Wing Commander Secret Ops KRIEGER SYSTEM
Krieger 1 : Krieger Starbase
Notes
- Defending the station is easy enough. Just don't stray too far from Cerberus. The third wave will be from the jump point that Cerberus has just come through and those bugs will head straight for it. By the time the Cerberus calls for help, it may have sustained heavy damage so watch your radar. When you see new ships appear, check your NAV map. If the new bugs are near Cerberus, go help it straight away.
- Don't forget, you are in one of those lovely Wasps. Boost as soon as you can towards the station, load up the Swarmers and let rip on the bombers.
Outcome
Success / Failure go to Krieger 2.
Krieger 2 : Tactical Reposition
Notes
- There are a hell of a lot of bugs on this mission. Be sure to use your missiles to best effect, but try not to find yourself running out when you need them most. It's a careful balance.
- The bombers will do their bit destroying the capships. You just do your bit and keep the fighters and turrets off their backs.
Outcome
Success / Failure go to Krieger 3.
Krieger 3 : Carrier Assault One
Primary Objectives
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Eliminate all alien carrier gun turrets
Eliminate all alien carrier missile turrets
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Secondary Objectives
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None
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Bonus Objectives
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Eliminate 75% of alien fighters
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Your Ship
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"Black" Vampire
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Wingmen
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Amazon, Zero
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Other Friendly Ships
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Bravo wing (Vampires) : Spyder (wing leader), Stiletto, Maestro
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Briefing
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Alien fighter presence in this system is extremely heavy. Sweep this NAV route of all alien fighters. You will come across the alien carrier during this patrol. Eliminate the carrier's turret defenses in anticipation of a subsequent bomber strike.
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NAV 1
Wave 1
4 Manta
6 Moray
Wave 2
6 Manta
8 Moray
NAV 2
2 Triton
1 Leviathan
1 Barracuda
3 Lamprey
5 Moray
Three waves of Squid, Manta, Moray unless carrier is destroyed.
Between NAV 2 and Cerberus
3 Manta
4 Moray
1 Devil Ray
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Notes
- Don't forget the primary objective is to destroy all of the carrier's turrets. If the autopilot light comes on before you have done this, try not to hit the autopilot until the job is done. It will make the next mission a lot easier.
Outcome
Success / Failure go to Krieger 4.
Krieger 4 : Carrier Erasure
Notes
- Since you are flying a Devastator, you don't need to worry about wasting torpedoes so much. You can always use your Plasma gun to destroy capships, which is just as well considering the number of capships in this mission.
- Perhaps the enemy forces at NAV 2 make up for the easy NAV 1. Or perhaps those bugs are waiting to get their asses kicked. Either way, go get them. Go straight for the capships and you'll have fewer fighters to face. Shooting fighters won't get the job done.
Outcome
Success / Failure go to Krieger 5.
Krieger 5 : Reposition Battery
Primary Objectives
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Escort and defend the Cerberus
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Secondary Objectives
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Eliminate alien bombers
Eliminate alien fighters
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Bonus Objectives
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Eliminate 50% of alien fighters
Eliminate 75% of alien bombers
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Your Ship
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"Black" Devastator
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Wingmen
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Amazon, Spyder
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Other Friendly Ships
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Bravo wing (Vampires) : Stiletto (wing leader), Zero, Maestro
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Briefing
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Multi-stage assault tactics have proven effective against the alien blockade. We are going to attempt another multi-stage strike on a second alien star-ship in this system. The enemy vessel is positioned to block our path into Proxima and is most likely guarding more capital ships in and around a nearby jump point. In order to punch through this obstacle, Cerberus will need to be repositioned. Provide cover for Cerberus along this NAV route.
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NAV 1
Wave 1
1 Comm Facility
4 Ray
3 Red Manta
7 Squid
Wave 2
3 Moray
3 Squid
Wave 3
1 Red Manta
4 Skate
4 Moray
Wave 4
5 Moray
NAV 2
Wave 1
2 Triton
1 Red Manta
3 Moray
5 Lamprey
Wave 2
1 Red Manta
6 Moray
Wave 3
4 Manta
4 Stingray
NAV 3
Wave 1
3 Moray
2 Red Manta
5 Stingray
Wave 2
2 Devil Ray
4 Moray
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Notes
- Ever wondered how the bugs know where you're going and when? The answer is at NAV 1. A nice comm facility. Put it out of business. The best place to attack it from is above the large curves part, destroying each antenna in turn.
- And while you're putting the bugs out of business, you might as well deprive them of a few supplies by destroying the Tritons at NAV 2 with your remaining torpedoes, using your Plasma gun if you run out (which you probably will unless you eliminate the turrets).
Outcome
Success / Failure go to Krieger 6.
Krieger 6 : Turrets Swipe
Primary Objectives
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Eliminate all carrier gun turrets
Eliminate all carrier missile turrets
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Secondary Objectives
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None
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Bonus Objectives
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Eliminate 50% of alien fighters
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Your Ship
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"Black" Vampire
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Wingmen
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Amazon, Zero
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Other Friendly Ships
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Bravo wing (Vampires) : Spyder (wing leader), Stiletto, Maestro
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Briefing
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There is no briefing before this mission. It is a scramble.
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NAV 1
Wave 1
1 Leviathan
4 Barracuda
5 Moray
5 Manta
Wave 2
4 Manta
4 Lamprey
Wave 3
4 Squid
4 Moray
Wave 4
4 Squid
4 Moray
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Notes
- This mission isn't particularly difficult. It would probably help if you destroyed all of the fighters first, then went for the carrier's turrets.
- Take out everything on the carrier except the bridge, engine and launchers which you can't take out anyway. If you have to eject before taking out everything, you will have a lot more to contend with when it comes to destroying the carrier.
Outcome
Success / Failure go to Krieger 7.
Krieger 7 : Final Blows
Primary Objectives
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Eliminate carrier
Destroy any other alien capships
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Secondary Objectives
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Eliminate fighters defending carrier
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Bonus Objectives
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Eliminate 50% of alien fighters
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Your Ship
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"Black" Devastator
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Wingmen
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Amazon, Stiletto
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Other Friendly Ships
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Bravo wing (Vampires) : Spyder (wing leader), Zero, Maestro
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Briefing
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There is no briefing before this mission. It is a scramble.
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NAV 1
Wave 1
1 Leviathan
1 Hydra
5 Moray
5 Squid
Wave 2
2 Manta
3 Lamprey
1 Squid
1 Devil Ray
Wave 3
1 Squid
2 Moray
3 Lamprey
1 Manta
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Notes
- The extra waves appear if the Hydra and Leviathan are still alive at the point which the waves would be spawned. Take out the capships quickly, and you won't have to deal with them.
- Since the Hydra still has all of its turrets, you may want to try knocking a load out with your Dragonfly missiles and maybe some Mosquito missiles as well. You have a large missile load, so use that to your advantage.
Outcome
Success / Failure go to Krieger 8.
Krieger 8 : Path To Proxima
Primary Objectives
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Escort and defend the Cerberus
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Secondary Objectives
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Engage and destroy fighters
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Bonus Objectives
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Eliminate 50% of alien fighters
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Your Ship
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"Black" Vampire
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Wingmen
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Zero, Maestro
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Other Friendly Ships
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Bravo wing (Devastators) : Spyder (wing leader), Stiletto, Amazon
3 Vampires and 3 Shrikes at NAV 1.
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Briefing
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Intel believes that the aliens are using the binary star system of Proxima to fuel a new wormhole device. Confed Science Division has deduced that this second wormhole in Proxima, once opened, will remain open until the stars' energy has been depleted. We must reinforce the scattered Confed ships active in Proxima and eliminate the alien presence. Lead Cerberus along this NAV route to the Proxima jump point.
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NAV 1
Wave 1
1 Orca
1 Hydra
6 Manta
Wave 2
6 Stingray
Wave 3
4 Squid
4 Manta
Wave 4
4 Barracuda
Wave 5
1 Leviathan
3 Red Manta
3 Stingray
3 Manta
Then infinite waves of 1 Devil Ray and 2 Manta until carrier is destroyed
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Notes
- Lots of capships. Lots of fighters. It's just as well someone sent some help your way. Defend everything Confed because you'll appreciate the extra firepower.
- Once the Leviathan arrives, take out the Red Mantas and the Stingrays as quickly as possible otherwise they'll head straight for the Cerberus. After that, just defend the bombers long enough for them to destroy the carrier. When all is done, you're on your way to the final episode : Finishing Stroke.
Outcome
Success / Failure go to Proxima 1a.
Comment on a mission
Submitted by : jackthecoach
Mission : reposition battery
Comments : the info on this mission is rubbish.
first, you are in a vampire not a devastator. second. what happened to the 4 barracuda that turn up in nav1 with a manta?
Submitted by : JACKTHECOACH
Mission : turrets swipe
Comments : the info is wrong here too. the mission appears to be infinite waves of fighters, so, pick on a wave that is weak, ie morays and squid, send your wingman after them, go for the turrets yourself. get missile turrets first.
Submitted by : Gryphon
Mission : Krieger 8: Path to Proxima
Comments : Weird: pay attention to the allied Vampires. They have 4 tachyon cannons and 2 ion cannons.
Submitted by : Ex-Commando
Mission : All
Comments : Wow. After many years I played WC1 to WCP all the way through and it got progressively harder and crazy all the way through. But this expansion pack really is rather insane! Missions have so many enemies. But then again its very challenging and lots of fun. Is it just me, or are many of the numbers of fighters and star ships in 40-50% of all these missions wrong?
Submitted by : Ben
Date : Sun Oct 3 11:21:15 2010
Mission : Krieger 6 : Turrets Swipe
Comments : Forget the info on that mission, I believe none of the enemy numbers are correct. There will be infinite waves of fighters in miscellaneous configurations in this mission.
Go for the turrets and missile launchers right away, break off only if a fighter picks on you. After all turrets are destroyed, destroy the remaining fighters and autopilot out.
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