Erik's campaigns & mods

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ctskelly
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Re: Erik's campaigns

Post by ctskelly »

Bobster66 wrote: Fri Feb 19, 2021 12:35 am Additional comments on Erik's Mod v1.2:

Midway:

All the objectives appear to work correctly, but I was unable to achieve the secondary to sink three carriers so can't be sure about that one.
Although it is a fairly big map, the Japanese start very close to Midway. The Air units on Midway were mostly destroyed by bombardment before they could take off, for some reason only one could launch per turn. The three units that did take off were under-supplied until the rest were destroyed in their hangers, so they do not appear to share air supply with the player. This airfield should probably be upgraded.
There was a pop-up on turn 15 saying that the IJN were departing, and while I did get 2 carriers, there just wasn't time to get all three before the rest left the map.
Once the IJN had departed here was still about half of the turns lefts to burn through to finish the scenario.

...I'm really enjoying these big naval battles, and the excess number of turns seem to be the only downside.
I want to add my thanks to Erik for the mod fixes.

I just did Midway and other than a couple minor glitches it all works well. As you wrote, Bobster, getting 3 carriers is hard, which made me replay the scenario a couple times. At advanced level, it is hard to protect your fleet AND get the carriers, but if you plan it right, you can start with all fighters to knock down J aircraft, disbanding your fighters bit by bit and replacing them with torpedo aircraft and then go after the carriers after a few turns. But make a dive bomber or two anyway, to impede the naval attack or in case an infantry unit gets too close to Midway. As I'm sure you've figured out, you also have to keep your destroyers set up in a line all the way across to keep theirs from getting in and torpedoing your bigger assets. And make sure every ship moves near the max every turn to make them less susceptible to gunfire. It's buying time until the torpedo planes can come back.

You are right about Midway being slow in launching their planes. I just see it as my dealing with a stupid island commander, a lot like real life.

But here is the crux, and why I consider the new version TAKING OoB TO AN EVEN HIGHER LEVEL. As in the Normandy campaign, you have to play the early scenarios in a way that let you win the following ones. You have to play the tough Coral Sea scenario in a way where you only lose one ship or so, and accrue a lot of resource points in order to win Midway. For me, that meant giving up on protecting the oilers, and retreating for 7 or so turns, sniping, and focusing on shooting down aircraft, rather than suffering the attrition of attacking, even though I had the potential to defeat their fleet sooner. That kind of strategic thinking, only possible because there ARE lots of turns, lets you go into Midway with all your fleet in fairly good shape and a thousand resource points to buy the necessary fighters you need from turn one. Brilliant! And hard. But only hard until you figure out the right strategies.

That's what I love about Erik's (and others') scenarios. They allow for so much strategic flexibility, lots of replays. There are some I could not win (such as, in US Navy, getting 5 BBs out of Pearl) but that's okay. These are games for the big kids.

I am full of gratitude.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Just to make it clear, I will fix any missing air exits/deployment hexes if players point to specific scenarios and I agree that air units/exits is no proportional.
I think have a good track record in fixing issues so far :wink:
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Naval dudes, thanks for the feedback.
The Allied AI is less aggressive compared to the Japanese AI. The 50 vs 75 aggro levels are intended. I think it helps to simulate the differences between the way the factions waged war.
airboy
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Re: Erik's campaigns

Post by airboy »

Erik2 wrote: Sun Feb 21, 2021 4:13 pm Naval dudes, thanks for the feedback.
The Allied AI is less aggressive compared to the Japanese AI. The 50 vs 75 aggro levels are intended. I think it helps to simulate the differences between the way the factions waged war.
Interesting and IMHO a good choice. Japanese doctrine was for speed and offense - at least until mid-1944.

I've started your new US Pacific campaign with the mod package.

Thanks again for doing all of this.
diday
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Re: Erik's campaigns

Post by diday »

Hello everyone and I apologize if that was already posted but I can't find a comprehensive list about how to play the german campaigns in the right order.
This is my understanding, please correct me if I'm wrong:

1st campaign :
1. Germany West 1939-40

Then we have 4 possibilities (?) from the same '40 imported core:
2a. Germany West 1940 while importing the core to each consecutive campaigns until '45
2b. Germany East 1941 while importing the core to each consecutive campaigns until '45
2c. Afrika Korps 1941-44
2d. Sea Lion 1940-42

Stand alone campaigns (?):
Road to Moscow 1941-42
Wacht Am Rhein 1944

Is there a way to go from East to West? From AfrikaKorps to East or West? From SeaLion to another branch?

Thanks for your help and many many thanks for your work!
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Here are the current possible core imports for the German campaigns.

Germany East 1941:
Germany West 1940

Germany East 1942:
Germany East 1941
Germany West 1940

Germany East 1943:
Germany East 1942
Germany West 1941-43
Sea Lion 1940-42

Germany East 1944:
Germany East 1943
Germany West 1941-43

Germany East 1945:
Germany East 1944
Germany West 1944
Afrika Korps 1941-44

Germany West 1940:
Germany West 1939-40

Germany West 1941-43:
Germany West 1940

Germany West 1944:
Germany West 1941-43
Afrika Korps 1941-44
Germany East 1943

Germany West 1945:
Germany West 1944
Germany East 1944
Afrika Korps 1941-44

Sea Lion 1940-42:
Germany West 1939-40
Germany West 1940
diday
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Re: Erik's campaigns

Post by diday »

Wow that's utterly impressive thank you very much.
A commend you, and your team, for your efforts!
Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas »

Revisiting German West 1940

Mission Alternative Wassigny

This time, I tried a different approach, containing the French in the East and Center and dealing a blow from the extreme south-west, crushing enemy units and taking the left airfield, then proceeding to enemy HQ. It turned out that, after blowing the bunker, Giraud's vehicle got stuck over de next river bridge, and I never could acquire its control. Despite
I've been successful in every other objective, the failure in not taking the general to its exit hex got me a draw. It think, Erik, that you should take a look on this.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Thanks, added to the German West 1940 list.
stevefprice
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Re: Erik's campaigns

Post by stevefprice »

Pantera wrote: Mon Feb 08, 2021 9:58 pm Hey Buddy, it is awesome work. I bought these game mainly to try custom campaigns.

have some problems.

Wacht am Rhine is pain in the ass for me. I ate my teeth on Panzer general / Open general series, but these campaign is really too hard. I tried... 13 times second mission and as far as can - see atachment.
Should I play first missions from 1939-1944 and import my core?

There is also no specialization option at all. Stat/window option for that is some kind of broken / blank white.

Pantera,

You are likely playing the old version and not v2.0.

Same happened to me, played 4 scenarios unable to spend specialisation then recalled that game upgrades often break older custom campaigns.

Download v2.0 and extract. Back-up old rename old campaign folder to a avoid it being picked up. Rename new campaign folder to match previous old folder, you need to add '-45' or similar. Load the game from the last campaign break to restart last scenario you played, assign specialisation points and away you go.

alternatively start from scratch :)

As regards second mission, play steady at first then move fast, later objectives are less well defended.
stevefprice
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Re: Erik's campaigns

Post by stevefprice »

[Wacht Am Rhein 1944] Manhay Crossroads

Minor victory only. Looks like the check to have a Pz unit guarding the exit only happens if you finish on turn 28. Any sooner and it does not trigger.
minor victory.jpg
minor victory.jpg (641.96 KiB) Viewed 1829 times
major victory turn 29 only.jpg
major victory turn 29 only.jpg (669.46 KiB) Viewed 1829 times
Erik2
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Re: Erik's campaigns

Post by Erik2 »

stevefprice, thanks for reporting.
stevefprice
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Re: Erik's campaigns

Post by stevefprice »

Erik2 wrote: Fri Feb 26, 2021 12:02 pm stevefprice, thanks for reporting.
No problem :)

You may notice one picture has a Panther on the hex and the other a Pz IV as I tested if the trigger required a particular tank but it wasn't that :mrgreen:
fernav71
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Re: Erik's campaigns

Post by fernav71 »

Hi there
I've downloaded all your campaings but I'm not able to get them to work.

Put all the zip files in the Campaigns folder, and they are recognized by the game, but they have no event text, no text at all and no units.

I get them to launch but with all I say, no text or nothing more than terrain

Any ideas?

Thx on advance
fernav71
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Re: Erik's campaigns

Post by fernav71 »

fernav71 wrote: Sat Feb 27, 2021 1:47 pm Hi there
I've downloaded all your campaings but I'm not able to get them to work.

Put all the zip files in the Campaigns folder, and they are recognized by the game, but they have no event text, no text at all and no units.

I get them to launch but with all I say, no text or nothing more than terrain

Any ideas?

Thx on advance
No need of help. Deleting files and re-extractim them solved the problem.

Don't know why, nut it worked.

Thx
Retief2
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Re: Erik's campaigns

Post by Retief2 »

Erik,

Sealion - Gravesend

I have continued to the scenario Gravesend. I do my initial deployment the carry out my first turn actions. The AI then begins it's actions and I watch it take its turn. The AI Turn In Progress - Thinking... progress bar goes about 80% of the way across with actual things happening around my area of the map. Then it proceeds to slowly creep to the end of the bar over several minutes. It reaches the end of the bar and then hags there indefinitely (forever?) and never returns to my turn. I have left it for hours to no avail. The game is running on Windows 10 with an i9-10900K CPU so I don' think it is a computing issue. Perhaps it is stuck in an infinite loop. Has anyone else had this problem? I have repeated it 4 times with different setups, combats, movement etc and it hangs on the AI first turn every time. Any ideas? I am using the v5.1 Sealion campaign. I reloaded it to make sure. I will move on to the next scenario for now, but I would like to play this one out if possible. Thanks again.
I'd put something witty or profound here, but I would need to be witty or profound and not a plagiarizer.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

Retief2

Fixed a couple of things and tested the first couple of turns. Seemed ok now.
You can download Gravesend here:
https://www.dropbox.com/s/265uxoxiffika ... d.zip?dl=0
Retief2
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Re: Erik's campaigns

Post by Retief2 »

Thanks Erik. I'll give it a try soon.
I'd put something witty or profound here, but I would need to be witty or profound and not a plagiarizer.
kverdon
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Re: Erik's campaigns

Post by kverdon »

Though generally a Fan of Erik and Bru’s campaign efforts. I would like for them to consider the fact that RPs allocated between scenarios are not directly deducted from their personal Bank Accounts. :wink: . There should be a minimum of 500 RP between scenarios to allow the player side to adequately replace losses and/or upgrade equipment.
Erik2
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Re: Erik's campaigns

Post by Erik2 »

kverdon wrote: Sat Mar 06, 2021 5:55 am Though generally a Fan of Erik and Bru’s campaign efforts. I would like for them to consider the fact that RPs allocated between scenarios are not directly deducted from their personal Bank Accounts. :wink: . There should be a minimum of 500 RP between scenarios to allow the player side to adequately replace losses and/or upgrade equipment.
RP income is difficult to get right for every play-style (from Lucas to Patton :D ).
I usually start with 1-4 RP pr unit pr turn (early-to-late war) and adjust it pr scenario based on my own play-through of a campaign.
After that I'm really depending on specific player-feedback (campaign/scenario).

Also, I think it is allowed to use #warbonds x cheat in-between scenarios if you-re starved :)
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