Locarnus Addon 2026-01, for Battlefield Europe, OC, AK, SC and Grand Campaign East

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Locarnus
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

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2026 base version of the "Locarnus Addon" Download: https://bit.ly/45RT53D

This is the 2026 base version of the Locarnus Addon. It has to be installed third, after first updating PzC to the bugfixed 1.32 (see install instructions in first post of this thread) and second installing BE 2.4.

Technical fixes and graphics:
- Added VK 4502 (P) Ausf B, thanks to Puma graphic
- Added Pantherturm for Battlefield Europe, thanks to Puma graphic
- Added Panzer Aufklärer mobile inf, with Messmann (AMULET) icons (Jager)
- Added 12.8cm Pak 44, thanks to Messmann (AMULET) graphics
- Fixed misaligned road tiles for North-Northeast-Southeast connection
- Several visual adjustments for BE main scenario, like desert rail thx to McGuba
- Italian cross class switchable ground unit has different icon (thx to Messmann)

Battlefield Europe, GC East, AK, SC & original PzC campaign compatibility
- BE Norway German iron ore convoy disruptions, thanks to bondjamesbond
- BE D-Day buffed, but only if Italy invasion was averted
- BE Additional M3 Lee spawn for Soviets if Africa is abandoned before turn 31
- BE Kiel Canal moved a bit for functionality, Zealand changed topography
- GC Campaign more Addon Advice translations (de, ru)
- GC West 44e2 Cassino truck "heroes" adjusted, trucks a bit faster than unmodded
- GC West 44e2 Cassino terrain a lot rougher around the mountain
- GC West adjustments due to player taking whole GC 1941 core to GC 42-43 West
- GC West experience levels increased, usually by 100 for the enemy (42-45)
- GC West some former core additions are now just aux units for that scenario
- GC West enemy aircraft adjusted for several scenarios (usually buffed)
- GC West "experimental" early Ta 152 and Do 335 core additions are now Fw 190
- GC West bonus SE/Std Bf 109 G-10 "Adler" script upgrades to K-4 in first 45 scenario
- GC West Sealion 45 can deploy 50 core units instead of 42
- GC West Sealion 45 german aux aircraft changed & 1 fewer, but additional axis airfield
- GC West Sealion 45 some additional enemy units, like T28 super heavy TD
- GC West End on the Elbe scenario player can deploy 50 core units instead of 38
- GC West End on the Elbe length increased to 30 turns instead of 22
- GC West End on the Elbe US has higher strength & all enemies have more experience!
- OC Kursk the player has 21 instead of 18 turns, thank you @goose_2 for feedback!
- OC Kursk enemy forces types and deployment numbers & locations rebalanced
- OC Kursk new enemy counterattack from NE of Shchigiry (22;16) after turn 8
- OC Kursk 2nd enemy counterattack from NE of Shchigiry (22;16) after turn 14
- OC Kursk fewer german aux aircraft, more german aux ground units
- OC Moscow 43 aircraft deployment hexes switched to now include airfields
- OC Moscow 43 gets 25 instead of 22 turns, but turn 21+ ones are 70% snow
- OC Moscow 43 new enemy counterattack E of Moscow after turn 12
- OC Moscow 43 starts 15d earlier (1st October), some aux Jäger are normal Inf
- OC Moscow 43 aux infantry is 42 model instead of 43, but more aux units
- OC Moscow 43 towed aux arty has some transports instead of none
- OC East Coast another core hero addition, Klingenberg with Brandenburger unit
- OC East Coast increased starting core limit to 36 again
- OC Mid and West scenarios adjusted, eg added M28 super heavy tank destroyer

Unit Changes:
- Soviet cross class switchable unit GAZ-67, like German Kübelwagen
- Soviet infantry (incl 120mm mortar) can use air and glider, but only without transports
- Panzer Aufklärer new mobile infantry, switchable to SdKfz 250 (Sd 10 tank family)
- Mobile infantry unified rebalancing (eg Kradschützen and Sahariana)
- New special 12.8cm Pak 44, switchable to arty, icons thanks to Messmann (AMULET)
- Panther G Vampir added (one more ini than G, 23.3.1945)
- Löwe tank faster, stats buffed and cheaper (s8 version 8.6.1945, s10 on 4.7.1945)
- VK 4502 (P) Ausf B r9 added to the Porsche Tiger family (available like Löwe)
- Tiger II additional late version with 5 movement (8.6.1945)
- Jagdtiger s10 a few days earlier (21.2.1945), Jagdsturmtiger later (1.2.1945)
- Go 229 name again and another rebalancing as advanced jet fighter bomber
- Me 163 and He 162 rebalanced, He 162 later (01.03.1945)
- Ju 388 a few days earlier (24.12.1944)
- SdKfz 250 & 251 transports are in the same upgrade family as Sd 10 transport
- 10cm Nblwf can use Sd 10 and 11 transports
- Ju 87 B-2 tropical variant added
- Italian L3 is now in same upgrade family as L6
- Italian Obice 149 are now in same upgrade family, additional late model with range 4
- Additional late italian versions, like P30/43+ & Obice 149+ thanks to markthorn3351
- Italian Bf 109 are now regular units, with all terrain air movement for compatibility
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by bondjamesbond »

Excuse me, but what was the January monthly update?

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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by RobertCL »

Hi Bondjamesbond,

OK for your install if you are already using 1.32 patch, otherwise you start with patch 1.32 first, then BE, then 2026 base.
I made so many mistakes so that I really know now how to install this...
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by bondjamesbond »

RobertCL wrote: Tue Jan 20, 2026 9:47 am Hi Bondjamesbond,

OK for your install if you are already using 1.32 patch, otherwise you start with patch 1.32 first, then BE, then 2026 base.
I made so many mistakes so that I really know now how to install this...
:D
Hi ) Thanks, but I have exe 132 on all versions from GOG to Steam ) True, Steam sometimes finds an error in this when checking files, since the official version 1.30 is still there ) but I replace it again with exe 1.32, which is posted here ) I've also had to become an expert at installing various mods.

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The OT-34 flamethrower tank was a 34-ton tank equipped with an ATO-41 piston powder flamethrower as additional armament. The tank was equipped with a 105-litre fuel tank. It could fire either single shots or bursts. The effective range was up to 100 metres.
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

bondjamesbond wrote: Tue Jan 20, 2026 8:52 am Excuse me, but what was the January monthly update?
RobertCL wrote: Tue Jan 20, 2026 9:47 am Hi Bondjamesbond,

OK for your install if you are already using 1.32 patch, otherwise you start with patch 1.32 first, then BE, then 2026 base.
I made so many mistakes so that I really know now how to install this...

Yep, everything so far (from my side) is in that 2026 base version.
If anything comes up during the next few days, there will be a 2026-01 update (like eg goose_2 finding an issue with original campaign Moscow 43 scenario, which would warrant a hotfix).


After quite some trouble with different mod installs and such, I now follow my own guide. Certainly much more closely than I did when I wrote that guide :wink: :
viewtopic.php?f=147&t=106604


So I copied the original folders elsewhere and I now leave the ones at the steam and gog paths totally alone.

I prepared one baseline folder for 1.30 (with jsgme already installed in it) and one for 1.32 (also with jsgme inside).
And now I'm just making copies of those prepared 1.30 and 1.32 installs for new mods.
The only annoying thing is, that aspects like savegames don't care too much about that, so I have to name each savegame properly. At least each jsgme list is separate, since each PzC folder has its own one inside.

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longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

goose_2 youtube playthrough GC Napoleon difficulty
GC 1944e9 start upgrade recommendations

8565 prestige, after elite replacements to full strength for all understrength units and selling excess captured units.

red marker for a) no or 1 hero, b) <800 kills, c) <350 experience
blue marker for a) 3 heroes, b) >=1500 kills, c) >= 450 experience

UnitType ....... transport ... Hero ... SubscriberName ... KillCounter ... Experience with elite replacements


45 Ground units

Non-hero bonus SE units
.Std 42M Toldi IIa ............... a3s1 ... Brodrick ............. 1645 ... 386
.Std Blue Division 44 ........... d1d2 ... PatrickLee .......... 1332 ... 384
.Std P26/40(i) ................... i1d2 ... Dimitri ............... 1189 ... 400 ... ==> Pz III M+ or M4(r) Sherman/Emcha
.Std Marder III M ............... m1a2 ... PaulWilde ........... 1083 ... 368 ... ==> Hetzer r9
.Std Brückenpio 44 ......... m1a3a3 ... Makorin .............. 1659 ... 432
.Std 15cm sIG33 r8 ... Horse .... a3 ... Eskuche ............... 339 ... 403 ... ==> Nimrod+ r11 for AA?
.Std 7.5 FK 16 nA r11 . Horse .... ?? ... Thejf .................. 122 ... 215
plus 1 non-hero bonus SE units for 45 grand campaign

Infantry
.Grenadiere 44 .... Sd251/1+ . m1a2 ... Gigiduru ............. 1145 ... 422
.Pioniere 44 ........ Blitz+ ..... m1a3 ... Soljaism ............. 1114 ... 405
.Kradschützen 44 ................ a1a2 ... PeteMitchell ........ 1220 ... 373 ... ==> Kz 8 GrWrf r11 ==> 10.5 leG 43 arty
.Sahariana 44 ..................... s1a2 ... Kostia ................ 1126 ... 353

Towed AT

Towed Arty
.10.5 GebH .......... Kettenkrad . i1a2 ... Pullig ............... 1015 ... 351
.10.5 leG 43 ....................... m1d2 ... Artemis .............. 879 ... 401 ... ==> Kz 8 GrWrf r11 ==> Fallschirmjäger ?
.7.62 FK 288(r) r11 . Sd250/1+ .. d2d2 ... RichardMartin ..... 1014 ... 405
.15 sFH range3 r8 ..... Sd7 .......... r1 ... Raduku ............... 662 ... 460
.21 Mrs 18 r5 ........... Sd8 ......... m1 ... Kei .................... 972 ... 441

Eskuche needs kills, so vehicle with high rate of fire?
Similar for Raduku, but perhaps 5 stars first, then high rof mobile AA as well, that can also use the range hero?
PeteMitchell could use a bit of arty experience training to reach 4 stars.
Artemis is practically ready to become something else. The newly introduced PzA /Sd 250 lineup would be nice to replace the Kradschützen, though the movement hero might be more useful on Fallschirmjäger? Lots of close terrain coming up in Warschau, where paratroopers do well.



Recon
.Panzer II 5cm 44 r9 ............... i1a2 ... Blast ................... 888 ... 415
.SdKfz 234/2 Puma ................ s1s1 ... DanielS ................ 928 ... 411

Tanks
.Tiger II B r9s8 .................. m1a2 ... Raunosavolainen ..... 1004 ... 501
.Jagdpanther .................... a2d2 ... Kapl .................... 1083 ... 356
.Panther BeWg ................... s1a3 ... MichalGolaszewski ... 1239 ... 473
.Panther A ....................... d1d3 ... Festival ................ 1042 ... 407 ... ==> Panther G ?
.Tiger I 44 ........................ d2a3 ... Temis .................. 1185 ... 439
.Tiger P++ s8 .................... m1d2 ... ElBaron ................ 1173 ... 424
.Elefant s8 ....................... m1d2 ... Gooseboy ............. 1490 ... 388
.StuG III 44+ ..................... i1m1 ... DoktorG ............... 1120 ... 398
.JagdPz IV/48 .................... m1a2 ... Pierre .................. 834 ... 428
.Nashorn 44 ....................... a1i1 ... ForestLaw ............ 1280 ... 461
.KV-85(r) .......................... d2d2 ... Paramecium .......... 1438 ... 358

Mobile Arty
.SU-122(r) ......................... a3a3 ... 7Bowls ................ 1240 ... 380
.StuH 44+ .......................... m1a2 ... NightPhoenix ........ 1165 ... 402
.Hummel 44 r8 ....................... s1 ... Soren ................... 774 ... 351
.Grille r8 ............................. m1 ... PanzerVorwärts ....... 865 ... 404
.Wespe ............................ m1d2 ... Goose .................. 1037 ... 407
.Brummbär 44 r8 ................... m1 ... Reoguru ................. 711 ... 410
.StuG IV+ .............................. r1 ... RayCaster .............. 716 ... 482
.PzSfl IVb ........................... s1a2 ... Rimski ................. 1230 ... 388
.Semovente 105/25 ................. d2 ... RightSide .............. 854 ... 474
.Panzerwerfer 42 r12 ............... a3 ... Singer .................. 909 ... 426
.Wurfrahmen 43 r8 ................ r1r1 ... Dneos .................. 933 ... 457

Anti-Air
.8.8cm Flak 41 ........ Sd7 .... m1m1 ... Jemhadar ............. 1145 ... 378
.Cannone 90/53 r8 ... TP40 .... m1a2 ... Zyavoo ................ 1033 ... 361
.Möbelwagen r12 ................. a2a2 ... Locarnus ............... 987 ... 413
.SdKfz 7/2+ r11 ................... a3a1 ... MalcolmRichardson . 1085 ... 398

Kapl can still reach 4 stars using the Sturmpanther, which becomes available at the end of GC 44. I would not go for another Panther until that cross class upgrade option is available.
Soren needs constant training, both for reaching 4 stars and to free up the Hummel, in order to give Raduku a way out of arty class.
PanzerVorwärts and Reoguru are ready to take on something else, in order to get more kills and thus the second heroes.
Brummbär direct fire is decent, but limited by 8 rof. Using the Brummbär => Nashorn => 8.8cm Pak 43 path could be an option to employ that movement hero and bring another long 88 into play.
PanzerVorwärts needs fewer kills for the guaranteed 2nd hero. Perhaps I would just go from Grille => StuIG 33B => Flammpanzer III for Warschau city map and then see what hero he gets there.
Rightside I would train to 5 stars first.
Singer gets those missing kills simply by shooting at enemy soft targets with his rof 12.



15 Airforce

Single engine Fighters & Fighter Bomber
.Bf 109 G-6/U2 GP .................. d3 ... vonThüringen ....... 882 ... 410
.Bf 109 G-14 ......................... d3 ... CouchOffiziell ....... 586 ... 351
.Fw 190 A-8/R ....................... d1 ... Richard .............. 568 ... 500 ... ==> Fw 190 A-8+ or /R+
.Fw 190 F-8 ....................... a1d2 ... AI181 ................. 784 ... 510
.Re.2005+ ......................... a3a3 ... Noxush ............... 955 ... 415
.G.55 + ............................... a2 ... BlackVulture ......... 947 ... 413
+ 2x bonus SE hero fighters in 1945

Multi engine Fighter / Tac Bomber
.Me 410 B-2/U4 r9 ............... d1d2 ... FighterAce .......... 1051 ... 385

Multi engine Fighter / Strat Bomber
.He 111 NJ ........................... a1 ... RMA901 ............... 574 ... 506
.He 111 H-20 ........................ a2 ... MafujKhan ............ 870 ... 404

Dedicated Tac Bomber
.Hs 129 B-2 BK .................... a3a1 ... AratoBela ........... 1260 ... 401 ... ==> Hs 129 B-3 r8 in 44e10
.Ju 87 D-5 ......................... a1d3 ... cmbbfan ............. 1132 ... 400

Tac Bomber / Strat Bomber
.Ju 188 A-2 .......................... d2 ... Alvarez ................ 507 ... 407
.Ju 188 E-1 ........................ i1i1 ... Slender1870 ........... 872 ... 454

Dedicated Strat Bomber


As usual I would train as many units in strat bombers as possible.
CouchOffiziell and vonThüringen need 2nd heroes, especially as the Bf 109 core time comes to an end. Potentially changing one or both to a permanent strat, like He 177 or Ar 234?
Both GC 45 bonus hero units will be Bf 109 already and the first one (Bf 109 K-4+) joins at the start of GC 45.
FighterAce needs that 4th star against enemy fighters in 45.
Both Me 262 variants will be available at the end of GC 44.
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by goose_2 »

Today's broadcast is set for today normal time. A lot to discuss based on your layouts here and my thoughts on what I should do for training. Should be a great discussion. Hope all will participate.
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

bondjamesbond wrote: Tue Jan 20, 2026 8:52 am Excuse me, but what was the January monthly update?
Correction on that, there will be a January update, but most likely near the end of next week.

Goose_2 mentioned something that could be changed for a scenario.
I found some issues with non English language settings, including but not limited to missing library entries.
The Soviet transport situation could use some work as well.

And I'm sure I find more to do. :wink:
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by bondjamesbond »

Locarnus wrote: Fri Jan 23, 2026 10:37 pm
bondjamesbond wrote: Tue Jan 20, 2026 8:52 am Excuse me, but what was the January monthly update?
Correction on that, there will be a January update, but most likely near the end of next week.
.

Ок

Paratroopers from the 1st British Airborne Division take cover in a shell crater near Arnhem during Operation Market Garden. 17 September 1944.

A German crew of the 37 mm Rak 35/36 anti-tank gun lowers the barrel by 8° to fire at a Soviet pillbox from close range. One of the gunners spreads the bipod wider to give the gun more stability on the concrete surface. Brest, June 1941.

British Royal Engineers crossing the Garigliano River. Italy, 1944

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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by eskuche »

With the new year, I will start some more wargaming! In addition to my game against Goose unmodded, I am doing a FM Rommel run on locarnus v2026 and hope to provide feedback and an in-depth (ish) AAR in text/picture format, which PzC is sorely lacking. Please see link here: https://docs.google.com/document/d/1YVx ... it?tab=t.0. I am writing an AAR for the goose game too, to be possible released later. Feel free to include either on the front page for the mod if so inclined :wink:
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

eskuche wrote: Sun Jan 25, 2026 9:23 pm With the new year, I will start some more wargaming! In addition to my game against Goose unmodded, I am doing a FM Rommel run on locarnus v2026 and hope to provide feedback and an in-depth (ish) AAR in text/picture format, which PzC is sorely lacking. Please see link here: https://docs.google.com/document/d/1YVx ... it?tab=t.0. I am writing an AAR for the goose game too, to be possible released later. Feel free to include either on the front page for the mod if so inclined :wink:
That is amazing to hear!
Will you use the AAR subforum or shall I link the google document?
I really miss those traditional forum AAR with pictures and so on.
Not only for PzC but for games in general, even though it is a lot of work with an ever shrinking audience.


How far are you along in the main scenario?

I'm considering removing the enemy prestige bonus for FM Rommel difficulty (and Rommel difficulty), since it potentially distorts the prestige balancing in Battlefield Europe. Although I'm not sure how much of a difference that actually makes, the AI practically has plenty of prestige regardless.

edit:
Note that taking Leningrad and Moscow have a considerably smaller effect on reinforcement than in BE without Addon.
Especially with prestige being that tight on FM Rommel, storming against Leningrad early on might come at too high a cost.
I also increased the initial Leningrad defender strength, but totally rewrote the siege mechanics compared to BE without Addon.
As a response to seeing most players previously going for a direct assault instead of the historical siege.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by eskuche »

Locarnus wrote: Sun Jan 25, 2026 9:43 pm
That is amazing to hear!
Will you use the AAR subforum or shall I link the google document?
I really miss those traditional forum AAR with pictures and so on.
Not only for PzC but for games in general, even though it is a lot of work with an ever shrinking audience.
edit:
Note that taking Leningrad and Moscow have a considerably smaller effect on reinforcement than in BE without Addon.
Especially with prestige being that tight on FM Rommel, storming against Leningrad early on might come at too high a cost.
I also increased the initial Leningrad defender strength, but totally rewrote the siege mechanics compared to BE without Addon.
As a response to seeing most players previously going for a direct assault instead of the historical siege.
Okay, thanks for that info. I didn't read through the extensive changes (though maybe I should).

I just started on turn 1. It looks like the AAR subforum is pretty dead so I may just put up a link at most there. Personally, videos take way too much time and aren't information-dense unless very heavily edited. I don't have time to watch or make them (I streamed GTPG for a bit! but it's too much work with kids running around).

The saddest part of the game is all the core slots I won't be able to use.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

eskuche wrote: Sun Jan 25, 2026 10:21 pm
Locarnus wrote: Sun Jan 25, 2026 9:43 pm
That is amazing to hear!
Will you use the AAR subforum or shall I link the google document?
I really miss those traditional forum AAR with pictures and so on.
Not only for PzC but for games in general, even though it is a lot of work with an ever shrinking audience.
edit:
Note that taking Leningrad and Moscow have a considerably smaller effect on reinforcement than in BE without Addon.
Especially with prestige being that tight on FM Rommel, storming against Leningrad early on might come at too high a cost.
I also increased the initial Leningrad defender strength, but totally rewrote the siege mechanics compared to BE without Addon.
As a response to seeing most players previously going for a direct assault instead of the historical siege.
Okay, thanks for that info. I didn't read through the extensive changes (though maybe I should).

I just started on turn 1. It looks like the AAR subforum is pretty dead so I may just put up a link at most there. Personally, videos take way too much time and aren't information-dense unless very heavily edited. I don't have time to watch or make them (I streamed GTPG for a bit! but it's too much work with kids running around).

The saddest part of the game is all the core slots I won't be able to use.
No need for reading through the changes, many things are probably buried anyway.
I really should have another go at the documentation, I have been neglecting that.


Started on turn 1, ok.
I know it is annoying, but would you be willing to wait until tomorrow and then restart the project after installing the update I'm working on right now?

It would really help me out, especially getting feedback on two of the changes I wanted to make, but did not include in the 2026 base version for lack of testing.
1) Specifically removing that enemy prestige multiplier from Rommel and FM Rommel difficulties.
2) As well as a potentially significant change for the bomber war from the Western Allies.
=> An increase of US and British aircraft ground defense values makes them less vulnerable to German AA, which in turn puts more emphasis on German aircraft to hunt down those Western bomber and fighter incursions.
That air war over Germany being dominated by moveable AA instead of German anti-bomber aircraft has been a criticism of BE even before the Addon mod. And while such a change might not solve that game mechanics problem, it hopefully goes quite a bit in that direction.

There is the risk of this change going too far, that's why I did not include it in 2026 base version.
So it is experimental, but imho could be well worth it.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by eskuche »

Locarnus wrote: Sun Jan 25, 2026 10:38 pm
eskuche wrote: Sun Jan 25, 2026 10:21 pm
Locarnus wrote: Sun Jan 25, 2026 9:43 pm
That is amazing to hear!
Will you use the AAR subforum or shall I link the google document?
I really miss those traditional forum AAR with pictures and so on.
Not only for PzC but for games in general, even though it is a lot of work with an ever shrinking audience.
edit:
Note that taking Leningrad and Moscow have a considerably smaller effect on reinforcement than in BE without Addon.
Especially with prestige being that tight on FM Rommel, storming against Leningrad early on might come at too high a cost.
I also increased the initial Leningrad defender strength, but totally rewrote the siege mechanics compared to BE without Addon.
As a response to seeing most players previously going for a direct assault instead of the historical siege.
Okay, thanks for that info. I didn't read through the extensive changes (though maybe I should).

I just started on turn 1. It looks like the AAR subforum is pretty dead so I may just put up a link at most there. Personally, videos take way too much time and aren't information-dense unless very heavily edited. I don't have time to watch or make them (I streamed GTPG for a bit! but it's too much work with kids running around).

The saddest part of the game is all the core slots I won't be able to use.
No need for reading through the changes, many things are probably buried anyway.
I really should have another go at the documentation, I have been neglecting that.


Started on turn 1, ok.
I know it is annoying, but would you be willing to wait until tomorrow and then restart the project after installing the update I'm working on right now?

It would really help me out, especially getting feedback on two of the changes I wanted to make, but did not include in the 2026 base version for lack of testing.
1) Specifically removing that enemy prestige multiplier from Rommel and FM Rommel difficulties.
2) As well as a potentially significant change for the bomber war from the Western Allies.
=> An increase of US and British aircraft ground defense values makes them less vulnerable to German AA, which in turn puts more emphasis on German aircraft to hunt down those Western bomber and fighter incursions.
That air war over Germany being dominated by moveable AA instead of German anti-bomber aircraft has been a criticism of BE even before the Addon mod. And while such a change might not solve that game mechanics problem, it hopefully goes quite a bit in that direction.

There is the risk of this change going too far, that's why I did not include it in 2026 base version.
So it is experimental, but imho could be well worth it.
Yeah that's fine. I got particularly unlucky on too many attacks, anyway :D
I will probably start from the beginning and just use cheat codes to replicate the same units, just in case anything else is off from loading new map versions mid-campaign.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by goose_2 »

Locarnus wrote: Thu Jan 22, 2026 12:02 am goose_2 youtube playthrough GC Napoleon difficulty


So I cannot tell you enough how much I pour over these stats when you lay this out for me while I am at work.

It is crazy how it just holds so much fascination for me. But one thing I noticed is that I have 4 units at 5 stars at this point. But only 1 with 3 heroes.

Is it crazy but I think that by the end I will have twice as many units with 3 heroes than I have with 5 stars.

Do you agree? Or do you think I will get more units then I see to get to 5 stars? Do you think it is important to get more units to 5 stars then I am attempting to do?

I know you think I should do more training with strats, but I find it less important as I think the kills I need for my air units has been a more important training aspect for me to concentrate on.

I think if I was to try this again I would focus more on getting my planes at the max exp level for each campaign level before I rested them for the rest of the campaign. Getting kills for air units has been a real challenge, and as such has left them behind my other units in terms of training. Now that I have the gun pods and Katyusha's to mangle it makes it much more doable to get needed experience and kills.

They are making good progress when comparing my earlier numbers.

I will try and go over my thoughts for upgrades for the next scenario, but playtesting Moscow 43 I have to be careful about some of my approaches, but it seems very doable.
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by goose_2 »

whoa sorry for all caps
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Mon Jan 26, 2026 4:55 pm
So I cannot tell you enough how much I pour over these stats when you lay this out for me while I am at work.

It is crazy how it just holds so much fascination for me. But one thing I noticed is that I have 4 units at 5 stars at this point. But only 1 with 3 heroes.

Is it crazy but I think that by the end I will have twice as many units with 3 heroes than I have with 5 stars.

Do you agree? Or do you think I will get more units then I see to get to 5 stars? Do you think it is important to get more units to 5 stars then I am attempting to do?

I know you think I should do more training with strats, but I find it less important as I think the kills I need for my air units has been a more important training aspect for me to concentrate on.

I think if I was to try this again I would focus more on getting my planes at the max exp level for each campaign level before I rested them for the rest of the campaign. Getting kills for air units has been a real challenge, and as such has left them behind my other units in terms of training. Now that I have the gun pods and Katyusha's to mangle it makes it much more doable to get needed experience and kills.

They are making good progress when comparing my earlier numbers.

I will try and go over my thoughts for upgrades for the next scenario, but playtesting Moscow 43 I have to be careful about some of my approaches, but it seems very doable.
In my mind I treat third heroes in general as bonus events for this playthrough, instead of something to plan for or anticipate. Perhaps also to reduce my own expectations and thus the frustration when such 3rd heroes turn out to be useless...

5th star means one more initiative. Great for front line ground units, but amazing for fighters. Especially on top of that additional 5th star air attack bonus for fighters (and somewhat for tac bombers).
Thats why I am so focused on strat training for aircraft. Kills and heroes are much less consistent and thus valuable for your airforce.

edit: The best possible hero (attack +3) is barely as valuable for a fighter than that 5th experience star (+1 ini, +2 air attack, +1 defense).

Next update will be released later today, so that eskuche can start his playthrough.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

eskuche wrote: Sun Jan 25, 2026 10:48 pm Yeah that's fine. I got particularly unlucky on too many attacks, anyway :D
I will probably start from the beginning and just use cheat codes to replicate the same units, just in case anything else is off from loading new map versions mid-campaign.
Yep, PzC is a bit strange in that regard.
Eg the movement file is only loaded when starting a new campaign (or grand campaign chapter). While the equipment file is loaded when starting a new scenario.
This can lead to issues when eg reducing movement costs in the movement file, but also reducing movement points in the equipment file. In an ongoing campaign this leads to units having the new lower movement points, but still have to pay the old higher movement costs...

Speaking of movement, the table of the in-game library entry is up to date with the Addon values, as far as I know.
Road & city movement costs are generally 0.7 for tracked, half-tracked and infantry (not ski or horse) units in fair weather.

0.5 road costs only for normal trucks. Since those also have much fewer movement points than before, after they were also standardized for 1 movement cost on clear, countryside, rail & airfield terrain.


I'll reduce that KV-2 ammo to 1 in the update later today.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

eskuche wrote: Sun Jan 25, 2026 10:21 pm Okay, thanks for that info. I didn't read through the extensive changes (though maybe I should).

I just started on turn 1. It looks like the AAR subforum is pretty dead so I may just put up a link at most there. Personally, videos take way too much time and aren't information-dense unless very heavily edited. I don't have time to watch or make them (I streamed GTPG for a bit! but it's too much work with kids running around).

The saddest part of the game is all the core slots I won't be able to use.
I brought the change description a bit more up to date (including ground defense buff for Western aircraft from the coming update):

BE 2.4 main scenario rebalancing
+ Several Eastern events changed, like Leningrad siege mechanics, Soviets less dependent on Leningrad and Moscow
+ Mediterranean consequences, eg for holding or early abandoning Africa, taking Malta provides much less benefit
+ Purchasable strategic transports (air, sea, trains) and smaller warships (DDs, submarines)
+ Adjusted topography and rail lines in several regions (eg Baltics, Alps, Caucasus)
+ Some rebalancing, eg tougher Soviets & Western airforce has higher ground defense against AA
+ Quality of Life adjustments, like preventing Axis ship stranding a few hexes away from ports
+ Different transition from early BE scenarios to main BE scenario (6 customizable units, but no prestige crossover)
+ More player choices => Read difficulty and house rules recommendations section
- Unfortunately no support for the multiplayer scenario of BE 2.4
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2026 base, for Battlefield Europe, OC, AK, SC and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Mon Jan 26, 2026 4:55 pm whoa sorry for all caps
Regarding training and since markthorn from youtube chat did that Italian focused playthrough of Afrika Korps:
With the update coming late today I recommend two further training changes, finally giving some Italian units a chance to catch up:

Zyavoo with his Cannone 90/53 AA gun in AT mode to upgrade to Obice 75/18+ for training in arty mode.
I have no idea how I have overlooked this for so long. :roll:

I also add a mortar unit for the Italians (though with the german icon for now), so that their elite infantry can in-family upgrade to it and thus train in arty mode!
Giving Kostia a chance to reach 4 stars...
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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