Infiltration
#1
Infiltration [Assumes Easiest mission setting]
You start the mission with two scouts armed with Bolters. To prevent accidental failure for whatever reason I recommend immediately reinforcing them to the full four-man squad. Your objective is to infiltrate along the path avoiding Ork Patrols. So use the infiltrate special ability and do just that.
The first strategic point you’ll want to kill the Orks and capture the objective. You’ll have received reinforcements with sniper rifles. Once you have the objective captured, infiltrate again. Sneak past the second strategic point, we’ll capture that later. Following the path around some more you’ll see an Ork Nob at the top of some stairs. Turn off infiltrate on your scouts and your sniper rifles will take care of him. Seconds later you’ll receive drop pod reinforcements in the form of the force commander and two squads of marines. You’ll need them, as the Orks will counterattack your Scouts, being fairly mad at the loss of their leader.
Let the Orks engage your scouts, holding the Marines back for Heavy Bolter support, firing into the melee. Advance to the top of the stairs, clear out the Ork Base there, and set up your own once you get Servitor Reinforcements.
At this point you can take your two Marine Squads, double back, and destroy the Orks you bypassed earlier.
Build your base; you’ll want a Headquarters, Chapel Barracks, Armory, and a Power Generator. Research the weapons upgrade at the Armory, and build two additional Heavy Bolter Squads bringing your count to four. Then advance down the stairs and engage the Orks. Group the four squads into two groups of two squads each. The path splits into two directions, send one group in each direction. They’ll meet up again later.
Eventually you’ll be told you can upgrade your headquarters. Do so and build two more Marine Squads. You’ll want to equip these with Missile Launchers once it’s complete. Assign one of the squads to each of your two Heavy Bolter groups. These provide anti-building firepower that will dramatically speed up the cleanse process. Loop around on the two paths and eventually your two groups will meet up again. When they do, proceed to leapfrog the two groups while cleansing the area. Again nothing should pose too much of a challenge while leapfrogging the group like this. Cleanse the bases marked on your mini-map and you’ll complete the mission.
#3
Infiltration is a fun level. Played it on Insane.
Infiltrate through the map. Go west, south, ignore the dying Guardsmen, run into the sniper squad. Send the infiltrated squad east down the road and let the Sniper scouts snipe. After all the Orks near the SP die, set both squads to infiltrate, and advance to the next phase, where there is a WAAGH tower, a burnt out village and a squad of Orks with a nob. Wait for them to get far away and sneak through. FOllow the road to the Nob. Wait for the Nob's orks to get away and snipe him. He will charge down to you. Send the other squad in to shoot at him and try to distract him from the snipers, which will finish him. When he's dead (or your scouts die) Drop pods come down with additional troops. They kill everyone and advance up the ramp. Killing the base's inhabitants (enemy Listening Post, Boyz Hut, Waagh Towers), drop pods come in and you get a servitor and other things. Build a base. You have two LPs in your base, one on the north and one on the south. Cap the southern one, place a LP on it, and array defenses to the south ramp. If your scouts are still alive, infiltrate them forward near the edges of the ramp. Watch out for enemy Nobs, dont place them too close to the Orks path. When you build Tac Squads, upgrade them.
When you can, build a tac squad, upgrade it with MLs and HBs, and try to backtrack through the earlier parts of the map, killing the nob and waagh towers to cap the SPs. Then go back and let a servitor build a LP. You'll need the RP.
Meanwhile at the south ramp: advance your troops down the ramp to be hit from three sides. South, west, and east.
One of your squads should be a moving squad with flamers and plasmaguns. This is your close-quarters. Attach the FC to it. Kill things.
Some of your squads will be forward with flamers, others will hang back with HBs and MLs.
There's a LP to the south. Move towards it and cap it. Build a LP and arm it, and reinforce the area. Attacks from the south will intensify and attacks from west or east drop off.
Send a force east of two or three squads of tac marines. Build many Tactical Squads. HBs and MLs. You will encounter a Blood Ravens sergeant attacking Orks. Help him. Follow him to a SP where he will kill many more Orks. Kill those Orks too. He will join your force. You can reinforce him to add Marines. Head back south towards the fences and try to shoot up as many buildings as possible.
Rejoin the units near the LP.
While keeping a strong force near that south LP, send another force west to cap a SP. Then head NW to meet the killa kan. Try luring it down with a scout and some dancing Tac Squads with rocket launchers. After that's done, head up and raze the Ork base and cap the SP.
Head back down out of that pass and back to the first SP you capped before meeting the Killa Kan. Allocate additional troops to this force. Then head this force south until you hit the Ork base. With two elements hitting the Orks, creep each one forward slowly, keeping flamers in front. Having razed the base, they'll join up and move east across a thin scrap of land with a LP on it. Flamers up front and shooty squads to the rear. It's about three squads wide.
Keep creeping forward. Let your scouts look into the base to the south so that your units can blow up some buildings.
Cross the scrap of land. By now you've shot up lots of Killa Kans. There's a base NE and then a base due south of your position, your position being a fork in the road that leads either way. You can choose to strike the NE base with some flamers and rocket squads. Leave nothing behind, then take the other road that connects directly to the last base (not the one your squad is still on). Kill the Waagh tower, then rejoin both groups of infantry. Advance into the last base, flamers forward and rockets covering. Destroy everything, mission ends.
"In the future, I plan on taking more of an active role in the decisions I make." ~Paris Hilton
#4
This stage really not hard.Make use of Scout Snipers at first,then after you have your base,kill all Orks in behind,and get full Marines that'll arm with 50/50 Hvy Bolt and Missiles.
Go north and save the Sergeant,then you can use them.
Go south to save those poor Guards,fully reinforce them,and arm them with Grenade Launchers.Excellent Ork Killers.
All forces gather in middle,then mop up the remains.Easy.
(Remember to let the scouts move first!)
Insane: Massiev sniper method
This is fun on insane if you get 3 missile squads and all the rest scouts. If you get all the scout squads before 'rescuing' the seargeant that is attacking the one SP to the right of the waterworks, then you can have 16 squads of scouts. I equipped 4 of these with plasma and 12 with sniper rifles .
24 sniper rifles are just insanely effective at taking out large hordes of orcs (and can even take out listening posts and WAAAGH banners in a relatively short time - but that is what your three missile squads are for.
Together with the two liberated guard squads with either grenades or plasmas you can just waltz through this mission.
:sniper: :sniper: :sniper: :sniper: :sniper: :sniper: :sniper: :sniper:
Last edited by antialias; 3rd Feb 05 at 9:48 AM.
This mission requires a stealthy strategy to infiltrate enemy territory. You start out with a squad of Scouts and the first objective is to get behind the enemy lines and take a strategic point. Reinforce your squad and upgrade to sniper rifles. Engage the Scouts special ability for Stealth and sneak past the first few Orks you see. You will eventually get to the Strategic point you’re supposed to take. Use the Sniper rifles and eliminate the Orks and capture the SP.
Your next task is to sneak around the nearby Ork base. This is just a matter of timing your movement. Engage stealth, wait until the Orks boss passes by and keep to the right until you get past the base. Once you get past the base, your next objective is to take down a nearby Ork Nob on a staircase. Sniper rifles might work well here but you’ll be automatically given more units to command anyway. Move forward and clear out the Ork base at the top of the staircase. Once the base is cleared you can begin building the Space Marine base.
Use the servitors and begin construction of the Chapel-Barracks, Armory and Plasma Generator. Summon and upgrade as many Tactical Squads as possible. You will be harassed by Ork mobs so always have some Marines for base defense until you have established a perimeter defense.
You can take a couple of squads, go back the way you came and take down the Ork base there and continue around to take down the rest of the Orks on that path. Once you have finished them off send those Squads back to the main base.
Next, begin moving toward your objectives at the bottom and right side of the map. Make good use of the leapfrog tactic and continue moving forward until you wipe out the nearby Ork bases. You will encounter a troop of Imperial Guard that will need your help. Provide them supporting fire with your Space Marines because the IG have weak moral and will break easily. Make sure that you upgrade everything as much as possible and max out your squads with reinforcements and heavy weapons.
When you have a fairly significant force you can move on to the tougher of the Ork bases that are now your primary objective. Upgrading to heavy weapons on your tactical squads is important because the Orks have “Killa cans,” that if not dealt with quickly, will wreak havoc on your front line troops. Also use your Force Commander, attached to a squad, when you launch the main assault. Make good use of the cover near the Ork bases. It will help shield your Space Marines against ranged weaponry. Once you have finished off what’s left of the Ork bases you will have achieved victory. Mission Complete.
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