Ah, I was in hibernation for a while, but here I go again.
I even missed another important milestone, the 2,000,000th view of this topic. In fact it is well over 2.1 million views by now. I guess it still makes it one of the most viewed, if not
the most viewed topic of the slitherine forums. It is truly great that this mod still garners some interest after all these years. And of course it would not be possible without all the contributors, so many thanks to them as well!
Uhu wrote: Sat Oct 10, 2026 7:54 am
I found one little bug: the late German SPW 251/1 have SA, HA 5-5 which is probably a mistake as it should be 2-1.
That's actually not a bug, but intentional. I do not remember just now who recommended that, perhaps "Intenso82" or "P210"(?). Anyway. The idea is that soldiers carried by these can actually shoot from the inside of these open topped vehicles. And so these vehicles should have attack stats similar to that of the regular infantry units. And thus the later types have a higher hard attack stat as well, since (at least in theory) infantry soldiers could fire their advanced AT weapons as well from the inside.
This change also makes these armored fighting vehicles a bit more competitive than before, so now it sometimes makes sense to attack with these instead of always dismounting the infantry first. Which gives some more tactical variety and perhaps some more historical accuracy. As indeed it looks like especially later in the war German soldiers sometimes stayed inside the vehicle for a battle. As the AI says:
"How They Fought: The vehicle was designed to carry the infantry protected from small-arms fire and shell splinters up to the point of assault, where the soldiers would dismount to fight alongside or behind the tanks, though they could also fire their weapons (such as MG 34 or MG 42 machine guns) directly from the vehicle."
So yes, now both early and late war armoured fighting vehicles (both Axis and Allied) have somewhat higher attack stats.
milizltk wrote: Sun Oct 11, 2026 10:07 am
Dear everybody,
this thread has now over 200 pages and I read from time to time some of the messages. I try to find some hints, how to maximise my prestige income. form me, it is almost impossible to buy new units, becaus I need all the prestige to refill the existing units. ev. after taking Malta, Leningrad, Cairo and Moscow it is not possible, to buy as much units as it would be allowed? Any ideas? (I am currently in turn 34 and I have 34 core slots free to buy units, but I cann't)
I think it is not really necessary to purchase new units. It is probably more important to upgrade the obsolete units and, like others wrote earlier, to preserve the existing units and minimise losses.
It is also important to be wise with the unit replacements. In most cases probably only the cheaper green replacement should be used for the majority of the units, to save prestige. Probably only fighters and perhaps some of the tank units should get elite replacements. And maybe selected elite infantry and AT units.
As for prestige income, the current version has a somewhat detailed information on that in the in-game Library, this may also help to maximise it and to know what award is given for certain objectives:

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Another question: What is an effective way to remove some mines between Germany and England, so that my transport ship can easily reach the British coastline? ... doing this by plane, takes ages!!!!!
Tactical bombers can take 1 strength point off of moored mines in most turns, the only exception is when the mine manage to get the "evade". The chance for the latter is 25%, if I am right. Each moored mine unit can be attacked by two tactical bomber units in every turn if the first bomber moves away after the attack. So it should not take more than 6-7 turns to destroy a full strength moored mine unit if the player uses two tactical bombers for that. A destroyer unit can also take 1 strength point in every turn (again, unless the mine gets the "evade" chance), however, the destroyer will also lose 1 point in each attack. So it is really only a question of how many assets the player is ready to commit to such an operation. By using two tactical bombers and for example 2-3 destroyer units, and with a little luck, it can be done in like 3-4 turns, I would say.
Bottom mines are a different story. In most cases it is best to avoid them. They are immune to air attacks and can really hurt enemy destroyers (and submarines as well! - if Panzer Corps v1.31 or later is used). However, destroyers can also take down more strength points of these in a single attack, but that requires some luck.
Malta: shooting the fort at Malta with battle ships and with planes takes me 25 turns or more.
The best unit against Malta is the Ju 87 with the Rudel hero. The Italian tac bomber can help as well. It may also be a good idea to use strat bombers before all these to reduce its entrenchment level. The Italian capital ships can also take down a few strength points during the winter turns when the fortress does not see them. But their chance is very low to hit.
Uhu wrote: Tue Oct 20, 2026 8:00 am
A question (mostly to McGuba): when speaking about the effects of Soviet recapture of Soviet reinforcement-limiting city, or region hexes - does this also apply on airfields next/near to them? I mean, if a major city hex is recaptured than all of the previous turns accumulated soviet reinforcement-limiting effect goes away and many soviet units will appear on the map. That is clear. But what happens, when an airfield next/near to them is recaptured? Like the airfields at Moscow, or the airfields at the Caucasus important towns, or Stalingrad, Leningrad? Thank you.
Yes, airfields are included as well. However, there may not be a lot of Soviet units spawning as a result: in most cases Soviet reinforcement units have a "window" to appear, usually around 10 turns in length, after which they would not appear at all, even if their trigger activates at some later turn.
Also, in many cases losing only one objective city or airfield for a short time in such a victory objective area is not enough for a certain Soviet reinforcement unit to spawn. Many of these units only appear if the Soviets have at least 2-3 or even all of the victory objective hexes in such an area.
Locarnus wrote: Tue Oct 20, 2026 9:33 pm
Not sure if I proposed that before, but that fortkiller trait on eg the Ju 87 D models could help them be more useful against bunkers. Currently the Ju 87 G with guns is better against bunkers, due to their higher hard attack.
Yes, it would probably make sense to make such a change. But the current difference in HA between the Ju 87D and G is not too noticeable against these since bunkers and forts usually have a very high hard defense.
Ettore wrote: Wed Oct 21, 2026 10:33 am
What to do to play online a scenario of Panzer Corps Battlefield: Europe MOD v 2.5.1?
You can issue a challenge with the "Barbarossa(multi)" scenario and just wait for someone to join. And/or write a post here, looking for an opponent.
An important restriction is that, due to a vanilla game bug, multiplayer games can only be played with the "Show opponent's moves" set to "off".
It is also recommended to play with a few home rules, like not dropping paratroopers more than 12-13 hexes away from the nearest friendly airbase or not fully encircling enemy air units with friendly ones. The two players should agree on these before the start of the match.
Other than that, a BE multiplayer game can be a lot of fun and highly recommended!
Uhu wrote: Sat Oct 31, 2026 12:01 am
BREAKING!
After the 9th reload (in the later stage of the war, sometimes 10, or less reload of turns were needed), I did finally a DV!!
Nice!
I did not plan it so, but I could really finish it in the last turn: Eliminating both Stalin and capturing the Abadan oil fields. OK, Archangelsk could be captured one turn earlier.

That must have been really dramatic!
So, it is possible to make a DV with 25% prestige and 50% experience - but it is on the edge, even with a tons of reloads.
And that's just one step away from the current "Impossible(?)" difficulty level, which gives 25% to both of these, so...
But I think that's just fine as it is: playing in iron man mode, i.e. without reloads and with random dice rolls would make it just about impossible to do so, I guess. At least when it comes to total victory.
So another possible challenge for the future is to see if it is possible to achieve a marginal victory at this setting (Impossible difficulty, no reloads and with random dice rolls). Or maybe only a draw is the best that can be achieved with these settings? Anyone?
I made a modified experience unit bonus tab regarding of the changes of 2.5.1.
I hope, I made everything right - correct me, if something still needed to be changed.
Nice! I think I will add this to the next version as well in some form, it might be useful for some players. I think the only thing that should be corrected is the experience bonuses added to land transport unit class. Now they get the same experience bonuses like infantry units, instead of getting nothing. Since motorized infantry units fighting in their vehicles should really get something as well. Likewise, experienced artillery guns should also get some defense bonuses when being towed by their transports.
PeteMitchell wrote: Sun Nov 01, 2026 11:12 am
This is beyond impressive!
After something like this you know every single unit by heart and every tree in Russia and every grain of sand in Africa by first name…
No doubt. And don't forget every single cloud in the sky. Uhu surely knows more than anyone else about how to play this mod, including myself.
