New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.43

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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sat Apr 04, 2020 6:05 am

Atomiswave wrote:
Fri Apr 03, 2020 6:16 pm
I would like to report 2 possible bugs. In French equipment tree, there are 2 exactly same Infanterie units. Also Luxembourg militia is missing pic on the right.
Hello Atomiswave,

You are right about 2 exactly the same French Infanterie units. They are indentical except the graphic. This was needed to get a little variation in the graphics. But to make it less confusing you can only purchase 1 of them in the next update. Thanks.

I do not miss the Luxembourg militia pic in the game? I still refresh it in the next update.
lux.jpg
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Greetings

RobertCL
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by RobertCL » Sat Apr 04, 2020 7:14 am

Hi PHCAS,

Feedback after 2 turns.

First of all having the Luftwaffe (new units + capacity to deploy mines) changes the game a lot! Thx!
I saw you added some Romanian and Hungarian airplanes.

Units without sound
1. PG3F100 Panzer Abteilung Pz II Flamm Werfer : 2 German units
2. 5 Romanian bomber group HS-123 A1

New big railguns have no images when presented to the player in the new equipment screen.

Question: Am I forced to deploy "Herr General", the unit representing myself ? Or is it just "nice to have" ?

Thx again for having modified the scenario.

WInning with a DV in 21 turns seems really impossible, this is done on purpose I guess.
I am curious to see where I shall be located in 30 turns.
This is a great map.

The scenario shows well how aux units from allied countries like Romania are "useless" and the decision to attack USSR was a big mistake (nr of units + good tanks)...
Last edited by RobertCL on Sat Apr 04, 2020 8:42 am, edited 1 time in total.

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sat Apr 04, 2020 7:34 am

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In the overall MOD a few graphics of units were missing. If a unit has no graphic but is in a scenario the game will crash if the unit is moving. I found a Soviet Armored train issue about this in Barbarossa. So it's nessersary to make a emergency update. This solve this problem for the whole MOD, all scenarios, all nations. So update v0.40b is here. Update v0.40a and v0.40b will be also included in in the coming update v0.41.

Update v0.40b
Update v0.40b.rar
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sat Apr 04, 2020 8:43 am

And on to the next update :)
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sat Apr 04, 2020 9:03 am

RobertCL wrote:
Sat Apr 04, 2020 7:14 am
Hi PHCAS,

Feedback after 2 turns.

First of all having the Luftwaffe (new units + capacity to deploy mines) changes the game a lot! Thx!
I saw you added some Romanian and Hungarian airplanes.

Units without sound
1. PG3F100 Panzer Abteilung Pz II Flamm Werfer : 2 German units
2. 5 Romanian bomber group HS-123 A1

New big railguns have no images when presented to the player in the new equipment screen.

Question: Am I forced to deploy "Herr General", the unit representing myself ? Or is it just "nice to have" ?

Thx again for having modified the scenario.

WInning with a DV in 21 turns seems really impossible, this is done on purpose I guess.
I am curious to see where I shall be located in 30 turns.
This is a great map.

The scenario shows well how aux units from allied countries like Romania are "useless" and the decision to attack USSR was a big mistake (nr of units + good tanks)...
Hi RobertCL

*Sound will be fixed in the next update.

*Big unit pictures from the big railguns are not added yet. We are still in dicussion about this units.

*Yes you are forced to deploy "Herr General", but it will cost you no core slot because it is a bonus unit. If "Herr General" get killed you lost the scenario at once. (This is not active in the last scenarios but it will be in the future)

hg.jpg
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*I wait for feedback about how many turns are realistic to win the scenario. I can change the number of turns. First some people have to finish the scenario.

Thanks
Last edited by phcas on Sat Apr 04, 2020 10:11 am, edited 1 time in total.

jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by jeffoot77 » Sat Apr 04, 2020 10:10 am

thxs for this new update.

I m just testing several turns of barbarossa and it is awesome. But i like taking all my time and i see that ther is only 30 turns. it already seems to me impossible , it frighten me..
my custom single player mini-campaign in order of battle : normandie-niemen: Image
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sun Apr 05, 2020 5:19 pm

jeffoot77 wrote:
Sat Apr 04, 2020 10:10 am
thxs for this new update.

I m just testing several turns of barbarossa and it is awesome. But i like taking all my time and i see that ther is only 30 turns. it already seems to me impossible , it frighten me..
Hi, OK does anyone have any suggestion about the number of turns needed to win Barbarossa?

PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by PeteMitchell » Sun Apr 05, 2020 5:47 pm

phcas wrote:
Sun Apr 05, 2020 5:19 pm
jeffoot77 wrote:
Sat Apr 04, 2020 10:10 am
thxs for this new update.

I m just testing several turns of barbarossa and it is awesome. But i like taking all my time and i see that ther is only 30 turns. it already seems to me impossible , it frighten me..
Hi, OK does anyone have any suggestion about the number of turns needed to win Barbarossa?
Well, back in the days... initially, in 1940 the Germans wanted to be done in 8 to 10 weeks, later on this was changed to "before the start of winter" (kind of a myth overall... well, Balkan got in the way somehow as well)... I don't think there was much of a realistic timeline to all this given the surprising successes in France...

https://history.army.mil/html/books/104 ... 104-21.pdf

Historically, it ended with the Soviet counter-offensive starting on 5 December 1941... so 22 June to 5 December 1941 (=5 months, 1 week and 6 days), not sure what this translates to in terms of turns in your mod (also given the size of your map)...

I know that the Battlefield Europe map was scaled/sized based on how long it would take/took infantry to march to Moscow...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Sun Apr 05, 2020 8:12 pm

PeteMitchell_2 wrote:
Sun Apr 05, 2020 5:47 pm
phcas wrote:
Sun Apr 05, 2020 5:19 pm
jeffoot77 wrote:
Sat Apr 04, 2020 10:10 am
thxs for this new update.

I m just testing several turns of barbarossa and it is awesome. But i like taking all my time and i see that ther is only 30 turns. it already seems to me impossible , it frighten me..
Hi, OK does anyone have any suggestion about the number of turns needed to win Barbarossa?
Well, back in the days... initially, in 1940 the Germans wanted to be done in 8 to 10 weeks, later on this was changed to "before the start of winter" (kind of a myth overall... well, Balkan got in the way somehow as well)... I don't think there was much of a realistic timeline to all this given the surprising successes in France...

https://history.army.mil/html/books/104 ... 104-21.pdf

Historically, it ended with the Soviet counter-offensive starting on 5 December 1941... so 22 June to 5 December 1941 (=5 months, 1 week and 6 days), not sure what this translates to in terms of turns in your mod (also given the size of your map)...

I know that the Battlefield Europe map was scaled/sized based on how long it would take/took infantry to march to Moscow...
Hi PeteMitchell_2,

The timeline in days is not so important for now. We need to know the good play balance in TURNS for the scenario, realistic to win, not to easy not to differcult. If we know that we can decide how many days one turn will be so we end somewere around 5 december 1941.

For everyone, to win you have to take all objectives and the complete A zone around Leningrad. Random Partisans will get active on random places after the warning on turn 14. If "Herr General" or the Führer get killed you lose the scenario. So keep an eye on the Wolfsschanse and Warsaw on later turns, partisans can show up everywere.

Thanks for your post PeteMitchell_2

Atomiswave
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by Atomiswave » Sun Apr 05, 2020 9:03 pm

Are other campaigns fully compatible with this mod equipment file? Anyone tried for example Soviet Corps?

RobertCL
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by RobertCL » Sun Apr 05, 2020 9:43 pm

99,9% of all Pz Korps stock campaigns care compatible with the e-file of this mod. I played Allied Corps, Grand Campaign 45 East and started Soviet Corps. Some units have no movement sound (only one Russian tank) some have fuel issues (only Me 163 so far) and sometimes you see transport icons with text marked in red. But this is the exception, all works fine. I also love this mod because it can replace the regular game!

It does not work with campaigns installed on My documents/My Games/Panzer Corps/Mods since such campaign already include their own e-file (e.g. GTPG Grand Campaign v 1.16).

If you're looking for an e-file try Amulet mod (Brandenburger unit is a paratrooper with all abilities of an engineer, it changes the way you play stock campaigns) even if some icons could be replaced (a few air units on Allied side could benefit of an update). I prefer PHCAS e-file especially air units since you have different icons per squadron for instance and you have various icons on all sides (Allied and Soviet).

uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by uzbek2012 » Mon Apr 06, 2020 12:06 am

Hello and good health !

Image
Great Japanese units !
http://union.4bb.ru/viewtopic.php?id=971&p=24

Image
Japanese cavalry
http://union.4bb.ru/viewtopic.php?id=971&p=22

Japanese Imperial army 1937-45
http://uniforma-army.ru/japan_2ww.php

P.s.
Soviet Tanks on the rails :!:
https://zen.yandex.ru/media/cyrilsh/tan ... 3828438547

How are the Finns doing during Barbarossa ? )
https://cameralabs.org/3725-istorichesk ... ovoj-vojny

Image
Shepherd of Daugman: how to create a "monster of the Third Reich»

RobertCL
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by RobertCL » Mon Apr 06, 2020 10:17 am

Hi,

I know feedback is expected after 30 turns.

However I finished turn nr 9 and I can already tell you this:

a) The game is awesome but this time I already know I cannot win even at Leutnant level no matter if you add 10 turns or not, my units are just too weak.
We have a lot of non powerful units even in the Wehrmacht (HQ, ...) and virtually no air force compared with the huge Red air force.
Have a look at Eastern Front Soviet Storm:
viewtopic.php?f=147&t=50342
Germans do huge progresses and you really fear their advance when you play on the Soviet side. You also see exact name of SS units and elite Wehrmacht units there so again don't you need more units ?
Why don't you have a similar composition of units, many strong infantry and tank units instead of firefighter unit for instance ?
b) I only managed to capture Brest Litovk. I am located around Kiev. Via recon units I saw Odessa, this cannot be taken to the detriment of other objectives.
c) The game depicts well why frontal assaults are not a solution, it also depicts how undermotorized German infantry was and how weak German allies were (especially Romanians)
d) Map is splendid

A good scenario but Wehrmacht should have more power from the beginning (more tanks or if you can't change this, keep the same units but strength of 12 for most of tank and infantry units to show experience acquired from the fights in the West ?).

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Mon Apr 06, 2020 4:34 pm

RobertCL wrote:
Mon Apr 06, 2020 10:17 am
Hi,

I know feedback is expected after 30 turns.

However I finished turn nr 9 and I can already tell you this:

a) The game is awesome but this time I already know I cannot win even at Leutnant level no matter if you add 10 turns or not, my units are just too weak.
We have a lot of non powerful units even in the Wehrmacht (HQ, ...) and virtually no air force compared with the huge Red air force.
Have a look at Eastern Front Soviet Storm:
viewtopic.php?f=147&t=50342
Germans do huge progresses and you really fear their advance when you play on the Soviet side. You also see exact name of SS units and elite Wehrmacht units there so again don't you need more units ?
Why don't you have a similar composition of units, many strong infantry and tank units instead of firefighter unit for instance ?
b) I only managed to capture Brest Litovk. I am located around Kiev. Via recon units I saw Odessa, this cannot be taken to the detriment of other objectives.
c) The game depicts well why frontal assaults are not a solution, it also depicts how undermotorized German infantry was and how weak German allies were (especially Romanians)
d) Map is splendid

A good scenario but Wehrmacht should have more power from the beginning (more tanks or if you can't change this, keep the same units but strength of 12 for most of tank and infantry units to show experience acquired from the fights in the West ?).
OK General RobertCL, you have disappointed High Command :)

But for your request you have 5 turns more now and the Luftwaffe (1 KG, 51 KG, 2 LG, 26 Westa, 27 JG, 51 JG) and Wehrmacht are reinforced (Artillery/StuG Abt). The motorised (truck) Wehrmacht Divisions units are historical. In history the AGN was not able to make the way to Leningrad on their own. To much resistance. So AGC had to send Panzer groups to help them. Maybe you have to send extra units to AGS or AGN to support them? Make a Blitzkrieg with strong Panzer units supported by Stuka's (you have got 4 Stukas) to reach the Stalin line. If you break thrue the Stalin line at a point you have got open terrain for your last objectives.
Barbarossa.rar
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lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by lennis29 » Mon Apr 06, 2020 5:58 pm

Greetings.
I can notice that in the last update the units are redesigned.
More compact, smaller, for my taste, they are much better now.
They should do that with the Germans too.

raider45
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by raider45 » Mon Apr 06, 2020 6:05 pm

Hi phcas,
can I take over my core units (after Battle of Britain) into the Balkans and then to Barbarossa with the new update / beta (Release 40), or are both maps pure scenarios in the moment?
grettings

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Mon Apr 06, 2020 8:37 pm

raider45 wrote:
Mon Apr 06, 2020 6:05 pm
Hi phcas,
can I take over my core units (after Battle of Britain) into the Balkans and then to Barbarossa with the new update / beta (Release 40), or are both maps pure scenarios in the moment?
grettings
Hi raider45

It must be possible to take your core units to every scenario in the campaign. In the Battle of Britain scenario you can not deploy ground core units but in the Balkans and Barbarossa you can deploy core ground units again. Only remember that every scenario have a max of coreunits. So if you buy a lot of core units you can not place them all.

If there are troubles with taking core units to the next scenario in the Campaign please tell me so I can fix it.

Greetings

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Tue Apr 07, 2020 7:23 am

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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Tue Apr 07, 2020 3:45 pm

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In the next update the Barbarossa scenario will be lost if Der Führer or Herr General get destroyed.

The victory conditions are changed. 35 turns now, victory in 30 turns will be decisive and in turn 31 to 35 marginal.

At the moment the victory conditions are wrong, you will win with 9 objectives and the A zone instead of 13 objectives and the A zone. It will be fixed in the next update.

phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.40

Post by phcas » Tue Apr 07, 2020 5:45 pm

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New in the next update in the Barbarossa scenario. 1x Propaganda Kompanie.

This is a switch unit. You will get orders to drive to a "zone" and then switch the unit to make a "propaganda movie". If you do so you will get prestige points. If you fail no points. If you get destroyed you have to pay points.

Also 3 "Scheinwerfer" (Searchlight) aux units will be new in Barbarossa. This units give friendly aircraft within a range of 3 hexes a +1 initiativ bonus.

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