Fallout Tactics: BoS → St. Louis
The Brotherhood's advance units are in deep trouble. They've encountered a powerful super mutant stronghold, which has decimated several platoons led by General Barnaky. Talon Platoon has disappeared somewhere in the combat zone, and it's believed they're still alive. It's crucial to extract your comrades from the mess, and your group is tasked with the extraction.
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.
You need to head to the northeast corner of the map, but it's best not to go straight ahead if you can read. See what those signs say? So drive the APC 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.
The thing is, further on, near the barricaded bridge, the ambush will be much more serious: grenade launchers are positioned on the hills, and the bridge itself and the approaches are mined. It's clear that no matter how well-armored your vehicle is, it will be burned very quickly. So you'll have to clear the road on foot.
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.
Now you can drive over to the guys from Talon Platoon, who are holed up in a pit to the northeast. Their commander will ask you to heal the guys, and you should have everything you need. But only start bandaging the wounded soldiers when there's an APC nearby, otherwise you might experience a minor glitch.
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.
It's worth taking them all out of this location. With a sniper rifle (and you should already have a solid team), this is entirely possible. On this map, the super mutant stronghold is located in the northwest, behind some full-profile trenches and an acidic river. The trenches aren't that dense, so dealing with them shouldn't be too difficult. The main thing is to work from a long distance to avoid getting caught in a burst of machine gun fire. You can also bring a machine gunner close (stealthily, of course) for a lethal burst.
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.
It might even be better to assign the job of shooting the mutants to one of your soldiers, armed with a sniper rifle, while the others sit somewhere and keep their heads down. Eventually, the time will come when no mutant will be able to poke their noses out from behind cover with impunity, and that means it's time to begin the final act. There's only one path to visit the mutants: across the bridge. But three hills beyond it will present a serious challenge. All three "steps" are heavily mined, and my assault trooper, skilled at finding and disarming over 50 traps, couldn't find a single one. So you'll have to clear this section with forced fire, grenade tosses, or mutants in a "mine trawl" formation.
Taunt the bastards and retreat. Those armed with pipe stubs will likely charge in and clear part of the passage. The rest of the blockheads will suffer the same reaction, using up their entire ammo supply. Either way, find a way to proceed further and dispatch everyone else to the moon.
After that, all that's left is to collect the loot (there will be a mountain of machine guns alone) and head to the starting point, where a green exit rectangle should appear. 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.
Source: stopgame.ru
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