Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

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

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

Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Image

After a while, and a lot of knowledge gathered from my experiences making this, I am ready to present the Beta version of Modern Conflicts Enhanced, an add-on for Akkula's Modern Conflicts Mod. Currently it is viable with the 1.95 Version of his mod.

What does it have? Here is a list of things to expect!
  • A Rework of the NATO and Russian campaign.
The rework includes changed hexes, enemy counter-attacks, contention for the battlefield with enemy reinforcements spawning in throughout the scenario. Added locations and added in-scenario objectives that reward you with prestige or special units. It is not fully tested yet, but should be beatable. All in all it is a beta and will be polished as time goes on
It also includes auxiliary forces and units and nations the player wouldn't primarily use or could use.
The changes also include exit hexes in all scenarios, and no experience limit.
  • In the NATO campaign, you can create a multi-national force from the first scenario, and all hexes are shared by all nations
  • Expanded Unit roster for certain nations, but mostly for Poland, but also with minor addition to some nations such as the US.
  • Those being, Abrams tanks for Poland, the F-35, HIMARS and Polish RPG Infantry. For the US ATACMS for the HIMARS have been added.
  • A lot of AFVs can be used as transports for the units. You might think it would be better to have 2 in 1 units, but it does get expensive if you want to use that line up.
  • The British have a mobile adaptation of their Fortified Position and Strongpoint
  • The US and French have a mobile air base that can be switched from transport to an air base that can refuel and reinforce fighters and attack aircraft.
  • All 6 major NATO countries can purchase Naval Ships in the "Anti-Aircraft" section of the purchase screen, and they can be switched to their respective role once deployed in a scenario. The AA mode isn't just there for it to be purchased, but it also has a role. Surface vessels can engage enemy aircraft directly.
  • A prototype Boxer MCS (Mineclearing service) and MCS drone have been added to the game.
  • Parashootable D-30s, Shilkas and Tunguskas are introduced for the Russian side
  • They also have gotten a parashootable T-72B2, but it cannot be purchased but instead you can get it as a bonus unit.
  • Alongside it you can get a TOS, or a Malika as bonus unit to balance the variability of Bonus units between NATO and Russia.
  • Syria has gotten new equipment, but the campaign is still the same.
    Now there is a Syrian Fortified Position, an unpurchesable Elite RPG Infantry unit which has the same stats as Russian RPG Infantry, an unpurchesable Humvee, M777, M1117, MaxxPro and Tigr, which will be given as a reward in an update to the Syrian campaign. They are obtainable via the alleqp cheat
  • The Syrian Heavy Inf is dual purpose now
  • The Equipment of already existing things has been changed as well.
  • All Special Forces are now considered bonus or SE units. Navy SEALs and the SAS can be switched to an airbourne transport anywhere at anytime, while the Foreign Legion, GROM and KSK can engage units and negate all entrenchment
  • All sappers can one hit minefields and negate any entrenchment of the enemy forces, aka they act like Engineers in the base game
  • Fighters in Ground Attack mode have more fuel and ammo than their normal counterparts and also negate any entrenchment of their target.
  • Fighters in recon mode have recon movement
  • F-18s in fighter mode have recon movement
  • F-18s in ground attack mode negate the entrenchement of their target.
  • Polish equipment avaliability will correspond with that of the nation of origin (ie if the Leo2A4 is avaliable for Germany, it will be avaliable for Poland)
  • Drones have recon movement
  • You finally won't have blank heroes! All 3 fields where you can get a hero will have a picture
  • A Generic unit roster, where there is a generic Infantry roster, M109, Mortar and M113 with no insignia. They can be attributed to any nation in the scenario editor
  • Modern Russian AFVs will be avaliable during the Russian campaign.
  • and much more!
What is to come?
  • The first matter will be polishing the NATO and Russian campaigns. They are far from what I want it to be, and some scenarios might be too difficult. That's why this will be very helpful as well. Feedback would be very helpful because of my time constraints
  • Polish the equipment, add additional equipment
  • Edit the Syrian, Turkish and North Africa Campaign.
I have a lot more ideas and a lot more knowledge and experience after this work that has been going on for some few months. So I believe that the renditions of those campaigns will be much better than of the Russian and NATO campaign. The Russian Campaign was the first that I finished and I am not the biggest fan of it in either cases. That is why I also have plans for
  • a bigger rework and additions to already existing campaigns.
  • as well as custom scenarios and custom campaigns coming in the future, and I will reveal what my custom campaign will entail with a few screenshots at the end.
The link for the mod is here
The way you activate the mod is via the Generic Mod Enabler. First you enable the MdC 1.95, afterwards you enable the Modern Conflicts Enhanced and press yes on the pop up tab and you are done!

I'd like to thank Akkula for a great mod that he has made, Thunderhog who has been a great trooper and has play tested my mod, Tobi72 who will also contribute to this mod with a roster of units he has modified with already existing models. I'd also like to thank Sonja, who hasn't gotten back to me yet, but I have used a model for the Mortar unit used in this mod.


Now, the custom campaign that I am in the process of making... Note that the flag is just a placeholder
Image
Image
Last edited by Rimski_One on Sat Apr 13, 2024 10:35 am, edited 1 time in total.
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

Very interesting tweaks : I guess it's time to do a NATO campaign once again.
A campaign without any US units, for example ? Or with a full german core ? Or directly taking the best equipment from each armies ? So many new possibilities ...



Strange collection of units : a Trade Federation AAT from Star Wars ; a Zerg from Starcraft ; a Space Marine from 40k... Panzer Corps : intergalactic warfare ?
Yup, I'm interested :)
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Imeror wrote: Wed Apr 10, 2024 10:35 pm Very interesting tweaks : I guess it's time to do a NATO campaign once again.
A campaign without any US units, for example ? Or with a full german core ? Or directly taking the best equipment from each armies ? So many new possibilities ...
Well you could try the challenge I played my first playthrough/playtest with (now the scenarios are like 40% different), and that is using only one unit per. Locarnus suggested that as a challenge on his own mod, and I tried it and it was fun. I even went the extra mile of only using one infantry type as there is a larger variety than it is in the vanilla campaign. The choice is yours and the choices are endless! Hopefully you don't have as hard of a time as prestige as I expect. Thunderhog went fine through it.
I have to say though the only one unit per equipment was pretty fun, I had to use equipment I usually wouldn't use and it was enjoyable, now when I playtested the current setting of the NATO missions it got a bit boring because of me using the best equipment avaliable, like M2A3 Bradleys, Abrams and such. Hopefully you enjoy it either way, this was a hell of an effort. I learned a lot from the past months of modding behind the scenes.
Imeror wrote: Wed Apr 10, 2024 10:35 pm Strange collection of units : a Trade Federation AAT from Star Wars ; a Zerg from Starcraft ; a Space Marine from 40k... Panzer Corps : intergalactic warfare ?
Yup, I'm interested :)
Also yep! I am not remotely good at modeling, you will spot the very apparent add-on to the Boxer MCS in the game, so I took the liberty of trying to adapt things from franchises I know into a mod/campaign I call "The United Nations campaign"
I will probably release a few scenarios as stand-alone scenarios/demos. I'd have to go back and do a lot more work on the scenarios though, this was way before I got some good knowledge on mechanics of editing and modding.
bondjamesbond
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2091
Joined: Mon Jun 27, 2022 10:10 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by bondjamesbond »

Yes interesting of course on screenshots units but apparently futuristic and resembles a hybrid of war of the worlds and a mixture of C & C red alert than the battle between Nato and Russia :lol:

Image
https://union.4bb.ru/viewtopic.php?id=931&p=7

Image
https://www.moddb.com/games/panzer-corps

Image
https://store.steampowered.com/app/2233390/Nuclear_Sub/
Last edited by bondjamesbond on Tue Apr 16, 2024 5:53 pm, edited 3 times in total.
https://mynickname.com/id73473
Image
Thunderhog
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 456
Joined: Wed Feb 05, 2020 6:38 am

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Thunderhog »

Thank you man, it was an awesome time watching the submod grow. This really changes things up guys and its worth a download. Just use the JGSME like you would with regular Modern conflicts (This isn't a standalone though you add it to the existing mod)
tactical22
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 49
Joined: Thu Aug 06, 2009 10:39 am

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by tactical22 »

Great news!! :D Are there any changes in the Grand Scenario: Europe 2021?
Cheers mate!!
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

tactical22 wrote: Thu Apr 11, 2024 9:55 am Great news!! :D Are there any changes in the Grand Scenario: Europe 2021?
Cheers mate!!
Nope, but it certainly was an interest of mine to do, as in both POVs the intensity of the combat dies off and the game becomes just moving your units mostly with combating some hardpoints like Infantry with 8 entrenchment in cities and such
However, it isn't close to my top of the list of what I want to do. I am interested in doing the North Africa and Syrian campaign after polishing NATO and Russia. I have some conflicting ideas on what I'd like to do with North Africa. I will also release some scenarios in a future update, alongside adding units, polishing units and such. I mean, have you seen the MCS Drone? I tried adapting an existing model and boy o boy it is truly something. So you know what to probably expect in the future. The only thing I didn't grasp fully yet is the campaign file and how to edit it properly so I am piggy-backing off of Akkula's great work.

Hopefully the versatility of the units is of everybody's liking.
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

bondjamesbond wrote: Wed Apr 10, 2024 11:00 pm Yes interesting of course on screenshots units but apparently futuristic and resembles a hybrid of war of the worlds and a mixture of C & C red alert than the battle between Nato and Russia :lol:

Image
https://union.4bb.ru/viewtopic.php?id=931&p=7
Yep I mentioned below in a reply that I dub the campaign as the "United Nations" campaign. Hopefully that is a good hint of what to expect.
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

I'd like to add that I have updated some NATO scenario files just now. You can redownload them if you want to.
As I was making sure there were no over-lapping IDs in the equipment file, with now additional new units, it could have caused some unwanted changes, and there were few in the NATO campaign, at least from what I saw.
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

Rimski_One wrote: Thu Apr 11, 2024 10:44 am
bondjamesbond wrote: Wed Apr 10, 2024 11:00 pm Yes interesting of course on screenshots units but apparently futuristic and resembles a hybrid of war of the worlds and a mixture of C & C red alert than the battle between Nato and Russia :lol:
https://union.4bb.ru/viewtopic.php?id=931&p=7
Yep I mentioned below in a reply that I dub the campaign as the "United Nations" campaign. Hopefully that is a good hint of what to expect.

The people of earth against all the monstrosities that space can throw at us.

Still, I encourage you to find other sprites for the units. Maybe it's just me, but I think it will be difficult not to see what they are in the media they come from.


I'll follow this sub-mod with great interest.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Imeror wrote: Thu Apr 11, 2024 8:14 pm
Rimski_One wrote: Thu Apr 11, 2024 10:44 am
bondjamesbond wrote: Wed Apr 10, 2024 11:00 pm Yes interesting of course on screenshots units but apparently futuristic and resembles a hybrid of war of the worlds and a mixture of C & C red alert than the battle between Nato and Russia :lol:
https://union.4bb.ru/viewtopic.php?id=931&p=7
Yep I mentioned below in a reply that I dub the campaign as the "United Nations" campaign. Hopefully that is a good hint of what to expect.

The people of earth against all the monstrosities that space can throw at us.

Still, I encourage you to find other sprites for the units. Maybe it's just me, but I think it will be difficult not to see what they are in the media they come from.


I'll follow this sub-mod with great interest.
One day I might be good enough to make equipment of my own. Some models weren't from a franchise so I might go with that approach for now. That is using non-franchise models
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

I have just updated the link on the first post, and it's a rar file now. There were some issues with you needing MeddiaFire Premium to download multiple files so I made it a rar file as it's easier for me to upload and it's easier to download.

Thankfully, there were some updates I made onto files I uploaded right now, and they include some great new units from Tobi72, and me changing some scenario settings like increasing prestige and a few more core slots in a few early scenarios.

Apologies for this mishap but it turned out to be fruitful in the end too.
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

I've done the first NATO mission.

I see that the philosophy of this add-on is not the same than what is in the "vanilla" modern conflict. Your mod seems to be more focused about having big battles with plenty of units. I think that I still prefer the classic one, but it is an interesting experience that allow to revisit the maps we know with a different approach.

About NATO 01, having secondary objectives (destroying the russian training unit) to have more prestige and having to deal with 2 counter-attacks are nice additions. However, I had problem with this last point.
I had to defend against a counter-attack targetting the abandonned airfield BEFORE having the message telling me to prepare against it. Even if it was not difficult to destroy them, it feeled weird to have the message telling me "prepare for the counter-attack" while I was finishing to kill the last units. Moreover, the second counter-attack never arrived ; but I saw many units defending Makiivka. I guess they stayed in defense around the victory point.
They were so numerous that, for the first time, I just had a minor victory at NATO 01. I think it's doable and not a problem about difficulty, it's just that the strategy that I usually have to win this scenario is not the best for this add-on. That's precisely why this new campaign seems interesting : there are so many changes that we have to adapt our plan.

I've unlocked German KSK unit for NATO 2. I think that I will create a German brigade along my American one, an opportunity to try mortar foot-units. I see that a victory point is North-West of Donetsk and many deployment tiles are on this side of the map. I guess that there will be fight on this side on the map this time as well.


A pleasant scenario ; a good way to have some variations from classical modern conflict.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Imeror wrote: Mon Apr 15, 2024 3:30 pm I've done the first NATO mission.
Yep, this was meant to have more units, more mobility and to use different strategies and to differentiate the modern conflict zone against the vanilla ww2 counterpart.

The idea is that you fight for more and don't spend traveling most of the scenario, and that also you get engaged back at some certain locations.

Also, thank you, I will fix that issue. If I remember correctly I put a warning of enemy troops coming in in the briefing, but also to notify you of it happening as they spawn. I will fix it in a future rendition, it's all written down.

The AI to the southwest, yeah I noticed that on my playthrough too, I will most probably change their AI setting. I have already slightly changed this scenario more, in an unreleased update, that makes it more easy on the player.
I think the Belarus missions need an update themselves and the earlier versions of them are present in the download file, I have used a different rendition to see if they will be better and they are for me at least.

Thank you once again for the feedback. I am currently leaving this to be to get more feedback to get it out of beta by fixing any issues. I also am focusing more on some irl obligations and playing other games.
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

NATO 02 and NATO 03 were better.

NATO 02 was close to the original, but the player has enough troops to also fight in the East side of the river. Usually, I deploy everything on the West and attack the South-East objective only once my infantry are inside Donetsk, but this time I also had a strong brigade (my german one) attacking from the East.
It's a good idea to give us a mortar unit. It allows the player to try it. It's a nice unit that can have a specific role : cheap and not effective against armor, but mobile enough to well assist an infantry group in town. I'll not change my usual towed artillery for them because my army core is too limited, but it's a well designed unit that will be pleasant to use each time the scenarii give me one or two as auxiliaries.

NATO 03 was very good, especially the ending. The massive enemy paradrops over Lugansk while my units were fighting inside the town was a tense moment. Very cool.
Unfortunately, a few things bothered me and could be ajusted :
- The briefing and messages telled me that russian army will lead this counter-attack ; but I saw only 2 units that were russian. It was 95% LPR units ;
- It was raining while the paradrop was occuring and my units were already where the enemy should jumb. I guess a paratrooper unit lost it's path and was going to capture the Western objective, leading to 2 boring turns just to go to kill him and recapture the victory hex. I don't know of it was designed to happen or if there is a problem with "AI" that decided to send the unit attack there because it can't attack Lugansk ;
- The Eastern counter-attack from the edge of the map put enemy units attacking while my own units cannot return fire.
Image
You can see two enemy units just right of my AMX-30, able to attack me while I can't defend against them because they appeared off-map. What about making them spawn from the other side of the river, but with a bridge unit that allow them to deploy them where you need them ? Or to expand the map eastward to station them further ? Having units attacked off-map feeled a bit unfair, even if I only lost no units.


I see a Spanish detachment for the next scenario, I'm happy to test them soon :)
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Imeror wrote: Tue Apr 16, 2024 2:51 pm NATO 02 and NATO 03 were better.

NATO 02 was close to the original, but the player has enough troops to also fight in the East side of the river. Usually, I deploy everything on the West and attack the South-East objective only once my infantry are inside Donetsk, but this time I also had a strong brigade (my german one) attacking from the East.
Glad my idea of having all or most of the map usual a practical reality!
Imeror wrote: Tue Apr 16, 2024 2:51 pm It's a good idea to give us a mortar unit.
Also yep, one of my favourite small additions to the mod. It's pretty insignificant, but I enjoy having it myself. Both the General Mortar unit and the German one made by Tobi72, have their own different pros and cons, like one being more mobile but weaker on soft attack and vice versa, but I like them both a lot.
Imeror wrote: Tue Apr 16, 2024 2:51 pm

- The briefing and messages telled me that russian army will lead this counter-attack ; but I saw only 2 units that were russian. It was 95% LPR units ;
- It was raining while the paradrop was occuring and my units were already where the enemy should jumb. I guess a paratrooper unit lost it's path and was going to capture the Western objective, leading to 2 boring turns just to go to kill him and recapture the victory hex. I don't know of it was designed to happen or if there is a problem with "AI" that decided to send the unit attack there because it can't attack Lugansk ;
AI is pretty wonky, I do not remember which AI setting I put on it, but it will do some stupid things sometimes in air transport. I also have gotten bad weather at the end and I will try to fix that if I can.
I will see to add more Russian units, although my idea is to have a bit of Russian troops alongside LPR with Russian gear like the air transports.
Imeror wrote: Tue Apr 16, 2024 2:51 pm - The Eastern counter-attack from the edge of the map put enemy units attacking while my own units cannot return fire.
Image
What about making them spawn from the other side of the river, but with a bridge unit that allow them to deploy them where you need them ? Or to expand the map eastward to station them further ? Having units attacked off-map feeled a bit unfair.
I tried to make that happen, unfortunately, land units in air transports and one more land unit below that are incompatible as the land unit in the air transport is considered a land unit and not an air unit. I will see what I can do.

Appreciate the feedback
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

NATO 04 and NATO 05 have good ideas.

NATO 04 is well balanced. The armored counter-attacked just after capturing Gomel is nice. Nothing too hard to defeat, but strong enough to force to re-organize our troops to face them. We have just enough auxiliairies and reinforcment to hold the objectives while the main corps continue toward the final objective.
The belarussian rebels held Gomel ; my small french detachment held the central point ; the spanish auxilliairies took the southern objective ; while my US and German brigades attacked together the last one. Near the end, all 4 of my groups were simultaniously engaged by paratroopers, partisans, or the main army. A memorable moment, like the airborne assault over Lugansk in NATO 03.

NATO 05 also have nice additions, like the optional assault of the military base in the North-East, or the arrival of VDV above Babruysk, but I begin to think it's sometimes too much.

Image

I've already destroyed so many units ; and it is only scenario 6 !

Sure, I especially like the air war. What I usually do in vanilla panzer corps or in modern conflict, is to send a strong air force whose primary mission is to obtain air supremacy early ; then I can operate my CAS freely.
Having enemy fighter spawning so frequently maintain a presure, it's a good thing.
I find also nice to have to defend our back, the objectives already captured. But it's only scenario 5, and I always have to face a strong air presence ; armored counter-attacks ; uprising in our rear objectives ; and frequent paradrop assault on unexpected places. Until now, it was good, but I fear the difficulty of the late campaign to be extreme.


Now, I will have face NATO 6.
It was already a hard scenario in classic modern conflict ; I'm a little worried )



My core so far :

---------- US brigade
--- x3 Abrams
--- x2 Paladin
--- x1 Bradley
--- x1 Infantry
--- x1 Sapper
--- x1 RPG infantry
--- x1 Apache

---------- German brigade
--- x3 Leopard 2
--- x2 Panzerhaubitze 2000
--- x1 marder
--- x1 KSK Special Force
--- x1 Sapper
--- x1 RPG infantry
--- x1 Tiger

---------- French detachment (brigade in construction, now used to support the 2 others or lead auxiliaries onto a 3rd objective)
--- x1 AMX-30
--- x1 ERC-90
--- x1 AuF1
--- x1 Infantry
--- x1 Tigre

---------- Air forces
--- x2 F-15
--- x2 Eurofighter Typhoon
--- x2 Rafale


----- In reserve
--- 3x US infantry
--- 2x German infantry
--- 1x A-10
--- 1 drone
--- 1 mobile airbase


I will take more heavy equipment for NATO 06, I expect to have a hard time.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Imeror
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 457
Joined: Mon Aug 10, 2020 5:48 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Imeror »

NATO 6 and 7 were very good !

Surprisingly, they were both easier than vanilla modern conflict.
They both had their own unique very cool ideas.

About NATO 06, you have used the short time-frame between scenarii 05 and 06 to perfectly justify this good gimmick : the player army is redeploying from Belarus to Ukraine, so we can just place 4 land units each turn to represent the slow arrival of our troops. In exchange, the player has a lot of auxiliaries with adequate fortifications. This battle created naturaly a frontline all along the map, while our core units and allied divisions arrived to help to held the front.

Image

At turn 12, situation was cleared and I just had to deal with small attacks along the border.
Maybe adding more troops among the next waves would be interesting. The first wave was savage, but maybe you could launch another wave (but still smaller than the first one) around turn 10 ?


NATO 07 : I was not sure about it, but it appears than adding naval units to the core army is fun, in fact. I especially liked the easter egg about "Admiral Akkula" commanding the USS Vella Gulf that stay in the core army.
However, maybe you should balance more the prices of the units. There is no reason to not take exclusively Aquitaine class frigates, that are at the same prices than most of the others ships while being better in every aspect.
Clever inclusion of POW and naval mines (and minesweeper, of course). The more I advance into the campaign the more surprise I have.


I should put a "spoiler alert" above every post.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Rimski_One
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Wed Nov 20, 2019 9:49 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by Rimski_One »

Imeror wrote: Fri Apr 19, 2024 6:00 pm
However, maybe you should balance more the prices of the units. There is no reason to not take exclusively Aquitaine class frigates, that are at the same prices than most of the others ships while being better in every aspect.
Clever inclusion of POW and naval mines (and minesweeper, of course). The more I advance into the campaign the more surprise I have.
For now I have only changed the ships to have an AA mode, and haven't balanced the cost and kept it the same.

I have edited the 06 Mission to have more combat and action throughout the entire scenario, I haven't released yet. I added more units to come later for Russia as well as more options for NATO. I think it will even be better, but I won't spoil it.

Appreciate the messages and feedback.
bondjamesbond
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2091
Joined: Mon Jun 27, 2022 10:10 pm

Re: Modern Conflicts Enhanced - Add-on Mod for Akkula's Modern Conflicts Mod

Post by bondjamesbond »

Is it possible to port your wonderful mod to this platform which has the same game engine as Panzer Corps !?
https://store.steampowered.com/bundle/5 ... _Complete/
Take out all those orcs and replace the futuristic tech with modern day tech !?


Image

https://www.moddb.com/games/wh40k-armageddon
https://www.slitherine.com/game/warhamm ... armageddon
https://www.slitherine.com/game/warhamm ... on-da-orks
https://www.gog.com/game/warhammer_40000_armageddon
https://www.gog.com/en/game/warhammer_4 ... on_da_orks

Image
You must be able to take advantage of the terrain. Urban neighbourhoods are impassable for heavy equipment and block the line of fire, while forests and hills significantly limit visibility. All of this makes manoeuvres more difficult - to avoid being outflanked, to avoid return fire, and to avoid blocking the view - but it makes them more interesting and varied. Railways are an excellent way to quickly transport troops over long distances.
https://steamcommunity.com/sharedfiles/ ... 1089864462
Rocket games fly better on this modified engine )
https://www.slitherine.com/forum/viewto ... &start=160


P.s.
Image
https://latbalt-xtrainz.forum2x2.ru/t363-topic
https://ds-servers.com/gf/h-balcks-20mo ... s-zip.html
https://mynickname.com/id73473
Image
Post Reply

Return to “Panzer Corps : Scenario Design”