Modern Conflicts 2.15 (RELEASED)

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Thunderhog
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Thunderhog »

Estherr wrote: Wed Feb 19, 2025 7:10 pm There's no standalone DPRK campaign in 2.0. You WILL fight alongside DPRK troops later in Chinese campaign though. Hope it's not too much of a spoilers =)
Yes, that's what I meant. It's in the first mission where you fight alongside North Korea. Also, Pyongyang for some reason is a one tile city (unless there are multiple Pyongyang's in North Korea. Plus you fight on the eastern area of Korea not on the west)
Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

Thunderhog wrote: Thu Feb 20, 2025 2:26 am
Estherr wrote: Wed Feb 19, 2025 7:10 pm There's no standalone DPRK campaign in 2.0. You WILL fight alongside DPRK troops later in Chinese campaign though. Hope it's not too much of a spoilers =)
Yes, that's what I meant. It's in the first mission where you fight alongside North Korea. Also, Pyongyang for some reason is a one tile city (unless there are multiple Pyongyang's in North Korea. Plus you fight on the eastern area of Korea not on the west)
There is a town that apparently has the same name as the capital 8)
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.05 (RELEASED)

Post by bondjamesbond »

Akkula wrote: Thu Feb 20, 2025 2:40 am
Thunderhog wrote: Thu Feb 20, 2025 2:26 am
Estherr wrote: Wed Feb 19, 2025 7:10 pm There's no standalone DPRK campaign in 2.0. You WILL fight alongside DPRK troops later in Chinese campaign though. Hope it's not too much of a spoilers =)
Yes, that's what I meant. It's in the first mission where you fight alongside North Korea. Also, Pyongyang for some reason is a one tile city (unless there are multiple Pyongyang's in North Korea. Plus you fight on the eastern area of Korea not on the west)
There is a town that apparently has the same name as the capital 8)
From the cunning North Koreans everything can be expected maybe it's Pyongyang's 2 :lol:
https://kulturologia.ru/blogs/281215/27780/
https://nypost.com/2014/07/11/the-myste ... as-border/

Will the Pakistan army be in a future update !?
https://inosmi.ru/20190301/244673031.html
https://altyn73.livejournal.com/1236485.html
https://vestnik-rm.ru/news/oborona-i-be ... lerka-foto
http://pro-tank.ru/brone-world/pakistan
https://thediplomat.com/2019/02/india-a ... -overview/
https://en.topwar.ru/5641-osnovnye-boev ... istan.html
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Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

No new nations for the time being.
To create new rosters consumes a lot of time, to create China, Japan, SK, NK, etc took me a LOT of efforts (a lot).
So for, I will focus on creating new campaigns, scenarios and some units (maybe add the Indian navy sometime).

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Thunderhog
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Thunderhog »

I hope for the next campaign to be a US/South Korea/Japan Grand Campaign against China/North Korea
Thunderhog
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Thunderhog »

Also, an interesting fictional campaign I'd like to see is a US allied with Russia campaign as a fictional what if against either China or the EU
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Re: Modern Conflicts 2.05 (RELEASED)

Post by bondjamesbond »

Akkula wrote: Thu Feb 20, 2025 1:38 pm No new nations for the time being.
To create new rosters consumes a lot of time, to create China, Japan, SK, NK, etc took me a LOT of efforts (a lot).
So for, I will focus on creating new campaigns, scenarios and some units (maybe add the Indian navy sometime).

Best regards,
Akkula.
Yeah I realise you're doing a great job and we have a mini cult following here already ) Sad only one thing that there is no Vietnam could be made the second socialist war, the first was in 1979, and so your mod is difficult but awesome !!!!
Sometimes referred to as the first war in history between socialist states (by analogy with ‘first imperialist’ - ‘first socialist’)
https://life.ru/p/1118351
https://pikabu.ru/story/vetnamskiy_blit ... ka_6189187
https://en.topwar.ru/172830-kak-krasnye ... -goda.html
https://vk.com/@military_politik-pervay ... kaya-voina
https://ru.wikipedia.org/wiki/Китайско- ... ская_война
https://aif.ru/society/history/pervaya_ ... _1979_godu
During the US war against Vietnam, according to the recollections of a participant in those events, a Soviet military officer quarrelled with a Dak Kong officer. They agreed to a duel with homemade crossbows. Thank God, joint efforts managed to calm down the duelists. There was reconciliation and joint drinking of something stronger than tea. The Vietnamese told that their duelist specialised in destroying American helicopter pilots with a crossbow, for which he was presented with the title of Hero of Vietnam. Ours would certainly not have been so lucky then.....
https://komodo74.livejournal.com/22751847.html
:lol: I'm not suggesting shooting down helicopters with a crossbow, but guys with MANPADS wouldn't be superfluous ;)
https://en.wikipedia.org/wiki/People%27 ... ial_Forces

Я почему то проигрываю внезапно на 7 ходу и не могу понять почему .....
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Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

Hello guys.
I am working on Update 2.1. It will contain:
- New historical and fictional scenarios (how many, I don't know)
- New units
- Units icons reworked/improved.
- Bug fixes and small equipment adjustments.
I will post some screenshots later.

In parallel, I am planning to add TWO short campaigns related to the WW3 Story. Although, I don't know when those will be ready.

So far, 2.0/2.05 has 240 downloads :) So, THANK YOU to all the Modern Conflicts enthusiasts.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.05 (RELEASED)

Post by bondjamesbond »

[quote=Akkula]
Hello guys.
I am working on Update 2.1. It will contain:
- New historical and fictional scenarios (how many, I don't know)
- New units
- Units icons reworked/improved.
- Bug fixes and small equipment adjustments.
I will post some screenshots later.

In parallel, I am planning to add TWO short campaigns related to the WW3 Story. Although, I don't know when those will be ready.

So far, 2.0/2.05 has 240 downloads :) So, THANK YOU to all the Modern Conflicts enthusiasts.

Best regards,
Akkula.
[/quote]



This is great news ) Would download more but many have problems with the ability to download from mediafire.com well as difficulties on the very installation of the mod ) Sometimes have to explain to tribesmen on their fingers and with photos but not always alas to them reaches ))))

https://ru.wikipedia.org/wiki/Железный_купол
https://en.topcor.ru/22062-ssha-razvern ... itaja.html
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Imeror
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Imeror »

Akkula wrote: Thu Feb 27, 2025 11:51 pm Hello guys.
I am working on Update 2.1. It will contain:
- New historical and fictional scenarios (how many, I don't know)
- New units
- Units icons reworked/improved.
- Bug fixes and small equipment adjustments.
I will post some screenshots later.

In parallel, I am planning to add TWO short campaigns related to the WW3 Story. Although, I don't know when those will be ready.

So far, 2.0/2.05 has 240 downloads :) So, THANK YOU to all the Modern Conflicts enthusiasts.

Best regards,
Akkula.

It's nice to see you still working on your project since all those years... 2016, according to the first post on this thread!
That's what we call dedication! I guess most users will stay as long as you work on it since quality is always here. MC may be not as popular as "PAK mod" or "Battlefield: Europe"; it is yet definitively among them a classic mod for the Panzer Corps community.

I'm glad to be among those 240 downloads... I even contributed twice since I knew the short-lived 2.0 we awaited for so long :lol:



About equipment adjustments, can we bring things up for you? For exemple, the US reapers drone in recon mode had it's SA and HA attack removed in last update; but the UK one still have "1 attack" in both category.
I sometimes see little oddities like this one, I could note them somewhere each time I encounter one :)

Similar questions about new units. There is still some "basic holes" about some major (or should I say "semi-major", since "real major" are 100% finished) factions. For examples, Ukraine still has no combat engineer unit.



I wish you very good continuation for the rest of your project :)
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

Imeror wrote: Fri Feb 28, 2025 3:47 pm It's nice to see you still working on your project since all those years... 2016, according to the first post on this thread!
Jeez, I was looking at the very first screenshots of 2016..... I almost throw up, those first icons were so horrible :oops:
Although now the mod has decent icons, there is still some work to do in that matter.
Imeror wrote: Fri Feb 28, 2025 3:47 pm About equipment adjustments,
Exactly, adjusting some inconsistencies and some minor balance tweaks is what you might expect in the next update.
I will leave major rebalancing of the naval warfare for the near future.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.05 (RELEASED)

Post by bondjamesbond »

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outofspace1
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Re: Modern Conflicts 2.05 (RELEASED)

Post by outofspace1 »

Akkula

First of all, I would like to thank you for version 2.05. Excellent work. In version 2.1 could you add Spike (Anti-tank guided missile) to the Polish military?

It has been on the armament since 2003.

"A total of 2,675 Spike LR missiles with 264 launchers and training systems were ordered in 2003 in a deal worth $425 million with deliveries completed by 2013."

https://en.wikipedia.org/wiki/Spike_(missile)
Thunderhog
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Thunderhog »

outofspace1 wrote: Tue Mar 04, 2025 9:15 am Akkula

First of all, I would like to thank you for version 2.05. Excellent work. In version 2.1 could you add Spike (Anti-tank guided missile) to the Polish military?

It has been on the armament since 2003.

"A total of 2,675 Spike LR missiles with 264 launchers and training systems were ordered in 2003 in a deal worth $425 million with deliveries completed by 2013."

https://en.wikipedia.org/wiki/Spike_(missile)
We have RPG Infantry, ATGM Infantry, and now we get ATGM (Long Range Fire and Forget) Infantry
Imeror
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Imeror »

Akkula wrote: Fri Feb 28, 2025 7:03 pm
I will leave major rebalancing of the naval warfare for the near future.

If you have the idea to rethink and rebalance naval warfare, I remembered something that could interest you. :idea:

There was a sub-mod by Rimski-One that tried some experimentations with the Modern Conflicts mod. (Link here: https://www.slitherine.com/forum/viewtopic.php?t=115133).
Among his work, he touched on the naval system and found (in my opinion) an excellent idea that could interest you for the main mod.


In MC: surface ships (excluding aircraft carriers) can perform either anti-surface or anti-submarine missions, reflecting their real-life capabilities. If they can do both, the player can change their role by simply clicking on the green role button. This is a clever system that allows our warships to conduct two different missions, something they can do in real life. However, some vessels have another role that is not represented in MC: air defense missions.

In Rimski-One's sub-mod, another role is added. Some ships have three modes: anti-surface, anti-submarine (the two as in your mod), and anti-air. In anti-air mode, the ship acts like any other ground AA unit and automatically fires at any aircraft trying to attack friendly units. This encourages the player to organize their fleet formation wisely, ensuring it is protected against any potential enemy threat, and avoid leaving any ship isolated in hostile waters or too far the crucial carrier. It could also be interesting to add more NA to strike aircraft equipped with anti-ship missiles, as a real naval deterrent would exist.
In my humble opinion, the interaction between air and naval (minus the helicopters able to hunt sumbmarine, long range recon of AWACS and the mobile airfield that is a carrier) is currently pretty limited. Having strong anti-ship strike aircraft and powerful anti-air frigates as deterrent could create a new interesting dynamic between those two fields.

I take an example from the French Marine Nationale carrier group (since it's the equipment I know best): while the Horizon class can indeed conduct anti-surface and anti-submarine missions (as represented in the mod), its most important mission is to protect the fleet against any aircraft or missiles that could approach other ships; while the Aquitaine class is more specialized in the two roles that exist in MC, and the lightly armed Lafayette class primarily acts as a "support" vessel with anti-ship weapons. Like in any fleet, each ship have a specific role, even if some can complement each other.

These changes would force the player to choose the right vessel for the right mission and give more value to versatile ships. For example, "Sure, my Aquitaine class is perfect for hunting submarines and can also attack enemy ships, but to protect my carrier against all threats, including those from above, I need to use a Horizon class ship to escort it."



Rimski-One also implemented a naval mine system, with minesweepers having the same trait as engineers and minefields representing naval mines on the water. This adds another strategic element to naval warfare.

Maybe I have a bias since naval equipment is my favorite, but I think this could give more importance to the MC naval system on a whole.


I believe these improvements could give more importance to the MC naval system and make naval warfare more engaging and strategic. I had a lot of fun with the naval part of Rimski-One's sub-mod and thought it might interest you to consider using his system. It was really excellent. :mrgreen:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
bondjamesbond
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Re: Modern Conflicts 2.05 (RELEASED)

Post by bondjamesbond »

Imeror wrote: Tue Mar 04, 2025 2:48 pm
Akkula wrote: Fri Feb 28, 2025 7:03 pm
I will leave major rebalancing of the naval warfare for the near future.

If you have the idea to rethink and rebalance naval warfare, I remembered something that could interest you. :idea:

There was a sub-mod by Rimski-One that tried some experimentations with the Modern Conflicts mod. (Link here: https://www.slitherine.com/forum/viewtopic.php?t=115133).
Among his work, he touched on the naval system and found (in my opinion) an excellent idea that could interest you for the main mod.


In MC: surface ships (excluding aircraft carriers) can perform either anti-surface or anti-submarine missions, reflecting their real-life capabilities. If they can do both, the player can change their role by simply clicking on the green role button. This is a clever system that allows our warships to conduct two different missions, something they can do in real life. However, some vessels have another role that is not represented in MC: air defense missions.

In Rimski-One's sub-mod, another role is added. Some ships have three modes: anti-surface, anti-submarine (the two as in your mod), and anti-air. In anti-air mode, the ship acts like any other ground AA unit and automatically fires at any aircraft trying to attack friendly units. This encourages the player to organize their fleet formation wisely, ensuring it is protected against any potential enemy threat, and avoid leaving any ship isolated in hostile waters or too far the crucial carrier. It could also be interesting to add more NA to strike aircraft equipped with anti-ship missiles, as a real naval deterrent would exist.
In my humble opinion, the interaction between air and naval (minus the helicopters able to hunt sumbmarine, long range recon of AWACS and the mobile airfield that is a carrier) is currently pretty limited. Having strong anti-ship strike aircraft and powerful anti-air frigates as deterrent could create a new interesting dynamic between those two fields.

I take an example from the French Marine Nationale carrier group (since it's the equipment I know best): while the Horizon class can indeed conduct anti-surface and anti-submarine missions (as represented in the mod), its most important mission is to protect the fleet against any aircraft or missiles that could approach other ships; while the Aquitaine class is more specialized in the two roles that exist in MC, and the lightly armed Lafayette class primarily acts as a "support" vessel with anti-ship weapons. Like in any fleet, each ship have a specific role, even if some can complement each other.

These changes would force the player to choose the right vessel for the right mission and give more value to versatile ships. For example, "Sure, my Aquitaine class is perfect for hunting submarines and can also attack enemy ships, but to protect my carrier against all threats, including those from above, I need to use a Horizon class ship to escort it."



Rimski-One also implemented a naval mine system, with minesweepers having the same trait as engineers and minefields representing naval mines on the water. This adds another strategic element to naval warfare.

Maybe I have a bias since naval equipment is my favorite, but I think this could give more importance to the MC naval system on a whole.


I believe these improvements could give more importance to the MC naval system and make naval warfare more engaging and strategic. I had a lot of fun with the naval part of Rimski-One's sub-mod and thought it might interest you to consider using his system. It was really excellent. :mrgreen:
So, some modifications have already implemented switching the firing mode from normal to anti-aircraft on ships and torpedo-carrier planes, so you can hide the torpedo (well, torpedoes are rarely attached to planes now, but cruise missiles are launched from strategic bombers). But we still have to hover over an aircraft carrier to bomb it ))))
https://www.slitherine.com/forum/viewto ... 3#p1048663
https://ru.wikipedia.org/wiki/Крылатая_ракета
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Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

Imeror wrote: Tue Mar 04, 2025 2:48 pm
Akkula wrote: Fri Feb 28, 2025 7:03 pm
I will leave major rebalancing of the naval warfare for the near future.

If you have the idea to rethink and rebalance naval warfare,
Hello Imeror,
Thanks a lot for your suggestions :D
Regarding the anti air capabilities (in terms of the game) of the ships, yes, I also thought about the "air defense" mode. To be honest, I thought of that a couple of years ago. The problem is that when you switch to the AA unit, that unit becomes a ground unit and is no longer subjected to naval stats, breaking the balance of the game. Panzer Corps 2 managed to implement a more realistic approach in that matter, the destroyers are hard coded to act as air defense units....
But I am not discarding any options yet, I know naval combat deserves more 8) . But I have to be careful not to disrupt the balance of the already created campaigns/scenarios, so yeah, I will walk on a minefield soon :)
I expect to do something about this topic by Update 2.15 or 2.2.

Again, thanks a lot for the ideas. Keep them coming!.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

Hello guys,
I keep working on improving the quality of the mod. Here, some icon reworks: Abrams and Leclerc series now look decent and beautiful 8)
Image

Now, the Su-34 (my favorite aircraft ever) also looks as it should (Harrier AV-8B icons also remade):
Image

And why not?, a dedicated camo for the Syrian campaign (historically accurate)
Image

More info about Update 2.1 will come soon.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Akkula
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Akkula »

One of the new historical scenarios under development: The Battle of Easting 73
Image

Image

Image

The balance of course is a nightmare from the developer point of view :P But I will see it done.
It's going to be a big, but not grand, scenario.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.05 (RELEASED)

Post by Imeror »

Akkula wrote: Sat Mar 08, 2025 7:24 pm One of the new historical scenarios under development: The Battle of Easting 73

Oh, I've not saw it when looking at the forum... that's an excellent idea!
This choice allow you to use units we only play in one scenario until now. Creating them certainly took dozen of hours, don't let them be underused :lol:
So, Easting 73. Huge tank battle incoming!

Now I try some speculations.
Abrams are updated and will have at least one scenario around them. But I note that Leclercs were also updated, so we can have some ideas. French army didn't use them much, so... maybe something in Yemen ? :mrgreen:


Just something funny that come to my mind.
When I began to think about doing my own scenarios for MC, it was a "waiting time". The last big content was the Turkey campaign and we awaited 2.0 since quite a long time already. A hard time for you, if I remember and understood well your posts during that time. I hope your situation is better, by the way.
I told to myself "well, let's see if I can do something and create my own content to make the mod live". Then Toby seemingly had the same idea and released his first pack for MC first.
Now, Toby and I release our own campaigns regularly for the mod and you seems to put the turbo again those last months.
Current MC users don't have time to be bored, now. :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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