Completely agreecaptainjack 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....
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
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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
I Agree with youjeffoot77 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...
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guille1434
- Major-General - Jagdtiger

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
This is an excellent 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!
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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
The depot bonus will be valid only once or a certain number of times or an unlimited number of times?guille1434 wrote: ↑Sat May 02, 2020 12:34 pmThis is an excellent 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!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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
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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
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.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
"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 !
--> 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/
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/
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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.terminator wrote: ↑Sat May 02, 2020 12:43 pmThe depot bonus will be valid only once or a certain number of times or an unlimited number of times?guille1434 wrote: ↑Sat May 02, 2020 12:34 pmThis is an excellent 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!
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.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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.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 !
If you think you can not use them, just keep them static and forget them.
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guille1434
- Major-General - Jagdtiger

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- Joined: Sun Jul 01, 2012 5:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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.
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PeteMitchell
- Major-General - Elite Tiger I

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
You always provide impressive photos... 
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Indeed. Gonna take a while to make that one go away.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Well, we are fans of the game Panzer Corps and world military history!
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.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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 ?
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/
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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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
I manage to upgrade romanian infantry to romanian bridge infantry
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glaude1955
- Master Sergeant - Bf 109E

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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
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
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
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
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
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
The "Taifun" (Moscow) map is finished by Tony. I started to make the scenario, it will take some time.




