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

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Vintage
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by Vintage »

captainjack wrote: Sat May 02, 2020 10:27 am 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....
Completely agree :mrgreen:
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

jeffoot77 wrote: Sat May 02, 2020 9:20 am 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...
I Agree with you :)
guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by guille1434 »

phcas wrote: Sat May 02, 2020 6:05 am
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

This is an excellent idea! :idea:
Hexes with such a bonus will have a high tactical value... Think about an Ardennes offensive scenario with winter conditions making units spend so much fuel, the player will NEED to move its mechanized units to such hexes to "capture" the much needed fuel (and ammo also). Thumbs up!
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

guille1434 wrote: Sat May 02, 2020 12:34 pm
phcas wrote: Sat May 02, 2020 6:05 am
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

This is an excellent idea! :idea:
Hexes with such a bonus will have a high tactical value... Think about an Ardennes offensive scenario with winter conditions making units spend so much fuel, the player will NEED to move its mechanized units to such hexes to "capture" the much needed fuel (and ammo also). Thumbs up!
The depot bonus will be valid only once or a certain number of times or an unlimited number of times?
TonyAfan
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by TonyAfan »

-->
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 .
Turn 1 before moving switch into recon mode and scout immediate area. switch back to move mode and move to area you wish to scout next turn , recon units usually weak units so would need protection from other units.
Turn 2 again before moving switch into recon mode scout immediate area and repeat or if area is of importance stay in recon mode
If you give them recon move recon ability may as well make them normal recon units with 3 hex visibilty range
guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by guille1434 »

I think that the "correct" tactical use of a HQ unit spotting range is to position it behind the first line of contact, being able to see 3/4 hexes (if its spotting range = 4/5 hexes) into the enemy held territory. Besides, I would give such units VERY low defense values, and no attack capability in order to make the player protect it using other combat able units and precluding its use like any other "conventional" recon units (armored cars, light tanks) going alone into the enemy territory. I think is a good idea to have implemented such kind of units.
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

"HQ unit spotting range is to position it behind the first line of contact"

--> ok but how you make recon before then ? how your troops can arrive before your scout ?? it is nonsense... A recon vehicule with +3 spotting will do the same work. HQ units could be just behind the first line IF they can move AND scout in the same turn !
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 v0.42

Post by phcas »

terminator wrote: Sat May 02, 2020 12:43 pm
guille1434 wrote: Sat May 02, 2020 12:34 pm
phcas wrote: Sat May 02, 2020 6:05 am
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

This is an excellent idea! :idea:
Hexes with such a bonus will have a high tactical value... Think about an Ardennes offensive scenario with winter conditions making units spend so much fuel, the player will NEED to move its mechanized units to such hexes to "capture" the much needed fuel (and ammo also). Thumbs up!
The depot bonus will be valid only once or a certain number of times or an unlimited number of times?
For now you can use it 100 times. This will say if there are 2 fuel depots you can 100 times in total refuel on one or the other hex. The number you can use the depots can be changed. It's must be set for every scenario. For example the BIG Poland scenario have 4 ammo depots. In a total of 100 uses it's about 25 times for every depot.

There was also a question about prestige points. The depots will not give you prestige points. Only in the Big Poland scenario you get prestige points if you send your ammo trucks/units to the Ammo depots. This is seperated from the Depot use of other ground units.

About the HQ issue. The spotting range will be +1 in the next update.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

jeffoot77 wrote: Sat May 02, 2020 4:01 pm "HQ unit spotting range is to position it behind the first line of contact"

--> ok but how you make recon before then ? how your troops can arrive before your scout ?? it is nonsense... A recon vehicule with +3 spotting will do the same work. HQ units could be just behind the first line IF they can move AND scout in the same turn !
Do not use HQ's as normal recon units. But for example in the Big Barbarossa scenario. The 18th Army gets moving to Leningrad. If you take RIGA it's a key position. Because the Dvina river is a Major river. If your troops move on to Leningrad you can deploy a HQ unit in or close to Riga. This will give you a vision of this key position and prevent that Soviet units unseen can surprise you there and cut of the way back for your troops. You will need your normal Recon units in the frontline.

If you think you can not use them, just keep them static and forget them.
guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by guille1434 »

Indeed, the HQ unit recon function ahould be a passive one... Once your troops take an important area, you can position the HQ with some garrison unit(s) and you will be able to keep under surveillance a relatively big portion of the map (may be an area with several victory hexes or an important river crossing, to avoid enemy re-infiltration by stragling or guerrilla units. To make "active" recon forward of the main body of forces, the player should use conventional recon units like the Sdkfz 222 and similar units.
PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by PeteMitchell »

You always provide impressive photos... ;)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
cw58
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by cw58 »

PeteMitchell wrote: Sat May 02, 2020 9:19 pm You always provide impressive photos... ;)
Indeed. Gonna take a while to make that one go away. :shock:
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

PeteMitchell wrote: Sat May 02, 2020 9:19 pm You always provide impressive photos... ;)
Image
Well, we are fans of the game Panzer Corps and world military history! :D
Image
https://zen.yandex.ru/media/oruzheinik/ ... 38f97b528e
http://union.4bb.ru/viewtopic.php?id=971&p=24#p112555
Last edited by uzbek2012 on Mon May 04, 2020 2:04 am, edited 1 time in total.
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

Hello

For Barabarossa scenario, i can't upgrade romanian normal infantry to bridge infantry. I tried several units but doesn't work to create a bridge near Odessa. How player can cross to attack Odessa? Or the only way is to use the nearest north bridge ?
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/
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

jeffoot77 wrote: Sun May 03, 2020 5:09 pm Hello

For Barabarossa scenario, i can't upgrade romanian normal infantry to bridge infantry. I tried several units but doesn't work to create a bridge near Odessa. How player can cross to attack Odessa? Or the only way is to use the nearest north bridge ?
I manage to upgrade romanian infantry to romanian bridge infantry :o
glaude1955
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by glaude1955 »

Odessa takes a long time to take.
I took it from the North and from the East.
In the West, I was able to cross thanks to good heavy artillery support (I brought back the Karl Gerat)
But you really have to wear out the Russians in the North and East.
I let the Russians attack me for a long time across the East rivers and because of this I was able to eliminate many enemy units (The AI is weak, it does not stay under cover!)

Yves
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

jeffoot77 wrote: Sun May 03, 2020 5:09 pm Hello

For Barabarossa scenario, i can't upgrade romanian normal infantry to bridge infantry. I tried several units but doesn't work to create a bridge near Odessa. How player can cross to attack Odessa? Or the only way is to use the nearest north bridge ?
It must be possible to upgrade the romanian infantry to Bridge infantry but it's a bad idea. You can also bring in a German Bridge unit by train and use that. But in the update there are some Soviet ships near odessa. They will blow you away if you are to close to the sea. Romanian infantry is to weak anyway to do the job, you will walk right into the Stalinline if you cross the river. Try to cross the river more north with a stronger force (11 Armee for example) and turn south if you are over the river to Odessa is one of the options.

Oke, something else, reworked SdKfz-2 in the next update. Also will different versions of the SdKfz-6 and SdKfz-8 be added tomorrow. Good night :)
x00100_Sdkfz-2.png
x00100_Sdkfz-2.png (72.53 KiB) Viewed 3348 times
x00108_Sdkfz-2.png
x00108_Sdkfz-2.png (72.83 KiB) Viewed 3348 times
x00031_Sdkfz-2.png
x00031_Sdkfz-2.png (75.56 KiB) Viewed 3348 times
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

Unequal tank duels. Part 1. T-70 vs Panther»
https://waralbum.ru/7201/
https://topwar.ru/78632-neravnye-tankov ... ntery.html

How The t-70 was hit by a Tiger (4 photos)
https://fishki.net/1958602-kak-t-70-podbil-tigr.html

P.s. Destroyed German armored vehicles. Eastern and Western front.
https://sfw.so/1148911346-unichtozhenna ... xnika.html

Combat use of the t-70 tank (T-70M)
https://mihalchuk-1974.livejournal.com/40013.html

T-80 light tank
https://topwar.ru/15379-legkiy-tank-t-80.html

Т-50
https://topwar.ru/15234-tank-t-50.html
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

Preview.jpg
Preview.jpg (77.46 KiB) Viewed 3734 times
SdKfz.png
SdKfz.png (64.54 KiB) Viewed 3734 times
The "Taifun" (Moscow) map is finished by Tony. I started to make the scenario, it will take some time.
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