Wolfschanze (555 ZSJ47 WYEL 2000 Lin Yui Tan..)
Return to Castle Wolfenstein (555 ZSJ47....)
Wolfschanze Snow (Spy)
Sorry could only credit what is visible on the screen
I really really like these missions, they are my favourite because they have almost everything that I like, or maybe everything.
Played them sometimes ago (sorry if I mixed them up here and there). My first one is set in normal day time, I think it's Return to..
I was weary about new map that I think I haven't played before. But my experience of playing is, if the first few moves is possible, then the mission is worth continuing (sometimes I'm wrong, that mission starts to get weird in the mid game, or impossible beginning ends up as great mission).
I like that we have a 'safe' corner and couple of hiding places here and there. In snow version, I had to try the second time because I didn't know how not to die from cold. There are three commandos, and one jacket nearby, with many many enemies. When I start the mission, I would check everyone's inventory, so unbeknownst to me, I had 'activate' them even when they don't do anything. Apparently I found out that I shouldn't do anything at all so that they remain alive before access to jacket. This gives me hope to replay some missions that I abandoned before (can't remember the name, C3 Sniper setting, starting with three commandos in the snow).
Anyway, this is my killing corner. I would bait anyone I could with cigarette, wine, enemy's body or gun shot to lure anyone other than the patrol, they have quite a big loop so there are time. After that, I tried to play around the patrol but it's not possible because there are too little time out there to take out other soldiers, especially with sniper etc. So after clearing all the lone enemies, to ensure noone will interfere with patrol's annihilation and get some of their ammunitions, I set up a spot and get the patrol. Pick up their bullets, hide the bodies and repeat, because they respawn. I had my worry that it would be endless, but as long as I could continue to harvest the ammunition, I'd try. Finally, after the fifth patrol, it stopped and now I could venture outside.
The house on the bottom left need careful timing to infiltrate, but they always have some useful resources. In one of the version, the manholes are accessible, which I find very interesting and fun. However, it took me a long time to find access to Spy because there is no usual clue (show destination but not the way to get there).
When I first playing, I didn't have the habit to always check F10 (only pick this up playing mod games) so I'd do my clearing with Lupin, my favorite, and he can tie!, stack enemy bodies somewhere but continue to worry that they are found, until GB found knife and go to town. On my subsequent play, I'd just throw them in the thicket, much simpler. (Like it when there are a lot of hiding space!)
Getting to the first two snipers are not easy, but not impossible, one sniper is usually the trigger for some patrols but there are times to counter react or run away, which is another factor that I appreciate. Getting into the round area near the big barrack is difficult, with four snipers guarding it. I tried different approaches, from the front and the sides, from baiting with noise, full blank attack or sneak and crawl (another great factor, these missions allow endless creativities). There is one version when Lupin doesn't have rat and it's slightly more difficult to work around the sniper, but the heartless enemies (which I have a lot of problem first time playing this) is proved to be good as they don't bother to sound alarm when they see their dead peers, or come to attack.
Another good thing, there are a lot of spots for ambush, and I need this a lot, as there are so many enemies. There are different trigger person and area line (enter an area and there is something happening, enemy movement or deployment), but again, eventhough fast thinking and movements are needed, I enjoy it as these mission are done right. The spawned enemies don't appear right in front and shoot you in the face (I'm trying to recall couple of mission like this, which I find frustrating) I had time to react and change my strategy, I have resources of ability and weapon to defend (which I appreciate a lot as well, again, there are some frustrating mission where commandos are practically helpless and only counting on frustrating timing).
The building on the top right and top left normally have great resources like much needed first aid, trap, explosive, molotov etc. Another good thing in these missions; there are resources, not abundant and too stingy, but enough.
When I first played these mission, I nonchalantly took out code from the safe, thinking nothing and there were reinforcement. I thought, nahh.. only a couple of pesky busybody enemies so I put couple of commandos on ambush duty outside the building (the area were mostly cleared) to take them out but how wrong I was! Most invasion are massive, I think there are at least four for each mission. Three areas for enigma's part, some invasion appear when I blew up the tank.
Here is what I really like about the invasion: I think this site is a very very good setting for invasion.
Other invasion that I remember:
1. C2 Training invasion, nah! I really hate that corner, probably the only possible corner for long defense, not enough space, controlling the allies drives me half mad. OOkay, and then they face the wall, or wrong, wrong, wrong angle again.
2. Bonus mission 4, grrr..again, the areas, this is better and much more exciting but still, it need quite precise location. I'm those stressful person who doesn't want any ally to die.
3. Burma, eliminate the tyrant. Although they are chance to go out and hunt, most of the time we rely on indoor kill, quick snipe, avoid grenader. When the enemy is thinning, we can go out for hunting but it can go wrong quite easily.
4. Saving Private Smith. This is similar with Burma, although I always leave Sapper outside to get the tank and unsuspecting enemies, most commandos have to be stationed indoor, with Sniper playing hide and seek with grenadiers.
5. Mod, quiet before the storm series, I had reviewed in my previous posts.
6. I'm sure there are many in the mod that I forget or haven't got into.
All of these invansions have their flaws but invasion in Wolfschanze series is near perfect. Places, different crooks and corners to hunt and hide. The only thing that it lacks are climbable windows, otherwise it's perfect.
When took out item from the safe in the barrack, Driver and Sniper will be deployed at the starting area, I have left some ammunition and their speciality weapons for them there. I believe in Return.. I only used existing commandos before them to deal with the swarm of enemies in the building. The enemies are all killed with bullets. Fortunately I always have habit to collect weapon along the way. Full machine gun, I will ditch it somewhere visible, and recollect, ditch, recollect. It's sometimes reduntant, sometimes important, but in these mission, it's crucial. We don't have a lot of mass destruction weapon like molotov and grenade so I was saving them as much as I could.
Before taking out item from safe, I will prep the area in the building where the safes are for ambush. All these collected weapons will be put on one corner, commandos with respective weapon will be on X standby (I will assign some on machine gun, some on riffles, so they can switch when ammo is low before chance of refill). Lupin will be on ammo duty. He would run around filling ammo, chuck empty gun on another corner, grab another full one, reload his peers, and so on. If time permit, he would scour the fresh dead ones for ammo to reserve the ones on the corner.
Couple of time, some enemies were stuck yelling at each other near the starting point when they found casualties that for some reason they couldn't access. This is fun in couple of ways, I get less swarm in the building and able to have fun hunting them few by few. For any other mission, I always have at least one commandos hiding outside in the thicket or starting point, with two objectives, to give me full view of what is happening outside, and to get those that guarding the entrance of where the rest of commandos are, sometimes they are snipers, which could make it impossible for the commandos to get out again without anyone taking them out from outside.
There was one mission when the escape truck was being blown off together with the tank, so I always make it a point to move it first. Some swarm of enemies are overwhelming that it's impossible to survive by just ambushing them. In this case, driver should be stationed near the entry point before they are being ambushed, and get the front of swarming enemies with the right timing and many of them would run face first inside the fire. Again, I love the diversity of creative ways to play these missions.
Overall, they are looong, very satisfying mission, possible, many many good winning points that make them playable, enjoyable and fun. The replay value is very high, I'd love to get into the fun again. The twists are placed well and 'fair', no frustrating magics, no frustrating mines. All commandos have good abilities. Making part of enigmas as triggers is brilliant. Amount of commandos and resources are perfect. Crucial hiding spaces adds a lot to the fun and variable of strategy. The room for creativities are excellent.
Very very very well made missions. Thumbs up!