u/Arbitrarily-Arbiter

Image 1 — Beginner friendly step-by-step training mission guide
Image 2 — Beginner friendly step-by-step training mission guide
▲ 112 r/falconbms

Beginner friendly step-by-step training mission guide

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Hello all fellow aviators! Im new to BMS and are falling off now and then due to the steep learning curve. So for my own sake i started to generate a document that would help me get started with self-teaching.

Perhaps this is something other beginners would like to use as well?

What do you think? Can it be refined? Should i make more , for the other training missions?

PDF: Google Drive link

u/Arbitrarily-Arbiter — 5 days ago

Battalion Conquest: Dynamic AI Doctrine V1.4 Released — Five Formation-Based Research Trees

Hey everyone!

V1.4 of Battalion Conquest: Dynamic AI Doctrine is now available on the Steam Workshop.

This is the largest update so far. The mod now overhauls both sides of Dynamic Conquest: the enemy continues to field doctrine-based forces, while the player must build and develop a specialized formation over the course of the campaign.

What’s new in V1.4?

You now begin with 30 RP—enough to establish one of five formation HQs:

  • Infantry Battalion
  • Motorized Battalion
  • Armored Battlegroup
  • Fire Support Battalion
  • Select Task Force

Each formation has its own three-tier research path, starting force, equipment progression, strengths and limitations. Advanced tanks, artillery, specialists and support abilities must now be earned through the appropriate formation rather than rushed at campaign creation.

The new research system supports:

  • Germany
  • Commonwealth
  • Finland
  • Soviet Union
  • USA

Optional DLC units remain optional and do not block mandatory progression.

Enemy doctrine system

Enemy forces still receive a doctrine and contact-size roll before each battle. These reports influence what the AI attempts to deploy.

Possible doctrines include Infantry, Anti-Tank, Fire Support, Mechanized, Armored and Balanced forces. Contact size determines whether you face anything from a Thin Line to a major Battlegroup Concentration.

AI reinforcements arrive in delayed waves built around the reported doctrine, using units that are actually available at that point in the campaign.

Campaign and economy changes

V1.4 also includes:

  • Slower, more deliberate research progression
  • Formation-specific opening packages
  • Rebalanced manpower, research and support income
  • Greater replacement pressure after suffering casualties
  • Stronger preplaced enemy defences
  • 300 AP player deployment capacity
  • 30 AP regenerated per minute
  • The V1.35 doctrine foundation and corrected defence scoring

The goal is to make you build and preserve a coherent formation across multiple battles. Casualties and equipment losses should matter, while every campaign develops a stronger identity.

Important

A fresh conquest is required for V1.4.

Recommended settings:

  • Hardcore/Heroic-style difficulty
  • Medium resources
  • Largest conquest scale

The mod is designed for the vanilla game and official DLC factions. Compatibility with other research-tree, conquest-economy or AI overhauls is not guaranteed.

Steam Workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=3782094252

Thanks to everyone who played the earlier versions and shared feedback—especially regarding unrestricted starting RP, enemy scaling and formation variety. That feedback directly shaped this update.

I hope you enjoy building your battalion. Let me know which formation you choose and how your first campaign goes!

u/Arbitrarily-Arbiter — 1 month ago

Battalion Conquest v1.4 – Rebuilt faction’s Conquest research tree (WIP – feedback wanted)

A few days ago I posted my idea for making Dynamic Conquest revolve around recognizable battalions and battlegroups instead of letting the player simply collect every powerful unit available.

The response was honestly far bigger than I expected, so I kept going.

The currently published version already changes what the enemy brings into battle. The AI rolls a doctrine and contact size for each mission, producing infantry-heavy, mechanized, armored, fire-support or mixed forces of varying strength.

Version will bring similar formation identity to the player.

When beginning a new conquest, every faction receives a small shared pool of basic command, medical, engineering and logistical units. The player then spends RP to select one formation:

Infantry Battalion – numerous foot infantry, machine guns, mortars, pioneers and light towed weapons.

Motorized Battalion – truck-mobile infantry, wheeled support vehicles and towable guns.

Armored Battlegroup – tanks, mechanized infantry and armored combat vehicles developed together.

Fire Support Battalion – artillery, mortars, heavy weapons, engineers and proper ammunition support.

Select Task Force – airborne, commando and specialist units with portable weapons and extensive off-map support.

Each formation begins with enough units to be playable by itself, but its strongest equipment must be unlocked progressively. The formation should give very different gameplay but also their own challenges. The intent is to begin with a small commitment and gradually build toward a proper battalion-scale force—not unlock one overpowered unit and immediately skip the rest of the roster.

Official DLC units are included where appropriate, but DLC cards are optional branches and never block the pure vanilla players. You better get that chocolate tho 🍫

I would love some outside feedback before I publish v1.4:

Can you follow the progression paths?

Do the five formations feel distinct?

Are any units obviously assigned to the wrong formation?

Does one formation look considerably stronger or more appealing than the others?

Is the overall structure clearer than vanilla Conquest?

Currently published V1.3

https://steamcommunity.com/sharedfiles/filedetails/?id=3782094252

u/Arbitrarily-Arbiter — 1 month ago

I’m reworking Conquest so you actually have to build a battalion — and the AI does too

One thing that has always bothered me with Conquest is how easily your army becomes a random collection of whatever you happened to unlock, or whatever OP unit happens to be within reach.

Best tank available? Research it.

Better infantry? Grab them.

Some artillery? Why not.

You end up with a strong force, but not really a formation.

So I’ve been building my mod around a different idea:

You pick a Battalion/Battlegroup in the research tree and actually develop it through the campaign.

Current concepts are:

- Infantry Battalion

- Motorized Battlegroup

- Armoured Battlegroup

- Fire Support Battalion

- Airborne / Rangers / Long Range Patrol Task Force — heavily faction dependent

And this isn't only a player system.

The enemy AI also rolls a doctrine and force size for every battle, influenced by campaign progression and the map's 1–3 star risk level.

So you aren't just building a more deliberate army — you're fighting more deliberate armies too.

Sometimes you're facing an infantry-heavy battalion. Another battle might suddenly be an armoured or fire-support focused force.

The mod is getting pretty close now, so I'm at the point where outside ideas could genuinely influence it.

If you could change or add anything to this system — or vanilla Conquest in general — what would you do?

Current state of the mod - only implemented the Enemy AI side of things.

https://steamcommunity.com/sharedfiles/filedetails/?id=3782094252

u/Arbitrarily-Arbiter — 1 month ago