This mod is singleplayer only, it provides much larger and intense campaign battles. Campaigns have been modified in such a way that the attacking side in each campaign will have a strong advantage be it larger numbers or stronger technological advantage over the defending side. One of the goals of this mod was to provide a stronger focus on combined arms operations in both defense and offense. The other goal was to provide an overwhelmingly superior USA in bluefor campaigns, in terms of skill and technology. This mod introduces several bluefor and redfor units that were only available in skirmish and not in campaign (such as the Apache helo), as well as several countries that werent included. Examples include: East German specialist units in Climb Mt. Narodnaia, US airplanes in Bear Vs Dragon and Pearl of the Orient, as well as eastern block former warsaw countries and Scandinavian countries in the Second Korean war.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Massive amount of changes ranging from new equipment to smoke dispensers to transports with supplies and a lot more. Thank you for downloading the mod and any bugs please let me know so I can fix them. Im very open to any feedback and opinions you may have on the mod. Thanks!
Very important to enable automatic firing on enemy supplies. Almost all transports in the campaign now have additional supplies stowed away. This value is unfortunately random(must be a bug I guess), but is small
and adds an additional level of realism to the game. If you do not enable automatic firing on enemy supplies your troops will NOT ENGAGE the enemy transports which have the supply capabilities, while the hostile transports, will be able to shoot at you.
These units are NOT capturable so no worries there. Supply vehicles and FOBS now carry a lot of supplies so dont worry, you can blow the enemies supply to pieces knowing you got plenty.
New Equipment:
All non AT infantry that appear in the campaign have throwable explosives(under barrel grenade launchers, hand grenades, rifle grenades)smoke throwables(same throwing mechanism as grenades), and disposable launchers. All ideal for for defensive and offensive operations in urban settings.
Disposable launchers have been added, such as the M72 LAW for Bluefor and the Russian equivalent for Redfor. They have the same AP. 1 launcher per man in the squad. They can fire continously a total of 10 rounds
Squads with disposable launchers have the HEAT tag in the primary weapon.
Squads equipped with throwable explosives have the AOE tag appearing in their primary weapon.
The He number of the primary weapon is replaced with the HE of the throwable explosive.
The range of the throwable explosives is about 280 meters.
Squads equipped with smoke throwables have the SMK tag in their primary weapons.
Range for smoke throwables is same as throwable explosives.
Squad must be stationary to fire all of the above weapons
Throwable Explosives, Smoke thowables Ammo counts and whether units have disposable launchers are as follows:
Exceptions are as follow:
All AT Squads now have additional conventional launchers added to their inventory. Each man besides the primary at gunner, IE his escorts now have a conventional launcher with 2 rounds of at munition.
Carl Gustav M2 for Bluefor.
Rpg-7 for Redfor.
The range of these weapons is displayed instead of the range of the primary weapon, but unless the weapon is the M16A2 or M16A3 it has a range of 525 meters.
Units that don't appear in the campaign do not have these additional weapons. This is due to just me working on this mod, and that these weapons have to be added manually to every single unit individually, which is very time consuming and tedious and more often than not error prone.
Unit Changes:
Armor Changes:
Some tanks which appear in the campaign have been enhanced with smoke dispensers and additional hitpoints to simulate interior safety improvements. Tanks that don't appear in the campaign have not been enhanced. Tanks that have smoke dispenser have the [SMK] tag in their cannon.
To use the smoke dispensers hit SMOKE POS, just like in arty vehicles. Max range of about 500 meters. Provides a very thick smoke screen covering almost 180 degrees of the tank in the direction it was fired.
The amount of hitpoints allocated depends on the country and production year of the tank.
Non US tanks:
US Tanks And IFVs:
M3A2 bradley CFV now has the same highly accurate armament as the Troop carrier version, but has more ammo.
Aircraft Changes:
All Airplane hitpoints have been modified to realistically represent engine and cockpit protection, and other safety advances:
US Aircraft:
Any aircraft not mentioned remains unchanged.
F17 Stealth Eagle:
12 hitpoints and Price increased by 10 points
F18 variants and F15 variants,F15A not included:
15 hitpoints and price increased by 20 points
F-14D Tomcat and A-10:
18 hitpoints and price increased by 30 points
General Unit Changes:
Korean F16s have mavericks added to them to give them ground attack capabilities.
KF16s does not fire the mavericks so avoid using them for ground attack(will try to fix).
F14 Tomcat renamed to F-14D Tomcat and production year changed to 1984
The Jiksa-Hwagi-Ban unit now has a Milan 1 launcher instead of Recoiless Rifle. Replaced their M16A2 with K2 rifles.
All airplane cluster munitions now have 2 HE damage, doing slight damage to soft targets.
MCLOS missile launchers now are half as accurate as before making them more realistic
American fighter planes have a more accurate vulcan turret.
Replaced primary rifle with the M4 Carbine for the following units:
Teukjeonsa(ROK)
SBS(UK)
Replaced primary rifle with the M16A3(full auto capable version of M16A2) for the following units:
Navy Seals(US)
SAS(UK)
UDT(ROK)
Added an ap value to the Spetnaz's incendiary launcher, can destroy tanks.
Renamed Paratroopers to 82nd Airborne Infantry.
Replaced Howa DMR with M14 DMR for the 82nd Airborne Infantry.
Replaced the US Marine's m14 with the M249 SAW
Ships can now reverse, useful to get of a bad situation while still firing.
New Units:
F/A-18SH Stealth Hornet added, basically carrier version of the F-17 Stealth Eagle. Appears in the Second Korean War.
Changes to stun levels:
Changes apply to US infantry units only, for now, but will apply to all infantry units in next update.
Spec ops take twice as much damage as before to stun.
Shock troops take 50% more damage to stun.
Regular units unchanged.
General Campaign Changes:
Airplane Battlegroups have recon capabilities.
They can now reveal hostile units in the campaign map sectors where they are placed. Giving you
critical information before moving units into hostile sectors.
Land Based helicopter battlegroups can no longer move behind enemy lines, due to unrealistic logistical strains that such maneuvers would incur, as well as improbability of success of such a large scale infiltration. They can no longer maneuver over water due to unrealistic logistics this would represent.
Sea based helicopter battlegroups can move over water and can attack behind enemy lines. They are still able to launch attacks behind enemy because there is no way to take this capability away without removing their ability to move over water hence rendering them useless. If there is a way to do this, I don't know how.
Only campaign, where the helicopter battlegroup changes do not apply is Climb Mt Narodnaya.
Ai has been configured to now use its additional points to deploy more units, just like a real player would.
Deployment points have been increased to 18,000. This is for the AI, as they can quickly expend their points, and the battle becomes boring. Deploy what you feel comfortable with and you will win just like before or knock yourself out and have major battles.
AI tactics have been substantially improved, long description is available below. Most important feature is that AI will now defend when you attack.
Unit availability in campaign has been greatly increased, including naval units. Increases primarily affect REDFOR.
Changes to Bear VS Dragon:
Soviet reinforcement now start to arrive after turn 1, so move fast. This prevents a previous bug where the player was able to take the final objective by turn 2. Now you must grind your way through
Second Soviet Reinforcement wave arrives after turn 2.
Added Lie Ren units to air recon company
Added Li jian commandos to attack helicopter btn.
Changes to Busan Pocket:
Added KF16C Block 52 SEAD Planes to South Korean Fighter battlegroup.
M3A2 bradley CFV numbers increased to 24. Replaced the Spetnaz GRUS's urals with BMDs.
Changes to 2nd Korean War:
Added 8 dragonfly bombers to the South Korean strike squad.
New battlegroup, replaces the boring Airborne Logistics Company, The 4th SOSF with basic infantry with Japanese logistic units.
Added american logistic units to the other US/Jap airborne battlegroups.
Changes to Pearl Of the Orient:
Replaced Scots Guard infantry apcs with more powerful Warrior IFV(No stabilizer though so careful!).
Moved all canadian troops from the anti tank battlegroup to the infantry group to create a new battlegroup, the 82nd/101st Task Force(will think of a cooler name). It has helicopter infantry and humvee transported infantry and lots of supplies
Did the same with the ANZAC light infantry, moved them to the armored battlegroup, expect the battlegroup is the 1st MEU, composed of american marines, M60s, and logistics. Note it is not capable of embarking in a port, can only fight on land.
Increased some British tank numbers and ANZAC Phantoms.
The Gurkhas rgt and the helicopter regiment can no longer move behind the front lines and take sectors behind the lines, so the easy way to finish the campaign is no longer available.
It is definitely the most instense, and difficult. Your heavily outnumbered, and you lack any sort of proper fire support, your inital morale is pretty low and unlike in Busan you don't have a nice river to dig in behind and plenty of powerful units at your disposal, and fire support.
If you decide to hold your ground in the border provinces above Tsuen Wan, the fighting will be brutal and you will take heavy losses in order to achieve a draw, but its doable, but you'll have to muster all troops available to the border sectors, including the royal marines. The Royal Marines are the only group who can perform a flanking attack in Yantian assuming of course you clear the Chinese Navy, but it would be delayed if it takes part in holding the lines until you can deploy the incoming reinforcements... It is an interesting dilemma and adds some challenges to strategic decisions making.
Changes to Climb Mt. Narodnaya:
Changed BMP-2 of the First Guards to BMP-2D, the assault version, more armor but not amphibious.
Re-added Japanese Heavy tanks to the Gobo tank unit.
Changed the Soviet Marines' MT-LBV with the BMP-2. Spetnaz Brigade is now composed of actual Spetnaz, VDV is no longer present in it.
Fixed minor typos and missing info in the battlegroup description. Highly recommend playing the game in English to avoid localization errors, but if you have none in another language then its fine.
Explanation of new AI tactics:
If the AI is Defending Ai will defend well and dig in as best it can. In some cases it will not attack unless provoked.
If it is provoked it will send out small attack forces to engage the player.
Provocations include but are not limited to:
airstrikes
artillery barrages
Infantry ambushes
it will keep a good portion of it forces on defense while keeping a few others(around 20%)
in groups designed to attack the enemy in small calculated attacks to pin the player down
and reduce his/her attack capabilities
The AI will launch small counterattacks with a small force of the already engaged group attempting to disrupt the player's attack. It will not
send out additional reinforcements already depoyed in the sector but will dig in and respond piecemeal
to the players attack in order to stall and disrupt the players attack. These piecemeal battles can be nasty ambushes if your not careful. Some units may even fallback
to sectors still under control.
It will also create defensive positions on road sections between hostile and friendly sectors and dig in as well as it can in villages
located in sectors filling most of the sector's buildings.
The aggressiveness of the AI depends on armor advantages, and numbers advantages, and overall skill levels between the engaged battlegroups
If the AI is attacking:
It will devote 80% of its forces for attack, leaving the rest for base security.
Like before it will rush you relying on concentration of forces combined with great multitasking of fire support to overwhelm and overrun a spot in your line.
Unlike before it may now attempt it on several locations on your lines, applying great stress on the line. Best counter to this is fire support and steady stream of logistics.
Really glad to see a new update, gonna try it out now! Also to answer that question on the Bofors L60 it was the naval gun- The one used by the Cham Su Ri, the Monitor Zippo, the Shanghai and the Shantou (who has both the L-60 and whose dual m61's also have 11k meters of range)
Yeah that's the standard range I didn't modify them at all. Thanks for the comment!
really? thats crazy, they outrange everything. Oh well, at least its balanced
yeah but kinda of annoying when the enemy has them but when you have them its cool I guess. But if I take out their range then they're pretty much useless, they cant stand up to any ship in a close range fight.
Hey whatever works, either way I'm really enjoying the mod so thanks for the updates!
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