Erik's Multiplayer scenarios

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KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

One thing which I think would even it out more is giving the axis a construction unit to deploy in the north of the main island. It would be far enough away from allied forces to be safe, but still make a considerable difference for the axis. As you point out there's not really any way for them to hold airfields aside from the single one in the secondary island. It's only turn 5 in my current game and already I've wiped out almost all of the axis land forces except the german paratroopers, and they won't take very long either. To say nothing of the substantial casualties I've inflicted on their air force.
stevefprice
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Re: Erik's Multiplayer scenarios

Post by stevefprice »

Glad it's not just me 😁 although I'm on the receiving end 😬

My thoughts were along lines of:

1. Remove transport from British AA, was it not primarily static anyway?
2. More Axis air cover... Or less RAF... Or at least drip feed them
3. Bring forwards the amphibious landings so it is co-ordinated.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

There are some good suggestions here, Italian Constr grp and the Italain navy maybe arriving a turn before the transports (but apprx same locations).

The AA transports are historically correct, but it would serve the game better if removed.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

You should try Operation Watchtower Steve, I think it's one of Erik's best :D The actual objectives are a bit confusing I think but if you approach it as a straightforwards naval slugfest it's amazing!
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Re: Erik's Multiplayer scenarios

Post by stenicplus »

Interesting article: https://www.naval-encyclopedia.com/ww2/ ... malta-1942

The map showing the landing components might be worth considering for alternative deployment zones.

I'm curious as to the info for the AA being mobile around the island as the pictures show it all entrenched. Full disclosure, my grandfather was in command of an AA gun in WW2 :)
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

stevefprice wrote: Mon Nov 23, 2020 1:53 pm Glad it's not just me 😁 although I'm on the receiving end 😬

My thoughts were along lines of:

2. More Axis air cover... Or less RAF... Or at least drip feed them
3. Bring forwards the amphibious landings so it is co-ordinated.
I agree with these good points, and the italian construction group idea of Karis. Refuel in the captured airstrips in the south is a hard duty. Anyway, I doubt there's enough time to build the airstrip before the air support in the south part of the island runs out of fuel.

My impression, as of version 1.4 of Opz C3, is that the italian airborne landing in south Malta will get wiped whatever you do, so the hope is in the seaborne landings...If the italo-german paradrops spread, they get wiped soon. If they try to concentrate and the airborne reinforcements arrive, there's not enough supply to them all and get wiped a little later

PS: Stevefprice, I think we are facing each other in a Market Garden 2v2, isn't it?
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

stenicplus wrote: Mon Nov 23, 2020 3:35 pm Interesting article: https://www.naval-encyclopedia.com/ww2/ ... malta-1942

The map showing the landing components might be worth considering for alternative deployment zones.

I'm curious as to the info for the AA being mobile around the island as the pictures show it all entrenched. Full disclosure, my grandfather was in command of an AA gun in WW2 :)
Interesting article, and instant love for the operation name "Esigenza C3" (Requirement C3 or Need C3)
stenicplus
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Re: Erik's Multiplayer scenarios

Post by stenicplus »

KarisFraMauro wrote: Mon Nov 23, 2020 2:57 pm You should try Operation Watchtower Steve, I think it's one of Erik's best :D The actual objectives are a bit confusing I think but if you approach it as a straightforwards naval slugfest it's amazing!
In one at the moment and getting my backside :oops: . I'm suffering from my opponent knowing both sides and the Objectives instructions proposing a course of action that leads to disaster :? . As a tabletop wargamer I struggle with that since it doesn't make for a fun game really :cry: . That said I'm now doing the same to a friend to garner his opinion (he's well versed in WW2 naval matters) as a test :twisted: .

Next time I play that side I'll know what to do and make a better game of it, and more fun for me at least :D
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Re: Erik's Multiplayer scenarios

Post by stenicplus »

Chema_cagi wrote: Mon Nov 23, 2020 3:35 pm

PS: Stevefprice, I think we are facing each other in a Market Garden 2v2, isn't it?
We are indeed :). I'd been playing with friends lots but branching out to random internet strangers to compare styles of play :D
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

For the longest time I was fixated on huge maps, specifically one called The Russian Campaign by Parreigo. If you're comfortable with something that size, it has a lot to recommend it. For one thing since your starting forces dwarf any reinforcements there's far less of an advantage from previous experience. So long as you don't go charging in willy-nilly you won't be subjected to alarming surprises.
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Re: Erik's Multiplayer scenarios

Post by JackoBongo »

It appears that Leros scenario has an issue with the secondary objectives: although there are 3 we need to capture 4.

Image

I also don't understand why the italian troops are IA controlled and are fighting against germans. Are they supposed to be greek troops?
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Leros

The Italians are the original garrison and they did participate in the fight against the Germans.
This is when the Italian government was on its last legs, it may have surrendered at this point.
Some Italian units joined the Allies and others continued to fight with the Germans in Italy itself.

I'll check the objective.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Although the latest version of C3 starts off feeling like it has a lot of the same issues as earlier versions, albeit to a lesser degree, getting deeper into the map turn-wise makes it quite interesting. The Italian navy is large enough and concentrated enough to be a real threat. The UK still has the advantage in numbers but it's so dispersed things are pretty even. Even with the axis air force restricted to the north, their land forces are starting to be a challenge.
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1v1 Watchtower 1942-43 v10.5

Post by Erik2 »

1v1 Watchtower 1942-43 v10.5
Link updated in first post

This is a major overhaul

Primary objects are now all capture/defend locations
Secondary objects are all sink/keep various ship types based on the historical losses on both sides. Basically, both factions need to do better this time.
All units core units, this means the players may reform dead units. It will also allow different deployment locations for all unit types. There are only 2 deploy locations (villages w/flags) on Guadalcanal itself, one will 'always' be Japanese. the other most of the time US.
Note that the resource income is still the same, so players will still need to conserve their air/land units if possible. I doubt anyone will have the resources to reform a capital ship without suffering in the air/land departments.
The US navy may deploy further north along the right map edge, this is for play-balance reasons.

Have fun

Edit: I forgot...I've added basically all Japanese and US commanders as well.
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Re: 1v1 Watchtower 1942-43 v10.5

Post by Chema_cagi »

Erik2 wrote: Sat Nov 28, 2020 6:48 pm 1v1 Watchtower 1942-43 v10.5
Link updated in first post

This is a major overhaul

Primary objects are now all capture/defend locations
Secondary objects are all sink/keep various ship types based on the historical losses on both sides. Basically, both factions need to do better this time.
All units core units, this means the players may reform dead units. It will also allow different deployment locations for all unit types. There are only 2 deploy locations (villages w/flags) on Guadalcanal itself, one will 'always' be Japanese. the other most of the time US.
Note that the resource income is still the same, so players will still need to conserve their air/land units if possible. I doubt anyone will have the resources to reform a capital ship without suffering in the air/land departments.
The US navy may deploy further north along the right map edge, this is for play-balance reasons.

Have fun
Sounds great, thank you Erik
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Interesting! I think I've done okay (with the occasional exception. Aemil. ;) ) for the most part in the earlier versions but they've always been fun.
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1v1 Operazione C3 1.5

Post by Erik2 »

1v1 Operazione C3 1.5
Link updated in first post.

Most units are now core units.
Multiple deployment location options for at start and reinforcing naval and seaborne units

Changed several objectives.

Change arid climate to default, better efficiency for Italian invaders.

Removed resurce income for naval units.

Added two Italian construction groups.

Added AA/AT/Art transports to Italian units
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I'm curious about the resource change. So far playing as the allies I've been able to afford elite replacements for everything and still have a large surplus left over. The construction units are definitely welcome. Should be an interesting change of pace for the allies to have their aircraft operating at the edge of their range in the north instead of the axis having to spend 90 percent of their turns en route to and from targets :)
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

The resource change is simply to persuade players using them for repair rather than have large coffers being able to reform too many units.
We'll see how it goes in our restart.
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Re: 1v1 Operazione C3 1.5

Post by Chema_cagi »

Erik2 wrote: Sun Nov 29, 2020 1:25 pm 1v1 Operazione C3 1.5
Link updated in first post.

Most units are now core units.
Multiple deployment location options for at start and reinforcing naval and seaborne units

Changed several objectives.

Change arid climate to default, better efficiency for Italian invaders.

Removed resurce income for naval units.

Added two Italian construction groups.

Added AA/AT/Art transports to Italian units
Wohoo! Sounds awesome, I hope it will be no more Un Ponte Troppo Lontano for the poor unsupplied paracadutisti
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