Locarnus Addon 2026-03, for Battlefield Europe, OC, AK, SC and Grand Campaign East
Posted: Sun Aug 01, 2021 2:55 pm
The Battlefield Europe mod by McGuba is a true masterpiece and significantly expands upon the traditional Panzer Corps experience! A lot more strategic decisions are available, like prioritizing whole fronts.
With some spare time, I originally made some minor modifications to this great mod. Trying out some ideas like cross class upgrade options, multipurpose aircraft and different topographical and unit details.
However the "modding of the mod" continued to grow in scope and it is now a full addon to BE 2.4.
<< Ongoing BE + Locarnus Addon playthrough by eskuche >>
It is a classic picture and text AAR on 75% player prestige, plus 50% AI experience, plus 1 AI strength settings:
https://tinyurl.com/y8euym2r
<< Ongoing Grand Campaign East Locarnus Addon playthrough by goose_2 >>
Youtube playthrough on double Field Marshal, double Rommel difficulty plus rule of one and no super heroes:
https://www.youtube.com/watch?v=nFieC-H ... 61Emy2K5bz
<< Ongoing Originial Campaign Locarnus Addon playthrough by goose_2 >>
Youtube playthrough on double Rommel difficulty plus rule of one and no super heroes:
https://www.youtube.com/watch?v=c0UmJXn ... FssRp8ZU5p
And the Afrika Korps DLC campaign is more significantly rebalanced by the Addon (see "How to start the campaigns" section in this post)

Changes made by the "Locarnus Addon" mod
(for the Battlefield Europe mod, Afrika Korps DLC, as well as the Grand Campaign East)
Unit changes
+ Chassis based upgrade options and families (eg Panzer I upgradeable to Panzerjäger I and Sturmpanzer I)
+ New units (eg 15 cm sIG, 8.8cm Bunkerflak, Jäger light infantry, Tiger P)
+ Many more variants and versions of existing units (eg Flammpanzer III, Sturmtiger, Fw 190 Sturmbock)
+ More switchable units (eg multipurpose aircraft, direct fire mode for many AA and Arty, recon mode for light tanks)
+ Cross class upgrade options (eg all fighter, tac and strat bomber Ju 88 variants are in one upgrade family)
+ Rebalancing of many units (eg taking early T-34 ergonomic failures into account)
+ Early heavy tank versions start understrength until production ramps up (eg early Tigers in 1942)
+ Experience levels give more balanced boni
UI improvements
+ The crucial rate of fire stat is now displayed to the player (especially important for artillery)
+ Special icons showing the state of switchable axis units
+ Unit family separators for the purchase and upgrade screens (eg "Panzer III chassis, see screenshot")-
+ Slightly larger font size for unit info panel on the right side (ammo, entrenchment)
+ Custom unit names can now be considerably longer (just do not have a long word in the middle of the name)
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
Afrika Korps campaign (separate from BE & grand campaign)
+ Major rebalancing of the whole campaign, as well as individual scenarios (based on extensive player feedback)
+ Many topography fixes (eg less flat land south of the Caucasus, Indus river not flowing through Thar desert)
+ Primarily balanced for "rule of one" => Read difficulty and house rules recommendations section
+ No special SE unit slots, core numbers increased to compensate (SE are not feasible with all the additional units)
Grand Campaign East
+ Primarily intended for "rule of one" => Read difficulty and house rules recommendations section
+ Bonus units mainly represent the weaker units within a class (standard infantry, slow AT & captured tank conversions)
+ Only the very first scenario (Poznan) had to be adjusted for compatibility reasons (starting core, Recon Rudel)
+ Updated units, eg Allies use fighters that are more up to date
+ GC 45 East enemy experience increased usually by 100 points (1 star)
+ Scripts fix aux unit experience, as those should not be affected by field marshal difficulty
A screenshot of a small portion of the massive Battlefield Europe scenario from the start of Operation Barbarossa.

Battlefield Europe purchasing screen (note the upgrade family separators and different versions for desert terrain).


German heavy tanks are initially available in limited numbers (understrength units), until production increases and teething problems are fixed. This is also intended to limit the ahistorical "Tiger and Panther" spam, as soon as those become available.

Difficulty recommendations and house rules
For the Addon + Battlefield Europe:
Since Panzer Corps has an old, somewhat unfinished engine, there are many workarounds and quite a few issues that can be exploited (in the base game as well as this mod). I strongly recommend some house rules:
1. Battlefield Europe is balanced around the "General" difficulty for first time BE players.
If you have already won the BE scenario (and thus are not playing it "blind" anymore), I strongly recommend the "FieldMarshal" or Rommel or even combined custom difficulties. Also note that player prestige reductions are much more punishing in BE than in other campaigns (prestige is much tighter to begin with and you do not have cheap deployment phase replacements during the main BE scenario)!
2. I highly recommend "normal RNG", so that the player has to deal with full unit losses, not just the AI.
"Dice Chess" considerably reduces RNG, which mainly reduces expensive player casualties. A higher general difficulty is thus recommended if "Dice Chess" is used. Eg a 30% reduction in player prestige (player prestige 70% instead of 100%) to offset the "Dice Chess" setting compared to the "Normal RNG".
"Chess" without randomness at all is not recommended for the Battlefield Europe experience, it distorts the unit balancing a lot.
3. The Battlefield Europe map is at a much different scale than vanilla PzC, which brings range balancing issues.
3a. Eg paradropping extremely far behind enemy lines is possible, exploiting the poorly implemented range/fuel mechanic. My house rule is, that I do not use more than 2 paratroopers behind enemy lines and I do not drop them in bad weather or more than 1 turns flight away from their starting airfield (12 hexes).
3b. Also, keeping artillery ranges somewhat tactically consistent between models allows you to shoot at England with some long range normal artillery. I recommend the house rule of just not shooting at England with artillery from the continent!
3c. "Hunting" enemy aircraft with AA units might be fun in the usual Panzer Corps campaigns, but in Battlefield Europe this practically takes out much of the Axis challenge from the strategic bombing war over Germany. I thus HIGHLY recommend to NOT USE AA against enemy aircraft over Germany AFTER MOVING your AA unit!. This house rule is very important for an enjoyable, balanced experience! Even though it might appear harsh when coming from normal PzC campaigns, making no exceptions here improves the scenario feel and balancing so so much! Especially for the aerial "bomber" war over Germany, while the rule can be relaxed or even ignored for the more standard frontline fights, if it feels too harsh.
4. And then there is the other more obvious stuff like exploiting the phased recon move mechanic for resupply, or exploiting the 0 minimum prestige limit. Or simply disbanding the fixed Axis units that are visible at the map edge of the Libyan desert in order to free up the transports instead of paying for them...
For the Addon + Afrika Korps as well as the Addon + Grand Campaign East:
1. I highly recommend a house rule of "1 unit per unit version" (except for basic infantry). This "rule of one" provides far more historical gameplay variety and interesting choices. Especially in combination with limited player prestige (eg Rommel difficulty) and the chassis based upgrade families unique to this Addon. Eg try to only have one "Panzer III J" unit. If you want another tank you could choose eg a "Panzer III H" (previous version) or a "StuG III B" (same chassis) or even a "Panzer IV F" (different chassis).
2. I recommend less player prestige (eg "Rommel" difficulty means 50% player prestige) for experienced players trying my version of Afrika Korps, and "General" difficulty for less experienced players. The Grand Campaign East is surprisingly doable with 25% player prestige setting for veteran players, even in combination with "Field Marshal" player experience reduction. Due to AI not being able to spam units and no prestige soft cap, so you do not have to save up a mountain of prestige for GC 44 and 45!
3.The "Dice Chess" option reduces RNG and thus mainly player casualties, a complimentary combination with a higher difficulty is therefore recommended. Eg having player prestige reduced to 70% when playing on General or FM difficulty with "dice chess". Or reducing player experience to 70% when already using Rommel difficulty.
4. Activating the game option to "reform units" keeps unit losses expensive (in terms of lost experience), but not devastating (in terms of kills/heroes and prestige, which is important for FM, Rommel or combined difficulties).
This Addon for BE is balanced around those "house rules". Though of course these are just my personal recommendations.
BE itself tends to go the other route and restricts or cuts some stuff that is too easily exploited (like long range arty and paratroopers). The BE approach is crucial for fair multiplayer, but comes at the expense of unit variety. Imho both are valid approaches and it is up to personal preference.
For an idea of the unit variety with Addon and cross-class upgrade options.
Here is a GC 39 & 40 time frame unit stats & availability spreadsheet (dropbox.com with preview 2025-09): https://bit.ly/4mUGDa2
And the full equipment file as of 2026-03 in a downloadable, more readable format (eg for libre office or ms office): https://www.dropbox.com/scl/fi/of8riki9 ... psjwn&dl=0
There are currently no bonus SE/Std units for Afrika Korps, the core slot limit for the AK campaign has been increased instead. So this library table showing bonus SE/Std availability only applies to the Original & Grand Campaigns. Where bonus SE/Std units are worse instead of better than the normal core units to encourage unit variety instead of Tiger hordes (an up to date version can be found in the in-game library, the screenshots below are missing some recently added early artillery options):


How to start the campaigns
The Grand Campaign East can be started as usual, by selecting GC 39 from the extra campaign folder in the bottom right.
Make sure your language is set to "English" for Battlefield Europe, other languages might appear fine at first but then issues will most likely pop up, perhaps hours into the game (see Install instructions step 5 of 5)!
Afrika Korps, the Grand Campaign and the still somewhat experimentally compatible original campaign will probably work with german and russian language settings as well. As far as i know, the french translation of PzC did not extend to the campaign texts, but at least the UI texts are in french? If issues with german, russian or french arise, please default to the english setting.
The separate Afrika Korps campaign can be started from the bottom left image in the campaign selection screen.
The Africa Corps campaign tree can be found here: https://steamcommunity.com/sharedfiles/ ... =244331746
Unfortunately the Battlefield Europe multiplayer map is not supported by the Addon. Only the single player BE map and campaign are supported.
It is highly recommended to start the main BE scenario from the bottom right campaign picture instead of the scenario list (1941-1945 picture, "1941 - Barbarossa" title when clicking on it).
The earlier BE campaign start from the top right picture is adjusted for 6 core units only. And for balancing reasons, neither reserve units nor prestige does carry over from the early BE campaign scenarios to the main BE scenario.

Install instructions:
1 of 5: Prepare PzC for modding by first updating to PzC version 1.32
I strongly recommend that you follow the step-by-step preparation guide linked here, you only have to do this once (due to PzC itself not being updated anymore), enabling you to play this and every other PzC mod without issues.
Detailed Preparation Guide: http://www.slitherine.com/forum/viewtop ... 7&t=106604
If you do not follow that detailed guide, make sure to first update Panzer Corps with the correct PzC 1.32 patch (the early version of this patch has a serious bug):
Panzer Corps 1.32 for Steam (bug fixed): https://bit.ly/43Wb2KY
Panzer Corps 1.32 non Steam (bug fixed): https://bit.ly/3P2wE4h
And start the game from the /nocache shortcut, that is described in the detailed preparation guide above and in the Battlefield Europe 2.4 thread from the next step below!
2 of 5: Download and install Battlefield Europe version 2.4 mod with the desired optional addons (eg using JSGME, see step-by-step guide above)
Make sure to only use the "Battlefield Europe v2.4" folder, which is inside the downloaded "BattlefieldEurope24.zip" together with other files and folders you do not need (like a "Save" folder). If you use JSGME, put only that "Battlefield Europe v2.4" folder into the MOD folder of your Panzer Corps install (MOD folder is created by JSGME).
The BE 2.4 download and the optional addons (eg blue axis strategic symbols) are available in the first post of McGuba's Battlefield Europe thread (the differently colored strength plates are already included in the Addon):
http://www.slitherine.com/forum/viewtop ... 47&t=47985
3 of 5: Download and install the 2026 base version of the "Locarnus Addon" to BE 2.4 (eg using JSGME, see step-by-step guide above)
The Addon base version is named "Battlefield Europe v2.4 Locarnus 2026 base" and can be downloaded here with this link:
https://bit.ly/45RT53D
The base version of the Addon has to be "activated" after the "Battlefield Europe v2.4" folder and any optional mods in the JSGME (see screenshot below).
4 of 5: Download and install the "Locarnus Addon" update on top of the "Locarnus Addon" 2026 base version (eg using JSGME, see step-by-step guide above)
The latest Addon update has a month suffix and is named "Battlefield Europe v2.4 Locarnus yyyy-mm" and can be downloaded a few paragraphs below (top entry of the version history). The Addon update has to be "activated" last in the JSGME (see screenshot below).
If prompted by JSGME that it modifies existing files, click "yes", since there can only be one relevant equipment.pzeqp file and so on. The Generic Mod Enabler should look like this when everything is done correctly (and Panzer Corps itself should be version 1.32):

5 of 5: Make sure that you have your language set to "English"!
Make sure to switch to "English" language on the start screen (left most "British flag" icon among the flags at the very bottom).
Battlefield Europe campaign and scenario are not compatible with other languages.
Some measures were taken to make the other campaigns (original, Afrika Korps and Grand Campaign) compatible with non-english language options, but those campaigns were not yet tested with those other languages. If you do test them, please provide feedback! (Also note that Afrika Korps? and the Grand Campaign were only translated to german and russian in the base game, as far as I know.)

Your in-game start screen should then look like this (for the 2026 base version, it will say 2026-09 with the 09 update):

Thank you very much to all contributors!
Standing on the shoulder of giants, I thank McGuba himself, as well as goose_2, Uhu, Marginaldefeat, faos333, George_Parr, hugh2711, PeteMitchell, uzbek2012 and JimmyC for their feedback on Battlefield Europe.
"Kanthe" for his museum, providing inspiration for new units, and the whole Panzer Corps community still working on this 10 year old title.
Also thanks to faos333, for the early encouragement, as well as uzbek2012 and sbpc1 for all the inspiration in this forum of near silence.
And nikivdd for the many great campaigns over all those years and Uhu for his Italy campaign inspiration.
The unit rebalancing is based on the work of deducter, McGuba (BE) and Messmann (Amulet mod), with some inspiration from Akkula's "Modern Conflicts" mod.
Thank you very much goose_2, guille1434, JanD, jeffoot77, uzbek2012 (in his various incarnations), eskuche, seperon, caesar67, thejf, RobertCL, Anderkav, DONAR444, AYM78 and everyone else for the direct feedback to the Addon.
The AAR playthrough of Battlefield Europe with Addon by eskuche and his feedback and suggestions was invaluable for major bug fixing, script and mechanic rewriting (Leningrad, upgrade scripts) as well as balancing progress and library documentation.
The youtube playthroughs of Afrika Korps, Grand & Original Campaigns by goose_2 himself helped tremendously with the feedback, development and balancing, including many new units for the Italians, strat fighter conversions, reintroduction of bonus SE/Std units and variety and more.
The youtube playthrough by Patrik of the Original Campaign inspired many changes and renewed interest in this part of the mod, both by myself and by goose_2 whoe started his own playthrough.
The playthroughs and feedback of Grand Campaign East with Addon by thejf and eskuche helped a lot with the balancing and difficulty tuning.
The AAR replays by JanD (AAR forum), as well as his detailed lists of error and inconsistency reports, are invaluable for balancing and bugfixing, especially concerning the equipment file!
The youtube playthrough of BE + Addon by Duedman led to a great many improvements, both for that huge scenario as well as the Addon unit roster!
The youtube playthrough of Grand Campaign 39 by Richard Martin helped a lot with polishing the early WW2 Addon balance.
The Grand Camapign core and feedback reports by eskuche and thejf provided enormous insight and motivation for bringing the library up to date, and movement and GC balancing!
Anderkav beginning his RKKA addon mod prompted my rework of the Soviet unit roster (Soviet Addon to the Locarnus Addon to Battlefield Europe to PanzerCorps)! And his RU language feedback fixed the language bugs.
Those playthrough reports have great effect on further development, both in terms of feature implementation as well as motivation to work on this Addon!
Special thanks to the modders who provide free unit icons, camo schemes and tools to the community:
For example the StuIG33, Eisenbahn-Flak, BuFla, Sturmpanther, Jagdsturmtiger and many, many other icons from the great "guille1434" himself: https://www.slitherine.com/forum/viewtopic.php?t=36536
And the 105mm Leichtgeschütz 42 icon from "phcas", as well as eg the Flakpanzer I and Panzer II H icons from "AKRebel", both co-authors of the incredibly detailed PAK mod: https://www.slitherine.com/forum/viewtopic.php?t=92787
While the PAW graphic and Char B arty conversion was made by Birgeria: https://www.slitherine.com/forum/viewtopic.php?t=103166
The Panther F, Lorraine Schlepper arty and several more base icons for DCS from "flakfernrohr": https://www.slitherine.com/forum/viewtopic.php?t=42725
From zombiehunter1977 came the sIG graphic: https://www.slitherine.com/forum/viewtopic.php?t=27244
The AMULET mod from Messmann has many great graphics with masks, eg Wespe, Hummel, 10.5cm leFH 18/40, 12.8cm Pak and PzA inf graphcis (Jager icon in AMULET): https://www.slitherine.com/forum/viewtopic.php?t=63616
Puma's Bastelecke on the Streitmacht forum provided the rare VK 4502(P) Ausf B and Pantherturm graphics: http://www.streitmacht.com/viewforum.php?f=406
Dwight's Camo Sprayshop by "rezaf" was invaluable and used to great effect (eg for later german heavy tanks): https://www.slitherine.com/forum/viewtopic.php?t=33526
"The Grand Armory" thread by "rezaf" also helped a lot for unit inspirations: https://www.slitherine.com/forum/viewtopic.php?t=46156
And of course "Rudankort" himself, who made all this possible with his work on Panzer Corps and even provided patches years later to unlock new possibilities for modders (patch 1.32)!
Downloads and version history:
Panzer Corps version 1.32, BE 2.4 & "Locarnus Addon 2026" base version are required to be installed in that order, before installing the latest Addon update on top of all three of those (see install instructions above).
Make sure you have the right version of patch 1.32 installed
(there is an old PzC v1.32 which has a bug, see install instructions above).
2026-03 Update "Locarnus Addon" Download: https://bit.ly/3ZZADD3
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2026 base version are included in this one.
UI & Library changes, thanks to eskuche BE playthrough
- BE Upg family separator for Hungarian & Romanian Bf 109
- BE Upg family separator for Finnish Inf/Jäger
- BE Finnish Inf 39 versions adjusted in purchase/upg screen
Technical fixes and graphics, thanks to eskuche BE playthrough:
- Changed Southern Tunisia snow/swamp graphics (visual only)
- Changed Bremen channel to river appearance (visual only)
- Graphics changed for several mountain tiles (visual only)
Battlefield Europe (thanks to eskuche), GC East, AK, SC & original campaign
- BE Core slot scripts reduced by 10 for each step (eg 190 instead of 200 turn 2)
- BE Some British Empire destroyers replaced by weaker and slower corvettes
- BE Deactivated strat bomber replacement units (formerly spawning near Frankfurt)
- BE Hs-129 spawn message fixed (turn 21 instead of turn 40)
- BE Würzburg radar costs 320 instead of 245
Unit Changes, thanks to eskuche & goose_2 playthroughs:
- 76mm ZiS-3, 57mm AT, 100mm AT, 8.8cm Pak nerfed defense
- Western Allied (UK, US) aircraft reduced GD again by 1 (still higher than 2025)
- 8.8cm L56 Flak slightly more expensive, 10.5cm Flak slightly cheaper
- Corvettes introduced for BE (weaker and slower destroyers)
2026-02 Update "Locarnus Addon" Download: https://bit.ly/3ZEiSJi
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2026 base version are included in this one.
UI & Library changes, thanks to eskuche BE playthrough
- Library now includes most BE events and special upgrade scripts up to turn 20!
- Library also includes the special BE turn 22 Fw 190, and turn 50 Panther upgrades
Technical fixes and graphics, thanks to eskuche BE playthrough:
- BE Fixed Minsk surrender for enemy overstrength difficulty settings
- BE Heavy arty winter str loss fixed (but now only 28cm K5 and Karl-Gerät)
- BE Fixed Mines around Tobruk not losing strength after city is captured
- Fixed Soviet 120 Mortar upgrade family, and AI issue by unitID swap, see below
- Saharan Inf wheeled move sound, since it recently changed to wheeled move type
- Enemy Captured SdKfz 222 has different paint (eg 44 East - Warsaw scenario)
- Shortened trop to tp in several aircraft names
Battlefield Europe (thanks to eskuche), GC East, AK, SC & original campaign
- ALL After deployment elite replacement costs reduced from 75% to 65%
- ALL Elite replacement costs during deployment phase unchanged (50%)
- SC 120mm Mortar team unitID replaced due to AI issue with its switching ability
- SC For ongoing campaign, please upgrade your 120 Mortar after updating the Addon
- BE Kübelwagen and Italian Command unit no longer available in BE main scenario
- BE Experimental switchable Pz III => Pz IV upg family connector for BE (28.11.1942)
- BE Convoys higher strength, better defense, but also 120 instead of 100 reward
- BE All US & British Emp. units +2 exp per turn, if no Axis navy on convoy routes
- BE All US & British Emp. units 0 exp per turn, if 1 Axis navy on convoy routes
- BE All US & Brit. units -1 (-2/-3) exp per turn, if 2 (3/4) Axis navy on convoy routes
- BE Convoy unit kill gives 120 prestige to Axis instead of 100, same for Allies loss
- BE Leningrad siege cycles 1 & 2 always reduce Strength (not 90% like cycles 3+)
- BE Leningrad siege cycles 3+ also reduce maxStrength, but only outer ring units
- BE Leningrad siege each turn lowers Allied prestige by 30
- BE Leningrad special mortar unit that can not switch & has self-defense AA rating
- BE Leningrad special mortar has hero, Olga Bergholz representing morale boost
- BE Scripted upgrade options to Fw 190 earlier (turn 22) & cheaper (120 prestige)
- BE Scripted Fw 190 upgrades now have a safety switch (Bessie in Lake Balaton)
- BE Scripted Panther upgrades have a safety switch (Cessie in Lake Constance)
- BE 28cm K5 railway arty classified as armored train in BE (no protective fire)
- BE Player purchased 28cm K5 railway arty does not lose str in first winter
- BE Soviet reinforcements from Persia now come from the map border
- BE Additional warning for Eastern Med spotting (amended Gibraltar message)
- BE Düsseldorf added to strat bomber trigger zone 22
- BE Several replacement and later units come in more modern versions
- BE Increased Moscow, Stalingrad & Malta prestige rewards by 200/100/100
- BE KG 40 with Fw 200 Condor gets Petersen hero
- BE British destroyer gets Walker hero
- BE Non-replaceable Do 17 stats adjusted (no changes for BE fighter exchange)
- GC 44 East Warsaw captured units adjusted, +1 upgrade city (thx goose_2)
Unit Changes, thanks to eskuche & goose_2 playthroughs:
- Fw 200 all nerfed ground def, C-3 and later versions buffed ground attack
- He 162 one more air defense, due to its ability to disengage from every enemy
- SdKfz 222 and 234/1 buffed self-defense air attack value
- PzSfl IVb has 6 ammo (instead of 5), also more fuel, but costs 40 prestige more
- Std Panzer III M+ changed to Pz III N 44 & different paint
- Romanian 3.7cm Flak unified values including rof 11
- Infantry mortars buffed air defense (Soviet, German)
- Brandenburger units a more expensive (BE and USA branch of original campaign)
- Bf 109 G-6+ GP reduced air attack by 1, later G-6/U2 not changed
- 28cm Kanone 5 slightly buffed ground attack, significantly buffed naval attack
- Re 2000 and Heja 2000 a lot more expensive (but lowers gap to Re 2001)
- Jagdsturmtiger gets one more soft attack
- Jagdsturmtiger tropical s8 earlier, for ahistorical Afrika Korps path (25.4.1944)
- Jagdpanther G3 & full str Jagdsturmtiger added, late ahistorical (8.6.1945)
- Removed confusing "Rec" from the name of Bf 109 E-8 and G-4, no stat changes
2026-01 Update "Locarnus Addon" Download: https://bit.ly/4ad4fT8
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first.
Technical fixes and graphics:
- OC Kursk scenario fixed for de, ru and fr language settings
- Library entries fixed for de, ru and fr language settings
- Ar 234 has switch indicator icons and ferry mode
- FW 190 A-3 & 4 and tropical versions of A-5 to 8 use different McGuba graphics
- SC Sinyavino (Leningrad) captured Tiger I r9s8 gets new Soviet camo icon
- SC Battle of Caucasus captured Fw 190 gets new Soviet camo icon
Battlefield Europe, GC East, AK, SC & original PzC campaign compatibility
- BE Air war changed, by giving all West Allied air units 2-3 more ground defense
- BE Minor adjustments, like Caucasus Soviet inf slightly repositioned
- BE A few more hold position active instead of hold position passive stances
- BE One Grenadiere unit changed to PzA/Sd250, Balck hero added, repositioned
- BE Pioniere unit in front of Brest changed from Sd 250 to Sd 251 transport
- BE KV-2 near Lvov has only 1 ammo, thank you eskuche
- GC East Vilna has more useable upgrade hexes, thank you goose_2
- GC West Sealion 45 has Tortoise defenders
- OC USA East Coast scenario has two free aircraft upgrades to Do 335 & Ar 234
- OC USA East Coast scenario has one free ground unit upgrade to Tiger II B++
- SC Sinyavino & Caucasus scenarios Axis unit upgrades for fighters & few inf
- SC Sinyavino (Leningrad) captured Tiger I is only the early r9s8 version
Unit Changes:
- British and US air units get 2-3 more ground defense
- Soviet organic transports rebalancing, especially heavypull, eg much slower S-2
- Soviet organic transports are mostly in the same upgrade family per weight class
- SdKfz 250/11 and /9 basic versions reactivated, but now in Sd10 tank class family
- PzA / Sd250 vision reduced from 3 to 2, early hard attack buffed in infantry mode
- New Italian infantry mortar unit (switchable between elite inf and 75mm arty classes)
- Several Italian unit names shortened
- British Tortoise buffed
------------------------------------------------------------------------------------------------------------------
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 above) 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
Older version history moved to the third post of this thread (below), the version history stretching back even further is now included in the download (LocarnusAddon-Info.txt file).
With some spare time, I originally made some minor modifications to this great mod. Trying out some ideas like cross class upgrade options, multipurpose aircraft and different topographical and unit details.
However the "modding of the mod" continued to grow in scope and it is now a full addon to BE 2.4.
<< Ongoing BE + Locarnus Addon playthrough by eskuche >>
It is a classic picture and text AAR on 75% player prestige, plus 50% AI experience, plus 1 AI strength settings:
https://tinyurl.com/y8euym2r
<< Ongoing Grand Campaign East Locarnus Addon playthrough by goose_2 >>
Youtube playthrough on double Field Marshal, double Rommel difficulty plus rule of one and no super heroes:
https://www.youtube.com/watch?v=nFieC-H ... 61Emy2K5bz
<< Ongoing Originial Campaign Locarnus Addon playthrough by goose_2 >>
Youtube playthrough on double Rommel difficulty plus rule of one and no super heroes:
https://www.youtube.com/watch?v=c0UmJXn ... FssRp8ZU5p
And the Afrika Korps DLC campaign is more significantly rebalanced by the Addon (see "How to start the campaigns" section in this post)

Changes made by the "Locarnus Addon" mod
(for the Battlefield Europe mod, Afrika Korps DLC, as well as the Grand Campaign East)
Unit changes
+ Chassis based upgrade options and families (eg Panzer I upgradeable to Panzerjäger I and Sturmpanzer I)
+ New units (eg 15 cm sIG, 8.8cm Bunkerflak, Jäger light infantry, Tiger P)
+ Many more variants and versions of existing units (eg Flammpanzer III, Sturmtiger, Fw 190 Sturmbock)
+ More switchable units (eg multipurpose aircraft, direct fire mode for many AA and Arty, recon mode for light tanks)
+ Cross class upgrade options (eg all fighter, tac and strat bomber Ju 88 variants are in one upgrade family)
+ Rebalancing of many units (eg taking early T-34 ergonomic failures into account)
+ Early heavy tank versions start understrength until production ramps up (eg early Tigers in 1942)
+ Experience levels give more balanced boni
UI improvements
+ The crucial rate of fire stat is now displayed to the player (especially important for artillery)
+ Special icons showing the state of switchable axis units
+ Unit family separators for the purchase and upgrade screens (eg "Panzer III chassis, see screenshot")-
+ Slightly larger font size for unit info panel on the right side (ammo, entrenchment)
+ Custom unit names can now be considerably longer (just do not have a long word in the middle of the name)
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
Afrika Korps campaign (separate from BE & grand campaign)
+ Major rebalancing of the whole campaign, as well as individual scenarios (based on extensive player feedback)
+ Many topography fixes (eg less flat land south of the Caucasus, Indus river not flowing through Thar desert)
+ Primarily balanced for "rule of one" => Read difficulty and house rules recommendations section
+ No special SE unit slots, core numbers increased to compensate (SE are not feasible with all the additional units)
Grand Campaign East
+ Primarily intended for "rule of one" => Read difficulty and house rules recommendations section
+ Bonus units mainly represent the weaker units within a class (standard infantry, slow AT & captured tank conversions)
+ Only the very first scenario (Poznan) had to be adjusted for compatibility reasons (starting core, Recon Rudel)
+ Updated units, eg Allies use fighters that are more up to date
+ GC 45 East enemy experience increased usually by 100 points (1 star)
+ Scripts fix aux unit experience, as those should not be affected by field marshal difficulty
A screenshot of a small portion of the massive Battlefield Europe scenario from the start of Operation Barbarossa.

Battlefield Europe purchasing screen (note the upgrade family separators and different versions for desert terrain).


German heavy tanks are initially available in limited numbers (understrength units), until production increases and teething problems are fixed. This is also intended to limit the ahistorical "Tiger and Panther" spam, as soon as those become available.

Difficulty recommendations and house rules
For the Addon + Battlefield Europe:
Since Panzer Corps has an old, somewhat unfinished engine, there are many workarounds and quite a few issues that can be exploited (in the base game as well as this mod). I strongly recommend some house rules:
1. Battlefield Europe is balanced around the "General" difficulty for first time BE players.
If you have already won the BE scenario (and thus are not playing it "blind" anymore), I strongly recommend the "FieldMarshal" or Rommel or even combined custom difficulties. Also note that player prestige reductions are much more punishing in BE than in other campaigns (prestige is much tighter to begin with and you do not have cheap deployment phase replacements during the main BE scenario)!
2. I highly recommend "normal RNG", so that the player has to deal with full unit losses, not just the AI.
"Dice Chess" considerably reduces RNG, which mainly reduces expensive player casualties. A higher general difficulty is thus recommended if "Dice Chess" is used. Eg a 30% reduction in player prestige (player prestige 70% instead of 100%) to offset the "Dice Chess" setting compared to the "Normal RNG".
"Chess" without randomness at all is not recommended for the Battlefield Europe experience, it distorts the unit balancing a lot.
3. The Battlefield Europe map is at a much different scale than vanilla PzC, which brings range balancing issues.
3a. Eg paradropping extremely far behind enemy lines is possible, exploiting the poorly implemented range/fuel mechanic. My house rule is, that I do not use more than 2 paratroopers behind enemy lines and I do not drop them in bad weather or more than 1 turns flight away from their starting airfield (12 hexes).
3b. Also, keeping artillery ranges somewhat tactically consistent between models allows you to shoot at England with some long range normal artillery. I recommend the house rule of just not shooting at England with artillery from the continent!
3c. "Hunting" enemy aircraft with AA units might be fun in the usual Panzer Corps campaigns, but in Battlefield Europe this practically takes out much of the Axis challenge from the strategic bombing war over Germany. I thus HIGHLY recommend to NOT USE AA against enemy aircraft over Germany AFTER MOVING your AA unit!. This house rule is very important for an enjoyable, balanced experience! Even though it might appear harsh when coming from normal PzC campaigns, making no exceptions here improves the scenario feel and balancing so so much! Especially for the aerial "bomber" war over Germany, while the rule can be relaxed or even ignored for the more standard frontline fights, if it feels too harsh.
4. And then there is the other more obvious stuff like exploiting the phased recon move mechanic for resupply, or exploiting the 0 minimum prestige limit. Or simply disbanding the fixed Axis units that are visible at the map edge of the Libyan desert in order to free up the transports instead of paying for them...
For the Addon + Afrika Korps as well as the Addon + Grand Campaign East:
1. I highly recommend a house rule of "1 unit per unit version" (except for basic infantry). This "rule of one" provides far more historical gameplay variety and interesting choices. Especially in combination with limited player prestige (eg Rommel difficulty) and the chassis based upgrade families unique to this Addon. Eg try to only have one "Panzer III J" unit. If you want another tank you could choose eg a "Panzer III H" (previous version) or a "StuG III B" (same chassis) or even a "Panzer IV F" (different chassis).
2. I recommend less player prestige (eg "Rommel" difficulty means 50% player prestige) for experienced players trying my version of Afrika Korps, and "General" difficulty for less experienced players. The Grand Campaign East is surprisingly doable with 25% player prestige setting for veteran players, even in combination with "Field Marshal" player experience reduction. Due to AI not being able to spam units and no prestige soft cap, so you do not have to save up a mountain of prestige for GC 44 and 45!
3.The "Dice Chess" option reduces RNG and thus mainly player casualties, a complimentary combination with a higher difficulty is therefore recommended. Eg having player prestige reduced to 70% when playing on General or FM difficulty with "dice chess". Or reducing player experience to 70% when already using Rommel difficulty.
4. Activating the game option to "reform units" keeps unit losses expensive (in terms of lost experience), but not devastating (in terms of kills/heroes and prestige, which is important for FM, Rommel or combined difficulties).
This Addon for BE is balanced around those "house rules". Though of course these are just my personal recommendations.
BE itself tends to go the other route and restricts or cuts some stuff that is too easily exploited (like long range arty and paratroopers). The BE approach is crucial for fair multiplayer, but comes at the expense of unit variety. Imho both are valid approaches and it is up to personal preference.
For an idea of the unit variety with Addon and cross-class upgrade options.
Here is a GC 39 & 40 time frame unit stats & availability spreadsheet (dropbox.com with preview 2025-09): https://bit.ly/4mUGDa2
And the full equipment file as of 2026-03 in a downloadable, more readable format (eg for libre office or ms office): https://www.dropbox.com/scl/fi/of8riki9 ... psjwn&dl=0
There are currently no bonus SE/Std units for Afrika Korps, the core slot limit for the AK campaign has been increased instead. So this library table showing bonus SE/Std availability only applies to the Original & Grand Campaigns. Where bonus SE/Std units are worse instead of better than the normal core units to encourage unit variety instead of Tiger hordes (an up to date version can be found in the in-game library, the screenshots below are missing some recently added early artillery options):


How to start the campaigns
The Grand Campaign East can be started as usual, by selecting GC 39 from the extra campaign folder in the bottom right.
Make sure your language is set to "English" for Battlefield Europe, other languages might appear fine at first but then issues will most likely pop up, perhaps hours into the game (see Install instructions step 5 of 5)!
Afrika Korps, the Grand Campaign and the still somewhat experimentally compatible original campaign will probably work with german and russian language settings as well. As far as i know, the french translation of PzC did not extend to the campaign texts, but at least the UI texts are in french? If issues with german, russian or french arise, please default to the english setting.
The separate Afrika Korps campaign can be started from the bottom left image in the campaign selection screen.
The Africa Corps campaign tree can be found here: https://steamcommunity.com/sharedfiles/ ... =244331746
Unfortunately the Battlefield Europe multiplayer map is not supported by the Addon. Only the single player BE map and campaign are supported.
It is highly recommended to start the main BE scenario from the bottom right campaign picture instead of the scenario list (1941-1945 picture, "1941 - Barbarossa" title when clicking on it).
The earlier BE campaign start from the top right picture is adjusted for 6 core units only. And for balancing reasons, neither reserve units nor prestige does carry over from the early BE campaign scenarios to the main BE scenario.

Install instructions:
1 of 5: Prepare PzC for modding by first updating to PzC version 1.32
I strongly recommend that you follow the step-by-step preparation guide linked here, you only have to do this once (due to PzC itself not being updated anymore), enabling you to play this and every other PzC mod without issues.
Detailed Preparation Guide: http://www.slitherine.com/forum/viewtop ... 7&t=106604
If you do not follow that detailed guide, make sure to first update Panzer Corps with the correct PzC 1.32 patch (the early version of this patch has a serious bug):
Panzer Corps 1.32 for Steam (bug fixed): https://bit.ly/43Wb2KY
Panzer Corps 1.32 non Steam (bug fixed): https://bit.ly/3P2wE4h
And start the game from the /nocache shortcut, that is described in the detailed preparation guide above and in the Battlefield Europe 2.4 thread from the next step below!
2 of 5: Download and install Battlefield Europe version 2.4 mod with the desired optional addons (eg using JSGME, see step-by-step guide above)
Make sure to only use the "Battlefield Europe v2.4" folder, which is inside the downloaded "BattlefieldEurope24.zip" together with other files and folders you do not need (like a "Save" folder). If you use JSGME, put only that "Battlefield Europe v2.4" folder into the MOD folder of your Panzer Corps install (MOD folder is created by JSGME).
The BE 2.4 download and the optional addons (eg blue axis strategic symbols) are available in the first post of McGuba's Battlefield Europe thread (the differently colored strength plates are already included in the Addon):
http://www.slitherine.com/forum/viewtop ... 47&t=47985
3 of 5: Download and install the 2026 base version of the "Locarnus Addon" to BE 2.4 (eg using JSGME, see step-by-step guide above)
The Addon base version is named "Battlefield Europe v2.4 Locarnus 2026 base" and can be downloaded here with this link:
https://bit.ly/45RT53D
The base version of the Addon has to be "activated" after the "Battlefield Europe v2.4" folder and any optional mods in the JSGME (see screenshot below).
4 of 5: Download and install the "Locarnus Addon" update on top of the "Locarnus Addon" 2026 base version (eg using JSGME, see step-by-step guide above)
The latest Addon update has a month suffix and is named "Battlefield Europe v2.4 Locarnus yyyy-mm" and can be downloaded a few paragraphs below (top entry of the version history). The Addon update has to be "activated" last in the JSGME (see screenshot below).
If prompted by JSGME that it modifies existing files, click "yes", since there can only be one relevant equipment.pzeqp file and so on. The Generic Mod Enabler should look like this when everything is done correctly (and Panzer Corps itself should be version 1.32):

5 of 5: Make sure that you have your language set to "English"!
Make sure to switch to "English" language on the start screen (left most "British flag" icon among the flags at the very bottom).
Battlefield Europe campaign and scenario are not compatible with other languages.
Some measures were taken to make the other campaigns (original, Afrika Korps and Grand Campaign) compatible with non-english language options, but those campaigns were not yet tested with those other languages. If you do test them, please provide feedback! (Also note that Afrika Korps? and the Grand Campaign were only translated to german and russian in the base game, as far as I know.)

Your in-game start screen should then look like this (for the 2026 base version, it will say 2026-09 with the 09 update):

Thank you very much to all contributors!
Standing on the shoulder of giants, I thank McGuba himself, as well as goose_2, Uhu, Marginaldefeat, faos333, George_Parr, hugh2711, PeteMitchell, uzbek2012 and JimmyC for their feedback on Battlefield Europe.
"Kanthe" for his museum, providing inspiration for new units, and the whole Panzer Corps community still working on this 10 year old title.
Also thanks to faos333, for the early encouragement, as well as uzbek2012 and sbpc1 for all the inspiration in this forum of near silence.
And nikivdd for the many great campaigns over all those years and Uhu for his Italy campaign inspiration.
The unit rebalancing is based on the work of deducter, McGuba (BE) and Messmann (Amulet mod), with some inspiration from Akkula's "Modern Conflicts" mod.
Thank you very much goose_2, guille1434, JanD, jeffoot77, uzbek2012 (in his various incarnations), eskuche, seperon, caesar67, thejf, RobertCL, Anderkav, DONAR444, AYM78 and everyone else for the direct feedback to the Addon.
The AAR playthrough of Battlefield Europe with Addon by eskuche and his feedback and suggestions was invaluable for major bug fixing, script and mechanic rewriting (Leningrad, upgrade scripts) as well as balancing progress and library documentation.
The youtube playthroughs of Afrika Korps, Grand & Original Campaigns by goose_2 himself helped tremendously with the feedback, development and balancing, including many new units for the Italians, strat fighter conversions, reintroduction of bonus SE/Std units and variety and more.
The youtube playthrough by Patrik of the Original Campaign inspired many changes and renewed interest in this part of the mod, both by myself and by goose_2 whoe started his own playthrough.
The playthroughs and feedback of Grand Campaign East with Addon by thejf and eskuche helped a lot with the balancing and difficulty tuning.
The AAR replays by JanD (AAR forum), as well as his detailed lists of error and inconsistency reports, are invaluable for balancing and bugfixing, especially concerning the equipment file!
The youtube playthrough of BE + Addon by Duedman led to a great many improvements, both for that huge scenario as well as the Addon unit roster!
The youtube playthrough of Grand Campaign 39 by Richard Martin helped a lot with polishing the early WW2 Addon balance.
The Grand Camapign core and feedback reports by eskuche and thejf provided enormous insight and motivation for bringing the library up to date, and movement and GC balancing!
Anderkav beginning his RKKA addon mod prompted my rework of the Soviet unit roster (Soviet Addon to the Locarnus Addon to Battlefield Europe to PanzerCorps)! And his RU language feedback fixed the language bugs.
Those playthrough reports have great effect on further development, both in terms of feature implementation as well as motivation to work on this Addon!
Special thanks to the modders who provide free unit icons, camo schemes and tools to the community:
For example the StuIG33, Eisenbahn-Flak, BuFla, Sturmpanther, Jagdsturmtiger and many, many other icons from the great "guille1434" himself: https://www.slitherine.com/forum/viewtopic.php?t=36536
And the 105mm Leichtgeschütz 42 icon from "phcas", as well as eg the Flakpanzer I and Panzer II H icons from "AKRebel", both co-authors of the incredibly detailed PAK mod: https://www.slitherine.com/forum/viewtopic.php?t=92787
While the PAW graphic and Char B arty conversion was made by Birgeria: https://www.slitherine.com/forum/viewtopic.php?t=103166
The Panther F, Lorraine Schlepper arty and several more base icons for DCS from "flakfernrohr": https://www.slitherine.com/forum/viewtopic.php?t=42725
From zombiehunter1977 came the sIG graphic: https://www.slitherine.com/forum/viewtopic.php?t=27244
The AMULET mod from Messmann has many great graphics with masks, eg Wespe, Hummel, 10.5cm leFH 18/40, 12.8cm Pak and PzA inf graphcis (Jager icon in AMULET): https://www.slitherine.com/forum/viewtopic.php?t=63616
Puma's Bastelecke on the Streitmacht forum provided the rare VK 4502(P) Ausf B and Pantherturm graphics: http://www.streitmacht.com/viewforum.php?f=406
Dwight's Camo Sprayshop by "rezaf" was invaluable and used to great effect (eg for later german heavy tanks): https://www.slitherine.com/forum/viewtopic.php?t=33526
"The Grand Armory" thread by "rezaf" also helped a lot for unit inspirations: https://www.slitherine.com/forum/viewtopic.php?t=46156
And of course "Rudankort" himself, who made all this possible with his work on Panzer Corps and even provided patches years later to unlock new possibilities for modders (patch 1.32)!
Downloads and version history:
Panzer Corps version 1.32, BE 2.4 & "Locarnus Addon 2026" base version are required to be installed in that order, before installing the latest Addon update on top of all three of those (see install instructions above).
Make sure you have the right version of patch 1.32 installed
(there is an old PzC v1.32 which has a bug, see install instructions above).
2026-03 Update "Locarnus Addon" Download: https://bit.ly/3ZZADD3
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2026 base version are included in this one.
UI & Library changes, thanks to eskuche BE playthrough
- BE Upg family separator for Hungarian & Romanian Bf 109
- BE Upg family separator for Finnish Inf/Jäger
- BE Finnish Inf 39 versions adjusted in purchase/upg screen
Technical fixes and graphics, thanks to eskuche BE playthrough:
- Changed Southern Tunisia snow/swamp graphics (visual only)
- Changed Bremen channel to river appearance (visual only)
- Graphics changed for several mountain tiles (visual only)
Battlefield Europe (thanks to eskuche), GC East, AK, SC & original campaign
- BE Core slot scripts reduced by 10 for each step (eg 190 instead of 200 turn 2)
- BE Some British Empire destroyers replaced by weaker and slower corvettes
- BE Deactivated strat bomber replacement units (formerly spawning near Frankfurt)
- BE Hs-129 spawn message fixed (turn 21 instead of turn 40)
- BE Würzburg radar costs 320 instead of 245
Unit Changes, thanks to eskuche & goose_2 playthroughs:
- 76mm ZiS-3, 57mm AT, 100mm AT, 8.8cm Pak nerfed defense
- Western Allied (UK, US) aircraft reduced GD again by 1 (still higher than 2025)
- 8.8cm L56 Flak slightly more expensive, 10.5cm Flak slightly cheaper
- Corvettes introduced for BE (weaker and slower destroyers)
2026-02 Update "Locarnus Addon" Download: https://bit.ly/3ZEiSJi
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first. All previous updates to the 2026 base version are included in this one.
UI & Library changes, thanks to eskuche BE playthrough
- Library now includes most BE events and special upgrade scripts up to turn 20!
- Library also includes the special BE turn 22 Fw 190, and turn 50 Panther upgrades
Technical fixes and graphics, thanks to eskuche BE playthrough:
- BE Fixed Minsk surrender for enemy overstrength difficulty settings
- BE Heavy arty winter str loss fixed (but now only 28cm K5 and Karl-Gerät)
- BE Fixed Mines around Tobruk not losing strength after city is captured
- Fixed Soviet 120 Mortar upgrade family, and AI issue by unitID swap, see below
- Saharan Inf wheeled move sound, since it recently changed to wheeled move type
- Enemy Captured SdKfz 222 has different paint (eg 44 East - Warsaw scenario)
- Shortened trop to tp in several aircraft names
Battlefield Europe (thanks to eskuche), GC East, AK, SC & original campaign
- ALL After deployment elite replacement costs reduced from 75% to 65%
- ALL Elite replacement costs during deployment phase unchanged (50%)
- SC 120mm Mortar team unitID replaced due to AI issue with its switching ability
- SC For ongoing campaign, please upgrade your 120 Mortar after updating the Addon
- BE Kübelwagen and Italian Command unit no longer available in BE main scenario
- BE Experimental switchable Pz III => Pz IV upg family connector for BE (28.11.1942)
- BE Convoys higher strength, better defense, but also 120 instead of 100 reward
- BE All US & British Emp. units +2 exp per turn, if no Axis navy on convoy routes
- BE All US & British Emp. units 0 exp per turn, if 1 Axis navy on convoy routes
- BE All US & Brit. units -1 (-2/-3) exp per turn, if 2 (3/4) Axis navy on convoy routes
- BE Convoy unit kill gives 120 prestige to Axis instead of 100, same for Allies loss
- BE Leningrad siege cycles 1 & 2 always reduce Strength (not 90% like cycles 3+)
- BE Leningrad siege cycles 3+ also reduce maxStrength, but only outer ring units
- BE Leningrad siege each turn lowers Allied prestige by 30
- BE Leningrad special mortar unit that can not switch & has self-defense AA rating
- BE Leningrad special mortar has hero, Olga Bergholz representing morale boost
- BE Scripted upgrade options to Fw 190 earlier (turn 22) & cheaper (120 prestige)
- BE Scripted Fw 190 upgrades now have a safety switch (Bessie in Lake Balaton)
- BE Scripted Panther upgrades have a safety switch (Cessie in Lake Constance)
- BE 28cm K5 railway arty classified as armored train in BE (no protective fire)
- BE Player purchased 28cm K5 railway arty does not lose str in first winter
- BE Soviet reinforcements from Persia now come from the map border
- BE Additional warning for Eastern Med spotting (amended Gibraltar message)
- BE Düsseldorf added to strat bomber trigger zone 22
- BE Several replacement and later units come in more modern versions
- BE Increased Moscow, Stalingrad & Malta prestige rewards by 200/100/100
- BE KG 40 with Fw 200 Condor gets Petersen hero
- BE British destroyer gets Walker hero
- BE Non-replaceable Do 17 stats adjusted (no changes for BE fighter exchange)
- GC 44 East Warsaw captured units adjusted, +1 upgrade city (thx goose_2)
Unit Changes, thanks to eskuche & goose_2 playthroughs:
- Fw 200 all nerfed ground def, C-3 and later versions buffed ground attack
- He 162 one more air defense, due to its ability to disengage from every enemy
- SdKfz 222 and 234/1 buffed self-defense air attack value
- PzSfl IVb has 6 ammo (instead of 5), also more fuel, but costs 40 prestige more
- Std Panzer III M+ changed to Pz III N 44 & different paint
- Romanian 3.7cm Flak unified values including rof 11
- Infantry mortars buffed air defense (Soviet, German)
- Brandenburger units a more expensive (BE and USA branch of original campaign)
- Bf 109 G-6+ GP reduced air attack by 1, later G-6/U2 not changed
- 28cm Kanone 5 slightly buffed ground attack, significantly buffed naval attack
- Re 2000 and Heja 2000 a lot more expensive (but lowers gap to Re 2001)
- Jagdsturmtiger gets one more soft attack
- Jagdsturmtiger tropical s8 earlier, for ahistorical Afrika Korps path (25.4.1944)
- Jagdpanther G3 & full str Jagdsturmtiger added, late ahistorical (8.6.1945)
- Removed confusing "Rec" from the name of Bf 109 E-8 and G-4, no stat changes
2026-01 Update "Locarnus Addon" Download: https://bit.ly/4ad4fT8
This is only an update to the Addon and requires the 2026 base version of the Locarnus Addon to be installed already on top of BE 2.4 and the bugfixed PzC patch 1.32 first.
Technical fixes and graphics:
- OC Kursk scenario fixed for de, ru and fr language settings
- Library entries fixed for de, ru and fr language settings
- Ar 234 has switch indicator icons and ferry mode
- FW 190 A-3 & 4 and tropical versions of A-5 to 8 use different McGuba graphics
- SC Sinyavino (Leningrad) captured Tiger I r9s8 gets new Soviet camo icon
- SC Battle of Caucasus captured Fw 190 gets new Soviet camo icon
Battlefield Europe, GC East, AK, SC & original PzC campaign compatibility
- BE Air war changed, by giving all West Allied air units 2-3 more ground defense
- BE Minor adjustments, like Caucasus Soviet inf slightly repositioned
- BE A few more hold position active instead of hold position passive stances
- BE One Grenadiere unit changed to PzA/Sd250, Balck hero added, repositioned
- BE Pioniere unit in front of Brest changed from Sd 250 to Sd 251 transport
- BE KV-2 near Lvov has only 1 ammo, thank you eskuche
- GC East Vilna has more useable upgrade hexes, thank you goose_2
- GC West Sealion 45 has Tortoise defenders
- OC USA East Coast scenario has two free aircraft upgrades to Do 335 & Ar 234
- OC USA East Coast scenario has one free ground unit upgrade to Tiger II B++
- SC Sinyavino & Caucasus scenarios Axis unit upgrades for fighters & few inf
- SC Sinyavino (Leningrad) captured Tiger I is only the early r9s8 version
Unit Changes:
- British and US air units get 2-3 more ground defense
- Soviet organic transports rebalancing, especially heavypull, eg much slower S-2
- Soviet organic transports are mostly in the same upgrade family per weight class
- SdKfz 250/11 and /9 basic versions reactivated, but now in Sd10 tank class family
- PzA / Sd250 vision reduced from 3 to 2, early hard attack buffed in infantry mode
- New Italian infantry mortar unit (switchable between elite inf and 75mm arty classes)
- Several Italian unit names shortened
- British Tortoise buffed
------------------------------------------------------------------------------------------------------------------
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 above) 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
Older version history moved to the third post of this thread (below), the version history stretching back even further is now included in the download (LocarnusAddon-Info.txt file).