Updated MP maps

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bebro
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Updated MP maps

Post by bebro »

Hi guys,

we're in the process of updating a few of the older MP maps to work in player feedback. The first two are Bootcampbattle and Dubno.

I'll drop them here for people who like to try out the new versions. They're renamed to scenario_name_v2, so using them will not overwrite the previous versions for now.

How to use:

Unzip to get the new scenario folders. Drop these into:
...your OOB install path\Order of Battle - WW2_Data\Content\Scenarios
(Usually "unzip here" should give you the scenario folder, if you unzip into an extra target folder make sure you only copy the scenario folder as such, avoid double folders)
Make sure you select the new v2 versions when you want to test them.

Bootcamp Battle_v2 (updated May31)
1v1_BootcampBattle_v2.zip
(412.08 KiB) Downloaded 47 times
- changed start RP 1000 > 1200, turn income (updated) RP 40
- changed naval CP 5 > 6
- added another primary objective "take enemy ports" (the main supply bases at the coast) which gives you an instant victory
- reduced no. of turns to 30
- cosmetic changes, for example added gold flags instead of normal, plus markers in objective overview popup
- edit: upped zip with fixed turn no.

Dubno Fields_v2
1v1_Dubno_v2.zip
(410.39 KiB) Downloaded 62 times
- has now 4 gold flags in the center, plus 1 for each side's main supply base
- win by taking these 4 *while* holding your main base (control = 5)
- this type of victory is only active after turn 5 to limit super-rushes to the center
- added instant victory objective for taking enemy main base far behind the front
- adjusted supply output
- minor cosmetic changes

Arctic Fox_v2 (updated May31)
1v1_ArticFox_v2.zip
(354.31 KiB) Downloaded 43 times
- (updated) increased turn no., Win requires control of 7 gold flags now
- gave both sides "Drop Tank" from start as the early fighters have low fuel only
- key gold flags for each side are now more towards the center, so that people don't have to go all the way to the edges to win
- increased start RP and turn income, initial advantage to Sov, Fin gets more by event after few turns
- Sov cannot use paras

Feedback welcome, also pls. post if there are any problems.
pupski
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Re: Updated MP maps

Post by pupski »

Nice, will try soon!
pupski
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Re: Updated MP maps

Post by pupski »

Bootcamp V2 has only 3 turns. I tried it solo and was surprised after 3 turns. Then I read that it only has 3 turns. I didn't notice this until after turn 3. I think it should have 30 turns right? Probably a typo ;-)
bebro
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Re: Updated MP maps

Post by bebro »

Thx, good catch.

Edited the first post, it has now Bootcamp with no. of turns fixed (30 indeed), and also added Arctic Fox_v2.

Played Arctic Fox_v2 Hotseat games -- an all inf approach for Fin may still work vs. a combined, more costly tank/inf/art Sov army, but could suffer if you don't manage to break Sov resources (unless of course they use all inf too). Hotseat is not really "objective" tho, so let's see what people do with this battle now.
bebro
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Re: Updated MP maps

Post by bebro »

Based on my hotseat games for Arctic v2 I'm considering another update to it.

Currently you get 35 turns like in the original map. You need to control 6 gold flags (out of 8 ), which means you need to take 2 more of what you already have.

Most of the battle (over turn 30) in my hotseat games was in the greenish box in the pic below. Which means the edges are mostly unused now, though if anyone manages to get gold hexes there they do count.
arctic_v2_1.jpg
arctic_v2_1.jpg (164.85 KiB) Viewed 2484 times
I'm considering an update requiring 7 out of 8 gold hexes to win, and turn no. upped to 40 or even 45. That would add a choice once you're beyond the center (do I go north or south to get the last gold flag), but require to play longer.
Erik2
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Re: Updated MP maps

Post by Erik2 »

Both factions in Bootcamp could do with a resource income boost IMO, maybe even double it.
bebro
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Re: Updated MP maps

Post by bebro »

In v2? It has more than in v1 already, do you want even more?
Brenmusik
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Re: Updated MP maps

Post by Brenmusik »

bebro wrote: Tue May 30, 2023 11:31 am In v2? It has more than in v1 already, do you want even more?
25 a turn, what am I going to replace with that? :)
bebro
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Re: Updated MP maps

Post by bebro »

OK, I'll drop an update with 40/turn, I'm kinda reluctant to double it now.
Because IMO Netballman's point in the other thread (what to buy with limited RP or income) is not a bad one.
bebro
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Re: Updated MP maps

Post by bebro »

Added updated zips for Arctix Fox and Bootcamp Battle to the 1st post.

Next I'm working on The Fork, but there's no gameplay change planned as people seem to like it as it's now, just some clarification of objectives, adding markers etc.

If anybody thinks there's still a major issue in another MP map pls. drop us a hint.
pupski
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Re: Updated MP maps

Post by pupski »

I think the 25/turn works very well playing Arctic Fox. With 40 you can just keep spamming infantry. At the moment I am surrounding the Russian troops with ski-troops through the forest, keeping wide supply lines in tact. There is no use risking those troops if the Russian player can just place 2 Naval infantry next to a gold flag in 2 turns. My ski-troops will never get there while others try to hold the real front. At the moment in turn 9, the 25 a turn feels very good.
stevefprice
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Re: Updated MP maps

Post by stevefprice »

Why have the far gold locations outside the green box. If you've lost the 2 inside it's basically a done deal.
bebro
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Re: Updated MP maps

Post by bebro »

pupski wrote: Wed May 31, 2023 12:26 pm I think the 25/turn works very well playing Arctic Fox. With 40 you can just keep spamming infantry. At the moment I am surrounding the Russian troops with ski-troops through the forest, keeping wide supply lines in tact. There is no use risking those troops if the Russian player can just place 2 Naval infantry next to a gold flag in 2 turns. My ski-troops will never get there while others try to hold the real front. At the moment in turn 9, the 25 a turn feels very good.
Yeah, for Arctic I'll keep those 25 RP/turn. It's also 1939 compared to Bootcamp's 1942, and a number of units are cheaper early on.
stevefprice wrote: Wed May 31, 2023 12:36 pm Why have the far gold locations outside the green box. If you've lost the 2 inside it's basically a done deal.
I had it so first, back then you only needed the center to win - but I didn't like it that it makes much of the original map unused.

Now you need to get also one of those far-away hexes (not both per side). I'll still add a change that declares a win for the player with most gold flags in the end, regardless if he manages to control all required in the main objective.
pupski
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Re: Updated MP maps

Post by pupski »

Ah yes, I forgot to read the accompanying text, sounds good all of that, will try/test soon.
pupski
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Re: Updated MP maps

Post by pupski »

Dubno_V2 is good fun, a nice balance as it is now. Bleed the income from the other player, enough space to manoeuvre and try to surround stuff. I have something weird though, still checking if it is persistent. When a unit is in sleep mode and I switch it back to normal mode it happens that it is in sleep mode the next turn. I marked the units in my head now but I can just rename them into Sleepy 1 and Sleepy 2 (idea just popped in my head right now). I will report if this is persistent or that I am just a very confused person, not able to find the wake and sleep button. But it kept me busy for 5 turns now.
Erik2
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Re: Updated MP maps

Post by Erik2 »

Sleep mode is kind of difficult to get out of. I reported this a few years back.
Erik2
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Re: Updated MP maps

Post by Erik2 »

I am sneaking in my own annluncement here :wink:

1v1 Leros Tournament Settings.
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.


I have created a mirror challenge if anyone wants to test this version.
https://www.dropbox.com/s/ezon6lue5ko0r ... 0.zip?dl=0
Shards
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Re: Updated MP maps

Post by Shards »

Just casually throwing in "doubled map size" as if it wasn't a huge amount of work to redo a map like that! Epic Erik
omistaja
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Re: Updated MP maps

Post by omistaja »

Erik2 wrote: Fri Jun 02, 2023 7:22 am 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.
But the battle ends if just two HQ are captured, seems too easy to deploy all germans to attack to middle from the east?
Erik2
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Re: Updated MP maps

Post by Erik2 »

omistaja wrote: Fri Jun 02, 2023 1:43 pm
Erik2 wrote: Fri Jun 02, 2023 7:22 am 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.
But the battle ends if just two HQ are captured, seems too easy to deploy all germans to attack to middle from the east?
Those 2 primary objectives are quite a distance apart in the new map.
And the British have time to move a number of the scattered units towards either objective.
I have a playtest going with pupski where we are following quite different strategies as the German player. We'll see how these go.
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