Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's campaigns & mods
redStick
A number of my early campaign efforts are OOB versions of the old PzCorps campaigns.
I am sorry, but I do not have the spare time to redesign these campaigns, but I will try to fix any serious issues.
I do add your posts to my to-do-list.
The campaign threes are indeed the original PzC ones, sometimes my campaign versions deviate from the official path.
Make sure your files are within the attachment size limits. Other than that I'm clueless...
A number of my early campaign efforts are OOB versions of the old PzCorps campaigns.
I am sorry, but I do not have the spare time to redesign these campaigns, but I will try to fix any serious issues.
I do add your posts to my to-do-list.
The campaign threes are indeed the original PzC ones, sometimes my campaign versions deviate from the official path.
Make sure your files are within the attachment size limits. Other than that I'm clueless...
Hi Erik.
In the scenario Cotentin Peninsula- On a Wing and a Prayer of your Normandy US 1944 campaign, there is a secondary objective called 'Expand the perimeter'. The objective description says that 8 objectives are to be captured and held. However, there are 10 objectives in total. I captured all 10 objectives, but the objective didn't receive a green checkmark and I ended up with a minor victory. Another problem is that once the final one of 6 primary objectives are captured, the scenario ends. Could you make the scenario end only at turn 41 or when all objectives are complete?
In the scenario Cotentin Peninsula- On a Wing and a Prayer of your Normandy US 1944 campaign, there is a secondary objective called 'Expand the perimeter'. The objective description says that 8 objectives are to be captured and held. However, there are 10 objectives in total. I captured all 10 objectives, but the objective didn't receive a green checkmark and I ended up with a minor victory. Another problem is that once the final one of 6 primary objectives are captured, the scenario ends. Could you make the scenario end only at turn 41 or when all objectives are complete?
NavalMod 2.1
NavalMod 2.1
Link updated in first post.
Further naval and air stats tweaks.
Added US, Japanese, British and Dutch naval classes and a few new air types.
New Japanese campaign; Imperial Fleet 1941-42
Scenarios:
Pearl Harbor (Advance warning)
Wake - 2nd invasion attempt
The Battle of Balikpapan
Strike in Badung Strait
The Battle of Java Sea
The Battle of Sunda Strait
Indian Ocean Raid
Surprise at Tulagi
Battle off Misima (Coral Sea)
Battle off Rossel Island (Coral Sea)
Attack on Midway Island
Midway - The End Game (Hypotethical)
Note that naval scenarios usually taxes the AI quite heavily due to the myriad of possible movement options on a large map with mostly water.
Enjoy your favourite beverage while the AI does its thing.
I have experienced no PC hangs while testing this campaign.
Erik
Link updated in first post.
Further naval and air stats tweaks.
Added US, Japanese, British and Dutch naval classes and a few new air types.
New Japanese campaign; Imperial Fleet 1941-42
Scenarios:
Pearl Harbor (Advance warning)
Wake - 2nd invasion attempt
The Battle of Balikpapan
Strike in Badung Strait
The Battle of Java Sea
The Battle of Sunda Strait
Indian Ocean Raid
Surprise at Tulagi
Battle off Misima (Coral Sea)
Battle off Rossel Island (Coral Sea)
Attack on Midway Island
Midway - The End Game (Hypotethical)
Note that naval scenarios usually taxes the AI quite heavily due to the myriad of possible movement options on a large map with mostly water.
Enjoy your favourite beverage while the AI does its thing.
I have experienced no PC hangs while testing this campaign.
Erik
MicroMod 4.8
MicroMod 4.8
Link updated in first post.
Added Dutch units:
Mitraileur '40
10.5 cm Cannon Model 1927
120 mm Krupp howitzer M1905
Fokker D.XXIII F
Fokker T.V
Fokker F.VIIb-3m/MT.V
New scenario:
2v2 Holland 1940 1.0
Player-1 Wehrmacht + Luftwaffe bombers
Player-2 Waffen SS + Fallschirmjägers + Luftwaffe fighters
Player-3 Dutch
Player-4 Anglo/French
2v2 Torch East/West 1942 v1.3 common changes:
The French start the scenario (to allow the coastal guns at least one shot against the invaders).
No core units.
All units are now full strength (even coastal guns).
All spawned Allied units (including land-based air and construction groups)are now available on-map at start.
Added US/UK support/repair ships.
2v2 Torch East 1942 1.3 additional changes:
Restricted air commanders to 2 each for the US/UK/German factions.
Left-French are now in command of all Axis naval units.
Reduced number of LW units.
British land/air/naval units, US air units and German air/naval units have exp = 1.
British commandos have exp = 2.
US paras and rangers have exp = 1.
Have fun
Erik
Link updated in first post.
Added Dutch units:
Mitraileur '40
10.5 cm Cannon Model 1927
120 mm Krupp howitzer M1905
Fokker D.XXIII F
Fokker T.V
Fokker F.VIIb-3m/MT.V
New scenario:
2v2 Holland 1940 1.0
Player-1 Wehrmacht + Luftwaffe bombers
Player-2 Waffen SS + Fallschirmjägers + Luftwaffe fighters
Player-3 Dutch
Player-4 Anglo/French
2v2 Torch East/West 1942 v1.3 common changes:
The French start the scenario (to allow the coastal guns at least one shot against the invaders).
No core units.
All units are now full strength (even coastal guns).
All spawned Allied units (including land-based air and construction groups)are now available on-map at start.
Added US/UK support/repair ships.
2v2 Torch East 1942 1.3 additional changes:
Restricted air commanders to 2 each for the US/UK/German factions.
Left-French are now in command of all Axis naval units.
Reduced number of LW units.
British land/air/naval units, US air units and German air/naval units have exp = 1.
British commandos have exp = 2.
US paras and rangers have exp = 1.
Have fun
Erik
MicroMod 4.9
MicroMod 4.9
Link updated in first post.
2v2 Holland 1940 1.1
OOB can't handle modded units in multiplayer scenarios (resulting in the Jap tank syndrome).
So I have replaced all modded units in this scenario with substitute units.
Due to the large number of available units in the scenario there is no resource income.
To allow engineer units to destroy/repair bridges I have added 20 resources for each engineer unit present.
Link updated in first post.
2v2 Holland 1940 1.1
OOB can't handle modded units in multiplayer scenarios (resulting in the Jap tank syndrome).
So I have replaced all modded units in this scenario with substitute units.
Due to the large number of available units in the scenario there is no resource income.
To allow engineer units to destroy/repair bridges I have added 20 resources for each engineer unit present.
Re: Erik's campaigns & mods
Hello! One question: Do all the scenarios on the list work to be played in multiplayer? I'm looking for custom 2 vs 2 multiplayer scenarios.
Thank you!
Thank you!
My YOUTUBE channel: https://youtube.com/@salivan?si=0oqtGsrxd8-yCm41 

Re: Erik's campaigns & mods
There's a bug in OOB that basically means multiplayer scenarios using modded land units do not work properly.
The server fails to load the proper modded units and replaces them with the infamous Japanese tank.
I reported this bug a long time ago (yearts?). Never been fixed.
Somehow related to this bug; you can't properly test multiplayer games in hot-seat since the auto-save doesn't work and you can't do a manual save (I guess to prevent cheating, but who would cheat in hot-seat...?)
The server fails to load the proper modded units and replaces them with the infamous Japanese tank.
I reported this bug a long time ago (yearts?). Never been fixed.
Somehow related to this bug; you can't properly test multiplayer games in hot-seat since the auto-save doesn't work and you can't do a manual save (I guess to prevent cheating, but who would cheat in hot-seat...?)
Suggestions for Erik2's Germany West 1940 campaign, part 1
I have come with suggestions for your “Germany West 1940” campaign. I played it on difficulty level 3. I know that you possibly don’t have the time to implement changes to non-critical issues. Yet you said you would put the task to your to-do list. Thanks for doing that for my “Germany West 1939-40” suggestions.
In the scenario Eben-Emael, the Waffen SS get 4 RP per turn and 6 land command points. However, there is no RP to purchase any SS units at deployment mode. If the SS are to participate in the scenario from the beginning, they should have RP to start with.
Two secondary objectives award an air commander each. Although I successfully completed both objectives, I only received one air commander. This may because I imported my Germany West 1939-40 core and it included one of the commanders that was about to be awarded. If this is the case, I suggest giving a RP reward as a replacement for any previously owned commanders. There are many other cases which I couldn’t remember that I didn’t get my commander. Please fix this. In the scenario “Den Haag”, my non-core Fallschirmjager units got annihilated after they paradropped near Ypenburg and Ockenburg airfields. There is a secondary objective called “Do not lose more than 2 Fallschirmjager units”. I lost 2 units and that failed the objective. Failing the objective should require three units to be lost. On my next attempt I sent their Junkers 52s to the rear to reinforce my main force. I failed the primary objective “Capturing Ypenburg or Ockenburg airfield (only fallschirmjager units are allowed)”. I think I used a core fallschirmjager unit to occupy one airfield. The objective was marked as completed until the very end. Is this a bug?
In the same scenario, 4 useless captains are given to me at deployment mode, filling up the right of my screen, preventing me from selecting my other commanders. These captains get carried on to the next scenario, Sedan. These annoying captains are also present in Germany West 1941-43, in Belgrade, through the entire Sicilian Campaign, in Catanzaro, and maybe in previous scenarios.
In the scenario Eben-Emael, the Waffen SS get 4 RP per turn and 6 land command points. However, there is no RP to purchase any SS units at deployment mode. If the SS are to participate in the scenario from the beginning, they should have RP to start with.
Two secondary objectives award an air commander each. Although I successfully completed both objectives, I only received one air commander. This may because I imported my Germany West 1939-40 core and it included one of the commanders that was about to be awarded. If this is the case, I suggest giving a RP reward as a replacement for any previously owned commanders. There are many other cases which I couldn’t remember that I didn’t get my commander. Please fix this. In the scenario “Den Haag”, my non-core Fallschirmjager units got annihilated after they paradropped near Ypenburg and Ockenburg airfields. There is a secondary objective called “Do not lose more than 2 Fallschirmjager units”. I lost 2 units and that failed the objective. Failing the objective should require three units to be lost. On my next attempt I sent their Junkers 52s to the rear to reinforce my main force. I failed the primary objective “Capturing Ypenburg or Ockenburg airfield (only fallschirmjager units are allowed)”. I think I used a core fallschirmjager unit to occupy one airfield. The objective was marked as completed until the very end. Is this a bug?
In the same scenario, 4 useless captains are given to me at deployment mode, filling up the right of my screen, preventing me from selecting my other commanders. These captains get carried on to the next scenario, Sedan. These annoying captains are also present in Germany West 1941-43, in Belgrade, through the entire Sicilian Campaign, in Catanzaro, and maybe in previous scenarios.
Last edited by redStick on Thu Jun 27, 2024 9:17 am, edited 1 time in total.
Suggestions for Erik2's Germany West 1940 campaign, part 2
Back to Germany West 1940. In the scenario “Maubeuge”, I wiped out every enemy unit. However, the scenario ended with the sec objs “Destroy all Allied air units”, and “Destroy all Allied armor units” having no check on them, resulting in a minor victory.
The town of Marquise in “Calais” is missing its red marker for primary objectives, although it is a primary victory hex.
In “Calais”, the same thing happened again. Could this bug be fixed?The town of Marquise in “Calais” is missing its red marker for primary objectives, although it is a primary victory hex.
Last edited by redStick on Thu Jun 27, 2024 8:22 am, edited 2 times in total.
Suggestions for Erik2's Germany West 1940 campaign, part 3
In “Dijon”, the city of Besacon is missing its red marker for primary objectives, although it is a primary victory hex.
In the same scenario, I captured Nancy. Unfortunately, the sec obj “Capture Nancy” was not checked at end scenario and I got a minor victory instead of a major victory.
In “Maginot Line”, the hex Longuyon is missing the u in its name.
Next up will be suggestions for Germany West 1941-43.Suggestions for Erik2's Germany West 1941-43 campaign, part 1
Now here comes suggestions for Germany West 1941-43. I played this campaign on difficulty level 3.
First of all, Guderian should mention in his Belgrade briefing that RPs would not be given at the deployment mode of future scenarios so use them wisely. Otherwise, I propose giving some RPs at the deployment mode of every scenario to allow the player to recover from the previous scenario and prepare for the new one.
In the campaign map when choosing the Crete scenarios, there is an error in Iraklio’s description. Iraklio, Greece should be Iraklio, Crete. In Iraklio, I captured Ay.Nicholas port but the objective didn’t get checked at scenario end. As a result, I got minor victory. 15 more turns should be given to allow the capture of Timbaki supply base, an objective unlocked only after capturing all primary objective.
Your campaign is missing the following scenarios from Panzer Corps 1942-1943: St. Nazaire, Bayonne, Hardelot, Dieppe, and Gironde. I hope you add them.
In Syracuse, there is no RP given during deployment phase for upgrading the player’s 1940-41 core to 1942-1943 standards. There’s a sec obj called “defend Modica for 4 turns”, I lost the town on turn 2 but it was marked as completed throughout the scenario and I got major victory. Fix the bug please.
First of all, Guderian should mention in his Belgrade briefing that RPs would not be given at the deployment mode of future scenarios so use them wisely. Otherwise, I propose giving some RPs at the deployment mode of every scenario to allow the player to recover from the previous scenario and prepare for the new one.
In the campaign map when choosing the Crete scenarios, there is an error in Iraklio’s description. Iraklio, Greece should be Iraklio, Crete. In Iraklio, I captured Ay.Nicholas port but the objective didn’t get checked at scenario end. As a result, I got minor victory. 15 more turns should be given to allow the capture of Timbaki supply base, an objective unlocked only after capturing all primary objective.
Your campaign is missing the following scenarios from Panzer Corps 1942-1943: St. Nazaire, Bayonne, Hardelot, Dieppe, and Gironde. I hope you add them.
In Syracuse, there is no RP given during deployment phase for upgrading the player’s 1940-41 core to 1942-1943 standards. There’s a sec obj called “defend Modica for 4 turns”, I lost the town on turn 2 but it was marked as completed throughout the scenario and I got major victory. Fix the bug please.
Suggestions for Erik2's Germany West 1941-43 campaign, part 2
In Etna Line South, briefing says only a counterattack could achieve decisive victory, while objective list says otherwise.
In Messina, there are no income of requisition points for Italians. A pair of anti-ship bombers promised in the briefings are missing. There are no exit hexes for aircraft.
In Catanzaro, there are no exit hexes for aircraft. It is in this scenario that my undersupplied core of half fallshirmjager 40 half fallshirmjager 43 infantry and captured Char B1 tanks got routed. I will return to this campaign when the major issues are fixed. For now, this is the hardest campaign I encountered so far. The next campaign to receive suggestions would be Afrika Korps 1941-44.
Great Britain spawns Hurricane Mk. II Cs in this and IIRC in later scenarios with the designation Hawker Hurricane Mk. II D. Hawker Hurricane Mk. II Ds exist in official campaigns! Use the real models instead.In Messina, there are no income of requisition points for Italians. A pair of anti-ship bombers promised in the briefings are missing. There are no exit hexes for aircraft.
In Catanzaro, there are no exit hexes for aircraft. It is in this scenario that my undersupplied core of half fallshirmjager 40 half fallshirmjager 43 infantry and captured Char B1 tanks got routed. I will return to this campaign when the major issues are fixed. For now, this is the hardest campaign I encountered so far. The next campaign to receive suggestions would be Afrika Korps 1941-44.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 1
I played Afrika Korps 1941-44 on difficulty level 3.
Aufklarung: IIRC, I made three attempts on this scenario. They all ended with me failing to capture the secondary objectives Bardia and Sollum. The issue probably is due to my lack of skill. But it would be nice if 3 more turns are added to the turn limit. (22->25)
Aufklarung: IIRC, I made three attempts on this scenario. They all ended with me failing to capture the secondary objectives Bardia and Sollum. The issue probably is due to my lack of skill. But it would be nice if 3 more turns are added to the turn limit. (22->25)
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 2
Operation Brevity:
The hex Halfaya Pass is impassable for vehicles. It should be a difficult terrain hex with dirt road instead of a rough desert hex.
The hex Halfaya Pass is impassable for vehicles. It should be a difficult terrain hex with dirt road instead of a rough desert hex.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 3
Operation Brevity:
If you like to add some historical accuracy, consider adding the town of Musaid between Sollum and Fort Capuzzo, along with a dirt road from there to Halfaya Pass.
If you like to add some historical accuracy, consider adding the town of Musaid between Sollum and Fort Capuzzo, along with a dirt road from there to Halfaya Pass.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 4
Operation Brevity:
This dirt road should be present in the scenarios Operation Battleaxe and Operation Crusader. I recommend you to alter other roads in these scenarios to match with WW2-era maps. Some of the roads had names, e.g., Via Balbia (the Libyan Costal Highway), Trigh Capuzzo, Trigh el Abd. Naming every hex these roads cover would be an improvement. Please add neutral minefields to Operation Battleaxe and Operation Crusader.If you like to add some historical accuracy, consider adding the town of Musaid between Sollum and Fort Capuzzo, along with a dirt road from there to Halfaya Pass.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 5
Dash to the wire:
A panzer III J and a fighter are sent as reinforcements in the middle of the scenario, yet the pop-up notice informing this includes a picture of a M3 Stuart. Find a picture of a pz3J or the fighter and use it instead. Malta:
The lone aircraft exit is hard to spot and one exit is too less in numbers. Please add more air exits.
Suez:
A certain rough terrain with paved road hex blocks the way of trafficking vehicles. Please change it to a desert with paved road hex or to a difficult terrain with paved road hex. Syria:
Another rough terrain hex, this time with dirt road and railway on it, blocks the movement of vehicles. Please change it into a desert hex with dirt road and rails.
A panzer III J and a fighter are sent as reinforcements in the middle of the scenario, yet the pop-up notice informing this includes a picture of a M3 Stuart. Find a picture of a pz3J or the fighter and use it instead. Malta:
The lone aircraft exit is hard to spot and one exit is too less in numbers. Please add more air exits.
Suez:
A certain rough terrain with paved road hex blocks the way of trafficking vehicles. Please change it to a desert with paved road hex or to a difficult terrain with paved road hex. Syria:
Another rough terrain hex, this time with dirt road and railway on it, blocks the movement of vehicles. Please change it into a desert hex with dirt road and rails.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 6
Basra:
British paratroopers are bugged. Of the 10-so that spawn in C47 Skytrains, only one parachutes. The rest hover in the air and do nothing every turn. Fix please. Arabia & East Africa & The Road to India:
Please spawn a Cromwell tank instead of a Churchill tank named as a Cromwell. Cromwell tanks are modeled in the game.
British paratroopers are bugged. Of the 10-so that spawn in C47 Skytrains, only one parachutes. The rest hover in the air and do nothing every turn. Fix please. Arabia & East Africa & The Road to India:
Please spawn a Cromwell tank instead of a Churchill tank named as a Cromwell. Cromwell tanks are modeled in the game.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 7
East Africa:
I propose to increase the turn limit from 30 to 35. This way, enough time would be given to the objective “All 3 Italian prisoners must exit”.
I propose to increase the turn limit from 30 to 35. This way, enough time would be given to the objective “All 3 Italian prisoners must exit”.
Suggestions for Erik2's Afrika Korps 1941-44 campaign, part 8
The Road to India:
Some British artillery units stay as British trucks throughout the scenario. It may be because they are located in rough desert hexes. Italian infantry `43 or ’44 is not available for purchase in this scenario.
Some British artillery units stay as British trucks throughout the scenario. It may be because they are located in rough desert hexes. Italian infantry `43 or ’44 is not available for purchase in this scenario.