Noobs in Combat Eastern Front Campaign Mission Guide
Noobs in Combat eastern front is an Expert difficulty campaign featuring six scenario maps centered on combined-arms defense, bridge crossings, and air control. Players fight through historical operations using specialized armor, anti-air halftracks, and logistical supply carriers across frozen, urban, and railway terrain.

Noobs in Combat eastern front is an Expert difficulty campaign featuring six scenario maps centered on combined-arms defense, bridge crossings, and air control. Players fight through historical operations using specialized armor, anti-air halftracks, and logistical supply carriers across frozen, urban, and railway terrain.
Finnish Defence and Perimeter Control
Finnish Defence places players in a 20-turn defensive stand where losing a single Supply Depot triggers immediate defeat. In a three-player match, six depots stand across the map, giving two depots to each participant. Player assignments dictate incoming threats: Player 1 encounters mixed formations, Player 2 defends against infantry groups with occasional Multi MTank armor, and Player 3 faces dedicated armored columns.
Forest hexes and entrenched bunkers provide concealment for units equipped with the Ambush perk. Deploying a Sapper allows teams to construct anti-infantry and anti-tank minefields while reinforcing defensive perimeters with Turret Bunkers. The allied sniper Simo provides high single-target damage against advancing hostile infantry. Keeping Simo supplied with munitions sustains perimeter defense, while capturing the two neutral Supply Trucks secures supplemental resources for front-line units. Tryhard difficulty substitutes standard vehicles for Armored Cars, Medium Tanks, and Multi HTanks, whereas Rigged difficulty introduces Commandos, Recon Cars, and Super-Heavy Tanks.
Dmitrys Revenge Objective Routing
Dmitrys Revenge tasks commanders with capturing or neutralizing three forward Supply Depots before eliminating Dmitry along the frozen river. Deployment is restricted to a nine-tile pre-deploy zone per player without rear production buildings, requiring full preservation of the initial task force. Dmitry spawns as a Medium Tank on Normal difficulty, transforms into a Medium Tank+ on Tryhard, and deploys as a Battle Tank on Rigged.
Logistics determine survivability throughout the push through the village. Bringing two Supply Carriers prevents combat formations from depleting fuel and munitions before reaching the primary objectives. In solo operations, players holding the legacy radio tech unit can combine three specialists with a Transport Truck to complete the entire scenario in 16 turns. Dmitry maintains infinite ammo until resupplied, making long-range strikes and coordinated multi-angle flanking attacks reliable methods for destroying his armor.
Enemy Air Superiority Flight Line Tactics
Enemy Air Superiority spans a massive 900-tile theater where players must escort and preserve three allied Elite Tanks. The scenario begins in an urban center under immediate pressure from hostile infantry. Each player receives nine deployment tiles and one Anti-Air Halftrack to counter Soviet air production originating from two operational airstrips. The airport situated beside the lake continuously launches Heavy Bombers, while the secondary airfield deploys interceptors.
Capturing both airstrips turns production over to friendly forces, enabling the deployment of allied Heavy Bombers and Fighters across hostile sectors. Players expand ground control by seizing nine neutral Outposts, which serve as forward tactical anchors across the forested terrain. On Rigged difficulty, Soviet forces introduce Recon Tank ATGMs alongside Recon Cars. These anti-tank guided missile variants possess reduced armor compared to standard Medium Tanks, yet compensate with higher sight lines, travel speed, and weapon range.
Production Destruction Factory Raids
Production Destruction shifts operational tempo toward rapid assaults against industrial strongholds. The primary objective requires clearing three to four enemy Flags within the allotted turn timer. Unlike standard base structures, target Flags have no armor rating and take full damage from basic infantry small arms and light munitions.
Hostile spotters on this map detect player units across all tiles, including units hidden within buildings. Because enemy ground garrisons lack dedicated anti-aircraft weaponry, deploying Armed Heli gunships enables direct flight paths toward factory courtyards. A single gunship strike can eliminate a Flag directly, bypassing barricaded anti-tank trenches and entrenched infantry garrisons. Commandos, RPG teams, and Recoilless Rifles replace baseline forces on Rigged difficulty, while vehicular threats remain restricted to Auto Tanks.
Jerry's Great Attack and Armored Assault
Jerry's Great Attack represents the sole mission in the campaign providing an immediate operational Headquarters. Defense begins at an advanced Supply Depot threatened by Flamethrowers, Rocket Trucks, Armored Trains, and tracked armor. At Turn 10, command transmissions warn of heavy German reinforcements arriving in three turns, directing forces to withdraw toward the Headquarters. Transport trains ferry infantry down the railway network to establish secondary defensive lines before German heavy tanks arrive on Turn 13.
Armored Assault serves as the final operation, challenging commanders to defend a fortified Supply Depot supported by an airport and entrenched batteries. Field emplacements feature the heavy howitzer inside fortified trenches alongside appearances by the STank Destroyer. Enemy forces field Dive Bombers and Tank Busters starting on Turn 5, requiring dedicated anti-aircraft screening. On elevated difficulties, hostile formations spawn equipped with the late german skin, deploying heavy tank variants to overwhelm forward trenches.
Tactical Deployments across Eastern Front Operations
Choosing appropriate unit configurations aligns operational capability with specific mission constraints across the campaign.
| Scenario Focus | Recommended Unit | Operational Requirement |
|---|---|---|
| Finnish Defence Depot Hold | Sapper | Building defensive minefields and Turret Bunkers while guarding logistical supply lines |
| Dmitrys Revenge Push | Supply Carrier | Maintaining fuel and munitions across bridges without factory reinforcement |
| Enemy Air Superiority | Anti-Air Halftrack | Intercepting lakeside Heavy Bombers before they target allied Elite Tanks |
| Production Destruction Raid | Armed Heli | Bypassing urban infantry lines to strike unarmored factory Flags directly |
| Jerry's Great Attack HQ Line | battle tank | Anchoring headquarters choke points against Turn 13 heavy armored waves |
| Armored Assault Defense | Mobile Howitzer | Delivering indirect artillery bombardments against incoming heavy armor columns |
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