Assistance with Kansas City

VoidVector

First time out of the vault
How should I do this mission? Half of my team is snipers with 5 or less str. Fire them? If I fire them their stats will return to their base level.

Does anyone know how long i have to hold off until backup arrives?
 
Not quite sure what you mean about "backup". Isn't this one of the super-mutant missions? What's the goal? Anyway, I'm on mission 14 or 15 now, and I don't recall any missions giving you "backup" of any sort. One thing to consider is that the patch (whenever it comes out) is supposed to fix the recruit pool problems. The bugs with the pool are the reason I'm still using a bunch of initiates, with the exception of Stein. (I ditched Kevin and took Stein.) Anyway, I have Farsight (Str 4 I think?), Stitch (Str 6, but Per 4), Jo (Str 6 or 7), Trevor (Str 8 or 9) and Steing (Str 6). Not sure whom you took with you, but if you want to switch to different recruits, wait for the patch. Now that I have PA, all of my characters have at least 6 Str, so they can all use any weapon up to the Laser and Plasma rifles.
 
This mission sucks.

I ended up restoring over and over because some of those initial attack super mutants are packing serious firepower and can simply roll right over my squad unless I set up in a defensive position and let them come to me. And that is not even the zinger. You have to keep a large (don't know how large, sorry) percentage of the ghouls alive in order to finish the mission with a pat on the back instead of a chewing by the general. I still can't do it but else-where on this board there is a post saying he saved all but 2 of the ghouls and he still didn't pull it off.

Now I'm all for hard missions but damn.

Sorry, got off on a tangent. You just have to survive that huge initial bum rush, after that you go out into the surrounding encampment and pick off the rest at your leisure, that's where snipers come in handy. No "back up" arrives, you will be notified when you have completed everything you need to. Good luck.
 
I got chewed up by the General too but i doubt there is anyother way you can beat it. The Ghouls at the North Gate should be fine throughout the mission, leave them alone. If you have any Grunts in your group place 2 at the south gate, they should hold out till the big wave of muties with lead pipes come charging. Place 2 snipers and another grunt at the west and they should hold out till the south gate needs backup. When the wave of Muties with pipes come charging in through the south gate bring all of your team to there and you should be able to hold em off. My team Consisted of 2 grunts, 2 snipers, one medic (helped the snipers at west gate), and one deathclaw (backed up grunts at south gate). This is what worked for me, i hope it will work for you also.
 
I posted this on vault13

You have to split your squad up. It took me a long ass time (this mission is even harder than peroria to do right) but I did. I had half my squad run to the south gate and kept the other half at the west gate.

West gate: two snipers their backs to the wall. Don't have to manage them much but try to have them target mutants with machine guns and grenades before you worry about the lead pipe guys. Then I had one heavy machine gunner (M-60 with 600+ rounds and metal armor MK2) lie down behind the sandbags. his job is keep the mutants from getting pass the entrance to the sandbags. As long as the mutants don't get past him you're fine.

South gate: I had someone with a M-249 (decent damage and ammo is everywhere), The einfield assault rifle (good range and damage), and the H&K auto shotgun with fletchette rounds. The shotgunner was upfront behind the front sandbag and nailed anyone who got too close and the other were behind the gates. Jo (M-249) also had a rocket launcher which I used to nail packed up groups and especially any mutant with a mini gun.

The north gate may not even need protection but you might want to send a sniper up there just in case.

Just be patient and once it gets hectic switch to turn based.
 
i played this is TB mode. placed one sniper and one heave machine gun at the west gate, ALL others down...

West gate: the mutants AI was very stupid, one runs at the gate, my machine gunner bursts him away, while others are waiting for something, maybe a lemonade, while my snipers shoots one by one...

on the other hand, I barely survived on the south gate. two or three snipers up on the building or gate, and one shotgun down below, at the baricades to wait for incomming mutants. 4 out of 5 ghouls were killed here, and my shotgun dude was crippled :)

North gate: there is probably no need to worry about this one. entrance is covered with mines, and when mutants see them, they just stop and shoot at ghouls from large distance, so you can finish them later
--
Miroslav, miroslav@gamestats.com
No Mutants Allowed - Fallout WebSite
http://fallout.gamestats.com/
 
I just finished this mission, and I did the entire mutant attack turned base. I think there's a bug in the game, because during the time I left it turn based, all but one of the ghouls sat around and did nothing. The only ghoul that fought was the ghoul on top of one of the west gate towers. The other ghouls let themselves get killed by the mutants. One ghoul was in the prone position for three rounds doing nothing while a mutant was beating him with a pipe.

I got chewed out by the general, but I didn't think it's worth my time to play the mission over again. I hope it doesn't adversely affect my future missions.
 
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