today after re downloading the original PzC game.
I finally found some time and decided to give it another go, in order to install this Mod.
And yes, it was a success.
Good job Locarnus

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
There are some modifications on a few scenarios, not much in terms of extra units or difference in their deployment. But sometimes a few more aircraft, and more ai experience than in the normal game. That does not happen until later though so it will be a whil. Be careful of enemy AT's they pop up when you least expect it and they are camo'ed.faos333 wrote: ↑Sun Dec 31, 2023 1:32 pm First impressions on units’ changes Afrika Korps add-on
I always liked the Battlefield equipment and this mod expands on it, after play testing the first two scenarios, I definitely like the Afrika Korps add-on.
Units feel and play different and better than the original Slitherine game, adding variety and interest during play. In particular liked the variety of the many units offered, the BF 110 fighter/bomber role, the switchable mobile AA.
Question are any individual scenarios edited? in terms of AI units dispositions?
Oh, glad it worked out and you are able to test out the Addon!
faos333 wrote: ↑Sun Dec 31, 2023 1:32 pm First impressions on units’ changes Afrika Korps add-on
I always liked the Battlefield equipment and this mod expands on it, after play testing the first two scenarios, I definitely like the Afrika Korps add-on.
Units feel and play different and better than the original Slitherine game, adding variety and interest during play. In particular liked the variety of the many units offered, the BF 110 fighter/bomber role, the switchable mobile AA.
Question are any individual scenarios edited? in terms of AI units dispositions?
goose_2 wrote: ↑Sun Dec 31, 2023 1:49 pm There are some modifications on a few scenarios, not much in terms of extra units or difference in their deployment. But sometimes a few more aircraft, and more ai experience than in the normal game. That does not happen until later though so it will be a whil. Be careful of enemy AT's they pop up when you least expect it and they are camo'ed.![]()
With all the necessary testing of the new movement file, I unfortunately have very limited time for more additions and sweeping Bridge Engineer changes for this update.goose_2 wrote: ↑Sun Dec 31, 2023 1:49 pm I am chompin at the bit awaiting the 2024 update Locarnus has promised. I playtested Eben Emael this morning and am ready to try it out, but want the upgrades first and really hoping for a new SE unit available besides the standard inf and SE Bruckenpioniere.
Love this new mod and Napoleon Difficulty.![]()
Pleas SE Cavalry and any improvements to the Bridge Engineer would be much appreciated.Locarnus wrote: ↑Sun Dec 31, 2023 5:36 pm
With all the necessary testing of the new movement file, I unfortunately have very limited time for more additions and sweeping Bridge Engineer changes for this update.
As a compromise, I could give the Bridge Engineer +1 ini and +1 ground defense to directly increase usefulness.
And then reduce movement cost on river from -100 (takes all movement points) to 2 (takes exactly 2 movement points). So with the 2 base movement it does not change anything in that regard, but it now would allow a movement hero to have an effect, when moving onto normal river hexes.
For more SE selection on short notice, I could just make cavalry an SE unit. You only using it in 1940 would even be somewhat historical, since Germany actually expanded the use of cavalry during WW2.
Sorry, just found an inconsistency just before I wanted to publish the update yesterday.
There were few direct changes to the Battlefield Europe map in the last Addon updates and my focus is on the Grand Campaign for the next updates as well.tactical22 wrote: ↑Wed Jan 03, 2024 5:36 pm Hi Locarnus!!! Are you planning any major changes in the Battlefield Europe map? It would be nice some new changes to play again for Christmas!!!
Cheers mate and happy new year!!![]()
Hi there Locarnus,
Happy to see you continue your Addon playthrough of AK!faos333 wrote: ↑Fri Jan 05, 2024 11:27 pm
Hi there Locarnus,
I could not resist to start over Locarnus Afrika Korps Mod during free time in holidays.
And here I am, playing map 8, on General difficulty.
Below my comments, +/- sign symbolizes better/worse than the original Afrika Korps campaign.
Comments from play through so far:
On maps:
+ Noticed and liked the fact that are maps are to be played little different than the original Afrika Korps, due to equipment changes. For example lower fuel values for air units, result in airfields been a top priority while playing.
- Less prestige acquired. Although it does not bother me, I am reporting that currently on map 8, I am about 50% less prestige, than I was from a previous attempt with the original AK. Both played on General difficulty and following similar path for new units’ acquisitions.
Oh, yeah. The german rocket artillery rebalancing was mostly driven by Katyusha rebalancing.
Hm, it indeed looks a bit strange.faos333 wrote: ↑Sat Jan 13, 2024 12:53 am More comments on Units
Question regarding Fw 190 and Bf 109 fuel capacity
I examined the equipment file and read the differences in fuel between them.
In general, in the mod all variants of Bf 109 have more fuel than Fw 190.
I can understand that the main reason is to balance the game play and make it more challenging, but reality seems quite different.
[...]
Thank you, the Italian unit variety was greatly increased in response to the Afrika Korps playthrough and feedback by @goose_2!faos333 wrote: ↑Sat Jan 13, 2024 12:58 am Being in map 11 (Palestine) Afrika Korps,
I see now, that the mod can be played, with the one type house rule, they are so many variants of units, to choose from. Excellent job!
To improve the map Palestine an airfield should be added at 26,42, since there are no airfields in this area.
Also, the para forces in the north should use two leg artillery, instead of conventional ones and a paratrooper infantry.
Captured Churchill should be with 200 exp.
Finally, turns duration from 18 original AK -> 20, to avoid over strengthening units and rushing forward, which was a prominent feature of the original AK campaign map designers.
Hello!laubbaum13 wrote: ↑Mon Jan 29, 2024 6:52 pm Hi,
thank you very much for all your great work.
We have 3 little questions
1: the Infantry (Mot) unit don't have vehicles like Pioneers and Bridge construction units, why? We experienced this from 2.3 on.
2: also the upgrade from panzer 3 to panther doesn't work.
3: how to start the african campain, do it really start on balkan?
BR
So glad you did this so I am going to take it piece by piece as I take one of my breaks here at work:
Locarnus wrote: ↑Tue Jan 30, 2024 11:17 pm
A) Common Core of Napoleon Difficulty:
1. No more than 1 of same unit version (Rule of 1, except for the standard infantry without transport, you can have mutliple of those).
I say this goes to 1 even standard infantry unit once you build up enough units to utlilize enough of the variety of infantry units already available.
2. Double Rommel: Player gets 25% prestige & AI gets 200% prestige.
3. Double Field Marshall. Player gets 25% experience.
(I think ai is supposed to be set at 125% which will make a huge problem as we get later in the campaigns.)
4. "Reform units" advanced option activated.
5. No use of special campaign hero units (eg Rudel). Special campaign hero units can be sold for prestige.
6. Must accept first assigned random heroes. No save scumming perfect heroes.
(This is frustrating as it takes forever for me to even get a single hero, and 2 of the first 3 have been, meh.)
Locarnus wrote: ↑Tue Jan 30, 2024 11:17 pm B) Harder Rules for Napoleon Difficulty:
1. No overstrength allowed on any regular corps units. SE units you can over strengthen unlimited amounts.
(I do not follow this rule. I always overstrengthen my units before I upgrade, it is a tactic I have always played with, but do not overstrengthen otherwise.)
2. No more than half of the artillery corps can be mechanized.
(Most of mine are horse drawn.)
3. During the battles of 1939 no elite replacements are ever required.
4. During 1940 battles starting at Albert Canal: If the unit is below 1 star after regular replacement cost you must use elite replacements. If you are unable to do this, the unit must be kept in reserve until you can afford the elite replacement costs.
5. 1941 this rule applies to units below 2 stars.
6. 1942 this rule applies to units below 3 stars.
7. 1943 this rule applies to units below 3 stars.
8. 1944-45 this rule applies to units below 4 stars.
9. First time a unit is used, next deployment you do not have to use elite replacements.
10. Weather must be accepted and not reloaded.
11. AI gets bonus experience (eg 20%).
Locarnus wrote: ↑Tue Jan 30, 2024 11:17 pm C) Optional, personal preference rules:
1. Only use German units. No capturable units can be added to the corps (Locarnus opinion: This could make the campaign easier).
I use the Polish artillery, and Locarnus has convinced me to keep my extra units, for now. I may use the Somua in Stonne, or may just keep it back, I have not made a decision, yet.
2. Dice chess reduced rng. Makes the battles more predictable (Locarnus opinion: I like it, though it makes the game easier).
I will never use Dice Chess. I hate it. It removes the randomness that is found in war. Sometimes you can create all of the best plans in the world only to have it all come crashing down around you. This makes the game and each playthrough fun to play. To play it any other way would take away the fun for me, so no go on this ever.
3. No lost units can be restored, instead of "reform units option" from rule A6 in the paragraph above (Locarnus opinion: I have grown to dislike this playstyle. It is imho a major reason for frustration and consequently save scumming).
I am not sure I understand this rule. You mean you cannot give replacements while playing a scenario? If that is the case I have already broke this rule that I did not even know existed.)
4. Bonus insanity; Try to show off every unit type over the campaign. You can exclude one class upgrade path or one particular upgrade in each grouped military category (tanks, infantry…etc). No purchase tags items like JagdTiger and any extremely rare units you do not have to buy.
This sounds nice, but with such huge limits on kills and prestige itself I do not see how I can afford to play with this. Plus Locarnus's mod has an insane amount of units. I plan on showcasing about everyone he requests to be seen, but do not see how I can do all.
(5. Must show a Live play to earn the title of Napoleon. This does not mean literally show 6 consecutive hours of live play. Each map can be broken into as many parts as needed.)
Already do this. 3 for Albert Canal, but I will try to limit to 3 per most maps.
Thanks again Locarnus for this super fun mod that I am looking forward to utilizing the Italians in 1941, and thanks Richard for coming up with this complex and challenging new difficulty.Locarnus wrote: ↑Tue Jan 30, 2024 11:17 pm D) Deducter mod additional rules for Napoleon difficulty (omit this section with Locarnus Addon):
1. 3 SE infantry units must be in core. One must be a SE mountaineer. One SE regular that cannot become a grenadier and one that is SE Grenadier. No reloading for SE units. You can’t sell unless the second SE matches the first. This is to make it harder to ride SE tanks to victory.
All my SE Units will be some form of inferior equipment which will make my playthrough significantly harder than Night Phoenix's.
2. Must keep transports of SE units. As soon as possible, those transports need to be different from each other. One SE unit without a truck is required.
SE Bruckenpioniere is only unit with a truck available, and SE Pak has it as the option that makes it an inf.
3. Non SE Infantry can’t use truck transports. (rail, sea, and air allowed).
E) Extra, optional rules requiring scenario modding:
1. Airfields can be used to transport troops in Poland. One plane for each scenario. You must activate this in the map editor.
2. Exit hexes available for each map. Which means one unit exits and another can come in. You must add this in the map editor.
I do not know how to do this in editor, so leaving maps as set up.
Hi,Locarnus wrote: ↑Tue Jan 30, 2024 10:23 pmHello!laubbaum13 wrote: ↑Mon Jan 29, 2024 6:52 pm Hi,
thank you very much for all your great work.
We have 3 little questions
1: the Infantry (Mot) unit don't have vehicles like Pioneers and Bridge construction units, why? We experienced this from 2.3 on.
2: also the upgrade from panzer 3 to panther doesn't work.
3: how to start the african campain, do it really start on balkan?
BR
ad 1: I'm not quite sure which unit and version you mean. The Hungarian motorized infantry or the normal Wehrmacht infantry? Or the Standard infantry bonus unit for the Grand Campaign with Addon? I'm guessing with 2.3 you mean Battlefield Europe mod 2.3.
ad 2: Panzer 3 and Panther are not in the same upgrade family when playing with my "Locarnus Addon". Having those two in the same upgrade family is exclusive to Battlefield Europe without Addon. With Addon you instead have the in-family upgrade options from Panzer III to Flammpanzer III, all StuG III versions, StuH 42 and StuIG 33B.
ad 3: Afrika Korps is started from the bottom left picture on that screen with the 5 photos (see "How to start the campaigns" section in the first post of this thread). Clicking on that picture should also display "Afrika Korps" where it says "1941 - Barbarossa" in the following screenshot.
First scenario for "Afrika Korps" campaign is called "LocAK Recon in Force" when trying to save it and is set in Africa, mostly west of Tobruk.
If that is not the case and it brings you to some Balkan scenario instead, then there must be some issue with the "Locarnus Addon" installation.
The current main menu screen with the "Locarnus Addon version 2024-01" installed should look like this:
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