Erik's campaigns, mods and multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
-
Brenmusik
- Lieutenant Colonel - Elite Panther D

- Posts: 1366
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns, mods and multiplayer scenarios
Veterans you say .. should see some of our moves
Come on in, we need the help 
-
FrancoisPhilidor
- Staff Sergeant - StuG IIIF

- Posts: 280
- Joined: Sat Nov 23, 2024 3:55 pm
- Location: Czechia
Re: Erik's campaigns, mods and multiplayer scenarios
Alright then, I'll try one, I'll play the DutchErik2 wrote: ↑Mon Dec 30, 2024 10:10 amDon't sell yourself short. Veteran players may miss issues that a newcomer will ask questions about.FrancoisPhilidor wrote: ↑Sat Dec 28, 2024 8:02 pmThanks, I have seen you guys online. But I'm relatively new to multiplayer; I don't think I'm the right guy to help you test a map. Not much experience what to look out for![]()
It takes all kinds to make a world![]()
-
stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns, mods and multiplayer scenarios
@Erik,
We tried Fall Gelb(1940 2v2) v1.1 22-12-24.
The German players gave up after turn 10 of 86.
We may have played it wrong and I've yet to look at it in the Editor but the Germans were a spent force very quickly. Low RP and exhausted.
For clarity, we didn't bash our heads on The Maginot line
but pushed hard against the Dutch and Belgians whilst the French were kept honest and at bay.
We went traditional blitzkrieg style, the Belgians caved easily but the Dutch held their own, even the Dutch player agreed they were too strong. The French player laughed and said next stop Berlin as he started to push through the German lines.
If the objective is to have the German try a different strategy to history then the briefing might need to be more meaningful, otherwise we all felt it was unbalanced in favour of the Allies and might need a tweak.
We tried Fall Gelb(1940 2v2) v1.1 22-12-24.
The German players gave up after turn 10 of 86.
We may have played it wrong and I've yet to look at it in the Editor but the Germans were a spent force very quickly. Low RP and exhausted.
For clarity, we didn't bash our heads on The Maginot line
We went traditional blitzkrieg style, the Belgians caved easily but the Dutch held their own, even the Dutch player agreed they were too strong. The French player laughed and said next stop Berlin as he started to push through the German lines.
If the objective is to have the German try a different strategy to history then the briefing might need to be more meaningful, otherwise we all felt it was unbalanced in favour of the Allies and might need a tweak.
-
stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns, mods and multiplayer scenarios
I believe the Belgians last 18 days compared to 6 for the Dutch so should in theory be better.
Re: Erik's campaigns, mods and multiplayer scenarios
I was never happy about Fall Gelb. It has several issues.
So I created a new version from the ground up, brand new map extending down to Italy with the option of an early Italian attack. Historically they invaded when the France was as good as beaten.
I'm currently doing an internal play-test and it looks promising.
The real test will of course be to see if the Germans can blitz through Holland and Belgium.
This new scenario has been named France 40 to distinguish it from the old Fall Gelb.
I'll publish it here today.
i have also ceated a multiplayer Seelöwe 40 scenario wich should be up soon as well.
So I created a new version from the ground up, brand new map extending down to Italy with the option of an early Italian attack. Historically they invaded when the France was as good as beaten.
I'm currently doing an internal play-test and it looks promising.
The real test will of course be to see if the Germans can blitz through Holland and Belgium.
This new scenario has been named France 40 to distinguish it from the old Fall Gelb.
I'll publish it here today.
i have also ceated a multiplayer Seelöwe 40 scenario wich should be up soon as well.
-
Brenmusik
- Lieutenant Colonel - Elite Panther D

- Posts: 1366
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns, mods and multiplayer scenarios
Signed up for one of each.
2v2 France 1940 2.0
2v2 France 1940 2.0
Link updated in first post, but also added here:
https://www.dropbox.com/scl/fi/mn2i4oj6 ... zqs19&dl=0
This is a complete rework of 2v2 Fall Gelb. New map extending down to the Mediterranean includes a what-if-the-Italians-declared-war-as-the-Germans-attacked.
More detailed Maginot line with proper bunkers and forts (reduced strength).
The Germans are set to advance at the Ardennes and should be able to launch a proper Blitz-Krieg.
Resource income is generally low.
There are a few challenges if you'd like to participate in the play-tests.
Erik
Link updated in first post, but also added here:
https://www.dropbox.com/scl/fi/mn2i4oj6 ... zqs19&dl=0
This is a complete rework of 2v2 Fall Gelb. New map extending down to the Mediterranean includes a what-if-the-Italians-declared-war-as-the-Germans-attacked.
More detailed Maginot line with proper bunkers and forts (reduced strength).
The Germans are set to advance at the Ardennes and should be able to launch a proper Blitz-Krieg.
Resource income is generally low.
There are a few challenges if you'd like to participate in the play-tests.
Erik
-
stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
-
stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns, mods and multiplayer scenarios
@Erik,
Just starting some other France games with my usual gang.
First thought is: Why are the Stukas not starting airborne. Stukas are the first thing to attack in a Blitzkrieg move. To have to wait to taxi them to the runway and then get airborne is frustrating. Speed, shock, awe and surprise are the key requirements
Just starting some other France games with my usual gang.
First thought is: Why are the Stukas not starting airborne. Stukas are the first thing to attack in a Blitzkrieg move. To have to wait to taxi them to the runway and then get airborne is frustrating. Speed, shock, awe and surprise are the key requirements
Re: Erik's campaigns, mods and multiplayer scenarios
@Steve
Good point about the Stukas. I've put it on the to-do list.
Erik
Good point about the Stukas. I've put it on the to-do list.
Erik
Updates/new scenario
Links updated in first post.
2v2 France 1940 2.1
Moved German/French bunkers/forts so that there is at least 1 hex separating the units.
Moved German panzers further behind the frontline providing the German players with more options where to deploy them.
Stukas start airborne near frontline.
2v2 Holland 1940 3.1
Reduced resource point income for all factions.
Dutch = 20
German = 20 (each faction)
Waffen SS = 10
French = 10
British = 5
Replaced Dutch air strips with air bases. This should make it easier for German airborne attacks and the Luftlande follow-up and British/French airborn to refuel.
Added an additional British construction group.
New scenario:
2v2 Seelöwe 1940 1.0
The German invasion of Great Britain. Two German and two British players.
I have created a couple of challenges if you would like to help testing the scenario.
Erik
2v2 France 1940 2.1
Moved German/French bunkers/forts so that there is at least 1 hex separating the units.
Moved German panzers further behind the frontline providing the German players with more options where to deploy them.
Stukas start airborne near frontline.
2v2 Holland 1940 3.1
Reduced resource point income for all factions.
Dutch = 20
German = 20 (each faction)
Waffen SS = 10
French = 10
British = 5
Replaced Dutch air strips with air bases. This should make it easier for German airborne attacks and the Luftlande follow-up and British/French airborn to refuel.
Added an additional British construction group.
New scenario:
2v2 Seelöwe 1940 1.0
The German invasion of Great Britain. Two German and two British players.
I have created a couple of challenges if you would like to help testing the scenario.
Erik
-
stevefprice
- Staff Sergeant - Kavallerie

- Posts: 302
- Joined: Mon Apr 20, 2020 6:22 pm
Re: Erik's campaigns, mods and multiplayer scenarios
@Erik,
May not be an issue with France 2.1 but to stop mass French AA migration to the front have some the french AA only appear if the Axis capture certain cities or road junctions. Otherwise it's going on a train and straight to the front
May not be an issue with France 2.1 but to stop mass French AA migration to the front have some the french AA only appear if the Axis capture certain cities or road junctions. Otherwise it's going on a train and straight to the front
-
Brenmusik
- Lieutenant Colonel - Elite Panther D

- Posts: 1366
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's campaigns, mods and multiplayer scenarios
Don't you start giving him ideas 
Re: Erik's campaigns, mods and multiplayer scenarios
I wish there was a way making units static, French AAs comes to mind...
I will remove most of them in the next version.
I will remove most of them in the next version.
-
JoaoLuisAngelo
- Corporal - 5 cm Pak 38

- Posts: 45
- Joined: Tue May 30, 2023 9:35 pm
Re: Erik's campaigns, mods and multiplayer scenarios
I don't know if I'm missing something... but there is a "static" "chassis" option.
IIRC it has either a "null" or a "slash" value in the "terrain" files.
It applies e.g. to Bunkers and Airstrips.
Re: Erik's campaigns, mods and multiplayer scenarios
Aha, but you'd have to mod the game.
Modded games does not always play nice in multiplayer. Sometimes the modded units are not loaded properly by the server.
Modded games does not always play nice in multiplayer. Sometimes the modded units are not loaded properly by the server.
Re: Erik's campaigns, mods and multiplayer scenarios
Hey Erik,
Semper Fi 1941-1942
Second Mission
3rd Mission Free the Island with the Paramarines
Secondary objective: Kill all enemy units both islands clean no enemy units but 3 were Missing
Semper Fi 1941-1942
Second Mission
3rd Mission Free the Island with the Paramarines
Secondary objective: Kill all enemy units both islands clean no enemy units but 3 were Missing
Re: Erik's campaigns, mods and multiplayer scenarios
Hi Erik, thank you for your work! I have inserted the files as described, but the campaigns don't have text. Not at the beginning and also not when I start the first scenario There the objectives have not text. Do you know how I could solve this problem?
Thank you!
Re: Erik's campaigns, mods and multiplayer scenarios
Wich campaign/scenario?VV1010 wrote: ↑Thu Mar 06, 2025 6:53 pm Hi Erik, thank you for your work! I have inserted the files as described, but the campaigns don't have text. Not at the beginning and also not when I start the first scenario There the objectives have not text. Do you know how I could solve this problem?Thank you!
If this is a mod you need to run the mod at the opening screen.
Re: Erik's campaigns, mods and multiplayer scenarios
I just downloaded your files on this page (Germany West 1939-40, Germany West 1940,...) and put it into My Games/Order of Battle/campaigns. I did not load any mods, just your campaigns. In the beginning when I click on singleplar and custom campaigns, even there the text is not displayed correclty. It just says "name" there for example. When I start a campaign, the objectives are then also not displayed correctly.Erik2 wrote: ↑Fri Mar 07, 2025 8:24 amWich campaign/scenario?VV1010 wrote: ↑Thu Mar 06, 2025 6:53 pm Hi Erik, thank you for your work! I have inserted the files as described, but the campaigns don't have text. Not at the beginning and also not when I start the first scenario There the objectives have not text. Do you know how I could solve this problem?Thank you!
If this is a mod you need to run the mod at the opening screen.
I hope you understand everything, English is not my first language.


