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.