Erik's Multiplayer scenarios

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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

KarisFraMauro wrote: Sun Feb 14, 2021 3:12 am I was just reading an article on the BBC website about the battle of Kohima. I'd never even heard of it before, but as it was voted Britain's greatest battle by the Imperial War Museum seems like it was actually quite a big deal. Got me wondering if there are any scenarios related to it...
I think the 'Stalingrad of the east' is covered in my Imphal-Kohima scenario available in the first post.
If I remember correctly it is also part of the official Burma campaign.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I'm currently playing the war in the pacific campaign, 1 vs 1, as the allies. Pretty interesting so far, I like it! There's even a bit of scope for upgrading, which is something I don't get too many opportunities to do as the UK. Still a bit concerned by Japanese surface vessels having a torpedo range of 4 though, an issue I first noticed a long time ago. Three makes sense but 4 has to be some kind of glitch right?
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Re: Erik's Multiplayer scenarios

Post by stevefprice »

1v1 Petsamo-Kirkenes 1944 2.0

Is it broken or are we missing a trick?

It looks line the main Russian attack starts 318 supply points in the red. So they very quickly decline and advance at a snails pace, if at all, and are easy meet for the defending Germans. Screenshot is just left of Russian right hand edge.

Plus the Russians have no aircraft exit points.

It may be historical but makes for a rubbish game for the Russian player :)
1v1 Petsamo-Kirkenes 1944 2.0.jpg
1v1 Petsamo-Kirkenes 1944 2.0.jpg (838.23 KiB) Viewed 2032 times
Erik2
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1v1 Petsamo-Kirkenes 1944 2.2

Post by Erik2 »

1v1 Petsamo-Kirkenes 1944 2.2
Link updated in first post.

Fixed Soviet supply.
Minor changes to town etc supply.
Added more Soviet commanders.
Added specialisations for all factions.
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Just finished Operation Olympic 2 vs 2. I remember talk of minor changes in an updated version (I was playing the original I believe), but notice the allies only got a minor victory despite fulfilling all the victory conditions, including optional. Might be worth looking into if it hasn't already been addressed, assuming I'm not mistaken about something of course.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

There are already some significant changes in the latest Olympic (not the one we tested). Mainly kamikazes and Japanese core land units.
I plan to add a primary obj up north for the second US invasion.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Cool, I look forwards to giving it a try! Having a great time with the War in the Pacific 1 vs 1 scenario. It's incredibly evenly balanced I think, for a while I was worried it might lend itself to a stalemate. Putting more time into it feels like Japan has an edge to begin with and can win if they play their cards right, but eventually the allies get access to some really impressive aircraft that change the calculations. Of course they're expensive so it's not unfair either.
Erik2
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2v2 Operation Olympic 1945 1.4

Post by Erik2 »

2v2 Operation Olympic 1945 1.4
Link updated in first post.

Changed primary and secondary objectives for all factions.
Better deployment options for US invasion of northern beaches.
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I just joined both Operation Olympic 1.4 test games :D I'm as Japan for each of them so I better fight hard... Still not used to how new games are shown at the bottom rather than top in multiplayer, kind of a pain frankly.
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Re: 2v2 Operation Olympic 1945 1.4

Post by stevefprice »

Erik2 wrote: Sun Mar 07, 2021 9:31 am 2v2 Operation Olympic 1945 1.4
Link updated in first post.

Changed primary and secondary objectives for all factions.
Better deployment options for US invasion of northern beaches.
Erik, think I'm still 1.3 but the far right US extraction points to reserve did not seem to work as I had ships there from the start and they never went back to reserve. I gave up in the end and sailed off. Just trying to send one back now before turn 16 so will advise.
Erik2
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Re: 2v2 Operation Olympic 1945 1.4

Post by Erik2 »

stevefprice wrote: Wed Mar 10, 2021 12:10 pm
Erik2 wrote: Sun Mar 07, 2021 9:31 am 2v2 Operation Olympic 1945 1.4
Link updated in first post.

Changed primary and secondary objectives for all factions.
Better deployment options for US invasion of northern beaches.
Erik, think I'm still 1.3 but the far right US extraction points to reserve did not seem to work as I had ships there from the start and they never went back to reserve. I gave up in the end and sailed off. Just trying to send one back now before turn 16 so will advise.
Thanks for reporting.
The problem with stuff like this is that you can't see the various deployment values used in the editor. So I need to set them up from scratch.
There are a couple of fresh v1.4 test games in play now, I'll tell the other US players to test this.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I seem to remember that extraction point issue from when I played the first version, not sure if it's still present though. At the time I thought it might be some kind of misunderstanding at my end because the north and south ones listed as naval extraction points worked fine, and I assumed since the middle didn't say naval it was for land units on sea transport.

Anyway a couple turns in with the latest version and feels like a huge improvement so far, at least from Japan's point of view ;) All the kamikaze remind me of a Japanese OAV series (Original Animated Video) called The Cockpit, consisting of three thirty-minute stories. The last one was about a kamikaze pilot who failed a previous mission and had to return because he couldn't get in range of the target ship. It was by Ieji Matsumoto, who also did Daft Punk's Interstella 5555.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

I'm playing one of the Japanese factions in one of the current 1.4 tests. The kamikaze units make playing the Japanese more interesting indeed.
Playing the US means your fighter units are really busy hunting down kamikaze units. Kind of fun too.

As for the undeployment of the spawned core units, I just noticed that the US Blue still has the same issue with its zone in the SW.
So I need tyo move the units 'manually' to the invasion beaches.
I've changed this twice in the editor already, so this feels like a bugette.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

What's this Operation Pedastal 2 vs 2 game I see? Since there are a couple open slots I was wondering if me and Jaydent could step in, but I'm not sure where to grab it. Doesn't seem to be on page 1 here, is it someone else's scenario?
Erik2
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2v2 Operation Olympic 1945 1.5

Post by Erik2 »

2v2 Operation Olympic 1945 1.5
Link updated in first post.

Increased USMC resource income.

Replaced Japanese airfields with airstrips, this should reduce the kamikaze menace.

Some changes to primary and secondary objectives.

Added 2 construction groups to each US faction.

I think I have fixed the US spawn/remove/redeploy system.

US exits now works for naval/air and land units.

US paras will now spawn at the northern beaches.
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Re: Erik's Multiplayer scenarios

Post by stevefprice »

I think latest Guadalcanal objective triggers are broken.

As Japanese I controlled both primaries at game end but had lost 2 oilers and a carrier.

The carrier loss did not register although the oilers did.

The US player lost an oiler and no carriers.

End image said game was a draw but I'd have anticipated a minor victory for holding bit primaries but failing 2 secondaries.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

stevefprice wrote: Thu Mar 18, 2021 8:40 am I think latest Guadalcanal objective triggers are broken.

As Japanese I controlled both primaries at game end but had lost 2 oilers and a carrier.

The carrier loss did not register although the oilers did.

The US player lost an oiler and no carriers.

End image said game was a draw but I'd have anticipated a minor victory for holding bit primaries but failing 2 secondaries.
Thanks for reporting. I'll take a look at it.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Not really feeling it with Operation Pedastal. Even after managing to take out a couple UK fighters they still have clear air superiority, and I can't even afford to repair my own extensively damaged fighters. The axis has more bombers, but they're of a kind that would be feeble against naval targets even if they didn't get chewed up by fighers. Which they do. At first I was enthusiastic about the increased torpedo damage giving the axis a chance, but there are a few things preventing it. I count close to a dozen allied destroyers alone, and since german subs can only move one hex submerged it's practically impossible to get off a shot on a transport, and definitely impossible to survive afterwards. Moreover the UK subs, of which there are obviously plenty, have stronger torpedoes to begin with so the buff actually benefits them more. It's a pity because it's a nice concept but this belongs in the same category as Operation Olympic, too one-sided.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

KarisFraMauro wrote: Sun Mar 21, 2021 11:07 am Not really feeling it with Operation Pedastal. Even after managing to take out a couple UK fighters they still have clear air superiority, and I can't even afford to repair my own extensively damaged fighters. The axis has more bombers, but they're of a kind that would be feeble against naval targets even if they didn't get chewed up by fighers. Which they do. At first I was enthusiastic about the increased torpedo damage giving the axis a chance, but there are a few things preventing it. I count close to a dozen allied destroyers alone, and since german subs can only move one hex submerged it's practically impossible to get off a shot on a transport, and definitely impossible to survive afterwards. Moreover the UK subs, of which there are obviously plenty, have stronger torpedoes to begin with so the buff actually benefits them more. It's a pity because it's a nice concept but this belongs in the same category as Operation Olympic, too one-sided.
With the loss of my Malta fighters I really don't feel the British have even local air superiority...
But the resource income for all factions is quite low, I should probably increase it.

Historically many of the Axis bombers were torpedo versions (Ju88, SM79), this is of course not possible with the stock units.
It could be modded, but I really do not have the graphic skills to do this. I would need serious help from a grown-up.

Number of subs:
German = 2
Italian = 17 (!)
British = 7
The stock difference between British and German/Italian torpedo attack values seems odd. I will set them to the same value in the mod.

The Pedestal convoy still has a long way to Malta port. I hope you stick with our current scenario-test until the issue is decided.

Thanks
Erik
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Heh sorry if I came off too sulky. If I remember correctly Germany has 3 fighers, two of which are ground attack, and Italy has 4 for a total of seven. By way of comparison I counted ten allied fighters, and think there were another two that go shot down. So the axis is outnumbered there almost two to one. As for the subs, if I was playing as the allies I'd move all the transports along the southern coast and have destroyers screen the ocean side. Very easy to do and Italy would be rendered moot even if it had double that number of subs. I don't think the Italian surface ships are much of a threat either, but I might be wrong. We'll see how it goes.
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