Modern Conflicts : World War III campaigns

A forum to discuss custom scenarios, campaigns and modding in general.

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Imeror
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Re: Modern Conflicts : World War III campaigns

Post by Imeror »

Hello! I just finished a Grand “Korean War 2026” scenario made with Tomas’s map, specifically a “no foreign intervention” variant. That means only North Korean and South Korean forces are involved in this grand scenario.
A (still huge) appetizer before the “full regional war” version, which will include the US, China, Russia, and Japan. But trust me, this simplified variant already packs a punch with over 600 units in total!

Image

Link toward the scenario : https://www.mediafire.com/file/c1q62mnx ... t.rar/file

Installation instuction : Dezip and put the two files into My Games\Panzer Corps\Scenario.
Simple, isn't it ? :lol:

Both side are playable.

I barely tweaked the settings to make a computer opponent, but after two short tests over the first few turns and a small adjustment to victory hex placement to encourage aggression, I found that the computer behaves just right. I haven’t tested beyond turn 6, but from what I’ve seen, you should be able to play against SK or NK computer, and not just against a friend or against yourself. Let me know if I’m wrong and the computer goes off the rails; I should be able to fix it quickly if needed.


So, here are some features :
- The real DMZ is 250 kilometers long, with around 150 heavily armed brigades already stationed on both sides. So expect a very high unit density in this scenario, don’t count on a breakthrough right away. You’ll need to hammer enemy defenses for a while. Gameplay will be slow and deliberate, you’ve been warned :lol: ;
- I wanted to avoid a small issue from the big “Europe 2022” scenario by Akkula/Stormbringer, where NATO players spent more time moving units from the rear than fighting at the front. So most rear units won’t be deployed at the start; they’ll instead arrive later, either via timers or events. Early turns should feel smoother, with more time spent fighting and less time sending units forward ;
- Turn 1 is all about positioning. Both players get a "peace turn" where the DMZ is impassable, allowing them to adjust unit placement if needed before the war start ;
- The factions are asymmetric. The KPA has more units (especially tanks and artillery), but much of its equipment is outdated and struggles to stay effective over time. The ROKA has more modern gear and a stronger logistics system to sustain combat longer, but risks running out of units faster if the NK player manage to keep pressure high. At the start, KPA player has a higer prestige income that the ROKA player; but things reverse as the scenario progresses ;
- At sea, it’s similar. However, instead of engaging enemy fleets directly, the North Korean player can stealthily deploy submarines along the southern coast to spawn special forces, perfect for causing chaos and forcing the ROKA player to thin out their defensive line to neutralize them ;
- On a related note, the weather is unpredictable, and the North Koreans go first ; with airfields close to the DMZ. From a gameplay perspective, that means they can use bad weather turns to air-drop commandos behind enemy lines without fearing the modern SK player air force (no An-2s, but yes Uzbek, I had you in mind). Since NK player has the first turn, he know that he will not be intercepted during SK player turn :mrgreen: ;
- Seoul is extremely important. It is South Korea’s demographic, economic, and industrial heart. If it’s captured, the ROKA player loses nearly all prestige income. Since it’s only about 50 kilometers from the DMZ, expect fierce fighting over that stretch of land ;
- Every unit is named according to its real designation (ROKA) or its parent formation (KPA).
- As usual, I'm very talkative and many message screens will appear to explain to you how the situation evolve. I can't stop to talk, sorry ; I even made long victory messages :lol:

... Plus a few other details I’ve probably forgotten.


Some screenshots :

Image

Image

Image



I’ll be using this as the base for the “full regional war” variant, so feel free to send feedback. It could help to do a better grand scenario next. But no need to rush your playthroughs if you want to send a feedback ; I’m taking a short break from this project and switching over to Panzer Corps for a bit. I’ve also been thinking about replaying the original Rome: Total War, so I’ll be stepping back from scenario design for a little while :lol:

Serbia : chapter 2 is still planned ; it is not abandonned, don't worry :lol:


Have fun !
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
Tobi72
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Re: Modern Conflicts : World War III campaigns

Post by Tobi72 »

You sure finished this project quickly!! I’ve just reached your Russian adventure — the mission with 99 turns — and I think it’ll take me until Christmas is over to finish it. 😄
Gigantic maps and scenarios aren’t really my thing, and to make matters worse, those huge ones tend to crash constantly on my system.
By the way, are you playing Rome: Total War — the first one or the second?
So, it seems we’re both taking a little break from Panzer Corps for now!
At the moment, whenever I find the time, I’m working a bit with Panzer Corps 2 and its editor — unfortunately, there are no modern-themed settings available there.
Yamato Campaign Series https://www.slitherine.com/forum/viewtopic.php?t=116239
and Campaign Collection for PAK-Mod https://www.slitherine.com/forum/viewtopic.php?t=116729
bondjamesbond
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

As always, it's thick and thin ) Where do I go to fight ))))) For world peace or for one nation to be whole ) Where's my silver dollar to choose ))))) But I also have coins with Lenin's head and Tsar Nicholas 2 ))))) But let them lie further in my coin collection ) )


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T-72B3 and BMP-2 during an exercise in Kaliningrad.
Last edited by bondjamesbond on Wed Nov 05, 2025 9:00 pm, edited 1 time in total.
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bondjamesbond
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Tobi72 wrote: Mon Nov 03, 2025 6:48 am You sure finished this project quickly!! I’ve just reached your Russian adventure — the mission with 99 turns — and I think it’ll take me until Christmas is over to finish it. 😄
Gigantic maps and scenarios aren’t really my thing, and to make matters worse, those huge ones tend to crash constantly on my system.
By the way, are you playing Rome: Total War — the first one or the second?
So, it seems we’re both taking a little break from Panzer Corps for now!
At the moment, whenever I find the time, I’m working a bit with Panzer Corps 2 and its editor — unfortunately, there are no modern-themed settings available there.
It is very strange that you have the game crashes into the system after many moves ) I had this before for example in the Battlefield mod but I did as written in the instructions and crashes stopped )
Make a shortcut to your new >>Panzer Corps 1.32<< or >>Panzer Corps BE 2.3<< or whatever PanzerCorps.exe file with the /nocache switch to avoid crashes and significantly improve performance

6a) Go into your new >>Panzer Corps 1.32<< or >>Panzer Corps BE 2.3<< folder from the previous step. Right click onto your >>PanzerCorps.exe<< and select >>create Shortcut<< from the menu.

6b) Right click on the newly created shortcut and select >>Properties<<.

6c) Add >> /nocache<< at the end of the destination path within the properties of the shortcut (eg if the old destination path reads >>"C:\Games\Panzer 1.32\PanzerCorps.exe"<<,
then new destination path should be >>"C:\Games\Panzer Corps 1.32\PanzerCorps.exe" /nocache<<)

Picture from the original post in McGuba's Battlefield Europe thread (Win 10/11 looks like Win 7):


Image
viewtopic.php?t=47985
viewtopic.php?f=147&t=106604

Now is not when does not fly out in the system even 100 moves do in any mod if of course the mod maker did not do something wrong )
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Tobi72
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Re: Modern Conflicts : World War III campaigns

Post by Tobi72 »

I had installed the 4GB patch — maybe I did it wrong — but in any case, it didn’t help, and later I realized I actually don’t feel like playing huge maps or endless campaigns anymore.
Yamato Campaign Series https://www.slitherine.com/forum/viewtopic.php?t=116239
and Campaign Collection for PAK-Mod https://www.slitherine.com/forum/viewtopic.php?t=116729
bondjamesbond
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Tobi72 wrote: Tue Nov 04, 2025 7:34 am I had installed the 4GB patch — maybe I did it wrong — but in any case, it didn’t help, and later I realized I actually don’t feel like playing huge maps or endless campaigns anymore.
I also don't like very huge maps as after 50 moves usually starts routine and boring to move hordes here and there and the patch didn't help me but this /nocache<< did )


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J-36 and J-20 of the Chinese Armed Forces.
Last edited by bondjamesbond on Wed Nov 05, 2025 8:52 pm, edited 1 time in total.
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Imeror
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Re: Modern Conflicts : World War III campaigns

Post by Imeror »

Tobi72 wrote: Mon Nov 03, 2025 6:48 am By the way, are you playing Rome: Total War — the first one or the second?
The first one ; I've started a Julii campaign, then I'll launch mods I've never tried before.
I see that there was a "Bronze Age" mod I never tried, time to fix that mistake :lol:


bondjamesbond wrote: Tue Nov 04, 2025 8:09 am I also don't like very huge maps as after 50 moves usually starts routine and boring to move hordes here and there
That's understandable, I always think twice before diving into a long scenario.

On the other hand, I like games that requieres to think big, with things to deal everywhere. So I need some big scenarios available to play from time to time :mrgreen:
This variant is all about fighting along the DMZ and limited naval infiltrations ; the full regional war variant will offer more possibilities.
... But yeah, the consequences is that more units will be on the map :lol:




And I already made an update...
I played a fuill game as SK, and the NK computer made me realized that it is possible to overwhelm the ROKA fleet with midget submarines ; somewhat excessive :lol:
Their numbers are reduced and they are deployed less frequently. To compensate it, only 10 submarines are now requiered for SF amphibious infiltration.

Also, NK computer will now keep III and VII Corps to defend Pyongyang and its region instead of reinforcing the frontline if the ROKA manage to invade NK territory.

Il also removed a few NK artillery units. Artillery is a key weapon in KPA doctrines, but that was a bit excessive.
The lack of data available led me to exagerate the numbers :lol:

ROKA also had modifications : the 2nd army (the 7 divisions that appear South, far from the front) appear later, at turn 8 instead of 4. It allows NK to pontentially reach Seoul before more reinforcments appear.
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 : World War III campaigns

Post by bondjamesbond »

Imeror wrote: Tue Nov 04, 2025 12:35 pm
bondjamesbond wrote: Tue Nov 04, 2025 8:09 am I also don't like very huge maps as after 50 moves usually starts routine and boring to move hordes here and there
That's understandable, I always think twice before diving into a long scenario.

On the other hand, I like games that requieres to think big, with things to deal everywhere. So I need some big scenarios available to play from time to time :mrgreen:
This variant is all about fighting along the DMZ and limited naval infiltrations ; the full regional war variant will offer more possibilities.
... But yeah, the consequences is that more units will be on the map :lol:




And I already made an update...
I played a fuill game as SK, and the NK computer made me realized that it is possible to overwhelm the ROKA fleet with midget submarines ; somewhat excessive :lol:
Their numbers are reduced and they are deployed less frequently. To compensate it, only 10 submarines are now requiered for SF amphibious infiltration.

Also, NK computer will now keep III and VII Corps to defend Pyongyang and its region instead of reinforcing the frontline if the ROKA manage to invade NK territory.

Il also removed a few NK artillery units. Artillery is a key weapon in KPA doctrines, but that was a bit excessive.
The lack of data available led me to exagerate the numbers :lol:

ROKA also had modifications : the 2nd army (the 7 divisions that appear South, far from the front) appear later, at turn 8 instead of 4. It allows NK to pontentially reach Seoul before more reinforcments appear.
If the scenario is interesting you can play 100 moves if there is something going on all the time and there are a lot of bonus missions ! And stupidly move all your units for example from Paris to Vladivostok can cause irritation and boredom especially if airfields and railways do not work ) I feel that when I will be done with the Serbs I will be waiting for an epic massacre on the Korean peninsula with this probably perfect and 10 times edited ))))
https://postnews.ru/a/24932
https://www.youtube.com/watch?v=qE7VniRnfrA
Yes the army of North Korea is one of the most artillery countries in the world )))) I don't think anyone else has this much artillery )

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Tobi72
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Re: Modern Conflicts : World War III campaigns

Post by Tobi72 »

The Bronze Mod looks very promising — if you play it, let me know what you think! I’ve reactivated Medieval 2: Stainless Steel myself and sharpened the swords once again. ⚔️You probably know this mod as well — it’s really beautifully made.
BVF.png
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Yamato Campaign Series https://www.slitherine.com/forum/viewtopic.php?t=116239
and Campaign Collection for PAK-Mod https://www.slitherine.com/forum/viewtopic.php?t=116729
Imeror
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Re: Modern Conflicts : World War III campaigns

Post by Imeror »

bondjamesbond wrote: Tue Nov 04, 2025 4:06 pm Yes the army of North Korea is one of the most artillery countries in the world )))) I don't think anyone else has this much artillery )
Indeed, and I tried to reflect that ; but the artillery ratio between North and South was 4:1 in my initial version against the 2:1 // 1.5:1 it is in our real world.
Here is a screeshot from the replay of my initial test with South Korea. I destroyed NK frontline units and forced the computer to regroup their artillery together to avoid my armors ; the density of NK artillery unit then felt a bit too much :lol: :

Image

I think you could agree it was necessary to consider to reduce the quantity of KPA artillery units to a more realistic number :lol:




Tobi72 wrote: Tue Nov 04, 2025 8:02 pm The Bronze Mod looks very promising — if you play it, let me know what you think! I’ve reactivated Medieval 2: Stainless Steel myself and sharpened the swords once again. ⚔️You probably know this mod as well — it’s really beautifully made.
I think I'm an annoying person. In the same way that I prefer to change Panzer Corps into a no-WWII game, I mainly played mods like Hyrule : Total War or The Elder Scrolls : Total War and totally left the Medieval setting as soon as I had enough with vanilla :lol:
I played RTW more than M2TW, so I played "classics" mods that keep the original setting like Europe Barbarorum or Roma Surrectum ; but my experience with M2TW was shortest and thus limited on fantasy mods. I know Stainless Steel by reputation, from what I heard it is THE M2TW mod to play, the equivalent of Europa Barbarorum for RTW... but I missed it anyway :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
bondjamesbond
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Imeror wrote: Tue Nov 04, 2025 10:01 pm
bondjamesbond wrote: Tue Nov 04, 2025 4:06 pm Yes the army of North Korea is one of the most artillery countries in the world )))) I don't think anyone else has this much artillery )
Indeed, and I tried to reflect that ; but the artillery ratio between North and South was 4:1 in my initial version against the 2:1 // 1.5:1 it is in our real world.
Here is a screeshot from the replay of my initial test with South Korea. I destroyed NK frontline units and forced the computer to regroup their artillery together to avoid my armors ; the density of NK artillery unit then felt a bit too much :lol: :

Image

I think you could agree it was necessary to consider to reduce the quantity of KPA artillery units to a more realistic number :lol:
Depends on who you play for ) If for North Korea, such abundance of different artillery should help to break the enemy's defence during the offensive )
https://www.dailymail.co.uk/news/articl ... 0&ito=1490
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And so it would be good to depict on this map the events of the civil war 1950 -1953 even vanilla units will do ) At an early stage there was also no jet aircraft and helicopters everything more modern at that time there appeared much later ! So the prequel will not hurt :) those who do not really want to experience the full power of the modern god of war )
https://www.alamy.com/stock-photo/north-korea-1950.html
https://ru.wikipedia.org/wiki/Наступлен ... _КНА_и_КНД


https://www.open-general.com/installer-full.php
ImageImageImageImageImageImageImage
https://opengeneral.pl/kampanie_vii.html
https://opengeneral.pl/kampanie_vi.html
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Imeror
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Re: Modern Conflicts : World War III campaigns

Post by Imeror »

Hello !

I had enough feedbacks to continue to improve the Korean War scenario. I want the North vs South version to be as good as possible before working on the regional war variant, since this one will be the basis.

- Armors of the 4 KPA corps starting near the DMZ are changed. Old Chonma 92 were removed from these corps, replaced by Chonma 215. This change was made because K1s are more powerful than even the best NK armors, and that SK player could consequently hold too easily in the open. Having more better tanks at the beginning allows the NK player to have more chance to break through those strong units and put a bigger pressure ;
- ROKA VII Maneuver Corps is now deployed a few turns later. The NK player should now have a margin before the capture of Cheorwon and Munsan and the start of the ROKA counter-attacks ;
- Infantry transports changed in KPA II and V Corps. More BTR-60 will allows the NK player to send units cross the rivers and bypass the defenders more often ;
- The 3 KPA Corps that reinforce the NK player the first time have more units, but also arrive a bit later.
- KPA S-125 are replaced by more effective S-75. SK player dominates the sky, so NK player needed a bit more to protect its important assets from airstrike ;
- ROK Navy have less units near the DMZ. In the previous update, these ships were able to totally compensate the NK domination in artillery. Now, they can still support ground operations, but return to be a more easy prey against a potential submarine attack ;
- KPANF have more submarines again to threaten more the ROK Navy ships without being able to easily overwhelm them like in the first version ;
- Less submarines are requiered for amphibious infiltration (6) ; so more can be dedicated to hinder the ROK Navy ;
- North Korean Special Forces units placement are randomized when a submarine infiltration occur. SK player could not stop it from happening by cheesing and place cheap units where they should appear :mrgreen:
- Ennemy computer behavior changed. Some NK submarines will be send to infiltrate Special Forces, ROK Navy will have ships patrol the sea, Some KPA units will stay on the defensive if ROKA manage to invade NK back, ROKA reserve units will be more aggressive, etc...
- Turn reduced to 50. If the player have lost all units needed to achieve a Decisive Victory, no need to let the game continue 10 more turns in a stalemate ;
- Scripts that appear too early are fixed ;
- SK start with a better prestige points income, but the effect of the "Seoul bombardment" event is also stronger (in its negativity :lol: )
- Some other things,...


It should still be a bloodbath ; but a more balanced bloodbath.
I await a bit more to see if there is more feedbacks (and enjoy other games in the meantime :lol: ), then I'll start the Full Regional War variant.


Same link as usual !
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
RobertCL
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Re: Modern Conflicts : World War III campaigns

Post by RobertCL »

Hi Imeror and Tomas,

Perhaps a mistake on the map.
Hexes 76,84 and 77,83 have the US flag. One is an airfield and I cannot repair/resupply ROK planes on it!

Either on map you put South Korean flag on it or you set South Korea and USA as allies.
I checked, those are the sole hexes on the map with US flag on them.

I am playing at rookie level, I keep most of my my fleet in harbors since the scenario informs me that I have to struggle against North Korean assaults within star hexes.

I am at turn nr 13 and I crossed the DMZ with 3 VHs under my control.

Congrats for the map and the scenario.
Having one from 1950-1953 would be awesome!

I reunited Korea at turn nr 22 :D
Last edited by RobertCL on Thu Nov 06, 2025 4:16 pm, edited 2 times in total.
bondjamesbond
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Imeror wrote: Thu Nov 06, 2025 1:37 pm Hello !

I had enough feedbacks to continue to improve the Korean War scenario. I want the North vs South version to be as good as possible before working on the regional war variant, since this one will be the basis.

- Armors of the 4 KPA corps starting near the DMZ are changed. Old Chonma 92 were removed from these corps, replaced by Chonma 215. This change was made because K1s are more powerful than even the best NK armors, and that SK player could consequently hold too easily in the open. Having more better tanks at the beginning allows the NK player to have more chance to break through those strong units and put a bigger pressure ;
- ROKA VII Maneuver Corps is now deployed a few turns later. The NK player should now have a margin before the capture of Cheorwon and Munsan and the start of the ROKA counter-attacks ;
- Infantry transports changed in KPA II and V Corps. More BTR-60 will allows the NK player to send units cross the rivers and bypass the defenders more often ;
- The 3 KPA Corps that reinforce the NK player the first time have more units, but also arrive a bit later.
- KPA S-125 are replaced by more effective S-75. SK player dominates the sky, so NK player needed a bit more to protect its important assets from airstrike ;
- ROK Navy have less units near the DMZ. In the previous update, these ships were able to totally compensate the NK domination in artillery. Now, they can still support ground operations, but return to be a more easy prey against a potential submarine attack ;
- KPANF have more submarines again to threaten more the ROK Navy ships without being able to easily overwhelm them like in the first version ;
- Less submarines are requiered for amphibious infiltration (6) ; so more can be dedicated to hinder the ROK Navy ;
- North Korean Special Forces units placement are randomized when a submarine infiltration occur. SK player could not stop it from happening by cheesing and place cheap units where they should appear :mrgreen:
- Ennemy computer behavior changed. Some NK submarines will be send to infiltrate Special Forces, ROK Navy will have ships patrol the sea, Some KPA units will stay on the defensive if ROKA manage to invade NK back, ROKA reserve units will be more aggressive, etc...
- Turn reduced to 50. If the player have lost all units needed to achieve a Decisive Victory, no need to let the game continue 10 more turns in a stalemate ;
- Scripts that appear too early are fixed ;
- SK start with a better prestige points income, but the effect of the "Seoul bombardment" event is also stronger (in its negativity :lol: )
- Some other things,...


It should still be a bloodbath ; but a more balanced bloodbath.
I await a bit more to see if there is more feedbacks (and enjoy other games in the meantime :lol: ), then I'll start the Full Regional War variant.


Same link as usual !
Image
Let's summarise ) Since I have finished my German adventures in Serbia, can I start the Korean map on the side of the Red Koreans, because we don't need bourgeois toys, neither Samsung nor Kia, only the Motherland Party and dear comrade Y we are happy in our hearts )))). ?
https://proza.ru/2024/03/14/1507
RobertCL wrote: Thu Nov 06, 2025 2:10 pm
Congrats for the map and the scenario.
Having one from 1950-1953 would be awesome!
I support comrades !!!!
There were also cavalry and horde of Chinese volunteers + Soviet pilots !
https://union.4bb.ru/viewtopic.php?id=971&p=28#p125113
https://mynickname.com/id73473
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Imeror
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Re: Modern Conflicts : World War III campaigns

Post by Imeror »

RobertCL wrote: Thu Nov 06, 2025 2:10 pm Perhaps a mistake on the map.
Hexes 76,84 and 77,83 have the US flag. One is an airfield and I cannot repair/resupply ROK planes on it!
Indeed, Tomas crafted the scenario with both Koreas, the US, China, Russia and Japan in mind ; so he placed US bases in South Korea... and I forget to replace the US flags for the "no foreign intervention" variant :oops:

It is now fixed.


RobertCL wrote: Thu Nov 06, 2025 2:10 pm Having one from 1950-1953 would be awesome!
I'll stick to Modern Conflicts and intend to do a bigger scenario involving the other countries around as well instead ; but I'm sure just making maps won't satisfy Tomas for long. I can bet he will start to think about doing something with his maps as well soon :lol:
Hopefully he will consider a historic Korea scenario !


RobertCL wrote: Thu Nov 06, 2025 2:10 pm I reunited Korea at turn nr 22
The reunification of Korea is the reward for a decisive victory : congratulations 8)



bondjamesbond wrote: Thu Nov 06, 2025 2:53 pm Let's summarise ) Since I have finished my German adventures in Serbia, can I start the Korean map on the side of the Red Koreans, because we don't need bourgeois toys, neither Samsung nor Kia, only the Motherland Party and dear comrade Y we are happy in our hearts )))). ?
I don't intend to modify it more, other than fixing small details if it is needed, so yes : You are authorized to launch operation Glorious Sun.
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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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Imeror wrote: Thu Nov 06, 2025 7:11 pm
bondjamesbond wrote: Thu Nov 06, 2025 2:53 pm Let's summarise ) Since I have finished my German adventures in Serbia, can I start the Korean map on the side of the Red Koreans, because we don't need bourgeois toys, neither Samsung nor Kia, only the Motherland Party and dear comrade Y we are happy in our hearts )))). ?
I don't intend to modify it more, other than fixing small details if it is needed, so yes : You are authorized to launch operation Glorious Sun.
Image
Sometimes the devil is in the details )
Image
I'll start making the whole of Korea Red tomorrow) And we just need the first socialist war between China and Vietnam, but we don't have a Vietnamese army yet (
https://www.pinterest.com/alfonso4662/indochina/
https://ru.wikipedia.org/wiki/Китайско- ... ская_война
https://novayagazeta.ru/articles/2019/0 ... kaya-voyna

Well and do not forget that the North Korean special forces are involved in the conflict in Ukraine ) We can even make a mission in the Ukrainian company about the capture of the Korean general ))) if of course someday we will see the whole Ukrainian chapter ))))
https://cyclowiki.org/wiki/КНДР_и_Специ ... х_в_России
https://mynickname.com/id73473
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Imeror
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 551
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts : World War III campaigns

Post by Imeror »

bondjamesbond wrote: Thu Nov 06, 2025 11:18 pm
Well and do not forget that the North Korean special forces are involved in the conflict in Ukraine ) We can even make a mission in the Ukrainian company about the capture of the Korean general ))) if of course someday we will see the whole Ukrainian chapter ))))

That is unlikely in my story :P
The more it advance, the more it will diverge from reality.

The whole second part was about the fall of Ukraine.
- In the Russian campaign, the player capture Kyiv and destroy the bulk of the ukrainian army by capturing the Dniepr river, and thus encircling them ;
- in the US campaign, the player is send to save an urgently made small puppet State around Lviv (the "Lviv Independant Republic") to keep a buffer between NATO countries and Russia (since Ukraine is obviously already doomed with most military units trapped East of the Dniepr) ;
- in the european campaign, the last mission is an air mission to support the newly established LIR until a peace treaty is negociated ;
- in the ukrainian campaign (well... first map pack :lol: ), the player have to slow down the russian army to gain time and allow as much units to flee towards West... Fleeing units that will eventually manage to reach Lviv and resume combat later.

To sum up part 2 : Russia has captured Ukraine in a 6 months campaign (only a small part around Lviv is protected by NATO countries) and is in a far stronger position in my story than it is in reality ; so they don't need any help from North Korea at that point.
NK may keep its troops for... something else :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
Imeror
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 551
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts : World War III campaigns

Post by Imeror »

Small update. There were still small things to fix :

- Séoul had "hill" tiles insted of "city" ones. It is fixed ;
- North Korea prestige income reduced ; and events decreasing them remove less income ;
- 3rd wave of NK reinforcements have one less infantry division each (3 infantry units and 2 artillery units) ;
- 1 NK anti submarine helicopter unit removed.



And a news, I start to work on the "full regional war" variant. Slowly, but I begin to do things :lol:


Oh, and I have one question !
For a big scenario, do you prefer :
- A) A complex scenario simulating as best as possible the course of a potential war ; with scripts adding reinforcements as reserve units are gathered, scripts that change prestige points to represent the evolution of logistical situation, etc ... ?
B) An open scenario where the player still command a realistic representation of the armies involved ; but with as few scripts as possible to allow the player to concentrate his troops to attack where and when he want, without worrying about too much scripted special rules ?
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
Major-General - Tiger I
Major-General - Tiger I
Posts: 2302
Joined: Mon Jun 27, 2022 10:10 pm

Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

Imeror wrote: Fri Nov 07, 2025 4:41 pm Small update. There were still small things to fix :

- Séoul had "hill" tiles insted of "city" ones. It is fixed ;
- North Korea prestige income reduced ; and events decreasing them remove less income ;
- 3rd wave of NK reinforcements have one less infantry division each (3 infantry units and 2 artillery units) ;
- 1 NK anti submarine helicopter unit removed.



And a news, I start to work on the "full regional war" variant. Slowly, but I begin to do things :lol:


Oh, and I have one question !
For a big scenario, do you prefer :
- A) A complex scenario simulating as best as possible the course of a potential war ; with scripts adding reinforcements as reserve units are gathered, scripts that change prestige points to represent the evolution of logistical situation, etc ... ?
B) An open scenario where the player still command a realistic representation of the armies involved ; but with as few scripts as possible to allow the player to concentrate his troops to attack where and when he want, without worrying about too much scripted special rules ?

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It was an epic battle but my communists did well because there are no fortresses that the Bolsheviks didn't capture ) I just got to the operational space to reach the very edge of South Korea as I was interrupted by the inscription Victory is nice, but my reds have already felt the blood, and I demand the continuation of the banquet !!!) I had a lot of fun and therefore I thank our Slovakian friend for a decent map and the French for a great story ) I will have to try to hold off the red hordes with the southerners ! Screenshots and replay attached )

P.s.
I just now found out when I translated that it was possible to act as a special forces if I could place my submarines on the star hexes )))) Well, maybe I'll even replay it when I get bored ))))

I choose the first А option !!! What would be interesting complex and with scripts !!!!

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https://dzen.ru/a/aNfok_4SyEdIkdkv


https://kprf.ru/kpss/234046.html

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https://www.flickr.com/photos/vincemidd ... 0315019974
In general a beautiful map of the Korean peninsula but you forgot to make an essential detail and that is the railway tracks which in any country are considered strategically important as military train echelons can quickly transport military ammunition and fuel which is the lifeblood of war )
https://en.wikipedia.org/wiki/Taeyangho_armoured_train
https://en.wikipedia.org/wiki/Rail_tran ... orth_Korea
Attachments
(08.11.2025) Korean War, Turn 14.rar
(199.19 KiB) Downloaded 17 times
https://mynickname.com/id73473
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bondjamesbond
Major-General - Tiger I
Major-General - Tiger I
Posts: 2302
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Re: Modern Conflicts : World War III campaigns

Post by bondjamesbond »

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I have just finished a long and epic battle for the southerners ) More details on screenshots and replay )
Attachments
(09.11.2025) Korean War, Turn 26.rar
(221.79 KiB) Downloaded 14 times
https://mynickname.com/id73473
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