Erik's campaigns, mods and multiplayer scenarios

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

Post by steelwarrior »

Thanks will test them
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

You can open a campaign in the campaign editor and check if there are importable core units.
Example from Germany East 1942.
I guess most/all of the German campaigns have this feature.
core import.jpg
core import.jpg (102.38 KiB) Viewed 1555 times
stevefprice
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Re: 2v2 Vesting Holland 1940 4.0

Post by stevefprice »

Erik2 wrote: Mon Apr 13, 2026 7:25 am 2v2 Vesting Holland 1940 4.0

https://jottacloud.com/s/457c3fb91ee5b3 ... 087e30ba24
@Erik2,

Under Mods 5.4 or 5.5?
Erik2
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Re: 2v2 Vesting Holland 1940 4.0

Post by Erik2 »

stevefprice wrote: Tue Apr 21, 2026 10:16 am
Erik2 wrote: Mon Apr 13, 2026 7:25 am 2v2 Vesting Holland 1940 4.0

https://jottacloud.com/s/457c3fb91ee5b3 ... 087e30ba24
@Erik2,

Under Mods 5.4 or 5.5?
Regular OOB, no mod.
Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

"Give me back my long range aeroplanes" :wink:
Erik2
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2v2 Operation Dragoon 1944 1.1

Post by Erik2 »

2v2 Operation Dragoon 1944 1.1
https://jottacloud.com/s/457eef4cd5539d ... 7c0a118668

Dragoon is a sister scenario to Overlord, launched in southern France as a follow-up to Normandy.
One US, one Anglo-French and two German players.
As usual I have launched a couple of testing games.
Erik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by conboy »

I joined two of these Operation Dragoon 1.1 matches. Neither of them will load turn 0. sorry fellas, looks like this scenario doesn't work for me.

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

Post by Brenmusik »

Try posting a fresh one, and see if others can join. I can always squeeze another test in :roll:
Erik2
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Erik2 »

Guys & Dolls

I've got a really heavy case of the flu and won't be able to play my turns or do any scenario work for now.
Erik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

Bad news :shock: .. for us all :roll: We wish you a speedy recovery, no ulterior motive :wink:
JDINO
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by JDINO »

Get Well Soon Erik
KarisFraMauro
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by KarisFraMauro »

Yeah you're normally extremely fast with your turns which is more than welcome. Maybe have some tea or healthy congee if you can get your hands on it (I am traumitized by the absense of high class authentic dim sum here in rural Canada. Traumatized, but not especially surprised). Get well soon and thanks for all your efforts.

Speaking of which I'm currently setting up a game of your most recent Operation Overlord. While "unbalanced" maps are not exactly welcome, I think they can actually serve a purpose when players are at different skill levels. I've said before and I'll say again, playing as the allies in Overlord is a thrill beyond measure for me. Had two partially successful efforts as the U.K. and although my last attempt at playing the U.S. ended in failure (full credit to my honourable opponenents, well done!) I learned a lot and intend to apply those lessons fully in this second go. Axis be warned, muahaha!
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2v2 Tarawa 1943 1.3

Post by Erik2 »

2v2 Tarawa 1943 1.3
https://jottacloud.com/s/457942d64f51dd ... ea5f3ea655

Halved Japanese bunker and MG nest strengths, but added a bit of unit experience.
Consolidated Japanese under-strength support units.
Added more US naval and air assets.
KarisFraMauro
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by KarisFraMauro »

Based on the Tarawa 1.0 test game, I'm not 100 percent certain Japan needs to be nerfed. We may have simply employed a bad strategy in making dispersed rather than concentrated landings. Plus I feel like I was turning things around in the west :) That said, I'll need to try the new version and see how that goes. Since Japan was weakened I ought to play as Japan, if it's still winnable for them with a bit of elbow grease it ought to be good.
Erik2
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2v2 Operation Dragoon 1944 1.2

Post by Erik2 »

2v2 Operation Dragoon 1944 1.2
https://jottacloud.com/s/457f3945f2ba39 ... 0a97e41f9d

Added German flak.
Replaced German destroyers with torpedo boats.
Increased German coastal MG nests from 5 to 10 strength.
Removed para objs, they can now deploy anywhere.
All heavy US naval vessels larger than destroyers withdraw on turn-8, the Anglo-French light cruisers remain.
stevefprice
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

I'm not giving any positions away here because the allies know Normandy is crawling with Axis troops :mrgreen: . This is v2.0 that we are playing to the end just to really make sure it is broken :)

The allies have not made any real mistakes, just the Germans are far too strong. Look at the RP I have spare and we are turn 32. I know we have a new version but felt it was a fun picture to share.

The Eastern Germans just held the line whilst Western have gone full on offensive mode. Currently using SPGs to rain artillery on British transports and RN ships, both Germans retained enough AA to make life very hard for the RAF and USAAF. Axis Losses to the RN and USN are easily repaired or replaced. Destroyed units covered by the new troop arrival from the Axis reserves supply.

Point Du Hoc is back in axis hands and loss of Isigny will split the allied forces and supply chain.
Overlord v2 - Nov 1944.jpg
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Brenmusik
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

:shock: :shock: :shock: I had no idea Jerry is planning a late Sealion!
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by KarisFraMauro »

If we ever manage to finish the Overlord game with me as the UK, it'll definitely be the first time I save it at the end. It's that good. It's unbalanced but there's a place for unbalanced maps. If someone is new to multiplayer, have them try playing as the Axis against someone with experience. I wouldn't suggest a change so much as another option, namely make a 1 vs 1 version. This absolutely deserves more love and the only thing working against it is how slow and unreliable 2 vs 2 games inevitably are in comparison to 1 vs 1.

Not so much a suggestion as thinking out loud... What if rather than compensating for the lack of axis AA in 1.0 by going from 8 to more like 50, strengthening the luftwaffe by throwing in two komets per side? Or four komets if it were a 1 vs 1. And a couple more AA but not the current bonkers amount.
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by Brenmusik »

More thinking out loud.
China v Japan
always someone.jpg
always someone.jpg (105.58 KiB) Viewed 404 times
I am assured by the perpetrator :roll: there were Shermans involved in the conflict.
Along with creative reinforcements*, the curse of Core Units, some thought of where they spawn is needed.
The 'next town over' leads to very weak units left on the field, to avoid another fresh unit arriving in a turn or two.

* You know who you are :wink:
stevefprice
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Re: Erik's campaigns, mods and multiplayer scenarios

Post by stevefprice »

Brenmusik wrote: Thu May 14, 2026 1:32 pm More thinking out loud.
You need to stop that 'thinking out loud' rubbish, it's poor form and not very British. I believe it's very Teutonic and that you are being influenced :mrgreen:

Mea culpa but I just use the tools available :).

The Chines RP needs looking at to prevent that tom foolery really. Although China did win.
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