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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?
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. :)
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?
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
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)
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
I'd love to see more US/UK in the campaigns, as historically unrealistic it is, or even a total campaign overhaul mod.
Anyway, i have some questions and suggestions
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
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?
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