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War Front: Turning Point


War Front strategy guide - German campaign

Conquer the world with our complete German mission walkthrough

Words: GamesRadar US

Back in the center of the map, use Wurfrahmen and your Core Units to wipe out all defensive fortifications, then send in the Wehrmacht Infantry to capture every building you can. Consider the V1 Launch Site, the Research Lab, and the Command Center the most important prizes you can seize here. You will be harassed by Me 262 Interceptors, but the Wirbelwinds we told you to produce should hold them off long enough to capture these buildings. With the Command Center under your control, you can now produce Engineers here to turn this into a great secondary base, complete with AT 88 and AA Bunkers, a Tank Factory, and more.

Down south at the crossroads, you should easily stop the escaping German scientists. As soon as that objective is complete, move in a northeasterly direction toward the base of the plateau where your secondary base is now located. The Nazis will send Wurfrahmen to bombard your Supply Depot, but your force of Maus and Panthers should keep the area clear until the situation is stabilized. Don’t worry about trying to capture the mine in the southeast corner of the map: it will be empty by the time you get there.

Now the entire northern side of your main base will come under attack. The Flame Bunkers we told you to build earlier should handle the Jetpack Infantry that appear regularly on the western side, but to guard against the stream of Wurfrahmen and tanks pouring down the road in the east you need to produce your own Wurfrahmen backed by Tigers, Wirbelwinds (to guard against air assaults) and a couple of Repair Trucks. You also should produce a mix of Stukas and Me 262s (about a 2-1 mix, respectively) to patrol the skies over the position of these units. Don’t worry if you don’t make headway: the only goal right now is to hold your ground.

Although the mine in the middle base is most likely depleted, you should still hold on to this important piece of real estate. Assuming you’ve built enough AA Bunkers, the only way the Nazis can attack this base on the ground is by approaching through two easily defended passes or by using Wurfrahmen to lob rockets into the base. Both are easily stopped, and you should be able to construct four or even five V1 Launch Sites here.

Above: If you decide to attack the Nazi base by crossing the bridge in the eastern part of the map, lead with your strongest vehicles. The narrow passage makes you vulnerable to artillery and tank fire

By now, you’re probably ready to put an end to those annoying Jetpack Infantry attacks — but do not destroy the facility! Doing so not only costs you a secondary objective, but also robs you of the ability to produce your own Jetpack Infantry. Instead, advance with a mixed armored battalion (Wurfrahmen, Tigers, Wirbelwinds, and Flammwagens) to a point east of the facility. The Wurfrahmen can pound the defensive bunkers, and once they’re down you can drop Paratroops to capture the facility. If the troops produced here are killing your Wehrmacht Infantry during the capture process, use Flammwagens to kill enemy as they emerge from the facility. But keep a c lose eye on them: they’ll attack the facility unless you order them to do something else.

The fall of the Jetpack facility will prompt a massive Nazi counterattack, so have substantial forces in the area to deal with it. A major headache will be an area on the northern edge of the map where reinforcements suddenly appear on a constant basis; build Flame and AT 88 Bunkers to greet them upon their arrival.

Although the diehard Nazis aren’t aware of it, the battle is now winding down. Bide your time as the V1 Launch Sites come online, and you can terror on the main Nazi base and shatter most of its defenses before sending a single unit inside its perimeter. A good strategy for closing in on the base is to send armored units from both the west and south simultaneously, but you should most definitely use air power and V1s to soften up the defenses around the bridge south of the Nazi base. Smashing the auxiliary base north of the Main Nazi HQ is not required for victory, but it’s a good idea to destroy the Airfield so it can’t send Interceptors out to harass your ground units.

Before taking control the of the Main Nazi HQ, however, prepare a contingent of either Stukas, Call-In Junkers Bombers, launch-ready V1 sites, or a mix of all of them. The moment you capture this vital building, the commander decides to launch V1 Rockets on Berlin. You’ll need the speed and power of those aerial units to reach the four V1 sites before the four-minute countdown elapses.


 
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