New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.80
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Any feedback on the gameplay of Pearl Harbor someone?
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- Sergeant First Class - Elite Panzer IIIL
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- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hello PHCAS,
I tried the campaign (so no choice of difficulty), the gameplay seems balanced.
I was surprised that the torpedo planes carried 5 torpedoes but for the gameplay, it's just because it takes 2 assault waves to complete the objectives.
Certain animations should perhaps be reviewed in particular for the air damage undergone (the enemy plane disappears without any animation, at least it is my impression) and the animation of attack of the zeros (I had the impression that there was only one shot, not a burst).
But these are just details that can be easily tweaked later.
The scenario and the theater of operations pleased me, much more.
DMP had started its Japanese campaign with the invasion of China, are you planning to do this?
I will replay the scenario because the premature end in turn 20 prevented me from winning (I have 2 hangar points left to destroy and repatriate my planes, but with 23 turns, this may be fair ...)
I wish the whole team a lot of courage to continue this exciting adventure.
Best regards
Yves
I tried the campaign (so no choice of difficulty), the gameplay seems balanced.
I was surprised that the torpedo planes carried 5 torpedoes but for the gameplay, it's just because it takes 2 assault waves to complete the objectives.
Certain animations should perhaps be reviewed in particular for the air damage undergone (the enemy plane disappears without any animation, at least it is my impression) and the animation of attack of the zeros (I had the impression that there was only one shot, not a burst).
But these are just details that can be easily tweaked later.
The scenario and the theater of operations pleased me, much more.
DMP had started its Japanese campaign with the invasion of China, are you planning to do this?
I will replay the scenario because the premature end in turn 20 prevented me from winning (I have 2 hangar points left to destroy and repatriate my planes, but with 23 turns, this may be fair ...)
I wish the whole team a lot of courage to continue this exciting adventure.
Best regards
Yves
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- Master Sergeant - Bf 109E
- Posts: 482
- Joined: Sun Apr 30, 2017 11:18 am
- Location: France
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hello PHCAS.
The Frenchman will issue an opinion. I installed the little update (0.46a) to keep the game up to date and I ran it in the scenarios (thanks AKRebel for the info). Ships (Arizona, Utah and Oklahoma) are not easy to sink and you have to do it with dive bombers and torpedoes bombers. The other bombers, I have assigned them to the flak, Hickham Field and Ford Island. Small submarines are of no use to me, as they are in real life. I like the three spies. They avoid the use of reconnaissance planes. 23 turns seems "just" to me to win. But you have to focus only on the targets described in the briefing to win. No scattering is tolerated. The balance is: 5 attacks by aircraft and return to the aircraft carriers to resupply, but watch out for the number of turns! I made 4 attacks and I refuel only the torpedoes bombers. That's my choice. I also brought the carriers back as close to Pearl Harbor as possible. I can't say if the sounds are ok because I play with my music in my headphones (appropriate music: ACDC Highway to Hell !!).
Greetings from France
Bruno
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- Master Sergeant - Bf 109E
- Posts: 482
- Joined: Sun Apr 30, 2017 11:18 am
- Location: France
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hello Yves.glaude1955 wrote: ↑Thu Jul 16, 2020 6:30 am Hello PHCAS,
I tried the campaign (so no choice of difficulty), the gameplay seems balanced.
I was surprised that the torpedo planes carried 5 torpedoes but for the gameplay, it's just because it takes 2 assault waves to complete the objectives.
Certain animations should perhaps be reviewed in particular for the air damage undergone (the enemy plane disappears without any animation, at least it is my impression) and the animation of attack of the zeros (I had the impression that there was only one shot, not a burst).
But these are just details that can be easily tweaked later.
The scenario and the theater of operations pleased me, much more.
DMP had started its Japanese campaign with the invasion of China, are you planning to do this?
I will replay the scenario because the premature end in turn 20 prevented me from winning (I have 2 hangar points left to destroy and repatriate my planes, but with 23 turns, this may be fair ...)
I wish the whole team a lot of courage to continue this exciting adventure.
Best regards
Yves
The game must start in scénario and you can choice the level of difficulty. NOT CAMPAIGN.
Le jeu se lance dans les scénarios et tu peux choisir le niveau de difficulté. PAS DANS LA CAMPAGNE. J'ai fais aussi cette erreur. Installe aussi le patch 0.46a.
Greetings from France my friend.
Bruno
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hi Yves,glaude1955 wrote: ↑Thu Jul 16, 2020 6:30 am Hello PHCAS,
I tried the campaign (so no choice of difficulty), the gameplay seems balanced.
I was surprised that the torpedo planes carried 5 torpedoes but for the gameplay, it's just because it takes 2 assault waves to complete the objectives.
Certain animations should perhaps be reviewed in particular for the air damage undergone (the enemy plane disappears without any animation, at least it is my impression) and the animation of attack of the zeros (I had the impression that there was only one shot, not a burst).
But these are just details that can be easily tweaked later.
The scenario and the theater of operations pleased me, much more.
DMP had started its Japanese campaign with the invasion of China, are you planning to do this?
I will replay the scenario because the premature end in turn 20 prevented me from winning (I have 2 hangar points left to destroy and repatriate my planes, but with 23 turns, this may be fair ...)
I wish the whole team a lot of courage to continue this exciting adventure.
Best regards
Yves
We plan to start the Japanese campaign with the invasion of China. Only simple the Chinese units are not ready yet. That's why we did Pearl Harbor first to show what the Pacific will look like. But later on the Japanese Campaign will start with the invasion of China.
Is 23 turns OK to everyone?
Just busy to update the US infantry and make the US Pacific infantry
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Thanks for the feedbacknono hard et heavy wrote: ↑Thu Jul 16, 2020 7:35 amHello PHCAS.
The Frenchman will issue an opinion. I installed the little update (0.46a) to keep the game up to date and I ran it in the scenarios (thanks AKRebel for the info). Ships (Arizona, Utah and Oklahoma) are not easy to sink and you have to do it with dive bombers and torpedoes bombers. The other bombers, I have assigned them to the flak, Hickham Field and Ford Island. Small submarines are of no use to me, as they are in real life. I like the three spies. They avoid the use of reconnaissance planes. 23 turns seems "just" to me to win. But you have to focus only on the targets described in the briefing to win. No scattering is tolerated. The balance is: 5 attacks by aircraft and return to the aircraft carriers to resupply, but watch out for the number of turns! I made 4 attacks and I refuel only the torpedoes bombers. That's my choice. I also brought the carriers back as close to Pearl Harbor as possible. I can't say if the sounds are ok because I play with my music in my headphones (appropriate music: ACDC Highway to Hell !!).
Greetings from France
Bruno
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- Senior Corporal - Ju 87G
- Posts: 76
- Joined: Thu Feb 07, 2008 12:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hi PHCAS, I have a little correction for you ;o)phcas wrote: ↑Thu Jul 16, 2020 8:27 amHi Yves,glaude1955 wrote: ↑Thu Jul 16, 2020 6:30 am Hello PHCAS,
I tried the campaign (so no choice of difficulty), the gameplay seems balanced.
I was surprised that the torpedo planes carried 5 torpedoes but for the gameplay, it's just because it takes 2 assault waves to complete the objectives.
Certain animations should perhaps be reviewed in particular for the air damage undergone (the enemy plane disappears without any animation, at least it is my impression) and the animation of attack of the zeros (I had the impression that there was only one shot, not a burst).
But these are just details that can be easily tweaked later.
The scenario and the theater of operations pleased me, much more.
DMP had started its Japanese campaign with the invasion of China, are you planning to do this?
I will replay the scenario because the premature end in turn 20 prevented me from winning (I have 2 hangar points left to destroy and repatriate my planes, but with 23 turns, this may be fair ...)
I wish the whole team a lot of courage to continue this exciting adventure.
Best regards
Yves
We plan to start the Japanese campaign with the invasion of China. Only simple the Chinese units are not ready yet. That's why we did Pearl Harbor first to show what the Pacific will look like. But later on the Japanese Campaign will start with the invasion of China.
Is 23 turns OK to everyone?
Just busy to update the US infantry and make the US Pacific infantry
x02010_Infantry43.png
x02010_USMC_Marines41.png
x02010_USMC_HW41.png
Greetings
The United States Marine Corps (USMC) is an independent part of the US forces and not part of the US Navy (like the SS was not part of the Wehrmacht - sorry for the comparsion).
But - well done icons!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hello!
I tried the 20-turn version. With a loss at the end.
By the 13-15th turn, I completed the main tasks. I do not remember exactly.
By turns 18-19, I sank all the battleships.
Although I forgot to move one group of planes, I only remembered them on the 13th turn.
I think it was pretty easy.
Japan has too many units.
At the same time, there are not so many targets for them. Because only attacking the main targets makes sense.
I also carried out the attack in one wave, without refuels.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- Sergeant First Class - Elite Panzer IIIL
- Posts: 449
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Too many planes? I do not find
1) to destroy as many ships as possible (Each sunken ship brings significant prestige during a campaign, not useful if only one scenario)
2) because the targets are hard to sink and the hangars very hard to destroy.
3) It took me 2 waves of assault to achieve (almost, but I will retry) the main objectives.
Perhaps the condition for returning planes should be removed. To be discussed with the community.
Of course this is only my point of view and this in the perspective of a campaign.
Best regards
Yves
1) to destroy as many ships as possible (Each sunken ship brings significant prestige during a campaign, not useful if only one scenario)
2) because the targets are hard to sink and the hangars very hard to destroy.
3) It took me 2 waves of assault to achieve (almost, but I will retry) the main objectives.
Perhaps the condition for returning planes should be removed. To be discussed with the community.
Of course this is only my point of view and this in the perspective of a campaign.
Best regards
Yves
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Unfortunately it is impossible to separate ammo for ground and air attack. Ideally torpedo planes would carry just one torpedo (single engined) or maybe 2 (heavier multi-engined planes, where applicable) but in that case they would also have just one defensive air attack shot. And if attacked by a fighter, they would lose their torpedo too (ammo = 0).glaude1955 wrote: ↑Thu Jul 16, 2020 6:30 am I was surprised that the torpedo planes carried 5 torpedoes
This is one of the shortcomings of the "General" games that i always found a bit annoying - there should be separate ammo for primary and secondary type of attack in units. Also, a separate hard attack against tanks and other armored vehicles on one hand and bunkers and other fortified structures on other would be nice too.
But that's a different topic.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Okay with weapons maybe we won't at least force the player to fly where airplane icons are drawn ) One hell of a thing all their carriers are pulling up to the very shore )))
https://topwar.ru/120001-palubnaya-avia ... st-ix.html
https://topwar.ru/120001-palubnaya-avia ... st-ix.html
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
always nice what sources uzbek2012 finds. Keep it up...uzbek2012 wrote: ↑Thu Jul 16, 2020 3:47 pm Okay with weapons maybe we won't at least force the player to fly where airplane icons are drawn ) One hell of a thing all their carriers are pulling up to the very shore )))
https://topwar.ru/120001-palubnaya-avia ... st-ix.html
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
AKRebel wrote: ↑Thu Jul 16, 2020 4:28 pmalways nice what sources uzbek2012 finds. Keep it up...uzbek2012 wrote: ↑Thu Jul 16, 2020 3:47 pm Okay with weapons maybe we won't at least force the player to fly where airplane icons are drawn ) One hell of a thing all their carriers are pulling up to the very shore )))
https://topwar.ru/120001-palubnaya-avia ... st-ix.html
Don't worry I still have a lot of Material, information and suggestions )
https://zen.yandex.ru/media/id/5dd92979 ... 680f1533a7
UNDERWATER KAMIKAZES. COMBAT LEECHES OF WORLD WAR II
http://militarylib.com/ww2/ww2-fleet-bo ... rovoy.html
http://militarylib.com/magazines/soldie ... -1942.html
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hi WurschtmaxeWurschtmaxe wrote: ↑Thu Jul 16, 2020 9:17 am
Hi PHCAS, I have a little correction for you ;o)
The United States Marine Corps (USMC) is an independent part of the US forces and not part of the US Navy (like the SS was not part of the Wehrmacht - sorry for the comparsion).
This must be better. Thanks.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hi Intenso82Intenso82 wrote: ↑Thu Jul 16, 2020 9:45 amHello!
I tried the 20-turn version. With a loss at the end.
By the 13-15th turn, I completed the main tasks. I do not remember exactly.
By turns 18-19, I sank all the battleships.
Although I forgot to move one group of planes, I only remembered them on the 13th turn.
I think it was pretty easy.
Japan has too many units.
At the same time, there are not so many targets for them. Because only attacking the main targets makes sense.
I also carried out the attack in one wave, without refuels.
* Japan has too many units.
There were 6 Japanese carriers at Pearl harbor. All six had Zero fighters, VAL dive bombers/Kate torpedo bombers and Kate bombers. That's what you see in the scenario.
* At the same time, there are not so many targets for them. Because only attacking the main targets makes sense.
Every surface ship you destroy beside the main targets give you 200/300 prestige points. We can make 1 more main target ship if players think that's better.
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
The number of ammo is always a issue. How many aircraft represents 1 aircraft unit? 10? 12? A ship is only 1 ship. It remains a trade-off between balance, historic facts and playabilityRadoye wrote: ↑Thu Jul 16, 2020 1:58 pmUnfortunately it is impossible to separate ammo for ground and air attack. Ideally torpedo planes would carry just one torpedo (single engined) or maybe 2 (heavier multi-engined planes, where applicable) but in that case they would also have just one defensive air attack shot. And if attacked by a fighter, they would lose their torpedo too (ammo = 0).glaude1955 wrote: ↑Thu Jul 16, 2020 6:30 am I was surprised that the torpedo planes carried 5 torpedoes
This is one of the shortcomings of the "General" games that i always found a bit annoying - there should be separate ammo for primary and secondary type of attack in units. Also, a separate hard attack against tanks and other armored vehicles on one hand and bunkers and other fortified structures on other would be nice too.
But that's a different topic.
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- Sergeant First Class - Elite Panzer IIIL
- Posts: 449
- Joined: Tue Sep 01, 2015 6:55 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
Hello PHCAS,
For the USMC, we should rather put a more visible flag of this Elite Corps. (I like the red background)
Our American friends could advise you better.
For the USMC, we should rather put a more visible flag of this Elite Corps.
Our American friends could advise you better.
I do not know if the flag with the white star of the American Army is displayed next to the distinctive flag of this Corps
Best regards
Yves
For the USMC, we should rather put a more visible flag of this Elite Corps. (I like the red background)
Our American friends could advise you better.
For the USMC, we should rather put a more visible flag of this Elite Corps.
Our American friends could advise you better.
I do not know if the flag with the white star of the American Army is displayed next to the distinctive flag of this Corps
Best regards
Yves
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
glaude1955 wrote: ↑Fri Jul 17, 2020 11:45 am Hello PHCAS,
For the USMC, we should rather put a more visible flag of this Elite Corps. (I like the red background)
Our American friends could advise you better.
For the USMC, we should rather put a more visible flag of this Elite Corps.
Our American friends could advise you better.
I do not know if the flag with the white star of the American Army is displayed next to the distinctive flag of this Corps
Best regards
Yves
usmc.jpg
https://fishki.net/2972324-morpehi-sssr ... 0568818546
https://zen.yandex.ru/media/id/5d7eaeab ... 3aab436b78
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
glaude1955 wrote: ↑Fri Jul 17, 2020 11:45 am Hello PHCAS,
For the USMC, we should rather put a more visible flag of this Elite Corps. (I like the red background)
Our American friends could advise you better.
For the USMC, we should rather put a more visible flag of this Elite Corps.
Our American friends could advise you better.
I do not know if the flag with the white star of the American Army is displayed next to the distinctive flag of this Corps
Best regards
Yves
usmc.jpg
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.46
feedback for pearl harbor:
I was a little skeptical at first because I thought it would be like order of battle but I was pleasantly surprised: in fact there are no fuel problems but ammunition. I was able to destroy a lot of ships for 900 prestige in total( 3 or 4 ships left) and it was a real butchery as historically, so quite a pleasure to play it ! i made it in less than 13 turns with just one wave. No refuel.
But , here are some flaws for me:
- the 2 hangars are too hard to destroy or I missed something to destroy them: I did not manage to destroy the second . I only did 1 damage each time! so 10 attacks for a hangar ??
- I destroyed all the planes parked defenseless on the airfields except one and I therefore have no air opposition (just 2 planes in all) . Good , but I think that the zeros should have a shorter fuel limit and therefore not be able to go on all the airfields then come back to the center : player should have to choose: either he will go to destroy planes to the north or south, or he will go to center help bombers . For me, I was able to do both! i was surprised , i could have clean all airfield with just one zero !
- the spies are a good idea but i was thinking they couldn't die so i moved them to get more extra information and i lost 2 of them !
- I used the 5 japanese submarines by destroying one net. Very cool to play but no real opposition when i entered in the harbor. Why not some closer DD ? I saw 3 or 4 DD in the east but they didn't move. (and i destroyed the patrol boat with a plane)
- At the end of the scenario, when i brought back all my planes "behind the line " , i also brought back all my ships but i discovered it was useless. Only planes have to come back. in fact, it is useless to approcah the ships near the island . why not just oblige the player to go back the line also with all ships to win the mission ?
and one last question: are the air units core units for the next mission ? if yes, i got some damaged planes and it could be interesting to be play more careful . I wasn't cautious with dmg taken ...
So this scenario is rather well made! good work !
Sorry for my school english.
I was a little skeptical at first because I thought it would be like order of battle but I was pleasantly surprised: in fact there are no fuel problems but ammunition. I was able to destroy a lot of ships for 900 prestige in total( 3 or 4 ships left) and it was a real butchery as historically, so quite a pleasure to play it ! i made it in less than 13 turns with just one wave. No refuel.
But , here are some flaws for me:
- the 2 hangars are too hard to destroy or I missed something to destroy them: I did not manage to destroy the second . I only did 1 damage each time! so 10 attacks for a hangar ??
- I destroyed all the planes parked defenseless on the airfields except one and I therefore have no air opposition (just 2 planes in all) . Good , but I think that the zeros should have a shorter fuel limit and therefore not be able to go on all the airfields then come back to the center : player should have to choose: either he will go to destroy planes to the north or south, or he will go to center help bombers . For me, I was able to do both! i was surprised , i could have clean all airfield with just one zero !
- the spies are a good idea but i was thinking they couldn't die so i moved them to get more extra information and i lost 2 of them !
- I used the 5 japanese submarines by destroying one net. Very cool to play but no real opposition when i entered in the harbor. Why not some closer DD ? I saw 3 or 4 DD in the east but they didn't move. (and i destroyed the patrol boat with a plane)
- At the end of the scenario, when i brought back all my planes "behind the line " , i also brought back all my ships but i discovered it was useless. Only planes have to come back. in fact, it is useless to approcah the ships near the island . why not just oblige the player to go back the line also with all ships to win the mission ?
and one last question: are the air units core units for the next mission ? if yes, i got some damaged planes and it could be interesting to be play more careful . I wasn't cautious with dmg taken ...
So this scenario is rather well made! good work !
Sorry for my school english.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
Panzer corps mods archive : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/