Difficulty - Generalissimus
As per usual these days, with 20% random chance.
Traits - Force Dispersion, Infantry General, Panzer General
Since the scale of this DLC is supposed to be massive, I am going for two traits that allow having more units. This will also be important to supply an air force, since the Dev Diaries hinted at a more notable air element, thus making Denied Air Force not as fun, potentially. Negative trait of Force Dispersion is meant to somehow go in line with the deep battle doctrine and should help dissuade me from making few super units when possible and instead go for a lot of powerful independent mixed formations.
Elite - 1st Guards - Lessons of War
Starting Prestige: 5147
Order of Battle:
Infantry
1st Infantry Battalion - OS20 - International Brigade (Truck)
2nd Infantry Battalion - OS20 - International Brigade (Truck)
3rd Infantry Battalion - OS20 - International Brigade (Truck)
4th Infantry Battalion - OS20 - International Brigade (Truck)
Tank
1st Tank Battalion - OS13 - T-26 M1933
2nd Tank Battalion - OS13 - T-26 M1933
3rd Tank Battalion - OS13 - T-26 M1933
4th Tank Battalion - OS13 - T-26 M1933
Recon
1st Reconnaissance Company - OS15 - BA-6
Artillery
1st Field Artillery Group I. Battery - OS15 - 76.2mm M1902/30 (Horse Transport)
1st Field Artillery Group II. Battery - OS15 - 76.2mm M1902/30 (Horse Transport)
1st Field Artillery Group III. Battery - OS15 - 76.2mm M1902/30 (Horse Transport)
1st Field Artillery Group IIV. Battery - OS15 - 76.2mm M1902/30 (Horse Transport)
Fighter
1st Fighter Squadron - OS13 - I-15
2nd Fighter Squadron - OS13 - I-15
3rd Fighter Squadron - OS13 - I-16
4th Fighter Squadron - OS13 - I-16
Tactical Bomber
1st Bomber Squadron - OS13 - SB-2
2nd Bomber Squadron - OS13 - SB-2
This one scenario I will need to reply on relatively scarce information, so I will not have a massively accurate historical force. One thing I was able to do is cut BT-5 tanks to replace them with T-26, as BT-5 did not arrive until 1938, at least based on sources I saw. I also removed the 203mm artillery, which did not serve in Spain (again, according to what I was able to get) and got added for gameplay reasons. It felt strange to have a somehow limited custom army roster possible, but I can live with that, even if some other units should be possible to get, like the AT guns. All infantry got trucks, since a side-effect of overstrength caused horse transports to be overwritten. A minor inaccuracy, but I am fine with it for game balance. Finally, I diversified the fighter force and added some SB bombers, as well as made changes to recon cars.
Note that unit naming will likely remain in English this time, unless acronyms are used. This is mostly to address Cyrillic alphabet and challenges that could come with transcribing.
Highlights

Updated army ready for battle. I am not sure if I will be using overstrength as often later, as I prefer not to do so much here, but that might still happen to represent different unit sizes and some other ideas if I cannot deploy any more accurate forces.

Now who do we have here! A nod to Axis Operations? A really nice, small addition to the map and something that immediately makes me smile remembering all the previous playthroughs of that series.

My air force has an clear advantage over the enemy and quickly establishes what is basically air dominance.

One group moving northeast is making its way long the river, so far with mostly limited resistance.

Vega and friends operate further east. I make use if auxiliary forces, as the map is huge, so I need some additional help.

Since my fighters are not that busy, they can start strafing vulnerable ground targets such as artillery.

First prestige objective secure. That was a really nice cache that allowed me to bounce back a bit after the initial fighting and some losses taken so far.

Second prestige target also captured. These are diverting my forces from the main goal, but I have time. 35 turns seems almost infinite at this point.

Mirarlio also is about to fall and I am now starting to build up a rather nice prestige cushion.

As it turns out, not all enemy planes are pushovers, but still I have serious numerical advantage and can just gang up on that single fighter unit.

First special hero of the campaign. As he was earned in an air-focused objective, I'll try to keep him as a pilot in the future. With this in mind, I take the potentially most useful ability, to help snipe escorted bombers.

First of the main objectives secure, but I still have some bonus work to do.

Swampy terrain southeast is not perfect for tanks, but at least my planes can get some easy infantry kills.

Destroying the CTV armored vehicles grants another special hero. I take the Ignores ZOC ability, as it seems to fit best the battle doctrine targets I want to go for.

Last prestige objective finally mine, thankfully the defenders were rather passive in this area.

What is left is just capturing the last main objective and wiping out a few remaining CTV and nationalist forces.

Hmm... shouldn't this be 1937? Also, as I mentioned earlier, sources I saw suggested BT-5 tanks were not used here, they only arrived in 1938, thus not having the option to partake in fighting at the Battle of Guadalajara.
Summary
Final Prestige: 14453 (up 9306)
Overall
A truly grand scale start for what was promised in the 1st Guards. This first mission has proportions unlike any other initial scenario I recall so far, but it does not go overboard. Despite 35 turns seeming to be a really long time, the pace is quick, so this setting does not overstay its welcome. I enjoyed the way all objectives - main, prestige and special ones worked, really a textbook example of this formula already tested in previous addons. The fact that customizable heroes remain is a plus as well, it adds replay value and flexibility. Vega was a small cameo, welcome to see and very subtle, just noticeable by those who know him from AO.
On the other hand, I was surprised to notice a few strange things for this supposedly more historically accurate setting. I can live with the use of 203mm artillery and some other vehicles added for gameplay balance reasons. However, the scenario should almost certainly have some customized units file that would allow for more accuracy. There are things like AT or AA guns missing that a player might want to deploy. I suspect this was limitation of the early map date and default units files, but could have used some tinkering. It would also be nice to see at least one custom unit, like a R-5 plane available for use, but I guess that is something the lower price tag of Elite series will not allow for due to how much effort goes into new models. Just some minor nitpicks initially, which should all disappear once the missions move to later stages of the war. It is also nothing that would take away from the experience itself. The start is really promising and I can't wait for the next missions.










































































