biohazard15 wrote: Fri Jul 03, 2026 10:01 pm
Can't say I don't like it, but I definitely like it less than earlier years. Overpowered Soviets were fine in Citadel arc - this was the defining moment in the war, so throwing in the best troops is logical - but in later missions? Come on guys, where have you been while I was plowing through you at Prokhorovka and Kursk? Second-line troops would be more believeable, IMO. Also, need more Lend-Lease stuff.
Excatly my thoughts, but the game mechanics do not allow a realistic gameplay. 1 T-34 cant hurt a Tiger. 1000 T-34 cant hure a Tiger. Makes no sense but you need high end stuff to defeat high end stuff. My core only exists off the best of the best, if you run a Panzer IV its get shredded like nothing, even with top tier heroes and awards.
I like big maps, but these are kinda TOO big - and with nothing to do except grinding down yet another OP Soviet formation.
Yeah, I also have a problem with these huge repetitive maps, at some points its like grinding kills. You also have some of these map in the early years of the war, I had some discussion with andrea69 about that
Not to mention the lags - and I have a near-the-top PC (7800X3D, 64GB RAM, RTX4070, the game is on SATA SSD). Loading takes ages sometimes.
Loading takes longer, but I never had problems while playing, even on 4k. Get a coffee, or watch some videos meanwhile
Right now, I've just started Voronezh. I have a feeling I will be hating this map.
Something strange is happening with airfield capture script. I get a full assortment of fighters, but I get only the first tacbomber or stratbomber mentioned in the script. Swapped planes in the script (Pe2 for Il2M3) - et voila, I'm getting new planes, but not the old ones. Looks like the script shuffles fighters, but not bombers. Tested on Rostov1943 and Manych.
The feature makes on sense at all on the eastern front. Why would you use these crap instead of german stuff? Might be interesing, if you play with limited parts and you are running out of something...
I only used spitfires or some other british planes.
Hello, the release of the first part of AO46 is near. As usual, I am posting here a detailed changelog of what you can expect.
Before that, a few notes regarding the campaign: there are many significant changes, not only compared to vanilla but also to my first revision. First and foremost, there is the addition of the Pacific theater of war to the initial scenarios, with naval warfare playing a leading role. As is well known, the game's naval mechanics have some flaws, but the modifications introduced by Grondel have certainly brought significant improvements; furthermore, the work done on the stats has made the system more credible, as every ship now possesses its own distinct value and tactical-strategic importance.
As for the ground campaign, I usually recommend everyone to abstain from Overstrength to ensure the maximum challenge possible. In this case, I'd add that what really makes the difference here is the AA Veteran trait: I've played the campaign twice (once with this trait and once without) and I must say that without it the difficulty level is considerably higher. In any case, I recommend everyone to use the Force Concentration trait. Finally, I'd like to add that American equipment has been upgraded to be fully competitive with German one, while the arrival of Russian reinforcements is scheduled for the second part. Good luck to everyone with the campaign.
Changelog
-- V. 1.9 --
- Fixed an error in Brunete and Battle of the Ebro (AO Spain) with the bonus objective not rewarding any CP
- Fixed a problem in Taipale (AO 1939) with the stance of Soviet spawned aircraft
- Fixed an error in the random hero count of Spoils of War and UndisclosedLocationEP (AO 1939), Lillehammer and The Hague (AO 1940)
- Fixed a map problem in Flanders (AO 1945 East)
- Added new picture for tank hero Wilhelm Von Thoma
- New update for the equipment file (units.csv)
- New revision for AO 1946 Amerika (Part I)
-- 1.9 Units Update -- (thanks to dan1107 for his valuable analysis of the equipment file)
- Major update for naval warfare, with very extensive stat changes to add greater depth and differentiation between the warships in the game (see next post for full details about this)
- Added Bombard Mode models for all oversized battleships
- Updated stats for all oversized ships
- Added several naval assets for all major nations (except Soviet Union)
- Increased speed for all aircraft to better fit larger maps (fighters and tactical bombers +20%; strategic bombers, recon and transport planes +30%)
- First steps to add more stats accuracy to aircraft models (much more on this in future updates)
- Added switches to High Altitude mode missing for several late war fighters
- Added All-Terrain Entrenchment trait (to entrench in any terrain with maximum speed) to all engineer/pioniere units except SCW engineers
- Added River Assault trait and Organized Landing trait (to attack immediately after disembarking) to all marines units
- Added No Surrender trait to all Japanese ground units; also added Machine Gun and Ferocious Defense traits to JP HW Infantry and added JP Marines 43/46 variants; finally slightly adjusted late war JP infantry stats
- Various changes and updates to US equipment stats
- Added US fighters F4U-4 Corsair, F6F-5 Hellcat, P-38J, P-40N, P-61C and P-80C and US bombers TBM-1/TBM-3 Avenger, SB2C-4 Helldiver and SBD-6 Dountless
- Added switches to torpedo-loadout for US bombers TBD-1 Devastator, TBF-1/TBM-1/TBM-3 Avenger and JP bombers B5N2/B6N2
- Added JP bombers D4Y3 (tac bomber) and B7A2 Ryusei (dive bomber/torpedo)
- Added US late war tank T29 Heavy, tank destroyer M36B2 Jackson, SP artillery M7B1 Priest, 155mm M40 GMC and 8 Inch M43 GMC, air defense 120mm M1 and SP anti-aircraft M15 CGMC and M19 GMC (but this one lacks proper AA animation)
- Added US Seabees 42/44/46
- Added German late war jet fighters He162E and Horten XIIIB and jet tactical bomber Arado E.560 (all available only with prototypes); also removed No Purchase trait to He162A
- Added German late war tank destroyers E-100 Krokodil and Jagdpanther II, also with their elite variants (both available only with prototypes), and late war SP anti-aircraft Ostwind II
- Added No Purchase trait for German late war tanks/tank destroyers E-10 Puma, E-25 Jaguar, E-50 Jagulep, E-75 Leopard and E-100 Tiger-Maus (slot cost 11 for this one); also increased slot cost for Landkreuzers to 12
- Added German Marine Infanterie 41/43/45 variants
- Added Soviet late war tank IS-7 (slot cost 11), you'll see it in the second part of AO 1946 Amerika
- Various adjustments to heavy tanks stats for better overall balance
- Fixed a number of inconsistencies on CD and fuel of tanks with more appropriate values
- Added early German tank PanzerIIIB from the vanilla equipment file (CD set to 2)
- Equiparated stats for fuel, speed, slot cost and service dates of OstwindAA/OstwindAT
- BBYamato is at the top of the food chain, getting +6 SA, +2 HA, +4 NA, +2 GD, -2 AD and +2 Range (fuel 1500, slot cost 10)
- BBIowa closely follows BBYamato, getting +3 SA, +1 HA, +2 AA, +2 NA, +2 AD, +2 Ini, +2 Spot, +1 Range, +1 Speed and in Bombard Mode retains 3 Speed in addition to Evasive and Combat Luck traits (fuel 2500, slot cost 10)
- BBSouthDakota gets +3 SA, +1 HA, +1 AA, +2 NA, +1 AD, +1 Ini, +2 Spot and +1 Range in addition to Evasive and Combat Luck traits (fuel 2100, slot cost 9)
- BBHclass (the reference is the H39 project) gets +3 SA, +1 HA, +1 AA, +1 GD, +2 NA, +2 Ini, +1 Spot, +1 Range and in Bombard Mode retains 3 Speed in addition to Evasive trait (fuel 2500, slot cost 9)
- BBNorthCarolina (NEW) gets +3 SA, +1 HA, +1 AA, +2 NA, +1 AD, +1 Ini, +1 Spot and +1 Range (fuel 2200, slot cost 9 )
- BBNagato gets -4 AA, +2 NA, -1 GD, -4 AD and +1 Range (fuel 1500, slot cost 8 )
- BBNelson gets +2 NA, +1 GD, +1 Range and -1 Speed (fuel 1500, slot cost 8 )
- BBBismarck gets +1 NA, -1 AD, +1 Ini and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1700, slot cost 8 )
- BBRichelieu (NEW) gets +1 NA and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1800, slot cost 8 )
- BBKingGeorgeV gets -3 SA, -1 HA, +2 AA, +1 GD, +2 AD, +1 Ini, +1 Spot and in Bombard Mode retains 3 Speed but loses 2 Range in addition to Combat Luck trait (fuel 1300, slot cost 8 )
- BBLittorio gets -1 AA, +1 NA, -1 GD, -1 AD, +1 Speed and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1200, slot cost 8 )
- BBQueenElizabeth (NEW) gets -1 AA, +1 NA, -1 Speed and in Bombard Mode loses 2 Range (fuel 1700, slot cost 8 )
- BBRevenge (NEW) gets -2 AA, +1 NA, -1 AD, -1 Speed and in Bombard Mode loses 2 Range (fuel 1200, slot cost 8 )
- BBColorado (NEW) gets -1 AA, +2 NA, -1 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1700, slot cost 8 )
- BBTennessee (NEW) gets -3 SA, -1 HA, +1 AA, +1 AD, -1 Speed and in Bombard Mode loses 2 Range (fuel 1500, slot cost 8 )
- BBNewMexico (NEW) gets -3 SA, -1 HA, -1 AA, -1 NA, -1 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1500, slot cost 8 )
- BBAndreaDoria (NEW) gets -3 SA, -1 HA, -1 AA, -2 GD, -2 AD, -1 Ini and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1100, slot cost 8 )
- BBIse (NEW) gets -3 SA, -1 HA, -2 AA, -1 NA, -1 GD, -2 AD, -1 Speed and in Bombard Mode loses 2 Range (fuel 1500, slot cost 8 )
- BBFuso gets -4 SA, -2 HA, -4 AA, -1 NA, -1 GD, -3 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 2000, slot cost 8 )
- BBPennsylvania gets -4 SA, -2 HA, -2 AA, -1 NA, -3 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1500, slot cost 8 )
- BBNevada gets -4 SA, -2 HA, -2 AA, -2 NA, -4 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 2000, slot cost 8 )
- BBNewYork gets -4 SA, -2 HA, -4 AA, -2 NA, -1 GD, -3 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1500, slot cost 8 )
- BBKongo (NEW) gets -4 SA, -2 HA, -2 AA, -2 NA, -4 GD, -2 AD, +1 Speed and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1800, slot cost 8 )
- BBAdmiral gets -1 AA, +1 NA, -3 GD, -1 AD and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1500, slot cost 8 )
- BBScharnhorst gets -6 SA, -3 HA, -2 AA, -4 NA, -2 AD, +1 Ini, +1 Speed and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1500, slot cost 8 )
- BBDunkerque (NEW) -4 SA, -2 HA, -2 AA, -3 NA, -4 GD, -1 AD and in Bombard Mode retains 3 Speed but loses 2 Range in addition to Evasive trait (fuel 1600, slot cost 8 )
- BBBretagne (NEW) gets -4 SA, -2 HA, -4 AA, -2 NA, -3 GD, -3 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1200, slot cost 8 )
- BBDeutschland gets -6 SA, -3 HA, -4 AA, -4 NA, -6 GD, -4 AD, -1 Ini and in Bombard Mode retains 3 Speed but loses 2 Range (fuel 1800, slot cost 8 )
- The generic battleship unit (currently available for SR and RU factions, the reference is the Soviet one Marat) gets -4 SA, -2 HA, -2 AA, -2 NA, -1 GD, -2 AD, -1 Ini, -1 Speed and in Bombard Mode loses 2 Range (fuel 1000, slot cost 8 )
- For a greater sense of completeness, and since in this game what-if units are present in all categories, I also added three more super-battleships:
- BBSuperYamato (NEW) gets +9 SA, +3 HA, +2 AA, +6 NA, +4 GD, +2 AD and +3 Range (fuel 1500, slot cost 12)
- BBMontana (NEW) gets +6 SA, +2 HA, +4 AA, +4 NA, +2 GD, +4 AD, +4 Spot, +2 Range and in Bombard Mode retains 3 Speed in addition to Low Profile and Combat Luck traits (fuel 2100, slot cost 11)
- BBHclass41 (NEW) gets +6 SA, +2 HA, +2 AA, +4 NA, +2 GD, +2 AD, +2 Spot, +2 Range and in Bombard Mode retains 3 Speed in addition to Evasive and Combat Luck traits (fuel 2800, slot cost 11)
- Heavy Cruisers -
- All heavy cruisers in Bombard Mode lose EntKiller4 trait for EntKiller3 (except for CAAlaska); also in Bombard Mode they retain 3 Speed but lose 1 Range
- CAAlaska (NEW) is the best heavy cruiser class getting BB-like stats with +3 HA, +4 AA, +2 NA, +3 GD, +2 AD, +2 Ini, +2 Spot, +1 Range and +1 Speed in addition to Evasive and Combat Luck traits (fuel 1900, slot cost 8 )
- CAAdmiralHipper gets -4 SA, -2 HA, -2 NA, -1 GD and +1 Speed (fuel 1400, slot cost 7)
- CACountry gets -4 SA, -2 HA, -2 AA, -2 NA, -2 GD, -2 AD and +1 Speed (fuel 1700, slot cost 7)
- CAMogami gets -2 SA, -1 HA, -1 AD, +1 Ini and +1 Speed (fuel 1700, slot cost 7)
- CATone (NEW) gets -2 SA, -1 HA, +2 AA, -1 Ini and +1 Speed (fuel 1700, slot cost 7)
- CATakao (NEW) gets -2 SA, -1 HA, +1 AA, -1 AD and +1 Speed (fuel 1700, slot cost 7)
- CAAoba (NEW) gets -4 SA, -2 HA, -2 AA, -2 NA, -2 GD, -2 AD, -1 Ini and +1 Speed (fuel 1400, slot cost 7)
- CANorthampton gets -2 SA, -1 HA, -1 NA and +1 Speed (fuel 1800, slot cost 7)
- CAPensacola (NEW) -2 SA, -1 HA, +2 AA, -2 GD and +1 Speed (fuel 1800, slot cost 7)
- CANewOrleans (NEW) gets -2 SA, -1 HA, +2 AA, +2 AD, +1 Spot and +1 Speed (fuel 1800, slot cost 7)
- CAPortland (NEW) gets -2 SA, -1 HA, +2 AA, +1 GD, +2 AD, +2 Spot and +1 Speed in addition to Evasive and Combat Luck traits (fuel 1800, slot cost 7)
- CABaltimore (NEW) gets -2 SA, -1 HA, +4 AA, +1 GD, +2 AD, +1 Ini, +2 Spot and +1 Speed in addition to Evasive, Combat Luck and AA Support traits (fuel 1800, slot cost 7)
- CASuffren (NEW) gets -4 SA, -2 HA, -2 AA, -2 NA, -3 GD, -2 AD and +1 Speed (fuel 1100, slot cost 7)
- CADuquesne (NEW) gets -4 SA, -2 HA, -3 AA, -2 NA, -4 GD, -2 AD, -1 Ini and +1 Speed (fuel 1100, slot cost 7)
- CAZara (NEW) gets -2 SA, -1 HA, -1 AA, +1 GD, -1 AD, +1 Ini and +1 Speed (fuel 1200, slot cost 7)
- CATrento gets -2 SA, -1 HA, -2 AA, -1 NA, -2 GD, -2 AD and +1 Speed (fuel 1000, slot cost 7)
- The generic Heavy Cruiser unit (available only for RU faction) gets the same stats of the CAAoba
- Light Cruisers -
- All light cruisers in Normal Mode lose EntKiller3 trait for EntKiller2 and in Bombard Mode lose EntKiller4 for EntKiller3; also in Bombard Mode they retain 3 Speed but lose 1 Range
- CLCleveland (NEW) is the best light cruiser class getting CA-like stats with -2 SA, -1 HA, +2 AA, +1 GD, +1 AD, +1 Ini, +2 Spot and +1 Speed in addition to Evasive, Combat Luck and AA Support traits (fuel 1900, slot cost 7)
- CLBrooklyn gets -2 SA, -1 HA, +1 GD, +1 Ini and +1 Speed (fuel 1800, slot cost 7)
- CLAtlanta (NEW) gets -4 SA, -2 HA, +2 AA, -1 NA, -3 GD, +1 AD, +1 Spot and +1 Speed in addition to AA Support trait (fuel 1700, slot cost 6)
- CLOmaha (NEW) gets -4 SA, -2 HA, -2 AA, -1 NA, -1 GD, -2 AD, -1 Ini and +1 Speed (fuel 1400, slot cost 6)
- CLCondottieriLate gets -4 SA, -2 HA, -1 NA, -1 AD and +1 Speed (fuel 1200, slot cost 6)
- CLCondottieriEarly gets -6 SA, -3 HA, -2 AA, -2 NA, -2 GD, -1 AD and +2 Speed (fuel 1000, slot cost 6)
- CLLeipzig gets -4 SA, -2 HA, -1 AA, -1 NA and +1 Speed (fuel 1400, slot cost 6)
- CLKonigsberg gets -4 SA, -2 HA, -1 AA, -1 NA, -1 GD, -1 AD and +1 Speed (fuel 1500, slot cost 6)
- CLEmden (NEW) gets -4 SA, -2 HA, -2 AA, -1 NA, -1 GD, -2 AD (fuel 1400, slot cost 6)
- CLTown gets -4 SA, -2 HA, -1 AA, -1 NA and +1 Speed in addition to Evasive trait (fuel 1300, slot cost 6)
- CLFiji (NEW) -4 SA, -2 HA, -1 AA, -1 NA, -1 GD, +1 Spot and +1 Speed in addition to Evasive trait (fuel 1900, slot cost 6)
- CLDido (NEW) gets -6 SA, -3 HA, +1 AA, -2 NA, -2 GD, +1 AD, +1 Spot and +1 Speed in addition to Evasive and AA Support trait (fuel 1300, slot cost 6)
- CLLeander gets -6 SA, -3 HA, -1 AA, -2 NA, -1 GD, -1 AD and +1 Speed (fuel 1300, slot cost 6)
- CLCclass (NEW) -8 SA, -4 HA, -2 AA, -3 NA, -1 GD, -2 AD and -1 Ini (fuel 1300, slot cost 6)
- CLArethusa (NEW) -6 SA, -3 HA, -2 AA, -2 NA, -2 GD, -1 AD and +1 Speed (fuel 1000, slot cost 6)
- CLLaGalissonniere (NEW) gets -4 SA, -2 HA, -2 AA, -1 NA, -1 AD and +1 Speed (fuel 1500, slot cost 6)
- CLAgano (NEW) gets -6 SA, -3 HA, -2 AA, -2 NA, -3 GD, -1 AD and +1 Speed (fuel 1400, slot cost 6)
- CLSendai gets -8 SA, -4 HA, -3 AA, -3 NA, -3 GD, -2 AD and +1 Speed (fuel 1300, slot cost 6)
- The generic Light Cruiser unit (available for all factions) gets the same stats of the CLCclass
- Destroyers -
- All destroyers can switch in Flak Mode, getting the AA Support trait and much better AA stats (but worse SA/HA), and also to Sub Hunter Mode, getting the Recon trait but -1 Speed
- DDGearing (NEW) is the best destroyer class getting +3 AA (+6 AA in Flak Mode), +1 NA, +1 GD, +2 AD, +1 Ini, +2 Spot and +1 Speed in addition to Evasive and Combat Luck traits (fuel 1200, slot cost 5)
- DDFletcher (NEW) gets +2 AA (+4 AA in Flak Mode), +2 AD, +1 Ini, +2 Spot and +1 Speed in addition to Evasive and Combat Luck traits (fuel 1400, slot cost 5)
- DDSomers (NEW) gets +1 AA (+2 AA in Flak Mode), +1 NA and +1 AD (fuel 1500, slot cost 4)
- DDSims (NEW) gets +1 AA (+2 AA in Flak Mode), -1 GD, +1 AD, +1 Ini and +1 Speed (fuel 1300, slot cost 4)
- DDGleaves gets +2 AA (+4 AA in Flak Mode), +1 AD and +1 Ini (fuel 1400, slot cost 4)
- DDPorter (NEW) gets +1 NA and -1 AD (fuel 1400, slot cost 4)
- DDBattle (NEW) gets +2 AA (+4 AA in Flak Mode) and +1 AD, +2 Spot in addition to Evasive and Combat Luck traits (fuel 1200, slot cost 4)
- DDTribal gets +1 AA and +1 NA (fuel 1400, slot cost 4)
- DDType1934A gets -1 AA (-2 AA in Flak Mode) and -1 AD (fuel 800, slot cost 4)
- DDType1936 (NEW) gets -1 AA (-2 AA in Flak Mode) and +1 Ini (fuel 800, slot cost 4)
- DDType1942 (NEW) gets +1 Ini (fuel 1400, slot cost 4)
- DDNavigatori gets -1 AA (-2 AA in Flak Mode), -1 AD and +1 Speed (fuel 1100, slot cost 4)
- DDFantasque (NEW) gets -1 AA (-2 AA in Flak Mode), +1 NA, -1 GD and +1 Speed (fuel 1000, slot cost 4)
- DDAkizuki (NEW) gets +2 AA (+4 AA in Flak Mode), +2 AD, +1 Ini and +1 Spot in addition to Evasive trait (fuel 1700, slot cost 4)
- DDKagero gets -2 AA (-4 AA in Flak Mode) and -1 AD (fuel 1400, slot cost 4)
- DDAsashio (NEW) gets -2 AA (-4 AA in Flak Mode), -2 AD and -1 Ini (fuel 1400, slot cost 4)
- The generic destroyer unit (available for all factions, the reference here are the UK inter-war classes) gets -1 AA (-2 AA in Flak Mode), -1 GD and -1 AD (fuel 1000, slot cost 4)
- Carriers -
- CVEssex is the best aircraft carrier class getting +4 AA, +3 GD, +2 AD, +4 Spot and +1 Speed in addition to Evasive trait (fuel 2700, slot cost 10)
- CVIllustrious gets +4 AA, +3 GD, +3 AD and +2 Spot in addition to Evasive trait (fuel 1900, slot cost 10)
- CVShokaku gets +2 AA, +2 GD, +2 AD, +1 Spot and +1 Speed (fuel 1700, slot cost 10)
- CVGrafZeppelin gets +2 AA, +1 GD, +1 AD and +1 Speed (fuel 1700, slot cost 9)
- CVYorktown (NEW) gets +2 AA, +1 Spot and +1 Speed in addition to Evasive trait (fuel 2000, slot cost 9)
- CVAkagi gets +2 GD, -2 AD and +1 Speed (fuel 1700, slot cost 9)
- CVLexington (NEW) gets +1 AA, +1 GD and +1 Speed (fuel 1900, slot cost 9)
- CVUnryu (NEW) gets -1 GD and +1 Speed in addition to Evasive trait (fuel 1700, slot cost 9)
- CVKaga (NEW) gets +2 GD and -2 AD (fuel 1900, slot cost 8 )
- CVHiyo (NEW) gets -1 GD and -1 AD (fuel 2000, slot cost 8 )
- CVCourageous gets +1 AA, -1 GD and -1 AD (fuel 1400, slot cost 8 )
- CVRanger gets -2 GD and -2 AD (fuel 1900, slot cost 8 )
- The generic LightCarrier unit (available only for Japan) gets -4 GD and -2 AD (fuel 1500, slot cost 8 )
- As for battleships, I also added one more super-carrier:
- CVMidway (NEW) gets +8 AA, +6 GD, +6 AD, +6 Spot, +2 Ini and +1 Speed in addition to Low Profile trait (fuel 2100, slot cost 12)
- Submarines -
- All submarines gain +4 NA (submerged) regardless of any additional bonuses for individual models
- SSTypeXXI is the best submarine class getting +2 GD, +4 AD and +2 Speed (submerged) in addition to Evasive trait (fuel 2100, slot cost 4)
- SSTypeIXC gets +2 AA, +2 NA (surfaced), +1 GD and +2 AD (fuel 2000, slot cost 3)
- SSTypeVIIC gets +1 AA and +1 NA (surfaced) (fuel 1700, slot cost 3)
- SSBalao (NEW) gets +1 AA, +1 NA (surfaced and submerged), +1 AD and +1 Speed (surfaced) (fuel 1900, slot cost 3)
- SSGato (NEW) gets +1 AA, +1 NA (surfaced and submerged) and +1 Speed (surfaced) (fuel 1900, slot cost 3)
- SSTambor (NEW) gets +1 AA and +1 Speed (surfaced) (fuel 1900, slot cost 3)
- SSSclass gets -1 AA and -2 AD (fuel 1400, slot cost 3)
- SSTclass gets +1 AA, +1 NA (surfaced and submerged) and +2 AD (fuel 1700, slot cost 3)
- SSUclass (NEW) gets -1 AA, -1 AD and -1 Speed (surfaced) (fuel 1200, slot cost 3)
- SSTypeB gets -1 AA, +1 NA (surfaced and submerged), -1 AD and +1 Speed (surfaced) (fuel 2100, slot cost 3)
- SSSentaka (NEW) gets -1 NA (surfaced and submerged), +3 AD and +2 Speed (submerged) (fuel 2200, slot cost 3)
- SSMarcello gets +1 AA, +1 NA (surfaced) and -1 AD (fuel 1800, slot cost 3)
- SSMarconi (NEW) gets +1 AA and -1 AD (fuel 1900, slot cost 3)
- The generic Submarine unit (available only for RU faction) gets the same stats of the SSSclass
- Heavy map editing/polishing/naming for all scenarios (Northern path excluded, Texas Route included)
- Added Grondel's random hero script and reserve script; the random hero script features now double costs (2000/6000/10000 prestige)
- Added elite and prestige objectives in many scenarios
- Reinstated Commendation Points
- Significant changes in the storyline
- Drastically decreased a-bombs use by the US; also no a-bombs/a-bombers for Germany until very late in the campaign
- Campaign experience cap is set at 5 stars (5999 xp)
- AO 1946 Part I - Pacific&West Coast
- LUZON - Map Size 77x90 (NEW), 28 turns, Difficulty HARD - I'm sure many players already knew this final campaign would begin right here, in the Philippines. But Luzon is only the first of five scenarios set in the Pacific, featuring intense naval combat that, except for a few rare occasions, had never been seen before in this campaign. And indeed, the changes to the storyline required this kind of twist, because otherwise it would have been really impossible to justify (at least partially and even in alt history territory) Germany invading the United States. But the twist doesn't stop there, because in most of these scenarios you'll be able to field only your aircraft and naval auxiliaries (plus a few extra surprises) along with the support of Japanese land and sea forces. Here you will have the opportunity to get your first taste of the incredible American naval and air power, which I have not represented in its entirety but still in numbers sufficient to intimidate any player. However, to sink all these ships, you'll clearly have to rely also on the Imperial Japanese Navy since your small German fleet is not at the level of the best American ships and will also be able to engage enemy warships only late in the battle: the key here is to adequately protect the two Yamato-class battleships employing them in bombard mode as a sort of naval Gustavs. As for the ground battle, it's obviously best not to underestimate it, given that the Japanese forces are numerous and very well entrenched but quite weak. In general, air superiority is once again crucial, yet it is an objective that is far from easy to achieve given the strength and sheer number of US aircraft. The main objective (to hold Clark Field) isn't difficult, while the bonus objective (to capture all victory hexes, worth 6 CPs) seems dismissible at first glance, but I recommend everyone give it a try (see next scenario for why). Finally the elite objective (to destroy at least 22 US capital ships and carriers) will reward you with a precious collection of captured and prototype fighters and bombers (13 parts of the invincible HortenHXIIIB, 27 He162E, 19 ArE560, 25 P80, 34 P61 and 45 P51H) and the strategic bomber hero Dietrich Peltz (+2 NA, +4 HA, Fast Rebase, Precise Optics and Double Attack)
- LEYTE 1946 - Map Size 83x60 (NEW), 28 turns, Difficulty HARD - Time for a huge naval battle here. And what better battlefield than the iconic Leyte Gulf? In this scenario, apparently, the going gets really tough because you have to deal with the overwhelming American naval power, with tons of battleships, cruisers and carriers and now capable of deploying carrier-based jets as well, and also with less Japanese support than in Luzon. That's why at start yo'll have the chance to deploy at least one of the two German battleships coming from Europe (the Tirpitz and the new H-class Friedrich der Grosse): for 6 CPs and 8000 prestige you get the FdG and her commander Otto Ciliax (+1 GD, +1 Speed, Precise Optics, Fast Learner and Zero Slots), but no random hero if you accept the offer. In reality, the battle should be simpler than the previous one thanks to several tactical advantages for you, not least the fact that the Americans will use the two Iowa battleships only to protect their naval base. The objectives are very similar to those of Luzon: the main one (to hold Tacloban) is quite simple, the bonus one (to capture all victory hexes for 6 CPs) seems discardable and instead once again I recommend you to get it, and finally the must-do elite objective (to destroy at least 90 US capital ships and aircraft) will grant you some more prototype and captured fighters (17 Me262C, 15 He162E, 15 VoughtXF5U and 25 XP77) and most of all the battleship Tirpitz with her commander Robert Weber (+2 GD, +1 Speed, Evasive, Aggressive Counterattack and Zero Slots) as a pretty big gift unit
- ATTU 1946 - Map Size 55x59 (NEW), 30 turns, Difficulty MEDIUM - Another new scenario, this time based on the good vanilla historical map of Attu. I just expanded it a little to be able to add some more details. There will be no big naval battles this time, though your warships will still have the chance to make a difference in bombard mode, but watch out for the threat of US submarines. You will finally have the opportunity to deploy some ground units, but paratroopers are certainly the best solution here; the only unknown regarding their use is the bad weather, but there is only a small chance of snow. In this rather transitional mission you just have the main objective (to capture Attu, ie to capture all victory hexes) and a bonus objective (to capture all secondary hexes for 4 CPs), which once again I recommend you to get
- KODIAK ISLAND - Map Size 65x88 (NEW), 30 turns, Difficulty HARD - Welcome to one of the largest naval battle ever created in this game. If you thought the Battle of Leyte was a massive engagement, this one probably surpasses it in every respect, especially regarding the complexity of the battlefield. The vanilla scenario Operation O-Go has been split in two parts; this is the first one, in which naval warfare plays a predominant role and where your ground forces will be limited once again to paratroopers alone. The portion of the vanilla map covering Kodiak Island has been massively expanded, given that it is a far-from-small island and, above all, one of significative strategic importance in WW2. As your task, in addition to conquering the island, is to engage the huge American fleet, at start you'll have the chance to spend 10 CPs and 4000 prestige for the formidable submarine hero Erich Topp (+4 NA, +2 GD, +1 Speed, Readiness and Double Attack) and its powerful Type XXI U-boat (no random hero if you accept the offer). For the main objective (to capture Kodiak Naval Base) and the bonus objective (to capture Kodiak Island, worth 4 CPs) your paratroopers will be enough, but everything will revolve around the big naval battle, including the elite objective (to sink all US capital ships and carriers), which will reward you with some captured fighters and Japanese units (50 JPTeishinShudan46, 50 JPParatroops46, 29 G10N3FugakuF, 35 XP55Ascender, 19 XP77 and 17 P80)
- ANCHORAGE - Map Size 71x58 (NEW), 26 turns, Difficulty HARD - Strange and difficult map here. Much of the map consists of untouched wilderness that is completely impassable for your army. To reach Anchorage, you will be forced to cross the Cook Inlet using warships and transports, almost constantly at the mercy of enemy air attacks. Furthermore, for a large part of the mission, you won't be able to rely only on your jets, as there are no usable airfields along a long stretch of the inlet; you just have one mobile airfield, so protect and deploy it wisely. To top it all off, the Americans have an atomic bomber at their disposal in this scenario, so be very careful to protect your most valuable units. You will be able to deploy some ground units - as you will need them once you reach Anchorage - but the use of airborne units remains virtually mandatory; you will have to figure out for yourselves how best to employ them, for example to get the prestige objective (to destroy all US deployed airfields, worth 6000), while the elite objective (to capture Elmendorf Field and Fort Richardson) grants you again some captured aircraft and Japanese units (50 JPInfantry46, 50 JPHWInf46, 25 B25HMitchell, 22 A26Invader and 27 XP56BlackBullet) and tank/antitank hero Capitana Vigano (in a much better version than vanilla, with +1 Ammo, +1 Speed, Double Attack, Tank Killer and Arty Support)
- BATTLE OF SAN FRANCISCO - Map Size 85x82 (AOR 1.0/AO 53x44), 46 turns, Difficulty HARD - I have completely updated the map to improve its accuracy as much as possible, upsizing it, fixing mistakes and adding many more details thanks to new historical sources. Furthermore in the previous version of the campaign I had added the extra scenario of San Francisco Bay, whereas here I chose to partially integrate it into this gargantua mission. I think the result is a clear upgrade for both map and scenario, way more challenging for the player especially in the early stages. Forget about the easy landing of the vanilla scenario, as here the situation seems almost insurmountable, and only with a near-perfect deployment (and some special gifts granted for the occasion) will you be able to overcome the obstacle without too much damage. Anyway I have reduced the number of coastal batteries defending Frisco, which had been almost entirely dismantled by the end of the war; although it is very plausible the Americans would have reactivated some of them, I eliminated at least the most obsolete ones. Finally, still regarding gameplay, I have removed the annoying Yamato script, since you'll still really need her as well as your entire fleet, and by using the full power of your warships you will also be able to overcome the sea mines protecting the two great bridges of the city. Due to these changes, the scenario objectives have been modified: the main objective is to capture San Francisco and San Francisco Bay (ie to capture all victory hexes), while for the bonus objective you need to capture all secondary hexes (for 10 CPs) and for the new prestige objective (worth 9000) you have to destroy the 8th and 14th armoured divisions; finally the elite objective (to capture 3 Presidio Forts, no changes) will reward you with a collection of jet aircraft (11 HortenHXIIIB, 23 Me262C, 35 P59AAiracomet, 25 P59BAiracomet and 17 P80C) and fighter hero Dora Obermaier (in a better version than vanilla, with +1 Ammo, +1 Speed, Reduced Slots, Prudent and Double Attack)
- OPERATION TEUFEL - Map Size 75x60 (AOR 1.0 106x82/AO 45x26), 38 turns, Difficulty MEDIUM - No more mammoth map here. The previous version was clearly too big, so I downsized it while keeping the most critical details and even adding new ones; the only painful exception is Stockton (which I had to cut), but with this setup the scenario seems to work much better. A smaller map obviously doesn't mean the scenario is easier; in fact, be prepared to face the initial waves of the endless American air force. Furthermore, the enemy's ground forces are significantly stronger. At start you still have the Meerschweinchen event (but you get the beast with less experience), while there is a new main objective (to reach the junctions for Stockton and Tracy) and a challenging new bonus objective (to capture all secondary hexes), which is worth 8 CPs that I strongly advise you to get. Finally the elite objective (to capture Mt. Diablo) will grant you some captured stuff as vanilla (50 Verdeja3 and 45 ShermanCrab) and most of all some top-tier elite German prototypes (13 EliteE-100TigerMaus, 19 EliteE-75Leopard, 25 EliteE-50Jagulep, 29 EliteE-25Jaguar and 37 EliteE-10Puma)
- OPERATION FALL GRUN - Map Size 59x86 (AOR 1.0 49x80/AO 29x44), 42 turns, Difficulty MEDIUM - No major changes here. I've cleaned up the map by fixing errors from the previous version and added plenty of new details. The scenario clearly appears ideal for farming a lot of prestige, with an abundance of secondary objectives designed for that purpose as the bonus objective (to capture air bases and pumping stations, worth 10 CPs); however, be warned that the American defenses - both on the ground and in the air - are significantly more powerful, so once again you will need all your most effective assets to dominate the battlefield. Finally, regarding the elite objective (to neutralize berserk Japanese), I left it practically unchanged, while slightly increasing the strength of the Japanese; the reward for it is some Japanese equipment and precious German prototypes (100 Type5ChiRi, 19 E-100TigerMaus, 27 E-75Leopard, 33 E-50Jagulep, 37 E-25Jaguar and 45 E-10Puma)
- MOJAVE - Map Size 85x54 (NEW), 36 turns, Difficulty MEDIUM - New scenario that kicks off a mini-campaign focused on the big battle of Los Angeles. The massive Los Angeles and San Diego scenarios from the previous version have been split into four parts; this is the first, featuring a major battle in the Mojave Desert where once again, thanks to new resources (having more time available for research makes really a difference), I have been able to fix mistakes and add interesting new details. The Americans are strong and have plenty of armor at their disposal, but just as in the previous scenario they are too focused on defending their positions to pose a real threat to your all-powerful army. Anyway keep in mind that here you will face the US air power at its peak, with tons of aircraft and only elite units. In addition to the main objective (to secure the Mojave Desert, ie to capture all victory hexes), in this scenario you have a bonus objective (to capture all US desert bases and facilities, worth 8 CPs), while the elite objective (to reach the junctions for San Fernando and San Bernardino) rewards you with some top-tier elite German prototypes (11 EliteE-100Krokodil and 17 EliteJagdpantherII) and the strategic bomber hero Werner Baumbach (+2 SA, +2 HA, +4 AD, Lethal Attack and Double Move).
- BATTLE OF LOS ANGELES - Map Size 71x84 (AOR 1.0 87x96/AO 45x34), 46 turns, Difficulty HARD - The map has changed quite drastically compared to the previous version. I have added many new details to the area I decided to highlight, while correcting numerous errors. Naturally, I cut the northern desert region as well as a vast area to the east that would have made the map even larger than the last one without offering any real challenges for the player. Here, once again the naval warfare plays a key role, as you'll have to face even the powerful Montana-class battleships; anyway, since the US fleet is set to guard only the Long Beach area, for much of the battle you can leverage the full might of your own battleships to clear the way for your ground forces. This is a significant and much needed tactical advantage, as the American forces are massive and well-positioned to inflict heavy losses upon you. At start you have the chance to get a powerful Landkreuzer P.1000 Ratte for 8000 prestige and 30 Cps (you earned them, right?); while it lacks significant experience, it can still be of great assistance throughout the battle. In addition you can rely on some welcome Skorzeny Special Forces, indispensable for quickly prevailing in urban combat. Finally the bonus objective (to capture all secondary hexes) is worth 10 CPs, while the elite objective (to sink all US capital ships and carriers) will grant you a collection of top-tier equipment (17 EliteMaus, 9 EliteE-100TigerMaus, 15 EliteE-75Leopard, 13 E-100Krokodil, 19 JagdpantherII, 19 P80C, 13 ArE560 and 17 B32Dominator)
- BATTLE OF SAN DIEGO - Map Size 65x88 (AOR 1.0 99x102), 36 turns, Difficulty MEDIUM - After a major facelift the new map provides more extensive and precise details of the San Diego area. This will be the last mission in which you can use your ships; even if you will have very limited support from the Japanese fleet, your own should be more than enough to destroy San Diego's defenses. However, beware of the usual massive American air force and three battleships docked in San Diego for repairs. The bonus objective (once again to capture all secondary hexes) is worth 8 CPs, while the reward for the elite objective (to reach Morettis Junction and the junctions for Julian and Descanso) is another collection of German elite equipment and US aircraft (13 EliteE-50Jagulep, 7 EliteE-100Krokodil, 11 EliteJagdpantherII, 17 XP56BlackBullet, 21 VoughtXF5U, 29 P61C and 19 B29SF)
- SALTON SEA - Map Size 71x82 (NEW), 41 turns, Difficulty HARD - This scenario ends the mini-campaign focused on the battle of Los Angeles as well as the first part of the main campaign. Be ready for a quite difficult mission, featuring a double counterattack by the Americans, supported by tons of aircraft and this time even by deadly atomic bombers. The bonus objective (to capture all US desert auxiliary bases) is worth 8 CPs, while the elite objective (to destroy all US atomic bombers and the 6th and 7th armored divisions) will grant you some Japanese units and a large refill of German elite infantry and equipment (25 JPTeishinShudan46, 25 JPParatroops46, 25 JPInfantry46, 25 JPHWInf46, 20 EliteGrenadier45, 20 ElitePioniere45, 25 EliteWehrInfantry45, 25 EliteGebirgsjager45, 11 EliteMaus, 7 EliteE-100TigerMaus and 13 EliteE-75Leopard)