New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

guille1434 wrote: Thu Mar 12, 2020 10:26 pm In my opinion, if submarine units are implemented in this mod as "switchable" units (with "submerged", "periscope depth", "surfaced" states) they should be able to attack land units when in surfaced mode, and that only for the submarine units with large caliber deck guns (75 mm or more?), surfaced subs with light caliber AA guns, should, again in my opinion, be only able to attack other naval units but not land units (due to the short range of such guns). And, of course, when submerged, submarines should be only able to attack naval units.
I checked all submarines in the mod. Because of an error I saw that some of them (not all) had a soft and hard attack factor when surfaced. For now in the next update the soft/hard attack factor of all submarines will be 0.

We all have to discuss what to do with the deckgun and AA gun Issue. Anyway know that the data of all submarines is not fine tuned yet. This will come in time.
Radoye
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 125
Joined: Fri Mar 30, 2012 5:48 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by Radoye »

guille1434 wrote: Thu Mar 12, 2020 10:26 pm In my opinion, if submarine units are implemented in this mod as "switchable" units (with "submerged", "periscope depth", "surfaced" states) they should be able to attack land units when in surfaced mode, and that only for the submarine units with large caliber deck guns (75 mm or more?), surfaced subs with light caliber AA guns, should, again in my opinion, be only able to attack other naval units but not land units (due to the short range of such guns). And, of course, when submerged, submarines should be only able to attack naval units.
Exactly

https://en.wikipedia.org/wiki/Deck_gun

Subs with deck gun should be able to attack to ground when surfaced. There have been occasions during the war where subs did shore bombardment. IMO a deck gun on a surfaced sub is no different than any other ships' gun and should be treated the same.

On the other hand, since the submarine class has some particular quirks (who is able to detect and / or attack them) the surfaced sub should be made into something else (destroyer?) to work around these. That should make them vulnerable to return fire from the shore.
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by captainjack »

I agree some subs should be able to attack land targets when surfaced,. They probably should be quite weak agaiinst hard targets, but maybe with fortkiller as it's a bit easier to take on buildings and harbour installations.
A former neighbour used to work on an antisubmarine shore battery in the early 1940s, so there was an expectation that you could take out (or at least scare off) surfaced subs with gunfire.
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

03020_BT-5.png
03020_BT-5.png (75.59 KiB) Viewed 4386 times
x03022_BT-2.png
x03022_BT-2.png (75.08 KiB) Viewed 4386 times
We started to replace the "to light" (Top) Russian units for new darker ones (Down)
uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
Joined: Wed Nov 16, 2011 11:49 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by uzbek2012 »

PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by PeteMitchell »

I like your big maps. However, I am not too sure about some units / other references.

Anyways, please allow me to ask one question (just for my overall understanding): Historically speaking, how accurate do you think your mod is / will be? Thanks!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

PeteMitchell_2 wrote: Fri Mar 13, 2020 8:59 pm I like your big maps. However, I am not too sure about some units / other references.

Anyways, please allow me to ask one question (just for my overall understanding): Historically speaking, how accurate do you think your mod is / will be? Thanks!
Hello PeteMitchell

We try to be so Histrorically as possible. So if you play the Poland scenario of the campaign the units and commanders and so on will be historical. We try that for every scenario. But if you follow a Campaign and the units get heroes from the game they are random. Also if the player can buy his own units you slowly can walk away from History. But overall I think we are much more historical than Panzer General/Panzer Corps and try to get more WW2 atmosphere with color movies and color photos. The color movies and color photos are very historically by the way. I am very sharp on that. You will not find a Tiger tank photo in 1941 and that kind of errors so much seen on ww2 movies and books.
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5940
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by terminator »

phcas wrote: Fri Mar 13, 2020 6:58 pm We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

terminator wrote: Sat Mar 14, 2020 3:09 pm
phcas wrote: Fri Mar 13, 2020 6:58 pm We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?
new color.jpg
new color.jpg (97.62 KiB) Viewed 4233 times
guuzidi
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 44
Joined: Fri Oct 26, 2018 7:05 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by guuzidi »

phcas wrote: Sat Mar 14, 2020 4:12 pm
terminator wrote: Sat Mar 14, 2020 3:09 pm
phcas wrote: Fri Mar 13, 2020 6:58 pm We started to replace the "to light" (Top) Russian units for new darker ones (Down)
What does it look like on the battlefield?
new color.jpg
Much, much better in my opinion, thank you so much.

I know you are very hard working with the mod at the moment, so very, very sorry for this question but any estimated time for Balkan big map (I believe it will be v.0.50 :) )?
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

guuzidi wrote: Sat Mar 14, 2020 7:31 pm
phcas wrote: Sat Mar 14, 2020 4:12 pm
terminator wrote: Sat Mar 14, 2020 3:09 pm
What does it look like on the battlefield?
new color.jpg
Much, much better in my opinion, thank you so much.

I know you are very hard working with the mod at the moment, so very, very sorry for this question but any estimated time for Balkan big map (I believe it will be v.0.50 :) )?
The big Balkan scenario will be in the next update. Radovan is working on it to correct errors in borders and other map things. As soon as I get it back from Radovan I will go on with the armies and making messages. Lot of the Armies are reworked already. I will keep you informed.
x13039_Botondx.png
x13039_Botondx.png (76.56 KiB) Viewed 4199 times
x13350_601.png
x13350_601.png (75.34 KiB) Viewed 4199 times
x16019_Partisans.png
x16019_Partisans.png (75.82 KiB) Viewed 4199 times
George_Parr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Thu May 09, 2013 3:57 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by George_Parr »

captainjack wrote: Fri Mar 13, 2020 6:35 pm I agree some subs should be able to attack land targets when surfaced,. They probably should be quite weak agaiinst hard targets, but maybe with fortkiller as it's a bit easier to take on buildings and harbour installations.
A former neighbour used to work on an antisubmarine shore battery in the early 1940s, so there was an expectation that you could take out (or at least scare off) surfaced subs with gunfire.
Quite frankly, I would find it to be complete overkill to add land attack to subs. They had one measily deck gun worth of note (two if you take the Surcouf) in the early goings of the war, and none near the end. That's not enough to have any noteworthy impact on anything on land. The very few times submarines decided to shoot at land targets were more of an attempt to spread terror and panic than to damage anything. People tend to panic when the enemy is suddenly so close when there used to be no immediate danger before. But that's really the extent of it. The Japanese did it three times or so, always at night, the first time targeting a fuel tank, which they didn't manage to hit, the second time targeting an old fort and doing no damage beyond severing some telephone cables, and the third time shooting at a lighthouse.

Not so sure what your anecdote has to do with this though. Of course shore-batteries could fire at subs as well, but that has little to do with subs firing at land targets. Submarines had no real armor and couldn't afford to take damage to their hulls, so getting into the range of shore-batteries was not a good idea.The real threat from submarines this close to the coast came not from them opening fire, but from either getting into a harbour and sinking some warships with torpedoes, or in bringing spies close to the beach.
RobertCL
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 652
Joined: Sat Jan 15, 2011 8:01 am
Contact:

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by RobertCL »

Hi,

I played Low Countries scenario at Leutnant level.

Units without mouvement sound:
a) Horch 901
b) 280mm SKL/40 Bruno (Belgian Railway gun)

NB: It was fun to play but I lost considerable time to capture Brussels and near Arras it is full of Brits (as it was historically), it took me a lot of time to move units so I had to cheat and I added 10 extra turns to win... (no I am not a very good player, just a casual player).
In fact the player must avoid combat in a whole side of the map and encircle the region bteween Dunkirk (in the North) and Calais (in the South).
The scenario shows well ho German army was undermotorized and the very low range of German aircrafts (with the difficulty to capture airfields in order to attack ships near Dunkirk).

I like big maps but you need a lot of free time at your disposal...

Now ready for France.

Grand campaign 1945 (1st scenario), unit without mouvement sound: T-34 M1943.
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

RobertCL wrote: Sun Mar 15, 2020 5:54 pm Hi,

I played Low Countries scenario at Leutnant level.

Units without mouvement sound:
a) Horch 901
b) 280mm SKL/40 Bruno (Belgian Railway gun)

NB: It was fun to play but I lost considerable time to capture Brussels and near Arras it is full of Brits (as it was historically), it took me a lot of time to move units so I had to cheat and I added 10 extra turns to win... (no I am not a very good player, just a casual player).
In fact the player must avoid combat in a whole side of the map and encircle the region bteween Dunkirk (in the North) and Calais (in the South).
The scenario shows well ho German army was undermotorized and the very low range of German aircrafts (with the difficulty to capture airfields in order to attack ships near Dunkirk).

I like big maps but you need a lot of free time at your disposal...

Now ready for France.

Grand campaign 1945 (1st scenario), unit without mouvement sound: T-34 M1943.
Thanks RobertCL for your feedback. The movement sounds will be fixed.
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

Preview.jpg
Preview.jpg (77.46 KiB) Viewed 3951 times
Next update will be launched 19th march 2020. This will include the beta version of the Balkan scenario.
phcas
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3197
Joined: Tue Jun 14, 2011 2:23 am

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by phcas »

x16850_Dubrovnik.png
x16850_Dubrovnik.png (79.64 KiB) Viewed 3853 times
x16850_Beograd.png
x16850_Beograd.png (78.95 KiB) Viewed 3853 times
x16840_Gazelle_1925.png
x16840_Gazelle_1925.png (79.21 KiB) Viewed 3853 times
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5940
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by terminator »

phcas wrote: Mon Mar 16, 2020 9:30 pm Next update will be launched 19th march 2020. This will include the beta version of the Balkan scenario.
At the same time as Panzer Corps 2 :)
Last edited by terminator on Wed Mar 18, 2020 4:38 am, edited 1 time in total.
raider45
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 109
Joined: Tue Mar 29, 2016 3:33 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by raider45 »

Hi,

since the Last Update, a lot of German Artillery has a reduce Range?

10,5cm/18, Range 2?
88cm Flak 36, 2 against Air Units, 3 against Ground (as artillery?) 1 as Anti Tank.
105mm sk18, reduce to 3
240mm Ks (the proto), reduce to 4
Stug as Artillery, range 2 (not reduce)?

British Artillery (Low Contries Map) fires range 4?
Dutch Cycles can fire!

is it a bug, or you change it?

Greetings
Radoye
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 125
Joined: Fri Mar 30, 2012 5:48 pm

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by Radoye »

The artillery ranges are being recalculated. German towed guns (and some self propelled) are done. Others will follow.
RobertCL
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 652
Joined: Sat Jan 15, 2011 8:01 am
Contact:

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38

Post by RobertCL »

France

Messages

a) Cherbourg has surrenderd --> Cherbourg has surrendered (correct the spelling)
b) Victory, the führer arrives on 11 June --> no he arrives later in the scenario (14 or 15 June), so please check the date and adapt the message accordingly
c) General Warlimont had to land a recon plane in Paris, as it is clearly stated in a message earlier in the scenario, but I have no news about it now that I have taken Paris
d) Compiegne : Führer has orderd...in the train wagon than --> Compiegne : Führer has ordered...in the train wagon then (correct the spelling).

This is a nice scenario, still not finished but it take hours to move troops...

I really like the videos and the refugees issues slowing you down.
I also like the secondary missions (the Führer visit in Paris and in Compiegne...).

A nicely made scenario, keep-up the good work!

Please correct the spelling mistakes.
Post Reply

Return to “Panzer Corps : Scenario Design”