russian heroes sport rather bombastic theme songs.
* UniversalAmmunition: For infantry, there are 3 basic ammo types: Rifle, [=SMG=] and machine gun. Vehicles are more picky, though as long as the side and the caliber matches, you can generally use weapons interchangeably. AcceptableBreaksFromReality as searching for specific ammo for your weapon would be very annoying.
* WarIsHell: The game doesn't specifically invoke this trope - it's a natural consequence of the gameplay. Infantry hit with a tank shell disappears in a puff of red mist. Machineguns tear apart entire squads during attack. Crews of damaged vehicles may emerge, burning and run shrieking towards their inevitable death. Artillery tears the landscape apart, ruining homes and sending bits of soldiers flying across the landscape. Tanks crush bodies into mush, push burned-out wreckage out of their way, and generally act as unstoppable behemoths as they rumble towards you (and quite often, you won't have proper anti-tank weapons).