The 10th mission is debatable as being either the hardest mission or very least second hardest of the bunch depending on whom you ask. The objective is to defend your HQ for seven waves, ten if going for the bonus. You will have access to the usual limited units and buildings for the Wehrmacht. You will start out with one squad of Pioneers and should immediately start lying down barbed wire around the perimeter of the base to help funnel the first few waves into the North side of the base. Your manpower is going to be highly limited and munitions/fuel are scarce so spend then wisely. One method to trivialize this entire mission is to sit back and let the 2nd wave (consisting of nothing but Shock Troops) fire away at your base doing zero damage. As you build up resources to the point you can build Panzer IVs and Pak 40s. It takes awhile, but it is the simplest option. I personally don't find it fun nor challenging so I'll do it the hard way here. After acquiring enough command points, you will have access to the Mortar Half-Track, Panzer Tactician, Railway Artillery, and Stuka Close Air-Support. Unfortunately, due to certain multiplayer patches you cannot use call-in strikes in anything considered HQ territory, which means the air support and artillery cannot be used if units pass into your base making them rather ineffective unless you can time it just right. You're also unable to plant AT landmines or sandbags for your infantry so defenses are also highly restricted. For what to build, I suggest building one MG42 HMG, two squads of Grenadiers, then tech up into Phase Two so you can build a Half-track and Pak 40 AT guns which will be critical for later sections. To avoid unnecessary loses, I do suggest to allow infantry that don't have Flamethrowers or PTRS rifles to engage the HQ first since the AI will not react to change targets once it's locked on. That way, you can let your infantry get close without risk of them being chewed up by the mobs of Soviet infantry per wave. The best method of dealing with blobs of infantry that seem to be highly resistant to suppression, like most of life's problems, is fire. Lots and lots of fire. As you can see, the PTRS rifles only got off a few volleys and it melted the HQs health in no time. The flamethrower half-track is your best asset and will obliterate infantry in seconds. Obviously be sure to stay mobile and avoid direct hits from the AT rifles since it's a light vehicle, but don't be afraid to push up and incinerate groups just as they're crossing over bridges/river. Eventually, you will have to deal with a hostile Zis AT gun which I'd advise to secure for yourself and plant it in your base with the Pak 40 to bolster your AT capabilities for waves 7-10. The final waves are honestly a crap shoot of what direction the T-70s and T-34s roll in from. I advise making a manual save at waves 3, 6, and 8 because your AT guns can only do so much before the tanks decide to zip past them and pick off the crew. It helps when you use the AT grenade with the Grenadiers to slow them down, but it's clear you can only delay so much. Don't forget to make necessary repairs to the HQ and hopefully this video has made it possible for someone out there to conquer this mission without cheese tactics. Enjoy!
And I thought those patches for Tiberium Wars and its refineries becoming more expensive were abnormal for an RTS. This is just... I cannae put it in words.
Ah, this mission. I still remember a previous video's commenter talking about its difficulty. Only a minute to set up. So much for chances of a first timer going well on this mission. Focusing on buildings much, the Soviets. 24:05: Oh no, what he said. 27:19: Main objective accomplished.
Looking at the amount of roasted soviets and destroyed tanks calling this battle a massive loss of manpower and equipment for the enemy would be an understatement.
I love how anachronism this mission is as a whole, thanks Relic. - MG-42 instead of MG-34 - Massive usage of Flamethrower even though they didn't saw widespread used until 1942. - 1943 Field Uniform This mission jumps around from being an absolute joke to a menace then being a joke again. Then it became a monster for quite a while before it finally return to being a joke it is today. All thanks to the intense nerf/buff Soviet Conscripts recieves over the year. In particular their bastard Molotov Cocktail. As you know. As a counter to the infamous, and ironically legit historical tactic used for this mission given the nickname of this town, turtle strategy. The conscripts of the first waves gets the Molotov to throw against your HQ. These things used to be very OP against building since it was design to counter a potential Bunker Spam meta the German player used in the early days of COH2. Before the cancerous Conscript became a thing and, once again, made early-game Germany unplayable. It was then that effectiveness of the Molotov got gradually nerf. Until finally it reach a point where it is now useless as an anti-building AND anti-infantry weapon. By using your pioneer to keep repairing your HQ and kill just enough Conscript and you're good to go turtling until you are satisfied.
The real turtling is ultimately on wave 2 where you can just let shock troops sit there unloading on your HQ until you can start building Panzer IVs. Figured I'd avoid the stall tactic though to make things more interesting.
The 10th mission is debatable as being either the hardest mission or very least second hardest of the bunch depending on whom you ask. The objective is to defend your HQ for seven waves, ten if going for the bonus. You will have access to the usual limited units and buildings for the Wehrmacht. You will start out with one squad of Pioneers and should immediately start lying down barbed wire around the perimeter of the base to help funnel the first few waves into the North side of the base. Your manpower is going to be highly limited and munitions/fuel are scarce so spend then wisely.
One method to trivialize this entire mission is to sit back and let the 2nd wave (consisting of nothing but Shock Troops) fire away at your base doing zero damage. As you build up resources to the point you can build Panzer IVs and Pak 40s. It takes awhile, but it is the simplest option. I personally don't find it fun nor challenging so I'll do it the hard way here.
After acquiring enough command points, you will have access to the Mortar Half-Track, Panzer Tactician, Railway Artillery, and Stuka Close Air-Support. Unfortunately, due to certain multiplayer patches you cannot use call-in strikes in anything considered HQ territory, which means the air support and artillery cannot be used if units pass into your base making them rather ineffective unless you can time it just right. You're also unable to plant AT landmines or sandbags for your infantry so defenses are also highly restricted.
For what to build, I suggest building one MG42 HMG, two squads of Grenadiers, then tech up into Phase Two so you can build a Half-track and Pak 40 AT guns which will be critical for later sections. To avoid unnecessary loses, I do suggest to allow infantry that don't have Flamethrowers or PTRS rifles to engage the HQ first since the AI will not react to change targets once it's locked on. That way, you can let your infantry get close without risk of them being chewed up by the mobs of Soviet infantry per wave. The best method of dealing with blobs of infantry that seem to be highly resistant to suppression, like most of life's problems, is fire. Lots and lots of fire.
As you can see, the PTRS rifles only got off a few volleys and it melted the HQs health in no time. The flamethrower half-track is your best asset and will obliterate infantry in seconds. Obviously be sure to stay mobile and avoid direct hits from the AT rifles since it's a light vehicle, but don't be afraid to push up and incinerate groups just as they're crossing over bridges/river. Eventually, you will have to deal with a hostile Zis AT gun which I'd advise to secure for yourself and plant it in your base with the Pak 40 to bolster your AT capabilities for waves 7-10.
The final waves are honestly a crap shoot of what direction the T-70s and T-34s roll in from. I advise making a manual save at waves 3, 6, and 8 because your AT guns can only do so much before the tanks decide to zip past them and pick off the crew. It helps when you use the AT grenade with the Grenadiers to slow them down, but it's clear you can only delay so much. Don't forget to make necessary repairs to the HQ and hopefully this video has made it possible for someone out there to conquer this mission without cheese tactics. Enjoy!
And I thought those patches for Tiberium Wars and its refineries becoming more expensive were abnormal for an RTS. This is just... I cannae put it in words.
Thanks for the guide. It's always amazing how you make these for your videos, star.
@@loganthomas6102 anytime! Glad you enjoy them. I don't mind doing it for rts games since they tend to be more complex in design.
Just discovered your content! Amazing videos! Looking forward to more Halo (2,3,OTSD)!!
Ah, this mission. I still remember a previous video's commenter talking about its difficulty.
Only a minute to set up. So much for chances of a first timer going well on this mission.
Focusing on buildings much, the Soviets.
24:05: Oh no, what he said.
27:19: Main objective accomplished.
Like and good video.👍👍 Another cool work dude.🤙
Looking at the amount of roasted soviets and destroyed tanks calling this battle a massive loss of manpower and equipment for the enemy would be an understatement.
Probably the most of all missions to my knowledge. Rostov comes pretty close though. Too bad I couldn't see the stats afterward.
Now this is what you call a battle!
I love how anachronism this mission is as a whole, thanks Relic.
- MG-42 instead of MG-34
- Massive usage of Flamethrower even though they didn't saw widespread used until 1942.
- 1943 Field Uniform
This mission jumps around from being an absolute joke to a menace then being a joke again.
Then it became a monster for quite a while before it finally return to being a joke it is today.
All thanks to the intense nerf/buff Soviet Conscripts recieves over the year. In particular their bastard Molotov Cocktail.
As you know. As a counter to the infamous, and ironically legit historical tactic used for this mission given the nickname of this town, turtle strategy.
The conscripts of the first waves gets the Molotov to throw against your HQ.
These things used to be very OP against building since it was design to counter a potential Bunker Spam meta the German player used in the early days of COH2.
Before the cancerous Conscript became a thing and, once again, made early-game Germany unplayable.
It was then that effectiveness of the Molotov got gradually nerf.
Until finally it reach a point where it is now useless as an anti-building AND anti-infantry weapon.
By using your pioneer to keep repairing your HQ and kill just enough Conscript and you're good to go turtling until you are satisfied.
The real turtling is ultimately on wave 2 where you can just let shock troops sit there unloading on your HQ until you can start building Panzer IVs. Figured I'd avoid the stall tactic though to make things more interesting.
Oh wow, this mission is playable now? Last time I tried it, yeah, a couple of molotovs was all it took for the defeat screen to show up.
Aw, star, did you decide to stop the guide posts?
@@loganthomas6102 I'm still doing them. I just get busy with work and personal stuff so it takes longer to do. I'll have it posted later today.
Guide's already ready as of this writing.