New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.40
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Operation Typhoon Map rough draft
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- Operation Typhoon.jpg (227.41 KiB) Viewed 3724 times
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
https://rg.ru/2020/04/29/kak-v-1945-god ... shkoj.htmlHow in 1945 Britain and the United States bombed Holland with potatoes)) The humanitarian bombing was called Manna-Chowhound and was supposed to save the starving inhabitants of the Netherlands. The fact is that in 1944, Germany was already short of food and the Germans stopped supplying food to the Netherlands. As a result, from April 27, the distribution of bread was reduced to 200 grams per week, and then the allies agreed with the German command: they would "bomb" Dutch cities with products, and the Wehrmacht promised not to fire bombers.
Do you plan such a "bomb" and the main thing is not to confuse the potatoes with real bombs

Otherwise it will be like this ....
https://topwar.ru/8378-unichtozhenie-dr ... 5-god.html

"Stalin line". Three-shot machine gun emplacement M-1 No. 292
https://francis-maks.livejournal.com/39198.html
Last edited by uzbek2012 on Fri May 01, 2020 12:04 pm, edited 3 times in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hello, the card is not there !? I can not find them.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Recon aircraft can only be refueled in the middle of a airfield hex. All other aircraft can also use the hexes next to the airfield. So if you do not place a reconplane in the middle hex. It never will be refueled. The recon aircraft are marked with a binoculars icon under it.
About HQ units. They have a few functions. First they represent historical HQ units with historical leaders in it. In big maps it's useful to move armies by their formations to keep things clear. For example send 18th army to Leninggrad, 2nd Panzer Gruppe to Minsk, etc. If you use the switch button on HQ units they become static but have a spotting range larger than normal recon units. The airunits fighting in the HQ's vision have a +1 bonus (radar trait). If you keep the HQ units in the rear you can place them in a city to prevent that partisan units just walk into this cities. So their are some useful things to do with HQ units. I use them to go directly behind the frontline to make a "recon" area behind the front of HQ's next to each other so their are no blind spots behind the frontline to be sure no enemy units sneak behind my frontline. But above all I like how the HQ's look
If we think HQ units will be more usefull with a +1 vision we can do that. Read also my answer to Yves about the HQ's
Top
I find them very useful for recon with their look/switch/move ability. 4 hex visibility ok 5 hex visibility range bordering on too much. Any more than 4/5 hexes too much in my opinion
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Colleague_Boyd_From_The_CIA
- Lance Corporal - SdKfz 222

- Posts: 28
- Joined: Wed Apr 29, 2020 6:50 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
I just made an account to say thank you for the amazing mod you made!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thank you very much. Its only the beginningColleague_Boyd_From_The_CIA wrote: ↑Fri May 01, 2020 5:04 pm I just made an account to say thank you for the amazing mod you made!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
I think you are talking about the Moscow Taifun map. It's a preview from Tony, it's not in the mod yet. It's only to show what is coming. This will be the next scenario in our campaign. If Tony is ready with the map I can start making the scenario. It will take some time.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Started with the "Battle of the Atlantic" scenario. This will be a Naval/air scenario with no ground units, like the battle of Britain but a little bit bigger then
The map is 140x120 hexes
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hi uzbek2012
You are sending so much information, a little to much for us to keep up with. Know that I am not always reacting on your posts, but one of my "To do" things is to look back all your posts and pick up the useful things. It will come in time. Thanks.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
phcas wrote: ↑Fri May 01, 2020 5:24 pmHi uzbek2012
You are sending so much information, a little to much for us to keep up with. Know that I am not always reacting on your posts, but one of my "To do" things is to look back all your posts and pick up the useful things. It will come in time. Thanks.
Hi phcas !
Everything is fine I do not see any problems as I am grateful to you that you are engaged in a real business ) But I will try to moderate my ardor so that we can keep up
P.s.
Shielded Soviet tanks of the great Patriotic war (9 photos)
https://zen.yandex.ru/media/eto_istoriy ... 687b1ef3cf
Pink camouflage. And this is not a joke
https://zen.yandex.ru/media/id/5cadd303 ... 127462e693
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thanks Wurschtmaxe
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Nice looking V-weapons! Thanks for including them in the mod! Great work, guys! 
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Functional Depots
In the next update all depots will be functional in all scenarios as followed:
If a ground unit enters a Fuel depot hex = +40 fuel
If a ground unit enters a Ammo depot hex = +20 Ammo
If a ground unit enters a Supply depot hex = +10 fuel & +10 Ammo
In the next update all depots will be functional in all scenarios as followed:
If a ground unit enters a Fuel depot hex = +40 fuel
If a ground unit enters a Ammo depot hex = +20 Ammo
If a ground unit enters a Supply depot hex = +10 fuel & +10 Ammo
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hi, will we get some prestige too?
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nono hard et heavy
- Master Sergeant - Bf 109E

- Posts: 488
- Joined: Sun Apr 30, 2017 11:18 am
- Location: France
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hello PHCAS.
If a ground unit enters a Vodka Distillery hex = +10 mens are drunk
Vodka Mamont Distillery
If a ground unit enters a Vodka Distillery hex = +10 mens are drunk
Vodka Mamont Distillery
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
for HQ units : " I find them very useful for recon with their look/switch/move ability"
--> they are useless because they need to swich before scouting! and they are attacked before it ! Either, they get +5 recon , either they can move AND swich to recon unit in the same turn .
For me , the best solution is to make them +5 recon else they are useless for most of the players...
--> they are useless because they need to swich before scouting! and they are attacked before it ! Either, they get +5 recon , either they can move AND swich to recon unit in the same turn .
For me , the best solution is to make them +5 recon else they are useless for most of the players...
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/
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/
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captainjack
- Brigadier-General - 15 cm Nblwf 41

- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Entering the vodka distillery hex should result in half the unit suppressed, and loss of prestige. And atrangely, nobody is quite sure exactly what happened....



