View Full Version : Missions variations
04-18-2003, 08:25 AM
Well since C3 is basically 6 months off and we got C2 to mess with and there isn't much chatting on the board, let's hear the varying ways you run missions.
The genius of Commandos is that there are so many ways to run missions. Just having a commando go to different buildings and such keeps it different but certainly folks have different special ways of doing things. Let's share them.
Night of the Wolves- uh, I don't run this often but will dope up all the wine I can find and knock out as many goons as I can for giggles. I'll send Lupin to the spotlight tower while Natasha distracts and knock out the guys there and shut off the light. Sure there's no points but it's just diversion. Sometimes I'll have Lupin beat the hell out of all the guiys in the cantine instead of having Natascha dope their wine.
Any other tricks for fun out there?
04-22-2003, 07:41 AM
OK sine Night of trhe Wolves is pretty blah is anyone using any unique tactics in Das Boot that could be shared?
04-23-2003, 06:56 AM
On Das boot, as you say Rufus, there are a zillion ways to run the mission. 1st after clearing mines in back it’s easy to get Spooky the officers uniform in less than 5 minutes and then turn him loose on a “shopping spree” where he goes through the base loading up on goodies for the guys. I only entered through the front in the truck like once since there’s just too many other ways to do it.
One scenario I tried that works is to have Spooky go in and clear out the sub gunning every goon and loading up on weapons and uniforms then climb onto the bridge and lay down then bust a cap to get some goons alerted. Climb back down fast and gun them in the back as they climb up to the conning tower. Takes about 2-3 repeats to get all the goons nearby to finally see what the shots are about.
04-24-2003, 06:44 AM
I found that in the torpedo building putting some boom-boom stick anywhere in the building will set off the whole place. It doesn't have to be right by the thr torps.
As to setting off the AA guns the farthest one is pretty easy once the one goon is taken care of after Spooky drops a rope ladder. The others need some careful elimination of guys near it. You can use the truck to get Inferno close in. Best of all I too use the mine thing on corners of buildings. After clearing out the goons all around the Commandant's office Inferno places mines all over hell then blows one AA gun. The SS guys come out an step boom onto a mine then run around into more. The guys outside the wall run in and hit some more boom-booms. I love it!
It's kinda my payback for those nasty mines Charlie used in Nam!
Once you've subdued the back section Inferno can toss a grenade up between the jailer and the officer then hide in the nearby shack. Of course the stairs ans such are mined and as the goons respond they get boom-boom!
04-24-2003, 08:02 AM
well I have been using many different tactics too, but when I first played it, I think I used the easiest one..
I was too anxious to get through the game :)
in C3 I am going to play with very hard right from the beginning and try to complete the missions as Commandos-like as I can :)
As for the Das Boot mission, when I first played it, I went to the shore with my guys and sneaked into the base from the mined area...
Secondly, I tried to follow the objectives, therefore, I drove into the base with that truck (passed the security papers first of course)..
then I searched for a safe place to get my men out and I found it near the dog cage..
Third option I used was the one you already told:
let Fins gag the snipers guarding the sea, then threw a grappling hook to the wall of the base and sneaked in :)
04-25-2003, 07:36 AM
Also in Das boot a grenade will blow the fuel tanks. Leaving the electric fence on can work to your advantage if you are seen by the guy inside- he can't get out. If you go inside to toss grenades or whatnot from the shadows have a pal turn on the fence again so no one can get in at you. The 3 fuel drums can be shot from long distance to cause a nice mess near the radio room/station. If you get into to the back 2-level bunker where there's the flame thrower in the box you can take out all the guys in the area firing from the slit upstairs. The radio in the station is easist to use to call Green Beret once no one is looking at Spooky. The AA gun up front- place a mine at the door where the Lt. and 2 guards come flying out of. After the gun blows all 3 get killed by the one mine. Always have Spooky needle out the sniper on the back upper level of the sub pen if you want to land the guys near the torpedo building. Always take uniforms to knocked out goons so if they are found they run home and are no longer a threat if untied.
Anything else from anyone?
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.