Put down your bratwurst and pick up a G36. It’s time to invade Russia and bring glory to the fatherland; this time with a NATO mandate!
An Airport Too Far
In the first mission, your objective is to secure the airport and surrounding areas from government forces, starting with squads of panzergrenadiers, AT soldiers, and regular infantry armed with MG3s and G36A2s. With fog of war removed (heavily recommended at this difficulty), you’ll immediately notice the enemy is dug in for defense behind sandbags and a network of trenches. At this stage in the mission, it’s a good idea to keep cover behind friendly AFVs and let them chip away at the enemy until you feel comfortable advancing forward.
With friendlies engaging hostiles defending the cargo entrance, take one of your squads and flank north where you’ll see an opening in the outer wall ahead. Switch to the prone position and crawl across the open field so you’ll be safer from enemy gunfire. After tossing a grenade into the leftside trench and disposing of the troops held up there, move to take up position in it. Quickly switch to first person POV and pick off the soldiers in both guard towers, but keep to the trench! Enemies in the first guard tower are armed with RPG-7s.
Once both towers are clear, move your panzergrenadiers forward to occupy the easternmost tower. Your panzergrenadier squad is equipped with one MG4 light machine gun, which will make quick work of anyone over the wall still defending the main gate. Once all resistance has been crushed, take the remainder of your squads and move them in to capture the gate. You should also loot the weapons cache found near the opening in the wall you penetrated earlier, where you’ll find four RPG-7s armed with HEAT warheads.
With the cargo entrance in German hands, your next task is to disable the three ATGM positions holding the runway. Take the GTK “Boxer” and park it behind the truck next to the westernmost guard tower so it’s out of view of the enemy BTR. Hose down everyone you see hiding behind the sandbags outside the hangar below:
One ATGM site down, two to go. Have an AT team fire their panzerfaust to take out the BTR camped in the hangar. It’s now safe to push forward and occupy the trenches ahead of you. Now that we can call in reinforcements, dispatch a fire team, schützen squad and fallschirmjäger squad with your MRAP (ATF Dingo) following behind to provide support across the field to your south. Capture the excavation site instead of moving through the open hangar. This is where you’ll keep your MRAP while your infantry move to take up firing positions at the sandbags at your 10 o’clock. The reason I advise keeping your MRAP way behind is because this section of the runway is a wide open kill zone for any vehicle. Your fallschirmjäger squads are armed with G36A3 rifles that are effective at taking down targets at medium range, making it a more suitable instrument with which to clear out the second ATGM site near the air traffic control tower. Although personally, I like going with the G3A3.
With one target left, you can descend on the terminal from two directions. Like the other sites, there’s no one way to go about disabling it, but hey, you have rifles with 40mm grenade launcher attachments. 40mm grenades are powerful. Why not use them?
Ok, now the hard part is over. Now your job is to take out the enemy’s two AA guns, one to the northeast and the other to the southwest. The good news is we can call in armored vehicles for support and the enemy has totally static defensive positions around the town. I’d first request a SPz Marder 1A3 heavy tank which can easily take out the southwest AA gun plus the BTR protecting it. The northwest AA gun is trickier to deal with because it’s closer to the enemy base which houses more ATGM and mortar crews. One option is to take the GTK Boxer you started with and use it to clear out the terminal building. Send multiple squads through out to the other side where they’ll engage more soldiers held up in apartment buildings. Take your heavy tank and flank from the south, parking it here where it can be in position to take out the last AA crew while also being shielded from ATGM fire:
Now all that’s left is to take the enemy base. At this point, you should try to take control of the apartment buildings and use them as vantage points from which to take out enemy ATGM positions like you did before. Once they’re out of the way, there’s really nothing to stop you from just completely roflstomping their base with AFVs.
In this mission we begin having been ambushed on our left and right flanks. This isn’t actually as bad as it initially looks since save two soldiers and an ATF Dingo, we’re scripted not to take any casualties; therefore, there’s no need for any input from your end in dealing with ambushing forces. Once the enemy at your right flank has been routed, you can move those soldiers over to deal with the enemy at your left flank to finish with them more quickly.
Once the area’s been cleared and you’re carrying the two stretchers with injured soldiers, take your remaining ATF Dingo to scout the area ahead. As soon as you reach the first house, a squad of enemy soldiers escorted by a technical pickup will appear over the hill on your right. Each of these soldiers will be armed with either an AKS or M77, no AT weapons, so the heavy MG on your vehicle can rip right through them.
The way is now clear to get your wounded to the LZ on the other side of the village.
Following the subsequent firefight with the enemy across the river, you’ll be given 5 minutes to fall back to the village and form a 360° defensive perimeter. In the village you’ll find ammo caches containing:
- panzerfaust 3 (HEAT warhead)
- AN-M8 smoke grenades
- M67 fragmentation grenades
- composition C4
After resupplying on ammo and arming your panzergrenadier squads with panzerfausts, it’s STRONGLY recommended you place your units in the following positions:
All other units can be placed anywhere you deem fit. You will now need to survive an encirclement/assault on your village for 20 minutes. With all points of entry into the village covered with the appropriate vehicles and panzergrenadiers right where they need to be (technical DShKs come from the north and west; BTR-80s come from the south-west; BTR-82As come from the south-east; BMPs come from the north-west), you can sit back and watch the action unfold. You may occasionally need to intervene to move infantry around and replenish ammo, but otherwise you can spend most of this time browsing reddit, checking your stocks, or whatever else it is you do.
As you’re losing units, consolidate those remaining close to the field where you took your wounded earlier. After 20 minutes are up, American helicopter evac will land there, with the mission ending once that LZ is clear and all your units are there.
The opening is straightforward, just get to the village and speak to the locals about the communications base. After the cutscene, GRM rebels will begin to approach from across the river to attack the village. Make sure your men are set up on the balcony overlooking the river so you’ll have yourself a nice little kill zone waiting for them.
The next order of business is to liberate the village to the northwest. Requisition one sniper team and one AT team and move them to flank their first line of defense from the hills to their south.
Stealthily move your AT team to take out the first BTR, then shift your sniper team to the next hill to your west and take these guys out
Then go ahead and swing up to the hill opposite the main road and pick off all the rebels guarding the second BTR. Some may be in the prone position hiding behind walls, in which case you’ll have to use the grenades your sniper team started with.
Before moving your AT team across the road into the compound, your snipers should clear out the MG nest overlooking that road on the hills off to your west.
After your AT team has taken out the second BTR and cleared the village, we can finally take a break from playing Sniper Ghost Warrior 2. You’ve been given the command to search the nearby houses and evacuate the civilians. There are about three houses with civilians all within the immediate area.
Left click on mouse to open warcrimesimulator.exe
Next task is to destroy the three fuel trucks in the village. One obvious way to do that is to use your AT weapons to blow them up, but a smarter way would be to use the C4 found in the ammo caches around the village.
Completing this will prompt your next assignment which is to take out the mortar pits opposite the large hills at the end of the village. FALL BACK NOW. A BMP, a BTR, and about ten GRM infantry are about to move into the village, but the good news is we have plenty of MP points to requisition what we need to retake the village plus seize the next village over hosting the comms base. Call in the following:
- two SPz Marder 1A3s
- one GTK Boxer M2Hb
- one ATF Dingo
- one Zetros Ammo truck
- two fire teams
- one engineer team
- one panzergrenadier squad
On top of these, you also have the soldiers you started this mission off with and the Ural troop transport truck sitting idle in the village.
Yeah, we got a little ol’ convoy,
Ain’t she a beautiful sight?
After you’ve retaken the village, position your sniper team on the ridge overlooking the GRM’s defensive lines and mortar pits. The mortar crew will likely be out of sight of your sniper team, but picking off their infantry will open the way up for your own infantry to move in and take them out with grenades. If you plan on having your heavy tanks advance to take out their BMPs and other armor, be advised there are three ATGM positions (two near the final village, one on a hilltop overlooking the field with the mortar pits). These can also be neutralized with your sniper teams.
With the mortar launchers taken out, all that’s left is to take out the transmitter equipment at the enemy base. After you’ve taken out the ATGM crews, the finale of this mission should play out the same way as the first one. ROFLstomping their comms base with a combined vehicle-infantry assault from multiple directions.
Except it turns out not to be a comms base at all, hence the name of this mission 🙁
Block by Block
This mission starts off with two objectives:
1. capture the support base
2. capture the apartment blocks
Snipers are posted at the north end of the base and a patrol of Russian Gvardiya will pass through the adjacent parking lot once the chokepoint has been secured, so you’ll want to pop some smoke and tackle the base from this angle.
Pro-Tip: You can destroy tents or damage them enough to let you see through them by tossing grenades inside!
After the sniper’s been taken out, have one of your fallschirmjäger take the RPG-7s in the ammo cache, then move to approach the apartment blocks from the east. Stealth kill the Russian soldier facing away from you, then take that fallschirmjäger with the RPG-7 and take out the Russian AFV from around the corner. Smoke grenades may help with sneaking up on it.
Stick to the beach when dealing with the rebel reinforcements to avoid taking additional fire from the Russian troops in the garden.
To help your AI allies advance further, they need your help with taking out a BMP and 2S3M2 “Akatsiya” self-propelled gun pinning them down from across the river. On easier difficulties, you could just run down the promenade, braving sniper fire and take them both out with your MATADOR, but that’d be suicide at heroic (or even hard) difficulty. Instead we’re going to use an exploit to get to the allies’ side of the river and take out the enemy armor from a safer vantage point.
Now, technically, you’re not supposed to be able to move west of the bombed out rubble you spawn in at the beginning of the mission, but it’s still possible for your men to move through if you issue repeated orders for them to move/shimmy through the north end of the rubble (issuing the commands in 3rd person view). An easier way to break through is to steal one of the Russian KamAZ trucks and try to drive through the barrier (in 1st person view). When successful, you can park the truck around here:
Make sure you have plenty of AT weapons. If you think you have enough, go back to the ammo caches and get more. Taking out these vehicles will prompt another cutscene informing you of Russian units on the bridge moving in for a counter-attack. Several dozens of infantry accompanying a T-72 tank and BTR will make their way down the promenade. The latter will probably stop there to engage your allies while the infantry continue southbound.
There are a ton of them, but you can keep the edge over them if you hurry over to this apartment block and ambush them in the parking lot. If you have time, place plenty of claymores near the cars where they’ll be likely to take cover.
The Russian armor, especially the T-72, can take a lot of damage. Just remember that your AT weapons aren’t the only heavy duty weapons you have. If you can sneak up on them, composition C4 can be very effective in dealing with heavy armor that haven’t taken notice of you!
With the last objective being to take the bridge, you can finally sit back and relax a tad bit. Your AI allies across the river will finally be able to join you on the peninsula and begin to engage Russian defenses, even taking out personnel in their fortified checkpoints. They won’t, however, be able to totally eliminate all units on the bridge as they will come under threat of missile fire from a vehicle on the bridge. Once the AI ally has taken out most units guarding the left-hand side of the bridge, send four fallschirmjäger to commandeer the speedboat and attack the bridge from the opposite end. The Russians are weak trying to defend themselves from an attack coming from two opposite directions!
Knocking on the Battlefront
Ok, time to help our lovely American friends. We can do that by first taking our SPz Puma and eliminating (or at least de-manning) the T-80 on the road immediately to our north-west. Between ATGM rounds, you can pepper it with anti-armor rounds to shock the crew and render them unable to return fire while you reload.
With the main threat to your Leopard 2A5s eliminated, move them and accompanying infantry forward to engage the Russians. Keep your SPz Puma within view of the road, as it’s likely more units will spawn from this direction too, including a BMP.
Of course, if there’s ever a chance to capture an enemy tank, TAKE IT. If a vehicle takes enough damage to its hull, engine, and/or turret, and that vehicle is both immobilized and unable to return fire, the crew will abandon it. When dealing with a tank, such as the T-72 which will approach the Americans from the east, you should do this firing at the tracks and main gun with armor piercing rounds from one of your Leopard panzers. When there’s a moment of calm, send your engineers to make necessary repairs (this could take quite some time, so I emphasize only doing this when there are no hostiles around) and add it to your collection!
After rendezvousing with the Americans, you’ll need to assist with defending their position for 5 minutes until air support arrives. A mix of technicals, GAZ Tigrs, BMPs, BRDM armored scout cars, and T-80s will approach from the north-east and north-west. The allied AI is very adept at defending itself, so allow it to focus on holding off the oncoming attack from the north-west while you focus on the north-east. Position your units as so, with AT soldiers in the foxhole facing east:
The Road to Hell
After air-support in the form of German attack helicopters arrives, the map will expand further to include the Russian base at the industrial port. Move together with the Americans to provide mutual support, and as always, take every opportunity to capture Russian vehicles! Self-propelled guns are particularly effective at taking out Russian armor and grad technicals are easy to de-crew, and if you’re not making a conscious effort to capture these, you’re going to have a very hard time passing this mission.
Both the SPz Puma and the American M2A3 Bradley are perfect for taking out the Russian attack helicopter.
Capturing the radio outpost will allow the allied AI to spawn waves of reinforcements, including Bradleys, M1 Abrams tanks, and Strykers, so there’s no need to be protective of them anymore. However, the Russians will also spawn reinforcements from the bridges at the rear of their base as well. In my experience, trying to push across the field off to the east at heroic difficulty without taking excessive casualties has been impossible. The exterior of the east end of their base is protected by two layers of T-72s and T-80s capable of long range fire, and on top of it they have an assortment of infantry including AT soldiers dug in in trenches. So it’s a better idea to fight in conjunction with the Americans in a full frontal assault on the base instead of trying to flank.
Move all armor you’ve collected (should be plenty of abandoned Russian and American tanks scattered around by this point) and move through the village before moving to the industrial area. This way you can avoid Russian reinforcements moving in from across the river. The basic strat for breaking into the harbor is:
1. repair/recrew discarded vehicles
2. let American armor spam weaken their lines
3. push together with American armor
German Marching & Folk Music
These are some classic German/Prussian marching & folk songs I find enjoyable and think you might enjoy as well. Always great to listen to whenever playing as the Bundeswehr!
This is it guys!! I am sure that you will love Call to Arms – German Bundeswehr Campaig Heroic Walkthrough that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.
Also, we would like to thank NtS. He is the one behind this wonderful guide.