Cruise around on a fine summer day with a mobile force, taking points and killing lots and lots and lots of Russian troops.
Theater of War Mission Pack: Operation Barbarossa
Difficulty Level: General
Commander: none (this is a special solo mission)
Your first target should be the territory point—field hospital—just WSW of your start point. Take that and the nearby point to the south, and then head back north towards the field hospital and go W to take the point down in the bowl. Here you will face serious opposition for the first time, in the form of one or two Guards Rifle infantry with PTRSs, which are absurdly overpowered and will kill tanks in ~10 seconds and any lighter vehicle in a couple of eye-blinks. Upgrade your tanks with HMGs and your scout cars with 20mm cannons, and do the poke/retreat/repair thing until the Russian infantry are all dead. Take the point and then cautiously, from the north, approach the next point to the W and uphill. Always approach with tanks first—the CPU imposes huge visibility penalties so it can surprise you with strong weapons, which often will wipe your unarmored units. Kill the guards rifle and partisan-AT squad at this fourth point, and use your tank duo or panzergrenadiers to kill the Zis crew hiding at the SE corner of that point.
Once you cap this point, Russian infantry units may materialize around you and attack, possibly from all sides. Be ready with your tanks and scout cars, and keep your softer units where they can hide if necessary. Once you’ve fended off the attack, scrounge the two Zis guns at this point, heal/reinforce your units, and upgrade one of your 251s with a flamethrower.
Note: German Panzer IVs on this map are very nerfed until they get to vet-2 or vet-3. Two vet-0 Pz4s will struggle to kill a vet-2 T-70.
Now head NW to take the vehicle depot. There will be blood—especially if the Russians hear you coming. Try to sneak up on the unmanned Russian tanks and kill the engineers (e.g., with flamethrowers) in the vicinity before they can man the tanks and start shooting. Man/repair two T-34s and two KV-1s and destroy the rest. You will have to spend some time fending off infantry/tank counter attacks, and then you’ll have to spend some time repairing. But now you have a large and partly vetted-up force. Make sure your pioneers and panzergrens are healed and full strength.
You now have 5 points. Send a couple of tanks and a panzergren squad to take the point immediately E, which should be unguarded. When you cap it, head back to the main group at the N edge of the tank depot, and then send your entire force on a rapid tank attack to the artillery position at the north of the map. Along the way there are two other points and you can let your infantry take these; but place your Zis guns, if you have any, at the second of these points to shell the Guards Rifle squads guarding the artillery. Follow your tanks with scout cars (if any survive) and the flamer-251.
When you’ve finished taking 10 points you fulfill the victory condition. For a bonus you can take the other four points on the map. For the nearest one, you have to double back SW and then head E along the ridge, to avoid minefields. There are three more points at the bottom. The topmost of the three is fairly easy, but when you try to take the one below it, you may be attacked at that point (and the previous point, if you have left forces there) by multiple tanks and infantry squads. Call-in CAS is useful here. If you survive that onslaught, heal up—take your time—and take the last point to the W, which may now be depleted of most of its usual large infantry contingent but is normally the hardest point on this map, as it has Zis guns, HMGs, mines, 120mm mortars, T-34s and KV-1s, plus many AT-capable, grenade-throwing infantry squads. This is another good place to use your call-in CAS.