Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Road to Stalingrad - MicroMod (current)
Erik, In the Aksay River scenario there are 4 VPs to take and hold, however one of them (the one NE of Generalovskiy) does not have a banner with a star on top. Consequently, though it is occupied by a friendly unit, credit is given for only 3 of 4 VPs and the result is defeat, end of campaign. Tough to end this way after so many scenarios. Maybe you could fix this when you get a chance. Thanks
Re: Erik's campaigns & mods
Dmoore
Sorry about that. I've put the issue on my list.
Sorry about that. I've put the issue on my list.
MicroMod 4.4
MicroMod 4.4
Link updated in first post.
2v2 Kaluga 1941 1.4:
Added German and Soviet land exit/redeployment locations.
2v2 Kalinin 1941 1.2:
Redone German and Soviet air exit/redeployment locations.
Stalingrad 1942 campaign:
10Aksay:
Fixed gold flags and map markers.
Link updated in first post.
2v2 Kaluga 1941 1.4:
Added German and Soviet land exit/redeployment locations.
2v2 Kalinin 1941 1.2:
Redone German and Soviet air exit/redeployment locations.
Stalingrad 1942 campaign:
10Aksay:
Fixed gold flags and map markers.
Re: Erik's campaigns & mods
Mod 4.4 single player campaign Scheldt Part 2 will not load
MicroMod 4.3 Scheldt Part 1
Same problem as with Road to Stalingrad. In the Termeuzen scenario, one VP does not trigger, resulting in only 9 of 10 VPs being counted, even though all are taken. Result is minor defeat, campaign over.
Re: Erik's campaigns & mods
'Not that updated OOB-stuff does not work with Mac'
'
Im on a PC, part 1 works fine but 2 won'r load, doesn't even show a loding bar
'
Im on a PC, part 1 works fine but 2 won'r load, doesn't even show a loding bar
Re: Erik's campaigns & mods
Yes, Scheldt 2
Scheldt 1 is very good, look forward to 2

Scheldt 1 is very good, look forward to 2
Semper Fidelis 1943-44 Campaign (Repulse at Bairoko)
Erik,
I downloaded the SquadMod but the scenario Repulse At Bairoko is unbalanced, I cannot finish this scenario even at an easy level, already tried this multiple times, no way I can clear this one.
No resources/turnes enough and too difficult in the jungle, It is is inpossible too reach the 5 objectives. Also due to the fact that there are too many mortar units.
Do other players have also run into this? Maybe its due to the new version?
For the rest I am enjoying your campaigns, keep up the good work!!
Regards,
Kawarules
I downloaded the SquadMod but the scenario Repulse At Bairoko is unbalanced, I cannot finish this scenario even at an easy level, already tried this multiple times, no way I can clear this one.
No resources/turnes enough and too difficult in the jungle, It is is inpossible too reach the 5 objectives. Also due to the fact that there are too many mortar units.
Do other players have also run into this? Maybe its due to the new version?
For the rest I am enjoying your campaigns, keep up the good work!!
Regards,
Kawarules
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- Staff Sergeant - StuG IIIF
- Posts: 287
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns & mods
@Erik,
Some feedback for Torch West 1.1
Our gang felt it was 10 turns too long, make it a 30 turn game.
The US troops have lots of fast AFVs, even Artillery with M5 transports that can move quickly. Net result is they can scamper through the map freely. They risk being cut off but really by the time they break out the French have very little left.
Coastal objectives should be secondaries or taken in under 5 turns. Let's face it, US naval power is such the French will never hold those locations and certainly never take them back.
The French should really have a win in they can hold 2 primaries by end of turn 30 to make it competitive, US troops will need all objective locations as anything less than a historical result is a fail for the US.
The submarines are a fun gimmick, but possibly have them closer to let them damage LCs because they will never be any real use vs the US Navy, too many destroyers around.
The french do run out of troops fairly fast but we felt the above changes would enable keeping historical oob but make a game of it for the French players.
Some feedback for Torch West 1.1
Our gang felt it was 10 turns too long, make it a 30 turn game.
The US troops have lots of fast AFVs, even Artillery with M5 transports that can move quickly. Net result is they can scamper through the map freely. They risk being cut off but really by the time they break out the French have very little left.
Coastal objectives should be secondaries or taken in under 5 turns. Let's face it, US naval power is such the French will never hold those locations and certainly never take them back.
The French should really have a win in they can hold 2 primaries by end of turn 30 to make it competitive, US troops will need all objective locations as anything less than a historical result is a fail for the US.
The submarines are a fun gimmick, but possibly have them closer to let them damage LCs because they will never be any real use vs the US Navy, too many destroyers around.
The french do run out of troops fairly fast but we felt the above changes would enable keeping historical oob but make a game of it for the French players.
Re: Erik's campaigns & mods
Steve
Thanks for the feedback.
Good thing you guys were able to actually finish the game. Version 10.0.0 has provided some multiplayer issues for me.
Thanks for the feedback.
Good thing you guys were able to actually finish the game. Version 10.0.0 has provided some multiplayer issues for me.
Normandy US 1944 1.1
Normandy US 1944 1.1 campaign
Link updated in first post.
01Cotentin:
Doubled US resource income.
Halved German resource income.
02Utah:
Reduced primary objectives from 5 to 4.
Link updated in first post.
01Cotentin:
Doubled US resource income.
Halved German resource income.
02Utah:
Reduced primary objectives from 5 to 4.
Re: Erik's campaigns & mods
Hey Eric,
don_t know if this was reported or not.
i want to play Korean War 1951 and it shows me this in the specialisation tab I check it for all campaigns of the Korea Mod and i have for all the Imperial Japanes Army.
Did i miss something maybe?
don_t know if this was reported or not.
i want to play Korean War 1951 and it shows me this in the specialisation tab I check it for all campaigns of the Korea Mod and i have for all the Imperial Japanes Army.
Did i miss something maybe?
Squad Mod: Marines 1941
I played the first two. Not much to say about the Guam one, except that the Barracks is labeled Filipino barracks, and that it is unusual to have to play the entire scenario on reduced supply after tanks blow the recruits out of the first victory hex
The Wake scenario is a different animal that I encourage you to revisit. I'm not sure it is balanced. Fifteen Japanese infantry overwhelm the 4 Marines + mortar in the north with bombers to soften them up. They were gone by turn 14 and then everyone comes after the west VP and overwhelms it. But that's not all. The recruits apparently don't know how to use shovels; only the MG can entrench, which probably wouldn't have made much difference. The most amazing thing is the RP count. I started with 500 RP and blew through it by turn 14. On the replay I found that the RP rewarded per turn changes at the beginning of each turn (and none of it its awarded). The amount per turn varies by turn from a low of +6 to +201 by turn 24. It seems to be accumulating but not in a linear fashion. For example turns 4 and 5 it is +12 but for turns 10 through 13 it is +51.
So when you update Squad Mod please take a look at this. I would like to see recruits who can entrench, a reasonable RP per turn that actually gets awarded, and maybe fewer Japanese. The three 1 star Marines that come in from the west are too little too late. This should be winnable without sacrificing your entire core to do so.
The Wake scenario is a different animal that I encourage you to revisit. I'm not sure it is balanced. Fifteen Japanese infantry overwhelm the 4 Marines + mortar in the north with bombers to soften them up. They were gone by turn 14 and then everyone comes after the west VP and overwhelms it. But that's not all. The recruits apparently don't know how to use shovels; only the MG can entrench, which probably wouldn't have made much difference. The most amazing thing is the RP count. I started with 500 RP and blew through it by turn 14. On the replay I found that the RP rewarded per turn changes at the beginning of each turn (and none of it its awarded). The amount per turn varies by turn from a low of +6 to +201 by turn 24. It seems to be accumulating but not in a linear fashion. For example turns 4 and 5 it is +12 but for turns 10 through 13 it is +51.
So when you update Squad Mod please take a look at this. I would like to see recruits who can entrench, a reasonable RP per turn that actually gets awarded, and maybe fewer Japanese. The three 1 star Marines that come in from the west are too little too late. This should be winnable without sacrificing your entire core to do so.
Re: Erik's campaigns & mods
Acer6920
Are you sure you are running the mod (selectable on the first screen after you have started OOB)?
For instance, Japan is not used in the KoreaMod.
Are you sure you are running the mod (selectable on the first screen after you have started OOB)?
For instance, Japan is not used in the KoreaMod.
Re: Erik's campaigns & mods
Dmoore
I've put this on my to-do list.
Thanks for reporting.
Erik
I've put this on my to-do list.
Thanks for reporting.
Erik
Re: Erik's campaigns & mods
Yes, now.. I'm Sorry Eric before i could write here again you was faster than me.
i reinstall my system and copy&paste the Korea Mod into campaigns and not in the Mod Folder under \my games/OOBE/Mods.
I'm really sorry for this

Re: Erik's campaigns & mods
No problem.
Fortunately, it was a quick fix
Fortunately, it was a quick fix
