YAMATO Campaign for Phcas & AKRebels "PAK" mod
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
There will be a small improvement in Yamato '41. The briefings will continue to appear only in German and English; however, the victory conditions, hints, and similar details have now also been translated into French and Russian. I think this should make things a bit easier.
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bondjamesbond
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
Ок Thank you, I really appreciate it!Tobi72 wrote: ↑Thu Jun 04, 2026 9:07 pm There will be a small improvement in Yamato '41. The briefings will continue to appear only in German and English; however, the victory conditions, hints, and similar details have now also been translated into French and Russian. I think this should make things a bit easier.fj.png
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
The **Yamato ’41** campaign is now close to final completion. Mission 8 is finished and tested, so only two missions remain. I hope to finish and release the campaign by the weekend.
Players can once again expect a good amount of variety. For example, there will be one mission designed as a pure air operation, so players should make sure to build up a capable air force from the very beginning. There will also be some new content, including new bunkers from my **Horizon in Flames** campaign, as well as destructible buildings such as factories, depots, barracks, forts, and other targets.
The experience level of units is limited to **350 experience points**. This means that further progression will remain possible in future Yamato campaigns. However, the Chinese units in this campaign will also start with higher experience values, usually between **300 and 350 points**. So anyone starting this campaign without an existing core army from the previous Yamato campaigns should perhaps be prepared for a slightly tougher challenge.
Finally, all that remains for me to say is that I hope this campaign can successfully continue where its predecessors left off, and that players will enjoy it just as much as I enjoyed creating it.
Players can once again expect a good amount of variety. For example, there will be one mission designed as a pure air operation, so players should make sure to build up a capable air force from the very beginning. There will also be some new content, including new bunkers from my **Horizon in Flames** campaign, as well as destructible buildings such as factories, depots, barracks, forts, and other targets.
The experience level of units is limited to **350 experience points**. This means that further progression will remain possible in future Yamato campaigns. However, the Chinese units in this campaign will also start with higher experience values, usually between **300 and 350 points**. So anyone starting this campaign without an existing core army from the previous Yamato campaigns should perhaps be prepared for a slightly tougher challenge.
Finally, all that remains for me to say is that I hope this campaign can successfully continue where its predecessors left off, and that players will enjoy it just as much as I enjoyed creating it.
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bondjamesbond
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
Tobi72 wrote: ↑Tue Jun 09, 2026 8:07 am BK.pngThe **Yamato ’41** campaign is now close to final completion. Mission 8 is finished and tested, so only two missions remain. I hope to finish and release the campaign by the weekend.
Players can once again expect a good amount of variety. For example, there will be one mission designed as a pure air operation, so players should make sure to build up a capable air force from the very beginning. There will also be some new content, including new bunkers from my **Horizon in Flames** campaign, as well as destructible buildings such as factories, depots, barracks, forts, and other targets.
The experience level of units is limited to **350 experience points**. This means that further progression will remain possible in future Yamato campaigns. However, the Chinese units in this campaign will also start with higher experience values, usually between **300 and 350 points**. So anyone starting this campaign without an existing core army from the previous Yamato campaigns should perhaps be prepared for a slightly tougher challenge.
Finally, all that remains for me to say is that I hope this campaign can successfully continue where its predecessors left off, and that players will enjoy it just as much as I enjoyed creating it.LO.pngPN.png
That’s brilliant news! To be honest, I’ve played all those old Yamamoto games from back when they weren’t consolidated into a single core game! But let’s see—maybe I’ll manage to play Yamamoto 1941 without having to start with the updated older versions first.
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
Well, I can reassure you: I have tested this campaign as a standalone campaign as well, without using a core army from the previous Yamato campaigns.
I made several adjustments and added many opportunities for the player to gain extra prestige through smaller objectives, such as capturing depots and similar targets. Here and there, the player can also capture an additional core unit. So it should be possible for everyone to win and progress through the campaign — perhaps not on the first attempt, but certainly with some experience and a second try.
At the same time, I also had to think about players who have already played this series from the beginning and are now entering this campaign with elite units full of heroes. I did not want them to simply march through the campaign as if they were on parade. I hope I have found a good middle ground. And for players with a real hero army, there is still the option to make the campaign a little more difficult for themselves through the game settings.
We will see.
I made several adjustments and added many opportunities for the player to gain extra prestige through smaller objectives, such as capturing depots and similar targets. Here and there, the player can also capture an additional core unit. So it should be possible for everyone to win and progress through the campaign — perhaps not on the first attempt, but certainly with some experience and a second try.
At the same time, I also had to think about players who have already played this series from the beginning and are now entering this campaign with elite units full of heroes. I did not want them to simply march through the campaign as if they were on parade. I hope I have found a good middle ground. And for players with a real hero army, there is still the option to make the campaign a little more difficult for themselves through the game settings.
We will see.
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bondjamesbond
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Re: YAMATO Campaign for Phcas & AKRebels "PAK" mod
Tobi72 wrote: ↑Tue Jun 09, 2026 9:39 am Well, I can reassure you: I have tested this campaign as a standalone campaign as well, without using a core army from the previous Yamato campaigns.
I made several adjustments and added many opportunities for the player to gain extra prestige through smaller objectives, such as capturing depots and similar targets. Here and there, the player can also capture an additional core unit. So it should be possible for everyone to win and progress through the campaign — perhaps not on the first attempt, but certainly with some experience and a second try.
At the same time, I also had to think about players who have already played this series from the beginning and are now entering this campaign with elite units full of heroes. I did not want them to simply march through the campaign as if they were on parade. I hope I have found a good middle ground. And for players with a real hero army, there is still the option to make the campaign a little more difficult for themselves through the game settings.
We will see.
Extra challenges and trophies are always great! And a bit of extra prestige never goes amiss!
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