New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.40

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lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by lennis29 »

phcas wrote: Mon Apr 27, 2020 3:49 pm PG.jpg

Maybe you can remember the good old Panzer General 1 animations. There was also a animation of trucks with a soldier firing back.


Fire.png

With thanks to Guille we want to introduce this animations for our trucks also. It looks nice we think.

Trucks in the mod now have no attack factors. We want to intruduce the following system.

Non infantry transporting trucks (Like fuel trucks, prime movers etc) can not attack. If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 1 soldier).

Trucks with infantry can attack with a value of only 1 (as you can see in the animation 2 soldiers). If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 2 soldiers). Normaly it's useles to do attacks with a value of only 1. But sometimes for example if the enemy is completely suppressed it can be used.

This animations will be slowly enter the mod from update v0.43 on.
#1
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guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by guille1434 »

Good old memories of Panzer General 1... :-) :-) 8)
A nice detail!
captainjack
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by captainjack »

Personally I prefer paassive attack for softskin transports, with active attack only for armoured transports.
I've read that the French deliberately omitted machine guns from some armoured transports so they wouldn't be used as makeshift tanks, but they were exceptions and most nations using armoured transports ended up (rightly or wrongly) using them aggressively on occasion. Laffly trucks used by the DLMs had fixed mounts for the two squad LMGs to provide limited defence while moving, which sounds like a good case for passive attack.
Having said that, a defensive animation as per original Panzer General is a great idea, and those shooting drivers (or passengers) are great.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

nono hard et heavy wrote: Mon Apr 27, 2020 2:40 pm Hello PHCAS & AKRebel.
I finished the Barbarossa scenario. No decisive victory because I finished it on turn 38. Well, what can I say? Magnificent, outstanding! I love "big" scenarios. Well, the Italians and Romanians are "average" fighters, but we can win with them.
What's next? Berlin? The Pacific? Please, can you incorporate SE units into the game's additional campaigns (Great Campaign 1939, 1940, etc)?
Thank you for your work, it's a pleasure to play with your mod.
Greetings from France.
Bruno, your humble player.
Thanks Bruno,

Next in the Campaign will be "Taifun" run on Moscow 1941. We can incorporate SE units into the game's additional campaigns but it's not on top of the list yet.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

jeffoot77 wrote: Mon Apr 27, 2020 10:19 am just for info: in balkan scenario; you said that british didn't have ships but there were 2 destroyers : HMS diamond and HMS Wryneck : they tried to cover british evacuation:

"The Dutch troop ship Slamat was part of a convoy evacuating about 3,000 British, Australian and New Zealand troops from Nafplio in the Peloponnese. As the convoy headed south in the Argolic Gulf on the morning of 27 April, it was attacked by a Staffel of nine Junkers Ju 87s of Sturzkampfgeschwader 77, damaging Slamat and setting her on fire. The destroyer HMS Diamond rescued about 600 survivors and HMS Wryneck came to her aid, but as the two destroyers headed for Souda Bay in Crete another Ju 87 attack sank them both. "

from : https://en.wikipedia.org/wiki/Battle_of ... ire_forces

it could be fun to sink theses 2 destroyers and the convoy ship , couldn't it ?
Hi Jeff,

Make your Junkers Ju 87s of Sturzkampfgeschwader 77 ready. The ships will arrive at turn 23.

Greetings

x08891_Slamat.png
x08891_Slamat.png (70.63 KiB) Viewed 4858 times
BalkanSlamat.jpg
BalkanSlamat.jpg (122.34 KiB) Viewed 4858 times
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

lennis29 wrote: Mon Apr 27, 2020 6:32 pm
phcas wrote: Mon Apr 27, 2020 3:49 pm PG.jpg

Maybe you can remember the good old Panzer General 1 animations. There was also a animation of trucks with a soldier firing back.


Fire.png

With thanks to Guille we want to introduce this animations for our trucks also. It looks nice we think.

Trucks in the mod now have no attack factors. We want to intruduce the following system.

Non infantry transporting trucks (Like fuel trucks, prime movers etc) can not attack. If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 1 soldier).

Trucks with infantry can attack with a value of only 1 (as you can see in the animation 2 soldiers). If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 2 soldiers). Normaly it's useles to do attacks with a value of only 1. But sometimes for example if the enemy is completely suppressed it can be used.

This animations will be slowly enter the mod from update v0.43 on.
#1

as always excellent) the ability to shoot back from cars class )
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by terminator »

phcas wrote: Mon Apr 27, 2020 3:49 pm Maybe you can remember the good old Panzer General 1 animations. There was also a animation of trucks with a soldier firing back.
With thanks to Guille we want to introduce this animations for our trucks also. It looks nice we think.
Trucks in the mod now have no attack factors. We want to intruduce the following system.
Non infantry transporting trucks (Like fuel trucks, prime movers etc) can not attack. If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 1 soldier).
Trucks with infantry can attack with a value of only 1 (as you can see in the animation 2 soldiers). If they get attacked they will defend themselft with a value of 1 by shooting out of the windows (as you can see in the animation 2 soldiers). Normaly it's useles to do attacks with a value of only 1. But sometimes for example if the enemy is completely suppressed it can be used.
This animations will be slowly enter the mod from update v0.43 on.
The animation n°2 is a little strange, we don’t know where the 2nd soldier managed to get through if the truck is covered.

If the top of the truck is open, this seems more obvious as in the example below:


slon.jpg
slon.jpg (168.9 KiB) Viewed 4836 times

The soldier shooting out of the windows is a very good idea :)
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

Last edited by uzbek2012 on Tue Apr 28, 2020 12:30 pm, edited 1 time in total.
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by terminator »

Some GMC trucks were protected by a machine gun:

GMC WW2.png
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jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by jeffoot77 »

Hello Phcas,
For the english boats, sorry for the misunderstanding. that's cool there will be 3 english boats.

For barbarossa, the scenario is not too difficult. For my problem, it is just i don't like to advance blindly . I have no recon planes in some places of the front ! i m obliged to send my HQ trucks to spot enemies (beyond rivers) or sacrificed some low units ... When i have a recon plane , i protect it with a fighter .There is no problem with protection of recon plane . i have air superiority even in south with 3 ME109 .
In fact, that seems to me logical to have at least more than 4 air recon planes for such a big battlefield. Too many HQ trucks but not enough recon planes ( need 6 instead of 4 to cover the battlefield) : it is my feeling but if it is wanted to make more difficult the scenario, it is ok. I thought it was not wanted.

And many thanks for your hard work! this scenario is fantastic.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/Q8-BEtOU8bWpjC2M/
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by phcas »

jeffoot77 wrote: Tue Apr 28, 2020 8:58 am Hello Phcas,
For the english boats, sorry for the misunderstanding. that's cool there will be 3 english boats.

For barbarossa, the scenario is not too difficult. For my problem, it is just i don't like to advance blindly . I have no recon planes in some places of the front ! i m obliged to send my HQ trucks to spot enemies (beyond rivers) or sacrificed some low units ... When i have a recon plane , i protect it with a fighter .There is no problem with protection of recon plane . i have air superiority even in south with 3 ME109 .
In fact, that seems to me logical to have at least more than 4 air recon planes for such a big battlefield. Too many HQ trucks but not enough recon planes ( need 6 instead of 4 to cover the battlefield) : it is my feeling but if it is wanted to make more difficult the scenario, it is ok. I thought it was not wanted.

And many thanks for your hard work! this scenario is fantastic.
OK I will add 2 recon aircraft to the scenario. It will be in update v0.43 because v0.42 is ready to launch. Also a luftwaffe and wehrmacht fueltruck is added now in Barbarossa. Bring it to one of Kiev Airfields and Minsk fuel depot will give you prestige points, but the messages will tell you in the game. In v0.43 also Medics, fire engine and field kitchen get missions. About the "Too many HQ's" Be happy I did not use Corps HQ level! :)
nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by nono hard et heavy »

Hello PHCAS.
I sent the "Grabdienst" unit near Minsk (41/59) to the hex marked B and then used the switch. No message.
Greetings.
Bruno
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by jeffoot77 »

just a question for barbarossa : for odessa city , romanians have no bridge to cross. So player need to move a bridge from north ? or romanians need to move to north to cross on another place? is it normal that romanians can't cross near Odesssa?
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/Q8-BEtOU8bWpjC2M/
raider45
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by raider45 »

Hi,
@jeffoot77,

I upgraded 2 normal Romanian infantry units to bridge pioneers.
I also upgraded some planes, romanian, slovakian and finnish.

greetings
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by terminator »

uzbek2012 wrote: Tue Apr 28, 2020 7:19 am Mutant tanks !
Armoured Tractor KhTZ-16

In an attempt to increase tank output in summer of 1941, the Kharkov Tractor Zavod (»KhTZ« or »XTZ« in cyrillic) installed one inch armour plates around the STZ-3 that was already in production since 1937. On top came a 45 mm gun turret resulting in the new KhTZ-16. However, only a mere 50-60 samples were finished until the Germans captured KhTZ in October of 1941. The KhTZ-16, built at the Stalingrad Tractor Zavod (»STZ« or »CTZ« in cyrillic) as well, was a typical example of an agricultural design (mis)used for military purposes.

KhTZ-16_1.jpg
KhTZ-16_1.jpg (25.18 KiB) Viewed 4672 times
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by jeffoot77 »

raider45 wrote: Tue Apr 28, 2020 6:12 pm Hi,
@jeffoot77,

I upgraded 2 normal Romanian infantry units to bridge pioneers.
I also upgraded some planes, romanian, slovakian and finnish.

greetings
--> Thxs! very good ideas !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/Q8-BEtOU8bWpjC2M/
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

Well, you can add a lot more, but do you need to ))) For example false airfields and straw tanks with planes )))
https://zen.yandex.ru/media/eto_istoriy ... 71536c7ed8
http://union.4bb.ru/viewtopic.php?id=971&p=24#p112483
captainjack
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by captainjack »

At least the Kh- TZ 16 looks it would be of some use. IZt is certainly much better than the embarrassing Bob Semple tank which was a waste of a good tractor.
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by uzbek2012 »

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