multiplayer map Dunkirk and Battle of Britain v.1.6
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				FrancoisPhilidor
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multiplayer map Dunkirk and Battle of Britain v.1.6
DOWNLOAD:
https://drive.google.com/file/d/1sCM2Nu ... sp=sharing
INSTALLATION:
extract and place the whole folder into:
\Documents\My Games\Order of Battle - WW2\Scenarios
DESCRIPTION:
Objective:
1
The UK needs to hold Dunkirk and Paris until a certain turn. If Germany captures Dunkirk and Paris too early, the UK loses. But if Germany captures Dunkirk and Paris too late, the UK wins.
2
The UK needs to hold London until the end of the game. If the UK can hold London until the end, it can still draw the game. If Germany captures London before the end, Germany can still win.
3
I.e. if the UK wants to win, it needs to hold Dunkirk and Paris long enough. If Germany wants to win, it needs to capture Dunkirk and Paris early enough, and it needs to capture London by the end of the game.
Features:
- defense and evacuation of Dunkirk
- defense of Paris
- battle of Britain and operation sealion
			
			
													https://drive.google.com/file/d/1sCM2Nu ... sp=sharing
INSTALLATION:
extract and place the whole folder into:
\Documents\My Games\Order of Battle - WW2\Scenarios
DESCRIPTION:
Objective:
1
The UK needs to hold Dunkirk and Paris until a certain turn. If Germany captures Dunkirk and Paris too early, the UK loses. But if Germany captures Dunkirk and Paris too late, the UK wins.
2
The UK needs to hold London until the end of the game. If the UK can hold London until the end, it can still draw the game. If Germany captures London before the end, Germany can still win.
3
I.e. if the UK wants to win, it needs to hold Dunkirk and Paris long enough. If Germany wants to win, it needs to capture Dunkirk and Paris early enough, and it needs to capture London by the end of the game.
Features:
- defense and evacuation of Dunkirk
- defense of Paris
- battle of Britain and operation sealion
					Last edited by FrancoisPhilidor on Sun Oct 19, 2025 3:20 pm, edited 6 times in total.
									
			
						
										
						- 
				FrancoisPhilidor
 - Staff Sergeant - StuG IIIF

 - Posts: 278
 - Joined: Sat Nov 23, 2024 3:55 pm
 - Location: Czechia
 
Re: multiplayer map Dunkirk and Battle of Britain v.1.2
in v.1.2 I added the rule that the triggers for capturing Paris and London only start checking conditions from turn 20 and 40 respectively. This is to prevent Germany from sneaking some paratroopers through early in the game and winning instantly. I think a little historical accuracy should be encouraged.
And thanks to Brenmusik for testing!
			
			
									
						
										
						And thanks to Brenmusik for testing!
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				FrancoisPhilidor
 - Staff Sergeant - StuG IIIF

 - Posts: 278
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Re: multiplayer map Dunkirk and Battle of Britain v.1.3
1
in 1.3 I fixed a trigger inaccuracy.
Before the UK would receive more air command points after the capture of France by Germany only when Germany had also received more air command points, and if there was a British unit stationed on the captured airfield.
Now it doesn't matter if a British unit is stationed on the airfield, as long as the airfield belongs to the UK.
For people who are currently playing version 1.2, as soon as Germany captures the last two airfields in France, the British player can get air command points by placing a unit on the two airfields in southwestern Britain.
At its maximum (after the capture of France) the UK should have max 6 fighters and 6 bombers, and Germany should have max 10 fighters and 10 bombers.
If something is not working, please tell me.
2
Also added coastal guns in France, so that the Royal Navy doesn't get too bold and stays in its half of the channel.
3
I increased the turn limit by which Germany has to capture Dunkirk and Paris.
Thanks to jlgarcialopez for testing!
			
			
									
						
										
						in 1.3 I fixed a trigger inaccuracy.
Before the UK would receive more air command points after the capture of France by Germany only when Germany had also received more air command points, and if there was a British unit stationed on the captured airfield.
Now it doesn't matter if a British unit is stationed on the airfield, as long as the airfield belongs to the UK.
For people who are currently playing version 1.2, as soon as Germany captures the last two airfields in France, the British player can get air command points by placing a unit on the two airfields in southwestern Britain.
At its maximum (after the capture of France) the UK should have max 6 fighters and 6 bombers, and Germany should have max 10 fighters and 10 bombers.
If something is not working, please tell me.
2
Also added coastal guns in France, so that the Royal Navy doesn't get too bold and stays in its half of the channel.
3
I increased the turn limit by which Germany has to capture Dunkirk and Paris.
Thanks to jlgarcialopez for testing!
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				stevefprice
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Have the Germans ever won this other than through a mass para drop?
I'm struggling to see how the Germans can take Britain? Currently playing 1.2 but I don't think the 1.3 version helps the Germans much.
Yes, a quick win on Paris or Dunkirk might do it but once you are trying to invade it's too hard when matched ability players. Britain have engineers waltzing along the coast mining beaches. Th RN have significantly higher CP (and deploy closer to home) so can control the channel. The Luftwaffe advantage is lost because they have to leave to refuel not to mention AA risk.
So far I'm just seeing a re-enactment of history as opposed to a game the German side can win. What am I missing?
			
			
									
						
										
						I'm struggling to see how the Germans can take Britain? Currently playing 1.2 but I don't think the 1.3 version helps the Germans much.
Yes, a quick win on Paris or Dunkirk might do it but once you are trying to invade it's too hard when matched ability players. Britain have engineers waltzing along the coast mining beaches. Th RN have significantly higher CP (and deploy closer to home) so can control the channel. The Luftwaffe advantage is lost because they have to leave to refuel not to mention AA risk.
So far I'm just seeing a re-enactment of history as opposed to a game the German side can win. What am I missing?
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				FrancoisPhilidor
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 - Joined: Sat Nov 23, 2024 3:55 pm
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
stevefprice wrote: ↑Tue Aug 19, 2025 9:58 pm Have the Germans ever won this other than through a mass para drop?
I'm struggling to see how the Germans can take Britain? Currently playing 1.2 but I don't think the 1.3 version helps the Germans much.
Yes, a quick win on Paris or Dunkirk might do it but once you are trying to invade it's too hard when matched ability players. Britain have engineers waltzing along the coast mining beaches. Th RN have significantly higher CP (and deploy closer to home) so can control the channel. The Luftwaffe advantage is lost because they have to leave to refuel not to mention AA risk.
So far I'm just seeing a re-enactment of history as opposed to a game the German side can win. What am I missing?
To be honest, I have only had the chance to play it three times, and no game is progressed enough for me to be able to tell
I definitely don't want the game to be over at Dunkirk or Paris. Those objectives are just there so that the UK can't just abandon the continent from the start and just wait in Britain.
I am hoping to have a historical outcome, yes, but at the same time Germany should also have a serious chance to win. That was my plan.
I was thinking if Germany bombs all British airfields to reduce the RAF, and focuses on destroying ships until the RN leaves the channel, plus if Germany has managed to prevent enough of the BEF from evacuating, then they should have a nice advantage in ground forces, and then they might succeed?
In version 1.4 I have also put a maximum unit cap on AA units, beside fighters, so that bombers have a real chance in this scenario
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				stevefprice
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
So it's the long game, because trashing the airfields will take time  
			
			
									
						
										
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				FrancoisPhilidor
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Yeah, that's why max 150 turns. I have no idea how long it's going to take. But it's supposed to feel grand strategic. And I like this air supply mechanic the game has: When you bomb airfields enough, plane efficiency drops and you can't deploy new planes.stevefprice wrote: ↑Thu Aug 21, 2025 11:54 am So it's the long game, because trashing the airfields will take time![]()
The UK needs 36 air supply for all 12 fighting planes (excluding scouts) to operate at full efficiency.
Britain's five airfields have a total of 40 air supply points. So there is a small cushion, but if you can bomb them more frequently than they can repair them with engineers, eventually you can defeat the RAF.
That was the idea at least
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				FrancoisPhilidor
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
By the way, if anybody wants to use this map for a DDay scenario, please go ahead.
That was my plan originally, that's why I put so much effort into the Normandy bocage part, but I don't have too much energy for new maps right now
			
			
									
						
										
						That was my plan originally, that's why I put so much effort into the Normandy bocage part, but I don't have too much energy for new maps right now
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Something odd just happened. 
I was really enjoying this scenario (as the Brits) and we were up to turn 61 (Dunkirk and Paris had fallen) when the game said I had 'deployed more than 6 fighters' and it terminated the game (this happened in my opponents turn).
But I hadn't deployed more than 6 fighters and I checked (nothing was lurking in a hangar).
Great shame as we were both looking forward to seeing what happened when the invasion barges hit the shores; i had mined every shore hex bar two at London so presumably the Germans would have been left bobbing in the sea admiring the view?
It may be worth considering the number of engineer units the Brits can buy and/or limit the number of minefields that can be laid.
			
			
									
						
										
						I was really enjoying this scenario (as the Brits) and we were up to turn 61 (Dunkirk and Paris had fallen) when the game said I had 'deployed more than 6 fighters' and it terminated the game (this happened in my opponents turn).
But I hadn't deployed more than 6 fighters and I checked (nothing was lurking in a hangar).
Great shame as we were both looking forward to seeing what happened when the invasion barges hit the shores; i had mined every shore hex bar two at London so presumably the Germans would have been left bobbing in the sea admiring the view?
It may be worth considering the number of engineer units the Brits can buy and/or limit the number of minefields that can be laid.
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				FrancoisPhilidor
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Oh God, really sorry for that. But the trigger should really work. It has worked many times before.McAuslin wrote: ↑Tue Sep 02, 2025 12:28 pm Something odd just happened.
I was really enjoying this scenario (as the Brits) and we were up to turn 61 (Dunkirk and Paris had fallen) when the game said I had 'deployed more than 6 fighters' and it terminated the game (this happened in my opponents turn).
But I hadn't deployed more than 6 fighters and I checked (nothing was lurking in a hangar).
Great shame as we were both looking forward to seeing what happened when the invasion barges hit the shores; i had mined every shore hex bar two at London so presumably the Germans would have been left bobbing in the sea admiring the view?
It may be worth considering the number of engineer units the Brits can buy and/or limit the number of minefields that can be laid.
So if it happened on your opponent's turn, it means you won right? So your opponent deployed too many fighters.
Deployed means they are in the air. If they are in the hangar, they don't count.
The thing is the objective screen only counts them the first time. Once the maximum number is reached, the counter disappears, and you have to keep track of it yourself.
Also in version 1.4 the same trigger checks fighters as well as AA units, so you can't trust the counter at all.
Always check the first of the four tabs on the top (all, deployed, reserve, destroyed).
So if you are not sure how many you have, check the "all" tab, filter for planes, and double click on each fighters to see where they are on the map (because some are in reserve and don't count, and those that are in hangars are not displayed under the "deployed" tab).
So the UK can deploy max 6 fighters.
Germany can deploy max 10 fighters.
And both can deploy max 7 AA units.
If you want, and trust your opponent that he will not unbalance the game, I can also make a version for you where I remove the trigger.
I just really wanted to make this scenario about bombing airfields, and in most games I have seen people deploy way too many fighters and just fight for air superiority.
Thanks for the tip with the mines. None of my games is there yet, so I don't have experience how it plays out.
So you think it becomes unplayable if the UK mines the whole coast? I'll check if I can limit the number of mines. How many should be the maximum for the UK? 10? But if the UK has put some mines in France, and later people forget about them, it might cause trouble
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Thanks and no need to apologise, you have been kind enough to design the game.
I trust my opponents (famous last words...
 ) so one minus the kill triggers would be useful please. 
(I did do all the checks you suggested BTW).
I'm not sure where the Germans could have landed, every availble hex that could support a landing was mined so perhaps:
1) give more coastline to land on (delicate game balance act that)
2) and/or restrict the number of engineer units the Brits can buy.
Granted they could have para dropped and (if FJ have Engineers?) they could have cleared some hexes (even by walking normal FJ units onto them).
			
			
									
						
										
						I trust my opponents (famous last words...
(I did do all the checks you suggested BTW).
I'm not sure where the Germans could have landed, every availble hex that could support a landing was mined so perhaps:
1) give more coastline to land on (delicate game balance act that)
2) and/or restrict the number of engineer units the Brits can buy.
Granted they could have para dropped and (if FJ have Engineers?) they could have cleared some hexes (even by walking normal FJ units onto them).
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				FrancoisPhilidor
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
McAuslin wrote: ↑Mon Sep 08, 2025 11:06 am Thanks and no need to apologise, you have been kind enough to design the game.
I trust my opponents (famous last words...) so one minus the kill triggers would be useful please.
(I did do all the checks you suggested BTW).
I'm not sure where the Germans could have landed, every availble hex that could support a landing was mined so perhaps:
1) give more coastline to land on (delicate game balance act that)
2) and/or restrict the number of engineer units the Brits can buy.
Granted they could have para dropped and (if FJ have Engineers?) they could have cleared some hexes (even by walking normal FJ units onto them).
There are no paratropper engineers. In my Norway scenario I created an airlifting trigger when you walk an infantry, engineer or heavy infantry near a Danish airfield. But I guess in the Battle of Britain it would be inappropriate? Plus airlanding troops need an airfield to land.
Coastline.. wouldn't it be nice to keep the cliffs of Dover though (and other cliffs)?
So I think limiting the number of engineers, or better mines, could be an option. But then you will have the same problem: If you deploy more than the allowed number, what will happen? Will you lose the game?
Ok so I can remove that plane trigger that causes defeat.
Let me know what you want to do about the engineers and mines.
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Thnaks....currently getting the opinions of various opponents regarding your thoughts.
			
			
									
						
										
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				FrancoisPhilidor
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 - Posts: 278
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- 
				FrancoisPhilidor
 - Staff Sergeant - StuG IIIF

 - Posts: 278
 - Joined: Sat Nov 23, 2024 3:55 pm
 - Location: Czechia
 
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
I have introduced this rule to my next version:
If there are more than 5 mines (neutral, so counting for both players) on UK soil (within 30 hexes of a certain hex in the middle of Britain), both players forfeit the game.
It's added under objectives for unit restrictions.
So now somebody will lose the game if they deploy too many fighters, too many AA units, or too many mines in Britain.
Let me know if you like it that way, or if I should remove all those defeat triggers for your version (I can still leave the text in the objectives though, so that everybody knows the rules = recommended balance)
I think it wouldn't be enjoyable if Britain could deploy too many fighters or AA untis. That wouldn't feel like the Battle of Britain anymore. I think they should learn to utilize their longer time in the air and their radars, while outnumbered
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Thanks, will give the new ideas a try but bookeeping may let me down.... 
 
If the new stuff does not work I'd like a no limit game but open more of the coastline to landings.
			
			
									
						
										
						If the new stuff does not work I'd like a no limit game but open more of the coastline to landings.
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				FrancoisPhilidor
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
Ok sure. Here is your personal version: No escarpments, no unit balance triggers
https://drive.google.com/file/d/11Unfif ... sp=sharing
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
You are very kind, thank you.
It may be worth building some coastal defences on the game map? There is no single map of all of them in 1940 so you would need to make educated guesses on location qn with regard to timeline/game balance.
This is from a simple Google search of ‘beach defences England 1940’:
 
‘In 1940, after the Dunkirk evacuation, England's beaches were heavily fortified against a potential German invasion, with defences including Admiralty scaffolding, concrete anti-tank blocks, barbed wire, minefields, and pillboxes, all designed to impede landing craft, tanks, and troops. These defences formed a "coastal crust" and were built rapidly by Royal Engineers and civilians along the east and south coasts, with the goal of slowing an invasion to allow for a counterattack.
Admiralty Scaffolding (Obstacle Z1):
A large, tubular steel structure placed in shallow waters to prevent landing craft and tanks from reaching the shore.
Concrete Blocks:
Anti-tank obstacles designed to slow advancing armour.
Barbed Wire:
Concertina wire and simple fences used to obstruct enemy movement.
Minefields:
Both anti-tank (AT) and anti-personnel (AP) mines were laid on and near beaches.
Pillboxes:
Small, fortified concrete structures providing covering fire for troops and positioned on high ground for better visibility or in low-lying areas to maximise their effectiveness.
Gun Emplacements:
Fortifications for artillery to defend key coastal points.
Where defences were concentrated:
East and South-East England: These areas were seen as particularly vulnerable to invasion.
Suffolk Coast: Beaches like Kessingland and the area around RSPB Minsmere were fortified with extensive defences.
Essex Coast: The coastline from Clacton to Walton-on-the-Naze was heavily defended.’
			
			
									
						
										
						It may be worth building some coastal defences on the game map? There is no single map of all of them in 1940 so you would need to make educated guesses on location qn with regard to timeline/game balance.
This is from a simple Google search of ‘beach defences England 1940’:
‘In 1940, after the Dunkirk evacuation, England's beaches were heavily fortified against a potential German invasion, with defences including Admiralty scaffolding, concrete anti-tank blocks, barbed wire, minefields, and pillboxes, all designed to impede landing craft, tanks, and troops. These defences formed a "coastal crust" and were built rapidly by Royal Engineers and civilians along the east and south coasts, with the goal of slowing an invasion to allow for a counterattack.
Admiralty Scaffolding (Obstacle Z1):
A large, tubular steel structure placed in shallow waters to prevent landing craft and tanks from reaching the shore.
Concrete Blocks:
Anti-tank obstacles designed to slow advancing armour.
Barbed Wire:
Concertina wire and simple fences used to obstruct enemy movement.
Minefields:
Both anti-tank (AT) and anti-personnel (AP) mines were laid on and near beaches.
Pillboxes:
Small, fortified concrete structures providing covering fire for troops and positioned on high ground for better visibility or in low-lying areas to maximise their effectiveness.
Gun Emplacements:
Fortifications for artillery to defend key coastal points.
Where defences were concentrated:
East and South-East England: These areas were seen as particularly vulnerable to invasion.
Suffolk Coast: Beaches like Kessingland and the area around RSPB Minsmere were fortified with extensive defences.
Essex Coast: The coastline from Clacton to Walton-on-the-Naze was heavily defended.’
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				FrancoisPhilidor
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 - Posts: 278
 - Joined: Sat Nov 23, 2024 3:55 pm
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Re: multiplayer map Dunkirk and Battle of Britain v.1.4
McAuslin wrote: ↑Sun Sep 21, 2025 8:43 am You are very kind, thank you.
It may be worth building some coastal defences on the game map? There is no single map of all of them in 1940 so you would need to make educated guesses on location qn with regard to timeline/game balance.
This is from a simple Google search of ‘beach defences England 1940’:
‘In 1940, after the Dunkirk evacuation, England's beaches were heavily fortified against a potential German invasion, with defences including Admiralty scaffolding, concrete anti-tank blocks, barbed wire, minefields, and pillboxes, all designed to impede landing craft, tanks, and troops. These defences formed a "coastal crust" and were built rapidly by Royal Engineers and civilians along the east and south coasts, with the goal of slowing an invasion to allow for a counterattack.
Admiralty Scaffolding (Obstacle Z1):
A large, tubular steel structure placed in shallow waters to prevent landing craft and tanks from reaching the shore.
Concrete Blocks:
Anti-tank obstacles designed to slow advancing armour.
Barbed Wire:
Concertina wire and simple fences used to obstruct enemy movement.
Minefields:
Both anti-tank (AT) and anti-personnel (AP) mines were laid on and near beaches.
Pillboxes:
Small, fortified concrete structures providing covering fire for troops and positioned on high ground for better visibility or in low-lying areas to maximise their effectiveness.
Gun Emplacements:
Fortifications for artillery to defend key coastal points.
Where defences were concentrated:
East and South-East England: These areas were seen as particularly vulnerable to invasion.
Suffolk Coast: Beaches like Kessingland and the area around RSPB Minsmere were fortified with extensive defences.
Essex Coast: The coastline from Clacton to Walton-on-the-Naze was heavily defended.’
Well, Britain already has some bunkers around London and coastal guns. I think more than that would be too much. But if you want, I can add some for you. How many?
Re: multiplayer map Dunkirk and Battle of Britain v.1.4
I was thinking more of changing some cliff hexes to wire/mine hexes that can be cleared. If you insert a clear hex in a string of wire/mines it allows the Germans to land something and attepnt beach clerances. Conversly it allows the Brits to defend possible clear landing hexes. Let me give the new verison with limited mine laying a go first....
			
			
									
						
										
						
					
					