Drive_to_St_Vith scenario with new libraries

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Khanti
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Drive_to_St_Vith scenario with new libraries

Post by Khanti »

Edited: ver. 2 replaced with ver 3.
Edited: images moved to another post (down)

Scenario: H3-Drive_to_St_Vith.dc4
Original author: Davide Gambina
Current version by: Khanti

This is a standard game scenario modified by me.
The map is mostly the same; only some victory points were moved to the western part.
There are more VP locations with less VP each. Still 150 VPs totally.
So the German player will have little more difficulty completing victory points.
In short: I tried to force a higher victory level for the German player. It needs to be tested to see if I succeed.

What is the main purpose of this modification?
To show how the game can be played ;-)
Usually, standard game mechanics of DCAO annoy me, so I try to adapt them to my ideas of a good strategy game.
Don't get me wrong: this is a very good game. If it wasn't, I wouldn't waste my time modifying it.

So to the point. Thematical order of modifications:

11 reasons to play this scenario.

1. Rear infantry
All nachtrupp removed from assault units. See this Tiger II battalion or StuGs. They are replaced by standard Kar98 infantry.
Both sides have secondary/rear infantry that are placed in secondary/rear positions and will not be sent to first-line front units. Reinforcement types are set to "rear infantry".

2. Feldersatz battalion
The Feldersatz battalion does not have staff units. Staff do not fight and only occupy places. It was helpful to disband those battalions and use staff in HQ. But now staff come as replacements (sparsely), and battalions are combat units.
Those battalions are now what they should be: combat units around half the strength of a standard infantry battalion.
Besides that, there are fewer pioneers in Feldersatz (replaced by standard infantry). Pioneers were scarce in 44.
The Feldersatz battalion is on par with the Rear Area Team, but the American emergency unit has its own transport and more experienced troops (so perhaps it is overall more useful).

3. Panzerschrecks
Increased number of panzerschrecks in all German units. Most battalions could have up to 9 of them. Some rearguard units have less. Some SS assault units have more. I've added panzerschrecks as free and paid replacements. Free are not guaranteed (random).

4. Replacements
I've added replacements to both sides. Freebies are not guaranteed (they are random). Paid (PP) are guaranteed (at least one unit). You pay, you gain.
There are many small replacements (mostly 1 to 2 units of different types of equipment).
It will not change the course of the scenario unless you really use the PP option. Germans don't have so many PP. Americans can get valuable units by PP from turn 8.
Replacements have experience as follows:
10 exp if transport (non-combat)
20 exp if free units
30 exp if PP replacements

I've added experimentally Tiger 2 as replacements (a total of 0 to 4 tanks can come, in turns 5 and 9)
Don't treat them as produced equipment; rather, those repaired on the front line.
See that 5% rule in the game for breaking down (blowing up) mechanical units.

5. War against trucks is over
No more war against trucks (I've removed special susceptibility to being targeted from ALL units).
Now it's just random; trucks are still often hit with shells, but because they are numerous.
Technically, in troop types libraries, values are zeroed (Ranged Target Mod). I mean, now all units are set as targets on the same rules.

6. German transports
ALL German standard transport is Wehrmacht now. Trucks and horses in Luftwaffe or SS units are Wehrmacht. Replacements are Wehrmacht.
Should help German player with logistics. And well, in reality those trucks could be successfully used by each of these services. ;-)
Additionally, GER Halftracks now have 20 exp instead of 10. With only 10 experiences, they were quickly slaughtered. Now maybe they will last a few turns more.

7. Reconnaissance units
Aufklärungs units are equipped with the Sdkfz 250 recon variant with 5 points of recon ability.
Aufklarung/Recon units should have more recon points than standard infantry/armored regiments! So I've replaced the Sdkfz 251 in Aufklärung with the Sdkfz 250. It is a serious game changer. They can act as reconnaissance now ;-)
And Jeeps, bmw and few others (Kubelwagens ) got +1 recon points and were set as Jeeps or Scout Car (as replacements).
They help with reconnaissance in their units. And they come as replacements sporadically.
I've also added a few jeeps to roadblocks (for recon purposes) - they cannot mobilize those units anyway.
American "Recon" Squadrons had the same amount of recon points as their "Infantry" Battalions. Which is just not, as it should be.
This should help all recon units being recon. Why? If common troopers have 1 recon point, it gives common infantry battalions more recon points than dedicated recon units! The numbers are on the side of the infantry battalions ;-)

8. Supplies and fuel
German supplies were set to 130% instead 150.
Germans had had so many supplies that I could shell all turns with all artillery, and my stockpiles still increased.
With this change, it can be a few less supplies. Maybe ;-)
And the Germans had enough fuel for driving like mad to St. Vith. On the last turn, supplies were starting to vanish. But I did not change it for now.

9. Ranged fire for tanks
I've experimented with 65% direct range for tanks (1 hex, Direct 1st Mod).
Tanks in DCAO are rather fragile. Using them in assaults is a waste of resources.
But they can fire from afar. I use them this way.
Attacking with Stugs against infantry with few bazookas is a waste of vehicles. Mostly irreplaceable because replacements are scarce.
So I use them as mobile direct fire support. ;-)
I don't like the concept when vehicles have lower HP vs. infantry. But I did not make any changes here.

10. Replacement types.
Many units have dual types. Light tanks will come to the light tank position or the medium tank position.
Field Gun, come to the field or artillery position.
Heavy artillery will come to heavy, but if all positions are occupied, it will come to artillery.
You can see it all in tables if you wish.
Results: Heavy mortar will stay with artillery, light mortar will stay with infantry, and heavy artillery will not come to light or medium artillery if there is a free position for them in a heavy unit.

11. Integrity window
All equipment is listed in the integrity window. I've spent some time actually making it because strange things happened. It is not listed in the original scenarios. But finally I did it. ;-)


Libraries were changed. Both troop types and model types.
Attachments
H3-Drive_to_St_Vith.zip
(536.64 KiB) Downloaded 6 times
Last edited by Khanti on Tue Oct 28, 2025 8:25 am, edited 2 times in total.
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
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Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

I have no influence on the calculation tables in the game.
Since there's a rule that equipment can self-destruct, I've included some replacements in my version of the scenario.
That 5% of self-destructing equipment is noticeable. Because of this, I've added a few random replacements for Tiger 2.

5% rule of accidental killing in own attack (ATT ACCIDENT):
Attachments
Tiger-2-greyhound-2.jpg
Tiger-2-greyhound-2.jpg (435.52 KiB) Viewed 206 times
trucks-vs-tanks.jpg
trucks-vs-tanks.jpg (303.26 KiB) Viewed 206 times
Last edited by Khanti on Tue Oct 28, 2025 8:32 am, edited 1 time in total.
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
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Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

How to load a scenario?
Copy it to the game directory, preferably to the ardennessscenarios subdirectory, then, when launching the game, select LOAD SCENARIO (on the left) instead of one of the standard scenarios.
Attachments
LOAD-SCEN.jpg
LOAD-SCEN.jpg (152.54 KiB) Viewed 173 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

I have finished the VP change; version 3 of the scenario is ready. There are practically no other changes.
On screen you can see the difference with VP locations.

Changed:
- Feldersatz battalion +10 infantry (so 200 total instead of 190) and more exp for Panzerschrecks (30 total), should be better against armored units maybe
- VP: there are more VP locations with less VP each. Still 150 VPs totally.
Attachments
VP-vanilla.jpg
VP-vanilla.jpg (219.38 KiB) Viewed 173 times
VP-my-ver.jpg
VP-my-ver.jpg (226.84 KiB) Viewed 173 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
User avatar
Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

What is "integrity window"?
This is the place where all equipment assigned to the unit should be displayed.
Not everything was always displayed in the scenarios, so I fixed it, and now I have everything in this window.
Attachments
mortars2.jpg
mortars2.jpg (865.67 KiB) Viewed 161 times
mortars.jpg
mortars.jpg (772.36 KiB) Viewed 161 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

Troop Types library. Many changes were made. Still, many things can be rethought.

Some equipment goes to "field gun", some to "heavy artillery". All theoretically can go to "artillery" but there are no units with "artillery". ;-)
So they are separated. Until I create "artillery".

BMW R75 and Kubelwagen are in the "scout car" category. Interchangeable.

107mm (4.2) mortars should be "heavy mortars", not "mortars" (because of range). They will be later.
Attachments
troops1.png
troops1.png (137.22 KiB) Viewed 154 times
troops2.jpg
troops2.jpg (125.2 KiB) Viewed 154 times
troops3.jpg
troops3.jpg (196.62 KiB) Viewed 154 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
User avatar
Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

Khanti wrote: Mon Oct 27, 2025 1:07 am
5. War against trucks is over
No more war against trucks (I've removed special susceptibility to being targeted from ALL units).
Now it's just random; trucks are still often hit with shells, but because they are numerous.
Technically, in troop types libraries, values are zeroed (Ranged Target Mod). I mean, now all units are set as targets on the same rules.
What is the war against trucks? You can see in the picture below.
In scenarios with standard libraries, troops and artillery seek first trucks and shoot them; later, if the trucks are dead, they shoot other things.
Attachments
Zrzut ekranu 2025-11-03 2 bat.png
Zrzut ekranu 2025-11-03 2 bat.png (938.32 KiB) Viewed 85 times
Zrzut ekranu 2025-11-03 - trucks.png
Zrzut ekranu 2025-11-03 - trucks.png (724.03 KiB) Viewed 85 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
User avatar
Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

Or here. Artillery fire vs. enemy unit.
11 mortars shoot at trucks.
Yes, sometimes they shoot other things. 
Sometimes. 
Attachments
Zrzut ekranu 2025-11-03 11a.png
Zrzut ekranu 2025-11-03 11a.png (703.34 KiB) Viewed 83 times
Zrzut ekranu 2025-11-03 11b.png
Zrzut ekranu 2025-11-03 11b.png (139.31 KiB) Viewed 83 times
Zrzut ekranu 2025-11-03 11c.png
Zrzut ekranu 2025-11-03 11c.png (151.16 KiB) Viewed 83 times
Zrzut ekranu 2025-11-03 11d.png
Zrzut ekranu 2025-11-03 11d.png (176.96 KiB) Viewed 83 times
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
User avatar
Khanti
Posts: 699
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

Re: Drive_to_St_Vith scenario with new libraries

Post by Khanti »

I'm not complaining.
I've modified the game's libraries and I'm using them for its scenarios.
I actually have a new version ;-)
I'll post it soon.
Now I'm testing it out.
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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