View Full Version : [British] Hill 112: Saving Sanity - Mission 5
3rd Oct 07, 5:42 AM
Hill 112: Saving Sanity
"He, who controls Hill 112, controls Normandy.” Contact with the Royal Scots Engineers on Hill 112 has been lost. Boudica’s Boys must return to the hill to ensure it is not recaptured.
31st Mar 08, 9:14 PM
does anyone have any hints for this one. the nebels keep killing me and I keep getting chewed up while trying to get to them. i keep lobbing howitzer rounds on the bunkers on the right edge but several rounds of hits doesn't take them out. all previous missions were so easy i keep thinking i'm doing something wrong on this one.
1st Apr 08, 6:33 AM
Well to solve your Nebelwerfer problem, replay the second mission. There are three nebelwerfer batteries in that mission. Two in Baron, one on the top of the hill. Destroy all three of them and they won't be there to bother you in "Hill 112: Saving Sanity". Make sure you destroy them as soon as you see them, before they escape.
13th May 08, 7:53 AM
Not an easy mission but a fun one if you have prepared the ground two missions before (see post there).
Basically, you have to relocate your HQ onto the hill, hold both bridges and hold the hill with jerry throwing everything he can at you!!! This includes tanks and troops.
After the first skirmish get squads with rifle grenades or ‘shreks’ into the trenches dug before. The bridge on the left will have a tank and some infantry near it, use it well and hold the bridge (a squad on the far side ASAP in trench dug earlier helps) you will get hit by infantry and tanks. AT gun is useful.
Bridge on the right has several problems as you have troops moving onto the hill near where your base was, if you dug trenches here use them. This however does not cover the bridge. I used one tank and took this over the bridge and used ‘hull-down’ and had some troops in a trench ready if needed.
On the hill as I said I had infantry in trenches primed and ready. Attacks come in waves from left a right any armour still available was used on the hill to help out and if possible flank incoming tanks. If fighting was difficult I used ‘hull-down’ to protect tank and had a ‘flying squad’ of sappers with Piat to carry out repairs as needed on the tanks. Replace and replenish as required and keep an eye on base as Jerry will try to flack you and come in the back door. You do have Arty on the hill so if you have time you can use it! Eventually you will win through. Infantry (with rifle grenades or ‘shrek’) in slit trench are better against a tank than a tank is!
This is a great fun mission if you prepare beforehand (I am sure many experts will disagree).
Have fun wiping out Jerry
16th May 08, 5:08 PM
I was replaying this recently.
It's not so hard to do if you use trenches/MG nests at key locations to delay any attacks. I build 5 or 6 trenches in a ring around the outside of the fortifications at the top of the hill and man them. Any attacks against the hill will stop and try to deal with the manned trenches first, which means they're sitting ducks for mortar/artillery barrages (make sure you keep the fortified heavy mortar on top of the hill manned, it shreds infantry). Once any attacking tanks have been badly weakened by barrages I'll use my tanks on the hill to finish them off. I also relocate the engineer command truck to the other side of the river, half way between the two bridges, build a triage/medical building near it and one or two squads of engineers that I upgrade with over-repair.
I use almost the same tactic to protect the bridges/towns. There will be a light tank, two inf squads and a Lt in each town. I send one inf squad and the light tank from each town across the bridges and build an MG nest covering the capture points nearest the bridges on the other side of the river, with the light tanks positioned to support the MG nests. The other squads in the town dig trenches covering the capture points for each town and man them with the Lt's. After a while Sherman Fireflies start arriving near the bridges/towns. The MG nests/trenches will slow down any attempts to capture the points they cover, giving you time to move in a Firefly, a Stuart, one inf squad and one eng squad as support and finish off the attacks. The over-repair eng's keep the tanks healthy. If the inf/eng squads at the bridges lose too many men, I move them back to the engineer truck and get them back to full strength and fully healed.
That's basically it, well positioned trenches/MG's will force the attacks to slow down, which gives you time to barrage them or bring in some support units.
I don't try to hold every sector of the map, doing that means putting units in the open where they are easily killed, I keep my inf in trenches as much as possible and use the tanks/mortars/25 pound artillery to kill off the attacking units.
I didn't have a problem getting nebeled because I destroyed all of the nebels in the earlier mission to capture the hill. In that mission, after I captured the two towns/bridges I didn't use the walking barrages, I put all my tanks including the AVRE tank in a group with a command tank and worked my way around the map clearing/capturing each sector, one at a time. I built a 25 pound gun close enough to cover the top of the hill and barraged the Panthers (and any infantry) when I found them, then finished the Panthers off with the tank group. The tank group caught the nebels out in the open and killed them very quickly. After I had almost the entire map in my control I sent the tank group around to the rear of the hill and then moved them in to mop up.
5th Jul 08, 9:46 PM
I played this mission twice, the first time is just for general information like what will happen, how to get/lose the medal… I did not know to use the long range mortar in the bunker, occupied the Pantherturm too late, no trench to defend the hill and buildings, at the end, mortar bunker, pantherturm, and howitzer were all destroyed, and I was not sure if mortar bunker and pantherturm can be repaired, only rebuilt howitzer. Completed the mission but lost the medal.
Then I load a saved game near the end of mission 2, destroyed all enemy units except the last tank which defends the point. Plant mines all over the map, especially near the points at west and south corners, both are for bridges(means medal). Dig trench near the two points for infantry.
Dig trench in the HQ area, near the road.
For the hill, I plan to build two AT guns facing west and south, dig as many trenches and as close the hill as possible. The general idea is to put infantry and engineer into trenches to stop enemy infantry and attract enemy tanks’ fire so that AT/mortar/howitzer will be safe and have a chance to destroy enemy units.
Trenches are very tough and can provide excellent protection to infantry. Sometime I will build two trenches, one behind another one, so if the first trench is almost destroyed, infantry can moved to second trench.
Restart mission 5, build two AT guns and 3” mortar on the hill, send infantry and light tanks to protect the two bridge points.
Dig more trenches on the hill.
Move one tank to the north-western board, another to east corner. Use these two tanks to stop enemy infantry and to save mines for enemy tanks. Howitzer and mortar in the bunker can help to destroy enemy infantry. Before enemy units come into the map, there is smoke warning to tell where enemy will come in.
After a while, enemy will try to take the ‘bridge’ points. Once these units are destroyed, it is possible to move units from these two points to the hill.
Once there are tanks come in from NW board and eastern corner, withdraw those two tanks to the hill. Let mines and AT guns to take care of enemy tanks.
Only a few enemy tanks can pass mine fields and get to the hill, there is no problem to destroy them.
The only thing that is sort of out of control is that one tank and some infantry come in from NW board, along the river, to the left bridge, only one engineer team at the bridge, fortunately there is a trench so that engineers can stay in it until the tank from the western corner point comes to help.
Hope this is helpful.
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