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				Re: AOredone updated
				Posted: Sat May 17, 2025 7:37 pm
				by scorehouse
				is it possible to label the Cyrenaica Italian Mortar units into German Mortar units then into Elite Units?
			 
			
					
				Re: AOredone updated
				Posted: Sun May 18, 2025 10:29 am
				by Andrea69
				scorehouse wrote: ↑Sat May 17, 2025 7:37 pm
is it possible to label the Cyrenaica Italian Mortar units into German Mortar units then into Elite Units?
 
Well, technically it is possible but not happening by me until an appropriate model for them is available. And even then I should think about it before creating elite artillery units
 
			 
			
					
				Re: AOredone updated
				Posted: Sun May 18, 2025 12:53 pm
				by scorehouse
				upcharge an additional core slot.
			 
			
					
				Re: AOredone updated
				Posted: Thu May 29, 2025 2:55 am
				by scorehouse
				what r the HEX #'s for Grodno in the Minsk battle? going crazy trying to find Grodno?
			 
			
					
				Re: AOredone updated
				Posted: Thu May 29, 2025 6:56 am
				by Andrea69
				scorehouse wrote: ↑Thu May 29, 2025 2:55 am
what r the HEX #'s for Grodno in the Minsk battle? going crazy trying to find Grodno?
 
Hello, well it is really not that difficult to find (maybe you should play with "showing the names on map" option activated)... Grodno is a 8 hexes city and the one marked as secondary objective is at {{19,23}}
 
			 
			
					
				Re: AOredone updated
				Posted: Wed Jun 04, 2025 2:36 pm
				by BlueLightning
				Some Bug Reports for AO Redone:
AO Redone 1942 Streets of Stalingrad
The Hex field 1,46 “Move to reserve” is shown but does not Work. The other “Move to reserve” Hex fields worked.
AO Redone 1943 Operation Roland
The supply Hex field 16,51 "Seymitsa" is not a deployment field and does not allow to set up new ground forces. So, there is no way to set up units, which you have send back into the reserve.
AO Redone 1944 Victory route, Saratov
Scenario Saratov: The Scenario does not end when capturing all victory flags
Either the victory conditions should be changed to "hold Hex field" or correct the victory condition settings.
And thanks to all the work. This is a great mod to play
			 
			
					
				Re: AOredone updated
				Posted: Wed Jun 04, 2025 4:36 pm
				by Andrea69
				BlueLightning wrote: ↑Wed Jun 04, 2025 2:36 pm
Some Bug Reports for AO Redone:
AO Redone 1942 Streets of Stalingrad
The Hex field 1,46 “Move to reserve” is shown but does not Work. The other “Move to reserve” Hex fields worked.
AO Redone 1943 Operation Roland
The supply Hex field 16,51 "Seymitsa" is not a deployment field and does not allow to set up new ground forces. So, there is no way to set up units, which you have send back into the reserve.
AO Redone 1944 Victory route, Saratov
Scenario Saratov: The Scenario does not end when capturing all victory flags
Either the victory conditions should be changed to "hold Hex field" or correct the victory condition settings.
 
Hello, the new review for AOredone 1942 will soon be ready, expect a much different scenario for Streets of Stalingrad, so I am not fixing this
Operation Roland: you are right, will fix this
Saratov: well, I think this is not a bug, the main objective here is "Capture Tambov and Saratov" but the scenario ends only the very last turn ("only check at scenario end" option is active)
 
			 
			
					
				Re: AOredone updated
				Posted: Sat Jun 07, 2025 1:42 pm
				by 88Flak
				I just finished my second play through of the latest AO41.  Bravo!  The improvement over the previous version is huge.  I thoroughly enjoyed it.
			 
			
					
				Re: AOredone updated
				Posted: Sat Jun 07, 2025 1:51 pm
				by 88Flak
				More revisions to AO42 soon?  I didn’t realize you were still making improvements.  My compliments on the amount of fast work you’re doing.  But it’s keeping me addicted to the game.  
Apologies if you posted this somewhere else, but do you have a plan for future projects?  
Any thoughts working your magic on an Afrika Korps version?
Thanks.
			 
			
					
				Re: AOredone updated
				Posted: Sat Jun 07, 2025 2:13 pm
				by Andrea69
				88Flak wrote: ↑Sat Jun 07, 2025 1:51 pm
More revisions to AO42 soon?  I didn’t realize you were still making improvements.  My compliments on the amount of fast work you’re doing.  But it’s keeping me addicted to the game.  
Apologies if you posted this somewhere else, but do you have a plan for future projects?  
Any thoughts working your magic on an Afrika Korps version?
Thanks.
 
Hello, thanks for the kind words... 
I'm currently about to start playtesting AO42, the new versions of the Stalingrad scenarios took some time to gather the necessary information, but I think it was definitely worth it.
I won't say too much about the future yet, in any case it will still take some time to complete this new version of AOredone as it deserves
 
			 
			
					
				Re: AOredone updated
				Posted: Sat Jun 28, 2025 9:09 pm
				by Andrea69
				Hello, the release of AOredone 1942 East is very close.
As usual, here you can read the detailed changelog of what is coming
V. 1.5
- Minor tweaks to the maps of Seville, Antequera, Malaga, Aragon Offensive, Battle of the Ebro, Catalonia (AO SCW), Denmark (AO 1939) and North Netherlands (AO 1940)
- Updated LUA script in Battle of the Ebro (AO Spain), Brighton (AO 1940) and Kiev 1941 (AO 1941 East) to counter a problem with the spawning of gift aircraft units with bad weather set in
- Fixed a typo in Mozhaisk Line (AO 1941 East)
- Fixed a typo in Lokhvitsa (AO 1941 East)
- Fixed a bug with the supply hex in Seymitsa unable to deploy units in Operation Roland (AO 1943 East)
- Fixed a bug with the victory conditions in Operation Hydra (AO 1945 East)
- Fixed a bug with the bonus objective in San Francisco Bay (AO 1946 Amerika)
- Major update to unit experience settings in all AO campaigns: you now have just 1,5 star cap (1500 xp) for SCW, 2 stars (2000 xp) for AO 1939, 2,5 stars (2500 xp) for AO 1940, 3 stars (3000 xp) for AO 1941 East, 3,5 stars (3500 xp) for AO 1942 East, 4 stars (4000 xp) for AO 1943 East, 4,5 stars (4500 xp) for AO 1944 East, 5 stars (5999 xp) for AO 1945 East and AO 1946 Amerika: also the experience growth rate drops from 30 to 20 (except for the training scenarios and for AO 1946 Amerika, where it remains at 60)
- New update for the equipment file (units.csv)
- New revision for AO 1942 East
------------------
-- Units Update --
------------------
- Another step towards the return of the Elite Units from PC1: after the Elite Infantry, this update adds Elite Tanks/Tank Destroyers for Germany and Soviet Union
- Elite Tanks and Elite Tank Destroyers have the No Purchase trait (so recruitable only with Limited Availability or as gift units), +1 Ini and +1 Ammo than their standard versions and also No Retreat and Combat Luck traits, so quite similar add-ons to Elite Infantry (they just trade +1 CD for +1 Ammo)
------------------
-- AO 1942 East --
------------------
- Heavy map editing/polishing/naming for almost all scenarios (only Nordlicht/Ladoga path and Winter Storm untouched)
- Added Grondel's random hero script, reserve script and capture airfield script (this one in few scenarios only)
- Added elite objectives in many scenarios
- New setting for campaign experience cap, which for AO 1942 East is now 3,5 stars (3500 xp): please note that this will cause many of your imported core units' experience to automatically reset to 3500 the first time you use them on the battlefield 
- RZHEV 1942 - the map has been enlarged to be consistent with that of Klin (AO 1941 East), with which it shares the entire eastern part. The vanilla ZeroAmmo script for your isolated troops has been reactivated, as without it breaking the encirclement would be too easy, and their distance from Rzhev is greater. Furthermore, if you consider that the enemy forces are quite stronger than vanilla, the difficulty bar for this opening scenario clearly tends upwards. The scenario choices (the Wagner return with the prestige reset and the exchange of the Jagdtiger token for more Tiger P parts) are unchanged, as the content of both storehouses, while the elite objective (to capture Volokolamsk) will grant you the first wave of German elite tanks/tank destroyers, including 15 EliteTigerP, 25 ElitePanzerIIIJ1, 25 EliteMarderIIA and 19 EliteStuGIIIF
- DEMYANSK POCKET - I have completely redone the map to fix a number of mistakes I did in my first review, trying at the same time to make the scenario harder. Now the map is much bigger and taking your Ju52s to Demyansk will be a rather long and dangerous journey, also considering that you won't be able to escort them along their entire route; as a compensation for this, I made a dirty airfield available in Demyansk to protect the cargo planes at least in the final stages of the flight. Furthermore, regarding the land battle, the Soviet forces are clearly stronger than vanilla and for the elite objective you will undoubtedly have to deploy your best armored units. At start you still can get 35 PanzerIIIN for 2 CPs (no changes), while the difficult elite objective (to capture Peno and Firovo) rewards you with a Wespe self-propelled artillery gift unit as well as some German elite tanks/tank destroyers (15 ElitePanzerIIIJ1 and 13 EliteStuGIIIF) and prototypes (15 Bf109G and 11 Ju87D5). Finally neither capture airfield script (but there is a storehouse with Soviet aircraft) nor reserve script in this scenario
- OPERATION CERBERUS - well, guess you know that the vanilla map is clearly very approximate, but redoing it from scratch for greater accuracy would have required an excessive amount of work, imho, for the type of scenario it represents. Therefore I limited myself to just small adjustments. On start you are gifted 15 powerful Fw190A5 fighter prototypes by Galland and right after that you are offered 15 more as well as 19 Bf109Z for 2 CPs, while as a further bonus upon sinking the nasty Royal Navy Home Fleet Squadron you get the fighter "super-hero" Josef Priller, truly one of the most critical in the entire campaign (+2 Ini, +2 AA, Quadriple Gun and Readiness, no changes from AOredone 1.0)  
- KUMMERSDORF 1942 - some tweaks to the map here to be a little more accurate. Also added the usual facility to upgrade for free your Italian tank - if you still have it - to the M15-42 model and a couple more deployment hexes. The various scenario choices (TigerP parts, Karla Wuhrer and Karl Ullmann heroes, Moscow special choice) remain unchanged except for the reward of the Moscow token (you get 35 SU122AT and 25 T34-57, slightly more than vanilla)
- KERCH PENINSULA - the vanilla map has only been slightly retouched and enlarged, furthermore I have finally managed to find the Tatar names of the towns involved in the battle (a little extra touch of historical accuracy). For the not so difficult elite objective (to sink the Soviet flotilla in the Kerch Strait) you'll get a ROInfantry41 gift unit and some German elite tanks/tank destroyers (25 ElitePanzerIVG and 21 EliteMarderIID) and prototypes (13 StuGIIIF-8 and 15 SdKfz234-1-8Rad). Finally, as there are two storehouses with plenty of aircraft for the taking, once again no capture airfield script in this scenario 
- SECOND BATTLE OF KHARKOV - major scenario upgrade here. The map has been completely reworked and the positioning of the Soviet armies has changed accordingly for a more accurate setting. You should now expect more action both in the northern sector (where some Hungarian units are also available) and especially in the southern sector, where historically the Soviets were most successful in advancing. At start you can acquire 21 Bf109Z for 3 CPs (no changes), while for the second bonus objective you'll have to destroy all three Soviet Tank Corps as I have added one more. The elite objective (to capture all victory hexes) rewards you with many precious tanks/tank destroyers of all types (elite, prototype and Soviet captured ones): 11 EliteTigerP, 21 ElitePanzerIIIL, 15 EliteSturerEmil, 18 EliteDickerMax, 21 PanzerIIIM, 17 T34-42 and 13 T34-57. Finally in this scenario the capture airfield script is active
- SEVASTOPOL - the map has been slightly expanded and cleaned of some errors from the previous version, furthermore the experience of the Russian troops has been increased. Clearly though this continues to be a Rudel-showtime scenario, as is the "advanced Kummersdorf" effect since the Soviets have virtually nothing to counter your K5 and Gustav rail guns. In this regard, I strongly advise you to purchase at start the incredible Gustav for 5k prestige - you can buy just 10 prototype parts - as it will be very useful to you later in the campaign; you can buy also some more funny Goliaths if you like. No elite objective in this scenario, but the capture airfield script is active
- VORONEZH - the map has been partially reworked for better accuracy and like before the standard experience of the Russian troops has been increased. Moreover expect a tougher time for you to capture Voronezh. At start you can recruit infantry hero Friedrich Pein for 4 CPs (+1 Speed, +2 SA, Low Profile and Precise Optics, no changes), but if you choose to accept the offer you won't have the random hero, while the elite objective (to capture all victory hexes) grants you a large refill of elite units (17 EliteKavallerie41, 15 EliteGrenadier41, 15 ElitePioniere41, 15 ElitePanzerIVG, 21 EliteMarderIII and 17 EliteStuGIIIF-8). Finally no capture airfield script (but somewhere there is a storehouse full of Soviet aircraft)
- VOROSHILOVGRAD - the scenario has been updated at all levels, correcting several errors in the map and expanding the Voronezh area to better represent the Soviet counteroffensive there. This unfortunately resulted in Voroshilovgrad and Millerovo being cut off in the southern part, but that doesn't make the battle ahead any less impressive, with tons of Soviet armies and planes to deal with (hint: you'll need a strong air defense here). At start you can spend 3 CPs for 50 42MToldiIIa (no changes), while for the elite objective (to reach the junctions for Voroshilovgrad and Millerovo) you'll get a big prize like some German elite units/prototypes (7 EliteTigerP, 17 ElitePanzerIIIL, 7 TigerP and 17 PanzerIIIM) and most of all fighter hero Erich Rudorffer (+2 Ammo, +1 AA, +2 AD, Machine Gun and Double Support, so a formidable escort for your bombers). Also the capture airfield script is active 
- NOVOROSSIYSK - another substantial upgrade to the map here, larger and much more accurate than the previous one. Once again no capture airfield script (but somewhere you have a storehouse with Soviet aircraft), while the bonus objective to save the three pumping stations is slightly easier to get. The elite objective (to reach the junctions for the Taman Bay and Tuapse) will grant you a collection of German elite units (25 EliteWehrInfantry41, 25 EliteGebirgsjager41, 21 EliteMarderIIIH and 14 EliteStuGIIIG) and prototypes (17 SdKfz233-8Rad and 13 Fw190A5)
- GROZNY - the vanilla map imho fails to simulate the vastness of the Caucasian front. Hopefully this new version succeeds more in this purpose. At start you can spend 2 CPs for 35 StuGIIIG (no changes), while the capture airfield script is not active as you can find a couple of storehouses with powerful aircraft. Finally, since now raiding Grozny seems more like an elite objective to me, as an additional bonus for this you get the powerful infantry hero Rudolf Brasche (+1 Speed, +2 SA, Zero Slots and Ignores Entrenchment) 
- BOMBING OF STALINGRAD - dealing with the Stalingrad maps has been quite difficult, but I finally managed to find some good sources to accurately name this key historical city. As for this scenario, the main change is that in addition to the planes you now control the 4th Panzer Army as a large auxiliary force, even receiving some reinforcements at one point (historically accurate, as the 6th Army covered the northern part of the city; however it will support you in the next scenario). Your auxiliary force includes a little more artillery to soften up the Soviet defenses, but you shouldn't think that the battle is easier now, because the Soviets are strong and better positioned to defend the victory objectives. Moreover there are no more airfields within the city, so you are challenged to manage your precious mobile airfields as best as possible. At start you can spend 3 CPs for 35 He219 (no changes), also the capture airfield script is active (even if there are only a few airfields you can raid), while the elite objective (to capture the Grain Elevator and the Volga Station) in order to better deal with the harsh scenario that follows will grant you another refill of German elite units (19 EliteWehrInfantry41, 19 EliteGebirgsjager41, 15 EliteGrenadier41 and 15 ElitePioniere41) and a ROEngineers gift unit
- STREETS OF STALINGRAD - huge upgrade for both map and scenario here. I wanted the map to finally be accurate and this new version is definitely a big step forward, with much more detail for this incredible battle; tbh it could be further improved regarding the order of battle, perhaps in future versions I will delve deeper into this aspect. The scenario is quite challenging: although you can deploy almost your entire army, the very large map as well as the multiple Soviet spawn zones along the Volga will force you to rely on the support of the 6th Army to achieve your objectives. Furthermore, once again there are no airports within or close to the city (only exception is the Stalingradsky Flight School), so deploying wisely and keeping your mobile airports safe is even more critical. Needless to say, the Soviets are much stronger than vanilla and even the quality of their reinforcement waves has been slightly improved. No capture airfield script in this scenario, while for the elite objective (to capture all victory hexes) you get some German elite and prototypes tanks/tank destroyers (14 EliteTigerI, 17 EliteStuGIIIG, 19 PantherD and 15 Nashorn) and tank hero Johannes Boelter (+1 Speed, +4 HA, First Strike and Precise Optics, trading Vigilant for First Strike from AOredone 1.0)
- ASSAULT ON STALINGRAD - another big upgrade for both map and scenario here. I never liked the vanilla scenario, I've always found it a bit boring, so in this new version I tried to spice it up a bit while still leaving the AI in control of the 6th Army and the hopeless Romanians, but once again you'll have the chance to command the 4th Panzer Army guarding the key Kalach Bridge. First of all, the map is much larger and the Russian armies are much more numerous and overwhelming for a better simulation of Operation Uranus. The scenario choices (5 CPs for 45 TigerI and 3 CPs for a collection of aircraft) have not been changed, as well as the alt history choice. Finally the elite objective (to hold at least 4 victory hexes at all times) should really test your tactical-strategic skills; the reward of success in this case is a unique gift unit like the Azul Infantry Granaderos and some more German elite tanks (11 EliteTigerI and 13 EliteTigerP) 
- OPERATION BLUT - For once not much to work on the map as it is almost the same of the previous scenario except for the northern sector. I like the vanilla escort mission, but I still wanted a little more spice from this one; therefore the Russians are now stronger and more dangerous as the possible routes for evacuation are only two and, as you know from the previous scenario, much longer. Finally no elite objective in this scenario.
			 
			
					
				Re: AOredone updated
				Posted: Thu Sep 18, 2025 6:40 pm
				by Andrea69
				Hello, the release of AOredone 1943 East is near.
As usual, here you can read the detailed changelog of what is coming
Changelog
V. 1.6
- Fixed a LUA problem in Battle of the Ebro (AO Spain)
- Updated the capture airfield script in Fornebu (AO 1940), with P36 fighters and British bombers replacing Soviet ones
- Fixed a bug in Sedan (AO 1940)
- Minor tweaks to the map and changed some string names in Second Battle of Kharkov (AO 1942 East)
- Minor tweaks to the map in Voronezh (AO 1942 East)
- Fixed a script error in Streets of Stalingrad (AO 1942 East)
- Fixed a couple of unit misplacing (German Infanterie units fighting for Soviet Union) in Riga 1944 (AO 1944 East) 
- New update for the equipment file (units.csv)
- New revision for AO 1943 East
----------------------
-- 1.6 Units Update --
----------------------
- Fixed stats for the Elite Stugs family (they were missing +1 Ini and +1 Ammo as intended)
- Increased cost for German bomber Me-410 and some more cost tweakings for German fighter-bombers
- Decreased cost for German tank destroyer Ferdinand and slightly increased for Elefant and Jagdpanther
- Fixed availability date for German fighter Fw 190A-9 (was 10.09.42, now 10.09.44), which is now purchasable; also slightly adjusted its stats and for Fw 190D-9; finally updated the end availability date for Fw 190A-5 (now 01.09.44)
- Fixed localization problem with Maresal name display
- Added more 1943 upgrades for infantry: DK Guards 43, HU Engineers 43 and RO Engineers 43
New stuff for late war campaigns:
- Added Soviet ISU-122S and ISU-152-2 (with AT/ATY switches and their Guards version as well); you'll see them in late 1945 and in AO 1946
- Added Soviet 280mm M1939 heavy artillery (available from 01.09.1939), same stats of 203mm M1931 but with +1 range (and more expensive)
- Added US 240mm M1 heavy artillery (available from 01.11.1942), same stats of 8 inch M1 but with -1 range (and slightly cheaper)
------------------
-- AO 1943 East --
------------------
- Heavy map editing/polishing/naming for almost all scenarios (historical path excluded)
- Added Grondel's random hero script, reserve script and capture airfield script (this one in some scenarios only); the random hero script features now double costs (2000/6000/10000 prestige) except for the first scenario 
- Added elite and prestige objectives in many scenarios (to counter the more expensive random hero script) 
- Campaign experience cap is set at 4 stars (4000 xp)
- ZAPORIZHIA (map size 37x50, AOredone 1.0/AO vanilla 33x30) - The vanilla scenario is imho a bit too simple and bland; furthermore, even if the historical premise of the mission is correct, the Russians never actually got that close to Zaporizhia. Don't worry, the scenario is still not so difficult, but the map has been enlarged to make it a bit more complicated for you to intercept the Russian vanguards, who are however supported by additional comrades in the backfield and will receive more reinforcements. Moreover I added another bonus objective (to hold at least 4 victory hexes at all times, worth 2 CPs) and above all a prestige objective (to raid the Soviet stockpiles in Pavlograd, worth 2500 prestige). These prestige objectives will become increasingly important in this campaign because without them it will be very difficult for you to obtain significant heroes given their double cost. The other events (Panther prototypes, 6th army message) are unchanged, while the narrative objective (to ignore exhausted forces in the southeast) and the useless ZeroAmmo script are gone. Finally no elite objective in this scenario
- BACKEND BLOW (map 67x82, AOR 1.0 47x68, AO 39x34) - This is one of my favorite battles from WWII, but my previous version of the scenario, even if imho a step up from vanilla, was not completely satisfying. This one tries to improve it, fixing some errors from AOredone 1.0 and using a scale consistent with the previous Zaporizhia scenario (so larger than the Second Battle of Kharkov from AO 1942 East) for a more complete representation of the battle; frankly I would have liked to add the Belgorod area too, but the map would have become really gigantic. Like the 1.0 version, getting the bonus objectives is easy like vanilla but completing successfully the mission is much harder; once again you can enjoy an outstanding supporting cast like the Das Reich and Totenkopf elite divisions, but they need your air cover as the multiple Guards Corps defending Kharkov are quite strong. The prestige objective (to capture all airfields around Kharkov) is worth 3500, while the elite objective (to capture Kharkov) will grant you a much needed first wave of 1943 German elite infantry units (29 EliteWehrInfantry43, 29 EliteGebirgsjager43, 21 EliteKavallerie43, 21 EliteGrenadier43 and 21 ElitePioniere43) and some elite tank/tank destroyers (19 ElitePantherD and 23 EliteNashorn). Finally no capture airfield script, but you can find a storehouse with good allied aircraft
- KUMMERSDORF 1943 - As in vanilla a lot of special stuff happening here. At start you're offered 18 Me163B prototypes for 2 CPs (no changes), then you have the Direktor Messerschmitt visit offering the Me262A gift unit with fighter ace Erich Hartmann (+4 Ini, Lightning Attack, Reduced Slots, Precise Optics and from this version Low Profile replacing Legendary trait) - well, really a great combo, only the Rudel one can be better than this - while right after Michael Wittmann is promoted again becoming an outstanding tank commander hero (with +2 Speed, +2 HA, First Strike, Prudent and Zero Slots, no changes). Then you have the Colonel Ishide visit with the offer of Japanese tank hero Rikugun Tai-i Akiyama for 2 CPs (Reduced Slots, City Fighter and Vigilant, no changes). Finally, just like the Azul Infantry which you can upgrade here for free to the 1943 model, near Kummersdorf there are some more special facilities where you can upgrade the "non german" stuff if you still have any: you can upgrade the Italian M15-42 tank to the P26-40 model and the IT Infantry 41, Alpini and Bersaglieri units to their respective 1943 models; same way you can upgrade your DK Guards, HU Infantry 41, RO Infantry 41 and RO Engineers units to their 1943 models. That's why I added a few more deployment hexes at the beginning of the scenario
- YAKOVLEVO OBOYAN (map 43x60, AOR 1.0 29x46) - I wanted this scenario to finally be a sort of nightmare for the Germans as it was historically, and I think I've made a step forward compared to my previous version, which was actually rather disappointing. The map has been expanded and updated for greater accuracy, while on the gameplay side the Soviet fortifications have been strengthened (including the Dragons Teeth from the Westwall DLC) and multiple spawning points have been added from which reinforcements (including aircraft) will continuously flow for the Red Army; in addition the Soviets can rely on much more experienced troops, almost on the same level as the Germans. In my playtests I  struggled a lot advancing even a few hexes, so expect a really tough and long scenario, where once again Rudel and the heavy rail guns will be your best friends. Hint: if you're playing with elite infantry, it's probably better to still rely on the 1941 type or the regular 1943 type for this scenario, because the losses would be too high for your reserves. At start you can acquire 36 Bf109Z for 3 CPs (no changes), while the prestige objective (to capture all victory hexes) is worth 4500 and the elite objective (to destroy at least 40 Guard Units) will grant you some elite tank/tank destroyers (21 EliteTigerI, 13 ElitePantherD, 19 ElitePantherA and 17 EliteFerdinand) and prototypes (17 GepardAA and 15 Fw190A7). Once again no capture airfield script in this scenario 
- PROKHOROVKA (map 47x38, AOR 1.0/AO 45x30) - I have to say that the vanilla scenario isn't bad at all, even if the map is rather inaccurate. Not that it is easy to do, with the inevitable change of scale and with sometimes contradictory historical sources to deal with, but this time I primarily aimed to improve it by adding many details (my advice is to always play with "show names on map" option enabled). Furthermore, I felt it was more than necessary to create another true nightmare scenario for the Germans, but ironically, it was just the new map configuration - historically rigorous, with the Germans already close to Prokhorovka at the very beginning - that made things more complicated. In any case, my minimum goal here was to reproduce as closely as possible what Prokhorovka was like for the Germans - primarily a furious defensive battle - but if you somehow manage to handle the storm that will hit you in the first turns you will have the chance to effectively change the course of history by achieving all the objectives. The prestige objective (to destroy at least 100 Guards units) will make you earn 8000, while the tough elite objective (to capture all Soviet HQs) will reward you with a collection of elite units (21 EliteWehrInfantry43, 15 EliteGrenadier43, 15 ElitePioniere43, 13 EliteTigerI, 15 ElitePantherA and 17 EliteNashorn) and tank hero Franz Staudegger (+2 Ini, +2 HA, +4 GD, Tank Killer and Reduced Slots). Finally no capture airfield script in this scenario
- OPERATION ROLAND (map 77x68, AOR 1.0 39x58, AO 21x58) - Huge upgrade for both map and scenario here. This one imho is purely alternate history territory, otherwise it is almost senseless, but out of respect for the vanilla version I somehow kept the original main objectives. Anyway, the map scale is now in line with the Yakovlevo Oboyan scenario, therefore much larger than vanilla, but in this way Von Manstein's intention to broaden the front will be much clearer and you will be able to appreciate even more the support of the revived 6th Army (provided you've earned their help) as tons of Soviet armies are waiting for you in the backfield. No prestige objective here (it is included in the alt history objective, as for each secondary hex you get 500 prestige for a total of 6000), while the difficult elite objective (to destroy the HQs of General Rotmistrov and General Rokossovsky) will grant you another wave of elite infantry units (17 EliteGebirgsjager43, 14 EliteKavallerie43, 11 EliteGrenadier43 and 11 ElitePioniere43) and most of all a brand new EliteElefant gift unit. In any case, keep in mind that on the map the location of Rotmistrov's HQ has more or less replaced Rokossovsky's in the vanilla version, while Rokossovsky's is now positioned north of Kursk (historically accurate). Finally once again no capture airfield script, but you can find a storehouse with good Soviet aircraft
- STALINO (map 67x38, AOR 1.0/AO 41x24) - Another major map upgrade here for a larger urban warfare scenario. Even if you don't have to face Guards armies you shouldn't underestimate the Soviets as they have been reinforced; also at this point in the campaign you should already know that their level of experience is more or less equal to yours. At start you have the chance to recruit infantry hero Josef Allerberger for 3 CPs (+1 Ini, +2 Speed and from this version Overrun and Machine Gun replacing Low Profile and Reduced Slots), but no random hero if you accept the offer, while the prestige objective (to capture Gorlovka) is worth 3500 and the prize for the elite objective (to reach the junction for Rostov) is a collection of German elite units and prototypes (27 ElitePanzerIVH, 29 EliteMarderIIIM, 23 SdKfz234-2-8Rad and 13 Fw190A7) as well as some pretty good Soviet tanks/assault guns (19 SU152AT, 17 KV85 and 14 IS1)
- ROSTOV 1943 (Map Size 73x52, AOR 1.0/AO 39x32) - I never really appreciated the vanilla scenario, definitely too easy to be an important episode in the alternative storyline. Not to mention that I never really liked the encirclement mechanics of this game. Therefore, this new version brings significant changes, turning out as a rather larger and more challenging scenario. In all this I have not forgotten about the role of the paratroopers, who in the vanilla version started already entrenched in Bataysk (well, too easy I would say) and now under your command will be decisive both for the main objectives and for the prestige one. Your Fallschirmjäger have been upgraded to have a better chance of hitting the objectives, but overall the Russians are also much more competitive (for example, I added the enemy hero script which wasn't even present in the vanilla version). At start you still have the chance to get some Italian equipment for 6 CPs (you will no longer get 29 P26-40, but you'll receive more parts of other equipment), while the prestige objective (to capture all the airfields south of the Don River) is worth 4000 and the elite objective (to capture Shakhty) will grant you some German elite units and prototypes (15 EliteTigerI, 18 ElitePantherA, 17 Elefant, 19 PantherG and 17 Fw190G8). Finally in this scenario the capture airfield script is active, but the airfields south of the Don River are excluded
- MANYCH BREAKOUT (Map Size 74x86, AOR 1.0 48x50) - The map has been completely reworked to make it consistent with the scale of Rostov 1943. The result is another very big and complex scenario, which I hope conveys the idea of a breakthrough on a vast front, difficult to manage for both the attacker and the defender. And fear not, despite repeated defeats in this alternate history, the indomitable Soviets are still very strong and perfectly capable of causing you serious problems. No prestige objective here as it is included in the bonus objective (for each secondary hex you get 500 prestige for a total of 3500, although it's really hard to capture them all and for this you'll probably need some good paratroopers), while the prize for the tough elite objective (to reach the junction for Elista) is a collection of German very elite units and prototypes (13 EliteTigerII, 19 ElitePantherG, 15 EliteJagdpanther, 21 PantherG and 23 JagdPzIV-48) and Soviet equipment (13 280mmM1939 and 19 SU85). Finally, even if somewhere there is a storehouse with some US bombers, the capture airfield script is active, but many dirt airfields are excluded
- ASTRAKHAN (Map Size 74x64, AOR 1.0 42x38, AO 61x26) - This is one of the most difficult maps in the entire AO campaign to produce accurately due to the complexity of the Volga Delta and surrounding areas. However, it has been expanded and redone in the less successful parts, aiming to improve the vanilla one as well as the Redone 1.0 version. The scenario is not particularly difficult, but it is likely that you will still need paratroopers to occupy all the objectives in time. By completing the bonus objective you still have the chance to get 29 Jagdpanther parts for 5 CPs (no changes), while once again the prestige objective is included in the bonus one (for each secondary hex you get 500 prestige, for a total of 4500) and the elite objective (to capture all victory hexes) grants you a new refill of German elite units (23 EliteWehrInfantry43, 23 EliteGebirgsjager43, 17 EliteGrenadier43, 17 ElitePioniere43, 9 EliteTigerII and 13 ElitePantherG). Finally no capture airfield script in this scenario
- BAKU (Map Size 63x78) - This brand new scenario replaces Return to Stalingrad as it seems to me much more consistent with the alternative storyline of the campaign. Curiously, this choice will also have consequences on the characters' plot, since Von Manstein will no longer be fired, while those who already miss the event involving Lieutenant Gerhardt in Return to Stalingrad will have to prepare for a nice surprise in the future. Keep in mind that the scenario is only apparently easy, once you get near Baku I think you will change your mind quickly. The prestige objective (to destroy the British Support Force) is worth 3500, but you can get some more seizing the Baku oil fields (for a total of another 2500), while the prize for the elite objective (to capture all victory hexes) is just a final wave of German elite units and prototypes (21 ElitePanzerIVJ, 13 EliteJagdpanther, 7 EliteTigerII, 13 Sturmtiger, 17 Fw190D9 and 15 Me163B)
			 
			
					
				Re: AOredone updated
				Posted: Tue Sep 30, 2025 5:49 pm
				by typ42
				First of all, thank you very much for your work on the mod.  
 
The scenarios are very challenging, especially on the higher difficulty levels. Overall, you have to be much more tactical than in the vanilla version. I'm currently on the last scenarios of the Spain campaign, and I have to say that the map design is far too contrived. There are hedges and rough terrain everywhere. That wouldn't be so bad, but it means there are no other ways to solve the scenario because you can't get through the terrain. And so there are hardly any tactical variations. There is (almost) only one way to solve it. And then, almost always at the end of the scenario, there are strong units that attack you again. 
Or maybe it's meant that you always have to buy a lot of auxiliary units to complete the scenarios. Otherwise, it's a little too difficult, especially with the lack of opportunity to buy infantry. But that's just my opinion, and thanks for your efforts anyway.
 

 
			 
			
					
				Re: AOredone updated
				Posted: Tue Sep 30, 2025 10:16 pm
				by typ42
				okay, with auxiliary troops it's feasible.
			 
			
					
				Re: AOredone updated
				Posted: Sat Oct 04, 2025 12:33 am
				by adiekmann
				typ42 wrote: ↑Tue Sep 30, 2025 10:16 pm
okay, with auxiliary troops it's feasible.
 
Heheheh...  Wait until you get to 1943! 

 
			 
			
					
				Re: AOredone updated Streets of Stalingrad
				Posted: Thu Oct 23, 2025 2:56 pm
				by celeritas
				Hi, play the Scenario streets of stalingrad at the moment im in Round 29 now and holding a Landing stage near Steel Factory and Lazarus Chemical Factory and then there came a lot of enemy Troops out of nowhere and sourround the Landing stage i thougt the spwawn points are on the east side of the volga not the west that really sucks for me!
			 
			
					
				Re: AOredone updated Streets of Stalingrad
				Posted: Thu Oct 23, 2025 3:52 pm
				by Andrea69
				celeritas wrote: ↑Thu Oct 23, 2025 2:56 pm
Hi, play the Scenario streets of stalingrad at the moment im in Round 29 now and holding a Landing stage near Steel Factory and Lazarus Chemical Factory and then there came a lot of enemy Troops out of nowhere and sourround the Landing stage i thougt the spwawn points are on the east side of the volga not the west that really sucks for me!
 
Hello, yes the spawn zones are definitely on the western bank of the Volga and are distributed along its entire length. They also activate randomly; so for example it's a good idea to guard the objectives in the south of the map with good units once they've been captured while focusing on the objs in the north, otherwise you may have to go back to reclaim them  

 
			 
			
					
				Re: AOredone updated
				Posted: Wed Oct 29, 2025 4:03 pm
				by DefiantXYX
				I finally finished the Mod by playing the SCW.
I already mentioned it before, I personally dont like if the things that make an DLC unique are removed. SCW means for me dealing with AI infantry, getting equipment from the enemy and try to do mass encirclements.
I also dont like Elite Objectives in almost any single mission. "Elite" should be something very special, not something you can or should do all the time. Plus these objectives are changing a lot, you get some very good equipment far too early. In the end you even get tanks that are stronger than the verdaja. 
This part of the mod is definately worse playing it. If I had to chose, i would go with the vanilla one, but thats the good thing,  you can now play it twice 
  
Thanks again for the crazy work you put into this game and you keep it alive more me. Since I dont care about the new DLCs...
I noticed 2 bugs.
in SCW one map is ending 1 turn early. But cant remember the map, sry 

In 1939 its "Saarbrücken" or whatever its called, the last map vs france. When you reach the last turn you just get into the debriefing.
 
			 
			
					
				Re: AOredone updated
				Posted: Wed Oct 29, 2025 8:56 pm
				by Andrea69
				DefiantXYX wrote: ↑Wed Oct 29, 2025 4:03 pm
I finally finished the Mod by playing the SCW.
I noticed 2 bugs.
in SCW one map is ending 1 turn early. But cant remember the map, sry 

In 1939 its "Saarbrücken" or whatever its called, the last map vs france. When you reach the last turn you just get into the debriefing.
 
Hello and thanks for your comments.
The little bug with turns limit in Brunete (AO Spain) and Saarbrucken (AO 1939) will be fixed in the next release of the mod
 
			 
			
					
				Re: AOredone updated
				Posted: Thu Oct 30, 2025 2:50 am
				by adiekmann
				DefiantXYX wrote: ↑Wed Oct 29, 2025 4:03 pm
I finally finished the Mod by playing the SCW.
I already mentioned it before, I personally dont like if the things that make an DLC unique are removed. SCW means for me dealing with AI infantry, getting equipment from the enemy and try to do mass encirclements.
I also dont like Elite Objectives in almost any single mission. "Elite" should be something very special, not something you can or should do all the time. Plus these objectives are changing a lot, you get some very good equipment far too early. In the end you even get tanks that are stronger than the verdaja. 
 
To a certain extent, I totally agree with you. For the first couple of years after its release, SCW was probably my least favorite AO DLC. Like many, I really wasn't a fan of not having any infantry in your core, nor direct control of the Spanish Nationalist infantry. 
However, I eventually got used to it. I now regard it, in vanilla form, one of the best designed. I sense Kerensky had the most time to work it compared to the others and it shows. Its special features became part of the challenge and, as you put it, uniqueness of this campaign. I learned better how to control them to my advantage. Yet, despite all of that, I still never could beat it in the highest difficulty level. Prestige became too difficult with the AI sucking it all up for itself.
Probably my favorite special award in all of AO is being awarded the Verdaja tank in the Early Madrid scenario. It is incredibly useful at the time you get it and for a long time after that. I missed that when I played this mod too.
There are many unique aspects of SCW that force me to play it very differently than all the other DLCs in AO. These differences include the general traits that I choose to my style of play. I have been enjoying Andrea's redo of AO-redone very much, but the changes in this first DLC may be my least favorite...but I still liked it nonetheless!  
