AG Supreme
Welcome to AG Supreme mod!
This mod focuses solely on improving the Army General campaign experience.
Mod is playable in skirmish battles.
FOBs are now in game!
More Strategic points per turn on the campaign map!
Timers and Flags have been reworked!
General changes:
Time&Battles
– Base AG Supreme mods Timer and Flags are same as in vanilla game
– you should use submods because otherwise some changes won’t work (2 Airforce regiments per battle, more points on campaign map, more points on battle maps)
– For changes there are now submods to affect Timer and Flags
– AG Supreme ST120 – changes the timer to 120min
– AG Supreme ST90 – changes the timer to 90min
– AG Supreme ST60 – changes the timer to 60min
– AG Supreme ST45 – changes the timer to 45min
– AG Supreme SF0 – changes the Flag control so defender has no influence on the timer
– AG Supreme SF99 – in breakthrough battles attacker needs to capture
> 4 flags to stop Total defeat timer
> 6 flags to stop Major defeat timer
– AG Supreme SFV – V/D timers as in vanlilla game (Minor, Major, Total)
– in conquest battles (meeting engagements) V/D Timers are different than in breakthrough except with SFV submod or base mod version (vanilla timers)
> AG Supreme + ST120 + SF99 -> Timer 120min + slower V/D Timers
> AG Supreme + ST120 -> Timer 120min + vanilla V/D Timers
> AG Supreme + SF0 -> Timer 40min + attacker has no penalty in breakthrough battles
AG Supreme ST45
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279597
AG Supreme ST60
https://steamcommunity.com/sharedfiles/filedetails/?id=3093648895
AG Supreme ST90
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212681
AG Supreme ST120
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201677
AG Supreme SF0
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201367
AG Supreme SF99
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212354
AG Supreme SFV
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279928
*disclaimer* during the campaign submods are not interchangeable (you can’t change ST120 to ST90 during campaign)
*with submods* you now have 40 starting points per regiment in battle (5*40=200 if all 5 divisions come in A)
*with submods*
– in all campaigns both axis and ally side now get 20 points per turn (except Baranovitchi where soviets get 40 ppt)
*with submods* Airforce regiments
– you are now able to call in 2 aircraft regiments per battle
> this is to simulate real fighter support for your bombers
Game
– game speeds have been changed so now it goes:
slow x0.85 (was x0.50)
normal x1.0 (was x1.0)
fast x2.0 (was x2.0)
very fast x30.0 (was x3.0)
– AI now remembers your units position after it fired or it has seen it for only 120sec in all difficulties (removed infinite memory on higher difficulties)
Defences
Barbed Wire – 8000m of barbed wire available
– barbed wire can now be deployed outside your initial deployment zone
> giving you the oportunity to actually deploy barbed wire in front your front lines
Trenches – 10000m of trenches available
> giving you the oportunity to position elaborate trench lines
Gun pits – 16 gun pits to deploy > oportunity to actually fortify you support weapons
Bunkers – more bunkers
4 Pak40 bunkers for axis nations
4 50mm bunkers for axis nations
6 MG bunkers for axis nations
7 Maxim bunkers for ally nations
4 76mm bunkers for ally nations
– bunkers now have HE ammunition > 75/76/45mm bunkers
– all bunkers can be deployed in forests and directly on the roads
– FOBs are in the game
(*hint when you are deploying bunkers forest and roads will still be marked as restricted but don’t let that discourage you)
Entrenched stance provides additional reinforcements
– 6 units of dishartened infantry
– small AA detachment
– supply trucks
> entranched status is now quite important (especially with sich. and police regiments)
> you can set up an in-depth defence with 2 or 3 layers to fall back to
Units
– all transport vehicles now stay on the battle map during battles (no disappearing transports)
> you can now use transports during the entire battle
> "Evacuate transport" order is implemented
– all cadavers stay on the field for the whole battle
– Inf supply teams are now a thing (now mostly coming with supply vehicle as transport)
– increased amount of supply for inf supply units (950 -> 5000)
– Supply chain has been implemented
– Infantry can now be reinforced with supply units
– All artillery units now have higher dispersion (including mortarts)
– Artillery observer infantry (beobachter…) are back in the game
– Artillery leaders now give more dispersion reduction to artillery
– All recon aircraft now provide radio to artillery units
STRETCHING HISTORY:
As the SD2 campaigns are representative of real events and the devs really put an effort into researching the represented battles i tried to stay true to the history, which means i just stretched it a bit to include some units you don’t usually have a chance to play with and that it’s still historically possible that it happened. Somewhere i really let imagination run wild 🙂
"Changes of the campaigns"
https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3959287799153316751/
"NEXT UPDATE CHANGES LIST"
https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3820796140095797801/
https://steamcommunity.com/sharedfiles/filedetails/?id=3053689953
AG Supreme 120 will remain a standalone version of the game, with 120min battle timer and no influence on the timer for defender and no penalties for the attacker if he has no flags. (in breakthrough battles)
You don’t need any submods to play AG Supreme 120!
AG Supreme 120 is not compatible with AG Supreme
Revisions:
Old revisions of this mod are available below. Click the link to download.