PAK MOD is a jointly project from PHCAS and AKRebel. The goal of PAK MOD is to make a huge mod for Panzer Corps with many historical add ons and new things. PHCAS and AKRebel made a massive number of graphics for this mod and put in many ideas. Beside that there are graphics and ideas used from other mods and other people. The credits for the imported graphics and ideas are fully for the people who made them. Last but not least, the support of the people of the Panzer Corps Forum that supported us, like the aircraft from Wurschtmaxe and much more of all people. Thanks for that. (PAK MOD 2019)
In the Options folder you will find some menu/ingame graphics you can change if you want. “Layout Graphics AKRebel” and “Layout Graphics PHCAS”. It won’t change the gameplay, it’s only what you like best. The default MOD has the AKRebel style graphics.
SMALL OR BIG SCENARIOS IN THE CAMPAIGN
In the Options folder you will find the folders “Campaign Scenarios Big” and “Campaign Scenarios Small.” The Campaign scenarios SMALL are the normal PC campaign scenarios reworked. The Campaign Scenarios BIG are new maps up to four times bigger with many more units and gameturns. The Campaign Scenarios Big 1939 Poland scenario is in the release of the MOD. Norway etc will follow with future updates.
With both, small and big scenarios, you can follow the existing Campaign lines.
The BIG scenarios will be in the MOD if you install it. If you want to play the SMALL scenarios you have to copy them out of the options folder.
By creating the mod a lot of choices had to be made. We hope we did well. For example in the Low Countries scenario the German 7 Panzer Division will show up with Erwin Rommel as commander. It will be a Aux unit because later in the timeline Rommel has to go to Africa, so he won’t stay with 7 Panzer Division till 1945.
Other specific units will be given to the player as core units in the timeline of scenarios in the campaigns. Updates for these units will follow later according to the timeline of the campaign. So the 6 Panzer Disvision will show up in the Low Countries scenario, like they historically did, as a core unit for you. The 6 Panzer Division is using Panzer 35(t) tanks as they historically did. This will not change until 1942 when the Panzer III takes over the Panzer 35(t) for the 6 Panzer Division, like they historically did. All you have to do as player is to update units with the official units updates. So 6 Panzer Division with 6 Panzer Division etc. If you change that, the campaign will be messed up.
Beside the given specific historical units, the player has the freedom to purchase artillery and other support units.
WAFFEN SS AND BONUS UNITS
Waffen SS units are bonus units, like the Allies have bonus units too. Not only the SS but also some other German units are bonus units as well. The player can not control this. The units will be given to you in a historical order. The Allies, who have more bonus airunits, will also recieve those bonus units.
For example, in the 1939 campaign Poland scenario, 1SS Leibstandarte motorized Infantry is there at the start as core bonus unit. In the Low Countries scenario 2SS Das Reich motorized Infantry will join in as bonus core unit. These units will be on your side for the rest of the campaign. Later on the SS Panzer units will also show up when the SS units are historically upgraded to SS Panzergrenadier and SS Panzer Divisions. To prevent the Waffen SS army will be way to large in your core unit army, some SS units will show up as Aux units in a scenario and disappear later on.
Still, you will get more SS core units in the campaigns than you did before in the PC campaigns. But a stronger enemy will balance that out.
GUN CREWS OR NO GUN CREWS
If you install the mod it brings you guncrews with the guns. If you do not like that, you can go to the “Options” folder and replace all the guns at once to guns without crews or back.
In the Infantry purchase screen you can buy bridging units. This units are trucks, but they can built a bridge when over a river using the switch button. Drive the truck to the river and built the bridge. There are light and heavy bridges. Light bridges (Brückengerät B and light Bailey bridges) can only be used for minor rivers. The heavy bridges (Brückengerät K and heavy Bailey bridges) can be used for minor and major rivers. Heavy bridges are more expensive to buy. Germany does already have the bridging units in 1939. The British Bailey bridges will be available late 1942 followed by the American Bailey bridges in early 1943. There are also wooden bridges for all countries. The wooden bridges can be built the same way but can not be removed anymore after they are build. The Brücken gerät and Bailey bridges can be removed and can be rebuilt in a different place. Wooden bridges can only be used for minor rivers.
Trucks with fourwheel drive (4x4 or 6x4) have a better movement performance than normal trucks (4x2). Upgrading to 4x4 trucks increases the mobility of your army.
HQ units have a normal modus so they can move. With the switch button they can be deployed. If they are deployed they can not move anymore but have a great spotting range then. A kind of static recon unit representing all communication that comes to the HQ and give a clear picture of the surrounding area.
Non-Combat units will show up in scenarios. Some have no combat value at al, some have a little defense and or attack value. You will get orders in scenarios for this units. Most of the time you can get prestige point if you accomplish the order. Still this units can be very important. If your main force is in the frontline having units like Gendarmerie, Sanitäter and even Fieldkitchen in cities behind the front is useful. If enemy Partisans show up behind the front they can not just take your cities when non-combat units are in it. Even a Fieldkitchen unit will defend itself when attacked.
The spotting range of most land units is reduced to only 1. So recon is very important. In the recon purchase screen you will find not only recon land units, but recon aircraft as well. Recon land units have a spotting range of 3 and the recon aircraft have a spotting range of 4. Recon air units are armed or unarmed according to the historical records. Some can even carry light bombs. They have the recon movement so they can move several times in one turn. It’s wise to go in to the enemy area and fly back in the same turn. Recon aircrafts are not very strong and vulnerable for enemy fighters. To refuel a recon aircraft you have to place it in the center of an airfield. The adjacent hexes of a airfield will not refuel the recon aircraft like they do for other aircraft. Recon Aircraft have a maximum strength of 10. Recon units will not spot units with a “camo” trait, like anti-tank guns, from
a distance. Remember this. If everything looks clear, you can always still run into a well hidden antitank gun unit!
In WW2 a lot of development projects resulted in prototype units. All units made in WW2 with a historical production of less than 10 units are a prototype in the game. You can not buy these units in the purchase screens. Prototype units will be given to you one by one in scenarios as core units for free. Prototype units have a strength of 10 but can not receive replacements. So all battle damage will be permanent, because of the small number of units made. You can use them ‘till they are destroyed or untill you disband the unit when the value becomes to low to save a core slot.
Beside minefields, you can run into other obstacles like Czechs Hedgehogs. It’s not dangerous but it blocks your way on the ground and you can not enter the hex until they are destroyed. Use engineers or other infantry units to destroy the obstacles. The obstacles will not fire back and can’t recieve replacements so every strongpoint you destroy will be permanent. It may cost more than one turn to destroy a obstacle.
Balloons are like obstacles in the sky. You can not enter the hexs airspace as long as a balloon is in the hex. Balloons can be destroyed by fighter aircraft or anti-aircraft guns. Balloons can not move in the sky. If you place a land unit under the balloon it will be save for enemy air attacks as long as the balloon lasts.
With the introduction of the nightfighters the luftwaffe tried to give a answer to the growing numbers of Allied airraids on German cities in The Reich. In the mod nightfighters are only useful against enemy air units, not for ground targets. They have two benefits, because they operate in darkness they have a hit and run (reconmove) possebility and a high initiative number.
SHIPS FOR SALE
In this mod you can purchase many different ships. The ships are expensive and the number of scenarios where the ships are usable is limited. But the existing naval battles are way bigger and more advanced now, there are more units and the battle area is larger. It’s up to you if you want to purchase ships, but the possibility is there.
The first small naval battle takes place in the big 1939 Poland scenario and the first major naval battle in the 1940 Norway scenario.
The German Navy used a number of auxiliary cruisers. Looking like a normal cargo ship, this ships will surprise the enemy with their hidden guns. A number of these kind of ships are in the game now. Thor, Komet, Orion, Widder, Atlantis, Pinguin and Kormoran. These are units with a 2-way mode. In the normal mode these ships can not fire and have a “camo” trait, so they will not be quickly discovered by the enemy. When you use the switch button the ship can open fire but is losing it’s camo trait. After the attack, you can switch back and sail away in camo mode again.
Place aircrafts on full strength on the adjacent hexes of the airfield. Keep the airfield center hex free for aircraft who needs replacements or to refuel recon aircraft. If you can afford it, you can keep a fighterunit at the airfield. If all your aircrafts are in the air they may get low on fuel. If unexpected enemy aircraft will show up in your airspace you may not be able to respond with the flying fighters because of a lack of fuel. The fighterunit on your airfield is fully refueled and can attack the enemy aircraft without fuel problems.
PHCAS / AKRebel
BIG SCENARIO POLAND
> > > > > PAK-Version 0.027 < < < < <
1 OCTOBER 2019 RELEASE
With the release of the basic MOD you will have a Beta version. In coming updates (every week) we hope to get the MOD to a higher level soon.
- Version v 0.027 (1,34 GB) http://www.mediafire.com/file/bdll5imsq ... 7.rar/file
- Update v 0.028 (17,97 MB) http://www.mediafire.com/file/gpxoy90dm ... 8.rar/file
- Update v 0.029 (19,20 MB) http://www.mediafire.com/file/pcsq2gvwr ... 9.rar/file
BIG SCENARIO NORWAY
- Update v 0.030 (37,99 MB) http://www.mediafire.com/file/5us4efzj8 ... 0.rar/file
BIG SCENARIO LOW COUNTRIES
- Update v 0.031 (49,19 MB) http://www.mediafire.com/file/30zvyoyph ... 1.rar/file
- Update v 0.032 (25,53 MB) http://www.mediafire.com/file/k5cyb1537 ... 2.rar/file
BIG SCENARIO FRANCE
- Update v 0.033 (220,57 MB) http://www.mediafire.com/file/pyq5jt0fe ... 3.rar/file
Animations errors corrected (Thanks to Terminator)
Photo errors in the Tebourba scenario
Minensuch Ju-52 can destroy seamines now
Hero 2 graphic higher now
Panzer Maus sound
Big Low Countries scenario – French 4 Armored Division Charles de Gaulle attack on turn 7 – Brückenleger Panzer
Big Norway scenario – Tekst rework - Brückenleger Panzer – 5 more turns
Big Poland scenario – Prototype Ju-89 – Ju-52 Bomber Geschwader – Sperballon Abteilungen – General and hero pictures added – Polish airforce less powerfull now - Brückenleger Panzer – Prototype Sdkfz-18 FlaK18
Big France scenario (Beta)
Germany – Ju-52 Bomber – Grosstraktor-I, II & III – Bridgelaying Panzer I – Krankenpanzer I A & B – Pz-35(t) Prime mover – He-59 Notseedienst
British – M2A1 – M2A4 – M24 Chaffee – Scottish Infantry
USA – Cimarron Tanker
Yugoslavia – Ikarus IK-2 & IK-3
NEW UNIC UNITS
51 Scottish Highland Division
Ju-52 graphic updates
5 new airfield graphics
Reworked Tiles files