Steel Division 2

Steel Division 2

AG Supreme
wux  [developer] Nov 9, 2023 @ 2:35am
Changes of the Campaigns
To save room in the description section all the changes to the campaigns will be listed here.

ORSHA
- although Tiger II are introduced in august 1944, 4 experimental Tiger II are delivered to the Panzer-Abt.501 with the 25. for testing and support, leading them is ACE Knispel temporarily transfered from his Hvy.Pz503rd batt.
- I/II Sturm-Rgt.195 with the 78. have one Pak43 each
- I/II/III Pz.Gr-Rgt.119 with the 25. have one Pak43 each
- german left flank attached to the I,II,III Inf.Rgt.456 of the 256. are the comp. made of survivors of the Hung.2ndArmee and the Cro.369thInf.Rgt (Cro. Komp.2 has found and repaired one Jagdpanzer IV)
- german right flank attached to the I,II,II Inf.Rgt.460 of the 260. are the comp. made of survivors from the Ita.TridentaDiv. and Rom.4thArmy (Grouppe 22 has managed to capture 3 soviet T-34 tanks)
- right flank with the Fus.Bat.260 is Mixed PzKomp made of combined Hung., Rom., Cro. and Ita. surviving armour
- in the back Land.Bat.555 and Sich.Bat.794 are reinforced with Sov. guns (Pak208(r) and Pak36(r))
- with s.Pzjag-Abt.519 of the 78. ACE Neigl leads the kompanie of Nashorns
- with SturmArtBrig.667 ACE Oberloskamp can be found leading kompanie of Stugs
- with the III/Art.Rgt.256 of the 256. there is 3 Nebelwerfers

- with the Soviet 30Gv.SapBat. of the 26Gv.Strelk ACE Krysov leads the brigade of SU-85

BEREZINA
- Sich.Rgt.2 has kompanie of surviving units from Ita.TridentaDiv.
- I/II Fr.Inf.Rgt.638 have armoured support of french tanks
- far right flank remaining units from Cro.369.Inf.Rgt. are attached to the KG Walter and Rgt.Grup.101
- left flank attached to the I/II Sich.Rgt.34 are the remaining units of the Hun. 2nd Armee (3rd Komp. fields one of the last surviving H39)
- kompanies in the Schuma and Polizei Rgt. on the left flank have PzIB as armoured support
- Fest.Bat.659 stationed in Minsk has a Panzer Kompanie with 5 M4 Sherman

- with the 25.Tank.Brig. of the 29.TankCorp. ACE Reshetnkov leads a brigade of T-34/85
- with the 1510SAP of the 3thGr.Mech.Corp ACE Averin leads Averin Gruppa of SU-76M

BOBRIUSK
- Sper.Bergen has 3 Nebelwerfers
- kompanies of the Rgt.Grup.112 and Rgt.Grup.59 in Bobriusk have 1 Pak43 each and Wurfrahmens
- Rgt.Grup.59 has 1 Panzerjager RSO
- PzJagAbt.743 with the PzGrup20 has 3 Panzerjager RSO
- with the 20.PzDiv ACE Harth leads kompanie of PzIVs

- IV/Partizan Bobriusk now fields one captured Tiger I

BARANOVITCHI
- on the left flank with II/Sich.Rgt.661 has company of 6 captured russian T-34/85s and 2 T60
- with the PzAbt.507 ACE Wittmann briefly transfered from his PzAbt101 leads the company of Tiger I before scheduled redeployement to the western front (*originally transfered to the western front in April, 1944)
- battalions of the Sich.Rgt.88 replaced with the major concentration of the last Cro, Rom, Hun, Finn, Swe, Lit, Lat and Fr units
- I,Kro.Bojna fielding variety of croatian units, along with two last surviving Samovente tanks, 6 L3 tankettes and 1 BH-33E plane
- II,Ita.Batt. assembled of the remaining Alpini units and 2 M14/41 tanks
- III,Romanian Bat. with few assault units and 3 Tacam T60 and 3 R2 tanks
- IV,Mixed Batt. consisting of few german sich., LVF, Lat. and Lit., Finn. and Swe. komp.

VISTULA
- SSPzJag.Abt.5 has a company consisting of 3 Elefants and 1 Jagdpanther
(*jagdpanthers are introduced in the eastern front from january, 1945 and took no place in battles around Warsaw)
(*Elefants although deployed already in Kursk there is no records of them participating around Warsaw)
- II/SSPzRgt.5 ACE Leck leads komp. of Panthers
- reinforcing KG has Sturmpanzer IV sent after the Warsaw uprising
- reinforcing KG has one of two Sturmtigers sent after the Warsaw uprising

- although polish attempt to cross Vistula has failed few individual comp. of partisans managed to reach 1stPolishInf.Rgt and join them in the advance on Warsaw
- also Partisan units joined the PWA 1stTank Brigade with some of the captured german armour

KARELIA
- I,II 409&410Rgt. of the 122. have Pak43
- 2.Panssari has 3 additional Sotska 85
- 15.Div has one captured ISU-152
- I,II,III 19.Prik now has plane off-map

- in the west in stead of 143yStrelk now is Iseseisev Polk-556/7th Estonian Rifle Division (Estonian)

TIRASPOL
- I/Reg.10&Cdt.110Inf. have plane off-map

- 83.Morsk.Pehota has 5 M5A1 tanks in each comp.
- allied Task Force 75 added on the soviet left flank
- allied fighters and bombers added with soviet bomber regiment

BURNING BALTICS
- I/Inf.Rgt.272 has 1 captured Soviet KV2
- few axis regiments in the north now have Ar-196 203mm Prinz Eugen off-map artillery
Last edited by wux; Dec 16, 2023 @ 2:07pm
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Showing 1-15 of 15 comments
Sim4ik2014 Nov 11, 2023 @ 9:27am 
In Tiraspol there is an error: American and British divisions have been added to the Soviet troops
II./1st Airborn Division
I./17th Airborn Division
Also in Bakhtin’s group, there are American divisions in reinforcements.
It might be worth adding more Soviet Marine divisions.
If we look at history?
Last edited by Sim4ik2014; Nov 11, 2023 @ 9:34am
wux  [developer] Nov 12, 2023 @ 4:28am 
It's not an error, it's a way to introduce allied units into otherwise entirely soviet campaigns :)
For easier accepting this historical deviance here is a little fictional backstory.

Following the Tehran conference in the end of 1943. where it was agreed that allied forces would open a second front in Europe by the ways of Operation Overlord, Churchill, worried about the soviet influence in the region, initiated talks with the Roosevelt about another joint forces landing in Romania, nominally to aid soviet efforts on the front, but really with the goal of establishing military presence in the Balkans. In the early 1944 general G.D. Durge devised a plan and the operation codenamed "Druge's lance" was agreed upon and set in motion. JOCD TF75 or Joint Operations Combined Division Task Froce 75 was created diverting units from the closest troops available, those on the Italian front. With the allied forces approaching the Gothic line and hard fights yet to come it was decided to pull limited number of troops from different divisions. Thus Task Force 75 combined predominantly US, British and Canadian troops, with smaller number of Brazilian, South African, Greek, Belgian, Indian and New Zealander units. Attached to the task force was also two paratrooper regiments, one british and one american.

TF75 departed under the command of the US general G.D. Durge with inital plan being of dropping the airborne divisions around the town of Izmail with the task of capturing the town and securing the back lines while the two infantry regiments, joint armoured and HQ regiments land in the Gulf of Musura capturing and securing the town and port of Sulina. After linking with the parachute regiments at Izmail TF75 would advance onto the town of Galați cutting the retreat and reinforcements for the romanian and german units on the Jassy–Kishinev front. The plan intended to capture axis forces off-guard with punching so south in the romanian territory, providing the soviet troops an anvil upon which to strike after pushing through Jassy and Tiraspol and in the end providing allied troops a spring board to get to capital city of Bucharest first.

But with the reports coming in about the stronger then expected axis presence in the area of planned landing general Durge, assessing his force to small to be able to capture planned strategic points and eventually hold out surrounded until soviet forces come, decided to alter the plans and land closer to the soviet front. Early on the 18th of August US and UK airborne units landed on the north bank of the Dniester estuary with the task of assisting soviet naval marine forces of the Black sea fleet to secure the bridgehead over the estuary and towards the city of Akkerman. Two days later on 20th of August main force of the TF75 lands just south of Odessa and together with Morskaya Groupa Bakhtina attacks the axis right flank.

Now as all this is entirely fictional, how the story of the Task Force 75 unfolds after the 20th of August 1944 is entirely up to you. :)
Last edited by wux; Nov 12, 2023 @ 4:42am
Sim4ik2014 Nov 12, 2023 @ 7:51am 
In personal opinion. I would strengthen Bakhtin and give those units that are not used in the campaign of chernyie bushlaty or more morsk pekhota corps for example. Personally, I don't like it, I will play this campaign in standard form without modification. Or don't use these units. I can't judge the decision. Despite the fact that I don’t like it, the mod itself is good and cool, thank you
wux  [developer] Nov 12, 2023 @ 12:01pm 
Thank you for your kind words and i am sorry you don't like it. If you don't mind the 120min timer and almost no V/D timers maybe try AG Supreme 120, this changes haven't been implemented there yet :steamhappy:
Sim4ik2014 Nov 12, 2023 @ 9:55pm 
I took this opportunity to ask a question, since I couldn’t find the answer anywhere.
I want to play with my friend in cmpaign versus mode. 90 minutes is quite a lot of time. Battles involve the practical destruction of everything that is available. What will happen if, realizing that I am already losing, and I have almost no troops (there are pathetic remnants left), no line of defense, well, maybe 6 flags at the same time, I leave the battle. Will my troops be destroyed on the global map? Disorganized? I will end up with complete defeat. What if there is parity? I have 10 flags, he has 16 then how? Will this be a minor defeat? Or will it always be a complete defeat with the complete destruction of troops?
wux  [developer] Nov 13, 2023 @ 2:08am 
Feel free to ask anytime, i'll be happy to answer if i can. Now regarding what you are asking its yes, everytime you exit the battle via "Disengage" button (unrelated to the moment in battle you quit and how many flags you control at that time or the losses you suffered up until then, if any) it will automatically count as a Total defeat for you and automatically destroy all the regiments you involved in the battle (involved by the phase you are in at the moment of quitting, i.e those coming in C and you exited in B won't be affected by losses, maybe disorganized only i am not sure now, but i know they won't be destroyed). It should have really been named "Surrender" rather then "Disengage".

Now there is a way around that and that is to not bring any more units in and let the enemy win regularly. Now i am not sure in the case you described where there are only pathetic remnants left this would work as there might not be enough troops in the regiment left for it to not be destroyed after the battle.
But lets say you entered the battle you know you will lose. You didn't have a choice, enemy cought up with your regiment and you were forced to battle. But your enemy brings five regiments, tank, arty support maybe even planes, and you have only one regiment, for example sicherungs or something like that. You know you will lose but you don't want the regiment destroyed.
What you do is enter the battle, don't deploy any units, or deploy token force, just a few units and start the battle. Now you just have to sit back and let the enemy capture all the flags even the spawn points ideally (10sec timer) and let yourself lose with Total defeat. But now although it's a total defeat game will register units you lost (if any) and your regiment will pull back disorganized but not destroyed! Same can be done if you play the battle but at some point you see you will lose it. Now just don't bring any more units on the map (sadly all thats deployed already will die) but the rest will be safe (ofc as i wrote if there is enough units for the regiment to survive).

Now i understand this takes just sitting and waiting but the AI will always push, sometimes it can happen that they stop around the middle of the map but thats only in the event of them having weak regiment in phase A so the AI is waiting for the reinforcement in B or C. (i know, smart AI who would have thought :steamhappy:). Now with a friend in versus it's even easier if you arrange so you forfiet the battle and he fast moves to your spawn.

Also with the AI no one will care you are just waiting for the battle to end, letting it capture your spawn point but with the friend you should really first arrange it so he knows what is happening :)

So in conclusion, sorry for the long post, and never ever use the disengage button to exit (except you already lost everything and there is no point in waiting for the enemy)
Last edited by wux; Nov 13, 2023 @ 2:16am
Sim4ik2014 Nov 13, 2023 @ 8:07am 
Thanks a lot for the information, we'll try it
TheLost Nov 19, 2023 @ 5:07am 
my unwanted 2 cents Re: Western allies in Romanian Campaign. i would take the Belgian(there wasn't many free Belgians and they would be needed for the propaganda value in Belgium's recent liberation) and Greek (they will probably be more focused on the Civil war that will break out while this campaign happens for real) units out and replace them with Indian and maybe French troops. would add a bit of historical plausibility seeing as Indian and Free French troops were stationed in North Africa and the middle east. also would it be possible to include a western air wing or two? and maybe an auster and L4H attached to the Airborne divisions? Bombers could be Bostons and B25s either as story goes, reacquired lend lease or shuttle bombed from Europe or Africa, fighters might be mosquito, P38s and anything the Russians had by lend lease, no rockets though. just my suggestion
wux  [developer] Nov 20, 2023 @ 4:15am 
@TheLost no ones 2 cents are unwanted, the mod grows with all your input too.
Regarding what you wrote i agree with you and i will add more indian and french troops. Few Belgian and Greek units will be left more for the ability to play with them in campaign as there isn't really any other campaign where this can really be done. But i will lower the number. Also i'll add more brazilian troops. Also air-wing was intended to be added also i just didn't make it in time for 1.9.1 but i will add them definitely :steamhappy:
ConnorTW Jan 17, 2024 @ 2:35am 
Huge fan of more allied nations in the campaign. I didn't think this was even possible honestly. I always thought it was a shame to have so many western divisions added purely for multiplayer mainly and not do anything regarding the campaigns.

I'd love to see more US/UK in the campaigns, as historically unrealistic it is, or even a total campaign overhaul mod.
DeyTac Jan 21, 2024 @ 6:26am 
Hi Wux. First of all, thx for this wunderfull mod and your work. Because im playing only AG i was waiting for something like this since the release of the game. I always thought that u barely can change/edit anything in AG, cause the devs decided not to offer an AG editor yet.
Anyway, i have some questions and suggestions :cozybrawlhalla1:

Could u make a mod version with more special units (like KT,Elefants, Jagdpanters, etc.) and more units with mixed nations. Also elite regiments with all the good stuff (if this is doable) would be nice. For example a regiment with KT´s, fallschrimjägers, finnish snipers, hungarian nimrods, romanian resitas...u know what i mean :steamhappy:

Would this be OP? for sure, but honestly after playing over 1000 hours in AG i dont care. If u have played this game for some time u will beat the AI anyway easily also on hard difficulty. So im searching for a way for making this in a more interessting or fun way. The discussions about historical accuracy is useless in my oponion, because the game only use it when it doesnt influence the gameplay to much. So i dont care much about it, as long as there are no dragons, t-90´s or pokemons in the game.

If u wont do such mods, maybe can u can explain how to edit the units in AG? How to add or change units to regiments in AG campaigns? i would do a complete rework of unit compositions of any campaign.

Maybe i missunderstood something or use the false submod combination, but i havent figured out how to play longer battles with vanilla income. What mod changes the income (on map and in battles) and in which way? I couldnt find it in the mods descriptions.
The ST-mods changes the overall battle-time, the SF-mods canges the ticker and v/d flags, the SU-mods changes transport system, right? But whichone changes the income? The high income of all mod combinatios i used so far, ruined the mod for me. U now can bring all of your units in 5 minutes, no matter if u have 1 or 5 regiments in battle.
That makes no sense for me when u want to play longer battles. But the worst thing of course is the unit spam and blob. This only intensify the arty spam and tank-blobs problem. Imo this really should be the opposite way. The longer the battle, the less income u should gain. Maybe thats just me, but is there a way at the moment with your mod to play it ilke this? Long battles but lower or vanilla income? For example ST90+SF99+SUN with less income?
m-bristol Feb 4, 2024 @ 7:13pm 
Brilliant mod. I finally had to attack into a Russian defense and the landmines make for a brutal surprise. Love it. One idea that would be historically accurate. If one could send Engineers forward into suspected mind fields. Perhaps they can spot mines after X amount or time. Then perhaps deactivate the mines after X amount of time. Not sure that is possible, but I sure could use it. Cheers
Gerrit Akabane Mar 26, 2024 @ 12:47pm 
You said that there are changes to every campain but i dont see Turda.
MaxP Apr 8, 2024 @ 1:37pm 
The game crashes on tactical when loading a save, only in Tiraspol and Iasi campaigns.
It happens only after some time - 15-20 minutes from the start maybe.I couldn't even finish the first battle once.
Other campaigns works well
MaxP Apr 8, 2024 @ 1:40pm 
Also I support DeyTac in adding more units to campaings, like foxmarko did in his "Battle for France" mod.
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