Company of Heroes: Tales of Valor

Company of Heroes: Tales of Valor

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company of heroes complete guide new steam
By CyberDragon01
this guide will help you thought the whole game plus it has all the missions from ooposing fronts and tales of valor its not all here as some parts wouldnt copy of the internet
   
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Mission 1. Omaha Beach
Key Intel and Strategies:
So just getting started with Company of Heroes? Congrats! This is a great game! And the cut scenes to Omaha Beach have to be one of the most classic (and intense) in gaming history!
Let me just point out a few things on Mission 1 to help get you started.
• Later in this mission, when squads fall below six, you can call in reinforcements to fill the vacancies. That's the big white "plus" sign you see once you choose a squad.
• Storming the cliffs of Normandy will give you practice utilizing the grenade and satchel charge ability of your units. Once your engineers throw the satchel charge at the main machine gun emplacement at the top of the hill, the next cut scene will occur and lead to the next part of the mission.
• Alternatively, there is a sniper you can utilize to neutralize many of the machine gunners in this mission. (It's very easy to overlook this sniper in the heat of battle!) When you first sight the sniper on the beach, turn on his invisibility function before moving him forward or he won't make it to the shingle.
• IMPORTANT: Medals can be obtained for each of the 15 missions in Company of Heroes. You can view these medals obtained on the main screen under the subcategory Rewards. After you get more used to playing, you will look back and wish you had obtained more of these medals, so why not start focusing on them now?!
• The medal on this mission can be obtained after the "big explosion" cut scene by clearing the western approach to/from the beach. Throw a grenade at the big AT/AA gun and then capture it. From here, you can blast away to clear the western path from the beach and obtain your first medal. Additionally, this AT/AA gun can be used to clear out a majority of the Axis defenses, including taking out the two 88 batteries on the ridge.
• Achieve the secondary objective by clearing all four bunkers. The last bunker is hidden away to the far northwest corner of the map. I am not sure that the game "keeps track" of the accomplishment of secondary objectives, so it's not "that important" to achieve this particular one. Comments, anyone?
Mission 2. Vierville
Primary Objectives - Mission 2
Primary Objectives:
[*1] Destroy all Anti-Aircraft Guns
[*2] Secure road
[*3] Set up Convoy Ambush & Destroy the Convoy
Secondary Objectives:
[*1] Secure munitions sector
[*2] Rescue Baker Company
Additional Objectives:
  • Eliminate road patrols (award: Parachutist Badge)
    Note: In this mission expect small german counterattacks on almost every captured by you position. In some cases you can be surprised by enemy infantry squads entering the battlefield off-map.
    Watch the breathtaking movie full of lights effects and it's time to play. [1]
    [ 1] - Mission 2
    [ 1]
    [2] - Mission 2
    [2]
    Your first of primary objectives in this mission is to destroy german AA guns emplacements [*1], you should neutralize all of them but sometimes you'll have a chance to capture one of them and use it against ground targets. Send two paratroopers squads you have at your disposal at the beginning through the swamp to the first AA gun emplacement on the east - take a route marked with green circles on suitable picture [2]. Fire-up your guys by left-clicking on suitable icon in orders menu, you can also replenish their manpower by clicking on icon with white cross in the lower right corner of the screen (additional paratroopers will then join the squads).
    When you reach enemy AA gun emplacement take positions behind the sandbags - from there you can patiently shoot the Krauts securing gun or kill them with grenades. Then jump closer to the enemy gun and disable it by throwing satchel charge into it. [3]
    [ 3] - Mission 2
    [ 3]
    [ 4] - Mission 2
    [ 4]
    Afterwards seize nearest munitions point [*1] with one squad (it's first of secondary objectives), cover your man doing this with second. Then build an observation post on captured point. [4] When all is done here move forward, to the north.
    It's time to accomplish next secondary objective [*2], to save boys from Baker Company besieged by Krauts in nearby barn (yellow square on the map). [5]
    [ 5] - Mission 2
    [ 5]
    [ 6] - Mission 2
    [ 6]
    When approaching this spot from the south place your soldiers behind low walls and let them shoot Jerry straight on. One of enemy squads will react by manning MG-42 standing in front of a barn, rest of them will hide behind the walls. Fire-up people you have behind the right wall and rush to the right, then take cover behind the second low wall next to the Germans. At the same time paradrop one squad as game suggests on the road to the left from a barn and hide them behind the cart or wall there. Now these two paratroopers squads can throw grenades. [6] After the fight secure nearest munitions point, collect two MG-42s, light and heavy (replenish the manpower of a squad which will take HMG). Boys from Baker Company you've saved a moment ago will join you so you will have four squads.
    Send HMG team and one of your squads to the crossroad behind the barn (on the north). Two squads should go east, to the next ammo point. Quickly capture munitions point with one of them, place second opposite to the bunker you'll see there. Try to kill german officer near the bunker and all the Krauts running out from it. The officer will probably jump to the bunker - take this coward out by throwing a satchel charge into the fortification, this should kill him and stop germans from running out. Build an observation post on captured munitions point and man one of two 50mm AT guns Pak38 you will find there (big white dots on my map). You can also collect ammo box. [7] Afterwards quickly move to the crossroads
  • northwest.
    [ 7] - Mission 2
    [ 7]
    [ 8] - Mission 2
    [ 8]
    You can secure with one of the squads a strategic point passing by beside the road and start building an observation post on it. On the crossroad
  • you should quickly set up an ambush on german motorized convoys driving this way. Quickly set up heavy MG-42 and Pak38 gun, place some sandbags in front of them eventually, mine the road as game suggests and hide one squad behind the wreck near the road. Rest of your soldier can collect two Panzerschrecks lying on the ground nearby in white circles (small white dots on my map) and move to the west to another munitions sector - there's no sense in waiting here for german convoys with all of your forces because enemy is riding here from time to time in small convoys and your AT gun and HMG should be enough to stop them. Here, on the crossroads
  • , patiently eliminate all vehicles that come from the north by the road - some motorcycles, halftracks with infantry. As I said it will be several transport columns passing by in different time intervals and when you'll finally destroy all of these road patrols (it's additional objective) you will be awarded with Parachutist Badge for that act. [8]
    Munitions point to the west attack with two paratroopers squads: take a north route with one, move from the south with second. First eliminate german squad hiding near the wood, then kill one more which will appear on map from south (it's one of those unexpected counterattacks ;-). Then secure with several soldiers munitions point, build an observation post on it, at the same time covering your people with second squad looking to the west: another weak counterattack will come from that direction. [9]
    [ 9] - Mission 2
    [ 9]
    [ 10] - Mission 2
    [ 10]
    Let's go back to the main road now, to the strategic point you've secured with one squad. One of your primary objectives is to secure this road by capturing these strategic points along the main road [*2]. After seizing this one take one more squad (from the crossroad
  • ) and move north. But first toss a grenade into nearby MG-42 position, shoot the rest of the Krauts (fire-up your soldiers before this action). Abandoned MG-42 you can occupy if you didn't destroy it. [10]
    Open fire from this HMG to cover your people running forward (to the north), to another strategic point and AA gun emplacement with trenches. Hide your soldiers behind low walls you'll see there, get your MG-42 closer and eliminate all Jerrys securing AA gun and its crew. You'll see another paratrooper squad to the right from AA gun - just click this squad to control these soldiers. [11] Watch out for enemy infantry counterattacks coming up from the north, west and east - last squad of enemy soldiers enters the battlefield off-map!
    [ 11] - Mission 2
    [ 11]
    [ 12] - Mission 2
    [ 12]
    After the fight seize strategic point, build observation post and set up MG-42 to cover this place from the north (place HMG behind block of wood you'll see in the alleyway - right edge of the picture [12]). Don't occupy AA gun, destroy it with explosives. [12]
    Now it's time to attack to the west, another munitions point/sector. Place somebody with light MG-42 or Panzerschreck behind the low wall on the left to pin down enemy MG-42 crew and eventually some german soldiers you'll see on the west. Rush with rest of your people (you should have one or two squads) across the field to the cart you'll see on it. You can run on to the field path and a hedgerow on the left and throw a grenade into enemy emplacement. Occupy munitions point behind the hedgerow with one squad, cover your people with second because some Germans will try to recapture that point (they'll come from the north, by the field path). So take cover behind the tractor on the field or sandbags around the abandoned heavy MG-42. [13]
    [ 13] - Mission 2
    [ 13]
    [ 14] - Mission 2
    [ 14]
    Now let's go back to the crossroad
  • you have placed AT gun and HMG on it with the task to eliminate all german motorized road patrols. Until now this task should be accomplished. So carefully bring that AT gun and HMG along the main road to the north-west to uncover another MG-42 emplacement and some infantry hiding behind the sandbags at the turning of the road. Open fire from your gun and HMG, you can simultaneously strike the enemy with paratrooper squad taken from munitions sector south of here (swamps). Flank germans behind the hedgerow, toss a grenade. [1
Mission 3. Carentan
Summary:
This mission basically is composed of two parts: Approaching the church and then approaching the town hall.
The area around the church must be cleared using your initial troops and limited reinforcements. These reinforcements will come in two groups, each consisting of two squads of paratroopers. After this, you must capture the church with these limited forces or the mission will be lost.
The approach to the town hall will be more complex. Use caution! Destroying walls and blasting through barbed wire will allow multiple directions of approach!
Key Intel and Strategies:
• Important: The squads remaining at the end of this mission will carry over to the next mission, Carentan Counterattack! Having a few snipers in reserve might be helpful!
• Clearing the area around the church should be mainly accomplished by satchel charges while using the "fire-up" ability. Structures cleared and not destroyed will be reoccupied by enemy troops.
• To receive the medal on the hard setting, you must have 40 kills by your snipers. (50 on expert, 30 on medium.) To help achieve this, there are two "smooth" walls that can be blasted through with satchel charges to the east to access more victims.
• There is an "archway" to the east while approaching the church to give you other areas of access in the early part of the mission.
• Seek cover for your men so that the green icon is showing while moving toward the church area.
• Some garrisoned structures will take two blasts with a satchel charge in order to be destroyed. Consider having two squads of paratroopers attack simultaneously with satchel charges. Your call!
• The church will be converted to your headquarters during this mission, and additional troops will become available. This basic concept will carry forward on the remaining missions.
• The initial flag point encountered will be "protected" by mortar fire. Consider taking out this threat before capturing this munition point.
• Once the barbed-wire obstacle to the north is destroyed by satchel charges or other means, you will receive a moderate counterattack. Be prepared!
• The mission will end once the armored vehicle is destroyed near the front of the town hall. The remaining enemy troops will flee the area.
• Direct progress to the town hall due north will be easier if the "street" to the west is cleared first. First the barbed wire barrier will have to be cleared heading to the west and a sniper dealt with. Have your own sniper(s) head up this street to clear the way and have paratroopers capture this western munitions point. Have paratroopers clear whatever buildings it can reasonably reach with satchel charges heading up this side street toward town hall, including the one with the machine gun squad. Not trying to overburden you with info, but taking out that machine gun squad really helps out!
Mission 4. Carentan Counterattack
Key Intel and Strategies:
This is the first mission that you may begin to think, am I going to be able to finish this game?? Yes, you can!
On the hard difficulty, the wrong approach or attitude can make this mission literally impossible. With a few words, hopefully a lot of the anxiety for this mission can be resolved.
The key is: Don't expect to hold off the enemy forces at the forward headquarters or at the bridges. These positions will be overrun!
It will be necessary to make a "strategic" retreat to the church to finish off the mission once the off-screen rocket attacks (marked with the red smoke flares). These attacks will begin with eight to nine minutes left in the countdown.
Bingo! Once the red flares drop, do a wholesale retreat of all forces to the church.
(In fact, it may be best to withdraw right at the nine-minute point, as once the red flares land, you may not be able to withdraw your troops in time to save them from the artillery barrage.)
In a moment I will describe the simple defensive perimeter you can establish at the church.
First, let's begin with the defense of the bridges for the countdown from 15 to 9 minutes or so.
Generically speaking, sandbag defenses for your troops will be of assistance on all three bridges. They can be placed to the side diagonally or directly across the front of the bridge.
Barbed wire may also help slow down the enemy a bit, but it seems to get destroyed rather quickly in the heat of battle. NOT NECESSARY to win the game.
The mission can also be won WITHOUT placing mines. Don't get too carried away with them, as engineers will come in and clear them off. If you place mines, place them near your side of the bridge so engineers can be sniped that try to clear them!!
For all three bridges, you can use the same basic defensive layout, with a few exceptions, which will be mentioned momentarily.
The westernmost bridge will receive the least amount of traffic and can be basically ignored once basic defenses are established. The two easternmost bridges will need more interactive attention.
The basic defense of each bridge should consist of: (1) A machine gun unit. (2) A machine gun emplacement. (3) A sniper. (4) An engineer squad upgraded with flamethrowers. (5) An anti-tank gun.
Pretty simple!
Important: The middle bridge should have a secondary anti-tank gun set back a ways. You will need it! The easternmost bridge could use for a second machine gun squad. Lots of infantry in that area! The same for the middle bridge, if you have the manpower.
Have the Jeep parked by the headquarters to take care of any infantry that slip through, which will probably happen.
Have a few paratroopers available, upgraded with recoilless rifles, to help protect against tank intrusions and to jump on any weapons abandoned by lost souls. Any spare mortar teams can be positioned between the two easternmost bridges to help things along.
Be aware that these paratroopers are quite handy against tanks. They will come in handy for that "one" tank that always seems to slip through.
Strategy upgrade that makes a BIG difference: Every time a tank starts rolling across the bridge, click on the "armor piercing shells" upgrade on the anti-tank guns. This is much quicker than the off-screen howitzer attack and costs only 50 munition points versus 150 for the howitzer.
Strategy bonus 2: Don't put the snipers in buildings. It helps the enemy spot and target them. Plus, in your mass withdrawal to the church, you don't have to micromanage their retreat!
It may be a bit messy, but hopefully this will get you through to the nine-minute marker when the off-screen rocket attacks begin.
One of the biggest threats may be enemy engineer units with flamethrowers. Anti-tank guns don't work well when their crews have been burned to a crisp. Use caution!
A secondary threat is a mortar crew that appears near the middle bridge. Use your own mortar teams to target them, if possible. By then, though, it's almost time to retreat!
It's worth mentioning that the munitions point on the northwest of the map can be easily captured by a squad of engineers and is definitely worthwhile. The munitions point to the east is heavily defended and it is not necessary to capture this in order to win the mission. In fact, it can be quite disruptive while focusing on your initial defenses.
The second part of the mission revolves around falling back to the church.
(1) Have three machine gun emplacements aimed in different directions around the church. Four is better.
(2) Have three anti-tank guns similarly situated to protect the three approaches to the church. Four is better.
(3) Have three machine gun squads positioned in the same way. Four is better.
The above units are a good base, but it's better to add to the mix.
Engineers with flamethrowers and surviving snipers will come in handy for the overflow of infantry that will hit in the last three minutes. Again, Axis engineers may be the biggest threat to your base.
The final few minutes will indeed be hectic. You may be able to win the mission even with zero units left if you get close enough to zero in the countdown. Don't let the fat lady sing too soon!
If you survive the countdown, reinforcements will arrive and the remaining forces can easily be eliminated. This is just bonus Nazi hunting!
Have fun!
Mission 5. Montebourg
Introduction and Summary:
This mission can go on and on forever if a solid defense is not established. Munition and fuel points secured will undergo constant counterattacks from the Nazis. This walkthrough presents a steady, sure method to secure the base area and progress toward a few supply points before securing the road. Good luck!
Rescuing Dog Company.
There is a time limit to rescue Dog Company from the compound. But don't worry -- you have plenty of time to take out all enemy infantry west of the road on the way up. Plus you can't build up your base until they are rescued, so go help out those dog faces!
A few pointers during the rescue:
• Take all armored units to rescue Dog Company except for the half-track.
• Immediately upgrade the half-track to the quad .50-caliber guns. Keep this vehicle with your riflemen to protect them while the rest of the armor rescues Dog Company.
• Use your riflemen to capture the munition point directly north of the base and the fuel point somewhat to the east of this area. The fuel point is extremely important! It's the only one in the immediate area! You need fuel!!
• Afterwards, have the riflemen capture the two anti-tank guns west of the road and north of the base. Again, use the half-track to protect them during this process. Bring them back to the strategic point on the road and have them face both north and south along the roadway.
• The strategic point along the road where you just parked the AT guns is going to be your base of defense. It is close enough to the base to provide some protection - PLUS it is close enough to the fuel point to keep it safe. Other defenses will be put in place and discussed later!
• This is slightly getting into the next video, but immediately upon the rescue of Dog Company, pull all of your units back to this strategic point!
Building Tank Traps
Dog Company is rescued and the bulk of your troops are pulled back to the strategic point. There is no doubt about this fact -- you will be harassed by infantry and tanks the entire mission. So go ahead and build a strong defense so steady progress can be made. The entire road can be secured with the convoy rolling and this mission can still be lost without proper defenses!!
Recruit a "number" of engineer crews. Utilize one or two of them to build a single, straight fence line running directly north and south along the western edge of the road from the very bottom of the map to somewhere around the middle of your base. No need to go any further than that!
Your engineers WILL NOT survive this mission unless they are protected by the half-track - now upgraded with quad cannons - to protect them. Park this half-track along the road to protect your engineers. Move it along as necessary.
You will be interrupted from attacks to the strategic point to the north so you may be interrupted at times. Be sure there is not a SINGLE HOLE along the tank traps or Axis armor will pound your flanks!!
Defending the Base Before the Panzers
Some of the base defense written here will happen during the building of the tank traps.
And -- some of this base defense will occur both before and after the Panzers cut scene, but I will go ahead and put all of the base defenses here under this section.
If you are a great multitasker, you perhaps can expand the base more than I did before the Panzer cut scene, but the purpose of this walkthrough is a slow-but-sure method.
The following will give you a solid base defense. Try it. You might like it:
• Station one or two sets of engineers around the strategic point to repair both your Shermans and armored vehicles. This is where most of the action will be.
• Have two machine gun emplacements (the bunker-type structures) on the southern part of your base, one pointed somewhat south covering the extreme southern entrance, and the second one pointing due east. Back up this area with the half-track to deal with constant infantry intrusions. This area is now secure.
• A total of four AT guns do a great job of preventing flanking. The tanks will come from every direction that you DON'T WANT them to come from. The original two AT guns will be shifted around a bit near the strategic point, so be interactive with them. Station a third AT gun somewhat midway in front of your base headed due east. This will help prevent your cluster of troops around the strategic point from being flanked from the south. This works great! Have the fourth AT gun slightly north of headquarters facing due north -- toward the munitions point above the base. This will prevent flanking from the west toward the strategic point and protect this munitions point.
• Build two MG emplacements directly north of the base facing due north. These are essential to protect the munitions point north of your base. (The AT gun will be slightly to the south of them!)
Of course, start building up your production structures as time and resources allow. This video walkthrough did not utilize a barracks.
Defending the Base After the Panzers
The base defenses have been described above. Just be vigilant and make heavy use of your anti-tank guns - much more efficient than your Shermans!
You will have a chance to capture a few supply points while slowly waiting for the Panzers to strike.
The mission can be won with the original two supply points and the two additional ones directly to the north - one munitions and one fuel.
These points can be captured by armored vehicles and secured by a single sniper each. Other units or MG emplacements just complicate matters!
The same process can be used to the east, but be particularly aware of the AT guns in the area. Run around them and pounce on them from behind or snipe them ahead of time! Again, all points must be secured by snipers or they will be lost!
Securing the Road
Once three (hopefully leveled-up) Shermans are ready to roll, with a solid defense in place, you can carefully start heading north. With the upgraded Shermans, both armor and infantry can be handled. Have an engineer squad or two tag along for repairs. The "repair ability" costs 150 munition points - quite costly!
If all of the Panzers have not "dropped down" to visit by now, they will be encountered along the road. If your three Shermans are leveled up, they have a pretty good chance to take them out.
The mines will be encountered later, so have the lead Sherman have its crab flail activated. Cool!!
If you are too impatient to wait for a sniper to come along, try to run past the AT guns encountered and blast them from the side.
Just one road needs to be cleared. Your choice!
The Red Ball Express
Once the highlighted strategic point is captured, the convoy starts rolling along slowly - whether the entire road is cleared or not. That is, they will roll along half-way and then STOP.
If a sector is not secured, the convoy will park itself and be susceptible to attack. It is best to capture this point last to avoid traffic jams.
One additional sector NOT along the roadway that must be captured to allow the convoy to proceed is the point at the original location where Dog Company was rescued
Mission 6. Cherbourg
Written for the Hard Setting.
Key Intel and Strategies:
• Avoid the area along the eastern dock leading to the Gas Resource point. That Stug tanker will blast the hell out of whatever comes in that direction. Save it for later.
• Before building any additional structures it is necessary to capture the headquarters building to the west. Only one problem. That German tank is going to give you fits. Here is a great technique. Use your Crocodile flame tank to run circles around the headquarters to totally clear out all infantry in the area, then withdraw the Croc to a safe area. He can survive this assault quite easily. Next use a combo of mortar attacks and your M4 Sherman to take on this tanker. Have the Sherman barely peak his head around the corner to blast the tank while your engineers repair it in relative safety.
• After the tank guarding the headquarters is gone, NOW you can build your base. If you have trouble building a Tank Factory, use your mortars to clear out barbed wire and other debris to make room! Be sure to squeeze tight your initial buildings close to the headquarters!
• Expect a straight-forward expansion strategy from here on. It is possible to keep your two tankers alive throughout the entire push to the docks west of the canal. Use your sniper to spy out anti-tank weapons and engineers to keep your tanks healed. Quite a nice break from the scattered attack suffered throughout the Montebourg mission!
Mission 7. Sottevast
Written for the Hard Setting
Key Intel and Strategies:
• At the very beginning of the mission, do not fight the guards at the gate until "after" you have picked up the numerous weapons laying on the ground lying next to them, specifically the "Flakvierling," a/k/a anti-aircraft gun at the entrance. If you wait around, the German troops will grab these weapons and make your life a living hell.
• A combination of the satchel charge and fire-up ability will help your paratroopers take out the enemy towers and other defenses in this mission!! The fire-up ability will rush them to their targets before they are pinned down and annihilated.
• You will receive a number of reinforcements, including four armored vehicles and one set of engineers. I would suggest saving the mission periodically and if the engineers are lost to reload your last save. These vehicles are going to receive a lot of wear and tear and are needed to keep this mission moving.
• The beginning of the mission is actually quite easy, especially after you receive the first ARMORED CAR. Enjoy methodically taking over the map until you reach the area of the mortar team on top of the launching facility structure. Warning: Don't try to rush through the rest of the mission, though, or it will lead to disaster. Anti-tank weapons must be slowly and methodically destroyed by paratrooper "fire-ups" with satchel charges.
• The mortar team on top of the building near the northeast corner of the map will present difficulties as you must go through a number of defenses to get to them. Withdraw your armored units when needed for repair so they are not lost clearing the area to the north and east of the mortar team.
• It is necessary to go counterclockwise around the launching facility on the north end of the map to reach the launching platform. This launching platform must be destroyed to win the mission. There are also oxygen tanks on the south side of the main building that must be destroyed.
• German reinforcements seem to come from off-map from the northeast part of the map. Once the "roof" of the main structure is cleared, German infantry will re-establish a presence in this area and attack paratroopers approaching the final launching area. It might be helpful to leave units behind to protect this "overlook" area.
• Beware snipers once on the roof of the launching facility!
• Repeat Warning: Approaching the very last section of the map before dropping down to the launching pad area is a real maelstrom. If you rush your tanks into this area, they will be lost and the rest of the mission can go to s---.
Mission 8. St. Fromond
Written for the Hard Setting
Key Intel and Strategies:
• The bulk of this mission is defending the town square for 30 minutes. Once that is accomplished, the mission is over.
• The timer for the assault begins when you capture the flag in the town square or you approach the enemy base at the far north of the map.
• It is possible and advisable to gear up to full strength in units and defenses BEFORE capturing the flag to the town square.
• Three sets of rocket launchers will be attacking your town a few minutes into the countdown. It is advisable to have an offensive unit poised to destroy them as soon as the rocket attack begins. Three upgraded Shermans can take out all three positions.
• It is advisable to destroy the infantry inside a farmhouse due west of the town center. This is an area where one of the ROCKET LAUNCHERS will be located and these garrisoned troops can do major damage to your troops.
• It is not possible to build machine gun emplacements before the countdown, but you can capture enemy munition points. You can also build tank traps, barbed wire, sand bags and mines.
• Warning: You can spend half an hour building tank traps, but the ROCKET LAUNCHERS and other battle activity will probably break a hole through them. It is tough to totally surround the town. It is probably not worth too much time and effort. Perhaps time would be better spent planting massive mines around the town!
• After the timer starts, it is possible to turn one of the houses into a headquarters for quicker recruitment of engineers. It is possible to win the mission with the TANK BUILDING FACILITY and other structures at the initial headquarters, calling over additional tanks and other units as needed.
• You can receive an additional medal by destroying the enemy headquarters to the north. It is lightly defended with a variety of units. Three Sherman tanks can handle destroying the headquarters if you use caution around the single anti-tank weapon and occasionally drop in an additional squad of paratroopers and anti-tank weapons.
• This mission can be won with the town square being protected by six upgraded Sherman tanks and a constant supply of engineers to burn infantry and to repair these tanks. Of course, any additional defensive measures will be of further assistance.
• With about ten minutes left in the mission, the attacks start to slow down and it is possible to split off three Sherman tanks to destroy the headquarters, with three Shermans continuing to guard the town square.
• This mission was won with the CALLIOPE parked on the bridge defended by a single anti-tank weapon. If it is still surviving after ten minutes, it would be a great asset to take out the enemy headquarters!
• It is not necessary to take out the headquarters to win this mission!
Mission 9. Hill 192
Written for the Hard Setting
Key Intel and Strategies:
• This mission is a major grind where tons of heavy-duty Panzer tanks will be encountered - two heading west, at least another six or more heading due north and another four or more hanging around the top of Hill 192. Tons and tons of Panzers!! Patient deployment of 105-mm howitzers by your engineers (after receiving this ability from the tech tree) will greatly aid in slowly working your way up the hill. Groups of two anti-tank weapons will also help, together with off-screen howitzer strikes. Also, the Rangers that can be called in, once that ability is obtained, are equipped with anti-tank bazookas. They will do a great job finishing what your off-screen howitzer attacks don't.
• Goliaths will be encountered along the way. Not much you can do about them unless you are right on top of the situation. Your Rangers equipped with bazookas can blow them up before they approach their target. Try not to cluster your forces in one area so the damage will be minimized.
• 105-mm Howitzers, once deployed by your engineers, cannot be moved but can be rotated. They do count toward your unit cap with 11 units!
• Plenty of snipers will be encountered, especially on your trip to the west. Burn them out with your Crocodile Shermans, bomb them with your Calliope or howitzers, or go toe-to-toe with your snipers.
• Throughout the entire mission, you will be faced with "off-screen" rocket attacks. This will intensify once you approach the compound at the top of Hill 192. If possible, run a Sherman into their compound to use these rocket attacks against the troops cloistered inside this area.
• Unless you are going for the 40-minute accomplishment of this mission (on the hard setting) take your time - with plenty of scouting with your snipers. The enemy will present a very balanced defense of infantry and heavy armor. Again, this will intensify at the entrance to the compound at the top of the hill.
• Headquarters can be taken over at the far west and far northwest sections of the map.
• Unfortunately, the Panzers are pretty good about withdrawing once they are severely damaged. Try to time off-screen howitzer attacks with upgraded Rangers or anti-tank guns in the vicinity to finish them off.
• There will be plenty of infantry for your Crocodile Shermans to burn. Just run like crazy when the Panzers show up! Have fun!
Mission 10. St. Lo
Written for the Hard Setting
Key Intel and Strategies:
• This is a straight-forward mission where territory is slowly taken heading north. Once territory is acquired, the counterattacks will be nominal. There are no time limits involved.
• A quick note on obtaining the medal on this mission. It is necessary to level up a Ranger on this mission. You can tell the Ranger is leveling up by the small "white bumps" on the top of the icon - not the actual stripes that are predominant on the icon! Three white "notches" is fully ranked. Also, it is necessary to choose the Ranger ability to obtain the Ranger. Don't mistake the objective to level up a "Rifleman." Rookie mistake!!
• Rangers specialize in taking on heavy armor, so try to have them take out a few Panzers to quickly level them up, instead of street fights with infantry! A direct off-screen howitzer shot will destroy most Panzers, so if you wish to "soften up" a Panzer in this way, aim a bit off to the side of the Panzer so hopefully he will survive and allow the Rangers to finish it off.
• If you haven't used medic stations yet, this is a good mission to start using them. Your Rangers will get beaten up and you may have to use the "retreat" function to send them back to headquarters. If you notice your Rangers are not "healing completely" when they stand next to the medic station, this is because you lost members of the unit. Recruit new soldiers to your squad near your headquarters and you will notice their health bar will go back to 100 percent!
• One more note about Rangers: Upgrading them with machine guns will do wonders for their ability to chew through Axis infantry!
• The secondary objective of taking out the Nebelwerfer battery is not that difficult. Move your men to the east to capture flags to avoid the brunt of the rocket attacks until they can be destroyed. The Nebelwerfer guns can be captured and utilized to your advantage in this mission. Great for long-range attacks! Don't destroy them with off-screen howitzer shots! Instead, use your sniper to disable them.
• Once the seven sectors (indicated with green circles on the mini-map) the mission will be completed. It is not necessary to attack the actual Axis headquarters in the middle of the zone.
• It is possible to have two attacks going both up the east and west sides of the map with simply a Crocodile "flame" tank and a sniper, with whatever other supporting cast you might enjoy. If a unit is lost, switch over to the other side of the map to carry on the battle while this unit is replaced. Off-screen howitzer shots can take care of tanks, along with possibly a Nebelwerfer blast. Snipers will take care of anti-tank weapons and the Croc will do wonders with Axis infantry!
• You can also choose to take out the Axis headquarters in the plaza to finish the mission - without capturing the seven highlighted areas around the map! Entry will have to be made from the north! It's a fun little battle!
• Take a deep breath and enjoy! Future missions will be tougher!
Mission 11. Hebecrevon
Written for the Hard Setting
Key Intel and Strategy:
• This mission is pretty much a straight turkey shoot - with the objective to destroy seven Panther tanks, along with their armored support. The one "twist" on this mission is that unlike previous missions, you can lose the entire mission half way through when the Panthers charge your base. This will happen after about four of the Panthers have been destroyed. Be ready for them with anti-tank weapons waiting at the base and all things will again be peachy!
• Added note on Panther rush on your base: Even with five Panthers destroyed, it is still possible to lose this mission. A sniper will accompany the last two Panthers and attack your anti-tank weapons, which can be disastrous. Also have a few engineers upgraded with flamethrowers or a spare armored vehicle on standby -- just in case!!
• The medal on this mission can be obtained by losing fewer than five of your own tanks. To be precise, the medal objective is announced "after" you lose your first tank, so you can lose a total of five and still obtain the medal. This can be achieved by higher reliance on anti-tank weapons and keeping your armor repaired and shiny! The "repair" ability will be extremely useful on this mission! It is necessary to use extreme care or this medal will not be obtained. Anti-tank weapons will damage your tanks just as quickly as the Panthers. Additionally, there are ramps that can be entered on the northern part of the map that set up your tanks for annihilation. Save often -- just in case!!
The goal of this guide is not to flood you with unnecessary info. So%u2026go forth -- and blow up Panthers! You will be fine! Enjoy this mission. It's a sunny walk in the park compared to what lies ahead!
Mission 12. Mortain
Written for the Hard Setting
Key Intel and Strategies:
This mission is absolutely brutal. It's gonna be messy, but you can beat it! I will try to give as many tips as I can to aid you along the way.
Important: The troops and defenses you set up in this mission will carry through to the next mission, Mortain Counterattack. That mission can be absolutely horrendous, so keep that in mind as you play. If things are under control the last few minutes of this mission, start cranking out the units you want for the next mission. If you do this successfully, you can start the next mission with 90 or so units, even though the unit cap is 75!
You may want to replay this mission if you are not happy with the way the next chapter begins.
Miscellaneous tip 1: There may be a slight lull in the fighting with about eight minutes left to play. SAVE NOW! Especially if you like the way things are going. The next eight minutes are going to be rugged, and you can now look at this as an "eight-minute mission" versus 30 and will be less discouraging!
First Five (Plus) Minutes: There is plenty to do, and you won't be able to accomplish all of these things in five minutes, but just keep continuing with these chores into the next five minutes while receiving various and sundry infantry attacks.
• Build two armored cars and upgrade them to the max. Park one up the road to the east to help with the upcoming infantry assault. The second one will be used to obtain the bonus objective of rescuing the Rangers to the northwest. (Swing one of these around to the east side of the hill after the Rangers are rescued.)
• Build an extra rifleman squad or two and start picking up the anti-tank weapons and machine guns littered around the top of the hill. Set them up in the protected areas behind the sandbags slightly off the top of the hill. (I will mention this again, but on the very top of the hill, they will be decimated by off-screen rocket fire.)
• Send a squad of engineers to the end of the road to the east and build a tank trap not allowing access from the outside of the screen to the play area. This will stop a few units. Not many, but a few, and it all helps.
• There are "orphan squads" of two riflemen scattered on the outside of the map. Use them to capture flag points throughout the map. This will definitely help beef up resources and "may" slow down the enemy assault as the Axis forces take time to capture them.
• Move the anti-tank weapons up to where the howitzer is slightly to the west of the top of the hill. (I will call this the "upper plateau," slightly above the flag point area.) There is a slight rise you will notice and you want them to the west of this "rise." If you don't, they will be blasted to smithereens from off-screen rocket attacks that will devastate the very middle of the hill to mincemeat. Trust me! In the last eight minutes, these anti-tank guns will be attacked by infantry. Hopefully you can have some machine gun emplacements or machine-gun squads protecting these areas by then.
• The first part of the mission you will not be attacked by armor, so, remember, these anti-tank weapons are just being "stored" for now.
• Move all machine-gun units to the sandbagged areas. Definitely get them off the very top of the hill or they will be lost.
• There is a second area of concern that will take a bit of your attention. This is your headquarters area and the flag area slightly to the southwest of this area. If you take care of this now, you won't have to worry about it too much later.
• At the flag area southwest of the headquarters (flag point surrounded by buildings) on the west side of the map, have two machine gun emplacements facing each other on both sides of the flag. Park an anti-tank unit in the middle for future use. Eventually, Panzers will come prowling into this area. This is necessary if you want to obtain the bonus objective. Not necessary otherwise!
• At the headquarters area, build two more machine gun emplacements - (the structures that look like bunkers) -- one facing east up the road and another by the Motor Pool facing north. If you don't do this, a squad of infantry will destroy the Motor Pool! Eventually, if you are still under the unit cap, build a secondary anti-tank weapon to complement the one hidden by the flag area to the southwest.
• Whenever you have time, build a few more MG emplacements facing different directions protecting the top of the hill.
Throughout the game, keep having riflemen replace abandoned machine guns and anti-tank weapons. Have an armored car prowling on both the east and west sides of the map. A single mortar team or sniper can really mess up your entire defense if you're not ready for them!
There is a great machine gun nest to the east of the hill on top of a ridge. Try to keep this position manned.
The enemy seems to be quite selective on their approaches, so this is going to be a very interactive mission.
Your anti-tank guns, parked on the west on the "upper plateau," should be relatively safe until the last five minutes or so of the game. By then, these weapons may be overrun with infantry, so hopefully by the end game this area is protected by MG squads or emplacements.
Use the 105-mm howitzer at the top of the plateau to target Axis infantry in early going and armor later on. It really helps out! Assign it a "hot key" for easy access.
The last five minutes will be hectic and the enemy will be pounding you with tanks and infantry. A balanced defense must be maintained in four directions. A lot of things can go wrong, so, again, find a "happy" save point eight minutes or so in and go from there.
The way you leave this game will have a MAJOR impact on the next mission. My first victory in Mortain, my troops were so devastated, being on the verge of being overrun, that Mortain Counterattack started with a counterattack just a few seconds into the mission -- versus a few minutes. It made getting started practically impossible! Keep in mind you may want to replay this mission to get a better start in Mortain Counterattack.
Mission 13. Mortain Counterattack
Written for the Hard Setting
The start of this mission is highly influenced by how you left off in Mission 12, Mortain.
You may receive a counterattack immediately upon starting this mission if you were about to be overrun in Mortain. If you were in control of the map at the end of that mission, you will have more time to prepare for the initial attack.
Both MG emplacements and troops will be carried over from the previous mission - even to the point of exceeding the unit cap of 75!
Unless two of the strategic points are held in this mission, the "counter" will go down from 400 to zero. To achieve the medal in this mission, you must keep the counter above 250. At zero, the mission will be lost.
Two of the strategic points will be impossible to hold in the early part of the game, as they are protected by howitzers controlled on the far east side of the map. Until these howitzers are destroyed by snipers, it is necessary to control the top of the hill flag point and the point to the north side of the map.
This is a tough mission. It will be very interactive. When controlling the top of the hill, the assaults will be constant. They will constantly probe for weaknesses, changing their approach to attack an area that is not well defended.
The northern flag point will not receive as many attacks and a moderate defensive force can protect the area.
If you survive the "war of attrition," send a few snipers to the east to take out the howitzers. From there, go due south to destroy the Axis base - utilizing the captured howitzers to aid in the process. This will "finally" slow down the attacks on the hill. Whew! With these captured howitzers, you can also now capture and protect the final two flag points to help bring this epic battle to a close.
Mission 14. Autry
Written for the Hard Setting
Key Intel and Strategies:
• This mission is nice and straight-forward. Once territory is acquired, you can basically hold on to it. Much less stressful than the constant onslaught in the PREVIOUS MISSION!
• To achieve the MEDAL in this campaign, it is necessary to destroy 25 Axis vehicles. There is no time limit, so that is a relief! Basically, you must destroy every vehicle on the map to get this award.
• The enemy tanks can quickly auto-heal once they retreat to an engineer, and they are quite adept at the strategic withdrawal. Try a combination attack of the off-screen howitzer attack, the HOWITZER which you can build with your engineer, anti-tank weapons and paratroopers to finish them off. It's very irritating to get them down to 1-percent health and then have them escape!
• Remember that the 105-mm. howitzers cannot move once placed, so be careful not to put more than one near your original base, since they take up 11 units toward your population cap.
• All of the flag points can be captured in route toward the roads at the top of the map --where multiple Axis vehicles will travel by. These points are protected by a reasonable mix of infantry and armor, so a balanced attack will be necessary to clear the flag areas.
• Although Schultz and his Tiger tank are encountered not far from your home base, he will continually make strategic withdrawals. One thing that makes this mission easier to accomplish is that any damage done to his tank will not be repaired! Schultz will eventually park to the north and allow you time to destroy the 25 Axis vehicles without harassing your troops.
• No snipers will be encountered until you reach the very northern section of the map, where they will be hanging out in some of the civilian structures in the area. Watch out that your snipers are not run over by Tiger tanks in the area!!
Mission 15. Chambois
Written for the Hard Setting
Key Intel and Strategies:
• Another "timed" mission, wouldn't ya know it! 60 minutes on the hard setting. A bit of a rush, but quite manageable once you get started. All four flag points on the four bridges must be captured within this time frame. It is NOT necessary to capture any other territory for mission completion. The fifth bridge at the top of the map without a flag point is basically "irrelevant" to the mission.
• Important: Once the four bridges are secure, the mission is "not quite" over. You will be given an additional objective, but don't worry. You can still woohoo and celebrate as victory is close at hand! The objective will be to destroy a number of PANZERS moving across the bridge, but, again, don't worry! The mission IS NOT lost if they cross. You just need to hunt them down and there is NO TIME LIMIT to get this done! Circles will indicate the point of some of the tanks, but not necessarily all of them. It may take a seek-and-destroy mission on the east side of the river to hunt down remaining Axis forces to "officially" finish Mission 15. Yea!
• Getting started: (I wanted to be sure you got the above info, but let's go back to the beginning now.) Moving north along the west side of the river is going to be slow going. Six or more anti-tank weapons will be encountered -- so it is absolutely essential to put your snipers to work to destroy these targets! Before doing so, move the jeep due north to take care of a sniper in the area! Save often!
• Your base area and all points in between will be bothered by enemy infantry and a few vehicles throughout the mission. In other words, captured territory may not stay captured! Go ahead and take the time to put a few machine gun emplacements around your base. Additionally, scatter a few upgraded armored cars throughout captured territory as you head north to take care of the constant Axis infantry intrusions.
• On your first play-through, you may "barely" be able to collect 300 "kills" to achieve the medal for this mission. If necessary, delay capture of the fourth flag point on the bridge to obtain additional kills. Enemy infantry count along with vehicles, so at the end of the mission it might help to camp outside of the base to the northwest of the map and prey on the infantry in the area.
• Capturing the flag point on the fourth bridge will complete the first part of the mission and will avoid mission failure.
• It will be necessary to attack defensive positions slightly east of the bridges, but it won't be necessary to capture any of the points east of the river for victory. There is a land mine on the east side of the first bridge -- but I guess you will learn that for yourself in due time!
• Your allies to the north will help out later in the mission. Much appreciated! But you will have to capture all flag points on your own!
operation market garden First Mission (Wolfheze)
Rear Airborne Assault
The opening Axis mission is that of responding to Hamilcar Glider (more on these in the British campaign below) landings near Wolfheze Netherlands. It is the start of Operation Market Garden, the Allied Expeditionary Forces attempt to bypass the rest of France and pincer through the Netherlands cutting off most of the Axis Army in France from home in Germany and also secure forward ports and bridges into Germany itself.

First a note about Axis command, there are very few pioneers (engineers or sappers) to go around thus most infantry squads (except HMG. mortor or Fallschirmjager) can make repairs to any vehicle--they are however slower so put two or more squads on a vehicle to fix it faster. Also the Blitzkrieg approach means you are expected to use infantry halftracks (can hold two 4 man squads) as mobile taxis and more importantly infantry reinforcement when squads are cut down in strength. Get used to its purpose.

Axis units get field improvements based on performance, but you get the option of choosing offensive (three slit lines) or defensive (shield) upgrades. Offensive means they punch harder, defensive means they can stand punishment. For infantry halftracks use primarily defensive, for Panzergrenadier (PG from here forward) squads or AT or mortor halftracks, try two offensive and one defensive.

This first mission is straightforward, use your initial Axis PG squads (limited to three men, upgradable via HQ to 4) to man existing 20mm flak emplacements (to shoot down the gliders and tow planes) and then to defend against the assault on Wolfheze.

Armored cars have a "flank" speed like Cromwells, try to place your two at either end of the line of 20mm flak and use them to fill in gaps along their section of the map. Be careful of the mortor halftrack assigned to you, it is a great tool for taking out pinned British SAS squads and its repair is important! Also repair armored cars as needed. Put squads as directed on 20mm flak guns and also the 88mm gun in the lower right portion of the map. Have your mobile squads pick up light MG42`s rather than panzershrecks since you are dealing with infantry in this defense.

Hold Against Jeeps
After defeating most of the glider borne troops, you get new orders, Allied Jeeps are inbound and trying to overrun Wolfheze. The temptation to get the panzershreks should be avoided, MG42`s and the flak guns make good anti-Jeep weapons, scatter your troops and watch for the telltale arrows on the map indicating the direction of a Jeep attack and then look along your map road for the luminous arrow indicating the target the Jeeps will attempt to attack. Destroying all the Jeeps wins the medal/badge for this mission.

During a stand down in action, German brothers Aldrich and Wolfgang Berger find plans for "Market Garden" (invasion of the Netherlands) in a glider-- This actually happened on the 17th September 1944. An officer of the American 101st took the complete plans including the time tables, landing zones and objectives into battle with him and was killed in a glider crash. This briefcase of plans was subsequently found by the German forces. Col. Gen. Kurt Student wrote afterwards “[The plans] showed us everything. ... I knew exactly what to do.”
Second Mission (Wolfheze) september snow
Take back Territory
Now that the assault is complete, Kampfgruppe Lehr is tasked with taking the surrounding territory back from the British Airborne. Luckily Lehr has some armor (halftracks and cars) while the British are limited in armor (some Tetrarchs) since it is an SAS airborne attack. The real danger here are HMG`s to squads, some 57mm AT guns and recoilless rifles to vehicles, and snipers. The medal for this mission is to eliminate the snipers and is straightforward--just be careful and systematic. Armored cars work well as scouts for finding snipers, but where there is a sniper there is likely an AT gun. Bring up your mortor halftrack to deal with the AT, then the armored car for the sniper.

Continue to take territory as you advance up the map. There is a Tetrarch or two on the right approach, now is the time to get nearby panzershreks to properly deal with armor. A side note, you will discover that panzershreck squads when not involved with fighting infantry are the "best" weapon for taking out Allied armor, even more so than tanks. Their small size means the tank will have problems targeting them so they can render several side hits to weaken or destroy a vehicle, start to learn the proper use of this powerful battlefield tool now. Use armored cars to scout, then mortor to reduce enemy strength, finally bring in panzershrecks for any armor.

Near the main Allied landing zone at the upper left of the map is an entrenched and well protected Allied HQ. Taking this point ends the mission, though some counter-attacks will occur, be preparred with a lot of infantry squads.
Third Mission (Oosterbeek)
Destroy the Railroad BridgeThe mission opens with retreating British, follow them with a munitions halftrack, AT halftrack, and infantry halftrack plus some assault squads. Move other teams from HQ (start building a lot of rifle squads) to take munitions and fuel points heading toward the RR bridge. When you near the bridgehead be preparred for a small firefight. Use Panzergrenadier (PG) incindiary grenades for particularly stubborn (slit) entrenched infantry, or just surround them for crossfire opportunities. It is best to assault infantry with overwhelming crossfire squads to minimize your damage and also inflict major damage on the enemy.For later in this mission when the SAS counterattack and you have to hold the road to Arnhem, you are going to want MP44 assault squads (and lots of them...) over the Gehwer 43 rifle. You get one of the latter squads to start and that is enough--they can be used BEHIND MP44 squads to momentarily pin SAS troops. You have to build panzer kommand to get the MP44 option, do so in your HQ area. An interesting note about forming PG squads, a basic inexperienced PG 4-man squad at your HQ costs 255 manpower and with the MP44 upgrade (75 ammo pts) totals 330 points. If you build Panzer Kommand and then invoke an MP44 squad it costs 360 points manpower--do the math which is cheaper! Of course there is a time factor choosing the 330pt route (you have to wait for the MP44 upgrade) and you split the cost between manpower and ammunition.Also examine the Luftwaffe command tree and build a Fallschirmjager (FSJ) team when you can--when active, select the FSJ icon and then point to a building, where they will emerge from. Alternatively you can just click a ground location but then they have to come from off map to get there. Upgrade the FSJ to the FG42 rifle--this uses the same full rifle cartridge as the KAR98 bolt rifle, but in a semi automatic carbine capable of rapid fire at longer ranges, and it has a scope for accuracy. Now for some futuristic fun. Have the munitions halftrack start a Goliath, the small robot tanks with explosives inside. Click it on the command grid for the munitions halftrack, then click an area around the halftrack (a circle shows the valid space) for a drop of the Goliath. When it is on the ground, select it like any unit and direct it toward the bridge. It moves like a small tank and when you have it positioned, there is a detonate option in its grid, do so and watch the bridge fall.
Third Mission (Oosterbeek) part 2
NOTE: you can make Goliaths anywhere, so get used to keeping your munitions halftrack away from the forward advance to protect it and the precious little Goliaths. Also Goliaths seem to build up performance points as your other nearby units are successful, creating them earlier and having it linger with your advance (in the rear since it is defenseless) may mean an additional boost when it is needed to blow the bridge, or anything else for that matter. Use ONLY offensive upgrades since it is destroyed when used.Prepare the Defensive LineWith the bridge down, you receive orders that the British SAS are planning on a seige in an attempt to take road to Arnhem. You have to set up a defensive perimeter facing Oosterbeek quickly and also try to take some territory. Start this by reinforcing MP44 PG squads and then advancing up the hill near the RR bridge. Use your mortor behind these squads to take out AT or other mortors. Another Goliath would also be helpful so make one before moving your munitions halftrack back to HQ. Have it linger and build up weapons upgrades.There are entrenched British commandos (SAS) as you proceed up the hill, use an incindiary grenade from an assault squad or two to burn them out (slit trenchs make good defensive points) keep moving up the hill with the AT gun halftrack and armored car(s), use the assault squads and an infantry halftrack to start capturing points around the bridge and Oosterbeek and heading up this hill--watch out for HMGs. Just over the crest of the hill is a 25 pound field gun, taking it out quickly eliminates its barrage from being a problem when you defend Oosterbeek. With your defenses of Oosterbeek in place (there has been minimal SAS presence so far to deal with), your command tree will provide the Luftwaffe airborne improvements option, one of these being an elite Luftwaffe 4 man squad (if you increased squad size, a good upgrade, at HQ this becomes 5). This squad can make a 20mm gun emplacement, put one just over (from your HQ) the RR tracks on the right side at a "Y" juncture of the road, try not to build others since they take a lot of population cap space. Keep at least one PG rifle squad with any 20mm you build or better yet the Luftwaffe squad, they are excellent at repair. This "Y" point makes a good "repair" depot with the Luftwaffe squad taking on all repairs. Though the command tree shows these Luftwaffe units can build an 88m, it is not necessary nor available so focus on the 20mm guns.NOTE: there are a lot of panzershrecks laying around, leave them alone as you do NOT need that many for this mission, their "tank busting" ability is negated by the fact you will only face a few light tanks and that is at the very end of the mission, they are practically useless against troops. One panzershreck squad is enough.Hold the PositionsBy grabbing territory from the onset, your munitions and fuel points should be high. Upgrade your HQ`s with healing (barracks) and anti-tank grenades (Panzer kommand). Now the SAS assault comes, in far superior numbers, your 20mm AA act as dual role weapons, repelling SAS troops and shortly, British aircraft as they attempt to bomb your defensive line. Use PAUSE a lot and move your assets around. Be especially prudent and have units stationed all along the line and Oosterbeek. Make Goliaths as soon as you can (taking the points should mean you have ammo cap space in the bank).
Third Mission (Oosterbeek) part 3
Note that Goliaths do NOT take manpower from you, so they are ready little robot troops that you can dispose of. Try to have at least three near your front line but hidden in bushes for protection, upgrade these for offensive use if you get a promotion. The SAS squads are all equipped with submachine guns (SMG), this is why you want to focus on MP44 teams, they can repel SMG`s easier than rifle squads alone especially in crossfire.Get the panzershreck PG squad stationed at the left (facing Oosterbeek) end along your front line, and two infantry halftracks (to resupply fallen troops) spread at either end of the (behind your defensive front) line in front of Oosterbeek. Station armored cars (your initial two are adequate) where you do NOT have 20mm AA guns. Avoid AT halftracks (you got one to start the mission, that is sufficient, put him back at your HQ facing right), your panzershreck teams are "better" anti tank squads and you need to start getting used to using them for this role. Also station your mortor near the "Y" in the road to provide support for either front around Oosterbeek.Supply DropsAt some point during the SAS assault, you are told about supply drops (three in HARD mode) that need to be captured. Luckily the command map shows you approximately where they are, have a PG assault team in an infantry halftrack go for the far drops. One drop is near the crossroads where the 20mm gun is, thus it can pin SAS squads while you run in for the supplies. Select any squad and then have them (mouse click to do so) take the initial drop revealing either an HMG or a mortor weapon. The squad does NOT need to take the weapon.Taking all the supply drops wins the medal/badge for this mission.Allied BombingThe crossroads seems to bear most of the SAS assault, defend it with a lot of MP44 squads (and an infantry halftrack for fallThird Mission (Oosterbeek)
Fourth Mission (Hell's Highway 69)
Road into Valkenswaard
This mission starts with a firefight right away on the outskirts of Valkenswaard, Netherlands along what is known as Hell`s Highway or Hwy69 for short. You only have two 3 man Panzergrenadier (PG) teams to start and an infantry halftrack to reinforce, so protect them with rear action as much as possible. When the PG teams are injured, you can occupy a building and invoke the medic health option to restore health, or wait and reinforce with the infantry halftrack. You get two Marder III assault guns (turretless tanks) mounting 75 AT guns and two armored cars with 20mm autocannons, use these instead for frontal assaults and repair by the PG teams after a fight as needed.

The mission objectives are to take out a British XXX (30th) Corps Cromwell command tank in Valkenswaard, but this mission is also preparitory for the next one so systematic capture is better for the upcoming defensive battle. The command tree for this mission is a "scorched earth" defensive mode, your PG teams can build booby traps in buildings and around "points" to leave for enemy units and also barriers to prevent attack paths (like a tank trap from COH:Normandy). PG teams can also destroy a point meaning it has to be repaired first before capture.

Take this road strategic point and move up the road to a small courtyard and country home where a "Y" fork is, more British units await, take them with armored car and Marder III's attacks and repair with PG teams. Establish this as a camp (you can upgrade the house to a barracks but you cannot reinforce from it--just base your operations here) and expand along the left fork toward a canal and also right across the map sweeping through farmyards and fields just outside of Valkenswaard.
Take ammo and fuel points, and strategic points OFF the main road into Valkenswaard--leave that for later. An occasional British unit will need to be dealt with, but the routes are lightly defended and easily taken. There are two paths, LEFT and RIGHT for ease of discussion.

Surronding Valkenswaard LEFT
There is an entrenchment across the canal to the left--proceed to it and use an infantry (use the assault team equipped with MP44`s) incindiary grenade and armored car flank to assault it. Repair as needed.

Keep moving left across the canal with one of the Marder III`s, an armored car, and one PG unit. Do not cross bridges back toward Valkenswaard just yet, you are circling and taking the surrounding territory. As you get to the top of the map head right but again do not cross back over the canal. At the upper right part of the map have the PG and armor cross over, there is a mortor emplacement and supporting British infantry to the right and an HMG to the left along Hwy69 leading back to Valkenswaard. Take these out and claim the territory and the road SP.

Where the HMG position is, the road fork down to a bridge over another canal and leads to more territory, take control of it with an armored car and PG squad, leave your Marder III near the crossroads where the mortor and HMG were facing right (east?).

Finally bring this team back to where the Marder III is and proceed along Hwy 69 left. A 57mm AT gun is near another bridge and more Hwy 69 SP`s take the SP`s and eliminate the AT crew with the armored car and PG team--you need that gun preserved so inflict as little damage to it as possible.

Surronding Valkenswaard RIGHT
Proceed south from your camp with the other armored car, Marder III and PG (panzershreck) squad. Take another road point (your team seemed to miss it heading to the first fight as the mission openned). Next proceed to the right (east) across farm fields and toward a crossroad. You will meet a little of XXX Corp resistance, deal with it and take all this territory south of Valkenswaard.

Now center your EASTERN unit just to the south of Valkenswaard where a farm is, just right of Hwy 69. Take the farm from any 30th Corps and then head left (toward Hwy 69) with the armored car and PG team, another 57mm AT gun is here but pointed south(?) along Hwy 69. Take out the AT with minimal damage to it, again you will need this weapon.

Capturing Valkenswaard
Finally with all the approachs into Valkenswaard taken, and most of the SP`s along Hwy 69 in Axis control, proceed into Valkenswaard scouting ahead with the armored car holding back the Marder III and PG team. There are likely an M3 Stuart, Bren Gun Carrier and the Cromwell command unit, focus the Marder on the M3 first since it has offensive capability. The Cromwell command tank is inert, it cannot hurt your armor but its MG`s can kill PG squads.

After taking out the Bren Carrier and M3 Stuart, retreat and the Cromwell tank will likely stay put around the church. Use this lull in the conflict to invoke the scorched earth upgrades, specifically booby traps for structures and points. Have a team go around to practically every building in and around Valkenswaard and booby trap them (NOTE: booby traps in this mission remain when you return in mission seven to retake Valkenswaard thus you are denying 30th Corp emplacing troops in a lot of structures--booby trapping is worth the time to set up).

Do your booby trapping before you move in to take out the Cromwell command tank as then a 5 minute timer starts before XXX Corps arrives to take Valkenswaard back. Also scorch the SP way back where the mission started, this makes the point more difficult to take.

It is recommended you move your two Marder III`s into position at the upper right map area on highway 69 where it first enters Valkenswaard. Your panzershreck PG squad saddled inside the halftrack are still an effective fighting unit, have them wheel (or "track") into Valkenswaard and assault (with panzershreck) the Cromwell command tank, then quickly retreat out to repair.

When you destroy the Cromwell, you are commanded to take the courtyard SP in front of the church (first) and barrack (HQ) the church (second). Use the panzershreck team to do both and as soon as you have the church you get two more PG teams who start building logitix and infantry support HQ`s along the canal.

Defending Valkenswaard
You only have five minutes before the expected counterattack so move fast (PAUSE a lot to set this all up). Start another two (2) PG teams and have them man the AT guns. Move these guns to where the Marder III`s are on the approach in of Hwy 69 and point them east (right). Get PG teams to start repairing any damage they have. Move one Marder III right in the middle of the road and put him into "focus" (the sniper symbol in his command grid) firing mode essentially immobilizing him but also increasing the effectiveness of the Marder.

Have your original panzershrek PG team start building an armor HQ and select the upgrade for more Marder III`s. Also upgrade the infantry command to allow panzershreck teams, START making several of them fast (or just upgrade squads, again this costs less in overall points used). Upgrade to four man PG teams and also build one more Marder III when you can (three total), two (2) infantry halftracks (use experienced units if you want), mortor halftracks are not very helpful except for when Priest (SP howitzers) arrive in the coming assault--but they take too long to set up and target.

Move an infantry halftrack and at least two panzershreck teams to the defensive line where your focused Marder III is (upper right of the map guarding the eastern approach of Hwy 69). Put the halftrack behind the Marder and a panzershreck team either side of it. The AT guns should be slightly further out. Move the second Marder III you began the mission with slightly behind the focused one and to the left of it. Also move up at least three (3) MP44 teams.

Put the third Marder`s at a "T" intersection of Hwy 69 facing the bridge there (at the top or north edge of Valkenswaard). This bridge will be another focus of XXX Corps advances and you will want the Marder on you
Fifth Mission (Securing Best)
f you really enjoy watching allied tanks being blowed up "real good"..do the following:

1. deal with the 105...either launch a quick PzIV assault and kill it or infantry assault and capture it...up to you.

2. capture and clear area just across from your own left side bridge...

3. before capturing the second drop zone (triggering the arrival of the column) build one or two 88's by the left side bridge (on either side of river) where the Allied Arm. column is approaching from.

4. build some sand bags and wire (or whatever other def you wish) in front of bridge so that some PG's can spot for the 88's...

5. you can now freely capture the rest of the "zones".

6. keep a few inf. or whirbel to defend 88's from infantry.

7. grab a beer and watch as wave after wave of Allied tanks are "smacked" by 88's..dont forget to upgrade thier vet stats...by the time the 88's are vet3..they will practically be shooting across the whole map.

Very fun...and pointless.
Sixth Mission (The Last "Rhine" River Bridge)
Going into Arnhem
The mission starts with a briefing that the Axis must hold this "last" bridge at Arnhem from falling to prevent the Allied forces from crossing the Rhine. This was the subject of the movie "A Bridge Too Far" -- it was too far ahead of supply and support for the light Allied SAS teams to hold, though they do manage to make a battle of it as we shall see in this mission. In the actual battle, XXX Corps was outnumbered by better than a 3 to 1 ratio, yet held on for several days, so good were they entrenched and their will to fight.

At the start you get a King Tiger, though you are given only one of these assets at a time so make it last and keep it safe. Command will constantly remind you of this asking you screen its movement with Panzergrenadier (PG) units, talk about thin armor and priorities. All your HQ`s execept the armor kommand are pre-built, and soon they start to fall under Nebelwerfer attack. It seems the Tommys (British) took the liberty of "borrowing" your fallen comrades field pieces including PAK 38`s and 88mm`s.

The First Street
You begin to move forward and right away a small firefight ensues and what`s this, some XXX Corps begin to surrender. You get slight command points for capturing commando squads. Eventually as you overrun areas here more will surrender. Beware as this is a feint to lure you forward, behind them on the street are AT guns and panzershreck teams.

Get a mortor halftrack (experienced works best) started and barrage them out of their strongpoints. Use PG squads (MP44 for now) to mark them for the mortor. Soon that Nebelwerfer attack starts from two separate munitions points, one of your objectives is to take them and reduce British SAS supply. The closer one (to the left near the river) is less defended, the other has an 88mm and PAK 38 AT guns around it. Build or re-acquire an experienced infantry halftrack. Also build one infantry Pzkw IV, upgrade it with pintle (turret top) mounted MG`s and side armor skirts (for protection) and support your PG units on the right as they clear houses.

The range on the Nebelwerfer (and recharge time) mean you do have some protection. On that first road inbound along the map edge is a safe spot, locate your squads or especially your infantry and mortor halftrack here. The rockets only seem to reach your HQ and surrounding kommand structures, so you have a "safe" spot to repair. IF you have PG`s out too far away, have them take refuge in buildings (look at the relative strength first so PAUSe before doing so). Armor will just have to fend for themselves.

Move down this main street with side flanking PG units and Pzkw IV to find HMG`s or mortors or AT guns--barrage them out and keep advancing to the SP at the crossroads. NOTE: IF YOU take this point and some Pzkw IV (long barrel) tanks become available to support your King Tiger--alas they cannot be upgraded with MG`s or side armor skirts. The author suggests you hold since more armor means more targets for the Nebelwerfers. Get at least one HMG (take one left by the British) setup near your HQ pointing toward the street behind your base, the Tommys are going to try and "ambush" your rear area soon. Keep them nearer your base as the baracade on the road will blow at some point openning this approach. Only then move the HMG or your Pzkw IV into this position.

The First Street Continued...
DO NOT move any further forward toward the munitions point tucked into the far right corner of the map by crossing into a boulevard looking street and the main road access to the Rhine River bridge. This objective is for later in the mission when you are stronger.

OPTION: (DO NOT attempt any of this if you are not able to sprint your PG squads--HQ upgrades for squad sergeant, group zeal, anti tank grenades--see NOTES below) If you are an experienced strategist and have some desire to try this far munitions point, move three healthy MP44 squads across from the first street, taking out three squads of commandos as you come to the access road heading toward the bridge (heal and reinforce as necessary). Stay well enough to the right as you advance over the rise toward the point, using the treeline on the other side to cover your approach--the 88mm will shred infantry fast and your teams will also be harrassed with Nebelwerfer artillary attacks. Once you are in position sweep all three PG (MP44 or light MG42 if you have some experienced PG squads) quickly in surrounding the 88mm, but do not stray toward the objective yet. Heal and reinforce your PG squads and bring over the mortor to barrage the "point" structure (there is a sniper in there, he will decimate your PG units). This will take several attempts and you will have to move the mortor as Nebelwerfer and mortors are also targeting your mortor. Barrage these artillary as well after the church barracks is brought down, then move in your PG`s. You still need to clear the next set of structures of another commando squad, mortor, HMG and AT guns (two, one in the street and one in a courtyard. For all this work, one may wonder what the benefit is--there is a flamethrower halftrack and infantry Pzkw IV here that once you take the munitions point, get crewed and available for your use. This is the ONLY mission where you get the flamethrower halftrack if you want one, it is NOT avaialble in any HQ Kommand or command point grid.

NOTE: an option through the kommand HQ is to get verteran sergeants, group zeal and also tank grenade upgrades started in the command grid. Doing this enables a PG "sprint" mode sort of like Airborne paratroopers in the COH:Normandy. Start these options, granting your PG squads the ability to sprint to cover is a major plus as you clear Arnhem.

NOTE (ps): another option in the panzerkommand HQ is for a "Bergetiger" recovery vehicle. This is based on the Tiger I chassis and can restore fallen tanks so long as the scrap has not been crushed or destroyed. Alas in Arnhem the scrap that is around is NOT usable (there are several Panther hull scraps on the approach road to the bridge but...) so the Bergetiger is not as useful--see the next mission for more on this unique option. ONLY call for it in your command (it takes 10 manpower population cap points) if you lose your King Tiger, it can resurrect the tank for use.

For now, recon the rest of this first street you will encounter more AT and mortor units, use your own mortor or charge a couple of PG squads (MP44 work best) and lob incindiary grenades (sprint PG units with the option enabled). Start moving toward the first munitions point (between your HQ base and the Rhine river) with PG units but from a flanking (between buildings) position, not down the center of the street. Use the mortor halftrack and take out the strongholds and street HMG`s, mortors and AT guns, or use flanking PG with incindiary grenades.

When the first street is clear, move the King Tiger to the crossroads and one PG squad in the safety of a nearby building. They are there to deal with ambush teams trying to come in. Also there should be some scattered panzershrecks laying about from fallen ambushes. Build a PG squad (generic, no special weapons) and have them take the panzershrecks (they can manage 2 out of the 4 team members).

Taking First Munitions Point (MP#1)
As you near the munitions point, you reveal a lot of protection (HMG and AT guns) in there. Again use incindiary grenades and mortor barrages, flanking when possible to weaken them. There is a street parallel to the river right in front of MP#1. DO NOT advance beyond it or even onto it at this point, hold your ground--doing so STARTS a 30min timer until 30th Corps arrives and you are NOT ready for that.

Finally when the defense seems to be weakened (if you hear/see a building being blown up, the British have given up MP#1 and are retreating) move in several healthy PG assault teams and take munitions point #1. A Brit SAS team member
Seventh Mission (Retaking Valkenswaard)
Eighth Mission (Defending Oosterbeek)
Liberation of caen First Mission Destroy the Panther
The first level of the British campaign (capture of Caen, France) starts with an assault by the Axis on a British front. If you have played COH through the Normandy campaign, this is a pretty straightforward mission, but with the British forces your command centers are Lorreys or trucks, not buildings, thus the battlefield is more mobile.

Out of the gate you must destroy a Panther tank with three Cromwells. If you understand the user interface of COH, pause and get all three Croms near the Panther and put them each into "turbo" mode (select the tank and locate the fast mode in the vehicle options grid). History lesson, a Cromwell is a lot like a Sherman, same main weapon (75mm gun) but it has a supercharged V12 engine that when needed moves the vehicle about twice as fast for approximately a 10 second burst of speed. With all three Cromwells at flank speed (what the game calls it) start circling the Panther and use the PAUSE key to keep the circling up, that is point tank 1 to its next target around the Panther, same for tank 2, etc). The Panther will target one vehicle and problably take its armor almost to zero traversing its turret to follow, but meanwhile by continuing to circle (the player does NOT need to tell the Crom`s to shoot as the A.I. knows what to do) there will be lots of rear armor shots taken on the Panther and with three Croms on it there will be little it can do but be killed.

When this portion ends, you are commanded to retreat all surviving Croms (the author had all three still) to a rear area HQ area where the Command Truck is. Remember you can PAUSE and then left click drag your mouse over all three Croms, or just PAUSE and SHIFT select each, and with all selected find the HQ truck and start the move. Most likely the "flank" mode will be depleted requiring recharge and therefore this will be a standard move. When the tanks arrive at HQ, this part ends.

Stop the Axis Attack
Now with the Croms safe, you are given the order to repel an Axis offensive. PAUSE and take your sappers (engineers) and start building a 25 pounder field artillary emplacement where told to. When finished another 25 pound emplacement becomes available and you are tasked with shelling the dickens out of the Axis advance. Try to anticipate the forward movement as it takes about 3-5 seconds after you call in the shelling before they start to land.

Soon you will be tasked with building a 17 pounder anti-tank (AT) emplacement near an approach road and then a Bofors 40mm anti aircraft (AA) emplacement. This entire mission and the one that follows only gives you ONE (1) team of sappers so move them to safety in between their operations, lest you lose them and have to complete without repair capability later.

Keep PAUSE`ing and alternating howitzer stations (watch the entire map grid noting which 25lb battery you are using so you can quickly select the other) firing upon the Axis advance, and also with the sappers making that AT gun and AA guns. When you have repelled the Axis, the scene cuts to an "S2" (intel) briefing on the town of Authie, the goal of the continuance of the mission.

Secure Forward HQ Area
You now get rifle squads equipped with an Enfield sniper rifle. This is not the best scenerio as the sniper is visible (unlike COH Normandy) and only gets one shot with a slight depletion of ammo points per shot. Your briefing gives you some paths toward an Axis outpost as the first destination, use those 25 pound artillary guns and shell the dickins out of the chateau before moving in with your squads. About 4 salvos appiece should do it, but there will likely be one Axis rifleman that keeps surviving. You have to take this fellow out with a sniper shot, so when you know the villa area is practically empty, bring up a squad and make the sniper shot.

Move up your Croms with the engineers (from the repel part of the mission) near the southern part of the villa and "slowly" creep in your rifle squads. There is a Panzer IV on the north side of the villa on a road. You need to expose him and then back your squads up. With the Croms on point at the villa, they should be able to take out the Panzer IV, you can run one tank to flank him if you like. Keep the sappers far enough behind so they are out of harms way. Finally after disposing of the Panzer IV bring up your sappers to repair the Croms and also have a rifle company take the point at the villa to end this phase.

Attack the Axis stronghold
Now the mission shifts to the town of Authie. Your HQ truck has moved up near the villa and you get more rifle squads. You are given the command to set up "creeping barrages" in essence a forward sweep of the artillary dropping in three stages. Instead use your artillary and take out Axis strongholds. Throughout this phase there will be RAF Spitfires flying over the front, PAUSE when they do and reconnoiter (look at) the revealed Axis formations. This makes your artillary selections easier, and after taking out several HMG points and maybe even a Stug or Panzer IV (or more), begin your assault by taking (with rifles) ammo and fuel points moving up the map to Authie.

Panzer and Stug IV`s will come from the town, so be preparred with Croms and sappers up the middle. Use artillary to finish what your Croms started, repair the Croms that are damaged, and continue moving, Croms in the middle, rifle squads on the flanks taking points. Alas your artillary only reaches so far and cannot be moved so about 2/3 of the way up the map you must rely on infantry and the Croms to take territory. If you can, grab a 50mm Pak 38 Axis AT gun to supplement your thrust up the middle.

Once near Authie, you are caught in house to house fighting. At the Axis HQ are several HMG stations and another Pak 38 AT gun that you must flank to take out (it will chew a Cromwell up in a frontal assault). More Panzer/Stug IV`s will come so be preparred with at least two Croms and an AT gun in the middle. The left flank reveals also an AT halftrack (from the Spitfire overhead recon) which is suicidal to attack and not really a necessary part of the assault, so leave it and the territory alone.

Those HMG`s make it hard for your infantry, and moving a Crom means taking on the AT--but remember the Croms have flank speed so charge one up and move him across the line of fire of the AT to supplement your infantry on the right. Have the Crom take on the HMG`s in the Axis HQ and when knocked out, let the infantry take out the AT gun (sniper if you want). Once this AT gun falls, take it over and move it to the right flank to face square in front of the Axis HQ. Alas there is one more mobile AT on a halftrack at the rear right of the map, with a good angle to the main road into the square.

Thus hold back infantry and Croms and AT guns especially in the middle thrust just out of sight and line of fire from this AT halftrack. These units on the main assault are to repel any more Panzer IV`s or STUG`s of which there will be some counter-attacks, so be patient. Have the sappers repair a Cromwell and move him to the rear of the Axis HQ to take on or at least drive away the halftrack AT there. Also move the main thrust to the right flank behind the Axis HQ and wait for the Crom to clear that AT halftrack. Leave an AT (Pak 38 50mm) on main road, and re-position your sappers with the forces on the right flank.

When that AT halftrack is gone, move all Croms and AT guns and rifle squads to the square and take it. There may be a Panzer IV or Stug to deal with while you do so, but once you take the square point the mission ends. The medal for this mission is taking all ammo and fuel points which you should have been doing anyway. That other AT halftrack can sit by himself, he never factors into the assault.

With the Axis HQ point secure, you can stand down, the mission is complete.
second Mission (Operation Epsom)
In Operation Epsom, British forces remobilize to take Caen, after the failed D-Day attack. The 3rd Battalion and the Royal Scottish Engineers Regiment are tasked with taking the bridges over the Odon and taking Hill 112. Under the cover of a creeping barrage, they take the hill, and the Royal Scots stay behind to fortify
Third Mission (Operation Windsor)
Secure Carpiquet
With the last mission, one became familiar with the artillary command tree (calling in off map units, getting forward observers, etc.) This mission intros the Royal Scots and the Special Air Service or SAS, the British equivalent of the U.S. Airborne units. The SAS units are the ONLY units that have a grenade option in the British campaign, and another nice feature, they possess a temporary smoke dispersal (but not in Slit trenchs) that hides them from enemy attack briefly.

The mission starts near a Hamilcar Glider with two units of 6 SAS commandos each, build a third unit (max is 18 manpower anyway). Near the glider is an Axis forward outpost with two four man squads, take them out with a forward and flanking SAS unit and pick up the panzershrek. Unfortunately there is no way to heal the SAS units right now so watch their strength and move them out of the main assaults when they get weak. Using two squads in this first assault should leave a 3rd that is 100% healthy.

As you move toward the road another Axis outpost engages you, take them out and pick up another panzershrek. AVOID that main road in to the "objective" of demolishing the two structures. Instead circle to the the right, shells are bombarding nearby at the airfield outer defense screen (the Axis knows you are coming), avoid getting too close. The back fortification has two halftracks and no HMG though the front tower will engage you with its HMG. The first assault is mostly to get rid of one halftrack and some infantry.

Leave a panzershrek team on the road and take two teams in, one at that back entrance (with panzershrek) and one from the side (facing directly into the middle of the camp). When the HMG opens up, have the SAS team pop smoke to conceal themselves while they engage the halftrack. If performed correctly this team should take out one halftrack. Have the other team grab a light MG42 (pop smoke if needed) and then retreat both squads quickly back to the third SAS team at the road. The remaining halftrack will try to run and hopefully this 3rd panzershrek team can take it out.

Go back to your glider and refit your teams out to their full strength (6 men each). Back across the road you go with all three teams, keep the healthiest behind. Move in via that back entrance with one squad (probably the MG42 squad works best) and pop smoke. Then move in a second squad and pop smoke nearer that target, finally move the last one in and have them pop smoke as they plant a demo charge. With smoke use, there is a recharge for grenades so you have to make do. Get everyone OUT pronto after the demo is placed and retreat to the road away from the encampment. Get depleted squads back to the glider for replenishment to full strength. When you have all your teams safe, blow your charges.

At this point you receive notice that a special glider that can dispense Tetrarch light tanks can be called in. Do so and your manpower allotment grows to 30 which allows two Tetrack tanks, or one tank and another SAS team. I tried both ways and actually like getting another SAS team, you will have more manpower for some special weapons (mortor and HMG) later. Depending where this second glider is landed, you may have alerted another outpost with an HMG and an 81mm mortor. Use the Tetrarch and assault the mortor first, then the HMG.

With the Tetrarch in the outpost drawing most of the fire (including a scout car with MG) you have the option of advancing an SAS unit (the MG42 works best) flanking on the camp to help, remember to pop smoke here to avoid the SAS team being wiped out. When the armored car shows up (or a second) that has to be the Tetrarch`s main target as your SAS teams are limited in power and especially can be mowed down with the MG. Keep your panzershrek teams on the opposite side of the road and maybe they will get some damage onto the armored scout cars.

When this firefight settles, move the Tetrarch back up the road to the first encampment and have it attack the HMG tower. You can also flank with a panzershrek SAS team (or two) to help. Remember to pop smoke when needed. Now take this point and then the point at the outer encampment and prepare to move into Carpiquet. Also note you can position radio interceptors, do so at this first encampment.

There are several HMG spots and other scout cars (with MG) in Carpiquet so use your Tetrarch(s) first, panzershreks second. More firefighting occurs and you can secure the west/left end of town. Slowly advance with the Tetrarch in the lead, you will have more HMG emplacements to take out. Inside this industrial area (look for a crane here, for moving ... what???) is an 81mm mortor, get a team, preferably the healthy extra squad, on it quickly and move them back--watch for an HMG across the road. Also man any stray HMG again with healthy SAS troops.

Now with the mortor, start bombarding Axis emplacements around your side of town. Move the Tetrarch to take on more scout cars, and when you have pushed the Axis units away from the road, take the point at the "T" intersection. Put another radio direction finder near here.

At this point two Stuarts arrive, this is why I like to use only one Tetrarch as you get two more light armor units here giving you three total. Combine mortor bombardments with Stuart advances (there is a 20mm flak near the Axis HQ, mortor it first) and the Tetrarch. When the Axis HQ is brought down, the Royal Canadians arrive, they have some of the funniest banter about them as they take positions or are tasked with objectives.

Airfield Perimeter
The next phase shifts to taking four strategic points (SP) at the airfield perimeter. There are three (3) 88mm guns that will chew up any of your light armor, hold them back and let 81mm mortor barrages deal with these first. Also take out several HMG bunkers in front of the concrete hardened trenchs with the mortors. Slowly move in infantry from the right and advance left. When you have the first point (and its 88mm, operational or not) under control, inside the airfield you will catch glimse of a Pantherturm emplacement, use your mortor to take it out--they are earning their pay. Slowly advance left across the points dealing with 88mm guns and Axis troops. About the center of the airfield is another Pantherturm that is just within reach of your 81mm mortor, try to take it out now too. As you move across, build slit trenches all along but especially in the middle of the perimeter (at least two, three are better). Alas aid stations are hard to build up here, but you can try.

Continue with taking the perimeter, and at some point to win the badge for this part of the mission you have to call in a Hamilcar Glider near a fuel depot and take it out with a demo charge. Land the glider (you may have to sacrifice the Tetrarch to get population cap room, part of the COH general model that is unrealistic--manpower caps) near the fuel depot and WASTE NO time so focus on this objective in lieu of the taking of the perimeter, etc getting to your target. If you can, pick up the light MG42, pop smoke near the fuel tanks, plant the charges, and retreat quickly into a building nearby, then blow the fuel depot. This is part of the badge, but the process has to be repeated near the generators at the back of the airfield with another glider. Call it in, and quickly get the light MG42, move to the generators, pop smoke, set demo charge, retreat to a building, blow up the generators. While these two separate objectives seem trivial in nature, they have to be performed if you want any chance of the "badge" for a later phase.

For the middle 88mm try NOT to target it directly with your mortor but drop barrages around it so it remains mostly operational. The same for the last 88mm, barrage around it so it is functional. If you have systematically moved across the SP`s and when that last 88mm is gone, the Huns (as the British Commonwealth ca
fifth Mission (Operation Charnwood)
Caen Going in
First a brief discussion about the Caen map you are about to engage in--this is used in three separate missions, going in, taking the town, and counter-attack defense. Like with other COH campaigns, what you do with one mission affects the next, so a methodical appoach is best.

So now Caen is finally in reach after that defense of hill 112, but the action does not stop. You are thrust again into a serious firefight with only a Stuart and three squads plus an LT. Link the LT to the grenade squad and move forward, put the second RCR squad in a crossfire "L" against the first squad`s path creating a kill zone. Have the SAS squad move along the outer path of the plateau (S2 briefing says this is, or was, a chateau).

There are anywhere from two to three Axis mortor squads and three rifle squads, thus you are outnumbered but you do have the Stuart. Rush him forward to engage the furthest mortor unit, keeping him moving so they cannot target him (PAUSE a lot to move your assests around). You will succeed but the price will be very battered units. When the Axis is out of the plateau (chateau) area, the HQ truck and more reinforcements will show up.

Get the HQ truck set up, and also have one healthy squad get on one of the mortor tubes. Move the mortor to the steepest edge of the plateau facing the road that winds down from the new HQ area toward the center of the map (I will try to get pictures posted for a lot of these missions). There is a PAK 38 AT gun here and you need to start bombarding it right away as it blocks the path you will be using shortly. Call in a field support truck from the HQ truck and set it up for a super sapper (SS) team.

Meanwhile have any rifle team start an aid station near the HQ truck and get your units healed, as well as back to full strength, you will need them. Also repair the Stuart with the PIAT sappers. If you set the mortor barrage up correctly, the PAK 38 gun is now history and you can safely move your Stuart down this winding path and past the barrage point. DO NOT spend time in isolated fights with HMG`s or emplaced Axis units (in the ruble that used to be buildings before the carpet bombing the night before), instead rush around the structures and make a 180 degree (about face) left turn toward the lower center of the map.

There is an Axis armored car and another mortor here. In the meantime as you dart your Stuart out, bring down the mortor and have them setup to face left on the map where you will soon see the Axis mortor.

Somewhere in this mess you will receive a message about Baker Company in a bit of a firefight and badly outnumbered. You mission is to rescue them, thus the rapid move of the Stuart. Have the mortor bombard where the other mortor is as the Stuart engages the scout car. There are more HMG`s and emplaced Axis units, skip these fights and direct fire until the scout car is gone, now rush your Stuart to where B-Coy (Baker Company) is engaged and place it between them and the Axis units.

This firefight will take about a minute to climax, meanwhile move up your units to where the Axis mortor team was (take it out with rifles if it is still operational) and hold. Getting involved with the emplaced Axis is best left for the Stuart, only bring in your men IF the Stuart is lost. If it all works (the Stuart may need to be moved a few times to take on other HMG`s or mortors), you will get notice that B-Coy was saved and they will bring in two Churchill Crocodiles (with flamethrowers) and an armor HQ truck. Bring one of your units to this B-Coy spot and take the fuel point there.

The Churchill Crocodiles (just "croc" from here forward) have a devistating flamethrower, move them to burn out Axis units near the new "front" you are creating. Creep them forward a little bit into the strategic point area if you dare as you will be taking this territory soon anyway. If your graphics support the shadowing, you will see a heat shimmer near where the flames are landing, a very serious reminder of the power of fire as a weapon. Establish the crocs and the Stuart along this new front and get all those hurt B-Coy troops to your HQ and heal them, they get added to your population cap but they make good lead scout units (in other words, do not reinforce, just heal them).

Move the armor truck to the plateau and set it up. Finally capture the ammo point near the lower center of the map to link this new front and get your territory in "supply".

With all units healed, and your main units at full strength, you are ready to start taking Caen. I had the LT pick up the panzershrek in the plateau earlier so he adds to the firefight that is to come. The fuel point to the right is heavily defended with a Pzkw IV and mortors and HMGs. Set up a slit trench on the hillface down and get a Bren upgrade team in the trench with that panzershrek LT. Also get a team on the PAK 38 (AT) gun and point them to the access path.

Get a healthy squad on another mortor and set up for two barrage tubes into this fuel point. When all this is in place, barrages can start. This will likely cause the Pzkw IV to come up the hill, button him (blind his vision ports) with the Bren team and the PAK 38 will dispose of him.

After taking out the Pzkw IV, continue to barrage the fuel point area. Use the depleted B-Coy teams to scout if you want, finding the Axis strongholds in emplacements or HMG`s or mortor teams. When you have cleared the fuel point, move down the Bren team (and LT), the grenade team, and the PIAT sappers and take that point. Have a croc come over from manning the front line and assist.

Caen going in--pushing the front line
An aside here about the command points you have earned. In the tree you will see options for artillary and even a Priest (self propelled 105mm howitzer on a Sherman platform). The first time through this level using that SP Priest made it easier, BUT when the first Caen mission ends (the "going in" mission that is), command tells you that the Priest is needed elsewhere and you lose it (even chastising you with a comment to "stop whining and deal with it"), so it is a waste of population cap space. That is why this method involves two mortor tubes, you get to keep these if you want.

Use your population cap on Cromwells or infantry units. With the terrain being demolished city, the speed advantage of Cromwells is limited, though one of them might be nice to chase down armor. Churchills can be configured with a "crab" option (even the crocs) to put steel combs out in front of them to sweep for mines, you have to be in territory to do so and it is a wise investment, but wait for the second mission. Also build up slit trenches and aid stations all along your front, this should be obvious so it will not be discussed futher.

Now with all the lower territory in supply and in British hands, the next step are the 3 strategic points (SP`s). But before even thinking of that, try scouting what is out there in the SP line using the two mortor tubes and the croc to clear out several Axis bunkers, AT halftracks, HMG`s, mortors and even Nebelwerfers (3 of them). If you stray too far forward beyond the SP line, you will get a real nasty surprise, there are four 88mm guns there waiting behind the SP front for you to come. The badge for this mission is to take out the 3 Nebelwerfers, mortors work best. Doing so early means you do not have the telltale squeal and bombardments to contend with.

An aside about sappers, the PIAT team is rather inept and keepting them for repair in lieu of a SS teams is a waste so send them past the SP points as a forward scout team. They will be killed but interestingly they leave a PIAT. If you then move an SS team forward and take the PIAT, you have an SS team that also has a PIAT, a freak annomoly of the COH game engine.

Naming the SP points as SP#1 (left) SP#2 (middle) and SP#3 it is best to work your way from SP#3 (where your HQ is) back
Sixth Mission (Operation Charnwood)
In Operation Charnwood, 3rd Battalion, along with C company, enter the city of Caen after it had been carpet bombed the night before. Instead of destroying the German forces, it causes them to dig in deeper. Boudica's Boys push inwards and secure part of Caen, believing that the Germans have retreated.

However, a recon force shows that the Germans have left behind a rear guard, and have placed mines, snipers and machine guns everywhere. The Battalion, along with the Royal Scots, move in and seize Caen, mopping up all remaining defenders.

That night, the Battalion digs in, and defends against an aggressive German counter-attack by heavy Panzers and elite infantry.

As in the previous mission, if a certain squad dies a soldier yells that Corporal Degnan is dead. Degnan is an unseen character that various lieutenants mention throughout the campaign (esp. in Mission 2).
Seventh Mission (Operation Storm Cloud)
Eighth Mission (Operation Goodwood)
Staging toward Bourgebus
Now that Caen is in Allied hands, you are given an assignment with B (Coy) Company to assist with the taking of Bourgebus, a rear area where the Axis retreated from Caen. Experienced COH`ers should know that the last mission is the most brutal (as if the storm in Caen during the night was a picnic). You start your half of the map having to set up command trucks.

Like with Caen there are some lead light infantry elements that have to be dealt with, and in your "S2" (intel) briefing you are warned about a ridge (on your side of course) and some hidden 88mm guns there--six total in HARD setting. There is an unuseable railroad (RR) station and a small village with one bridge access over the RR tracks on your side. Of course the bridge will be defended so you will have to flank it.

Get minesweeper sappers started, this is about the only time in the whole British campaign where they are useful, and head left down to the RR tracks looking for mines (lots of them). As the sappers clear, set up your HQ and you also get armor consisting of 3 Cromwells moving left--start an SS team. Also get experienced LT`s and a Captain from the defense of Caen. These officers should have panzershreks left from their previous mission work which come in handy here (since there are no goodies laying around).

You can also try getting experienced rifle squads who also come with a panzershrek or two. The command tree gives you the option of a Churchill armor right at the start, and though normally a good option, in this mission the speed of a Churchill is a hindrance so stick with Cromwells, but do not build another one. The minesweepers will likely draw some fire, there are HMG`s and snipers across the tracks from you. Send in a Cromwell flanking after being super-repaired.

IMPORTANT: the medal for this mission is to succeed (take Bourgebus) with minimal losses (15 tanks in HARD mode). This is why sticking with the original 3 Cromwells is recommended, that is less armor you have to deal with and repair, and you will be repairing a lot. All that tank cap space should give you an idea of what is coming, the "ridge" 88mm`s are just the tip of the iceberg if you cannot lose more than 15 units to get the medal.

B-Coy toward Bourgebus and air support
As all your activity is going on, B-Coy is rapidly moving up their side of the map and periodic overflights are revealing Axis entrenched units and armor. B-Coy must have a good logistics officer, if you PAUSE to look you will see many Fireflys, mortor emplacements, HMG nests, in other words a population cap closer to 200 than your 100ish. Don`t you wish you reported to B-Coy?

To add to the chaos, some air recon (overflight) units are destroyed by the 88mm in AA mode and crash into your units as a sort of friendly fire. Disperse your armor and rifle squads and HQ trucks for now to avoid collateral damage. Again, this is frustrating if they especially crash into a Cromwell, which the A.I. seems to delight in doing. When you "hear" the telltale whine of a plane going down quickly PAUSE and look at your armor strength. It would be a waste to lose a tank (against your medal cap space) to a plane crash.

Sadly the air power seems to support B-Coy as they rapidly move, you have to do all the work on your side through your own planning and will. The nice thing about the air support is that they do reveal where the 88mm`s are, PAUSE and scope it out to plan for your assault phase.

Securing Bridgehead
OPTION 1: This superguide lists a straightforward mission assault and then setting up a 25 pound howitzer. For experienced COH players, as you sweep left to flank the village and that bridge, you can try to gain command tree points by staging a Cromwell section and some SS teams in the middle (sort of between you and B-Coy) and chase down or otherwise engage in an occasionaly Pzkw IV infantry or Hetzer or armored car. This builds up your command points and after you get 7 the command tree will yield a Priest self propelled 105mm howitzer. This saves you having to deal with an immobile 25 pounder. Plus an advantage exists that maybe you will luck out and one of the aircraft that get shot down will take out an 88mm (it can happen but is rare). This Priest can then be used throughout the rest of the battlefield as mobile artillary. If you do follow this option, remember the ridge has 88mm`s on it, stay far enough away with your Cromwells. If a Pzkw IV trys to retreat for repairs, give chase at FLANK speed.

Work with flanking attacks of Cromwells and take out HMG and PAK 38`s, repair when needed. Where is a mortor when you need one, not even an Axis 81mm to be found--you can build an emplacement but it is not mobile, what is the point?

Build lots of Bren units and have them flank and assault the AT guns when HMG`s are clear. Because of the medal/badge (Victory Cross), you want to watch your armor strength constantly. Retreat tanks as they near their weakened state, and of course save the game systematically.

When the far side of the bridge is secure, build a 25 field gun in a courtyard on the right side of the road (and map) pointing toward the 88mm ridge. Your command points are still to low to get supercharged rounds, but some 88mm`s are in range, start targeting them with artillary.

Bring over a minesweeper squad and a Cromwell. Use the minesweepers and the Cromwell and slowly advance and clear a path--there is likely a scout car in this early ridge area so use the minesweepers first (in case an 88mm also sees you). Retreat the Cromwell especially so as to avoid a "ding" against the medal--infantry are expendable, tanks cost you a lot more in so many ways. There is also an SP mortor in a Skdz 250 halftrack, take it out with artillary (it sits in the protection zone of the 88mm ridge line).

88mm Ridge Assault
OPTION 2: As you remove the 88mm threats, try to leave the 88mm that is situatated up on the ridge (not the one by the road or buried in the trees) with a clear view of the road and also a view of the treeline north of it free from artillary barrages--that is do not fire on it. When this emplacement is the only one left, get three healthy Bren LMG squads ready and "CHARGE". PAUSE and have the squads encircle the 88mm (they will auto-target so you do not have to do that). Bren fire is less destructive on the 88mm and should leave it mostly functional after the rifle squads persuede the Axis gun team to vacate.

As you target 88mm guns, watch your shot fall and when you get notice an "enemy unit destroyed" make sure it is for your effort and not B-Coy or even the aircraft flyovers (they straf so they can kill soft targets). When you know you wiped out an 88mm crew, stop the artillary (in their attack grid, press "Halt") to save the field piece, especially if it is near the road.

Try NOT to build more armor, it means more units you can lose, besides which soon you will be creating your own ridge and 17 pound AT guns (and armor piercing AP rounds) are a nasty way for shredding Axis armor into cheese--plus they do NOT count as lost tanks and therefore are expendable.

Soon you should get command points & trees for artillary and supercharge (2 points), do so and continue looking for 88mms further away. Move your minesweepers and crab into the ridge area but stay alert and move cautiously.

When the last 88mm is done, secure the ridge but DO NOT take the point there yet. Have infantry build trenches near the road (leave just enough space for an aid station between) and have SS teams repair armor. Get a rifle team on an 88mm and start repairing it with sappers. When there are sufficient slit trenches overlooking the whole road, put a Bren gun team near each and have an engineer squad (the minesweepers perhaps) take the ridge point.

Now build your final (if you do not lose any that is ...) Cromwell giving you four (4) total.

Eighth Mission (Operation Goodwood) part 2
88mm Ridge Assault
OPTION 2: As you remove the 88mm threats, try to leave the 88mm that is situatated up on the ridge (not the one by the road or buried in the trees) with a clear view of the road and also a view of the treeline north of it free from artillary barrages--that is do not fire on it. When this emplacement is the only one left, get three healthy Bren LMG squads ready and "CHARGE". PAUSE and have the squads encircle the 88mm (they will auto-target so you do not have to do that). Bren fire is less destructive on the 88mm and should leave it mostly functional after the rifle squads persuede the Axis gun team to vacate.

As you target 88mm guns, watch your shot fall and when you get notice an "enemy unit destroyed" make sure it is for your effort and not B-Coy or even the aircraft flyovers (they straf so they can kill soft targets). When you know you wiped out an 88mm crew, stop the artillary (in their attack grid, press "Halt") to save the field piece, especially if it is near the road.

Try NOT to build more armor, it means more units you can lose, besides which soon you will be creating your own ridge and 17 pound AT guns (and armor piercing AP rounds) are a nasty way for shredding Axis armor into cheese--plus they do NOT count as lost tanks and therefore are expendable.

Soon you should get command points & trees for artillary and supercharge (2 points), do so and continue looking for 88mms further away. Move your minesweepers and crab into the ridge area but stay alert and move cautiously.

When the last 88mm is done, secure the ridge but DO NOT take the point there yet. Have infantry build trenches near the road (leave just enough space for an aid station between) and have SS teams repair armor. Get a rifle team on an 88mm and start repairing it with sappers. When there are sufficient slit trenches overlooking the whole road, put a Bren gun team near each and have an engineer squad (the minesweepers perhaps) take the ridge point.

Now build your final (if you do not lose any that is ...) Cromwell giving you four (4) total.

88mm Ridge Axis Counterattack
Now for an interesting time, taking the SP on the ridge allows your rifles to build aid stations near those trenches, do so. Have the minesweepers start at least one 17 pound AT gun pointed toward the road with a clear line of sight (no aid station or tanks in front). Move the Cromwells along this line of cannons. You want to span away from the 88mm you manned, with at least one Cromwell on the road for a flank chase if needed and one near the 88mm.

Soon Axis armor (scouts, halftracks, and a Tiger I start it) comes and you get an objective to take out 30 pieces (on HARD setting) of counterattacking armor. That reveals more of the iceberg for winning your medal, try not to lose too many tanks (out of your allotment of 15). As with wounded triages, repair tanks first.

After the Tiger, there are waves of Pzkw IV (some infantry ones too), Panthers, more scouts, another Tiger I, more Panthers, and Pzkw IV`s and as you near the end one last push of a mix of a Tiger and Panther with other armor. An occasional wave may venture over to B-Coy, have a Cromwell give chase and lure him back to your side and your kill zone. This firefight will end and if you planned wisely, you should survive with a minimum amount of loss (of tanks).

On to Bourgebus
After the counterattack is destroyed, your final objective is in sight. The flyovers (and your PAUSE`s) reveal there are Jadgpanthers and King Tigers in the town, 2 of each. Remember one shot from any of them destroys a Cromwell. Now the rest of the 15 cap limit for the medal/badge iceberg is clear, you are about to be chewed up especially since these four (4) Axis units do not want to come out of town to play.

Your original 25 pounder cannot reach Bourgebus and the kill zone ridge is quite a ways from town but you have an option here--build a Priest (by not building tanks you should have population cap space for one in the artillary branch) and move him to the ridge or even closer to Bourgebus. There seem to be no mines here so you can send the minesweepers into Bourgebus as a recon unit (losing them probably but creating population cap space) if you need to.

Bourgebus kill zone
If you really want to set up another kill zone, have the Priest shell your original 25 pound gun (if you went this route rather than OPTION 1)--so silly that artillary cannot be moved even by engineers the same way the command trucks can become mobile) to free up a lot of population cap, then kill your AT guns on the ridge (88mm and 17 pounder) and rebuild everything on the clearing on your side of the map just outside of Bourgebus.

Build up a couple of 17 pound installations at the crossroads on your side of the map (opposite B-COY) and super-repair them and your Cromwells on the line. Try to form an arc (semi circle) pointing into Bourgebus with at least two if not even three 17 pound AT guns. Put your Priest behind this front and line up for shots into Bourgebus. Get the other Cromwells super repaired and on the road into town. Set up slit trenches with Bren teams facing town. The reason for this is that of the two King Tigers and two Jadgpanters in the town, when three of the four units are destroyed the sole survivor flees past this crossroad to escape to the east. Setting up your kill zone here means you have a chance at taking out all four Axis units for the satisfaction of a total victory.

Wait for a fly-by to reveal a unit (either of the two Jadgpanthers or the two King Tigers) and start a Priest barrage on top of him. This will anger him to leave town and deal with the Priest. Once in the open and coming for the Priest, your kill zone of 17 pounders and Cromwells will literally shred him. Get SS teams repairing because most likely the remaining units will come, probably in force (all together). The Priest should be recharged, button up the attackers with the Brens if possible, and load the 17 pd AT guns with armor piercing (AP) rounds. Fire a Priest barrage on the attackers.

Destroying 3 of the 4 heavy units clears Bourgebus, so while they are engaged with your AT guns run in Cromwells from the side to their rear at flank speed and they can do rear armor hits. When you finish off the 3 units you have cleared Bourgebus.

The closing scene shows Major Blackmore picking up a Knight`s Cross (Axis award for heroism) from a fallen enemy soldier and contemplating the shear scope of the victory. No dialog is spoken.
tiger ace(Mission 1 "Villers- Bocage: Birth of a Legend"
Main missions:
Stop the convoy;
Destroy the enemy panzer units;
Destroy the Sherman Firefly tanks.
Medal missions:
Destroy (4) antitank guns.
This scenario is based on a real campaign (in fact every other is also based on one) of Michael Wittmann, German tank expert who on June 13, 1944 destroyed the 4th County of London Yeomanry, British 7th Armoured Division squad, the famous "Desert Rats". Though Wittmann was commanding a while platoon of tanks and here we have only one Tiger under out command, there is no doubt that Hauptmann Voss is Wittmann's virtual alter-ego. Your first task is to stop the British convoy travelling the nearby road. Drive the Tiger near it to begin the massacre. You can shoot by successively pointing the next targets, or check out the new addition in this part of Company of Heroes, the direct fire mode. In order to use it, press the icon in the panel in the bottom right corner or press the D button (the default setting) and destroy the British vehicles while controlling the Tiger's gun. However you won't be able to use this tank for too long, because the engine will break down soon enough and your Tiger will be quite useless. The driver will take care of it and in the meantime you should concentrate on destroying the enemy vehicles. Especially look out for the Cromwell tanks and Staghounds. Destroy everything else if there aren't any around. Once the Tiger is up and running again head forward to the crossroad on the right, while still shooting the enemy vehicles and also soldiers.
You will get some experience points fairly quickly which you can spend on upgrading your kitty, by pressing the button near the minimap - Campaign
You will get some experience points fairly quickly which you can spend on upgrading your kitty, by pressing the button near the minimap. I would suggest you pick up the fragmentation ammo used to destroying buildings and annihilating the enemy troops. You can switch between different ammo types by pressing the adequate icon.
During the fight the crew in your Tiger will automatically get other updates - Campaign
During the fight the crew in your Tiger will automatically get other updates. One of the first will be the ability to order the tank commander to open the hatch and look outside (the adequate command in the panel). Make use of this whenever it becomes available, it will increase the effectiveness with which the crew will be spotting enemies. After getting to the crossroad near Villers-Bocage you will receive a new task: destroy the enemy armoured units. Their localization is marked on the minimap and the main map with green circles - just head there with your tank. During the ride eliminate the enemies: infantry in the building (the most dangerous are the sappers equipped with grenade launchers), some more armoured vehicles (always try to face them with the front of the tank, where the armour is the thickest) and some anti-tank guns. Destroying four of those guns will earn you a medal in this mission. Of course you should use the fragmentation ammo to destroy the guns and infantry.
When it comes to those guns, I won't give their positions - firstly, I'm not sure if their localization isn't random and secondly, they move around quite often - Campaign
When it comes to those guns, I won't give their positions - firstly, I'm not sure if their localization isn't random and secondly, they move around quite often. That is in fact the best opportunity to destroy it - wait for the crew to dismantle it (there will be a gray bar above it) and start moving to a new location. While they're on it, quickly approach them and shoot them like ducks. Alternatively you can wait in an ambush until they approach you on their own; it all depends on where they're moving the gun.
As I have mentioned before, the enemy tanks that you must destroy are marked on the maps with green circles and additionally with green arrows - so move your Tiger to those places in order to find the enemy - Campaign
As I have mentioned before, the enemy tanks that you must destroy are marked on the maps with green circles and additionally with green arrows - so move your Tiger to those places in order to find the enemy. From time to time you will have to repair your Tiger if it gets heavily damaged. Use a smoke screen (the corresponding button on the panel), retreat a little and begin the repairs (another button). Remember that the tank will be immobilized during this time!
Between some buildings the German commander will detect British
Between some buildings the German commander will detect British "cans" on the reinforcing. Try to approach them from the side or from the back if it's possible - it will be easier to eliminate them this way. Near the end of the mission (probably when the engine will break down once again) you will receive new orders - destroy the Sherman Firefly tanks. Two of those will arrive from the north. It's your worst enemy, equipped with powerful guns. Well, they appeared in the worst possible circumstances, you're quite defenceless at the moment.
Depending on what position your tank is in, place a smoke screen and turn your kitten in the direction of the enemy (if you're standing sideways or worse, backwards to the Fireflies) or just start the fight (if you were luckier and ended up facing them) - Campaign
Depending on what position your tank is in, place a smoke screen and turn your kitten in the direction of the enemy (if you're standing sideways or worse, backwards to the Fireflies) or just start the fight (if you were luckier and ended up facing them). Firstly eliminate the first tank with anti-tank ammo. Once you're done with it, repair your kitten and manoeuvre in order to get the second one as well as the other enemy vehicles.
After you destroy them, the British infantry will retreat (if you haven't already killed all of them) - Campaign
After you destroy them, the British infantry will retreat (if you haven't already killed all of them). Unfortunately, while you're leaving the village, the Tiger will be shot and the commander will order to leave the tank behind (Wittmann was also returning on foot from the first mission, after his tank got hit with a hidden anti-tank gun).
Mission 2 "Retreat from Villers-Bocage" - part 1
Main missions:
Escape from Villers-Bocage.
Medal missions:
Destroy the British anti-tank posts.
You have to escape from Villers-Bocage. The Tiger's crew will have to continue on foot, after splitting into two groups. As soon as the mission begins, use your squads to shoot the British infantry on the street, near the abandoned Tiger. It shouldn't be hard, as the crew is quite deadly itself, even without the tank. Use a team to pick up the guns from the street. After the fight, heal a wounded partner (if it's necessary) by choosing the corresponding button from the panel. You will find some additional weapons on the squares on the right and left, in the white circles. You can command your men to change their weapons if you don't like the ones they currently have. There are also ammo boxes on the courtyards. You can take the one on the left after destroying the mortar with a grenade/explosive material. A British tank or armoured car can appear - one of your teams can shoot it with a panzerfaust after sneaking to the enemy from the side or behind. After you take care of the enemies, it's time to move forward, to the north, in the direction showed by the green circle. I suggest you follow the right side of the main road.
While you're going through Villers-Bocage you will bump into some British units, including an anti-tank gun on the crossroad, an armoured car a little bit further and a tank between the buildings on the left - Campaign
While you're going through Villers-Bocage you will bump into some British units, including an anti-tank gun on the crossroad, an armoured car a little bit further and a tank between the buildings on the left. However your teams can approach the enemy quietly and stay unnoticed until they start to shoot or get really close. Use this ability by pressing the adequate button and sneak to the wall near the anti-tank gun. You can greet the enemy with an explosive material from there. Afterwards I would suggest you retreat behind a nearby building, turn the sneaking mode back on and this time approach the armoured vehicles (each one with a different team). Use any available weapon you have to destroy them - panzerfausts, explosive materials. If you need to heal a heavily wounded mate, be sure there aren't any enemy troops nearby - healing under heavy fire isn't a great idea. Place your men behind the walls between the two (already destroyed) vehicles and throw an explosive material underneath the building occupied by the British infantry. After you deal with everyone, head forward. Stick to the left side of the main road, leave the village and head to the field with haystacks.
While on your way, check out the boxes nearby the building on the edge of the village - Campaign
While on your way, check out the boxes nearby the building on the edge of the village. Once you're on the field, hide behind the bulletproof haystacks. Across the field there are lots of British troops, including a reinforced anti-tank gun post - first of the three that you're supposed to destroy if you want to yourself earn a medal. Fortunately your troops can use the radio to call in an artillery strike - use the proper button on the command panel. Use it now point the place where the British troops are. Try and get as many soldiers as possible into the white circle. Once the artillery finishes its job, go and kill the survivors. Afterwards go left towards the main road, in the direction of the crossroad.
However before you reach it you will have to fight with some more British soldiers - Campaign
However before you reach it you will have to fight with some more British soldiers. Place your troops behind the fences. Use the first one to destroy the enemy jeep that will appear on the road on the left with a panzerfaust and using the second team destroy the post that's being built by the enemy sappers. In the end, throw some explosives underneath the building where the rifleman has hidden. Kill the survivors, pick up the weapons and ammo, heal your troops (if it's necessary) and continue towards the main road.
On the crossroad you will find the second anti-tank gun post, protected by a big group of British soldiers - Campaign
On the crossroad you will find the second anti-tank gun post, protected by a big group of British soldiers. The easiest way to get rid of them is to call an artillery strike once more and afterwards finish off the soldiers. Before you do that, your second team can take care of the mortar, which is located on the left, before the road and afterwards deal with the machinegun post on the crossroad, by throwing an explosive material from behind the hedge. The explosion will probably also destroy the hedge, so lead your men behind the nearby well. In the meantime, the second team can take care of the tank, patrolling the main road - shoot it with a panzerfaust, firstly placing your men behind a wrecked truck. Once the German artillery is done with the crossroad, go further to the west.
You will bump into some more enemy vehicle while crossing the road - a light tank and a jeep - Campaign
You will bump into some more enemy vehicle while crossing the road - a light tank and a jeep. Use the wrecks as cover. Use can use one of the teams to sneak up closer to the enemy and shoot a panzerfaust at the vehicles. Afterwards, run left.
Mission 2 "Retreat from Villers-Bocage" - part 2
You will reach a single building, with some ammo boxes nearby, and the last British anti-tank gun behind it. This time sneak up with both teams to the walls behind the house, while picking up the ammo on their way. After getting to the walls, order them to open fire and throw explosives - especially in the direction of the gun. Shoot the remaining enemies and enjoy your new order. Afterwards head towards the field and hide behind the haystacks.
Remember that you can eliminate the enemy machinegun or mortar posts by throwing explosives at them, from behind a cover - Campaign
Remember that you can eliminate the enemy machinegun or mortar posts by throwing explosives at them, from behind a cover.
On the next field you will bump into a machinegun and mortar posts - Campaign
On the next field you will bump into a machinegun and mortar posts. Use one team and jump over the wooden fence surrounding the field and throw an explosive at the machinegun. Afterwards take care of the mortar. The second team should destroy the jeep patrolling the nearby road. Once you're done here, continue north.
You will reach another field - Campaign
You will reach another field. On the right, behind the main road, the British have placed another mortar - destroy it with one of your teams, pick up the ammo and afterwards use the same team to jump over the nearby wall and throw an explosive at the machinegun on the crossroad.
The second team should cross the field in the direction of a single building - Campaign
The second team should cross the field in the direction of a single building. While hiding behind a haystack or a wooden fence, throw another explosive at the building, eliminating the enemies hiding inside. Wait a moment and use the same tactic to deal with the machinegun behind the house. If the first team couldn't deal with the machinegun on the crossroad, you can now use the second one, flank it and finally destroying it. Start shooting the British troops across the road and shoot the oncoming groups of enemies. The first team should now get back near the house, quickly running through the field. Remember: if one of the teams will be overwhelmed, search for a safe spot for it in the first place, eliminate the threat with the second unit and only then cure the wounded in the first group.
Head north with both teams, while staying on the left side of the main road - Campaign
Head north with both teams, while staying on the left side of the main road. You will bump into a mortar on your way - quickly eliminate the crew. Use the camouflage on both teams and order them to crawl to the walls along the side and main road. Once your troops find themselves a suitable position, order them to open fire to the enemies in the area, including another Stuart patrolling the area - destroy it with a panzerfaust. Use explosives to kill the other enemies within reach. However after a while you will learn that the exit is blocked by more British troops and getting through is impossible.
In order to get out of Villers-Bocage you have to go west, to leave the map using a side road - Campaign
In order to get out of Villers-Bocage you have to go west, to leave the map using a side road. Place one team in the nearby building and get behind the wall near the house with the other one. Kill all the enemies on the fields or just treat them with another artillery strike, which one of your soldiers will suggest. In order to finish the mission, run to the exit showed by a green circle on the map and an arrow of the same colour on the screen.
Mission 3 "An Ace Reborn" - part 1
Main missions:
Destroy the incoming British tanks;
Take over Villers-Bocage.
Additional missions:
Destroy the machinegun posts defending the road.
Medal missions:
Take over Villers-Bocage in 18 minutes.
In this scenario Wittmann/Voss will return to Villers-Bocage in a new Tiger in order to complete the destruction. A second vehicle of the same type will accompany him this time. Your first task is to destroy the incoming British tanks. Quickly place your vehicles on the nearby crossroad so that they face the enemy tanks. Afterwards shoot the enemies - the task is easy enough.
Don't forget to improve your Tiger with the experience points you gain during the battle - Campaign
Don't forget to improve your Tiger with the experience points you gain during the battle. Sadly, the second one can't be modified.
After dealing with some British vehicles near the crossroad, it's time to take over Villers-Bocage and while you're at it, destroy the machinegun posts defending the main road - Campaign
After dealing with some British vehicles near the crossroad, it's time to take over Villers-Bocage and while you're at it, destroy the machinegun posts defending the main road. If you're willing to get a medal, you should work swiftly and take over the village in the next 18 minutes. I noticed only one machinegun post which the British have placed right before the fork in the main road, a little bit further to the north. Quickly destroy it using the fragmentation ammo and afterwards burn a Firefly with the anti-tank type. Move in the direction of the village while destroying every enemy on your way. Voss's Tiger can move along the main road and I would suggest sending the second one on the left.
There are also some (I have counted 3-4) reinforced posts with British 17-pound anti-tank cannons - Campaign
There are also some (I have counted 3-4) reinforced posts with British 17-pound anti-tank cannons. If you want to destroy them, use Voss's upgraded Tiger. Of course use the fragmentation ammo. Allied infantry will aid you during the fight (they're marked yellow on the screen).
In order to win, you must take over (in fact your yellow allies will take care of that) four strategic points located in the village and marked with green circles on the map - Campaign
In order to win, you must take over (in fact your yellow allies will take care of that) four strategic points located in the village and marked with green circles on the map. Those places are usually heavily defended by the enemy, so it would be nice to call in artillery support before you begin your attack. You do it by pressing the adequate button in Voss's Tiger command panel.
Mission 3 "An Ace Reborn" - part 2
Use the fragmentation ammo to get rid of the British infantry hidden in the buildings. If your main tank gets damaged during the fight, place a smoke screen, retreat a little and repair it. The second vehicle should aid your yellow allies in taking over the strategic points.
The British have came up with an idea of blocking the streets with some more 17-pounds anti-tank cannons, placing them in between the buildings - Campaign
The British have came up with an idea of blocking the streets with some more 17-pounds anti-tank cannons, placing them in between the buildings. You can't flank them, and approaching head-on can end up really badly for your tanks. Once again make use of your artillery, remembering that for it to work, the cannon have to be in sight of one of your tanks. I'd suggest you try to approach the cannons with Voss's Tiger and the hatch opened, which will increase the range of vision. While the artillery is shooting at the cannon, you can also attack with your tanks without having to worry about getting damaged too much.
At certain places on the map you will find Priests - enemy artillery, usually supported by Firefly tanks - Campaign
At certain places on the map you will find Priests - enemy artillery, usually supported by Firefly tanks. Try to fight one enemy at a time, although the Priests can be destroyed fairly quickly with anti-tank ammo. Kill the snipers inside the buildings with fragmentation ammo, as always. It seems that the building can also be destroyed by driving into them after you upgrade the tank's ramming ability - to be honest I haven't checked that.
Eventually you will get to the last strategic point, located in the north side of the village - Campaign
Eventually you will get to the last strategic point, located in the north side of the village. Help the allied infantry with your tanks.
After you get rid of the enemies from the area, your yellow allies will begin to neutralise the strategic point and afterwards to take it over (a gray bar showing the progress will appear) - Campaign
After you get rid of the enemies from the area, your yellow allies will begin to neutralise the strategic point and afterwards to take it over (a gray bar showing the progress will appear). Unfortunately, they probably won't be able to finish because the British will start a counterattack, beginning with shelling the whole area, using some artillery localized beyond the map (right before the bombardment will begin, red flares will appear in the places where the shells will fall). The infantry will probably be wiped out and British forces will appear on the north side of the map - vehicles (an armoured transporter and a tank) and additionally some infantry. Quickly get rid of them using both your Tigers.
Afterwards hurry and get your Tigers to the sides, as some more enemies will appear from the west and east: on the west there will be a single Sherman Firefly tank (leave it for your second, worse tank) and from the east a tank with a flamethrower - Churchill Crocodile and some sappers with a grenad - Campaign
Afterwards hurry and get your Tigers to the sides, as some more enemies will appear from the west and east: on the west there will be a single Sherman Firefly tank (leave it for your second, worse tank) and from the east a tank with a flamethrower - Churchill Crocodile and some sappers with a grenade launcher. Use Voss's Tiger to get rid of them. Note that it can fire grenades (an adequate command on the panel) when the British infantry will come too close. As for the second Tiger, remember that after opening fire, you can start to repair at the same time, increasing the chances of winning.
After getting rid of the enemies, get back to the strategic point, killing the remaining British soldiers on your way - Campaign
After getting rid of the enemies, get back to the strategic point, killing the remaining British soldiers on your way. Now you have to hope that one of the yellows will arrive soon enough and take over the point before the time required to get the medal runs out.
Mission 1 "Cauquigny: Assault on Causeway" - part 1
Main missions:
Join with the Baker team;
Clear La Fiere mansion;
Clear and hold Chef du Pont;
Able and Baker teams must survive.
Medal missions:
Direct the lost Allies.
Team Able was dropped in the wrong place once again. You have to command these guys and join the Baker team, their position is showed by the green arrow on the screen and with a circle of the same colour on the map. Move in the direction showed by the arrow and get to the first cover - a wrecked truck. From there, shoot the German vehicle that will show up and some soldiers a little bit further. You can use direct fire (as the game suggests) by choosing the right option in the commands panel. The Germans will start to retreat after a while - follow them and destroy the trucks they have left while you're at it.
As you approach the place where the Baker team is supposed to be, the Able team will be caught in machinegun fire - Campaign
As you approach the place where the Baker team is supposed to be, the Able team will be caught in machinegun fire. Fortunately the guys from Baker are near - you will be able to control them. Run to the machinegun and open barrage fire (icon in the command panel) and throw a grenade at it. After a while both teams will join.
It's time to deal with the next task - clear La Fiere mansion - Campaign
It's time to deal with the next task - clear La Fiere mansion. From now on you should remember that the Able and Baker teams must survive - you can lose one, or even several members of each, but don't let any of the teams be wiped out completely. Move both teams left, in the direction of the mansion.
Quickly hide one team behind the wall in front of the mansion and open barrage fire in the direction of the machinegun - Campaign
Quickly hide one team behind the wall in front of the mansion and open barrage fire in the direction of the machinegun. At the same time, using the second team, approach it from the left side and throw a grenade before the Germans can move the gun. After throwing the grenade, run behind the next wall, right after the crossroad.
The wall will provide cover from enemy fire - Campaign
The wall will provide cover from enemy fire. Kill everyone standing in front of the gate, throwing grenades and explosives at those close enough. When you take care of them, the Germans near the wall will leave their positions and run to the mansion, hiding in the buildings.
Chase them, moving both teams to the wall surrounding the mansion - hide one team behind the sand bags on the right and the second one behind the entanglements blocking the road - Campaign
Chase them, moving both teams to the wall surrounding the mansion - hide one team behind the sand bags on the right and the second one behind the entanglements blocking the road. You can get rid of the Germans in the house on the left by getting to the wall with one of the teams and throwing an explosive there. Afterwards move this team to the mansion's courtyard (while the second team uses barrage fire on the building on the right), to the building at which you were throwing explosives a moment ago. Run around it and throw a grenade at the machinegun post behind the house. You can hide your team inside the house and command them to open fire at the next building, while the second team throws explosives at it. Pick up the weapons that the Germans left and check the white circles on the courtyard. After a while the Germans on the west, near the bridge, will start to shoot at the courtyard using a mortar. I would suggest you retreat both teams to the road.
Mission 1 "Cauquigny: Assault on Causeway" - part 2
Mission 2 "Battle over Cauquigny"
Mission 3 "Operation Grey Castle"
Main missions:
Cross the dike and destroy the machinegun posts;
Clear the road of anti-tank guns;
Neutralise the German howitzers;
Clear the Grey castle;
Able and Baker teams must survive;
Sergeant Craft must survive.
Medal missions:
Clear the crossroad.
The Americans decide to retake the northern end of the ♥♥♥♥, behind the bridge. However most of them are stopped by the machinegun fire and only one soldier manages to get across - its sergeant Craft. You can't let him die and what's worse, he has to destroy the German machineguns for the other Americans to safely get to Cauquigny. Quickly hide Craft behind the nearby wall and throw grenades at the Germans in range. Shoot the rest. Afterwards the others will join up the sergeant and you will gain full control over them. Invest the unused experience points and upgrade your men - I suggest beginning with the upgrading the Thompson's clip to hold up 30 bullets at a time.
You will receive a new task - clear the road of the German anti-tank guns - Campaign
You will receive a new task - clear the road of the German anti-tank guns. There are a couple of them (at least 3), their localizations are marked with green circles on the map and same coloured arrows on the screen. There also are two types of them - field guns and self-propelled. Destroy the field ones when the crew is moving them to a new position - you have to act quickly before they ready the gun again. As for the auto-propelled guns, get rid of them using bazookas and explosives, after finding an appropriate, green cover - behind wrecked vehicles, in houses, behind walls. Your allies, marked yellow on the map, should aid you in your actions - there's some infantry and tanks. Never the less, you have to play wisely so that the Germans don't destroy too much American tanks. If one of your paratroopers falls to the ground with heavy injuries, you probably won't be able to use the first kit on him - they don't seem to work in this scenario. I once more remind you that you should find good covers for your men after each change of position.
After destroying the anti-tank guns it's time to complete the other tasks - neutralize the German howitzers and clear the crossroad of enemy forces (it's a medal mission that you don't have to complete) - Campaign
After destroying the anti-tank guns it's time to complete the other tasks - neutralize the German howitzers and clear the crossroad of enemy forces (it's a medal mission that you don't have to complete). Around this time you will receive an armoured vehicle that will appear from the south - move it closer, but don't recklessly throw it under the German fire! The vehicle will serve as support for your paratroopers, while keeping behind them. The German howitzer unit is split into two, placed on the east and west side of the main road. I wouldn't suggest splitting your men - just attack the left one with full force. In order to do that, go round the Germans eliminating some soldiers and a mortar unit. While crossing the grove, destroy the enemy vehicle hidden there. Once you approach the field from which you can see the howitzers, hide your men behind the nearby fence and let them shoot. The fence doesn't provide much cover, but your men are real killers and they will rather quickly (be patient!) deal with the German armoured vehicle, howitzer and some troops hidden in the trench. Afterwards move your men forward, placing some of them in the cleared trench. Throw grenades and explosives at anything in range, for example the next howitzer. Afterwards, clear the other trenches.
The crossroad that you have to clear is quite near now - Campaign
The crossroad that you have to clear is quite near now. Act quickly, as your men are probably under mortar fire. You can destroy the self-propelled gun with a bazooka or some explosives. Treat the German transporter standing behind the building in the north similarly - throw an explosive over the building. Your paratroopers can kill the anti-tank gun crew from a distance, hiding behind some fences or in the trenches. Afterwards, head further to the right.
While one of your teams shoot at the enemies from the roadside building, the second one can quickly get the enemy (the
While one of your teams shoot at the enemies from the roadside building, the second one can quickly get the enemy (the "Motivation" order) and treat them with a grenade or just shoot them. Now you can enjoy your newly gained Silver Star. Gather your men, heal them if it's necessary and continue going right, to the lat German howitzer post, marked by a green arrow on the screen.
Hide your men behind the roadside fence and shoot the Germans in the nearest trench, some shed and destroy an armoured car located at the edge of the grove - Campaign
Hide your men behind the roadside fence and shoot the Germans in the nearest trench, some shed and destroy an armoured car located at the edge of the grove. You can use your own armoured vehicle as well as the Allied tanks passing through the main road. Move your infantry forward once you get rid of nearby enemies while throwing grenades and explosives at the defenders (including the first howitzer post. After clearing the trench and the shed, place some of your men inside.
Move your paratroopers to the next trench and behind a haystack and destroy the next enemy howitzer with grenades/explosives, as well as some Germans in the trench - Campaign
Move your paratroopers to the next trench and behind a haystack and destroy the next enemy howitzer with grenades/explosives, as well as some Germans in the trench. There may be a German anti-tank gun crossing the nearby road - destroy it with bazookas, moving the unit equipped with those closer and hiding behind the next haystack or some other cover. Move your armoured vehicle nearer and deal with the other enemy units. There's a big number of them around. Always try to be sure that your units have an advantage over the enemies and a good cover as well.
Once you deal with the last German howitzers you will receive a new task: clear the Grey castle which is located in the north-east corner of the map - Campaign
Once you deal with the last German howitzers you will receive a new task: clear the Grey castle which is located in the north-east corner of the map. Move all your forces to the road leading to the fortress. The only gate leading to it is shut tight and the entrance is additionally blocked by anti-tank barriers. However that's not a problem for your paratroopers - they can blow up the barriers and the gate using some explosive materials. Don't rush to the castle right after you do it - kill the Germans sitting in two buildings on the castle grounds. Do it from a safe distance, using the armoured car that's under your disposal. Be patient and move forward only after killing all the enemies, even if it means razing both building to the ground.
You can dispose of the barriers on the castle courtyard again by using explosives, in case they're in your vehicle's way - Campaign
You can dispose of the barriers on the castle courtyard again by using explosives, in case they're in your vehicle's way. But maybe you shouldn't do it? Firstly, your vehicle should keep in the back so it won't get hit by the enemy tank standing where the green is pointing and secondly the barriers provide good cover for your men. Destroy the German tank using bazookas/recoilless guns or explosive materials. You can leave the next armoured car entering the courtyard to your own vehicle. After destroying those two vehicles, the Germans should run from the castle. Congratulations, you have finished the American campaign and received a new medal!
Falaise pocket Mission 1 "Trun: Swatting Flies"
Main missions:
Report at the church and a 88mm gun post;
Intercept the Allied reconnaissance team and defend the tanks.
Additional missions:
Alarm the garrisons.
Medal missions:
Don't lose any armoured unit.
After beginning the mission, choose the volksgrenadiers that are under your command, quickly pick up the weapons located in the white circles by the nearby building (panzerschreck and MG-42) and go to report at the church located in the centre of the map, near the big bridge. When you arrive by the sanctuary, you will receive a Luftlande unit. Switch to those guys, enter the fortification building menu, choose the 88mm Flak 36 cannon and begin building this wonderful anti-tank/anti-air gun in the place suggested by the game with the green arrow before the bridge). In the same time the volksgrenadiers should go and alarm the nearby garrisons (there's 14 of them all together) - the Allies are coming!
The garrisons are marked with yellow circles on the map - Campaign
The garrisons are marked with yellow circles on the map. You're probably seeing just 3 at the moment, but even now it's quite easy to guess where the others are located. The buildings are nearby your allies marked yellow - cars and armoured transporters, sappers and machinegun units. To complete this task you have to run to each of the garrisons and place your men inside the buildings for a while.
A blue icon will appear above the building and you will be given command over nearby units - the vehicles, sappers etc mentioned before - Campaign
A blue icon will appear above the building and you will be given command over nearby units - the vehicles, sappers etc mentioned before. However, to make this task harder to complete, the creators came up with a sneaky plan - paratroopers will be successively landing on the map. Try to get rid of them using your newly gained armoured car and units. One team should be waking up the garrisons the whole time.
This has - apart from having more units under command - an additional advantage: as you alarm more garrisons, you receive the opportunity to recruit new units at the church ant the building behind it (at the courtyard) - Campaign
This has - apart from having more units under command - an additional advantage: as you alarm more garrisons, you receive the opportunity to recruit new units at the church ant the building behind it (at the courtyard). They're the same units that you have woken up. Make use of this and recruit some more infantry units. First of all, 1-2 Luftlande teams, as they're the only ones that can build a Flak 36 post - and they will come in handy in a while. Send the newly recruited units to the north, through the nearby bridge, equipping them with the weapons that you will find in the white circles (usually near the garrison) - you should collect panzerschrecks first of all. Let's return to the team that started building the gun post near the church at the beginning of the mission. Right after they finish, you should send them north through the bridge as well, in the direction of the crossroad where the Allies will soon appear. Don't forget to take over two strategic points located in the two opposite corners of the map. There is a massive mortar bunker near the ammo depot in the south-east - you will be able to aid your infantry with mortar fire if you take it over. I would suggest spending the experience points on the right branch of the tree - "fire storm", "V-1 rocket" and "Henschel battle planes patrol", so the ones that will come in handy while fighting off the Allied tanks. Remember not to recruit too much units as you must have some space left for the 88mm cannons. They will help you defending the German tanks located on the other shore (marked yellow on the map).
You should organize defence on this side of the river - first of all on the crossroad where the Allies will soon appear - Campaign
You should organize defence on this side of the river - first of all on the crossroad where the Allies will soon appear. The enemy can't find out about the German tanks! My defence looked pretty much like on the screen below:
In the region of the crossroad marked with a green circle I placed a machinegun section and sappers (in the building on the right side of the road), infantry with a panzerschreck in the opposite building and a Luftwaffe unit equipped with a grenade launcher (behind some wrecked car) - Campaign
In the region of the crossroad marked with a green circle I placed a machinegun section and sappers (in the building on the right side of the road), infantry with a panzerschreck in the opposite building and a Luftwaffe unit equipped with a grenade launcher (behind some wrecked car). The last one can build an 88mm cannon post on the road between the buildings. It's very advisable, but if you won't make it in time at least have a 50mm Puma and a transporter that you can equip with a rocket launcher. You can also mine the crossroad, of course if you will have the time to do it. These forces combined with the garrison with grenade launcher equipped infantry inside and the armoured vehicle standing next to the building should be enough to hold off the Allied reconnaissance unit.
Afterwards the enemy will strike with tanks, sending dangerous Wolverine tanks into battle and - Campaign
Afterwards the enemy will strike with tanks, sending dangerous Wolverine tanks into battle and... It can be quite hard. Even if the Allies will manage to get to the bridge, they will be greeted by the other Germans - infantry with grenade launchers/machineguns in the buildings and the 88mm cannon in front of the church.
After a while the Allied tanks will also appear on the left wind - Campaign
After a while the Allied tanks will also appear on the left wind. You absolutely need to have at least one, no, at least two 88mm cannons standing on the fields where the German tanks are. Your new task is to defend those tanks. There's just plain field around, so it can be hard for the infantry to find any cover. You don't have to build the cannons exactly in the spots that the games suggests - it's better to find a position for the gun behind a haystack or a wooden fence, that will provide some cover. If an Allied vehicle breaks through your defence, chase it (until it won't be destroyed) with an infantry unit equipped with an anti-tank grenade launcher. The allied "yellow" tanks should also wake up once they get attacked and answer with fire. Don't hesitate to use support - Henschel airstrike, artillery, or even V-1 rockets when you target a big group of enemy vehicles standing in one place for some time.
Eventually the Allies will also try to attack from the right - Campaign
Eventually the Allies will also try to attack from the right. You should be able to hold them off with a 88mm cannon placed somewhere between the house and the roadside wall (this way the gun will be protected from the sides), sappers who can mine the road before the battle begins and later on repair the cannon and Luftlande infantry equipped with a panzerschreck and positioned inside the garrison (you can also use them to repair the gun). Luftlande can (of course after leaving the building) build another Flak 36 post, once the first one gets destroyed. Remember that you can also shoot with direct fire using them. Ultimately, the enemy will retreat. You will receive a medal if none of the allied tanks was destroyed, they are marked with yellow in the game (a pioneer unit can try to repair some of the more damaged tanks during the battle)
Mission 2 "Besieged City" - part 1
Main missions:
Hold the garrisons.
Build defence fortifications.
Additional missions:
Medal missions:
Hold the whole terrain.
You begin the scenario will very little units placed on the south shore of the river. The mission is mainly about holding the garrisons - concentrate on those that you possess on the south, the ones across the river will be quickly taken over by the Allies and you can't really defend them. The church and the building behind it are used to recruit new infantry, support and vehicles. I'd suggest starting with two Luftlande units. As soon as they are ready to fight, equip them the weapons found on the map in the white circles (usually near the garrisons) - above all, take the panzerschrecks, they will be the most useful. Equip every unit you recruit this way (apart from those that are already upgraded and don't need to collect stuff from around the map).
There probably is one 88mm cannon already standing in front of the bridge - Campaign
There probably is one 88mm cannon already standing in front of the bridge. The other two can be placed by the Luftlande in the area near the other two passages, on the west and south-east wing. Place also a machinegun and a mortar at each bridge, you can find them on the map (for example in the south-east ammo depot). Man the mortars with some cheap infantry. Your vehicles should also be placed near the bridges. The screen below shows my defences in this part of the mission:
Of course it would be advisable to hold both ammo depots, on the north-west and south-east - Campaign
Of course it would be advisable to hold both ammo depots, on the north-west and south-east. I'd suggest spending the first experience points on mining strategic points and doing so at both depots with infantry units. There are also two wooden footbridges - one next to the north-west ammo depot and the second one to the south-east of the main, concrete bridge. However both of them can be destroyed using mortar grenades, which will prevent the enemy from crossing them and attacking you (of course you won't be able to use the bridges too). This way you will be able to transfer your units to more crucial areas, for example the main bridge. The decision is up to you - I destroyed those bridges at the very beginning and made use of the free units.
On the map above you could have seen they way in which I had deployed my units on the south shore - Campaign
On the map above you could have seen they way in which I had deployed my units on the south shore. Because the map isn't rich in details, I will add some more screens showing the positions of my soldiers in the key places of the map. Let's begin with the main bridge in the centre. There was an 88mm Flak 36 cannon standing in front of it, which probably survived from the last mission. I the building on the right there was a sniper and a MG-42 unit, while in the left there was a machinegun section. There was a Luftlande unit equipped with panzerschrecks nearby and right behind the 88mm gun a sapper units, which has places some anti-tank barriers (on the other shore, behind the bridge) and mines on the closer end. The weak Allies attack in this area wasn't a problem.
On the south-east I decided to defend the ammo depot, transferring some of the forces across the river - Campaign
On the south-east I decided to defend the ammo depot, transferring some of the forces across the river. The Luftlande units equipped with panzerschrecks, organized a Flak 36 post near the massive bunker with a mortar and had blocked the river crossing with some anti-tank things. I then placed the Goering boys in the bunker (together with the machinegun section), from which they can shoot the Allies with mortar grenades. The Luftlande was to repair the damaged Flak 36 or build a new one in case it would get destroyed. There was also some infantry equipped with anti-tank guns. On the other, south shore I had left some minor forces (in case the Allies would take over the ammo depot), that is a MG-42 and mortar sections (behind the walls, providing good, green cover from bullets), a 88mm cannon hidden in between the buildings and a StuG (an automatic cannon) behind a hedge, both sideway to the crossing.
Mission 2 "Besieged City" - part 2
The crossing on the west was defended by another 88mm gun, two machineguns (one taken from the nearby ammo depot, after destroying the wooden bridge), a mortar section, Luftlande and some minor infantry (both equipped with panzerschrecks) and a Puma hidden behind the building, standing sideways to the Allies. While organizing my defence, I have reached the unit limit available in this scenario.The enemy has seized almost all of the other shore, taking over the local garrisons. From time to time he tried to reach my side - of course such attempts were quickly dealt with. At some moment... silence occurred. It will probably last until you won't attack yourself, trying to take over and hold the whole terrain. How to do it? Well, you have large forces near the bridges, they will do just fine. Leave some small defence (the 88mm cannons that you can't move and one machinegun) to defend the crossings/bridge and the south-east ammo depot (leave the machinegun inside the bunker), sending everyone else across the river. Strike from both sides and in the centre of the map. You shouldn't have any problems on the sides and you will quickly regain control over the garrisons. You can run into some resistance in the centre, however the Luftlande team, sapper and machinegun sections and additionally a Puma and a Stug taken from the sides should handle it. Use the sappers and Luftlande to repair you vehicles (during the fight!), quickly place a MG-42 post. After killing every Allied soldier or after they run for it, take over the garrison and head for the other one.In the meantime you will be given and additional task: build fortifications in the places showed by the orange arrows (both crossing and the main bridge). I have to admit that... I have no idea how to do that. I have built 88mm cannons posts, placed mines and sandbags, built anti-tank barriers - I just couldn't complete this task. Eventually I gave up. Maybe you will have more luck and come with an idea how to complete this task? I think this is just a bug in this version of the game... Oh, in case the enemy air-force manages to bomb the main bridge (making it harder for your units to get to the other side), the Pioneers (German sappers) can fix it quite fast.While taking over the garrisons on the north shore, I would recommend the Luftlande equipped with panzerschrecks, they can not only build the 88mm cannons (a great weapon against the enemy tanks that are your main enemy in this mission) but also take over garrisons, repair guns and vehicles and finally fight with tanks and infantry. If you also want to use them, it's worth exchanging the experience points you have gained on raising their motivation. The captured garrisons can be mines quickly (an adequate ability from the support tree), making it harder for the Allies to take them over. Oh, it's good not to place your infantry directly inside the garrisons. If it will be destroyed by the enemy tanks, you will probably lose the whole garrison, even if it was in your hands till the end. You can fill up the gaps in your infantry nearby the recovered garrisons.
At some moment, the German command will aid you with some tanks (including a great Panther), assault troops, sappers and an armoured transporter - they reinforcement will enter the map from south. Although it has to be said - these German forces aren't much, compared to the Allied units that giving you a hard time on the north. Because of that, you should use them very carefully and additionally reach the population limit by recruiting the maximum number of units, before the reinforcements appear. You're fighting mainly with tanks (I think that apart from weak Shermans I had also seen much better Pershings as well as Hellcats and M10, both quite dangerous), so it would be wise to arrange yourself some Henschel plane support, by spending your experience points on them. The plane does a few air-strikes, damaging the enemy vehicles in the given region - don't waste this on single tanks!
Mission 3 "Exodus" - part 1
Mission 3 "Exodus" - part 2
4 Comments
TheRevenancy 2 Mar @ 7:40pm 
Thanks for this dude
Yukianesa 16 Aug, 2024 @ 1:06am 
im reading allaht :steamhappy::steamhappy:
Triggazz_TV 9 Jul, 2024 @ 1:15am 
legend for even doing this
MarurabaATX 13 May, 2023 @ 6:15am 
:USstar: