View Full Version : [Americans] Carentan - Mission 3
Druidika
11th Sep 06, 7:15 AM
Carentan
Perched on a crossroads linking Utah and Omaha Beaches, Carentan is a critical objective in establishing a decisive Allied beachhead in Normandy. Fox company orders are to secure Carentan and push back the Axis defenders.
panzerd18
1st Oct 06, 1:17 PM
How do I kill 250 Axis troops to get the medal?
It was only 200 in the demo wasnt it?
trancefixed
1st Oct 06, 9:25 PM
hi,
I am playing the full version of this game but i am also having trouble inflicting 250 casualties on the axis. I have reached 241 maximum casualties but cannot find anymore enemies to increase this number except for panzer IV which is waiting for me by the bridge to get killed.
Heck, i even explored the ENTIRE map (killing a couple of snipers and one group of infantry) and captured all the resource points but still no enemies except for the stug IV. Can someone please help me?
Maybe the enemies killed some of their own troops meaning that these casualties failed to register ?
panzerd18
2nd Oct 06, 4:48 AM
I got the medal. I put it on easy and the requirment went from 250 to only 200.
delta3030
27th Oct 06, 6:18 PM
i've never actually gotten it, but I did notice that some of the axis soldiers actually run away. So my guess is that during that Big push the axis do, you'll have to have some guys behind there lines ready to ambush escaping soldiers.
I haven't done it yet, but I was chasing some :D
eddy catflap
28th Oct 06, 4:35 AM
The way to inflict 250+ casulties on the Axis is as follows.
When you get the countdown to build defences and protect the town hall...dont bother.It will get destroyed and you will have to fall back back to the church anyway,it's a scripted event.
So, move all your forces over the bridges and camp on the north banks (i also suggest taking all the key points and re-enforcing them in the earlier part of the mission).
Have lots of MG's set up and mine the bridge approaches.have squads with AT's scattered along the banks.Mortors as well firing onto the area's where the two roads come into the map from the north.
This way,the AXIS will keep spawning as you destroy them,ensuring you reach 200+ before the airstrikes hit the town hall and you get told to retreat to the church.
I hit 230 casulties before getting the order to fall back .the remaining 20 or so was a breeze.
Extra tip,while defending the north banks,build some stuff around the church if you already have'nt,ready for when you fall back.
HTH.
sgtsaunders
28th Oct 06, 8:12 AM
You Guys are talking about Mission#4 NOT Mission#3. Go to the Mission #4 (Carenten Counter Attack). You find the How-To discussion there with Maps and discussion.
Murphy
16th Nov 06, 11:36 AM
OK Sgt.....so the above briefings were for another mission.....I believe the medal on this one is for 'sniper kills', now who wants to give me a quick walkthrough on mission #3. This, and mission #8, are the ones I didn't get the medals on when I completed the campaign.
I don't want to stumble through this again....;)....I need some help here.
I mean....what are Sergeants for anyway....get these guys in line....lol......
sgtsaunders
16th Nov 06, 3:07 PM
Stick the Sniper in Building with a good angle, and good line of sight on a good group of Germans. So everytime you plan on sendiing in ground troops, set up your sniper in a buidling nearby. As you move through the Map, bring up your sniper with you.
Murphy
16th Nov 06, 5:29 PM
Tks Sarg.....hey, I thought you took one in the 'helmet' at that landing pad, in the twilight 'zone', glad to see ya still kickin' ;).
I just played it again...cake walk, just take your time, be sure to pick up the MG, panzerfausts, cap the munitions point, build the HQ at the church, get a morter, a sniper, pickup the pac AT gun....then concentrate on stealing all the kills you can with the sniper....'shoot 'n' scoot'.
Flank the sniper to the north by going through the building, he's good, use the Paratroopers, he got my first sniper...going head to head, but I was on the ground....probably could have taken him on a level field, in a building.
Make up any missed kills at the end, in the square.
Short mission, I see why nobody bothered to contribute a briefing on this one. Now they're all present or accounted for Sarg.....
Great idea for beginners, the 'walkthroughs' I mean....thanks for all those that did post these tips, they gave me a little more confidence....made the game more enjoyable :).
S.
Dogtag
28th Jan 07, 4:45 PM
Got this for christmas so please bare with me i`m a long way behind some folks.
i would like the medal (on easy) please.
i`ve tried lots of things... stratigic pionts... completely out flanking the axis so`s they have no retreat over the bridge. But i still can`t get a madal. is gettin a sniper the best way?
P.s. it was a twin pack so i`ll be lookin for all the helps on warhammer too.
Thanks folks.
First you need to clear Cafe Normandin, then take the church. I suck at this and can only accomplish this 1 out of every 5 times or so, but here goes : Fire up both squads run them at the cafe and chuck in a satchel. Run away.
Next satchel the building to the left of the cafe, containing troops holed up. Run to the other side of that building and hit the church. There are randomly dispersed people about, but it is best to head directly for the church, at this moment.
Hit the building across the plaza from it. There will be a machine gunner holed up inside of that. After that, assuming you survived, you need to mop up the loose troops around the church and kill the pak.
Use the LMG from the Cafe and all of the Panzerfausts lying around to your advantage. When you've cleared the square, you should be able to garrison the church and upgrade it to an HQ (I had 1 panzer-troop remaining once). Save here.
I'll tell you how to medal in another post. I'll need to replay this level again to see if there is an easier way. Also, I would like to get through this initial part without everyone dying. Oh well.
Devil2575
31st May 07, 5:04 AM
The medal on level 3 is obtained by getting a certain number of kills using a sniper. The 250 total axis kills is for level 4.
The way to get the sniper medal is just to make 2 snipers and send them out to do the bulk of the work. As long as you keep them in cover you should have no trouble at all getting the required number of kills.
Tiger_AceAJB
2nd Jun 07, 2:07 PM
mission is easy- run down right flank to sachel cafe. a squad down middle, right and left flanks for church. take all points on map and attack from 3 directions on t.h.
caralampio
2nd Jul 07, 3:18 PM
Remember that you can use this mission to build up for the next one- fortifications, mines, grabbing all the points on the map, etc.
I am combining this with my mission 4 post, which I will do shortly. This is getting long.
I did mission 3 over and over again in order to prepare for mission 4. Basically my strategy consisted of the following :
Take Church, build 2 snipers and a mortar. Mortar the barbed wire, and go left, around the enemy sniper, across the bridge, and take the munitions points on the opposite side. Kill everyone except the Town Hall residents, then wire the bridge heads at both ends. I mined the bridges as well.
Mine, mine, then mine some more. I mined practically every piece of land that I could, on the opposite bank. Waited for my muni to replenish several times to do it. On the Church/Town Hall side, I mined all approaches to the Church, from the bridges, except for immediately near the TH. Get the path to the Fuel Point, around the Muni Points. You get the idea. Basically, any place you can mine without triggering the "fleeing soldiers" event is fair game.
Sandbags : I use sandbags both to protect my troops and to funnel infantry. I sandbagged some out of the way places because I was sure that I was going to be shooting my original layer of sandbags with AT, thereby making them not so useful for funnelling.
The theory is : vehicles will trundle down whatever path the AI sets, until engaged by AT, or it spots someone. It will then turn and engage whoever is trying to kill it. Infantry, on the other hand, will attempt to close with the enemy, and may have the brains to figure out that running straight into machinegun fire is not survivable. Maybe they think, but the practical effect of that is if there is a hole in the sandbag wall, enemy infantry will attempt to rush through it. I intentionally put a hole in the sandbag wall where I planned on putting MGE's. I closed up, as much as I could the spaces between buildings, breaks in walls, etc. so that infantry would have no choice except going through my fire (and mines) to get to the other side.
I also put a ring of sandbags around the church, as well as putting some around the fuel point.
Wire, I used sparingly, and only to keep the spawners from mission 3 from making a mess of my minefields. There are two events that trigger the spawning of random idiots : getting really close to the Town Hall, and killing the last holdout in the Town Hall.
I killed enemies in the Town Hall by sneaking up to the back of it, blowing out the little gate between the two smaller buildings, putting 2 snipers in behind those two buildings and sniping through the walls. Snipers can apparently shoot through solid wall. As soon as you get into that little crawlspace, a bunch of people spawn out of the side buildings and retreat to ???
I wired the bridges, so they just look out over the water, longingly. Then I snipe them, then I get my medal. I even lost a couple of snipers to these punks because they spawned so close, they saw me, and I was covered in bullets. No matter, just build another one, send him to the happy hunting grounds, and snipe away until he's a veteran. As long as you don't kill the last enemy in the Town Hall, you can respawn the retreating idiots. They are really easy to kill too. I once played this level without all the preparation, put an MG42 on the bridge, facing the town hall, then triggered the spawn. All of the enemies that tried to pass the MG42 died (no supression, no pinning, just death). One shot, one kill indeed.
I should inform you, if you did not already know, about a very useful sniping technique : build 2 snipers. Put one out in front. This will be your spotter. Put the shooter a few feet back and have him wail away at targets. As long as the spotter stays concealed, he can't be touched. The shooter is out of range of any conventional rifle (I think MG's can get him). This doesn't work on enemy snipers, btw. If you see another sniper, call in a mortar. Expensive technique, but guaranteed to bring up 2 veteran snipers in quick succession.
The last thing I prepare, before wiping out the TH and killing the APC that shows up (you do know about the APC, right?) is preparing the exit route for the fleeing soldiers after Able Company shows up. I found that I needed to do this because otherwise, I was stuck at 310-320 kills or so. This last little bit of bagging and mining was necessary to slow down the infantry "rush to the exits".
Before I "perfected" this technique (I still don't think it's ideal, but it works), I would rush a Sherman or two around to the opposite bank and attempt to cut off the infantry retreat. This rarely produced any useful kills. The infantry would come running full speed at my Shermans then disappear, just as I was about to kill them. Very frustrating. Now, with mines, the infantry usually blow up before getting to the exit.
OK, ready to trigger the APC? Save, then kill the last enemy in the town hall. A bunch of enemies will spawn and run over your precious landmines. Go back and figure out where they spawn, then wire them in. Make sure that they can't run anywhere. The APC should hit a bunch of mines and die before it gets anywhere near the town square (you did mine the path that the APC takes, right?) Well, that's about it for mission 3.
I finished with 2 veteran snipers, a veteran mortar, 2 or 3 Paratroopers with Panzershrecks (no wimpy RR for these troops), and an MG. I didn't have all 6 men per squad, but what the heck. I reinforced on the next level. The para's only good for killing motorcycles and the apc, anyway.
adamsun
22nd May 08, 6:18 PM
My observations:
Put one team in a building to attract enemy's attention then send another team close to use grenade/satchel charge to kill enemy.
Do not get in any building that can be hit by MG, the price is too high.
Use grenade/satchel charge to kill enemy in and around the church.
After church is cleared, use all three teams to kill the AT team in north, if you want to keep the AT, do not use grenade.
After At is finished, the church can be updated to HQ, create 2 snipers and 2 mortar teams. use snipers to spot enemy and use mortar to kill them, make sure to kill the two enemy snipers in buildings close the ammunition points. The sniper close to northeastern point may call in mortar fire when you try to take that point.
Move sniper forward(northeastern) slowly toward the town hall, make sure mortar is not out of range but not to close to sniper in case enemy mortar counter-attack. Keep one MG protect sniper from enemy motor-biker.
To take the fuel point, use AT to break the wall at the southeastern of the central ammunition point(this route can also be used in next mission to withdraw troops to church). Then send in sniper,mortar, para to take fuel point and set up defense around it.
Before taking town hall, setup as much defense as you can/want. Make sure troops and AT are ready for the small one-armor counter-attack.
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