Erik's Multiplayer scenarios

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Erik2
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2v1 Rommel At Normandy 1.0

Post by Erik2 »

2v1 Rommel At Normandy 1.0

What-if variant of the Normandy scenario, Rommel's defense suggestions.
More units are moved closer to the beaches at start, and reinforcements arrive earlier.

Link in first post.
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

In Salerno to Rome, the Canadians start with 9 land command points. Is this intentional?
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

cincin wrote: Tue Sep 17, 2019 11:08 pm Erik,

In Salerno to Rome, the Canadians start with 9 land command points. Is this intentional?
I think not...This may be a left-over from an earlier version.
codem
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Scandinavia (1940 2v1)

Post by codem »

Has anyone playing Germans in this scenario ever win? (against adequate opponents).

I've been playing this scenario for a while now.. starting back when it was 3v1, but have never won the game as the Germans. I've even played one match with sweden basically out of the game, but can never seem to keep control of the northern norway ports. There are just soooooo many allied ships that they pound the German troops into the ground. I even had the game where I mustarded all the ships I had and focused all the air power into the Norway campaign it is just not enough.

Now granted, maybe I'm doing something wrong. I've sent all the troops I could north to hold the ports.. but the troops do not have time to recover from the naval bombardment followed by air attacks. WHen the allied troops do come a shore, most of my troops are already in the yellow/orange going red.

So, if you play the German's and won... what was your secret (if you don't mind sharing).
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

This isn't exhaustive, but there seem to be a couple of oversights in the Normandy scenario.
-The German T3 air reinforcements don't have a target hex, so they don't spawn. If the intention was for them to be in reserve so the Germans can deploy them, it doesn't seem to be working - the units don't show up in reserve.
-The Americans and British get land command points with their reinforcements. I'm not one hundred percent certain how the engine works, but this seems unnecessary.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

cincin

Thanks for the feedback. I assume this is about the 'Rommel at Normandy' version?
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

No, this is Normandy 1.1.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

cincin wrote: Fri Oct 04, 2019 4:52 pm Erik,

No, this is Normandy 1.1.
I will probably remove that early version.
The Rommel version works better overall.
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

Just checked, the possible issues are also in the Rommel at Normandy 1.0.

Another possible oversight, it seems like the German/SS income increases are tied to the original reinforcements, not the revised ones. This is most obvious with the SS faction, which starts with units on the map but no income.
Erik2
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2v1 Rommel At Normandy 1.1

Post by Erik2 »

2v1 Rommel At Normandy 1.1

Link updated in first post.

Adjusted German resource income
Fixed German air reinforcements.
Erik2
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2v1 Anzio 1944 1.3

Post by Erik2 »

2v1 Anzio 1944 1.3

Link updated in first post.

Doubled number of allied air exit locations.
Fixed/changed Allied airstrip with airfield/supply
Increased resource income
Removed old command points
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

In Rommel at Normandy 1.1, the German income changes on T4 and T20 have = instead of + for income.
Erik2
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2v1 Rommel At Normandy 1.2

Post by Erik2 »

cincin wrote: Thu Oct 17, 2019 12:43 am Erik,

In Rommel at Normandy 1.1, the German income changes on T4 and T20 have = instead of + for income.
Fixed in v1.2. Updated link in first post.
Thanks for reporting.
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

While I'm looking over the files, might as well start nitpicking.

In Rommel at Normandy, anyone know what happens when the US player takes Cherbourg? If I'm reading the events properly, the game will try to spawn 7 units on that hex. Do all of them actually spawn?

Also, it seems that the units will spawn only if the US player captures Cherbourg - the British player can't, since the British player is Team 2. Probably won't matter, but is that correct?
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

cincin wrote: Thu Oct 17, 2019 10:23 pm While I'm looking over the files, might as well start nitpicking.

In Rommel at Normandy, anyone know what happens when the US player takes Cherbourg? If I'm reading the events properly, the game will try to spawn 7 units on that hex. Do all of them actually spawn?

Also, it seems that the units will spawn only if the US player captures Cherbourg - the British player can't, since the British player is Team 2. Probably won't matter, but is that correct?
Good nit-picking :wink:

Units should continue to spawn the next turns if there is no enough free space the original turn.

The US and Brits are both team-1, but I found a couple of places where the Germans were Team-2. These were leftovers after Wehrmacht/Waffen SS were changed to 1 player.

Link updated again.
cincin
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Re: Erik's Multiplayer scenarios

Post by cincin »

Erik,

Sorry, I wasn't familiar with the team/alliance/nation distinction.

It seems like the secondary objectives trigger when 2 of the alliance's own tanks are destroyed. For example, the US's 'destroy 2 panzers' objective seems to fire when 2 of the US's tanks are destroyed/the Germans destroy 2 US tanks.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

cincin wrote: Fri Oct 18, 2019 7:50 pm Erik,

Sorry, I wasn't familiar with the team/alliance/nation distinction.

It seems like the secondary objectives trigger when 2 of the alliance's own tanks are destroyed. For example, the US's 'destroy 2 panzers' objective seems to fire when 2 of the US's tanks are destroyed/the Germans destroy 2 US tanks.
I have fixed and increased the Allied sec objs a bit.

2v1 Rommel at Normandy link in first post.
Erik2
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2v1 Rommel at Normandy 1.5

Post by Erik2 »

2v1 Rommel at Normandy 1.5
Link updated in first post.

Hopefully fixed issue with game messages revealed to non-Allied players.
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Re: Erik's Multiplayer scenarios

Post by Brenmusik »

Preview: Re: Erik's Multiplayer scenarios
Varsity

My first play through, a few thoughts.
The Germans need more support, minefields and "pillboxes" would help, around Wesel.
This would slow up the relief of the airlandings (the only worrying moments for the Allies).

The troops in some of the Buffalos refused to leave them, is that intended?

As the British I ended up with close to 4000 RPs, seems I was being "over paid" :)
Varsity 'dosh'.jpg
Varsity 'dosh'.jpg (22.95 KiB) Viewed 2683 times
We ended up with a Minor Victory despite ticking most of the boxes.
Varsity 'Morris'.jpg
Varsity 'Morris'.jpg (53.49 KiB) Viewed 2683 times
If we missed any supply centres, they were well hidden.All the ones in the briefing were taken.
The turn count is rather generous, we spent close on half of them hunting down the German remnants.
jlkuro99
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Re: Erik's Multiplayer scenarios

Post by jlkuro99 »

As the U.S. player, which has a more minor role, in this particular game the most stress was on the U.S. airborne landings and maintaining the landing zones however once permanent supply and relief broke through it was not an issue. The most troubling resistance was taking out the ME-262. Otherwise it was a matter of getting to the exit points and hunting down German units to attack. Given this operation took place about 7 weeks before Nazi Germany surrendered I can see the lack of resistance, under strength units, lack of supply. By this time the Allies were racing across Germany hitting occasional strong resistance from veteran units. Also, by game end I had about 1,200-1,400 points.
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