Re: Modern Conflicts : World War III campaigns
Posted: Mon Nov 03, 2025 2:56 am
Hello! I just finished a Grand “Korean War 2026” scenario made with Tomas’s map, specifically a “no foreign intervention” variant. That means only North Korean and South Korean forces are involved in this grand scenario.
A (still huge) appetizer before the “full regional war” version, which will include the US, China, Russia, and Japan. But trust me, this simplified variant already packs a punch with over 600 units in total!

Link toward the scenario : https://www.mediafire.com/file/c1q62mnx ... t.rar/file
Installation instuction : Dezip and put the two files into My Games\Panzer Corps\Scenario.
Simple, isn't it ?
Both side are playable.
I barely tweaked the settings to make a computer opponent, but after two short tests over the first few turns and a small adjustment to victory hex placement to encourage aggression, I found that the computer behaves just right. I haven’t tested beyond turn 6, but from what I’ve seen, you should be able to play against SK or NK computer, and not just against a friend or against yourself. Let me know if I’m wrong and the computer goes off the rails; I should be able to fix it quickly if needed.
So, here are some features :
- The real DMZ is 250 kilometers long, with around 150 heavily armed brigades already stationed on both sides. So expect a very high unit density in this scenario, don’t count on a breakthrough right away. You’ll need to hammer enemy defenses for a while. Gameplay will be slow and deliberate, you’ve been warned
;
- I wanted to avoid a small issue from the big “Europe 2022” scenario by Akkula/Stormbringer, where NATO players spent more time moving units from the rear than fighting at the front. So most rear units won’t be deployed at the start; they’ll instead arrive later, either via timers or events. Early turns should feel smoother, with more time spent fighting and less time sending units forward ;
- Turn 1 is all about positioning. Both players get a "peace turn" where the DMZ is impassable, allowing them to adjust unit placement if needed before the war start ;
- The factions are asymmetric. The KPA has more units (especially tanks and artillery), but much of its equipment is outdated and struggles to stay effective over time. The ROKA has more modern gear and a stronger logistics system to sustain combat longer, but risks running out of units faster if the NK player manage to keep pressure high. At the start, KPA player has a higer prestige income that the ROKA player; but things reverse as the scenario progresses ;
- At sea, it’s similar. However, instead of engaging enemy fleets directly, the North Korean player can stealthily deploy submarines along the southern coast to spawn special forces, perfect for causing chaos and forcing the ROKA player to thin out their defensive line to neutralize them ;
- On a related note, the weather is unpredictable, and the North Koreans go first ; with airfields close to the DMZ. From a gameplay perspective, that means they can use bad weather turns to air-drop commandos behind enemy lines without fearing the modern SK player air force (no An-2s, but yes Uzbek, I had you in mind). Since NK player has the first turn, he know that he will not be intercepted during SK player turn
;
- Seoul is extremely important. It is South Korea’s demographic, economic, and industrial heart. If it’s captured, the ROKA player loses nearly all prestige income. Since it’s only about 50 kilometers from the DMZ, expect fierce fighting over that stretch of land ;
- Every unit is named according to its real designation (ROKA) or its parent formation (KPA).
- As usual, I'm very talkative and many message screens will appear to explain to you how the situation evolve. I can't stop to talk, sorry ; I even made long victory messages
... Plus a few other details I’ve probably forgotten.
Some screenshots :



I’ll be using this as the base for the “full regional war” variant, so feel free to send feedback. It could help to do a better grand scenario next. But no need to rush your playthroughs if you want to send a feedback ; I’m taking a short break from this project and switching over to Panzer Corps for a bit. I’ve also been thinking about replaying the original Rome: Total War, so I’ll be stepping back from scenario design for a little while
Serbia : chapter 2 is still planned ; it is not abandonned, don't worry
Have fun !
A (still huge) appetizer before the “full regional war” version, which will include the US, China, Russia, and Japan. But trust me, this simplified variant already packs a punch with over 600 units in total!

Link toward the scenario : https://www.mediafire.com/file/c1q62mnx ... t.rar/file
Installation instuction : Dezip and put the two files into My Games\Panzer Corps\Scenario.
Simple, isn't it ?
Both side are playable.
I barely tweaked the settings to make a computer opponent, but after two short tests over the first few turns and a small adjustment to victory hex placement to encourage aggression, I found that the computer behaves just right. I haven’t tested beyond turn 6, but from what I’ve seen, you should be able to play against SK or NK computer, and not just against a friend or against yourself. Let me know if I’m wrong and the computer goes off the rails; I should be able to fix it quickly if needed.
So, here are some features :
- The real DMZ is 250 kilometers long, with around 150 heavily armed brigades already stationed on both sides. So expect a very high unit density in this scenario, don’t count on a breakthrough right away. You’ll need to hammer enemy defenses for a while. Gameplay will be slow and deliberate, you’ve been warned
- I wanted to avoid a small issue from the big “Europe 2022” scenario by Akkula/Stormbringer, where NATO players spent more time moving units from the rear than fighting at the front. So most rear units won’t be deployed at the start; they’ll instead arrive later, either via timers or events. Early turns should feel smoother, with more time spent fighting and less time sending units forward ;
- Turn 1 is all about positioning. Both players get a "peace turn" where the DMZ is impassable, allowing them to adjust unit placement if needed before the war start ;
- The factions are asymmetric. The KPA has more units (especially tanks and artillery), but much of its equipment is outdated and struggles to stay effective over time. The ROKA has more modern gear and a stronger logistics system to sustain combat longer, but risks running out of units faster if the NK player manage to keep pressure high. At the start, KPA player has a higer prestige income that the ROKA player; but things reverse as the scenario progresses ;
- At sea, it’s similar. However, instead of engaging enemy fleets directly, the North Korean player can stealthily deploy submarines along the southern coast to spawn special forces, perfect for causing chaos and forcing the ROKA player to thin out their defensive line to neutralize them ;
- On a related note, the weather is unpredictable, and the North Koreans go first ; with airfields close to the DMZ. From a gameplay perspective, that means they can use bad weather turns to air-drop commandos behind enemy lines without fearing the modern SK player air force (no An-2s, but yes Uzbek, I had you in mind). Since NK player has the first turn, he know that he will not be intercepted during SK player turn
- Seoul is extremely important. It is South Korea’s demographic, economic, and industrial heart. If it’s captured, the ROKA player loses nearly all prestige income. Since it’s only about 50 kilometers from the DMZ, expect fierce fighting over that stretch of land ;
- Every unit is named according to its real designation (ROKA) or its parent formation (KPA).
- As usual, I'm very talkative and many message screens will appear to explain to you how the situation evolve. I can't stop to talk, sorry ; I even made long victory messages
... Plus a few other details I’ve probably forgotten.
Some screenshots :



I’ll be using this as the base for the “full regional war” variant, so feel free to send feedback. It could help to do a better grand scenario next. But no need to rush your playthroughs if you want to send a feedback ; I’m taking a short break from this project and switching over to Panzer Corps for a bit. I’ve also been thinking about replaying the original Rome: Total War, so I’ll be stepping back from scenario design for a little while
Serbia : chapter 2 is still planned ; it is not abandonned, don't worry
Have fun !