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Story

Eleanor: Eleanor Varrot, commander of the 3rd Company Militia. I give our thanks for your relief.

Kurt: I am 7, squad leader of the 422. If it isn't too soon I'd like to have a report on the current situation.

Eleanor: Our troops are engaged in formation against an Imperial brigade and holding this position. If we lose the battle here, the Imperials will no doubt re-take the Vasel Bridge and use it as a foothold to launch attacks from. This is a battle we must not lose, I've tried my best to convey the importance of this location upwards, but unfortunately, it seems none of them have understood this.

Kurt: Is the support insufficient?

Eleanor: To be honest, yes. Gallia is fighting a difficult war, it would seem unlikely, but victory is within sights. Our forces may be outnumbered, but their attacks against us have been thus far ineffective. This is evidence that their long campaign has fatigued their men. If we concentrated our efforts here, it would be possible for us to break through our enemies, command has unfortunately made no action. As a result, our enemies have had time to regroup and resupply, it pains me to witness such a wasted opportunity.

Kurt: I understand your situation. My squad will take up the role for breaking apart the enemy lines here.

Eleanor: ..What?

Kurt: As you rightly observe, your enemies are fatigued by the long march. Additionally, though, they have one more weakness; They do not understand the lay of the land, and are afraid of ambushes.

Eleanor: Ambush.. I see.

Kurt: Our enemies have set up camp in front of a forest, by circling around and into the forest, it is possible for us to create a diversion.

Eleanor: Hold, are you intending to launch a surprise attack against our enemies with a single squad?

Kurt: No. The aim is not to defeat the enemy, but to distract them. We will instil fear in them from behind while the 3rd will press on with the attack from the front.

Eleanor: An attack.. We've been on defense for this long, if we launch an attack now the Imperials may not realize that that was only a diversion and think that we're going to put an end to this battle..

Kurt: All we need to do is make them think that a large ambush has been set up for them. With all the advantage that they have, the Imperial army would have no reason to risk fighting a battle that would put that advantage on the line.

Eleanor: The enemy will choose to pull back at the slightest possibility that they have strayed into an ambush.. is it? I'll admit this sounds like a good plan, but what happens if they see through this plan?

Kurt: My squad will be killed. Certainly not a large difference in the grand scale of things.

Eleanor: Hm..

Eleanor: I understand, you have my approval for this operation. Before you go, I'd like to provide a single squad to yours in order to ensure the success of your plan. Meet up with them in the agreed location and accomplish your objectives.

Kurt: Understood. I will make go make preparations for the mission.

Eleanor: (I've heard the Nameless are a squad of criminals and misfits but.. that was certainly an unexpected impression.)

North Route

North Route: 隠密作戦
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[[File:|260px]]
Grade
Area Effect [[Area Effect#|]]
CP Start 7(+1), 7(+1) per turn
SP 2
Turns for A rank 4
Failure conditions The enemy succeeds in taking your base
Morale 0
All infantry defeated
20 turns pass
Enemy ace(s) 武装のロッセ (Rosse, the Ironclad)

Story

Mission Briefing

The route towards the rendezvous point with the militia has been beset by Imperial infantry near a village. Our forces are currently locked in combat.

Prevent complications from arising by eliminating all enemy resistance.

In addition, the area is under heavy artillery bombardment by the enemy. Caution is advised.

Strategy

Begin the mission by deploying an Assault at 1B, a scout at 3D, Kurt at 4I and an assault with Kurt, at 4G. Do not deploy the tank.

Ignore your assault at Area 1. Take control of Kurt using his Direct Command and bring along your assault through the east tunnel in Area 4, kill the lancer using a Linked attack, then spend two more CPs on the assault to take the south base in Area 4, make sure to kill an enemy each turn. Withdraw the assault at the end of it's second turn.

Bring in anyone that is capable of killing the sniper on the eastern end in Area 4, then withdraw it.

Bring the tank into Area 2, spend two CPs on it to cross the bombardment area and end each turn by shelling the camp defender to the west. Bring a scout into area 2 to take the southern base, take cover behind a sandbag then end the phase.

Withdraw the Scout in the southern base of area 2 and bring an assault in. Take the watch tower and climb it. Defeat the ace from here.

Deploy a Scout in the eastern base of Area 2 and make for the western base, capture it within one CP, and withdraw it. Deploy an assault if you have to to clear out this area.

Deploy a fresh scout in your newly acquired base in Area 2 and make for the southern base, capture it within one CP, and withdraw it.

Withdraw your tank and redeploy it in Area 1, north, if there are no lancers here.

Bring an assault into area 3 in your new base, take out the defender and make sure to end your turn within the base to prevent recapture. Bring one more assault into this base to be safe. End phase.

Use your tank here and move south, spend it's first CP with a mortar, and it's second CP on a point blank shot at the enemy tank radiator. You can use a third CP on a second mortar to finish the job.

If the ace spawns in Area 3, bring in an armored tech to fend off it's attacks. End phase.

Use the rest of your CPs in Area 3 on the enemies you can see. If there are no enemies, use the scout on 3D, moving it southward, the bush on the left is a spot that they might be hiding in.

Rewards

  • EXP 2000
  • DCT 2000
  • Ace Drop: Weapon Plan MK001

Aftermath

Notes/Trivia

South Route (Part 1)

South Route (Pt.1): OP: Covert-SOUTH
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[[File:|260px]]
Area Effect [[Area Effect#|]]
CP Start 6(+1), 6(+1) per turn
SP 1
Turns for A rank 4
Objectives Occupy enemy base
Failure conditions The enemy succeeds in taking your base
Morale 0
All infantry defeated
20 turns pass
Enemy ace(s) じゃじゃ馬ノーダ (Jahjah, Horse Nodder)

Story

Mission Briefing

The route towards the rendezvous point with the militia has been beset by Imperial infantry near a village. Our forces are currently locked in combat.

Prevent complications from arising by taking the enemy camp found in Area 4.

In addition, the area is under heavy artillery bombardment by the enemy. Caution is advised.

Strategy

Deploy your tank and an assault at 2B and 2C. Deploy Kurt as an assault and two other assaults into 3I, 3G, and 3F respectively.

Start off by using Direct Command in Area 3, moving the other two assaults with him northward for the base. Spend 3 CPs to take the north camp in Area 3, withdraw your assault when the camp is taken.

Bring in more assaults from the new base in Area 4, take the northern exit and ambush the enemies here. The enemy ace is on top of the watch tower. End phase.

Ignore the bridge to the south in Area 4, take out the Ace on top of the watch tower then use the rest of your AP moving eastward through the pass, taking cover in tall grass if possible.

Use up to 3 CPs on your tank and assault in 2B and 2C to ensure the safety of the base. End phase.

Continue using your assault in Area 4 to take the base.

Alternative Strategy

Deploy Kurt in Area 2 with a Scout. Assumes you have 3 shot sniper guns (see DLC missions)

Phase 1

  1. In Area 3, Use Direct Command on Kurt to bring your scout with him, and rush the flag 4, killing any scouts in the way.
  2. In Area 3, select your scout and go to flag 4, use a grenade to knock the enemy scout off the point and cap. Standby.
  3. In Area 4, deploy a sniper and head west through the northern passage, kill the enemy ace with your sniper
  4. Using the same sniper, kill a defender on the objective (need to move forward to get vision)
  5. Using the same sniper, kill a defender on the objective (need to move forward to get vision)
  6. Deploy a scout from flag 4 to capture the objective, entering/exiting aim to survive the enemy tank's interception fire. - Alternatively 2 CPs with a trooper is also able to capture the base without dying by just running past it.

Rewards

  • EXP 2200
  • DCT 2800
  • Ace Drop: ZMXKar

Aftermath

Notes/Trivia

South Route (Part 2)

South Route (Pt.2): Hunter
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[[File:|260px]]
Grade
Terrain Forest
Time of day Night
Number of units 8 + Vehicle
CP Start 6(+1), 6(+1) per turn
SP 1
Turns for A rank 3
Objectives Capture enemy base in Area 3
Failure conditions 20 turns pass
Morale 0
All infantry defeated
Enemy ace(s) 女豹ヨシノア (Ty the Unscathed)

Story

Mission Briefing

Strategy

Modify the constructor arm part into your Light APC and equip a Lamp before taking part in this mission. Deploy a Scout 2B and a Scout in 2A. Do not deploy your tank. Deploy your leader anywhere.

Phase 1

  1. Bring in your APC into Area 2 carry one of the two scouts (the one with more HP) and set up the ladder close to you. Return back to the base and standby.
  2. Select the scout in Area 2 you left, climb up the ladder, and capture flag 3. You can use grenades to knock enemies out of the flag area.
  3. Deploy a scout in Area 3 flag 2 and go through the infantry only pass to the northeastern flag. Capture it.
  4. Deploy a scout in Area 3 from the northeastern flag and capture flag 5.
  5. Deploy a lancer with the Horn from Area 3 flag 5, climb the ladder to the south, and have it kill the enemy ace.
  6. Deploy your APC in Area 3 flag 2, and move it toward the objective. Ignore the enemy tank and stop when you are at its side prior to it being able to fire at you.
  7. Deploy from the APC your scout and rush to the objective, use a grenade to knock the enemy off the flag, and capture it

Rewards

  • EXP 2400
  • DCT 2100
  • Ace Drop: 鹵獲榴弾機銃D1 (Looted MG-Howitzer D1)
  • Accessory: 縦横無尽のチャーム (Charm of Movement)

Aftermath

Notes/Trivia

Valkyria Chronicles 3 Mission List (e)
Chapter 1a 1b 1c | 2a 2b 2c 2d | 3a 3b 3c 3d | 4a 4b 4c | 5a 5b 5c | 6a 6b 6c | 7a 7b 7c | 8a 8b 8c | 9a 9b 9c | 10a 10b 10c | 11a 11b 11c
12a 12b 12c | 13a 13b 13c | 14a 14b 14c | 15a 15b 15c | 16a 16b 16c | 17a 17b 17c | 18a 18b 18c | 19a 19b 19c | 20a 20b
Free 2a 2b | 3a | 4a | 5a 5b | 6a | 7a | 8a | 9a 9b | 10a | 11a | 12a | 13a | 14a | 15a 15b | 16a | 17a | 18a | 19a | 20a |
Squadmate Ada & Cedric | Alfons | Amy & Deit | Annika | Carisa | Clarissa | Elliot | Felix | Frederica | Gisele
Giulio | Gloria | Gusurg | Ilmari | Imca | Kurt | Leila | Margit | Riela | Serge | Shin | Valerie | Zahar
Post-game 1a | 5a | 8a | 12a | 16a | 18a | Avan, Zeri & Cosette | Leon & Juliana | Nameless | Baldren, Audrey & Hubert | Squad 7
Post-game (Map Shop) 1 | 2 | 3 | 4 | 5 | 6
DLC 1 | 2 | 3 | 4 | 5 | 6 | 7a 7b 7c 7d | 8 | 9 | 10 | 11 |12
Extra Extra 1 | Extra 2 | Extra 3 | Extra 4 | Extra 5 | Extra 6 | Extra 7
Extra 8 | Extra 9 | Extra 10 | Extra 11 | Extra 12 | Extra 13 | Extra 14
Extra 15 | Extra 16 | Extra 17 | Extra 18 | Extra 19 | Extra 20 | Extra 21