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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Aug 28, 2023 7:59 pm
by ajs81
One thing about the Warsaw Uprising scenario, does this scenario should focus on Warsaw only? IMHO this scenario should show a failed Soviet offensive on the city for 1.5 months and a huge tank battle 25km east of Warsaw (Wołomin - Okuniew). This was the reason why the Soviets captured the right-bank part of Warsaw in the second half of September 1944. In addition, it was necessary to add an additional Polish unit - civilians, in particular in the Wola district. The same in the Ochota district - this is where the "soldiers" of Bronislav Kaminski from RONA (Russian National Liberation Army) murdered civilians. Also The Special Group Bergmann or the Bergmann Battalion (German: Sonderverband Bergmann) was a military unit of the German Abwehr during World War II, composed of five German-officered companies of the Caucasian volunteers.
For the map to make sense, you need to add characteristic buildings such as the Royal Castle, the tallest building before the war Prudential or the Saxon Palace. You also need to add the unit SS-Sturmbrigade Dirlewanger - poachers
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Aug 28, 2023 9:59 pm
by bondjamesbond
If you do it, then as historically correct as the engine of the game itself will allow )

"Polish Panthers in the Warsaw Uprising.
https://foto-history.livejournal.com/10934343.html

Right now they are giving away a free game about the Warsaw Uprising in Steam
https://store.steampowered.com/app/1026 ... ef=vgtimes
https://en.topwar.ru/18186-mogla-li-kra ... shave.html
https://sfx.thelazy.net/games/
After installing the program ReShade' Version 5.9.2 the game visually became better )
https://reshade.me/
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Aug 28, 2023 10:01 pm
by eskuche
phcas wrote: ↑Sat Aug 26, 2023 8:42 am
eskuche wrote: ↑Sat Aug 26, 2023 6:03 am
Also the campaign structure doesn't quite make sense...no map leads to BarbarossaNoW, nor does anything lead to FranceD. THe only branch point I can see is winning decisive vs. marginal at stalingrad.
Hello eskuche,
The PAK-MOD 1939-1945 Campaign is not the same as the original Panzer Corps 1939-1945 Campaign. See the picture of the Campaignpath below.
Campaign Path.jpg
I found errors in the victory conditions of Kharkov 42 and Stalingrad. It's fixed now.
Greetings PHCAS
Even something as simple as this would help more players be interested in the campaign. I'm not sure how many maps there are or how to get to them. Is there any branching path at all depending on decisive/marginal? I would be willing to bet that some maps haven't even been played.
I thought I saw a Germany west map and a Germany east map as well when I tried to cheat my way through to game to see, but I'm really not sure.

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Aug 28, 2023 10:50 pm
by eskuche
More observations:
- panzer division-specific infantry have much less choice of transport than generic infantry.
- Usually you can upgrade units for free within the same division/regiment. However, sturmpioniere in SS families of units can't.
- Covered eisenbahn artillery have 5 ammo max regardless of the original version. This lets you cheat ammo.
- 1 KD has 6 soft AND HARD attack while dismounted. For comparison, 8 SS KD has 6 soft and 2 hard attack. Might need adjusting.
- Can prototype units allowed to be upgraded out of it? Else there is almost no point to use them, e.g., panzer minensucher...hits 9 mines and it's dead.
kharkov specifically:
- In Kharkov, are you sure the reinforcement air force is supposed to be core units? It completely destroys the soft cap, and the units are not that useful since they have no kills and low experience.
- kharkov victory condition for victory hexes doesn't seem to work...
- waffen faction disappears in kharkov, which makes unit upgrades weird, and makes them reappear in stalingrad as all new units. this is weird.
- there is waaaay too much empty space on this map. Much like france, it makes for a boring time shuffling units all around. Perhaps there can be a second counterattack or more attack waves. I finished this on turn 13.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Tue Aug 29, 2023 6:37 am
by buteo
I dont think exit hexes are needed ,you chose your pieces and that is that. I made similar mistake with Moscow first time because of to many air core units ,then had terrible weather and suffered . That is war ,I would never look for or use a cheat because it is a mockery. Only complaint is the loud german half track sound effect , I play late sometimes with sound almost on mute and that sound effect always is jarring. I'm looking forward to the Air War over Germany and most of all Overlord. (Perhaps each beach would get it's own scenario). I never rush this game it is like a fine wine to be savoured
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Tue Aug 29, 2023 4:47 pm
by buteo
Some further observations, I like the partisan units, they can cause problems. I like the concept of them destroying a train. The refugees are also a great effect, clogging up advancements. Very realistic. I have taken a penalty before also in regards to this. In general when I play campaign I never restart a scenario, never. I lost my prize fighter ace "Pik As" in a scenario because he ran out of gas a few hexes short. I take the loss and move on, the " whims of war". If you refuse to restart a scenario the stakes are higher and more enjoyable for me. Prototypes are just that, experimental concepts that last short or long time, nothing more should be expected of them, prototypes have mechanical problems, flaws during the teething process. I spend a great deal of time choosing deployments or referencing weather and historical record. I love the big maps and pulling of a brazen paratrooper drop in contested air is very satisfying.
The questions, Can I encounter an enemy air ace like Douglas Bader, Ginger Lacy, Sailor Malan,Townsend etc in RAF and get hammered by them or do enemy fighters not have heroes (Are there any photos or references in game to these pilots). Also will refugees sit in a victory hex, or will they move on?. Lastly is it better for my core fighters to finish off a kill ,or should I just go for maximum damage inflicting perhaps 7 damage points on a enemy plane. This question would be in regards to quickly accumulating advancement of a particular core pilot. I learn new appreciation of strategy in regards to using scout planes in my core which pays off in later stages of some scenarios. Aside from bugs, I wouldn't change anything.
You guys are very accurate, I can tell from some posts that members are very knowledgable in regards to history.
This game and Strategic Command War In Europe developed by local Canadian Hubert are masterpieces.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Tue Aug 29, 2023 6:26 pm
by ajs81
buteo wrote: ↑Tue Aug 29, 2023 4:47 pm
Some further observations, I like the partisan units, they can cause problems. I like the concept of them destroying a train. The refugees are also a great effect, clogging up advancements. Very realistic. I have taken a penalty before also in regards to this. In general when I play campaign I never restart a scenario, never. I lost my prize fighter ace "Pik As" in a scenario because he ran out of gas a few hexes short. I take the loss and move on, the " whims of war". If you refuse to restart a scenario the stakes are higher and more enjoyable for me. Prototypes are just that, experimental concepts that last short or long time, nothing more should be expected of them. . I spend a great deal of time choosing deployments or referencing weather and historical record. I love the big maps and pulling of a brazen paratrooper drop in contested air is very satisfying.
The questions, Can I encounter an enemy air ace like Douglas Bader, Ginger Lacy, Sailor Malan,Townsend etc in RAF and get hammered by them or do enemy fighters not have heroes (Are there any photos or references in game to these pilots). Also will refugees sit in a victory hex, or will they move on?. I learn new appreciation of strategy in regards to using scout planes in my core which pays off in later stages of some scenarios. Aside from bugs, I wouldn't change anything.
You guys are very accurate, I can tell from some posts that members are very knowledgable in regards to history.
This game and Strategic Command War In Europe developed by local Canadian Hubert are masterpieces.
Creating the scenario and the map took a few good weeks of sitting in google maps and checking the order de battle. Where and when a given unit, and sometimes individual battalions, were deployed, e.g. Bagration or Berlin. On the one hand, it's a lot of fun, and on the other, it's a fear that you've made a mistake. The hardest part, at least for me, is to make a good ending to the script. What will be a win for a given side of the conflict, and what will be a loss.On behalf of myself and my colleagues, thank you for your words of appreciation
PS
If you want to see many air aces look at World at War 1941-45 scenario --> link
https://www.mediafire.com/file/ym6y6xin ... p.zip/file
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Tue Aug 29, 2023 8:24 pm
by buteo
You are welcome, I have a huge military library collection and enjoy playing and bringing to life these battles when I'm not reading. Hope you guys are having fun developing mod and continue.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Tue Aug 29, 2023 11:56 pm
by eskuche
buteo wrote: ↑Tue Aug 29, 2023 4:47 pm
Some further observations, I like the partisan units, they can cause problems. I like the concept of them destroying a train. The refugees are also a great effect, clogging up advancements. Very realistic. I have taken a penalty before also in regards to this. In general when I play campaign I never restart a scenario, never. I lost my prize fighter ace "Pik As" in a scenario because he ran out of gas a few hexes short. I take the loss and move on, the " whims of war". If you refuse to restart a scenario the stakes are higher and more enjoyable for me. Prototypes are just that, experimental concepts that last short or long time, nothing more should be expected of them, prototypes have mechanical problems, flaws during the teething process. I spend a great deal of time choosing deployments or referencing weather and historical record. I love the big maps and pulling of a brazen paratrooper drop in contested air is very satisfying.
The questions, Can I encounter an enemy air ace like Douglas Bader, Ginger Lacy, Sailor Malan,Townsend etc in RAF and get hammered by them or do enemy fighters not have heroes (Are there any photos or references in game to these pilots). Also will refugees sit in a victory hex, or will they move on?. Lastly is it better for my core fighters to finish off a kill ,or should I just go for maximum damage inflicting perhaps 7 damage points on a enemy plane. This question would be in regards to quickly accumulating advancement of a particular core pilot. I learn new appreciation of strategy in regards to using scout planes in my core which pays off in later stages of some scenarios. Aside from bugs, I wouldn't change anything.
You guys are very accurate, I can tell from some posts that members are very knowledgable in regards to history.
This game and Strategic Command War In Europe developed by local Canadian Hubert are masterpieces.
I play similarly for the most part, at 50% prestige and 50% experience for most campaigns now. I do not see enemy heroes. Some other custom campaigns feature prominent very strong enemy heroes and I wouldn't mind seeing them here. With some forewarning (scout units killed by them, mission briefing, etc.) at least, they would make the game more interesting.
Prototypes I will just say that even though this mod seeks historical verisimilitude, some aspects should be stretched for gameplay purposes, e.g., Soviets have only 4-5 air units at kharkov (they are not named correctly, by the way!) -- I can't imagine that that was historical, although the massive German air bombardment is. Note that verisimilitude taken to the max, as in the Grigsby games, without purpose or sensicle mechanics to back it, gets to be a bad slippery slope. The black box of grigsby combat encounters is a mess, and artillery/air barely do anything, at least in war in the east 1.
For pilots, the most important thing is to be attacking something every turn. As long as you can inflict even one damage, you will gain at least one experience. Enemy obstacles are EXCELLENT for experience training (especially getting a new StuG up and running) due to how the experience system works: the bigger the attack-defence differential, the more experience you get. Dragon teeth also happen to have 0 air defense, so hitting with air is pretty useful when they start with 8 entrenchment. This gets more to being gamey, but that's the hand we're dealt and I do make the most of it.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Wed Aug 30, 2023 1:13 am
by buteo
Thanks Eskuche for the tips, I am only a average player who plays at an easier setting than most. You have mentioned interesting points as well in your suggestions.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Fri Sep 01, 2023 7:58 pm
by buteo
In regards to trains in WW2 I would like to learn more. What size of units and armor could move on a single military German train, 40 tanks?, how many soldiers would be transported on board? Were civilians also on train or separate. In regards to game ,if partisans overturn a train would it be feasible that the soldiers/ mechanized would be dismounted at that hex with a strength of 1 or 2 no reinforcements for unit and perhaps cant move for rest of scenario and rail line is inoperable. That way maybe it would need to be rescued or reinforced promptly to save core unit. Hope I explained properly
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Sun Sep 03, 2023 10:35 pm
by phcas
I started to work on the big "Ardennes" scenario for the 1939-1945 Wehrmacht Campaign

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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Sun Sep 03, 2023 10:42 pm
by phcas

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SS 501 schwere Panzer Abteilung
Panzer Brigade 150 (US)
SS 1 Leibstandarte (Peiper)

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26 Volksgrenadier
Panzer Lehr Division
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Sun Sep 03, 2023 10:50 pm
by phcas

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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Sep 04, 2023 9:57 am
by ajs81
I'm ready to do the Overlord script, but I have a question. Is it supposed to be a big map of France, all the way to Paris. Or just Normandy itself?
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Sep 04, 2023 10:23 am
by bondjamesbond
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Sep 04, 2023 11:49 am
by phcas
ajs81 wrote: ↑Mon Sep 04, 2023 9:57 am
I'm ready to do the Overlord script, but I have a question. Is it supposed to be a big map of France, all the way to Paris. Or just Normandy itself?
I started a Big map Overlord scenario already (including Paris). You can take it over.
Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Sep 04, 2023 11:50 am
by phcas

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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Mon Sep 04, 2023 12:08 pm
by phcas

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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v2.20
Posted: Sat Sep 09, 2023 1:12 pm
by phcas

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Update v2.30 will be online soon now