Steel Division 2

Steel Division 2

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BalticsArmyGeneralChange
   
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标签: Gameplay
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13.989 MB
12 月 4 日 下午 12:39
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BalticsArmyGeneralChange

描述
This is the definitive version of my Baltics AG campaign overhauling, featuring significative changes to both soviet and german battalions in the field. The substantial modification of the soviet front was difficult and massive... so if you find any bugs, any units missing or, more importantly, if you think something is to be changed according to your opinion let me know with a feedback (I've haven't played yet a prolonged campaign in this ultimate version so I don't know how the gameplay feels and how the AI reacts).

Here is the Baranovitchi AG campagin reworked: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609546185
And here is the Baltics AG campagin featuring changes to only german regiments: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3595180922

Enjoy!


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This mod, like the others I’ve published, aims to completely rework the theme of Army General campaigns.
This one in particular focuses on the Burning Baltics campaign. It features the following changes:

1. The duration of the battle has been largely increased, identically to the previous mods;

2. Almost all German and Soviet regiments have been strengthened;

3. All supply vehicles have been modified to increase their capacity. This was done to compensate for the extended battle duration. In addition, supply vehicles are now capable of healing infantry units as well as armoured and mechanised vehicles.

In this mod, I specifically tried to focus on a few key aspects.
First of all, I aimed to make the regiments in the deployment more diverse by including units of all kinds. For example, along the northern coast I deployed units from the German navy; in the north I added Skijäger-type battalions; and in the south I distinguished between LSSAH, Gebirgs, and Grossdeutschland troops. The same is now true for the Soviet regiments, which we were all tired of: instead of having fifty divisions that were all the same, I tried to diversify as much as possible. You can now find regiments of special forces, Cossacks, mountain troops, navy troops and many others.

The divisions are now larger, with new and different units to understand and utilise to their full potential. This highlights one of the objectives of this mod: to win a battle, which now lasts longer and requires more control of the map, the player must use their divisions wisely and study those of the enemy to counterattack with appropriate regiments.

For the Soviets, there is something new: players will find entire regiments, or individual battalions within larger divisions, of British or American troops on the battlefield. Is this historically accurate? Absolutely not. Do I care? Absolutely not.
I just wanted to make units from other allied nations accessible, which we would otherwise never see in AG campaigns. If one wanted to find a justification, one could imagine that instead of Operation Overlord, the British and American commands had decided to send troops directly to Russia to ensure the defeat of the German Northern Army (a strategically horrible decision, but it serves as the plot for the mod).

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And now, let’s talk about the campaign itself.
When creating this mod, my goal was to emphasize the strategic aspect of gameplay. The German regiments in the northeast have not been significantly strengthened, and I intentionally ensured that the Soviets hold a clear advantage in that area.
The Germans, on the other hand, have a clear advantage in the western sector, from which they can quickly advance (I have deliberately lightened the Soviet divisions in that sector) to liberate the encircled eastern sector.

If the player chooses Germany, they must therefore entrench themselves as best they can in the east and break through quickly in the west: speed is key, also because the Soviets have no reinforcement divisions to call upon for the first 4/5 turns (I have deliberately reduced the divisions that the Soviets can call upon at the start to a bare minimum). After the fifth turn, however, the Soviets have armoured reinforcements essential to stop the Germans or advance on Riga.
If the player chooses the Soviet Union, on the other hand, they can easily advance on Riga (I fear that the computer is not capable of defending it) but can instead try to resist the German regiments in the west until the armoured reinforcements arrive, i.e. when the campaign is essentially won by the Russians!
2 条留言
Hard Castle 12 月 9 日 上午 7:14 
Hello Sir Pompeo,

Your idea to include the Americans and English in your latest Steel Division 2 mod is great.

Do you think there's a way to use units from Warno in a Steel Division mod? I'm thinking of helicopters, for example.

Unfortunately, I have no experience creating mods.

Castle 1875
Hard Castle 12 月 5 日 上午 10:56 
Hello Sir Pompeo,

I've been playing your current mod for a few hours now and haven't found any bugs so far. In short, it's fantastic! I'm looking forward to more mods from you.

:steamthumbsup::steamthumbsup::steamthumbsup: