BCM604 - Twin bridges megabattle, aggressive left side defence x3
(6:48) Level 5 ('Assault on the Control Room') on Heroic. In this triple dose of twin bridges megabattling I'm using the same 52-covie set-up as before (see BCM603), and again doing left side defence but this time aggressively, getting well forward to stick it to the covies, rather than hanging back. It makes for some sensational action. Check it out!
- Download: BCM604.mov (105.3 MB)
- Watch at HBO in full quality
- Watch on my Odysee channel in full quality (can also download the underlying mp4)
- Comment at my YouTube channel (bad place to watch though, due to the blurring)
Released November 26th 2025, gameplay recorded November 24th-25th 2025.
Commentary
00:02 (Play 1 - Needler & AR) In all these plays I first release the 15 penned Marines then drive into battle with Johnson on the chain-gun. Along with three other Marines, he's actually invisible to the covies, which enables him to keep on gunning, adding to the atmosphere as well as doing significant damage.
In this opening play I go with my default weapon combo of needler and AR, and it looks to me like five of the 16 Elites are down before my squad is on the scene. I run out of needles after a while, and only get a fresh batch near the end.
02:30 (Play 2 - Sniper rifle & plasma rifle) At the start of this sniping-themed play I demonstrate boarding the hog by dropping into it. As for the fighting, I end up getting rather low on health and have to quickly back off for a while, around 4:02. At that point I take the opportunity to snipe some closing Grunts to help the Marines. Nice sequence of three quick shots there; I think the fourth misses.
I end up on my last health bar, but we prevail. Among the many entertaining incidents along the way, notice that a blue Elite gets splattered by a flying Shade around 3:22. Nice to see!
04:33 (Play 3 - Launcher & AR) This time I've got a rocket launcher, which is bad news for the covies. I do pretty well with it at the start, and there's also a nice phase around 5:39 when I hop up onto the giant rock against the cliff, to dish out some rockety justice from above. Really enjoyed that!
Towards the end around 6:12, I decide to give the Shade a go. A plasma grenade soon sails my way and I get ejected. I think that may've been the first time that's happened to me. I saw the grenade coming, but actually I thought it was going to be too short, so I was surprised when the Shade went tumbling. The Grunt never lived to see it though; I killed him just before the blast.
Talking of the Shade, you may've noticed that when I drove to the scene earlier, it was upright, rather than being in its usual overturned state. That was just because I'd blasted it when flying up the battlefield. I was doing that on some of my plays, just to vary the defence area a bit.
Nice ending to this play, with a Jackal tag.
Closing remarks As you'll have noticed, I cut down on the fly-ins for plays 2 and 3. That saved me about a minute and enabled me to squeeze three plays into less than seven minutes, making the movie extra action-packed. It wasn't just some flying I cut though; it was also the business of briefly landing on the underpass roof to get the weapons I wanted.
I mostly had my flashlight on for these battles, as quite a bit of the area is in shadow. The flashlight makes things show up better in the footage.