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Wing Commander Prophecy
H'HRASS SYSTEM

H'hrass Losing Path 1 : Mine the Jump Point
H'hrass Losing Path 2 : Cruiser Group Assault
H'hrass 1 : Relay Station Insertion
H'hrass 2 : Relay Station Defense

H'hrass Losing Path 1 : Mine the Jump Point

Primary Objectives Lay mines within 20,000 klicks of jump-point
Destroy alien fighters
Intercept alien bombers
Secondary Objectives None
Bonus Objectives None
Your Ship Shrike
Wingmen 3 Random pilots
Other Friendly Ships Bravo Wing: Stiletto, 3 Random pilots (Tiger Sharks).
Briefing The enemy cruiser and its escorts are in pursuit of the Midway and should arrive through the G'wriss jump point within the hour. In order to slow their pursuit, your Alpha Wing will proceed to NAV 1 and mine the region surrounding the jump point. Stiletto's Bravo Wing will provide escort. In order to limit enemy intelligence about this system, you are to destroy any enemy advance forces which attempt to enter through the jump point. When the jump point is mined, return to the Midway.
NAV 1
Wave 1
3 Manta
Wave 2
3 Skate B

Notes

  • This losing path mission is the first opportunity to fly a Shrike bomber. Slow turning, but plenty of fire power. For now just concern yourself with dropping mines and destroying attackers. You have no use for it's torpedoes just yet. Press M key until your mines are selected, and hit enter to drop one. Keep pressing enter until you have none left.
  • Use your missiles against the Mantas and you guns against the slow Skate clusters. You can either use missiles against the Skate segments or let Bravo wing handle them.
  • Wait until you hear "mission accomplished" before autopiloting back to the carrier. If in doubt press Ctrl-O and see which objective hasn't been completed.

    Outcome

    Success / Failure go to H'hrass Losing Path 2.

    H'hrass Losing Path 2 : Cruiser Group Assault

    Primary Objectives Ensure cruiser elimination
    Secondary Objectives Defend Shrikes
    Eliminate 66% of cruiser turrets
    Eliminate Alien corvettes
    Bonus Objectives Eliminate 66% of alien fighters
    Your Ship Tiger Shark
    Wingmen 3 Random pilots
    Other Friendly Ships Bravo Wing: 4 Random pilots (Shrikes).
    Briefing The alien cruiser and its escorts have broken past the mines surrounding the jump point. At their current speed and trajectory, they will intercept the Midway within the hour. Sensors reveal that they have already launched fighters and bombers for an initial assault. Hawk's Charlie Wing will deploy to provide combat space patrol for the Midway. Meanwhile, your Alpha Wing will escort Maniac's Bravo Wing as they make a direct assault on the cruiser group. When the attack is completed, return at once to the Midway and assist in its defense if necessary. The Midway is the last line of defense before Confederation space. Your mission is critical.
    NAV 1
    5 Squid
    2 Barracuda
    1 Hydra

    Notes

  • This is your last chance to take out that pesky cruiser. If you can't take it out this time, you don't have much hope for completing the rest of the game. Remember : Fighters, then shield emitters, then turrets. Take them out in that order.
  • There is very little fighter cover here. Set to work on the Squids first, then set to work on the corvettes.
  • If you have taken out everything, just sit back and let the bombers do their thing.

    Outcome

    Success / Failure go to H'hrass 1.

    H'hrass 1 : Relay Station Insertion

    Primary Objectives Escort and defend Dekker
    Defend relay station.
    Secondary Objectives None
    Bonus Objectives None
    Your Ship Tiger Shark
    Wingmen Blair
    Other Friendly Ships Marine LC, TCS Redeemer
    Briefing The communication relay station in this system is our only hope of warning Confed HQ about our current situation. Your Alpha Wing will escort a Marine Landing Craft to this station, which is located just outside the perimiter of the H'hrass asteroid field. There, the LC will dock and a shock team led by Colonel Dekker will secure the station. Enemy forces in the area are moderate to strong, and some of the Midway's fighter complement has begun quick hit-and-run strikes to keep them away from the relay station. With the Midway's fighters harassing them and the Midway herself as a decoy, the enemy forces should leave the station alone, making resistance fairly light. When Dekker's team has the station back on line, he will send a message to Confed command via the main relay transmitter, and return to the landing craft. Your team will then escort the Marines back to the Midway.
    NAV 1
    Wave 1
    3 Moray
    Wave 2
    3 Moray
    1 Skate T
    Wave 3
    3 Manta

    Notes

  • The first wave is easy enough. Three Morays. Even though they alone are easy, use as many missiles and as much afterburner fuel as you need to if you saved the TCS Redeemer in G'wriss.
  • The second wave appears shortly after rearming. Take out the Skate T first otherwise it could destroy the station.
  • The third wave appears just after Blair gets captured. You may notice an "Unknown" ships (which is a Devil Ray), but leave it. You can't destroy it. Instead concentrate on the Mantas since they are able to destroy the station with their plasma weapons although they don't usually try to.

    Outcome

    Success go to H'hrass 2. Failure you lose.

    H'hrass 2 : Relay Station Defense

    Primary Objectives Defend relay station.
    Secondary Objectives None
    Bonus Objectives None
    Your Ship Tiger Shark
    Wingmen None
    Other Friendly Ships After a few minutes - Bravo wing : Maniac + 3 random fighters (Panthers), Midway
    Briefing There is no briefing before this mission. Just talk to Dekker then launch.
    NAV 1
    Wave 1
    3 Moray
    2 Skate T
    Wave 2
    1 Manta
    1 Red Manta
    1 Devil Ray

    Notes

  • This mission can be quite a challenge. To start with you need to take out the Skate Ts to save the station. Unfortunately while you do this you'll have Morays trying to take you out.
  • The second wave of fighters is even more tricky. The Devil Ray will go straight for you launching missile after missile. Take it out as quickly as you can before moving on to the Red Manta.
  • Maniac's wing arrives a few minutes in to the mission, but probably not soon enough to be much help. The Midway arrives after a further few minutes. If you take out everything before it arrives, you'll need to wait.

    Outcome

    Success in this mission and G'wriss Cruiser Assault/G'wriss Hydra Fleet Assault go to T'lan Meth 1. Failure in either this mission or G'wriss Cruiser Assault/G'wriss Hydra Fleet Assault go to Hellespont 1.

    Comments:

    Comment on a mission

    Submitted by : Benoit Delage
    Mission : H'hrass 2 : Relay Station Defense
    Comments : The Tigershark has some real trouble keeping up with the Devil Ray, so i use dragonflies to deplete its shields quickly. When it veers around to come after me staight on, i unload as much dragonflies as i can right in its face.


    Submitted by : Benoit Delage
    Mission : H'hrass Losing Path 2 : Cruiser Group Assault
    Comments : You can also use your Dragonflies for the turrets, but the Hydra's ones are tougher than the Orca's. At 100cm per shot, you need 6 for gun turrets (600cm), 8 for missile turrets (800cm) and a dozen for shield emitters!



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