WARNO
Expand WARNO with your Mods!
Create and share your WARNO mods with the community! Join the Modding community now in the dedicated forums!
wolff69 2 13. mai 2023 kl. 14.25
FULDA GAP 1989 build:2027.12182023 for WARNO v.110361
The Fulda Gap 1989: The Battle for the Center is a simulation conversion modification project for WARNO the project scope aims to provide a campaign series for the simulation of a hypothetical conflict between WARSAW and NATO forces. The dynamic campaign includes multiplayer simulation game mode customizations that can be adjusted to the preference of the player, changes to gameplay elements of this simulation modification are unit, deck, timeline, and availability modifications to accurately represent each country’s military capability.

Each country’s Battle Group Deck is modified to represent a division or Brigade Table of Organization and Equipment (TO&E), Multiplayer games represent Corp or Army Operational Level engagements. The numerical values of unit packs are modeled using military reference sources to model as accurately the warfighting capability of the respective armies. ARMY (SHAPE) planning doctrine documentation and its assessment of the threat the WARSAW forces posed to NATO has been used to model the combat effectiveness of WARSAW forces.

The campaign simulation timer begins in 1975, the year most likely the Russians would have decided to launch an attack against NATO forces in Europe. Due to their estimates of low US morale and numerical troop strength in Europe after the Vietnam war. The simulation models the political scenario in which STAVKA is given permission to begin planning an attack against the NATO force in West Germany in 1975, the chance of a Russian attack across the Fulda gap diminishes every year by approximately seven percent (~7.143%) until 1989 when a general withdrawal of Soviet forces in east Germany is announced and the reunification of Germany begins.

The named locations listed represent peacetime barracks positions. Prior to hostilities, all units would deploy according to their wartime General Defense Plan (GDP). There were three wartime scenarios that affect settings for multiplayer or campaign games. The first was a Warsaw Pact attack directly out of their barracks locations with only a few days of preparation, depending on strategic surprise, NATO would have had about 48 to 72 hours' warning. This was the scenario NATO feared the most.

The second, and most likely, was a 7 to10 day warning with REFORGER units moving into place and the Soviets mobilizing for 2 to 3 weeks. The last scenario models a full deployment for both sides. With a nuclear exchange being a high probability in the 11th and 13th pre-generated campaign scenarios.

There are other game simulation modifications factors, which affect the general disposition of forces and their deployments, the campaign simulation models the engagement scenario where the soviets are launching an assault with no warning from their station areas through the Erfurt-Eisenach region, this corridor, which begins at the gap between to mountain basins opens into a wide grassy region of farmland that crosses the Border into the Phillipstal-Rasdorf sector (the sector of the American 11th Armored Calvary Regiment and the 2nd Panzer Grenadier Division).

From there it runs west to the gap between the Vogelsberg and the highlands north of the Autobahn. The broad corridor that begins at that gap and runs astride the autobahn all the way to Frankfurt and the Rhine is known specifically as the Wetterau Corridor. When you reflect on the last month of World War II you will recognize that the Wetterau Corridor and what we now know as the Fulda Gap served as the main avenue for the drive of the Third U.S. Army from its Rhine bridgehead near Frankfurt onward to Leipzig and the heart of Germany. (At one point in April 1945 Third Army HQ was in Hersfeld.).

https://steamcommunity.com/sharedfiles/filedetails/?id=3117435350
Sist redigert av wolff69; 19. des. 2023 kl. 20.58
< >
Viser 14 av 4 kommentarer
wolff69 2 14. mai 2023 kl. 15.26 
Global Modifications:
• All vehicle moving off-road speed is roughly 50-60% of maximum road speed.
• All German, U.S., and Belgian M113 variants frontal and side armor increased to 2, and top rear armor made 1.
• All units use cross country speed which is a reduced speed that is approximate to between 50%-55% of maximum road speed.
• Road Speed Bonuses changed to reflect vehicle maximum speed and all vehicles will use road by default.
• Anti-Aircraft Missiles have been changed to have longer ranges, but larger minimum engagement distances.
• Anti-Aircraft Missiles have been changed to have minimum engagement altitudes and distances.
• All Aircraft receive ECM capabilities SEAD aircraft provided longer detection ranges and higher ECM protection values than other aircraft.
• Helicopters can use change altitude to maneuver around battlefield avoiding SAM detection and engagement evasion tatic.
• ATGM Missiles Ranges Increased to match real world values.
• ATGM Missile speeds changed to match real world values.
• ATGM Missile Sight changed to provide limited visibility through Smoke/Woods for models that use FLIR/thermal, or Electro-Optical Imaging tracking of targets.
• ATGM teams (WARSAW PACT) cost reduced from 80/90 to 40/45.
• ATGM teams (NATO) cost reduced from 90/100 to 45/50.
• Changed the tactical order menu options to match new transport option changes by editing the menus for each modified transport listed in this changelog the units troop carry capacity can be changed by editing the referenced .ndf extension file listed below: “%SYSTEM_ROOT_DIRECTORY%\WARNO\Mods\YOUR_MOD_NAME\GameData\Generated\Gameplay\Gfx\ OrderAvailability_Tactic.ndf”
US/NAT0 Reconnaissance Units:
• Bradley CFV troop carry capacity 2 scout/snipers.
• Bradley CFV increased visual magnification sight range, allowing limited visibility through Smoke/Woods/buildings from FLIR/thermal Electro-Optical Imaging and tracking of targets.
• M150 ATGM weapons system changed to ITOW as per FM17-100 TO&E.
• M150 Frontal and Side Armor Increase to 2 from 1.
• M150 troop carry capacity 3 man ITOW ATGM team.
• M150 increased visual magnification sight range, allowing limited visibility through Smoke/Woods/buildings from FLIR/thermal Electro-Optical Imaging and tracking of targets.
• M150 target detection range increases when not moving.
• M981 Frontal and Side Armor Increase to 2 from 1
• M981 FISTV troop carry capacity 4 soldiers.
• M981 FISTV increased visual magnification sight range, allowing limited visibility through Smoke/Woods/buildings from FLIR/thermal Electro-Optical Imaging and tracking of targets.
• M981 FISTV Cost Changed to 25.
• M981 FISTV target detection range increases when not moving.
• M1025 HMWV AGL troop carry capacity 4 scouts.
• M1025 HMWV M2 .50 Cal troop carry capacity 4 scouts.

US/NAT0 Anti-Tank Units:
• M901 ITV cost changed from 90 to 45.
• M901 ITV added as transport option for ITOW ATGM team.
• M901 ITV troop carry capacity 3 man ATGM team.
• M901A3 ITV cost changed from 100 to 50.
• M901A3 ITV added as transport option for TOW2 ATGM team.
• M901A3 ITV troop carry capacity 3 man ATGM team.
• M1025 HMMVW TOW ATGM added as transport option for TOW2 ATGM team.
• M1025 HMMVW TOW ATGM troop carry capacity 3 man ATGM team.
US/NAT0 Anti-Aircraft Artillery Units:
• M163 PIVADS troop carry capacity 2 man stinger team.
• M163 PIVADS added as transport option for stinger team.
• AN/TWQ-1 Avenger HMMVW Avenger added to 8th Infantry Division Deck
US/NATO Helicopters:
• Transport Carry Capacity changed to match real world values.
• OH58C – Observer troop carry capacity 4 soldiers.
• UH60 Command/Supply/Transport troop carry capacity 11 soldiers, Supply (4,100 kg).
• UH1H transport troop carry capacity 11, Supply (1,760 kg).
• CH47 transport troop carry capacity 55 soldiers, Supply (10,886 kg).
WARSAW PACT Helicopters:
• Transport Carry Capacity changed to match real world values.
• Mil Mi-8 troop carry capacity 24 soldiers, Supply (4,000 kg).
• Mil Mi-2 Recon/Transport troop carry capacity 8 soldiers, Supply (700 kg).
• Mil Mi-24 Recon/Gunship carry capacity 8 soldiers, Supply (2,400 kg).
• Mil Mi-26 Transport/Supply troop carry capacity 90 soldiers, Supply (20,000 kg).
WARSAW PACT Antitank:
• 2A45 Sprut-A Towed Antitank gun receives 4 Guided Missile rounds
WARSAW PACT Reconnaissance Units:
• BDRM-2 troop carry capacity 2 soldiers.
• BDRM-2 target detection range increases when not moving.
• BDRM-2 cost changed from 40 to 25 command points.
• BDRM-2 added as transport option for Motorized Razvedka reconnaissance infantry.
• Motorized Razvedka reconnaissance infantry changed from 7 to 2 men, armed with RPG-22 and RPK-74 as support weapons.
• Razvedka reconnaissance infantry changed from 4 to 7 men, armed with RPG-7VL (replace the RPG-22) and RPK-74 as support weapons.
• BRM-1 increased sight range, allowing limited visibility through Smoke/Woods/buildings from TALL-MIKE Surveillance RADAR detection and tracking of targets.
• BRM-1 movement changed to
• BRM-1 target detection range increases when not moving.
• BRM-1 troop carry capacity 4 soldiers.
• Spetznas squad size changed from 6 to 4 men.
• BTR Motor Rifle Squad reduced from 8 to 7 men.
WEAPONS:
Small arms:
• All 9mm => 0.0425 to 0.09 HE ; suppression 5
• All 5.56mm => 0.035 to 0.0556 HE
• All 7.62mm => 0.042 to 0.0762 HE
MG:
• All 5.56mm => 0.09 to 0.0556 HE ; suppression => 21 to 10m ; Splash radius => 53 to 21m
• All 7.62mm => 0.108 to 0.0762 HE ; suppression => 25 to 10m ; Splash radius => 63 to 22m
• All vehicle 7.62mm => +175m range ground and helicopter
Tripod:
• Changed splash radius of grenade launchers from 6 to 7 meters (soviet) and from 8 to 10 meters (US)
• Changed splash radius of machine guns to match splash of assault rifles
• Changed damage profile of HMG from HE auto-canon to fmballe
Sniper:
• Bolt action : aim time increased from 5 to 6 seconds, reload time increased from 5 to 8 seconds
Flame:
• Flamethrower damage reduced from 1.4 to 1.14HE
• Handflammpatrone damage reduced from 0.35 to 0.2HE
• Flash damage reduced from 0.66 to 0.4HE
• AGL damage increased from 0.4 to 1.163HE
• RPO damage increased from 0.93 to 1.13HE
• Satchel suppression increased from 50 to 300
• M67 RCL HE damage increased from 0.9 to 0.99HE
Anti-tank:
• All infantry AT suppression increased by 250% (excluding RCL)
• All AT splash suppression radius increased by 10%
• All AT splash damage radius removed to prevent multiple kill effect.
• Drastically increased critical rate of infantry AT weapon except RCL (from 5.5% to ~70% chances)
• Reduced and compressed AT range from 500m/675m/850m to 500m/600m/700m
• *Only exception is RPG29 which remain at 850m
• Increase accuracy by 10% for the 600m AT and 20% for the 700m to compensate the range loss.
Surface-To-Air Missiles:
• Increased time between shots from 3s to 8s for BUK/KUB/I-HAWK
• Increased time between shots from 2s to 3s for all short/medium range missile AA
• Increased reload time from 2s to 3s for planes AA missiles.
All Missiles:
• Stress on miss feature added from both ground and air missiles, high end AA missiles have better suppression effect.
Anti-Aircraft Artillery:
• Increased minimal accuracy for anti-air guns by 10% accuracy static.
• Increased ground range for Anti-Aircraft Artillery to match real world values.
• Increase aim time by 5 sec for non-radar Anti-Aircraft Artillery.
• Increase reload time by 5 sec. for non-radar Anti-Aircraft Artillery.

SEAD:
• Increased HARM and Shrike missile speed to match actual real world statistics
• Increased Reload time from 2 to 3s
• Detection range for SEAD increased to 29km.
Tank Cannon:
• Reduced suppression by 10%
Rockets:
• Increased Dispersion by 15%
• Increased suppression by +15%
• Reduce damage between 3%-8%
Plane automatic cannons:
• Increased 20mm damage from 0.46 to 0.51HE
• Increased 23mm damage from 0.529 to 0.54HE
• Decreased 25mm damage from 0.675 to 0.59HE
• Decreased 27mm damage from 0.621 to 0.61HE
• Decreased 30mm damage from 0.69 to 0.65HE
Bomb:
• Increased cluster splash stress radius by +10%
• Increased HE splash radius by +3%
• Increased HE stress damage radius b +10%
Automatic cannons:
• Decreased damage of 20mm from 0.30 => 0.25HE
• Decreased damage of 25mm from 0.375 => 0.30HE
• Decreased damage of 30mm from 0.45 => 0.35HE
VEHICLES:
Airplanes:
• Added dispersion malus on stress
• Reduced all plane speed by 20% (except SU25 and A10)
• Increased all plane turn rate by 30% (except SU25 and 10)
• Harrier got preferential treatment with -13% speed and +68% turn rate.
• SU-27 got preferential treatment it takes the same time to do a 180° as the f15 eagle but with a sharper turn.
• Increased ECM of all planes by +10% with a ceiling of 60%
• Increased LGB bomb accuracy from 50% to 75%
• Increased airplane air optics.
• Increased F117 Nighthawk stealth to compensate
• Increased F117 Nighthawk bomb noise by the same amount.
• Reduced dispersion radius of LGB from 353m to 35m
• Increase autonomy by 100s for all planes to allow patrolling
• Increased all fighter altitude by ~350m (less vulnerable to AA)
• Planes will try to reach an altitude of 2500m while evacuating
• Increased aim time of plane AA missiles from 0 to 0.5s (except vympel on mi24) to prevent snap shots
• Removed low flying tactic after dropping bombs for dive bombers.
• Changed damage profile from helicopter to plane to dissociate changes from one another.
• For armor : <1 / 1 / 2
• Gun cannon: 1.2/1.1/1
• SPAAG: 1.0/0.9/0.8
• AA missiles: 1/0.9/0.8
• Suppression: 1/0.9/0.8
Helicopter:
• Reduced armor resistance against
• For armor : <1 / 1 / 2
• SPAAG: 1.0/1.0/0.8 => 1.2/1.1/1.0
• Small arms: 0.4/0.2/0.1 => 0.8/0.4/0.2
• Autocannon: 0.9/0.8/0.7 => 1.2/1.1/1.0

Towed anti-tank cannons:
• Changed damage profile from vehicle to canon to prevent them from being targeted with AT weapons
• Reduced HP from 8 to 3 and from 5 to 2.
Amphibious:
• Decreased speed malus for wheeled vehicles from -70% to -40%
• Decreased speed malus for tracked vehicles from -70% to -30%
EXPERIENCE:
Suppression regeneration:
• Base regeneration (vet 0): 0.5 (16:40 regen time)
• Veterancy 1: 0.5 => 1 (8:20 regen time to 5:34)
• Veterancy 2: 1.25 => 2 (4:46 regen time to 3:20)
• Veterancy 3: 1.5 => 2.75 (4:10 regen time to 2:34)
COHESION:
Ground units:
High:
• Rotation speed 10% => 0%
• Turret rotation speed 10% => 0%
Normal:
• Accuracy -25% => -20%
Mediocre:
• Accuracy -45% => -40%
• Rotation speed -25% => -20%
• Turret rotation speed -25% => -20%
• Speed -25% => -20%
• Aim time -25% => -10%
Low:
• Accuracy -70% => -60%
• Rotation speed -50% => -40%
• Turret rotation speed -50% => -40%
• Speed -50% => -30%
• Aim time -50% => -20%

Planes:
• Accuracy 0/-20%/-40%/-60%
• Dispersion 0/+50%/+100%/+150%
All missiles:
• Stress on miss feature added from both ground and air missiles, high end AA missiles have better suppression effect.
CRITICAL:
• Removed bailed out critical
• Added Shooter Knock Out / Driver Knocked Out / Sight damaged / Transmission damaged critical
• Increased critical rate in general from 5.5% to 7%
TRAITS:
Shock:
• Increased activation radius from 53m to 350m (forest fight range).
• Removed suppression aura effect.
BUILDINGS:
• Ruins can now be used the same way as building with reduced damage resistance
SMOKE:
• Vehicles: Reduce smoke duration from 70 seconds to 60 seconds
• Vehicles: Reduced smoke load time by 1 second
SUPPLIES:
• Fuel resupply speed reduced from 30/s to 20/s
• Fuel resupply cost reduced from 5/s to 0.5/s
Sist redigert av wolff69; 19. des. 2023 kl. 20.57
wolff69 2 19. des. 2023 kl. 11.58 
the latest version released as of 12/19/2023:

https://steamcommunity.com/sharedfiles/filedetails/?id=3117435350
wolff69 2 1. jan. 2024 kl. 19.23 
Completed Redesign of the Backhand Blow scenario to permit the formation of a Battalion Combat Team (Yankee or Bravo), which is an typical U.S. Army combat team like 2-32 Armored Battalion, of the 3rd Armored Division composed of fourteen M1A1 Abrams tanks including (2) HQ tanks, as well as a mechanized infantry company, with two M901 ITV TOW missile vehicles, an M728 CEV. The Mechanized Platoon is also equipped for anti-tank warfare, armed with M47 Dragon anti-tank missiles and M72 LAW rocket launchers.

When deployed as a Task Force 3-32 of the Armored Battalion, may select to form a tank-heavy (two tank, one mechanized platoons), infantry-heavy (one tank, two mechanized platoons), or balanced (two tank, two mechanized platoons) Combat Team, the mechanized infantry company, can also be mixed with elements of the 4-7 Calvary Squadron and deploy a M981 FISTV-equipped artillery team.

https://youtu.be/kj9w1OwiJWE
wolff69 2 6. jan. 2024 kl. 15.57 
The Kitzingen Ruse operations show-casing the VDV (Vozdushno-Desantnye Voyska, or Soviet Airborne Forces) has been modified, players can form a VDV Mechanized (IFV) Infantry company, supported by a VDV Helicopter deployed Air Assault Infantry company, with helicopter support.

https://www.reddit.com/r/FULDA_GAP_1989/comments/190e29m/the_fulda_gap_1989_the_battle_for_the_center/
Sist redigert av wolff69; 6. jan. 2024 kl. 15.58
< >
Viser 14 av 4 kommentarer
Per side: 1530 50