View Full Version : [British] Hill 112 - Mission 2
3rd Oct 07, 5:39 AM
Operation Epsom. The Germans have blunted 2nd Army’s frontal assault of Caen. The next plan is to outflank Caen from the west and surround its defenders. 3rd Battalion’s orders are to secure Hill 112 that overlooks the western approaches to Caen.
21st Oct 07, 1:44 AM
Pretty straightforward with commandos. Nade anything in a building and zerg the rest. Use smoke to conceal yourself before you charge in to throw a grenade.
12th May 08, 9:20 AM
This is a relatively easy mission where you can test your skills. One major important note here is to build up some trenches on the hill near points facing up and down as you will need these in two mission’s time and it can help save your sanity!!
Build up your force as directed and set up base watch to the right and towards your rear as you may be assaulted.
There are 3 bridges over the river (two road and one foot) no matter what you do Jerry will take out one of them. (I prefer them to blow the left-hand bridge).
Send one tank and a squad left use tank to flush and dispose of sniper in building by point. Cap point and take out assault that comes from the bridge and the gap by the far left point (do not get to near bridge as some heavy firepower will come your way).
I now took that far left point and left my tank here backed up into the trees for later use if needed. Good to build some defences here slit trenches covering the road and at least one at the point by your tank. Jerry will blow the bridge and it seems a waste of time but you will need it later! I also set up a mortar as near the hedge as possible near the bridge (out of sight of guns) and pounded the far bank.
Meanwhile on the right build up a small assault force and move out and capture points on the right. Jerry will pound you at least twice with neb so watch for the smoke and get out when you need to. Several trenches (with at least 1 squad) and a HMG deal with Jerry who comes over the footbridge. Be aware of the AT gun just to the right of the footbridge (you may find it useful to have a mortar here). Often in the skirmishes on this bridge mean it gets broken (do not worry you can fix it when you need to use it!). Move and take the far right point (beware the AT gun on the road behind the hedge). Jerry will keep coming over the bridge so you need to set up some defences whilst you take the point. Your other tank and slit trenches are fine and soon pin any attempt to cross (make sure you have them both sides of the road at an angle facing the road and the bridge.
Now to get across the bridge and onto the hill (discarded 'shreks' are good so get them while you can)
A frontal assault is suicide. I built a Howitzer and pounded them but even so it can be suicide to ride across. I got sappers to rebuild the footbridge and these along with a Lt and squad took the point by the footbridge with little or no resistance (again built trenches;1 facing road and 1 at an angle towards the left). A good pounding with arty of the area over the bridge is needed (take out the AT gun and the neb in the yard by the buildings on the right). I now assaulted this area from two sides with my infantry and armour. Mop up the remains of jerry and set up some defences (trenches) in particular near to where jerry’s base was. Set up forward base as directed but DO NOT set off the creeping barrage yet. I managed to get an intact neb here which was useful later.
I now took a small assault force to the left and assaulted the other town (there is some armour here and AT guns so be careful. Secured point to right of destroyed bridge and set up some defences for later (trenches) and a useable AT gun (You have to defend this and the other bridge in two missions time whilst being overwhelmed by jerry so some time spent now will help). I was also able to take the point just on the hill in front the footbridge but be careful as you can upset Jerry here (slit trenches facing up and down are useful for later near the point)! You can if you wish leave your small assault force on the left hand side for the next bit but get them into the town you have just taken.
Up the hill
You should have a fairly good attack force set up now (lined up by the wall ready to advance up the hill (ensure you have some sappers for repairs as needed).
Start barrage and advance, you will be assaulted just deal with it. Space your tanks across the hill and move forward. Cap points and build trenches as you go (a couple at each point is good). Jerry will try to kill you with a large bunker mortar on the hill (It is not rapid fire and tends to target tanks so repairs are ok) I took this and some of Jerry’s defences out with the neb but you may want to build Arty. At this stage do not rattle to forces at the top too much other than with the neb or arty as it helps to take all the other points first and build up defences for later. My small assault force on the left advanced (carefully) taking points around the left of the hill and again building defences near points. They can take the top left point fairly easily but the one behind the hill is more difficult and you have to be ready as you will be spotted and this will trigger the arrival of a Tiger which is now the primary objective. So before I took this point I set all of my tanks up so they could roll into this back area (from left and right) and go ‘hull down’ and as my troops take the point he comes out to play! Nebs help your firepower as troops show up too. He soon goes up in a puff of smoke.
But remember you will be back and work done on this mission will help to save your BUT!!
7th Jun 08, 9:06 AM
Hmm... I took the easy way out for this map and just mass spammed Howitzers, all eight of them. The Captain was the key to the mission's success as he has the ability to call down a barrage from all artillery pieces, regardless of their range limits.
At the beginning of the mission, I used the Stuart Light Tanks to clear out the enemy Snipers and MG-crews. I chose to trigger the destruction of the left bridge, but it wouldn't really matter which side you choose to advance from.
Slit Trenches and Sandbags were built to cover the footbridge and the right bridge while I gathered the resources needed to build a Howitzer, and a second. To clear the necessary Population needed, I sent the Stuart Light Tanks on a suicide rush.
Once the enemy emplacements were gone from the footbridge, I used a Sapper squad to blow up the footbridge, allowing me to minimise Population usage as I now only needed to defend the right bridge, allowing me to build a third Howitzer.
With the third built, it was now a matter of ignoring British sense and sensibility as I rushed wave after wave of Captains towards the enemy lines, with only one purpose in their mind.
To mark the enemy with artillery smoke and die quickly thereafter. Why sacrifice the Captains? It is because it is far, far faster to build a new Captain then to wait for his ability to finish cooling down.
The "strategy" at this point, was to cap more sectors, increase the maximum population cap, and build more Howitzers. A single Recon Squad pushed the front with Slit Trenches, while a Sapper squad was on standby to build more Howitzers.
Extraneous units such as tanks were sent on suicide runs to clear the population.
Quite frankly, the destruction on the Hill was epic as watching eight Howitzers slamming the area simultaneously is wondrous in its destruction. Inaccuracy was not an issue as the shells landed EVERYWHERE.
Save for countless of dead Captains, not a single British soldier stepped onto Hill 112. It was a bad day to be a Captain, as you can probably tell.
3rd Jul 08, 11:26 AM
Light tank's shotgun shell are very good against infantry, especially when we want to keep enemy's MG/AT/mortar.
Move Churchill cross the bridge, drop big shell, then withdraw/repair, cross bridge again...
repeat a few times to clear the bridge area.
Use Churchill do the same thing to buildings and enemy on the hill, move in from flank.
Take out the mortar first, otherwise it will bomb my troops.
To destroy enemy's two tanks, make sure ATs are involved. British tanks are not very good against German tank.
5th Jul 08, 2:14 PM
Play the end of this mission one more time. Because later, this map will be used again.
After clear all enemy units except the last tank, which protect the final point, mine the map and build trench....
17th Sep 09, 8:06 AM
Why does the Company commander doctrines not work in this mission?
Can't choose any of the doctrines, no options to get into the menu, where you choose your doctrines.
Is this normal or what?
17th Sep 09, 8:33 AM
Yes. Doctrine choices are opened up in the last few missions.
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