B4b: H'rekkah - Tactical Retreat
| B4b: H'rekkah - Tactical Retreat | |
|---|---|
| Designation | B4b |
| Type | Carrier Defense |
| Date | 2681 |
| TCSM | 105.5 |
| Location | H'rekkah |
| Disc | 1 |
| Fighter | Tigershark |
| Wingmen | Alpha Wing |
| Other Wings | Gamma Wing, Halo Wing, Omega Wing |
| Other Friendly Ships | TCS Midway, Jump Buoy |
| Primary Objectives | Intercept Inbound Fighters |
| Previous | B3a: H'rekkah - Sweep and Rendezvous or B3b: H'rekkah - Patrol and Rendezvous |
| Success | C1: G'wriss - Convoy Rescue |
| Failure | MIA |
| Eject | Captured |
B4b: H'rekkah - Tactical Retreat is a mission in Wing Commander Prophecy. It follows B3a: H'rekkah - Sweep and Rendezvous and B3b: H'rekkah - Patrol and Rendezvous and is followed by C1: G'wriss - Convoy Rescue if flown successfully.
Mission Briefing
The mission is a scramble.
All craft, be advised: we are tracking numerous inbound enemy craft closing fast. You are to engage and eliminate all hostiles. Stay alert. Watch your tailpipes, people. All you have to do is keep them off of the Midway until we reach the jump point.
Wing Layout
Alpha Wing
Designation Pilot Ship Type Profile Notes Alpha 1 Player Tigershark Alpha 2 Tigershark Diamondback
Gamma Wing
Designation Pilot Ship Type Profile Notes Gamma 1 Maestro Tigershark Midway NAV Gamma 2 Tigershark Diamondback Midway NAV
Halo Wing
Designation Pilot Ship Type Profile Notes Halo 1 Wasp Diamondback Midway NAV Halo 2 Wasp Diamondback Midway NAV
Omega Wing
Designation Pilot Ship Type Profile Notes Omega 1 Stiletto Wasp Midway NAV Omega 2 Wasp Diamondback Midway NAV
Other Friendly Ships
Mission Layout
Midway NAV
- START
- JUMP POINT
# Faction Ship Type Callsign Profile Notes 2 Nephilim Moray English 1 initial wave 4 Nephilim Moray Alien initial wave 1 Nephilim Moray Alien 40% chance of replacing dead enemy; infinite spawn 1 Nephilim Manta Unknown Alien 40% chance of replacing dead enemy; infinite spawn 1 Nephilim Manta (WW) Unknown No English 1 initial wave 1 Nephilim Manta (WW) Unknown No English 2 initial wave 1 Nephilim Manta (WW) Unknown No English 3 initial wave 1 Nephilim Manta (WW) Unknown Alien initial wave 1 Nephilim Manta (WW) Unknown Alien 20% chance of replacing dead enemy; infinite spawn
Cutscenes
Rec Room
Script
Midway NAV
Arrival
Speaker Speech Download Transcript Midway (CAG) 05000049.mp4 All craft, be advised: we are tracking numerous inbound enemy craft closing fast. You are to engage and eliminate all hostiles. Stay alert. Watch your tailpipes, people. All you have to do is keep them off of the Midway until we reach the jump point.
- First Warning
Speaker Speech Download Transcript Midway (Anderson) 05000050.mp4 The Midway is approaching the jump point. Stand by to break off engagement and return to ship.
- Second Warning
Speaker Speech Download Transcript Midway (Anderson) 05000051.mp4 Midway to all wings: we are preparing to jump. Break off your engagements and return to the carrier. Repeat: break and return. Maestro 05000052.wav Gamma Wing, return to the Midway. Maestro 05000053.wav See ya back at the ranch, Casey. Stiletto 05000054.wav Omega Wing, return to base. Omega Lead to Alpha Lead: time to go, Lieutenant.
- Third Warning
Speaker Speech Download Transcript Midway (Wilford) 05000059.mp4 Lieutenant Casey, if you do not return at once, you will be left behind. Do you read me?
- Final Warning
Speaker Speech Download Transcript Midway (Wilford) 05000056.mp4 This is your Captain speaking. All pilots, return to the Midway at once. We will leave this system in approximately 25 seconds.
- Abandoned
Speaker Speech Download Transcript Midway (Wilford) 05000057.mp4 This is the Captain: you've all served us well, but we must leave this system at once to save as many lives as possible aboard the Midway. This decision is not made lightly: it's the only choice available to us. Good luck to you all. 05000058.mp4 We thank you for your dedicated service. Good luck. Midway out.
Origin's Official Guide to Wing Commander Prophecy
B4a: H’rekkah — Wasp Intercept
B4b: H'rekkah — Tactical Retreat
You don't get on onboard briefing here — all fighters scramble. Meanwhile, the Aliens work to construct their new command center, a location that will become important later.
If you lost either B2 (i.e., failed to return with four out of the five Black Widows) or B3 (i.e., failed to clear all the jump points), you — and your wingman — will be forced to fly this mission in Tigersharks (B4b).
| Combat Summary — TCSM 104.0/105.5 | |
| Objective Intercept inbound fighters | |
| Your Ship Wasp (or Tigershark) | |
| Wingmen Zero +1 | |
| Other Friendly Ships 6 Wasps (Stiletto +2, Maestro +2) | |
| Briefing. The enemy has pinpointed the Midway and is attacking in overwhelming force. Your job is to stop them from getting to the carrier. |
Alien Forces Infinite waves of: 6 Moray
3 Manta
Notes
- You read that right — infinite waves of Aliens.
- The fatal trap in this mission is thinking you can kill all the enemies and get to be the big hero — the enemy will always keep coming, and the Midway will jump without you if you don't land on time.
- The key to this mission is stopping the red Mantas. The Morays aren't going to do any damage against the carrier. Go ahead and use your missiles early on — if it takes every missile you pack to get all the Mantas, it's worth it.
- Once your missiles are gone, just watch your back and try to do as much damage as you can until you get the call back, then head for the carrier at full afterburn. You will be tempted to try out the Wasp's boosters, but resist the temptation. If you boost straight to the first wave you'll be a long way from the Midway when you get the call to return, and if you try to boost back to the Midway, you'll probably overshoot it. Remember, once the booster is on, there's no way to slow down until it burns itself out.
- Do not let a fleeing enemy pull you far away from the carrier — you might miss the jump.
Success/Failure
Success go to C1. / Failure you lose.
WC:CIC Game Guide
Notes
- You're on the losing track in this system so you get the "all-purpose" Tiger Shark. Just use your Dragonfly pods and be sure to save enough afterburner fuel to get you back to the Midway in time and you'll be fine.
- Get the Red Mantas first. They can launch torpedoes at the Midway. If it takes too many torpedo hits and all of its critical components (bridge and both engines) are destroyed, the Midway will be destroyed. Also, if both landing bays are destroyed, you will be unable to land. You will get a message "You are unable to land" and you will have to restart the mission.
- Never get drawn too far away from Midway. When you get the call to return to ship, you need to head back immediately. If you fail to do so, the Midway will jump without you and then its game over.