St.Louis | Fallout Tactics

Fallout Tactics: BoS → St. Louis

You'll be assigned an APC, a sort of tracked armored vehicle, which you'll use to extract the stranded soldiers. This is going to be a serious fight, because super mutants aren't just some AK-47-wielding riffraff. These beefy men are incredibly thick-skinned, and taking down a freak with over 100 HP and armed with a heavy machine gun is going to be quite a challenge.

One way or another, you need to rescue a dying platoon, and you find yourself in some hangar next to a tricked-out "armored tractor." You'll need to use it to rescue your colleagues. Rummage through the desk there and you'll find some very useful books and a couple of toolkits for vehicle repair. Now load your men into the APC and head east across the bridge.

The defenses behind it aren't too strong and will be easy to take out, as the APC provides ample protection for your team. The tracks clearly show where to go next. But after defeating the first ambush, it's best to slow down.

In a small bunker just north of the first ambush, in a chest with a trap, is a sniper rifle. Believe me, this is a royal gift. This thing has a range of 50 and packs quite a punch. This weapon, using the common 7.62 caliber, will allow you to pick off enemies from a distance with near impunity. From this point on, thanks to this weapon, the game will change dramatically!

Clear out the crowd near the bridge, don't be lazy about climbing the hills, from where you can eliminate enemies much more effectively, and then move on. Shoot the mines (in principle, you can also dismantle them) and the barricades on the bridge and move further along the track, leaving the armored car a little behind.

Two mutants with grenade launchers were hiding behind sandbag cover. I managed to deal with them successfully: while the snipers were holding them down, my soldier got close and, seizing the moment, picked them off point-blank with a burst of shotgun fire.

Then the track will turn left, west, and the road will run through a hollow between the hills. A classic ambush spot, so be prepared. Move the machine gunner slightly ahead, followed by the rest of the riflemen; that should do the trick. The road now passes trenches on the left, and before the turnoff to the besieged platoon, a super mutant grenade launcher in a pillbox acts as a traffic police officer. Find a way to deal with him, and you'll find two pairs of medical kits in the pillbox.

After this, you'll be informed that all the soldiers are already inside the armored vehicle, and you can safely transport them back to the starting point. But you'll have to take the same route, because the shortcut will lead through a minefield. Super mutants are also roaming the surrounding area.

I had good success bringing Mommy up behind a lurking Banderlog. When the monster had quietly appeared behind the lurking super mutant, all that was left to do was give the command: "Get him! Break him!" Mommy was best at butting heads: the enemy would be knocked off his feet, and while he was trying to get up, Dethclaw would already be gathering AP for the next strike. In the trench to the northwest, you'll find one of General Barnaky's men, who will tell you that his commander was captured by mutants and that he himself was booby-trapped. Deactivate the explosives on the commander, but it looks like he won't survive anyway. He seems to have shot himself.

Once you've secured the trenches, start shooting anything moving beyond the acid river from long range. Just don't position your men too close together. The problem is, the mutants will fire long bursts, but when aiming at the "offender" at maximum range, they'll miss. The computer will calculate everything in such a way that the bullets, bypassing their intended target (due to the minimal hit percentage), will fly into someone standing nearby.

Among the loot, you should have at least one Brawning M2 machine gun. Even if your big gun specialist can't use this machine gun yet (it's too heavy), hold onto it for later. Scary stuff! Now we're heading to the Jeffersons.


See also:

Fallout Tactics: Jeffersons

Fallout Tactics: Kansas City

Fallout Tactics: Jeffersons