Page 24 of 28
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 9:55 am
by Imeror
Oh, I forgot: do Russian military bases have a use or are they just ambient units?
Uzbek: take a look at Swedish vehicles, not only their aircraft. The CV90 with 8 Soft Attack is something serious, you should consider take one or two to support special forces in the open.
Time to raid this Russian HQ in mission 3. I fortunately always made a save the turn before I finish a scenario, just in case there is an update XD
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:01 am
by Tobi72
Enemy military bases with tents are mostly there to destroy, the ones with buildings too, you might get extra prestige or a little surprise.
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:08 am
by Imeror
One last thing... Why there is a photo of Arnold Schwarzenegger hidden in your files ?
I remind having found another one in a previous pack, but forgot to talk about it back then. Is he the secret red thread linking all your content together ?

Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:14 am
by Tobi72
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 11:44 am
by Imeror
You could one day add Schwarzy as a hidden overpowered commando unit to unlock under a secret very specific task ?
More seriously, mission 3 was cool.
I was lucky and quickly find the best positions to attack. I have to said that the level design gives very good indications : small fortifications behind the frozen bridge and radar station on the hill with a flag, it seemed logical that important things were there. Perfect clues given to the player.
Norwegian and Finnish SF work well together. One is faster on foot, the other more mobile with dedicated transport helicopters.
I found factories ; I considered them as opportunity targets and destroyed them. i already forgot my resolution about focusing on the main objectives, apparently
Oh, I maybe found something to fix.
In the middle of the mission, I unlocked F-35s. F-35s that are unavailable in the next scenario.
I saw that the timer was configured to move by days, not by hours. Consequently, it made some equipments available sooner than planned.
Not necessarly a big deal: I was too focused on my raid to buy 5th gen fighters
Replay :
https://www.mediafire.com/file/05r9dvbr ... 4.rar/file
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 12:07 pm
by Tobi72
Imeror wrote: ↑Sat May 24, 2025 11:44 am
You could one day add Schwarzy as a hidden overpowered commando unit to unlock under a secret very specific task ?
More seriously, mission 3 was cool.
I was lucky and quickly find the best positions to attack. I have to said that the level design gives very good indications : small fortifications behind the frozen bridge and radar station on the hill with a flag, it seemed logical that important things were there. Perfect clues given to the player.
Norwegian and Finnish SF work well together. One is faster on foot, the other more mobile with dedicated transport helicopters.
I found factories ; I considered them as opportunity targets and destroyed them. i already forgot my resolution about focusing on the main objectives, apparently
Oh, I maybe found something to fix.
In the middle of the mission, I unlocked F-35s. F-35s that are unavailable in the next scenario.
I saw that the timer was configured to move by days, not by hours. Consequently, it made some equipments available sooner than planned.
Not necessarly a big deal: I was too focused on my raid to buy 5th gen fighters
Replay :
https://www.mediafire.com/file/05r9dvbr ... 4.rar/file
Aaaarrrrr, there it is again, my mistake with the sense of time. But no big deal, buy the F-35, you'll need these planes later. I won't change that so the players have the opportunity to train these machines.
One question: Have you been lucky enough to get a bonus unit so far?
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 12:17 pm
by Imeror
Oooooh, there are bonus units
Unfortunately: no. I had the norwegian SF team, but they are given by the scenario, I think.
It's too late for the F-35, I've already finished the scenario. I just have regret to not have bought them then

Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 12:25 pm
by superlopez141
Great already downloading )
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 12:30 pm
by Tobi72
Imeror wrote: ↑Sat May 24, 2025 12:17 pm
Oooooh, there are bonus units
Unfortunately: no. I had the norwegian SF team, but they are given by the scenario, I think.
It's too late for the F-35, I've already finished the scenario. I just have regret to not have bought them then
The Norwegian special unit, for example, is a bonus unit. However, I had installed it in this scenario. In my several tests, I either received bonus units in some missions and then very few in others...I can't say why. So I decided to add some here and there, now I hope that the balance doesn't suffer too much.
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 12:31 pm
by Tobi72
superlopez141 wrote: ↑Sat May 24, 2025 12:25 pm
Great already downloading )
¡Sí, ataca!
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 7:13 pm
by Imeror
Mission 4 has a fun start.
We have to rush with our air transports to secure some places.
One thing I disliked: I'm sure to have cancelled a few units appearing at turn 2, since they spawned nearly around the position of my own helicopters
It was a nice battle: a wide frontline with not enough units to be effective everywhere. The AWACS was a nice addition to recon the flanks, since camps were hidden there.
Replay 04:
https://www.mediafire.com/file/2f6gnlhu ... 2.rar/file
Mission 5 make me regret to not have played your air campaign for PaK mod.
Ground units have to regroup to defend the airbase, while the air forces bombard key bunkers behind ennemy lines.
As usual, I decided to be stupidly bold and send one norvegian commando unit (thanks to their Black Hawk) to support the bombardment; Taurus are fine, but some well placed explosives can also do wonders. Saboteur were again annoying, but my team finally helped: mission finisehd 10 turns in advance.
that's my taste : the more unusual a mission is, the more I like it
And I finally had a Norwegian SF as a bonus
Replay 05:
https://www.mediafire.com/file/i5hrku1l ... 5.rar/file
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 8:52 pm
by Tobi72
Imeror wrote: ↑Sat May 24, 2025 7:13 pm
Mission 4 has a fun start.
We have to rush with our air transports to secure some places.
One thing I disliked: I'm sure to have cancelled a few units appearing at turn 2, since they spawned nearly around the position of my own helicopters
It was a nice battle: a wide frontline with not enough units to be effective everywhere. The AWACS was a nice addition to recon the flanks, since camps were hidden there.
Replay 04:
https://www.mediafire.com/file/2f6gnlhu ... 2.rar/file
Mission 5 make me regret to not have played your air campaign for PaK mod.
Ground units have to regroup to defend the airbase, while the air forces bombard key bunkers behind ennemy lines.
As usual, I decided to be stupidly bold and send one norvegian commando unit (thanks to their Black Hawk) to support the bombardment; Taurus are fine, but some well placed explosives can also do wonders. Saboteur were again annoying, but my team finally helped: mission finisehd 10 turns in advance.
that's my taste : the more unusual a mission is, the more I like it
And I finally had a Norwegian SF as a bonus
Replay 05:
https://www.mediafire.com/file/i5hrku1l ... 5.rar/file
Ok, I didn't think about that at the moment, that there might be own units on the planned places of the auxiliary units. But judging by their replay, all auxiliary units have arrived.
I didn't make the hexes around the bunkers impassable for ground units with forbidden zones or mines precisely for this idea, so the player has the opportunity to try something out and so that it doesn't become too easy, I placed a saboteur there like a watchdog.

- FFL.png (751.54 KiB) Viewed 942 times
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:25 pm
by Tobi72
A mod like this could also be appealing.
I imagine the soundscape of the legionnaires when they hurl their pilums... like a hail of missiles.
You could use the combat mode switch to put the legionnaires in turtle position.

- Legio.png (711.63 KiB) Viewed 929 times
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:37 pm
by Imeror
Very good thinking.
We are encouraged to follow the plan, but we can try "unorthodox" tactics as long as we accept to face unexpected difficulties.
I'd say your campaign go from good to great with this specific scenario. The next one is even better.
1- Various threats to deal with : a frontal assault on the open North of the city; amphibious raid (then full force landing) in the industrial zone South. The frontlines are moving, we are always facing new threats on another place of the map, so we have to keep reserves and keep our units mobile. That's very good.
2- I like the idea to put many buildings in the industrial zone, it goes well with the scale of the map. Since buildings are considered as units (technically, they are according to the game mechanics), we can trap ennemy units and force them to surrender more easily. On the opposite, we could also be trapped if we are not cautious, and our artillery can't be where it is the most needed, since there is buildings. I think it captures well the idea of urban combat. Moreover, it gives atmosphere. When the ennemy units landed en masse on an unprotected area, I saw in sadness my factories being bombed and sabotaged. It was good both for the gameplay and the atmosphere.
3- Still about the atmoshpere, I liked the spy ship patrolling along the coast. I think you did not do it for the gameplay (or maybe to increase spotting range for the units that have to land?), but just to gives life to the scenario. If my theory is correct: it worked

Just one problem: I saw in the briefing of the next mission that I need to sink it... but I already send it under the sea during this mission
4- i appreciate that the Eurofighter unit with Taurus was given as a core unit in the previous mission. Very satisfying unit to use
5- As in the previous scenario, we could try to go beyond the mission, if we accept additional challenges. Putting out of sight a 15HP RPG unit near the ennemy airfield on the island was EXTREMELY dirty

Fortunately, I planned a combined assault and my artillery was ready to support my unit that landed there. I was afraid to lost another unit here, but I managed to secure the island in the end. An additional challenge to make a good scenario longer, and not just wait idle the end of the timer.
Great battle!
Replay 06:
https://www.mediafire.com/file/7ja0yh8k ... 2.rar/file
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 10:40 pm
by Imeror
Tobi72 wrote: ↑Sat May 24, 2025 10:25 pm
A mod like this could also be appealing.
I imagine the soundscape of the legionnaires when they hurl their pilums... like a hail of missiles.
You could use the combat mode switch to put the legionnaires in turtle position.
Legio.png
Sold!
Another time period will be playable in Panzer Corps : What can’t it do?
Edit: I would have voted for Carthginians as first faction against them, but it seems it's more II-III century equipment
Mah, there are plenty of other choice in that time period anyway

Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 11:03 pm
by Tobi72
I'm going to experiment a bit.

- Adler.png (851.77 KiB) Viewed 911 times
Re: Campaigns for Modern Conflicts
Posted: Sat May 24, 2025 11:14 pm
by Tobi72
Imeror wrote: ↑Sat May 24, 2025 10:37 pm
Very good thinking.
We are encouraged to follow the plan, but we can try "unorthodox" tactics as long as we accept to face unexpected difficulties.
I'd say your campaign go from good to great with this specific scenario. The next one is even better.
1- Various threats to deal with : a frontal assault on the open North of the city; amphibious raid (then full force landing) in the industrial zone South. The frontlines are moving, we are always facing new threats on another place of the map, so we have to keep reserves and keep our units mobile. That's very good.
2- I like the idea to put many buildings in the industrial zone, it goes well with the scale of the map. Since buildings are considered as units (technically, they are according to the game mechanics), we can trap ennemy units and force them to surrender more easily. On the opposite, we could also be trapped if we are not cautious, and our artillery can't be where it is the most needed, since there is buildings. I think it captures well the idea of urban combat. Moreover, it gives atmosphere. When the ennemy units landed en masse on an unprotected area, I saw in sadness my factories being bombed and sabotaged. It was good both for the gameplay and the atmosphere.
3- Still about the atmoshpere, I liked the spy ship patrolling along the coast. I think you did not do it for the gameplay (or maybe to increase spotting range for the units that have to land?), but just to gives life to the scenario. If my theory is correct: it worked

Just one problem: I saw in the briefing of the next mission that I need to sink it... but I already send it under the sea during this mission
4- i appreciate that the Eurofighter unit with Taurus was given as a core unit in the previous mission. Very satisfying unit to use
5- As in the previous scenario, we could try to go beyond the mission, if we accept additional challenges. Putting out of sight a 15HP RPG unit near the ennemy airfield on the island was EXTREMELY dirty

Fortunately, I planned a combined assault and my artillery was ready to support my unit that landed there. I was afraid to lost another unit here, but I managed to secure the island in the end. An additional challenge to make a good scenario longer, and not just wait idle the end of the timer.
Great battle!
Replay 06:
https://www.mediafire.com/file/7ja0yh8k ... 2.rar/file
Well, I'm happy when the campaign is fun to play.
The spy ship served as a target and also as an eye for the enemy. Go ahead and sink it, Russia has more of them.
Yes, the little island with the airfield... I thought that one or two people might want to try it, but I didn't want to make it that easy.
With the Roman Empire...it's more of an experiment...you can also start the time before the Marius reform, at the time of the Republic and then more armor, units, new enemies. But that would be a completely separate mod.
Re: Campaigns for Modern Conflicts
Posted: Sun May 25, 2025 1:32 am
by bondjamesbond
Re: Campaigns for Modern Conflicts
Posted: Sun May 25, 2025 4:19 am
by bondjamesbond
Re: Campaigns for Modern Conflicts
Posted: Sun May 25, 2025 7:34 am
by bondjamesbond