A strategic mod on tactical level (or a tactical mod on strategic level, lol)
In June 1941, right after the green light to Operation Barbarossa is given, a group of high ranking German officers realize that the leader of their nation has serious mental problems and his way of conduct will only lead to the complete destruction of Germany. So they take the necessary steps to get rid of him and his closest followers and on the same day you are given full control of the Axis armies in Europe and North Africa. What would you do differently?
Panzer Corps v1.31 or later is highly recommended!
JSGME is highly recommended for installation (JSGME and install guide are included in the zip)
Recommended difficulty level: General for most players, Field Marshal or Rommel for veteran players looking for more challenge and realism
Situation on 22 June, 1941:

Features:
- Four relatively short early war Blitzkrieg scenarios for the Axis side, serving as tutorials (the invasions of Poland, Norway, France and the Balkans/Crete)
- One massive 99 turn long scenario that covers the whole European and North African theatre, starting in June 1941 and lasting to July 1945
- For an Axis victory the player has to defeat either the Soviets or the British, or for a total victory, both
- Several new nations and hundreds of new or modified units added
- New sounds, graphics, animations, library entries, etc.
- In addition to the in-game difficulty settings, the big scenario comes with three different versions with increasing difficulty (and realism), the hardest ones being really difficult to win
- The big scenario comes with a multiplayer version so players can try the Allied side as well, playing against a human opponent who controls the Axis
- A historically realistic approach - this mod attempts to be as accurate historically as possible within the boundaries of the base game
- Lots of historical events, messages and decisions that can alter the course of the war
- Although the events generally follow the historical path, lots of "what if" and alternative history events can be tried or experienced for example the Axis invasion of Britain or the Middle East
Changes in v2.4
- The main campaign screen starts the hardest "realistic+" version of the Barbarossa scenario by default
- A few new units added, many existing unit icons have been improved (there are more than 190 new or modified unit icons since the last version)
- Most strategic bombers are less effective against ships, only a few special types have high naval attack (late war guided bomb equipped Do 217K, He 177 and Tallboy equipped British Lancaster "Special")
- All capital ship units have lower rate of fire but higher air and naval attack. As a result they are less effective against ground units.
- All battleship units have higher ground defense, the protection level of heavily armoured capital ships is more significant compared to cruisers
- Several additional German infantry units added: Sicherungs (security), Schützen (motorized infantry), Garnison (static garrison), Leichte Inf (light infantry), Volksgrenadier (late war defensive infantry) and Panzergrenadier (motorized infantry from mid '42)
- Light infantry movement added: used by Jager, Brandenburger, paratrooper, commando and similar special units. This movement is similar to mountain infantry movement just not that good in mountains, however still better in hills and forests than normal leg movement.
- Cavalry units are changed: they are the same as normal infantry when unmounted and have the previous cavalry unit as before as a land transport for better movement and attack but weaker defense. (For balancing reasons these cavalry units are now unavailable for purchase or upgrade.)
- German occupation army in the west is now mostly static in turn 1, infantry units will be activated in small batches over time
- Map changes: a few more cities added (Kazan, Memel, Pilsen, Larissa), Gibraltar area extended, Crimea improved, White Sea-Baltic Canal added, Königsberg area improved (following Locarnus' submod), Main river added, some more road and rail connections added in Germany, some other minor changes
Historical starting points
Players can also start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:
...Moscow/Crusader, 1941
...Stalingrad/El Alamein, 1942
...Kursk/Sicily, 1943
...Normandy/Bagration, 1944
The game difficulty is set at General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim. Also note that these save games were created with the earlier 2.2 version of the mod.
In order to get them you have to copy the save game files in the zip to your ...\Documents\My Games\Panzer Corps\Save\ folder, where the game keeps the save games and just load them.
IMPORTANT NOTICE!
Since this mod pushes PzC to its limits it is highly recommended to run the game with the "/nocache" startup switch. Otherwise chances are high that the game would hit a memory limit after several turns and crash. The thing is that, without the /nocache switch, the attack animation files are all loaded into the memory and are stored there until the memory gets filled up causing the game to crash. And there are many units in the big scenario of this mod with many different animations. Luckily, with the /nocache switch applied to the PanzerCorps.exe shortcut I never had a game crash during testing.
So, how to do it? Create a shortcut for the PanzerCorps.exe file (which should be in the folder where you installed PzC): locate and right click on it and then choose send to -> desktop. (Warning! The Panzer Corps shortcut on the desktop created during the installation of the game is NOT good as it points to the autorun.exe and not to the PanzerCorps.exe!) When it is on the desktop right click on the icon and choose properties. Then you have to add the /nocache command after the end of the filename like this:

The only other option is to make a new savegame after playing 4-5 turns, quit the game and then restart and reload. This would empty the memory for the time being so that you can play another 4-5 turns before you need to save and quit again. I think the former method is more user friendly and certainly much safer.
McGuba's notes on release
This release was made with Panzer Corps v1.31 and thus this version or at least v1.30 is required! (If played with v1.30 the naval bottom mines will not be able to attack submered submarines.)
This mod was made by using material created by others as well. Without their input I could not have finished it at all. Bebro, VPaulus, flakfernrohr, AugustinMalar, Kerloc, dragos, guille1434, airbornemongo101, Uhu, rezaf, phcas, AKRebel, GaryChildress, LuftWFJ44 and Asuser have all contributed to some of the new unit icons. At the end of the readme file you can find a full list of the new or modified icons and their respective authors. The mod uses several sound files from VPaulus' Sound Redux mod. The Panzer Corps – Scenario Design Forum proved to be very useful with loads of information and lots of helpful people. Uhu, IceFlame, LandMarine47, BNC, JimmyC, GeneralWerner, PeteMitchell_2, P210, Intenso82, faos333, goose_2 and the other posters provided some invaluable feedback helping me to make this mod even better. Hopefully I did not forget anyone, if so, please let me know.
Last, but not least, a big thanks to Rudankort for creating this wonderful game and to make it so easy to mod.

You are free to use the new / modified unit icons of this mod for your own free mod if you like, but you are required to give credit to the authors of each icon. However, you are not allowed to modify, copy, sell or use any parts of this mod for commercial purpose.
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A few screenshots:
The Finns are ready to liberate Karelia which was occupied by the Soviets in the Winter War of 1939-1940:

The Romanians are ready to retake Bessarabia, which they had to hand over to the USSR in 1940 under pressure:

German-Italian forces are besieging Tobruk, which was captured by the British in 1940:

The last stand of the German forces in Stalingrad in early 1943:

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DOWNLOADS:
Download BE v2.4 from here:
https://www.dropbox.com/s/i9u33ekztvzkc ... 4.zip?dl=0
If you are using the optional "RumpNissen's wavy flags" submod you need to download the updated (v2.2) file for that one as well from the link below as a few new nations have been added to this version.
Panzer Corps v1.31 is also highly recommended to make sure that the new naval mines can actively attack enemy submerged submarines:
viewtopic.php?f=121&t=76489#p649287
Youtube video showing how to install the BE mod with the GME mod:
https://www.youtube.com/watch?v=wQ2yQyNYMms
WARNING! This mod can be highly addictive! Only start to play it if you are sure that you will not neglect your family and work commitments as a result of the "just one more turn" feeling.
IMPORTANT! To get all the changes in you MUST start a new campaign after installing it. Loading and continuing a campaign started in any previous version will result in having erroneous movements for some units.
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OPTIONAL/RECOMMENDED SUB-MODS:
RumpNissen's wavy flags for BE v2.2 or later
An optional submod with small 'wavy' flags and radio towers for victory objectives:
https://www.dropbox.com/s/ec5hf0mxzvzdp ... 9.zip?dl=0
Install with JSGME over the base mod and click "Yes" when asked to overwrite the files which were already altered by the base mod. In BE v1.9 I have added a few more flags so if you were using this sub-mod you are recommended to refresh it!

PG Style Strength Plates
Another optional submod which will make core and auxiliary units easier to tell apart:
http://www.mediafire.com/download/0r78x ... Plates.zip
Maybe it is only me but I often had a problem differentiating core and aux units in the vanilla game. So with this submod core units have black strenght plate and auxiliary units have a light grey one, like in good old PG. The simplest is always the best. This submod can be used with most other mods or with the vanilla campaigns.

Blue Axis unit symbol replacement for the strategic map
Yet another optional submod to increase the visibility of active Axis units on the strategic map:
https://www.dropbox.com/s/9i4u3i5ipijcj ... 9.zip?dl=0
This submod will replace the default black and white Axis unit symbols to blue and white ones for better visibility (even though the default black and white might be more accurate historically). When installing this submod with JSGME and the program notifies that enabling it over the BE mod might have adverse effects just click "Yes".

If you like this mod give a try to my previous Royal Hungarian Army - Turan Campaign as well:
http://slitherine.com/forum/viewtopic.php?f=147&t=36969
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Playing tips for those who need a little more help:
A collection of useful hints and tips for those who want to master this mod:
viewtopic.php?f=121&t=105417
And a youtube channel with a similar goal:
https://www.youtube.com/playlist?list=P ... du6qVA1yRs
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Battlefield: Europe - The Ultimate World War II Multiplayer Experience
If you got bored of fighting against the predictable AI why not give a try to the multiplayer version of this mod?

Playing against another human general is a completely new challenge and will put your skills to a real test. But fear not, when it comes to a duel, there has to be a loser (unless the result will be a draw) and when playing this mod even losing can be a lot of fun (and this is something I can guarantee as I have already lost two matches and have a good chance to lose another one or two soon

Also, we have a board for the matches to make it easier to find an opponent and to figure out who has more experience:
https://docs.google.com/spreadsheets/d/ ... 1907476535
And anyone can add new entries here:
https://docs.google.com/forms/d/e/1FAIp ... w/viewform