Scenario is based on Run5 TAO5 v1.01 25 Feb 06 by JSS

It have updated strength (mostly firepower for US/German Infantry), and TOEs (German, and US Paratroopers)
Also Allies AI is rewritten. It now tries to hold key positions. Sadly that greatly weakened Axis AI. To try to repair this, you should delete all IMPORTANT OBJECTIVE flags from objectives. That means no good match AI:AI. You either play against Allies, or Axis.


Changelog:

All German infantry units have recalculated strength (taking as basis US Infantry Division statistics), and OOB. In most cases they lose one step.
German Paratroopers have recalculated strength, and steps. They also lack Fusilliers battalion, which are replaced by Engineer or STUG
Volksgrenadier Divisions have much more firepower, but less integrity. Inexperienced Volksgrenadier Divisions belong to other nation, with lower morale (their names are written in all capitals), they also get extra General, replacements, and mines
150th Brigade is now as strong as SS Mechanized Regiment, and is more like recon unit (very quick, and lots of free supply)
Fusilliers are now really recon battalions (+1 to sighting range)
Le FlaK belongs to other country, so it can have shorter AA range. It is also as quick as Panzer Grenadier Regiment, and have better defence, but really poor AT strength.

US ANTITANK separate gun battalions 1->2 AT
M36 units 3->4 AT
US Paratroopers have 3 steps, and only glider battalions are better (in strength, AT, and replacements). All have less bullets.
US Infantry Divisions integrity is highly reduced (by up to 20 points in most cases), and their AT strength is only 2
Allied units which begins game weakened gets replacements from rear areas. That means, that they will have lower Integrity bonus and/or strength (also their Corps rear units lose some mobility).
US Parachute Divisions have only 3 steps, and less replacements
3rd Army unit arrive weakened. Tank Combat Commands at half strength, and Infantry at -1 step
Allied AI is more stubborn. Luxembourg area is now very important defending objective. Supply dumps, and river crossings are now defended.
Large extra supply dumps at Spa (7 turns), Luxembourg (14 turns), and Liege (infinite).Available to capture.
Luxembourg is now base for 12 Army Group. There is extra supply unit, and Bradley HQ there (immobile, adds defence, and can blow/repair bridges)
US have only 3 Generals, fourth belong to British forces
There is no longer free supply for 106th Infantry Division, although it gets supply drop, whren weather gets clearer
4th Infantry Division begin game with 2 steps, instead of one

Most of German non-pure-infantry have more bullets. US standard/weakened Infantry have less bullets.
Minor Roads costs more for tracked units in bad weather. Patton reported, that Belgian roads were very poor quality, and law forbidden movement of heavy equipment in winter. Also, this should slow German advance, and allow one of 106th Division Regiments to escape.
US gets some land interdiction initially, to simulate traffic jams on German side. Also all ground interdiction lasts 2 turns
CRT tables slightly modified. Outdoor terrain have less AT bonus, there is difference between 5:1, and 6:1 columns in all cases, and battle in forest is more bloody


Some statistics:
German Infantry have around 40% more attack, and 15% more defence.
US Infantry is around 5% weaker.
Germans lose 5 fusilier units, and have less steps.
2 German Divisions arriving from reserve are sub-standard.
US gets 2 additional units in Luxembourg (HQ, and supply).
There are additional supply dumps available to capture by Germany. Spa, and Luxembourg both have timed dump, and LIEGE infinite.


TAO5 V2.00  9 March 2012 by inqistor
