C7M3:
Wild In The Country

Nice little mission, hairy as hell at the start but pretty easy from then on. Beautiful scenery, beautifully rendered. Neato effects of leaves falling gently from the trees. One would have to be very ungracious to point out that this is supposed to be May, when leaves generally do not fall. But maybe they do in Sumava.

Situation:

Two-story house, rather optimistically called a "villa" (oh ho ho), out in the country. Various outbuildings nearby. Woods and trees and all that. Lovely clear day.

Mission:

Eliminate all resistance in the area and then take Freiberg the captured war criminal to the "villa" where a unit will come to pick him up.

Doing It:

This is one of those missions that start with things already happening. You're up on this little hill and as it begins you're all hitting the deck, which immediately makes it impossible to see anything. Including the Germans who are already coming up the road to attack.

There's no time to move men individually or try to do anything with voice commands. Open the tactical map immediately and assign each of your team members a command to get up to a crouch and run to a position where they can cover the road. One man should go over to the left far enough that he can also cover the west side of the outbuildings directly ahead.

Note that one man is way off behind the others, guarding the prisoner. He'll have to get up and sprint for most of the way, then he can crouch-run the last bit.

As soon as you close the tactical map move your own ass up into firing position and get in on the action. Action is what there's going to be and plenty of it; the shit really hits the fan for a little while. Germans come up the road, others come through the barnyard, it's really intense. If you've deployed your men properly, though, and if they're good men, they'll do the job, though they may take some hits. They're in a good position and the Germans don't show a lot of tactical smarts.

Off down the road a truck will appear. Try to hit it; it will blow up easily and take out a few Germans in the process.

Don't get impatient; stay where you are for a while. Just when you think they've stopped, here they come again. You can account for an amazing number of Germans during this part of the action, ten or more; you can do wonders to improve the odds during these first few minutes.

When things get quiet, though, you can move the sniper down the hill to the side of that gray wooden structure, and have him slide up to the corner and do some sniping at those Nazis at the windows of the house - one in front, one on the south side. Be ready to jump back because some more Germans will probably come out of the house or the trees across the road; the men up on the hill can get them.

Then your sniper can go across the road and around the south end of the wire fence - it's not necessary to cut it - and over by that steep hillside, and move along northward until he sees a man standing out in the open off beyond the rear of the house. Snipe him and take off back to join the others; another man will come after the sniper and the others will get him. (Or the sniper can stay put and try to get him as he comes through the trees.)

Now #1 man can run down through the barnyard toward the open barn (or whatever that is) with at least one other covering him from up on the hill. Inside the barn is an ammo supply box. Fill any remaining belt pouches with MP-44 ammo and dump the backpack. While the disguise is charging, bring another man down and let him load up on ammo too. There's not much in the box so take it all.

#1 can now go back out of the barn and over to the west to the bed of that little stream and run along it to the north.

Run on till you pass that big white garage and pause long enough to bring up a backup man. Now go up the bank and cut the wire. Go through and open that small door in the rear and go through the small side room into the main garage. A mechanic is working on a Puma armored car. He's unarmed, having left his pistol, but don't let that stop you; if you don't shoot him he'll find a weapon somewhere and attack you from behind. Shoot the bastard and then run over to the far wall by the stairs and watch that small doorway there, because a German will come through it in a minute.

Bring your backup man in to join you and set the two of you up to cover the big doorways. (Don't waste your time trying to use that armored car, you can't.) Go back and collect your sniper and run him along the creek in the same way, but at the fallen tree have him climb up the bank and walk along next to the fence. Just after passing that last tree he should be able to see a man in the lower front window of the house. It's a long shot but possible. There may also be a man off to the left side of the house.

Move your men inside the garage to the north door and have them cover the area beyond the wire.

Now move your sniper back down the bank and then on northward, but instead of going through the wire take him around the bend in the creek bed until he can see a man - maybe a couple of men - off to the northeast, standing out in the open. Sniping one is easy, but the other will then attack; but the two men in the garage will help get him.

There's a man under or next to the shed on the east side of the garage. #1 can walk up in disguise and shoot him or for that matter the sniper probably could get him.

Position a couple of men over by the barn where they can cover the south side of the house, just for insurance. #1 will now reload and leave the wire compound and cross the road to the house, and scout the grounds for stragglers. Then on around to the south side of the house, where there is a gap in the chain-link fence. Climb up there and move toward the back door.

At some point you will perhaps encounter a Nazi in a black outfit, wearing earphones (don't ask me) and carrying a pistol. Shoot him.

Go inside, where you will find a man lurking by the stairs. Shoot him. If you haven't encountered the black-clad goon yet, wait; he'll probably come down the stairs in a few minutes. Shoot him. Go up the stairs, where you will find a man on the landing. Shoot him.

In the kitchen you will find a radio loudly playing, of all the surreal things, the Marines' Hymn. Shoot it.

Check your status sheet. It should show success on "kill the enemy." If not, wait a minute or so and try again; sometimes it takes a little time to register. If you still haven't got success, you've got a straggler somewhere around the place; you'll just have to go find him.

When you do get success on that line, you can send somebody to collect the prisoner, while everybody else gathers in the main room downstairs. Now you'll find that your prisoner has an icon showing; you can give him orders. (You can't take his uniform, though, so don't bother trying.) Give him Follow Me and lead him up to the house.

As soon as everybody's in the front room you should get a mildly amusing cut scene (with everybody carrying the wrong weapons, unusual in an HD2 cut) and then mission completion.

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