Erik's Multiplayer scenarios
Moderators: Order of Battle Moderators, The Artistocrats
Scandinavia 1940 5.4
Scandinavia 1940 5.4
Link updated in first post.
Added purchase option for all factions (were applicable).
Link updated in first post.
Added purchase option for all factions (were applicable).
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- Corporal - 5 cm Pak 38
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Re: Erik's Multiplayer scenarios
Hello Erik,
I'm not sure what the issue is, but on the 2v2 market garden I am unable to choose my faction, it simply puts me in first available. This is whether i join one or make one, and another player is having the same issue.
I'm not sure what the issue is, but on the 2v2 market garden I am unable to choose my faction, it simply puts me in first available. This is whether i join one or make one, and another player is having the same issue.
Re: Erik's Multiplayer scenarios
I have this issue too whenever I multiplay (all scenarios I've joined).WileyKojote wrote: ↑Wed Jan 29, 2020 3:19 am Hello Erik,
I'm not sure what the issue is, but on the 2v2 market garden I am unable to choose my faction, it simply puts me in first available. This is whether i join one or make one, and another player is having the same issue.
Other players have no problem selecting a slot (same scenarios).
So this appears to be a pbem/server/player/user issue.
I posted my issue on the tech support forum a good while back. I recommend you guys do the same.
https://www.slitherine.com/forum/viewforum.php?f=372
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- Lieutenant Colonel - Panther D
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- Location: Albion
Re: Erik's Multiplayer scenarios
Will do, happening to me. Can't join Anzio 1.6, despite playing one, also the same applies to the latest Normandy.
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- Corporal - 5 cm Pak 38
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Re: Erik's Multiplayer scenarios
Erik
The Arnhem scenario - 1v1 and possibly the 2v2 - certain German fighters are labeled as airborne? They cannot attack other air unit formations. They tend to have JG in their name. Is this intended?
The Arnhem scenario - 1v1 and possibly the 2v2 - certain German fighters are labeled as airborne? They cannot attack other air unit formations. They tend to have JG in their name. Is this intended?
Re: Erik's Multiplayer scenarios
I believe the FW190 F and G was changed from fighter to tactical bomber in v8.3 of the game. This is consistent with their historical role (and armament).WileyKojote wrote: ↑Sat Feb 01, 2020 2:26 pm Erik
The Arnhem scenario - 1v1 and possibly the 2v2 - certain German fighters are labeled as airborne? They cannot attack other air unit formations. They tend to have JG in their name. Is this intended?
You can use the excellent Unit Navigator http://mfendek.byethost16.com/?i=1 to check this.
They still belong to the JG2, JG6, JG26 etc though. This can of course be a bit confusing, but I'd like to keep the historical unit designations.
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- Corporal - 5 cm Pak 38
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Re: Erik's Multiplayer scenarios
Sorry, the those units did do ground support and tact roles, I'm mistaken sir!
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- Staff Sergeant - StuG IIIF
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Re: Erik's Multiplayer scenarios
JG is almost certainly short for the German fighter designation, Jagdgeschwader. As you can imagine, its more practical to shorten it to JG. Just in case you were wondering of the meaning of JG2, JG26, and so on, assuming I am right in my assumption.
Klinger, you're dumber than you look, and THAT boggles the MIND.
- Charles Emerson Winchester III
- Charles Emerson Winchester III
2v1 Gothic Line 1944 2.2
2v1 Gothic Line 1944 2.2
Link updated in first post.
Royal Navy withdraws after Rimini is captured
10 more turns
Replaced MG nests with proper partisans (easier to brush aside, harder to track down).
The Germans get 10 resources for each partisan unit eliminated.
The Allies must together capture all 9 objectives
The Germans must hold 4 objectives (down from 5)
Link updated in first post.
Royal Navy withdraws after Rimini is captured
10 more turns
Replaced MG nests with proper partisans (easier to brush aside, harder to track down).
The Germans get 10 resources for each partisan unit eliminated.
The Allies must together capture all 9 objectives
The Germans must hold 4 objectives (down from 5)
2v1 Sicily 1943 3.0
2v1 Sicily 1943 3.0
Link updated in first post.
Reduced resource income for all factions. Italian income reduced to 1 RP pr air unit pr turn.
Doubled cost of activating early/extra reinforcements.
All units are now full strength at start.
British naval reinforcements will spawn if Italian large surface ships are spotted. Changed naval sec obj.
“Para support” units like eng and art removed from para formations.
Removed escarpments.
Supply output on a hex will be reduced to 10% when Allies capture the hex. They must rely on their supply ships. If a supply ship is sunk, the player may purchase another ship at the cost of 20 RPs. The ship will spawn 7 hexes from the coast.
The number of supply ships are increased from 10 to 20 for the British and US. Canadian supply ships increased from 5 to 10.
Link updated in first post.
Reduced resource income for all factions. Italian income reduced to 1 RP pr air unit pr turn.
Doubled cost of activating early/extra reinforcements.
All units are now full strength at start.
British naval reinforcements will spawn if Italian large surface ships are spotted. Changed naval sec obj.
“Para support” units like eng and art removed from para formations.
Removed escarpments.
Supply output on a hex will be reduced to 10% when Allies capture the hex. They must rely on their supply ships. If a supply ship is sunk, the player may purchase another ship at the cost of 20 RPs. The ship will spawn 7 hexes from the coast.
The number of supply ships are increased from 10 to 20 for the British and US. Canadian supply ships increased from 5 to 10.
Re: 2v1 Sicily 1943 3.0
Why?
Well, I haven't tested that scenario, but basically it surprises me.
If they were there... one knows that many airborne elements were brought by gliders instead of real parachutes, but still.
Re: 2v1 Sicily 1943 3.0
These units are not really airborne, they are regular land units. You need to debark them at a friendly airfield.
In this particular scenario it meant debarking them very close to their starting positions on a couple of coastal airfields.
So, not very useful. This scenario has plenty of on-map units already.
If the devs add some real para-engineers and -artillery....
Re: Erik's Multiplayer scenarios
"These units are not really airborne, they are regular land units. You need to debark them at a friendly airfield."Erik2 wrote: ↑Wed Apr 01, 2020 5:16 pmThese units are not really airborne, they are regular land units. You need to debark them at a friendly airfield.
In this particular scenario it meant debarking them very close to their starting positions on a couple of coastal airfields.
So, not very useful. This scenario has plenty of on-map units already.
If the devs add some real para-engineers and -artillery....
Ah? Okay, all right then.
For the Normandy landings, I believe that troops were also transported in gliders... and that to actually land them, it was rather simple, it was directly on the ground, preferably in a fairly clear area (but there were accidents and some navigational problems ). If I'm not mistaken, it's said that they "plowed the ground"...
This last aspect could perhaps simply be represented by spawning these units directly on the ground, possibly together with an event informing the player on what's happening.
This will probably reappear like that, especially for the landing in Provence...
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- Lieutenant Colonel - Panther D
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Re: Erik's Multiplayer scenarios
Sicily 3.
By the end of turn two the US forces have not received any RPs. The French are on track with a princely one per turn!
Also there is still a problem with the reinforcements message box causing the game to freeze. It was worked around by ignoring it, the British Commander reported. I had to acknowledge the US's message, to move units. Game ran fine, perhaps because there were not the RPs to deploy them?
By the end of turn two the US forces have not received any RPs. The French are on track with a princely one per turn!
Also there is still a problem with the reinforcements message box causing the game to freeze. It was worked around by ignoring it, the British Commander reported. I had to acknowledge the US's message, to move units. Game ran fine, perhaps because there were not the RPs to deploy them?
Re: Erik's Multiplayer scenarios
Joe, I'll take a look at this after I'm finished testing the Winter War 40.Brenmusik wrote: ↑Sun Apr 12, 2020 5:25 pm Sicily 3.
By the end of turn two the US forces have not received any RPs. The French are on track with a princely one per turn!
Also there is still a problem with the reinforcements message box causing the game to freeze. It was worked around by ignoring it, the British Commander reported. I had to acknowledge the US's message, to move units. Game ran fine, perhaps because there were not the RPs to deploy them?
Re: Erik's Multiplayer scenarios
Erik, I have looked everywhere to be able to make a comment about your scenario, Market Garden. The map is excellently put together and the research into it is to be commended. I did however, find quite a few faults with it whilst playing it and it would have been interesting to read other players comments on the playability of the scenario as well. Playing as the Allies was quite a challenge, especially against the axis who appeared to get fifteen new units each turn, while you get zero. As it is has 40 turns, one can imagine the axis strength at the end of the game. It was impossible to hold either Arnhem or Nijmegen so I tried to out flank the axis troops by sweeping up the West side of the map. My troops all moved alright until I reached the river, the crossing went as normal but then the movement of the troop carriers reduced to one hex at a time. I had clear line of supply from the edge of the map but this did not help at all. With the units you have, there are no recon aircraft so one has to use either your fighter or bomber aircraft to recon. As mentioned, there are no reinforcements and one cannot purchase or upgrade units during the campaign which is a great shame as the scenario has so much potential.
With the supply depots, instead of knocking them out it would have been better to capture them and use the supply yourself. I destroyed all of the supply depots on the western side of the map but that did not stop the axis from repairing their units so they must have had quite a few supply depots on the eastern side of the map? If anyone else has played the Market Garden scenario to the end, I would be interested to read your comments. I did do a search of Market Garden and Arnhem but could not find a thread.
With the supply depots, instead of knocking them out it would have been better to capture them and use the supply yourself. I destroyed all of the supply depots on the western side of the map but that did not stop the axis from repairing their units so they must have had quite a few supply depots on the eastern side of the map? If anyone else has played the Market Garden scenario to the end, I would be interested to read your comments. I did do a search of Market Garden and Arnhem but could not find a thread.
1v1 Betio Island 1943 v7.1
Hi, it seems there is a similar bug I reported in the past for Guam. My opponent has reached all of the primary objectives and the battle still goes on (see in the attachment). Please for the bug fixing, thanks!
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- 1v1 Betio Island 1943 v7.1_bug.jpg (184.89 KiB) Viewed 1966 times
Re: Erik's Multiplayer scenarios
Pernik
This is the way the scenario was designed years ago in OOB version 2.6.7 ( ).
The scenario plays out until the last turn.
I will probably change this to end the scenario whenever the Allies have captured all primary objectives.
This is the way the scenario was designed years ago in OOB version 2.6.7 ( ).
The scenario plays out until the last turn.
I will probably change this to end the scenario whenever the Allies have captured all primary objectives.
Re: Erik's Multiplayer scenarios
i'm still waiting for a single player version, and live in hope one day it will be done, but may now just play with myself with the 2 player version while i waitBwian wrote: ↑Thu Apr 16, 2020 12:32 pm Erik, I have looked everywhere to be able to make a comment about your scenario, Market Garden. The map is excellently put together and the research into it is to be commended. I did however, find quite a few faults with it whilst playing it and it would have been interesting to read other players comments on the playability of the scenario as well. Playing as the Allies was quite a challenge, especially against the axis who appeared to get fifteen new units each turn, while you get zero. As it is has 40 turns, one can imagine the axis strength at the end of the game. It was impossible to hold either Arnhem or Nijmegen so I tried to out flank the axis troops by sweeping up the West side of the map. My troops all moved alright until I reached the river, the crossing went as normal but then the movement of the troop carriers reduced to one hex at a time. I had clear line of supply from the edge of the map but this did not help at all. With the units you have, there are no recon aircraft so one has to use either your fighter or bomber aircraft to recon. As mentioned, there are no reinforcements and one cannot purchase or upgrade units during the campaign which is a great shame as the scenario has so much potential.
With the supply depots, instead of knocking them out it would have been better to capture them and use the supply yourself. I destroyed all of the supply depots on the western side of the map but that did not stop the axis from repairing their units so they must have had quite a few supply depots on the eastern side of the map? If anyone else has played the Market Garden scenario to the end, I would be interested to read your comments. I did do a search of Market Garden and Arnhem but could not find a thread.
i've not played the one that's in Order of Battle Endsieg as of yet, so that may do tbh, but i'm sure your's will / would be better lol
Re: Erik's Multiplayer scenarios
The Market Garden scenario in Endsieg is quite good but not as in depth as Erik's scenario. In Endsieg, it is quite easy to command the battlefield and take control of the towns.