Changes
-Added more units (BA-12, Stuart, Calliope, storm Tiger etc.)-Sniper in early-Range and recharge times of arty (150-180, 10sek) and rocket launcher (120,20-60sek) changed-Adjusted loss values, speeds and armor (source www.panzerlexikon.de)-New skins (camouflage) for most of the models and INF (thx to [NFA] skinny)-ARI and rockets not so accurate-PAK 36 now simulates the German stationary RakWerfer (really stupid that you don't own models can incorporate)-PZ range in early 50, PzJg 65-PZ range in late 60, PzJg 75-Because the visibility of all PZ are still very low take always enough INF or reconnaissance vehicles.

DAK + NGF-MOD V1. 5-------------

Install:
1. go to the directory - Panzers phase II - RUN2. make backup copies of the files - game.ini and intro.bik -.3. copy the following files into the - RUN - directory-game.ini (the old simply overwrite)-DAK (folder)-intro.bik (simply overwrite the old file)
4. start the game with the file - Panzers_Phase_2_MOD.exe

To play only the original - game.ini and intro.bik - file in the - RUN back again the original folder -.copy.

Have fun

Changes:
-Added more units (BA-12, Stuart, Calliope, storm Tiger etc.)-Sniper in early-Range and recharge times of arty (150-180, 10sek) and rocket launcher (120,20-60sek) changed-Adjusted loss values, speeds and armor (source: www.panzerlexikon.de)-New skins (camouflage) for most of the models and INF (thx to [NFA] skinny)-ARI and rockets not so accurate-PAK 36 now simulates the German stationary RakWerfer (really stupid that you don't own models can incorporate)-PZ range in early 50, PzJg 65-PZ range in late 60, PzJg 75

Tip of the day :)
-Because the visibility of all PZ are still very low take always enough INF or reconnaissance vehicles.

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Desert Afrika Korps - DAK-MOD v1.5 - FINAL

Desert Afrika Korps - DAK-MOD v1.5 - FINAL

Full Version 2 comments

The DAK mod for codename Panzers phase 2 Changes -Added more units (BA-12, Stuart, Calliope, storm Tiger etc.) -Sniper in early -Range and recharge times...

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