View Full Version : [Panzer Elite] Oosterbeek - Mission 3
3rd Oct 07, 5:55 AM
"Operation Market Garden" is the combined codename for the Allied airborne and ground-based invasion of the Netherlands. As part of "Market," the British 1st Airborne Division is attempting to capture bridges across the Rhine in Oosterbeek and Arnhem. Kampfgruppe Lehr is tasked with intercepting the British Paratroopers before reaching Arnhem.
3rd Dec 07, 8:10 PM
I thought this one was tough.
You start with the objective to disable a bridge before the brits secure it. I had not used a munitions HT, or Goliath before and was not sure how they operated. I created a goliath and sent it to the bridge, but it did not get half way there before the brits shot is up. So I had to rush my given forces of armored cars and half tracks with two PG squads to the bridge.
I first used the attack move, but this was really taking a long time. You face only light forces. Paras with a few bren carriers. I ended up just rushing my forces right to the bridge which turned out to be the right thing as the brits about had the bridge secured.
I broke the enemy here, hatched a goliath to smoke the bridge, then decided to chance it and assault the "heights" in the northern most section of the map. I was worried at first, but their biggest armament here was a couple HMG's. Charge with those armored cars and dump infantry from your HT right near the inhabited trenches, grenade them, then use them.
On the right side of that hill is a british 25lb artillery peice on the right side of the hill that starts hosing you. Get your guys the hell in cover of the trenches!
I practically panicked and ran my armored cars pell mell that direction. My cars started banging away at their heavy arty emplacement and not doing too much. I quickly made a goliath and ran it over there to finish the job. Luckily the cannon was able to be salvaged and I left it manned after repairs.
I was very wary of capturing the main point the AI directs you to as these have turned out to be triggers every time. I went instead and captured all the unsecured points on my side (left) of the map, while at the same time building forces and my base.
I staged my hill taking force near the main points you have to secure as directed by the AI. I build up considerable defenses first with MANY goliaths staged at various choke points in cover. Don't encroach on the enemy held territory early, or use the 25lb arty on them as this triggers the enemy attack. You will get a warning, or two max.
Once I secured the two trigger points, the attack begins and it had me scrambling.
There is a spawn point of enemy para's only, just to the right of the 25lb arty position where I had no defenses!
I used my armored cars sprint ability plenty on this mission as they scrambled all over the map running down breakouts.
The attack mainly comes from the northeast right my that arty emplacement and from the southeast. Forces also try to get by you going north towards the arty peice as well.
By the end of this mission, I had to have one armored car, half track and two squads at the arty emplacement. I also made one of the buildings at this location, into a medic building to keep my guys charged up. I had medic building all over the damn place actually. My plan was defense in depth with three prepared fall back positions, but I did not really need it.
Once you can get FJ troops, quickly build some sand bag protection at the southeast attack point as you don't really have good cover here. You will also get tanks attacking at this position so have some AT ability here. I had an armored car, two mortar HT, two PG squad and plenty of goliaths here. I backed this up with arty support from my captured 25 pounder.
I had the enemy bomber hitting me at the southeast attack point and it sucked. Luckily the rain came on heavily and the air attacks stopped.
I used a scout car to lock down the critical point nearest the enemy attack.
The medal objective is to capture all the enemy parachute supply drops which land behind your lines. I was so damn busy stemming the tide, I missed one before time ran out. I would be things differently based on the focus of attack. I did not react quickly enough to a changing environment and was struggling just to keep up.
Next time I would have slightly more forces allocated to be used as a fire brigade running down hot spots and breakouts. Although my goliaths usage worked out well here.
That is about all I recall here.
17th May 08, 4:29 AM
Big thing to note, for all who play this map:
As of patch 2.3, the Munitions Halftrack no longer drops Goliaths, but is still provided at the start. You have to tab over to the Logistik building and build a Vampire to make the Goliath to blow the bridge.
18th Jul 08, 8:50 AM
I captured the 25 LB arty, but after a while, the gun disappeared, only the emplacement is displayed(a bug??).
I have to destroy the arty emplacement to free some population.
Before taking the two trigger points, take as many points as possible(all points except the right munitions point), also capture AT guns from right/center areas. Since enemy tanks will be very very light, AT is not very important.
Two AA gun +FJ=(6x2+5)=17, make sure there is enough population for these units.
Convert all houses to medical center so that enemy can not use it, besides heal near-by infantry/AT/MG units, they can also show near-by enemy movements.
Enemy units may also dropped behind the defense line, make sure AT guns have time to change direction to fight enemy from behind.
Hope this is helpful.
18th Jul 08, 7:22 PM
After a few more runs, additional general observations are:
After convert house into medic center, fight outside the house, not in side the house.
If fight inside the house, the house will collapse eventually, and kill the unit(s) inside.
Units fighting by medic centers are almost invincible, due to the ability of auto-healing and replacement of killed member.
When all map is visible, there maybe error “Fatal Scar Error-Execution Paused”, if enemy unit gets panic.
Press pause key many times to keep the game running..
AT is not as useful as infantry with anti-tank weapon.
It is possible to occupy all points, to get the right corner munitions point, get the left side fuel point first, then from the fuel point to the munitions point. Then move into the right corner from the right boarder and convert houses into medic centers.
At middle of left(or south-western) boarder, there is an enemy detector for radio triangulation, not sure if it is used later. Destroy it any way.
Since I know enemy movement, I build three AA guns, one at the Y in middle of map, not may enemy units will get here. One at 25 LB gun, one at middle of SE boarder, north of the munitions point. All three are built by medic center to get auto-healing benefit.
Hope this is helpful.
28th Feb 09, 6:34 AM
I used a Goliath right from the start to blow the bridge out. I sent it to the edge of the map, then to the river, then to the bridge and it met no resistance until it reached the bridge. It still made it all the way and blew it up, even with the units guarding it. The weird thing was I made the Bren carrier guarding it run away and it run over the destroyed bridge, through the water, to the other side to leave by the exit zone there. I followed it with my vehicles and they could swim too. Heh bug. I then repaired the bridge for fun and even when fully repaired (100% health bar) it still looked destroyed :p
28th Aug 10, 6:54 AM
Before the main attack, I had taken the heights and 25lbr site. Taken all SP's west of the main road. Upgraded houses by the intersection Y (middle of the map) and south of that for reinforcement. I didn't blow the bridge until later but left a goliath on it.
I kept a PG squad on roaming detail to catch any drops on the northern part on the map. Only one dropped west of the main road. Two dropped uncomfortably close to the brit. units but I got them by just sending the closest unit to them.
Note that the east road next to the 25lbr turn out to be a spawn area. I was upgrading a house for reinforcement there and the brits just kept coming. I finally left a AC, HT and three squads to "welcome" the brits. The only other spots I had action at were the Y and lower point. A mortar HT, flak gun and squad held/repaired Y with a AC forward to spot for the mortar. The munni trak was at the lower point with a squad and flak gun. Those goliaths worked great at taking out the mortar teams and then the gliders. I must have lost the AT HT in the push to the bridge. This was a fun mission for sure.
29th Aug 10, 2:07 PM
This mission I start by taking all my forces, grouping them up and charging all banzai to the bridge, have the Munitions HT bring up the rear and blow stuff up for a bit, then move to secure the mountain and smoke the arty. I clear the area around the hill up, cap the points, build up some supply then obiterate the bridge. make my 2 20mms, some infantry, Armored Cars and sit in the 3 points I have to guard and just watch the fireworks. This mission is rather easy.
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