White Lies is a story combat mission in Chapter 8.
Briefing[]
Just after Chita, the Legionnaires spot a bunch of White Army soldiers without any formations or leadership. In a discussion, Captain Langer assesses that these soldiers are mostly younger recruits left without their commanding officer, fueled by a blind lust for promotions and vengeance.
According to rumours, the Whites' mission was to capture a hilltop from the Reds, and they are persistent to cross a frozen river inbetween at any cost. Langer even ridicules the soldiers due to their foolhardiness, nevertheless he thinks that the Whites deserve one last help before writing them off for good.
Walkthrough[]
Allies then and allies now (3,000 XP)[]
You arrive at a snowy road with a river to the left. Just ahead is a small encampment with a few Reds and a repair kit. Repair the bridge so that the Whites may join your ranks in the form of assorted lower-rank infantry and an Armored Car.
Scouting the camp (9,000 XP)[]
The road continues to the east uphill, where a watchtower is found on a plateau. Capture it while the Whites form up just behind you.
When the tower is claimed, the Red camp will be revealed that includes mazes of trenches, dugouts and labyrinths of tents, swarming with enemy soldiers. A White soldier tells you that without their officer, they couldn't assail the camp properly, and they want the Legion to free him from captivity.
Jailyard bird (9,000 XP)[]
Needless to say, taking the Red encampment head on is a mistake. Follow the road instead where the White officer is being held behind a gate.
Jozef Levý may warn you about a spy plane coming in. Use the grassy terrain to hide your troops, or else the plane will drop a signal flare and artillery will carpet the area.
Eliminate the patrol on the left, then cross a frozen lake where individual Reds are scattered. Move from grassy cover to cover, taking out lone sentries. Snatch the key from the guard patrolling the entrance. The heart of the camp has a few sentries facing away from you, except for a lone guard in front of the White officer. Your next objective should be the rifleman taking care of barbed wires and then the telegram. Try not to cause a ruckus.
If you want to, you can sneak up further along the road and capture two additional watchtowers overlooking the area. Some enemy camps will be revealed in addition to the original one. Free the White officer to progress the mission.
Safety of the deep woods (7,500 XP)[]
The Elite Officer along with a Rifleman will join your ranks as controllable troops. He tells you that a few soldiers ended up taking shelter in the woods to the east. Move up with your entire squad, mowing down small patrols along the way.
Devil's dogs (9,000 XP)[]
The hiding troops come out at certain points along the road. One of them will be attacked by a few Wolves: be quick about his rescue!
Change of command (10,500 XP)[]
On the other side of the woods again next to the road, there is a small barricade with a Field Howitzer. Eliminate the small Red squad there and enter the cannon. The moment you do it, various things happen: the Howitzer will take out enemy artillery and a heavy tank, triggering the Whites both lying in wait and under your control to be released and blindly attack. Reds from the far end of the road will also rush to the Howitzer: dispatch them.
Combined arms (9,000 XP)[]
It is rather straightforward that the Whites will run into a meat grinder, inflicting small damage on the outer ranks on the Red fortifications, but nothing more. Forget about their useless sacrifice and pay attention on your own ranks instead.
You may be able to direct the Howitzer on the very edge of the small depot area and trigger the garrison there: they will run up to the barricades and die. Then, use a fast soldier to move up to the northeastern part of the enemy trench network. Provoke the Machine Gunner and a dozen soldiers behind him to follow you, then bombard them with the Howitzer.
The northern part of the camp will now be barren. You need to take control of the very heart of the camp: for that not all soldiers must die. Sneak up with all your squad (disembark the howitzer if you haven't done so by now) and try engaging parts of the garrison. Some will be on top of pallisades, some will guard the center camp. Even if the enemy sounds the alarm, your superior firepower should gradually whittle down their ranks.
Pay attention to a Light Tank that will slowly come out and threaten your troops. Utilize hit-and-run tactics by damaging it with Critical Shots or placing Land Mines in its possible way. Continue on your original path after it's destroyed and capture the control point in the enemy camp.
The final blow (14,000 XP)[]
You will be tasked with the clearing of the remaining hostiles on the walls. Some other enemies will also leave their ranks and patrol towards you, making your assignment easier. When most of them are gone, the remaining defenders will flee in panic, leaving plentiful pickups behind. Grab everything and exit the level area.
Aftermath[]
As the Legion settle down after the mission, soon the Whites raise their rifles against the train and open an overwhelming fire, bullets flying all over the place. Captain Langer immediately orders the Train to depart and travels far off the Whites that have betrayed the Czechoslovaks. Langer cannot fathom why the Legion bumps into betrayal and distrust everywhere, but his pragmatism takes the better of him and things become calm again.