Erik's Multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
2v1 Cherbourg 1944 0.9
2v1 Cherbourg 1944 0.9
Link added in first post.
This scenario pits two US commanders against one German defender.
The map is large and detailed.
Unit sizes are core battalions and a few aux companies. This should make for a fast-playing game.
The resource incomes should be enough to reform dead units or update current ones whenever there are free command points.
I have created a couple of multiplayer challenges if you'd like to test the scenario.
Link added in first post.
This scenario pits two US commanders against one German defender.
The map is large and detailed.
Unit sizes are core battalions and a few aux companies. This should make for a fast-playing game.
The resource incomes should be enough to reform dead units or update current ones whenever there are free command points.
I have created a couple of multiplayer challenges if you'd like to test the scenario.
1v1 Guadalcanal 1942 v7.2
1v1 Guadalcanal 1942 v7.2
Link updated in first post.
Fixed/changed all objectives.
Changed carrier Zuikaku to non-core.
Updated old US/Australian recon plane types to Catalinas.
Split US/Japanese land/carrier-based air into 4 factions and more detailed resource income.
Link updated in first post.
Fixed/changed all objectives.
Changed carrier Zuikaku to non-core.
Updated old US/Australian recon plane types to Catalinas.
Split US/Japanese land/carrier-based air into 4 factions and more detailed resource income.
Updates
Links in first post.
1v1 Denmark 1.2
Fixed pri obj ‘Ger 2 silver objs’
All naval units changed from core to aux.
1v1 Guadalcanal 1942 v7.2:
Rework of old scenario, lots of changes (wich I forgot to document…)
1v1 Race For Tunis 1942 2.2
Added specialisations
2v2 Race For Tunis 1.5:
Fixed pri and sec objs ‘team captures’
1v1 Leros 1943 1.7:
Fixed sec objs ‘4 objs’
1v1 Operazione C3 1.9:
Fixed missing obj map markers
Added Axis recon planes
Replaced some Italian air units with different types
Added a couple of Italian air units
Added Italian cnstr grp to Gozo
Moved Italian sub spawns and German Hermes closer to Malta
1v1 Road to Leningrad 2.5:
Added Soviet commanders
Removed Soviet specialisations
2v1 Sicily 1943 3.5
Added US/Can commanders
Removed Italian surrenders
1v1 Denmark 1.2
Fixed pri obj ‘Ger 2 silver objs’
All naval units changed from core to aux.
1v1 Guadalcanal 1942 v7.2:
Rework of old scenario, lots of changes (wich I forgot to document…)
1v1 Race For Tunis 1942 2.2
Added specialisations
2v2 Race For Tunis 1.5:
Fixed pri and sec objs ‘team captures’
1v1 Leros 1943 1.7:
Fixed sec objs ‘4 objs’
1v1 Operazione C3 1.9:
Fixed missing obj map markers
Added Axis recon planes
Replaced some Italian air units with different types
Added a couple of Italian air units
Added Italian cnstr grp to Gozo
Moved Italian sub spawns and German Hermes closer to Malta
1v1 Road to Leningrad 2.5:
Added Soviet commanders
Removed Soviet specialisations
2v1 Sicily 1943 3.5
Added US/Can commanders
Removed Italian surrenders
2v2 Sicily 1943 1.0
2v2 Sicily 1943 1.0
Link added in first post.
This is an update/replacement of the old '2v1 Sicily 1943 3.5' scenario.
Added Italian player.
Increased the map to the south adding Allied airbases on Malta and Pantelleria.
Complete rework of air and naval assignments.
Various substitute unit types are replaced with proper ones.
Updated Specialisations with new types (like Canadian Infantry Landing Craft).
Added new commanders.
I have started a game with me as the hapless Italians.
Please join if you'd like to test the scenario.
Note that Sicily has a large map with lots of units, so probably not for everyone.
Happy New Year, everybody. Let's hope it will be a better one than 2022
Erik
Link added in first post.
This is an update/replacement of the old '2v1 Sicily 1943 3.5' scenario.
Added Italian player.
Increased the map to the south adding Allied airbases on Malta and Pantelleria.
Complete rework of air and naval assignments.
Various substitute unit types are replaced with proper ones.
Updated Specialisations with new types (like Canadian Infantry Landing Craft).
Added new commanders.
I have started a game with me as the hapless Italians.
Please join if you'd like to test the scenario.
Note that Sicily has a large map with lots of units, so probably not for everyone.
Happy New Year, everybody. Let's hope it will be a better one than 2022
Erik
drewqueens
drewqueens
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- Lance Corporal - Panzer IA
- Posts: 11
- Joined: Tue Feb 01, 2022 3:50 am
- Location: New York City
Re: Erik's Multiplayer scenarios
Hi - Where do I find that on this login page? Thanks!
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Re: Erik's Multiplayer scenarios
I think you need to be on a forum page to see Notifications/Private messages.
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- Corporal - 5 cm Pak 38
- Posts: 36
- Joined: Sun Mar 27, 2016 3:39 pm
Re: Erik's Multiplayer scenarios
Erik
The link for the scenario Sicily 2v2 says it was deleted?
The link for the scenario Sicily 2v2 says it was deleted?
Re: Erik's Multiplayer scenarios
I have to fix an issue with British transport and Canadians.
Will update link to v1.1 tomorrow.
Will update link to v1.1 tomorrow.
2v2 Sicily 1943 1.1
2v2 Sicily 1943 1.1
Link updated in first post
Fixed the bug where British Transport does not work with Canadian Infantry.
Added new multiplayer challenge.
Sorry about the inconvenience
Erik
Link updated in first post
Fixed the bug where British Transport does not work with Canadian Infantry.
Added new multiplayer challenge.
Sorry about the inconvenience
Erik
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- Staff Sergeant - StuG IIIF
- Posts: 267
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's Multiplayer scenarios
Hiya Erik,
Leros secondary objective (locations) count doesn't match the actual numbers so only a minor victory is ever possible
Just trying out the latest Sicily, nice to see it is 2vs2
Leros secondary objective (locations) count doesn't match the actual numbers so only a minor victory is ever possible
Just trying out the latest Sicily, nice to see it is 2vs2
Leros 1943
Now with Tournament settings.
Link updated in first post.
Link updated in first post.
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- Staff Sergeant - StuG IIIF
- Posts: 267
- Joined: Mon Apr 20, 2020 6:22 pm
Re: 2v2 Sicily 1943 1.1
Would it be worth considering giving the Italians a few extra RP? Then decrease it as they lose locations?
The allies are festooned with RP and yet logistically having to set supplied by sea from Africa, the Axis on the other hand are in their home kit so would have stores within reach. The Italians have a measly 21 RP per turn, given the ease with which the Allies can race through the map giving them more RP may make it a more balanced game.
Re: 2v2 Sicily 1943 1.1
That may work. Originally there were a number of Italian surrender triggers, so they are probably better off in the current version.stevefprice wrote: ↑Fri May 19, 2023 11:12 amWould it be worth considering giving the Italians a few extra RP? Then decrease it as they lose locations?
The allies are festooned with RP and yet logistically having to set supplied by sea from Africa, the Axis on the other hand are in their home kit so would have stores within reach. The Italians have a measly 21 RP per turn, given the ease with which the Allies can race through the map giving them more RP may make it a more balanced game.
I am considering forcing the Allies to be dependent on supply ships, removing on-map supply as the Allies occupies supply locations (exc ept for airfields). That would enable the Axis air forces tsink Allied shipping and hurt the offensive.
1v1 Leros Tournament Settings
Link updated in first post.
Map size is doubled. The old map were a bit cramped.
Added a few British units and moved the South African air unit to British faction).
Added more low-strength Italian coastal guns.
The Italian and Greek units are now under British player control.
Added more German units to the first wave and added a small second wave. The larger map should compensate for this as the Germans have longer distances to their objectives.
Most of the British units are pre-deployed, scattered about the island. This was a historical strategic mistake.
Map size is doubled. The old map were a bit cramped.
Added a few British units and moved the South African air unit to British faction).
Added more low-strength Italian coastal guns.
The Italian and Greek units are now under British player control.
Added more German units to the first wave and added a small second wave. The larger map should compensate for this as the Germans have longer distances to their objectives.
Most of the British units are pre-deployed, scattered about the island. This was a historical strategic mistake.
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- Staff Sergeant - Kavallerie
- Posts: 335
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
2v2 Operation Shingle
Got about halfway through as the Germans and resigned. The set-up restrictions and VP locations seem to make it nigh impossible for the Germans. Eliminating Anzio as a VP location and replacing with say Albano might do the trick from a purely balance perspective.
I do feel like the Germans should have a bit more leeway to deploy forces at setup. I always struggle with scenarios that start with wide expanses completely devoid of units and also really enjoy some of the strategic choices involved with deciding what should go where as the defender.
In general this is a great scenario in that it includes the "race" dynamic that makes Market-Garden and Bulge scenarios some of the most fun of all of Erik's fare. Would be happy to test any enhancements to Shingle
I do feel like the Germans should have a bit more leeway to deploy forces at setup. I always struggle with scenarios that start with wide expanses completely devoid of units and also really enjoy some of the strategic choices involved with deciding what should go where as the defender.
In general this is a great scenario in that it includes the "race" dynamic that makes Market-Garden and Bulge scenarios some of the most fun of all of Erik's fare. Would be happy to test any enhancements to Shingle
Re: Erik's Multiplayer scenarios
Celeborn
Shingle feedback noted.
I do have a brand new 2v2 'A Bridge Too Far' scenario ready for play-testing. It is basically a totally different beast than the old Market-Garden scenarios. Quite happy with it
I'll make an announcement in the multiplayer beta thread soon.
Shingle feedback noted.
I do have a brand new 2v2 'A Bridge Too Far' scenario ready for play-testing. It is basically a totally different beast than the old Market-Garden scenarios. Quite happy with it
I'll make an announcement in the multiplayer beta thread soon.
Re: Erik's Multiplayer scenarios
Fixing Shingle was easy.
Added German control to villages/Towns along the map edges allowing the Germans to deploy further south.
Added more proper commanders to most factions.
Link updated in first post.
Added German control to villages/Towns along the map edges allowing the Germans to deploy further south.
Added more proper commanders to most factions.
Link updated in first post.
2v2 Sicily 1.2
2v2 Sicily 1943 1.2
Link updated in first post
Removed Luftwaffe withdrawals.
Reduced port supplies from 200 to 20. The Allies are now more dependent on ship supply and need to protect these vessels against LW attacks.
Added 5 supply to all flagged villages so the Allied supply situation will improve with captures.
Link updated in first post
Removed Luftwaffe withdrawals.
Reduced port supplies from 200 to 20. The Allies are now more dependent on ship supply and need to protect these vessels against LW attacks.
Added 5 supply to all flagged villages so the Allied supply situation will improve with captures.
1v1 Kanev 43
1v1 Kanev 43
Link added in first post.
The largest Soviet airborne operation in WW2, a part of the battle for the Dniepr river.
Link added in first post.
The largest Soviet airborne operation in WW2, a part of the battle for the Dniepr river.