Erik's Multiplayer scenarios
Moderators: Order of Battle Moderators, The Artistocrats
Re: Erik's Multiplayer scenarios
Thanks for the Varsity feedback.
I am thinking maybe expanding this scenario to include the fighting north and south of Varsity.
It should add more German action.
Erik
I am thinking maybe expanding this scenario to include the fighting north and south of Varsity.
It should add more German action.
Erik
2v1 Gothic line 2.0
2v1 Gothic line 2.0
Link updated in first post.
Map slightly smaller, but more accurate.
Regimental units are core with exp = 3.
Battalion units are non-core with exp = 1 (exp = 2 for tanks and SPATs)
There are many more German units than in the first version, so hopefully better play balance.
Changed pri and sec objs and the factions belonging to the US and British players. The Allies probably need to cooperate more as there will be traffic congestions and questions like 'why don't my supposed Ally move his troops out of the way...'.
Allied-leaning and Axis-Italian units are a mixture of 'normal' units and MG nests. Mostly bumps in the road.
Have fun.
Erik
Link updated in first post.
Map slightly smaller, but more accurate.
Regimental units are core with exp = 3.
Battalion units are non-core with exp = 1 (exp = 2 for tanks and SPATs)
There are many more German units than in the first version, so hopefully better play balance.
Changed pri and sec objs and the factions belonging to the US and British players. The Allies probably need to cooperate more as there will be traffic congestions and questions like 'why don't my supposed Ally move his troops out of the way...'.
Allied-leaning and Axis-Italian units are a mixture of 'normal' units and MG nests. Mostly bumps in the road.
Have fun.
Erik
2v1 Anzio 1944 1.5
2v1 Anzio 1944 1.5
Link updated in first post
Added more historical air and land units, mostly to the Allies for better play-balance.
Reduced resource income for all factions.
Link updated in first post
Added more historical air and land units, mostly to the Allies for better play-balance.
Reduced resource income for all factions.
2v2 Kasserine 2.2
2v2 Kasserine 2.2
Link updated in first post.
More detailed briefings
Added transport to various units
Doubled resource income
Added purchase options
All air rec full strength and on the frontline
Link updated in first post.
More detailed briefings
Added transport to various units
Doubled resource income
Added purchase options
All air rec full strength and on the frontline
browser test
browser test
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- Order of Battle Moderator
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Re: browser test
Your browser seems functional. I wish I could say the same about the forum. Even your private messages are doubling up.
- Bru
Re: browser test
I was just testing another browser to see if that would improve the forum handling. It did not.
I get 2-3 error messages each time I post. Seems like a simple refresh after an error creates a duplicate.
Re: browser test
Multiplayer scenarios are for playing against one or several other human players.
Single player scenarios are against the AI.
Campaigns are against the AI.
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- Private First Class - Opel Blitz
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Re: Erik's Multiplayer scenarios
How do I upload these to the game so I can play it on multiplayer against others? I already downloaded it. Could someone explain steps to uploading it so its playable? I have files downloaded... thanks!
Re: Erik's Multiplayer scenarios
I assume you have downloaded the scenarios to this folder:
Click on multiplayer and select the PBEM/Online:
Login with the same user-name and password you use on this forum
Click Host Challenge:
Click on multiplayer and select the PBEM/Online:
Login with the same user-name and password you use on this forum
Click Host Challenge:
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- Staff Sergeant - StuG IIIF
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Re: Erik's Multiplayer scenarios
Perhaps this is only on my end, but New Guinea download link is not working, Gives me a 404 file was removed.
Klinger, you're dumber than you look, and THAT boggles the MIND.
- Charles Emerson Winchester III
- Charles Emerson Winchester III
Re: Erik's Multiplayer scenarios
Fixed. Thanks for reporting.Zekedia222 wrote: ↑Tue Jan 14, 2020 9:55 pm Perhaps this is only on my end, but New Guinea download link is not working, Gives me a 404 file was removed.
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- Lieutenant Colonel - Panther D
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Re: Erik's Multiplayer scenarios
Further thoughts, after playing more multiplayer scenarios.
Wintergewitter. A total nightmare for the german player The Red Army is so powerful, I just pointed them westward and sat back.. Oh and southward, an unbelievable amount of armour massed there. I kept thinking "Manstein" will arrive and give me problems, but the Tiger that showed up was only a bump in the road.
The german player (Parriego) manfully "fought" to the last turn, so we know there were no last minute reinforcements. This one is going to need some work
Anzio. Played as the Germans, though not through to the end. By mutual agreement we called it a day, at about three quarters distance. The Allies had too far to fly their aeroplanes, it made for a more realistic air component to OoB - none of this loitering, bombing the crap outta stuff for ten turns or so.
The Germans were constantly out of supply, around -80, towards the end. I had over 5000 RPs and "hundreds" of CPs but there was only one deployment hex I could find (south West of Rome) but it wasn't very reliable, I only managed to deploy two armoured vehicles. Another problem was entrained heavy equipment, once out of Rome, it was hard to find a town to unload.
With a smaller map and the German's supply "fixed" (I hope it wasn't meant to be that way) I'd play it again ... and Albert would be smiling once more
Gothic Line. l've forgotten all about 1.0, forty or so turns of torment for Germany. 2.0 appears to be a better bet for them, especially as the turns have been reduced to 22. That coupled with the Allied traffic chaos and the miserly "British" RP allowance! Why give the Indian component engineers but only four RPs? Still they are better off than the Poles, who receive none!
Salerno to Rome 1.2. Otherwise known as Sicily to Rome (we hope to get there). At Salerno the British didn't have time to mutiny, before they were pushed into the sea. They escaped with just a half strength 25pdr. Another surprise was the disappearing units, a couple of turns notice would have been nice Early days, but the Allies don't seem to be having too many problems. One other thing, could the reinforcements from Africa just "arrive" a little way offshore at the due date - the Luftwaffe don't appear to be interested in them and there doesn't seem to be a u-boat threat (don't get me started on submarines, that's for OoB 2.0).
Normandy. I've played a few times as the Allies, mostly British and it works pretty well. I say this because each "Rommel" played a different strategy, but the turns are against him.
Bulge to the Rhine. Two games on the go. One British the other American. Let me just say, I joked at the start of the first, it should be named the Bulge to the Channel ... so you can see where I'm going with this. I'll wait until it's over, there might be a twist in the tail - who knows.
In closing I'd like to say thank you for all your hard work on these scenarios, it is much appreciated.
Wintergewitter. A total nightmare for the german player The Red Army is so powerful, I just pointed them westward and sat back.. Oh and southward, an unbelievable amount of armour massed there. I kept thinking "Manstein" will arrive and give me problems, but the Tiger that showed up was only a bump in the road.
The german player (Parriego) manfully "fought" to the last turn, so we know there were no last minute reinforcements. This one is going to need some work
Anzio. Played as the Germans, though not through to the end. By mutual agreement we called it a day, at about three quarters distance. The Allies had too far to fly their aeroplanes, it made for a more realistic air component to OoB - none of this loitering, bombing the crap outta stuff for ten turns or so.
The Germans were constantly out of supply, around -80, towards the end. I had over 5000 RPs and "hundreds" of CPs but there was only one deployment hex I could find (south West of Rome) but it wasn't very reliable, I only managed to deploy two armoured vehicles. Another problem was entrained heavy equipment, once out of Rome, it was hard to find a town to unload.
With a smaller map and the German's supply "fixed" (I hope it wasn't meant to be that way) I'd play it again ... and Albert would be smiling once more
Gothic Line. l've forgotten all about 1.0, forty or so turns of torment for Germany. 2.0 appears to be a better bet for them, especially as the turns have been reduced to 22. That coupled with the Allied traffic chaos and the miserly "British" RP allowance! Why give the Indian component engineers but only four RPs? Still they are better off than the Poles, who receive none!
Salerno to Rome 1.2. Otherwise known as Sicily to Rome (we hope to get there). At Salerno the British didn't have time to mutiny, before they were pushed into the sea. They escaped with just a half strength 25pdr. Another surprise was the disappearing units, a couple of turns notice would have been nice Early days, but the Allies don't seem to be having too many problems. One other thing, could the reinforcements from Africa just "arrive" a little way offshore at the due date - the Luftwaffe don't appear to be interested in them and there doesn't seem to be a u-boat threat (don't get me started on submarines, that's for OoB 2.0).
Normandy. I've played a few times as the Allies, mostly British and it works pretty well. I say this because each "Rommel" played a different strategy, but the turns are against him.
Bulge to the Rhine. Two games on the go. One British the other American. Let me just say, I joked at the start of the first, it should be named the Bulge to the Channel ... so you can see where I'm going with this. I'll wait until it's over, there might be a twist in the tail - who knows.
In closing I'd like to say thank you for all your hard work on these scenarios, it is much appreciated.
Re: Erik's Multiplayer scenarios
Hi Joe.Brenmusik wrote: ↑Fri Jan 17, 2020 10:30 pm ...
Gothic Line. l've forgotten all about 1.0, forty or so turns of torment for Germany. 2.0 appears to be a better bet for them, especially as the turns have been reduced to 22. That coupled with the Allied traffic chaos and the miserly "British" RP allowance! Why give the Indian component engineers but only four RPs? Still they are better off than the Poles, who receive none!
,,,
Thanks for reporting, added to my lists.
In Gothic Line, the battalions are core units and company/smaller units are non-core.
Resource income is 1 resource pr core unit pr turn.
The two 'Italian' factions have no resource income.
I do not understand these issues:
The Indians have 4 core units and 4 resources pr turn. The Indian engineer units are non-core.
The British have 41 resources pr turn, the US 42 and the Germans 82. So the balance between the main factions is not too shabby
Anzio 1.6
Anzio 1.6
Link updated in first post
(Any village/town/city hex with a flag may already be used for deployment of reformed dead core units)
Added one flag in the Rome area
Added flags to a few villages/towns
Added more German supply in Rome
Added a couple more ‘rail stations’/villages
Changed pri objs ‘capture/hold all 5 objs’ to ‘‘capture/hold at least 4 objs’ for all factions
Added additional Nettuno airfield from turn-12. These two AFs are now labeled ‘British’ and ‘US’ to avoid any operational disputes
Link updated in first post
(Any village/town/city hex with a flag may already be used for deployment of reformed dead core units)
Added one flag in the Rome area
Added flags to a few villages/towns
Added more German supply in Rome
Added a couple more ‘rail stations’/villages
Changed pri objs ‘capture/hold all 5 objs’ to ‘‘capture/hold at least 4 objs’ for all factions
Added additional Nettuno airfield from turn-12. These two AFs are now labeled ‘British’ and ‘US’ to avoid any operational disputes
Gothic Line 2.1
Gothic Line 2.1
Link updated in first post
Fixed/changed German primary and secondary objectives
Added British and US Construction groups
Added 8 more turns (=30)
Allied players may use any friendly capture/victory location of deploying (Teams share Victory Points)
Increased resource income all factions
Link updated in first post
Fixed/changed German primary and secondary objectives
Added British and US Construction groups
Added 8 more turns (=30)
Allied players may use any friendly capture/victory location of deploying (Teams share Victory Points)
Increased resource income all factions
Rommel at Normandy 1.6
Rommel at Normandy 1.6
Link updated in first post
Removed unneccessary Allied land command points
Fixed German air reinforcements
Allies share friendly capture/victory points
Link updated in first post
Removed unneccessary Allied land command points
Fixed German air reinforcements
Allies share friendly capture/victory points
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Salerno to Rome 2.0
Salerno to Rome 2.0
Link updated in first post.
All air and land units are now core units. Exceptions: Italians and a couple of special units
Reduced resource income for all factions
The hapless Italian units are stripped of both their experience and resource income.
A couple of Allied special units are now pre-deployed aux units
Players are advised about unit withdrawals the turn before it happens.
Fixed a couple of missing historical unit names
Allied Commonwealth and Free French reinforcements arrive closer to Sardinia/Corsica.
Link updated in first post.
All air and land units are now core units. Exceptions: Italians and a couple of special units
Reduced resource income for all factions
The hapless Italian units are stripped of both their experience and resource income.
A couple of Allied special units are now pre-deployed aux units
Players are advised about unit withdrawals the turn before it happens.
Fixed a couple of missing historical unit names
Allied Commonwealth and Free French reinforcements arrive closer to Sardinia/Corsica.