Right, that's how the main menu looks like.
Yeah, this seems right. As you can also see, there's a "mission underway" save as well, I use that so I can time the video captures right. Haven't used the allied mission underway save for a while, eh?
Anyways.. Don't remember ever doing this map.
Ah, right. The last time I did the allied campaign, I found Koch at his mansion. I believe this map shows up if you don't find him there, and possibly also if you fail to catch him?
Anyways, the map is rather simple.
Two objectives, and we start in the corner. There's basically just one big building holding both objectives. We start by sniping.
Lottie's doing it for Stalin.
And her shooting managed to make a hole in the fence, so we don't even have to use the front entrance.
Killing ensues..
Lottie stakes out the exterior, while Kodex takes his silenced SMG for CQC duty.
After a little while, Lottie spots our prey.
Her spotting skill means she got the drop on the oberst, and a few shots to the head later, he's unconscious.. Tough bugger.
Shortly after this, a german soldier was walking towards where Lottie is standing. Unfortunately for him, right behind him were stacked several explosive barrels..
The first shot pierced the soldier, set the barrels off and took out the soldier and a large chunk of wall as well, exposing our other objective.
Rest of the map is simple mop-up.
Lottie showed distinguished conduct by knocking an enemy officer unconscious by sniping him in the head.
Alright, since we captured Koch, here's an infodump:
I don't expect any more infodumps of this size for the remainder of the LP. This should make it clear that Koch is one of the Big Fish.
Now that he's taken care of though, we can raid the Thors Hammer storehouse back in Britain.
Remember this map from the axis campaign? It's exactly the same, save for one important difference, which we'll get to.
Interesting though, for the first small part of the map, we're offing allied soldiers.
Then renegade soldiers show up, and Lottie declares her devotion to Stalin yet again.
With the surface clear, it's a simple matter of choosing an entrance.
We chose a different one from the axis campaign, and standing in front of those MGs could be painful. If the enemy had spotted us. Instead, dispatching them is a simple matter, and we soon catch a glimpse of the prize.
There they are, protected by an electrified fence though. Thing is, if you climb to the upper level of this subterrenean complex, you get to kill some more renegades...
And you can find this switch:
Which lowers the electrified fence. What is left is the mop-up and some classified documents.
First objective is carried around, the second two are stationary.
Those ancient Tibetans were really ahead of the curve, eh?
Well, this mission is more or less done. Now comes the difficult part.
Fitting all the PKs close enough to the ladder, so they can carry on to the top-side map..
After fiddling around for a bit though, it works and we can leave the map. Capturing these PKs nets SE2 some medals.
Bee and UncleJ actually got some medals!
Having exited the storehouse, we get news that Newhouse managed to escape captivity.
Well. Don't quite remember if we see him again in Sentinels.
Anyhow, with PKs of our own, the last room in the base now unlocks.
If you want to bring PKs along for missions, you want to exit via the big hangar door. Fortunately, the engineer here lets us access the base stores, just like the quartermaster does.
Happy that we have some new toys, I decided we'd take them for a spin. I decided for the factory in Switzerland, but then, a random encounter showed up!
Yep. That's the UFO encounter. And it literally spawned within seconds of entering the Switzerland map. That's rare, but I would look this gift horse in the mouth. Instead, I sent Lottie on a possible suicide mission.
Lucky for her, she manages to stay hidden while running past several PKs. Picking up the true prize, she quickly dispatches all opposition, and we get even more toys.
Not quite sure why I took those PKs, to tell the truth.
Their weaponry isn't that impressive, the real treat here is the prototype laser rifle.
With that, the game's turned even more trivial, as long as you avoid doing overtly stupid stuff.
That doesn't mean the game's done yet though. Still have more maps to clear. First, we visit a Russian military factory, where the game warns us we cannot enter if we are using PKs, as we might expose "sensitive military equipment".
He's really proud of his factory, isn't he? Too bad it was just attacked.
Map is almost too simple though, the objective is that we must not let a certain scientist die, but in my game that scientist was never approached by the AI, so it was just a matter of killing all renegade soldiers.
I appreciate him being grateful. It's heaps better than the nagging old hag we rescued in the last update.
Kodex used the prototype with extreme prejudice. That nets him a few medals extra.
While that was fun, we still haven't had a chance to properly testdrive the PKs, so I nabbed one more map for this update.
In the axis campaign, you reach this factory just before an attack. As the allies, we arrive after that fact. That doesn't mean there aren't soldiers around, annoyed to see us though.
Lots of crumbling walls..
Two hidden objectives..
And a named NPC as our first target practice. The PK MG shoots bursts of 12. With a 21% chance of hitting with each bullet, one burst proved to be enough here.
And as for tanking capability?
Confirmed. With the caliber of the weapons currently arrayed against us, either the shots hit the PK and deal 0 damage, or it reads as the pilot evades the attack.
light spots one of our objectives.
light's not done though..
He also mocks those he mows down.
Soon, the map's cleared and I've had my fun.
When you have PKs, and the enemy does not, this game is trivial even without the prototype or silenced sniper. With all three deployed you can just run amok. It has its own charm.
Seems like the game wants us to go to Switzerland now. Whether I'll actually do that I haven't decided yet. First I'll show you the stats of our SE2 crew.
First up is Kodex.
He's tagged all PK skills, even though I'm not sure he'll ever ride one. Maybe one of the laser wielding ones. A truckload of medals, by virtue of being the main character, and as such I use him a bit more than the others, with the possible exception of our sniper and scout.
light's up next.
He's gotten the Second Skin skill, if you're planning on using PKs, that skill should be a no-brainer. He's only gotten a single medal though, as he's not seen much love. While I do adore firing burst weapons once the shit hits the fan, I like being sneaky and silent more. Sorry light..
UncleJ's next.
Again, Second Skin was given priority. UncleJ's got a few more medals though, as grenades are just That Handy in a pinch. A note on mortar shells for PKs. You don't need an actual weapon to use them (aside from a PK that is), you use them like you would a grenade.
Now for a look at Bee:
A scout cannot get Second Skin. But it can get Vanguard (reacts first in combat) and Always Melee Criticals. Which is useful when coupled with the Katana. Can even take our PKs with this, just aim for the head.
And our silent killer Lottie:
Insane shooting and sniping skills, coupled with Always Ranged Criticals and familiarity 12 on the silenced sniper? Anything not in a PK will be dead before they can react. Which also accounts for her medals. I like snipers.
Finally, our medic, kent:
No Second Skin here either, so I just went for the medic enhancing skills. The medic is a support character and I use him as such. With the firepower we're now packing, kent's not seeing much combat himself. But we appreciate his first aid skills, yes we do.