Erik's campaigns, mods and multiplayer scenarios

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Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

KarisFraMauro wrote: Fri Mar 20, 2026 6:58 pm
Also I was shattered at the premature end of the Overlord 2 vs 2 game, even though it was only version 1.4. A 1 vs 1 version of Overlord would be awesome though.

Perhaps some of us should start a "bitter end" test group?
Erik2
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2v1 Finland 1941 v3.1

Post by Erik2 »

2v1 Finland 1941 v3.1

https://www.dropbox.com/scl/fi/qq8ysm4y ... 4cssu&dl=0

Added Axis minefields outside Leningrad.
Consolidated Finnish and Soviet air units.
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2v2 Yugoslavia 1941 1.1

Post by Erik2 »

2v2 Yugoslavia 1941 1.1

https://www.dropbox.com/scl/fi/ia9fe17r ... jetlf&dl=0

Fixed primary Axis objective.
Fixed faction owner for a few Yugo airfields (wich made them inoperable).
Consolidated Italian air into fewer, stronger units.
Reduced Italian RP income.
Increased Waffen SS RP income.
Removed German Bau-units.
Consolidated Yugoslavian air units.
German and Yugoslavian air units are now core.
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by FrancoisPhilidor »

Erik2 wrote: Sat Mar 21, 2026 4:16 pm
FrancoisPhilidor wrote: Thu Mar 19, 2026 8:28 pm
Erik2 wrote: Mon Mar 16, 2026 10:29 am Soviet Navy Seals.
What Soviet? Those are Germans. The text says so. Can't you tell a pure-blooded Aryan lass when you see one? Unbelieavable
it was a joke
Mine was a joke too :lol: :lol:
Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

Which is which? Same applies to Yugoslavia.
Which one.jpg
Which one.jpg (10.99 KiB) Viewed 135 times
stevefprice
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

KarisFraMauro wrote: Fri Mar 20, 2026 6:58 pm Also I was shattered at the premature end of the Overlord 2 vs 2 game, even though it was only version 1.4. A 1 vs 1 version of Overlord would be awesome though.
Overlord 1.3 and 1.4 were massively in favour of the Axis. Against Bren the Eastern Germans have taken over the British beaches and pushed the British into the US beach areas, only the RN keep the Germans from annihilating the invasion force. In another as the Western Germans the US have had to give up on Cherbourg and now being held up well away from St Lo.

I fear v2 will not help. The Allies need more AT and engineers. The revised RP mean the Germans can very quickly heal AA to 10HP then ship them on train to the front, thus completely negating Allied air superiority. And the train lines are great for the Germans, I load up artillery, tanks and AA get them all lined up and stop the allies in their tracks.
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

stevefprice wrote: Tue Mar 24, 2026 12:05 pm
KarisFraMauro wrote: Fri Mar 20, 2026 6:58 pm Also I was shattered at the premature end of the Overlord 2 vs 2 game, even though it was only version 1.4. A 1 vs 1 version of Overlord would be awesome though.
Overlord 1.3 and 1.4 were massively in favour of the Axis. Against Bren the Eastern Germans have taken over the British beaches and pushed the British into the US beach areas, only the RN keep the Germans from annihilating the invasion force. In another as the Western Germans the US have had to give up on Cherbourg and now being held up well away from St Lo.

I fear v2 will not help. The Allies need more AT and engineers. The revised RP mean the Germans can very quickly heal AA to 10HP then ship them on train to the front, thus completely negating Allied air superiority. And the train lines are great for the Germans, I load up artillery, tanks and AA get them all lined up and stop the allies in their tracks.
:shock: Jeez, I'm fairly speechless but I can just about type. Only two thoughts for now.
Trains - armoured and otherwise. Am I the only one who has seen the gun camera footage of train busting? After the damage done to the French rail network by the Allies - even Arthur Harris had his arm twisted, to lend a hand - the only way to some of that effect in OoB would have every rail bridge destroyed at the start. If that can not be done, leave them off the map.
French tanks - no stars, add them to the turncoat 'Red Army' and give them the 14 RPs the Canadians start the game with, they have to support air and land units - forget about their naval contribution more the moment!
Shiss, I need more than a big mug of tea, after all that. It's as well there is some nice cold Polish Karpackie in the fridge :)
Forgive any typos, not feeling very well.
Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

PS. If we do not finish earlier versions, how will we know how good or bad they are?
stevefprice
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

Brenmusik wrote: Tue Mar 24, 2026 1:03 pm PS. If we do not finish earlier versions, how will we know how good or bad they are?
Agreed on the trains, the Allies were able to trash the lines plus anything that move. I'd asl say more construction units for the allies or add the Kent coast with airfields.

The French tanks seem ok, I'd spend the RP on AA rather than them.

We should certainly try to get closer to and end game before another version unless we defo know it's broken.

I know I bitched about China vs Japan and non allied Chinese but in hindsight, as we continued, it sort of worked. We'll see with the latest version.
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Dmoore »

Typhoon 1941-42. You probably haven't thought about this one for a long time, but it is still interesting, except for the fact that scenario 3, Stalino is flawed. German R s do not accumulate at 50/turn and Germans run out of RP in 6-7 turns, rendering it impossible to continue.
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