Original War

Original War

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American Campaign Walkthrough
By The Senate
This walkthrough describes some basic tactics for campaign missions as well as units of US campaign.
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Usefull tips
  • Every time you finish a mission, it will create another "timeline" in your Campaign Screen. It will save it's individual Character progress.

  • If you want to get all medals, you cannot load game while in-mission. You can save your progress though.

  • Use micro. When facing group of opponents, it's really important to focus your fire on one target at a time. Remember that not every target has the same priority - for example, it's good choice to kill scientist in a middle of enemy infantry, and it's better to focus light-armored enemy vehicles first, before you destroy heavier armored enemies. That way, you reduce enemy damage per second.

  • Don't risk the life of your soldiers. Each is unique, and his skills are saved after every mission. When killed, they will be replaced with much worse soldiers, and sometimes you will lose some dialogues with dead soldiers (this refers mostly to: Cyrus Parker, Bobby Brandon, Andy Cornell, Lisa Lawson and Frank Forsyth. BTW, they are almost always best choices to pick before each mission) This is especially important if you are going to join the 3rd faction in the last part of the campaign, because a small group of your old friends will join you then regardless if you choose to take them with you, granting you additional soldiers! Besides, you will lose a medal if you lose too much men. On the other side - there are no penalties for lost vehicles, so you don't have to bother with saving those.

  • Barracks, Armories, Breastworks and Turrets are great for protecting you soldiers. Use them!

  • It's almost always better to engage in a fight in a vehicle than of foot. The only exception is when you can force enemy to focus your tanks and then enter a fight with your high-skilled soldiers.

  • When you build a base, remember to leave some empty space for unused vehicles. It will be also useful for infantry movement. A larger base with some empty space in the middle might be a bit harder to defend, but it's worth it.
American Infantry Units
In Original War every character is unique and has his own name; two permanent attributes: Agility that determines unit speed and endurance, that has effect on it's vitality; and skills in 4 categories: Combat, Engineering, Mechanics and Science. They have permanent effect on your armor: the more points you have in all of your skills (in summary), the more armor will your character have, so even if you need a soldier, you shouldn't completely disregard the rest of his skill points!
  • Combat skills affect damage done when using weapon. When your unit has Soldier/Sniper/Mortar profession, it has even greater effect. In American campaign, you will get access to some of the very best soldiers: John McMillan(main hero), Frank Forsyth, Cyrus Parker, Gary Grant, Lisa Lawson.

  • Engineering skill determines how fast new buildings will be built. When in engineer class, the bonus is doubled, and only then you can initiate construction. It also affects durability of new buildings. Engineer class can upgrade buildings very quick (a few seconds/level) so you don't have to initiate building process with engineer of highest level, which is useful when building new base with 2 or more builders. In general, only bunkers, turrets and similar defensive buildings need to be upgraded, but if your engineer has nothing else to do he might as well upgrade the rest, because it bears no cost. Jeff Brown is definitely the go-to engineer in American campaign (even though he theoretically starts off as a soldier, he has much lower xp requirements to progress as an engineer)

  • Mechanics skill affects how great will special bonuses to speed, armor and damage of driven vehicle be. They will be doubled when character has his class changed to mechanic. The higher this skill is, the faster will your hero repair broken tanks and build new in factory. Mechanics are also the only class that can push vehicles when they run out of gas (but cannot shoot from them when they have no fuel). In American campaign there are not many good mechanics, unfortunately, but you should definitely grab them when possible: Bobby Brandon and Frank Forsyth (who is one of the best soldiers too)

  • Science is a skill that affects healing rate, and efficiency in researching new technology. The difference between a poor scientist and a good one can be game-changing, and fortunately you will get access to some great scientist during your campaign. I recommend Dennis Peterson, Joan Fergusson,Tim Gladstone and Hugh Stevens, in that order, if you have them available. /list]

    Infantry:: There are 4 basic classes, 1 special that is available only for American forces, and one special class that is available in campaign thanks to cooperation with Mercenaries.
    • Soldiers: This is class that is exclusively used in fighting enemy. They have bonuses to armor, and deal most damage from all of the basic classes. As every class, they can drive vehicles, and early in the game i usually preferred them to do so even over mechanics, which in theory have bonuses when doing that, but after your tanks are damaged, and driver is in the middle of a fight - as a Soldier he has much higher chances of survival. Later in the game, this becomes to turn around - because bonuses of mechanics while driving are simply too great.

    • Engineers: This class is the only class that can build structures, which is quite important in Original War Campaign, since most of the missions require you to build a base. They are fragile as every other basic class that isn't a soldier but that doesn't matter, because engineers are the only class that should never be used in a fight, at least in campaign.

    • Mechanics: This class is the only one that can work in factories, workshops and and remote-control towers. They have quite nice bonuses while driving a vehicle, but are fragile like every other basic class that isn't a soldier, and that can hurt when their car or tank get's destroyed - so early in the game, when skill-level of your characters is pretty low i think it is not a great choice to bring them to fights. (Unless their name is Bobby Brandon). Later in the game bonuses are REALLY impactful, so most of your men, apart from other skills will pretty much have to train their mechanics skill to be effective. Also: This is the only class that can repair damaged vehicles and push tanks that run out of fuel.

    • Scientists: Now those guys are really, REALLY important. They are fragile (again...); their weapon is weak, and you'd better not put them in vehicles because their role is to heal your infantry, and they cannot do so from tanks. Skilled scientist can heal as fast as enemy soldiers can damage your units. Also, because rate of health regeneration is quite low in Original War, so they are important not only in fights. Also, this class is the only one that can work in laboratory. It is also them, who can find resources such as siberite and oil.

    • Snipers: This is a great class. Light armor they have is not as good as heavy armor of Soldiers, but it's better than every other (apart from Russian bazookas) class. Their Sniper Rifle is POWERFUL weapon. At the time that you will be able to train your soldiers into snipers your main character, John, will have something about 7-8 points in Combat skill, and you should have 3-5 other soldiers on a similar skill level. This will pretty much allow them to kill most of enemy soldiers in two, max three hits. Maybe rate of fire for snipers is lower, they have great great range and provide you with greater sight range. And if that wasn't enough: They can actually kill the driver of enemy tanks without damaging enemy tanks, so you can capture them for yourself in a middle of a fight. This is also a weakness tho - they are absolutely ineffective when fighting enemy remote or computer - controlled tanks.

    • Mortar operators: Mortars are available only in a few missions, when you will be able to pay for building Arabian armory. This is usually worth the price, because mortars are a weapon of mass destruction in your soldiers hands. They have highest damage versus enemy vehicles and buildings. Splash damage makes group of your mortar soldiers good against groups of enemy infantry, even though their damage is a bit lower than that of Soldier class. They are fast, and have great range and good rate of fire, but they lack vision range of Snipers. They make great unit, and when terrain doesn't allow you to use your tanks - best class for attacking enemy base.
American Vehicles
So, Original War is quite unique game. When you want to build a vehicle, you have to choose it's Chassis, Engine, Weapon and steering. This allows you to create many flexible combinations.

Weapons:
  • Machine Gun - Light weapon, used mostly in early campaign missions when nothing else is available and you cannot even upgrade your workshop to a factory, but later it becomes too weak to even bother building it

  • Gattling Gun - Gattling gun is great weapon when used against infantry, unfortunately American version of that gun cannot rotate when on vehicle, and the AI will often have path finding issues when such a vehicle is in a group. I recommend to have one, maybe two vehicles when facing infantry. It's much better than Machine Gun in every situation. Cannot be used on light chassis though.

  • Light Gun - Pretty weak weapon that is ok-ish when used against vehicles or buildings. It's greatest advantage is that it can be used even on light chassis, which makes cheap vehicle that can be effective when remotely controlled by mechanic.

  • Double Gun - American Bread and Butter, to be honest. While it cannot be used on Light chassis, it's not really a downside, since they are too easy to destroy to bother in most cases. Double Gun is great weapon that most of your vehicles should have, because it has basically double the stats of light gun.

  • Heavy Gun - Most powerful weapon when used against vehicles. Great to build on turrets, when used on vehicles, the guns cannot rotate without turning entire vehicle, but the firepower is great.

  • Rocket Launcher - Weapon with greatest range (apart from siberite bomb); quite good damage, but the speed of rockets makes it less effective against enemy vehicles that move. Rocket launchers are really great at destroying enemy fortifications from safe distance though.

  • Laser - Great weapon against vehicles, but in my opinion too weak against infantry or buildings to be worth building.

  • Double Laser - This weapon requires some micro-management, because you can multiply damage output by positioning your units in such way that enemy will find himself in between your double lasers. Also, if you have more than 2 vehicles, more additional lasers will appear. They might be useful in the last mission, to protect your base entrances.

  • Siberite Bomb - This is basically a small nuke. I don't really feel like it is necessary to describe that weapon, because in campaign there is whole mission that focuses on building and testing this weapon. It's good to have one, not always good to use though, because of remaining radiation that kills infantry.
There are also 4 types of Civilian Equipment that you can use instead of a weapon.
  • Cargo bay - This piece of equipment is essential in Original War. It allows you to carry 100 units of resources such as crates or siberite, instead of 10 in case of engineers. It is also much faster. When carrying oil, it can serve as a gas station for your other vehicles that use this kind of engine. You absolutely should have at least one of these whenever you can, preferably computer controlled, because it doesn't really need mechanic skill bonuses.

  • Radar - Quite useful when combined with rocket launchers, because it provides good vision, unaffected by terrain or fog of war. You can also use light-chassis computer controlled vehicles to gain vision in crucial parts of the map. In multiplayer - vision is everything, in campaign - not so much, but it still proves useful.

  • Bulldozer - There are only 2 circumstances when it can be useful. First is getting rid of trees from map, which will enable your soldiers or vehicles go through, second is attacking enemy vehicles or buildings. In theory, it has great damage, in practice, it is slow, and should not be used for combat, unless you literally have nothing else.

  • Crane - piece of equipment that can be used for building base/repairs. It is quite useful when you have limited amount of men, or when you are often under attack, and want to repair your defenses without risking your engineers. Personally I never felt the need to build it, except for one mission (AM14) when they really do help.


Chassis
  • Light Wheeled - Cheap and extremely fragile. Cannot be powered with siberite engine, and only few kind of gear can be used with it - Machine Gun, Light Gun and Radar (if you consider it a weapon). Best use for it that i was able to came with was Light Gun, Combustion Engine and Remote/Computer control. When you build 4 or 6 of these, it makes quite good group for taking down enemy vehicles, but i wouldn't depend on it too much.

  • Medium Wheeled - This is absolutely average chassis, that can be used in combination with almost all weapons, except for Siberite Bomb, Heavy Gun or Bulldozer. It is quite fast, but tracked version is much better.

  • Medium Tracked - Slightly more durable and not much slowed chassis, that can be used in combination with almost all weapons, except for Siberite Bomb, Heavy Gun or Bulldozer. For most of the campaign that doesn't matter though, and it will be still used for your main forces.

  • Heavy Tracked - In terms of durability - it's absolute beast. Can be used in combination with everything but solar engine, which is not really important, since solar engine is garbage. It's really slow too, but if any vehicle can go through given terrain - it's that beast.

  • Advanced/Morphing - Later in the game you will be able to build vehicles with this kind of chassis. it's faster than heavy, can move in all terrain, is more durable than medium chassis but less than heavy. All weapons and engines can be used with it. It's good, but you will find that usually Heavy chassis is a bit better.


Engines
  • Solar Engine - It's garbage not really good. It has low capacity, regenerates at slow rate when not active, but it is extremely dangerous to fight - because as soon as energy runs out you vehicle becomes useless. Build ONLY when you don't have access to oil, it is forced by mission circumstances (for example in third mission) or you want to build a crane, because it is used rarely and then solar engine doesn't have such great disadvantage.

  • Combustion Engine - Solid engine, that has limited fuel, but you can refill it's tank in base or with cargo bays. Throughout the campaign you will mostly build vehicles with this kind of engine

  • Siberite Engine - Best kind of engine, expensive, but that pays off. It grants best speed for your vehicle, that will never need to refill it's tank. In campaign - use whenever you can.


Steering
  • Manual - Used in almost every mission in campaign, useful when you get your mechanics to use them, but it's also good to build a couple of manual vehicles when attacking to put your soldiers in them. They won't get double bonuses like mechanics do, but it will provide your men with nice protection for the first part of your offensive. It is usually decisive in harder parts of the game.

  • Remote - Quite good compromise between the safety of computer-controlled tanks and power of those with manual steering. Its only limitation is the need of working control tower and a mechanic that will drive it. It is usually best choice to have at least some of these.

  • Computer - Weaker than it's counterparts overseen by mechanics, they are almost necessary in later stages of campaign. They are really useful, because all you can lose are resources that you used to build them, and you can have pretty much unlimited amount of crates and fuel. As soon as you will get the technology, you will use them in pretty much every mission.
AM 1 - Surprise Party
Main Objective:
  • Survive
Medals:
  • John Macmillan saved.
  • Bobby Brandon saved.
  • Cyrus Parker saved.

So this mission is actually a tutorial. You will receive some messages that will teach you about movement and so on. There are some achievements that you can get, but after that - you will lose mission. It is first one though, so i will tell you how to get them first.
  • To get the Madman achievement, all you have to do is attack an allied soldier before jumping through EON. It can be anyone on the map, probably even building, but i recommend you to just attack Joan Fergusson (scientist that you start next to). This will trigger every other soldier on the map to go hostile. You don't have any chances of survival, so just let them kill you. There will be a cut-scene, and you can start mission again.
  • To get the Cold Feet achievement, all you have to do is refuse to step into EON. That's pretty simple. Just go to the North-East corner of the map, wait for cut-scene... and simply refuse to go into the past. Another cut-scene, and the achievement is yours. Easy as that. Then you have to start mission. Again.
Now, that you got your sweet % in achievements pool, you can finally go to EON and just agree to go back in time. Next map will load. First thing you want to do, is retreat your Macmillan to the south-west side of the map, because if you will stay in place, Russian soldiers will find you. And they will bring friends.

After that, go west until you spot a river, then go north until you find waterfall. There is American soldier there - Bobby Brandon. He is great with vehicles, but poor with guns. Go back to the place where you started, and stand in that way, so your vision just barely lets you see the path under hill. There is a pattern in Russian patrol movement, and you should be able to cross the road with ease. Don't let them spot you. Completely ignore dialogues, and when you have option to, keep silence, otherwise Russians will send troops to your location.

Next, head north-east, where you will find third soldier - Cyrus Parker. He's great soldier. go to the North-East corner of the map, but keep Bobby 3 steps behind Cyrus and Macmillan, so he doesn't get focused by 2 Russian soldiers guarding the exit. You don't have to kill them, but it's good to focus fire on one of them, and after she falls on the ground the other. Go to the corner of the map ASAP, and you should be fine.

Congratulations, that's 1st american mission behind you. 14 more to go.
AM 2 - Stealing the Steel
Main Objectives:
  • Capture and defend the (two) Russian supply depots.
  • Find the (five) other survivors.
Medals:
  • Lots of spoils.
  • Minimum losses.
  • Prisoner taken.
When the mission begins you will have 4 soldiers and 2 engineers. go north, until you will find Paul Khattam, scientist. Use him to heal Bobby. go north again, until you will find massacred bodies of your american friends. After that, go to the center-south part of the map. You will find a river, and south of it 2 Russian soldiers will be shooting to one american soldier. Send Paul to heal your new ally as soon as enemy soldiers will start to shoot at yours, and kill Russians with your soldiers. Your engineers should not engage in that fight at all.

After you heal all your characters, go east, to the very corner of the map, and then north, where you should cross the hill - you will spot Russian mechanic right next to 2 vehicles - immediately send 2 of your people to take them, kill every Russian that you will find in that small valley. You will be told by your commander that you have to capture second, north base.

There is easy way to do it. At first, don't take your vehicles, but go north of your depot, to the forest, and turn west. There will be a couple of soldiers and a scientist in base, but no fortifications faced in your direction - bait a group to your soldiers, retreat to east from range of enemy breastworks, kill Russians in range, and go back to north base. Destroy breastworks with your soldiers (retreat every that has his HP bar yellow, so Paul can heal him). Then your engineers can start to take over enemy base. After you've done it, you'll receive order to store as much crates in north deport as possible.

You can start to do so immediately, just order your engineers to transport crates from southern base. After a while, Russian soldier will appear in your base. Bring him to Macmillan, then lock up in depot. You have to put another of your soldiers (or Paul, i recommend that) in depot, so Bierozov won't escape you.

While your engineers will transport crates, you have to do two things. First is getting rid of tigers in the forest between your deports. Just send your soldiers there and kill them, so those big cats won't harm your workers. Second thing is: not long after capturing enemy base, 2 Russian (non-aggressive) trucks will come to your base. They are scripted to just go, stop for a second, and retreat, but you can abuse game mechanics to take advantage of it's cargo bay. Just send all of your soldiers and two tanks from southern base west of your northern base. When the trucks will appear, focus your fire on one of them. I recommend you to pause game, click enemy truck and check "don't attack" option, because you units will stop shooting when it will be heavy damaged, and mechanic will leave it. DO NOT kill him, because as soon as he leaves, he will proceed to repair his car. Just wait for the truck to be on "yellow" health bar, when the car stops burning, and kill the mechanic. Take over the car, and use it to transport some crates from southern base. Truck will run out of fuel pretty quick, but it's still faster than moving all crates with bare hands of your engineers.

After that scripted event, build one armory and maybe 2 breastworks faced towards west from your base. Put all your soldiers in them(except one that has to be in depot with Russian prisoner to guard him), and wait for the last Russian offensive. Once you destroy enemy forces, mission will end.

Congratulations. 13 more to go.
AM 3 - Breaking Through
Main Objective:
  • Break through the enemy defenses.
Medals:
  • No casualties.
  • Solar vehicle constructed.
  • Solar vehicle taken through front lines.

This mission is pretty simple. Go to the south-west corner of the map - on your way you will encounter russian patrol, just kill it, it won't be a problem. When you reach the allied base, you will gain controll over it.

What you have to do is to build workshop and laboratory. Get MacMillan and Paul Khattam (if you have picked him at the beginning of the mission) to the laboratory, get all techs, then order MacMillan and Bobby Brandon to build vehicles in the workshop. Build as much as possible, you will have nothing else to spend money on. After that, build one armory.

While you wait for the order to attack, two things will happen.
  • American soldier, Frank Forsyth, will come to you from the north. You can send him to scout the area again, or keep - if you want to destroy russian base, which won't get you any reward, neither achievement nor medal, you can do it, it can be usefull if you don't know the map. Otherwise, just keep him with yourself.
  • Russian soldiers will find and attack your base. They will try to escape pretty quick - kill them at all cost before they reach their base, otherwise you will be attacked by russians.

After you are given the order to go north, you can do one of two things.
  • If you don't care about medals, just leave the base with all your people except one scientist trained as soldiers. Just go north, but stick left border of the map, you will encounter a couple of russian soldiers on the way, to the north, but they absolutely won't be a problem. kill them and go north. Remember, don't leave the map with MacMillan, unless he's the only one left. Congrats, you have won.
  • If you really want all medals, train 2 or 3 of your men as mechanics, take your vehicles, and go north, sticking to the hill that was north-east of your base. You will encounter few turrets - kill them with hit-run-repair tactics, using your vehicles. After you've done that, road that is viable for your vehicles will be open and you can finish mission by going to the north border of map.

Congratulations, 12 more to go.
AM 4 - Baptism by Fire
Main Objective:
  • Defend Gamma base.
Medals:
  • Low casualties.
  • Oil technology researched.
  • Brave attack.

Ok, as soon as the game starts - you have a lot of work to do. First, move all your soldiers and scientist south-west, where Russians are building a base. Kill people, claim depot for yourself, finish building. This will make later defense easier, your reinforcements will be able to connect with main forces as soon as they arrive, and you will get Sanctions achievement. In the same time, build your base at northern border of the map.

Then, you can send your scientist east of your main base to discover oil field. Build mining station there, and a power plant too.

Research all technologies, upgrade your workshop into factory, build some vehicles on medium chassis with Gatling guns. You can build armory right next to your secondary depot, and put 2-3 soldiers there; your main base will get attacked by infantry only from forest south of Gamma, so remember to keep someone there, best in Gatling car.

After some time reinforcements will arrive in south-west corner of the map. You can get them to help you build more vehicles.

You will get a call from Ron Harrison - tell him, that you need reinforcements, or that you can deal with Russians on your own - either way, another reinforcements will appear on northern side of the map in a few minutes.
This amount of Gatling on medium chassis is more than enough to deal with Russians. Depot taken over from Russian serves as a great gas station and safe place to retreat damaged tanks and repair them.
As soon as you get the order, attack Russian base from west side. You don't have to destroy it, just kill enough people - but i recommend careful attack on turrets on it's west border, after you destroy them, and kill soldiers, go deeper. Mission will end with Russian escape.

Congratulations - only 11 missions ahead of you.
AM 5 - Soul of the Apeman
Main Objective:
  • Train an ape-man engineer.
Medals:
  • Lots (at least 5) of workers trained.
  • Radar researched.
  • Radar built.

Really easy mission, where you can take your time. Before you start: you will get attacked by some mercenaries, they will come from east side of the map (they will just spawn in the middle of the mission)

First: you have to build a base. I recommend you to build depot and laboratory north from where you start, at the open space, west to the lake. Leave some place for workshop that will get upgraded to factory, and build armory next to the lake. It's convenient to set up your base with constant vision all the way to northern border of map, otherwise you will get attacked from there by sneaky German mercenaries. Start researching techs. After you learn how to tame ape-men, just go around with your scientist, and keep soldiers not too far from them (for security).
Example of finished base - on the east there are 2 more turrets with machine guns, for safety

Not much time from building laboratory, Denis Peterson will appear. He is one of, if not the greatest scientist in american campaign. When he reaches your laboratory, upgrade of that building will become available. Do so, and discover radars and build a turret or a car with one. (you will need a factory with add-on, and working solar power plant, both for researches in upgraded lab, and building a radar).
After you research all techs, and tame 5 ape-men (if you want, you will probably be able to find enough ape-men to get the Planet of the Apes achievement, reward for having more ape-men than humans), just get them to your depot, and turn them into workers.

Congratulations! only 10 more to go.
AM 6 - From the Future with Love
Main Objectives:
  • Accumulate 500 or more crates.
  • Protect incoming American units.
Medals:
  • Plenty of crates generated.
  • Few casualties.
  • Remote control researched and tested.

Another mission, that will not be really challenging. First, build a depot just north of the river, where most of your forces start, and an armory just south to the river. Order 3 of your best soldiers to get in, that should be enough defense for early stages of this mission. Build laboratory and Factory, and add-ons that enable you to build radars, double guns, tracked chassis and civil equipment.

Some american and Russian soldiers will start to spawn on the map. You should be able to get them to safety, just do not get close to south-east corner of the map, because big, and well-protected Russian base is there (you don't have to do anything about that base). There are 3 important characters that will appear:
  • David Peterson - scientist from last mission, he will be really helpful when doing research. When he will come to your base, you will be able to research remote control for your vehicles - which you should do immediately
  • Joan Fergusson - another scientist, love interest of John Macmillan; she is great scientist, will provide you some plot information which will explain where mercenaries came from. You should protect her, because if she survives until AM 14, then this mission will be much easier.
  • Kurt Schmidt - mercenary, that will not join you, but you should let him go. I know that he is rude, but really, it PAYS OFF later in the campaign. Also, you will get Merciful achievement.

All you have to do really, is to build remotely controlled; medium tracked car with cargo bay, and accumulate 1000 crates, to get all medals and Capitalist achievement. To ensure that Russians won't break your defenses, you can build 2 turrets with double guns.

Congratulations. Only 9 slightly harder missions ahead of you.
AM 7 - Payback Time
Main Objective:
  • Destroy the main Russian warehouse.
Medals:
  • You destroyed almost everything.
  • You destroyed almost everything.
  • You destroyed almost everything.

Oh, this mission is quite interesting. Russians will be absolutely passive, but you absolutely have to bring at least one or even two Scientists, one or two Mechanics and rest of your men should pick Soldier class.

You start on the northern side of the map. Ignore the fact, that you were told to go find your scout - you'll go for him later. Instead, you should follow the road that goes slightly to east side of the map (because you want to circle around small Russian base on the north side of the map, because there is no way you can easy and fast destroy it)- you should encounter few weak fortifications on your way to a place when you can turn west, to climb the hill.
Use your infantry, and instead of choosing the road, get in position on southern side of that hill. You can pretty easy take down Russian fortifications/forces that are on the cliff and below it with Hit&Run&Heal tactic. Also, south of the hill are some buildings that you should be able to take down from there.

When you get rid of Russian forces you should be able to see their automatic turrets on the cliff right next to the cliff your forces are on. DO NOT attack it just yet. Leave the cliff with your infantry - go south and destroy enemy warehouse. That way you cut all the power from west turrets, and they wont be able to shoot. Now destroy them, if you want. You can also go east from first warehouse, and destroy second one and power plants that are at the east corner of the map.

When you get Ron Harrison's message, just go for your scout, and circle around small enemy base on the north, it's not worth fighting with, since you cannot cut the power from them without being damaged. When you reach northern border of map, mission will end.

Congratulations. Again. 8 more to go.
AM 8 - Naturalborn Heroes
Main Objective:
  • Defend Gamma base.
Medals:
  • Good job, John.
  • Good job, John.
  • Good job, John.

I honestly think, that this is the true beginning of actual game, and end of tutorial. You will start with some injured soldiers, damaged buildings ect. There are 2 soldiers with red HP bar - don't bother, they are dead no matter how fast you skip dialogues and send medics. Instead, repair the first wave of your turrets, upgrade them, and put double guns on turrets on the left and Gatling on those north of the forest, since some infantry will try to attack from there. Don't try to counter attack - enemy is much stronger. The best you can do is use 2 remote controlled vehicles to flank enemy forces attacking your turrets, and kill them when they start to escape - it will lower the pressure a little bit.

All you have to do is hold your ground, research, and wait for reinforcements. Depending on how fast you have completed last mission, the faster will Macmillan with his group arrive. When that happens, you can think of pushing Russians with remote controlled vehicles, but don't go too deep, it doesn't really make sense to go too hard in. Instead, prepare at least one manually controlled heavy tank. It's really important, because you will have to bring Macmillan himself into hearth of the battle, instead your commander will call you a coward and you will lose; it's good idea then to protect your hero. More tanks for your soldiers is always a good idea.

If you want to intercept enemy tanks for yourself, be careful not to repair computer-controlled Russian tanks - they won't switch sides, and will attack your units once repaired from red HP bar.
Once additional reinforcements arrive, you will be given order to attack Russian base - you can ask for few more minutes, and i do recommend doing so, since there is no penalty for that, and it is just enough time to get your people out of turrets and into vehicles, switch professions, and regroup, prepare for attack. Make sure Macmillan in person will take part in attack (he CANNOT be in control tower driving remote tanks). Once you destroy Russian base, mission will end.

Congratulations. 7 more missions ahead of you.
AM 9 - Siberite!
Main Objective:
  • Mine at least 200 Siberite crystals.
Medals:
  • Lots of Siberite.
  • Early delivery to Powell.
  • Important information was gathered.

First time i played through the campaign, i remember i had some trouble to win this mission, but turns out there is pretty simple solution.

You will begin with depot being built and some crates. Pretty much actually, but since resources will be pretty much limited it is not really enough. As soon as you end building process, order every engineer to take crates with him, and go south. Pretty soon you will find hill with Russian base, taken over by American soldiers. If no one died earlier in game, there will be some pretty good soldiers in base: Gary Grant and Cyrus Parker (both probably best soldiers in the game, apart from Macmillan and maybe Lisa Lawson) Also best american mechanic: Bobby Brandon.

What you have to do is send Bobby to the northern base, maybe with engineer or two. build laboratory, workshop, which you have to upgrade to factory and then build add-ons that will enable you to build: Tracked chassis; Civil equipment. With any scientist discover oil fields in the base in the middle of the map, and in the northern base. Build mining station on both oil fields. your research should focus on siberite technology. there is siberite field in base in the middle of the map. Meanwhile, Bobby should build Bulldozer and clear the way from base to base. It's really important to do all these things really fast.

You will be attacked by small Russian forces from every direction in southern base. If you can seize some of enemy vehicles for yourself, that's great. Try hunting for rocket missiles, they will have amazing range from the top of the hill your base is placed.
It's really good to have some Russian tanks, because basic fortifications are easily destroyed by Russians.

Your main goal is to accumulate some oil in southern base, build siberite mine as fast as possible, and transport the resource to northern base ASAP, and clear the path between bases. That way, you will be able to get bonus crates, a medal, and later you can build medium-sized tracked car with cargo bay. It will be really useful for transporting siberite - thanks to the truck your men will be free to defend southern base - northern one will not get attacked at that stage.

Quite early, mercenaries will show up, asking for oil - you should give it to them, pay both for information and their armory - you will be able to train mortar operators - which you should do as soon as you can, because soldiers with that weapon are effective against forces that you will face.

After that, not many interesting things will happen, (except for more powerful Russian forces that will constantly attack your base) until you will get an order to leave base. Take all the siberite gathered on a truck, deliver it to northern depot and retreat your forces to northern border of the map. You should do it pretty quick, because chances of defending against next enemy attacks are pretty low after that order.

Congratulations. 6 more and you will finish whole campaign.
AM 10 - Genie in a Bottle
Main Objective:
  • Research Siberite topics.
Medals:
  • Laser sights.
  • Artificial intelligence.
  • Traitors punished.

One of my favorite missions, because it gives you actually great freedom, if you abuse something.

You start with some vehicles that carry resources in cargo bay; get them to scientists on the east side of the map. You can start to build base, but DO NOT build siberite lab. Start with literally every other building, research all other available techs, build strong defenses around your base. You will be attacked from south and west; location of Russian base is random in this mission.

I strongly recommend to get rid of the enemy from whole map before you even build siberite lab. It's not hard, you have much time - just use remote controlled tanks and snipers for vision. After Russians will be thrown out of the equation, you can build a depot, solar/combustion power plants, factory and few turrets with Gatling guns around the place that you were shown early in the game: where Russian reinforcements spawn. After you are free from that trouble, and your base is well defended from EVERY side, you can build siberite lab. I suggest you to place your soldiers in the middle of your Arabian-ally base before you finish.

This is considered proper defenses: you have to build that fast, otherwise you will be forced to deal with two or even three different opponents at one time. If you have enough turrets though, you can ignore east border of the map, and send your snipers to your ally base, so they can kill enemy scientists as soon as you will get the objective, but even before they menage to take mortars.

Soon, you will get attacked by new-spawned enemy soldiers from the east (it will happen only after building siberite lab patch changed that: the troops will spawn after your "ally" will finish his siberite research - you can check it's progress by clicking on his laboratory); often Andy Cornell, your friend from 3rd mission will appear - he will be hurt, but your scientist should get him back to good health - he is great soldier. If he won't appear, and you kept Bierozow until the very end of the 2nd mission, don't worry: he should be available to pick for next mission.

You will also get betrayed by your ally: his men will leave laboratory and try to go to the armory to get weapons: kill them all, and head to your base: you can take their buildings for yourself.

After all of that, you will be alone on map, free to do whatever you want. And all you have to do, is research some techs. Easy.

Congratulations, only 5 more to go.
AM 11 - Arabian Question
Main Objective:

  • Capture or destroy the Arab bases.
Medals:

  • Quick action.
  • Lightning action.
  • Artifact gained.

There are many different ways to complete this mission, but i think it is good to play really aggressive. Pick one or two good scientists, one engineer and maybe one mechanic, if you want - his starting profession should be different though - mechanic will be useless until you capture enemy base, and after that you can change his profession. Rest should be people with good Combat skill.

First: capture mercenary's base. It's easy, since they almost abandoned it for you. As soon as you capture all buildings, start to build 2 half-track vehicles with cargo bay - you will need them later. You can change half of your soldiers to mortar operators in barracks. Be careful, you will get attacked from north - once by kamikaze monkeys, once by enemy vehicles.

After you deal with those two attacks, send all of your men (except mechanic and engineer preferably in some sort of good tank or armed turret, that can stay and defend base) to the hill next to left map border. there is small entrance to it from south - near the place your mission has began. Go north, destroy everything you spot with mortar operators, defend them with soldiers, heal with scientist. After you destroy encountered enemy forces and base, you will find strange artifact - take one of your cargo bays, and load it.

One of the Arabs will contact you offering a deal: truck for access to enemy security camera systems. You should agree, and leave second truck on the place.

With that vision, few mortar operators and completely passive enemy - you will be able to destroy last base pretty easily, but my advice is to approach from south, where your can pretty much destroy all of Arabs mobile remote control towers - they are not defended, and when destroyed, enemy will lose significant amount of mobile firepower. Your infantry should do the rest, don't forget about "attack terrain" order for your mortar operators, and you'll be fine.
AM 12 - Fox Hunting
Main Objectives:

  • Destroy the Russian Siberite / weapons lab.
  • Kill the Russian scientists.

Medals:
  • Scientists eliminated.
  • Scientific data secured.
  • Teleport inspected.

After cut-scene and failed attack on the ford, call for reinforcements. Explore the area on your side of the river, find oil and siberite. After first wave of reinforcements arrives start building a base. You will have enough soldiers to defend against every attack Russians will throw at you. Soon, you will realize that Russians start to teleport their tanks into your troops - that's thanks to device in their western base. It's not obligatory to destroy that base, but quite helpful.

You can expect another 2 waves of reinforcements, and a visit of mercenaries. Try to save resources before they arrive, because Kurt Schmidt (spared by you in 8th mission) will offer you a deal to not attack you, for a price. Ask him, how much you would have to pay for his man help, and pay whatever he wants - mercenary soldiers and mortars will prove to be extremely useful. You can build up strong defenses and research all techs. For your first offensive, you wont need any vehicles.

First, train 3 or more soldiers to snipers, group them up with some scientist and go to the south-west corner of the map. from there, you should be able to reach a cliff from which Russians were shooting at you at the beginning, and kill them. After that, leave 1 or 2 snipers and scientists and get yourself some mortars. go through stone bridge on the west side of the map, and slowly destroy enemy base with "attack ground" command. You don't have to worry about vehicles, they cannot get to you, but focus infantry, that will try.

After you destroy base, you can send your troops through enemy teleporter - just click on it, and your troops will return. Next, just gather an army of computer-controlled vehicles, and swarm enemy other base, while being completely safe from enemy tanks, teleported right into your base.

Congratulations. 3 more missions ahead of you!
AM 13 - Original Cold War
Main Objective:
  • Build a Siberite rocket.

Medals:
  • Gorky stopped.
  • Stevens saved.
  • Explosion observed.

This mission is a kind of tutorial for building and using siberite weapon - but enemy won't give you much space. Constant attacks from Arabs will be pretty strong. It is good decision to take 2 snipers as starting troops - thanks to that you will be able to prevent destroying your source of siberite with ease.

First things first: build a base just south of your starting positions. Depot, Labs, Factory, Armory or two faced towards north, maybe a turret or two. Your snipers should stay near siberite field, after you build mine. When some time passes, Arab scientist will spawn, near it and he will proceed to destroy the field and release radiation that will damage your troops. If you will be vigilant, you should be able to kill him before he succeeds. Dialogue about pollution will probably be played anyways, but if you menage to do it, there won't be infantry-damaging green fog near your mine.

You don't have to focus on building Siberite rocket quick, better build strong defense and at least one tank that will be equipped with anti-vehicle weapon, because not long after you build base, you will be warned, that Gorky will be near your position. Just take a group of your soldiers with anti vehicle tank on the road east of your base, and wait for him, he won't be a real challenge. This way, you will get Adversary achievement.

After that, your mission is pretty simple. Arabs won't perform any more powerful attacks, and desert on the easy is pretty good source of crates. Once you drop bomb, you will be asked to gather data. It's a trap. There's powerful radiation in the area: what you should do is build fast, manual-controlled vehicle; and get your scientist into it. Go to appointed area; once you're there leave vehicle, get back to it, and leave polluted zone.

When your scientist will reach siberite lab, the mission will end.

Congratulations. Only 2 missions are remaining!
AM 14 - One on One
Main Objectives:
  • Keep Joan and Macmillan alive.
  • Destroy the Russian base.
Medals:
  • Joan saved.
  • Double laser.
  • Base saved.

If you want, you can get through that mission really quick. No medals will be gained, and this is not really a true gamer way, but i have to tell you about the easy way: All you have to do is go east. Do not leave your vehicle, do not turn south, do not try to rescue Kappa base (kappa). Just go east, mission will be successful, and in the next one, your commander will be pleased that you managed to reach his base on time.

If you want medals tho, you're going to have a hard time. First, leave your tank and go south through the forest. You will reach abandoned Kappa base - only with Joan Fergusson. You have to act quickly. Turn John into engineer, build control tower; connect to vehicles; use them to gather resources and defend against first attacks. Joan should go to the woods north of base to take few apes, they can be pretty useful. (if you can menage to find 3 of them, you will get the "Planet of the Apes" achievement.)

Then proceed to defend against attacks Russian forces. While John will be in control tower, Joan should research necessary techs, build vehicles and work in factory to equip turrets with weapons. You shouldn't attack Russians until your defenses can destroy every wave of enemy.

Eventually you should research materialization. The reason for this is so you can see where the Russian cargo vehicle will go. Then, once you have a couple heavy gun tanks, wait for crates to show up between your base and the Russian base (to the northeast), and send your tanks to guard it. When the cargo vehicle shows up, try to kill it but don’t chase it into the enemy base. The Russians don’t seem smart enough to repair or replace the vehicle, so once you destroy it, the Russians will have to reply on engineers for crates - and they are even easier to kill. This is a great tactic to weaken the enemy.

When you will feel comfortable, Joan should start mass-production of computer-controlled tanks with heavy guns and rocket launchers. Gather some of them, and flood enemy base with them. There is no cheesy tactics for that; Russians are well-fortified, have much resources and great forces will put much pressure on you.

When you finish dealing with Russians, build 2 tanks - and this is actually quite important that those were best you can build (heavy chassis and heavy guns/rocket launchers should be best), because in next mission they will be used inflict damage to enemy base. Then just get into them, and proceed to top-right corner of the map.

Congratulations, if you went through the fire and flames, and got all the medals. You don't need any advises on next mission, i believe. Only one more mission to go.
AM 15 - Final Countdown
Main Objective:
  • Destroy your enemies.

Medals:
  • Peter Roth was captured.
  • The secret project was cancelled.
  • No losses!!!

You will start with an order to defend the hill south of general. Powell base. You should do so, and not much more: armory with 3 soldiers should be enough. You are not allowed to go far away from your restricted area, but you should be able to build siberite mine, and find a place for laboratory - research some techs (don't make weapons upgrade tho, you will get lab with that upgrade, it's better to focus on siberite and computer research), because it will be really good to have some start when scripted event will come into play and you will receive commandment over American troops.

It is possible, that one of tanks that you've build last mission will get stuck without a driver south of your base: Powell will send one man to take it - you can be faster and do it for him - good tank in early game is great advantage.

Once second attack of Powell's army fails, and he blows himself up in a terrorist attack heroic self-sacrifice to give you more time, you will finally get rid of your role as "defender of the hill". Regroup all your soldiers and scientist in Powell's base, and attack mercenary base in the north: it's best to hit from western side, where your infantry can to uphill. Destroy only turrets. Once you kill few people, remaining mercenary will join you. Additional base will give you a head start. Return all of your people to main base. Build some defenses and begin preparation for constructing siberite weapon. You have to build it ASAP. Actually, you will need 2 of them:
  • Later, you will receive a transmission about secret Russian project: It's behemoth - powerful tank with rocket launcher, flamethrower, and god knows what else. It's being build south of Russian base - you can drop siberite rocket there, but it's extremely risky - if you hit too close to the hill that Russian base is build on, you will provoke a chain reaction, and blow up the world. Which is kinda considered defeat. You can also send some infantry to deal with the problem.
  • When you will receive a transmission from Platonow, that they have a bomb, you can tell them that you have your own. But if you don't have, and won't build it quick enough, he will simply nuke you and you will lose. If you have it - he will agree to not use this kind of weapon.

Short after you take full command, the alliance will send invisible soldiers that will catch any of your people that will come close to a tree near the center of the map, and force them to work for the alliance. So don't come close to that tree.

Best way to get rid of the Alliance is attack with bulldozer and computer-controlled vehicles. from west - you cut your way through a forest, and destroy them. Another, faster option is build 2 siberite rockets and launch them into their base - then you have to send something resistant to pollution to clear up.

  • Best way of destroying Russian base is to either attack from the south - where their defenses are weaker, because they don't have time-slowing devices there. If you bring some rocket launchers and strike from the place where behemoths were built, you should be able to break through.
  • Another way of destroying Russians is with the use of Ancient Alien Artifact - it's the thing that you find in alliance base - it can teleport many units in any place on the map - but only once. It's risky to go all in though, and i suggest to send computer-controlled forces in both places.

After soviet forces surrender or are destroyed, a small Arab forces fill appear in the top-right corner of the map. They are no match for your troops though, and should quickly be annihilated. After they are destroyed, the campaign will end, and you will earn the God Bless America achievement.

Congratulations, you have finished the American Campaign!
27 Comments
Mati_Lublin 18 Nov @ 6:55am 
Range shouldn't be a problem though - Sib III tech doubles it so you can nuke whole map from safety of your base. What might theoretically be a problem is power as buildings work slower.
The Senate  [author] 4 Sep @ 1:47am 
@Owl - no problem, it's one of my favorite games. Funnily enough, while i think it may be a bug in the game, it still makes sense - siberite bomb has limited range, and if you would to build such turrets in your base, you'd be out of range to nuke the Russian Base :)
Owl 26 Aug @ 7:01am 
Its true - the opposing side will launch their nukes if you only have siberite weapons on turrets - they won't recognize these - only if they are build on vehicles (took a few rounds to notice this - i built two rockets right after the reinforcements arrive (when they do, you're able to research siberite weapons) - but only on turrets - i guess this is a missing piece in the campaign.

Thanks for the guide and the comments, really helpful, especially as the last mission is really hard if you play it on your own!
The Senate  [author] 17 Apr, 2022 @ 11:32pm 
@Commisar Jon Fuklaw - I have no idea then, I've never encountered such problems. As long as i nuked the Behemot project, and had an AI-controlled Siberite Bomb tank in my base, Platonov offered to not use the bomb against eachother, and he never did.
Commisar Jon Fuklaw 17 Apr, 2022 @ 10:59pm 
The nuke turrets can hit literally anywhere on the map. This is, at best, a case of the mission scripting being absolutely freaking borked, which I've encountered in other missions as well. At least those missions broken scripts don't make the mission completely unwinnable.
Commisar Jon Fuklaw 17 Apr, 2022 @ 10:57pm 
What on earth are you talking about? I've pre-emptively nuked the soviets three times from the opposite corner of the map now out of irritation.
The Senate  [author] 17 Apr, 2022 @ 10:55pm 
@Comissar Jon Fuklaw - i didn't mean that the AI vs manned turrets. I mean turrets vs vehicles.

Turrets are immobile, and limited in range of bombardment - therefore AI might not consider a turret a threat.
Commisar Jon Fuklaw 17 Apr, 2022 @ 10:53pm 
Same thing happens with manned manual turrets, so that's clearly not it.
The Senate  [author] 17 Apr, 2022 @ 10:18pm 
@Commisar Jon Fuklaw This might be the issue - i have never built the Siberite Bomb on a turret; it is too inpractical; and perhaps the game doesn't reckognize it as threatening to Russians, so they in turn nuke you.

Note, that it is just a suspicion, not knowledge, i'm not THAT knowledgable about the game AI.
Commisar Jon Fuklaw 17 Apr, 2022 @ 4:17pm 
3 automatic turrets with nukes