Erik's campaigns & mods

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Erik2
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Road To Moscow 1941 1.2

Post by Erik2 »

Road To Moscow 1941 1.2
Link updated in first post

General:
All commanders are now assigned as objective rewards
Better spec point handling
Added a couple of air exits to most scenarios

03Guderian
Fixed pri objective
Added Sov supply
Changed a couple of AI orders

07Counter
Possibility for early ending
More aggressive AI
Removed Sov withdrawals

09Counter2
Possibility for early ending
More aggressive AI
Removed Sov withdrawals
jerryt52
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Re: Erik's campaigns

Post by jerryt52 »

How do I move core units from one campaign to another? (Germany 39-40 to Germany 40)?
rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski »

jerryt52 wrote: Tue Sep 01, 2020 8:49 pm How do I move core units from one campaign to another? (Germany 39-40 to Germany 40)?
Make sure you export the core on the main screen after your last battle in a campaign. You need to click on "Core" at the bottom left, and then click "export core" at the top when your core force window pops up. You then import the core force when you start the new campaign, by clinking on "Cores" again on the first screen in the new campaign.
jerryt52
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Re: Erik's campaigns

Post by jerryt52 »

Thanks for the reply. Unfortunately, I do get the icon on the bottom of the screen for "core" at the end of the German 39 campaign. When I press it, my core forces appear on the left' however, the same 4 tabs (Display Alive, Display Deployed, Display Reserves, Display Destroyed) appear and there is no "export core" tab button. What am I doing wrong?
Erik2
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Force 10 1940

Post by Erik2 »

Force 10 1940, new campaign.
Link added in first post.

Have fun
Erik

This campaign is based on scenarios from Jason Petho's Sealion LCG for John Tiller's Campaign Series.
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

Thumbs up!
Bobster66
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Re: Force 10 1940

Post by Bobster66 »

Erik2 wrote: Wed Sep 02, 2020 3:30 pm Force 10 1940, new campaign.
Link added in first post.

Have fun
Erik

This campaign is based on scenarios from Jason Petho's Sealion LCG for John Tiller's Campaign Series.
Hi Erik,

I got as far as the second scenario. We are given 3 air CPs and an objective to shoot down a Luftwaffe plane but the purchase button has been disabled so we can't actually buy a plane.
wolfpinguin
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Re: Erik's campaigns

Post by wolfpinguin »

Hi,

Got the same issue here. In the second scenario the "upgrade"-button doesn't work.

W.
RES NON VERBA
Erik2
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Force 10 1940 1.2

Post by Erik2 »

Force 10 1940 1.2
Link updated in first post

Fixed purchase issue in 02Moves
You can restart the scenario and buy your air unit
wolfpinguin
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Re: Erik's campaigns

Post by wolfpinguin »

:D :D :D THX Erik
RES NON VERBA
JackoBongo
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Re: Erik's campaigns

Post by JackoBongo »

Hello Erik,
thanks again for this Force 10 campaign, the 2nd scenario was quite challenging (was able to retake the north bridge on the last turn).
I think I found an issue on the third scenario: although there are 7 air commands points, it is not possible to deploy any air unit. Is this intended?
Erik2
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Force 10 1940 1.3

Post by Erik2 »

Force 10 1940 1.3
Link updated in first post

Campaign:
Added air specialisations

03Panzers:
Added British airstrip
Erik2
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Banzai 1939-41

Post by Erik2 »

Banzai 1939-41
Download link in first post.

This campaign is based on scenarios from John Tiller's 'Pacific War'.
ctskelly
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Re: Erik's campaigns

Post by ctskelly »

Banzai 1939-41! Up to last scenario in Force 10, wondering what I could play till the next Erik special comes out and here it is!

Had a lot of fun in Force 10, especially cutting of most of the German army from supply in at least two of the scenarios, but I found a few minor bugs:

After about 4 scenarios, there is nothing to spend specialization points on, since there are only 4 choices.

In Scenario 4, Broome Forest, one of the victory conditions is to "destroy at least 2 LW Units" but it is not clear what an LW unit is. I'd also make it "Hold all 4 objectives at end instead of 3" since it a rather easy scenario.

In scenario 7, Harrietsham, You can deploy 3 air units and a scout, but there are only 3 air deployment hexes open and only in the setup phase. (So no scout plane possible). There is are air exit hexes, but no way to bring them back to the battle later, since no deployment hexes. Thus, one can only have fighter cover for 8 turns or so. Was that intended? If so, put that in the scenario description.

In Scenario 8, Hythe, I freed four POWs and all lived until the end, but only three registered as a victory condition, making it impossible to win. This was an almost impossible scenario to win in the number of turns allotted. It takes about 10 turns to fight all the way to and into the POW camp and about 20 to get to Hythe castle. After all, the enemy has something like 9 tanks and numerous hard-to-kill scout vehicles against predominantly British Home Guard units. I think it took me 32 turns to win at the second hardest level, but I only played the scenario once.

But once again, a masterful set of scenarios to make social isolation fun.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks for the feedback.

About Force 10 and specialisations. There simply are not that many available for the British in 1940.
We need an official early-British campaign to flesh out the British specs.
ctskelly
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Re: Erik's campaigns

Post by ctskelly »

Force 10 Specialization. That makes sense.

As for Scenario 10, Dover, two fixes needed. 1) There is no place to deploy the 2 aircraft allotted. 2) The Do Not Lose Renown Victory condition stayed undone, even though Renown survived.
Screen Shot 2020-09-15 at 12.02.06 AM.jpg
Screen Shot 2020-09-15 at 12.02.06 AM.jpg (95.9 KiB) Viewed 1738 times
My compliments, though.
Erik2
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Force 10 1940 1.4

Post by Erik2 »

Force 10 1940 1.4
Link updated in first post

Various minor scenario fixes.
Replaced substitute Home Guard units with the real thing. These units have slightly better stats than the substitute Military Police.
Parallax
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Re: Erik's campaigns

Post by Parallax »

I have problems with "Banzai" campaign. I've captured all objectives in 2nd mission, but it is still draw :oops:
Attachments
bug?
bug?
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Erik2
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Re: Erik's campaigns

Post by Erik2 »

Banzai issue noted.
ctskelly
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Re: Erik's campaigns

Post by ctskelly »

Banzai.png
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Hi Erik,

I did all the scenarios in Banzai and kept notes. Hope these help.

Overall,

Order of Battle-Banzai

Overall, even playing at the advanced level, it is quite easy. Only the first scenario was challenging, and just because the engineers could not get to the mines in time because of distance. Had to march troops over some.


Scenario 2 –Manchukuo:

After the last turn, I was only credited for capturing two major objectives, not the three I really captured.


Scenario 3 – Nomonhan1:

No supply icons are visible first turn. They appear around turn 5 or so.

The Russian armor force of three BA-20s coming in from the northwest stopped at Jugan Heights, a position I had captured early game. Were they programmed to occupy the nearest Japanese flag instead of the resource hex?

In my offensive to the south, the 3-tank Russian armor attack seems to arrive at the front line too late (turn 15?) to either cause much trouble or be destroyed (one Japanese objective is to destroy all armor). The second time through, since I knew they were coming, I could defeat them.




Scenario 4 – Bai Sagan1: So easy. You might shorten the no of turns to 18 or 20.

Scenario 5 – Bai Sagan2: Wait a minute. According to the scenario Intro the IJA could only deploy infantry because of a bridge mistake. But I can deploy tanks. Can you change that? (Make all deployment hexes forests?). I did it with no armor and it was still way too easy. Russian tanks did not show up until I had captured enough objectives.

Scenario 6 - Nomohan2

At the game end, the correct number of objectives I captured was shown, 7/9, but until then, even with 7, the objectives window showed I’d only taken 3.

Scenario 7 – Shansi defense

Way easy, especially if you figure out how to cut off their supply by turn 4, but even without. I did the whole scenario at Kamikaze level with just 10 command points and no reinforcements and achieved very objective except “kill all enemy”. I suggest not giving any reinforcements and requiring every objective be held every turn, not just at end.


Scenario 8 – Guam
The number of MG nests did never updated. It stayed at 9 (after i had killed all I found out later) so I never knew how many remote ones might have been remaining.
The number of objectives captured did not update until game end.
Needs more exit hexes in NE of map: the victory point condition of exiting ten units with only 1 means you have to start at turn 20/30.
A bit easy: I’d give the allies some anti-tank guns.

Scenario 9 – Siam/Tonri
Pretty good, but hard to eliminate all units in 12 turns. I’d make it 16.
The number of objectives captured did not update until game end.

Scenario 8 – Malaysia/Sadao

Tank damage vic point score updates in a weird way. It did not count the first Vickers I destroyed.
Hard to achieve objectives in 10 turns, since on defense first 4. I’d go 14.

Scenario 9 – Malaysia/Anson
Good one. Not so easy.
Turn 6 “you may deploy 2 air units” turn start message, should be “4.”



Scenario 10 – Malaysia/Jitra
Another good one. Maybe too hard to win in 12 turns. I’d go 16.


remaining scenarios pretty good
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