Erik's Multiplayer scenarios
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Re: Erik's Multiplayer scenarios
Notes from Arnhem.
I think the XXX Corp has a good strength when they enter the map. I think the resources were a lot better this second time. I don't have anything specific, just some general ideas for general play. The XXX Corps could come in earlier to try to take some of the heat off the paratroopers. The defending Germans at Arnhem could be reduced in strength or moved away so it takes more time for them to surround the paratroopers. I do like the German RP supply, it forces you to make some tough choices on who gets reinforcements. Another idea would be to reduce the number of Germans entering the map in the early stages, or just delay them a number of turns. The arrival of the German armor and artillery is when it gets real tough for the paratroopers, though I think the arty will be greatly needed at some point.
I agree with you that this should be a tough one for the Brits.
I am sure you have a lot of ideas spinning around in your head on how to rework this one. Just let me know when you want to try again.
I think the XXX Corp has a good strength when they enter the map. I think the resources were a lot better this second time. I don't have anything specific, just some general ideas for general play. The XXX Corps could come in earlier to try to take some of the heat off the paratroopers. The defending Germans at Arnhem could be reduced in strength or moved away so it takes more time for them to surround the paratroopers. I do like the German RP supply, it forces you to make some tough choices on who gets reinforcements. Another idea would be to reduce the number of Germans entering the map in the early stages, or just delay them a number of turns. The arrival of the German armor and artillery is when it gets real tough for the paratroopers, though I think the arty will be greatly needed at some point.
I agree with you that this should be a tough one for the Brits.
I am sure you have a lot of ideas spinning around in your head on how to rework this one. Just let me know when you want to try again.
Re: Erik's Multiplayer scenarios
Quick feedback on Syria 1.3
I like the scenario.
In defence I managed to hold Hom airfield (primary obj) and Aleppo airfield (secondary obj) till the end and it said "Draw". I think it should be "minor defeat" for Vichy France (?). It seems more logical to me because Allies secured a majority of Syria.
I would like to see slightly more income for Vichy France (40-43 from a start?) to balance the scenario and make it more challenging for Allies and make it more replayable.
Last but not least - Indian engineer company should get a transport. Without it they are useless.
I like the scenario.
In defence I managed to hold Hom airfield (primary obj) and Aleppo airfield (secondary obj) till the end and it said "Draw". I think it should be "minor defeat" for Vichy France (?). It seems more logical to me because Allies secured a majority of Syria.
I would like to see slightly more income for Vichy France (40-43 from a start?) to balance the scenario and make it more challenging for Allies and make it more replayable.
Last but not least - Indian engineer company should get a transport. Without it they are useless.
Re: Erik's Multiplayer scenarios
Interesting Syria comment.
I checked my old notes after a multiplayer test and back then I noted that Vichy RP income should be halved and Allied doubled...
I checked my old notes after a multiplayer test and back then I noted that Vichy RP income should be halved and Allied doubled...

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Re: Erik's Multiplayer scenarios
About Syria:
I would say that game lenght should increase 2-3 turns. The latest allied reinforcements, even moving at full speed, arrive just south of Homs. And didn't get much attention over the northern adventures, but it seems the optional Aleppo airfield also gets 2-3 turns ahead of the motorized/train column.
(I have not taken into consideration the sneaky LynxCom attack to the allied rearguard with fallschirmjäger
, that did not impede the run to the north for the rest of the reinforcements). The road south/north on the coastline is very slow, to the point of making convenient to ferry some units into boats
I would say that game lenght should increase 2-3 turns. The latest allied reinforcements, even moving at full speed, arrive just south of Homs. And didn't get much attention over the northern adventures, but it seems the optional Aleppo airfield also gets 2-3 turns ahead of the motorized/train column.
(I have not taken into consideration the sneaky LynxCom attack to the allied rearguard with fallschirmjäger

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Re: Erik's Multiplayer scenarios
Yeah playing as Free France I ended up with loads of resource points and nothing to spend them on, but also nothing consequential to do after taking Damascus. Likewise the eastern infantry weren't able to get anywhere near enemy units before running out of turns. Had I been playing as the Axis it's difficult to see how I could lose. Stick a handful of infantry in the mountains to slow down the allied advance while turtling safely away from the coast.
Re: Erik's Multiplayer scenarios

That would be maybe more historical but there will be no challenge nor point to play it again. I played both sides. Allies have enough income.
I am not sure about this but your point seems right. So I agree. It should be tested though.Chema_cagi wrote: ↑Sun Dec 20, 2020 9:19 pm About Syria:
I would say that game lenght should increase 2-3 turns. The latest allied reinforcements, even moving at full speed, arrive just south of Homs. And didn't get much attention over the northern adventures, but it seems the optional Aleppo airfield also gets 2-3 turns ahead of the motorized/train column.
Well, it is not that difficult to loose this one.KarisFraMauro wrote: ↑Sun Dec 20, 2020 9:25 pm Had I been playing as the Axis it's difficult to see how I could lose.

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Re: Erik's Multiplayer scenarios
Maybe I could have done slightly better in Damascus and earned a turn or two, but I'm not sure that would have been enough for allied units to dig the axis out of the final objective. Was it Homs? I think Alleppo is the secondary objective in the far north but I might be getting them confused. Anyway a map that requires one side to play perfectly in order to win isn't exactly balanced. More playtesting is absolutely a good idea though, ideally I'd have experience with both sides before drawing conclusions 

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Re: Erik's Multiplayer scenarios
We found the same, having been 1 turn short of the final objective.Chema_cagi wrote: ↑Sun Dec 20, 2020 9:19 pm About Syria:
I would say that game lenght should increase 2-3 turns. The latest allied reinforcements, even moving at full speed, arrive just south of Homs. And didn't get much attention over the northern adventures, but it seems the optional Aleppo airfield also gets 2-3 turns ahead of the motorized/train column.
Loads of British reserves that played no part other than to sail up the coast, they had no participation in the battle as we advanced very rapidly. Allie sweeoing flanks moves in the East slow down as soon as the train track hits enemy territory so there's no quick access there.
Operation Nordwind 1945 1.1
Operation Nordwind 1945 1.1
Added link in first post.
Changes after current multiplayer beta test:
All units are now core
Increased all faction's RP income
Added two US air units as reinforcement
Added link in first post.
Changes after current multiplayer beta test:
All units are now core
Increased all faction's RP income
Added two US air units as reinforcement
2v2 Operation Nordwind 1.2
2v2 Operation Nordwind 1.2
Link updated in first post
Play-balance changes:
All German units are back to non-core. The Germans generally have more units than the US.
Replaced Wehrmacht infantry (VolksGrenadier) with Volksturm units with slightly lower stats. Füsilier/Panzergrenadier units are still regular infantry.
Terrain changes to allow slightly faster movement on paved roads through forests.
Link updated in first post
Play-balance changes:
All German units are back to non-core. The Germans generally have more units than the US.
Replaced Wehrmacht infantry (VolksGrenadier) with Volksturm units with slightly lower stats. Füsilier/Panzergrenadier units are still regular infantry.
Terrain changes to allow slightly faster movement on paved roads through forests.
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Re: Erik's Multiplayer scenarios
Hey Erik,
Am 20 turns in to Okinawa and my beleagured Japanese have been unable to use tunnel movement for several turns now even though only a handful of openings have been destroyed. Their ability to shift troops via the tunnels felt like my only hope for lasting 68 turns :-\
Am 20 turns in to Okinawa and my beleagured Japanese have been unable to use tunnel movement for several turns now even though only a handful of openings have been destroyed. Their ability to shift troops via the tunnels felt like my only hope for lasting 68 turns :-\
Re: Erik's Multiplayer scenarios
I'm sorry, I've never used tunnels in games. I'm really not sure how it is actually functioning.Celeborn wrote: ↑Sat Dec 26, 2020 2:42 pm Hey Erik,
Am 20 turns in to Okinawa and my beleagured Japanese have been unable to use tunnel movement for several turns now even though only a handful of openings have been destroyed. Their ability to shift troops via the tunnels felt like my only hope for lasting 68 turns :-\
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Re: Erik's Multiplayer scenarios
Any infantry unit that begins a turn adjacent to a cave opening can move to adjacent to any other cave opening and then attack adjacent enemy units. I have found them extremely valuable as a way to shift resources in a way that gets around US air superiority (hello Ho Chi Minh Trail), pull beaten up units back to rest/refit and conduct ambush-style attacks on nearby enemy units. Okinawa has about a dozen and they add an enormous amount of realism to the scenario, esp combined with the ability of Japanese infantry to build MG foxholes and the Heavy Infantry to build Bunkers.
Have you played it all the way through? It looks nigh impossible for the Japanese to hold two Victory locations for 68 turns given the crushing US air and off-shore support, but perhaps I am have just bungled it.
Have you played it all the way through? It looks nigh impossible for the Japanese to hold two Victory locations for 68 turns given the crushing US air and off-shore support, but perhaps I am have just bungled it.

Erik2 wrote: ↑Sat Dec 26, 2020 6:06 pmI'm sorry, I've never used tunnels in games. I'm really not sure how it is actually functioning.Celeborn wrote: ↑Sat Dec 26, 2020 2:42 pm Hey Erik,
Am 20 turns in to Okinawa and my beleagured Japanese have been unable to use tunnel movement for several turns now even though only a handful of openings have been destroyed. Their ability to shift troops via the tunnels felt like my only hope for lasting 68 turns :-\
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Re: Erik's Multiplayer scenarios
The Okinawa map sounds similar to Operation Olympic. Tried that one as the Japanese and was scratching my head at how exactly I'm supposed to survive... From what I remember there was a lot of rail but no tunnels though.
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Re: Erik's Multiplayer scenarios
Great! Sorry, I don't mean your problems, only that after all these year there's finally a scen utilizing the tunnel system. Finally. I would love some singleplayer scen using the Jap tunneling mechanic... wink..wink..
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Re: Erik's Multiplayer scenarios
Interesting Karis. FWIW anyone else reading the scenario has pretty much everything you could ask for in recreating the formidable Japanese defenses and the fanaticism of the defenders. (ex: for some reason no Lunge Miner AT units were allowed)
I hope in the not-too-distant future other OBs are given access to the Japanese fortification construction ability...would certainly make any Stalingrad scenario a lot more realistic.
And I may have to take a look at Olympic...
I hope in the not-too-distant future other OBs are given access to the Japanese fortification construction ability...would certainly make any Stalingrad scenario a lot more realistic.
And I may have to take a look at Olympic...
2v2 Operation Nordwind 1.3
2v2 Operation Nordwind 1.3
Link updated in first post.
Reduced number of US pri objs from 4 to 2.
Link updated in first post.
Reduced number of US pri objs from 4 to 2.
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Re: Erik's Multiplayer scenarios
Erik
In multiplayer scenario:
Market-Garden 2v2 "object deleted"
Market-Garden 2vsAI is named v1.2 at download side, but downloaded file is v1.3
In campaign
US Naval Campaign "object deleted"
If you have mention this before, sorry
In multiplayer scenario:
Market-Garden 2v2 "object deleted"
Market-Garden 2vsAI is named v1.2 at download side, but downloaded file is v1.3
In campaign
US Naval Campaign "object deleted"
If you have mention this before, sorry
Operation Nordwind 1945 1.4
Operation Nordwind 1945 1.4
Link updated in first post.
Fixed some US units that should be core.
Link updated in first post.
Fixed some US units that should be core.
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Re: Erik's Multiplayer scenarios
Hi Erik,
in the syrian scenario, playing as Vichy french, I'm stuck at turn 7. Although I manage to play, when I click the End turn button ... nothing happens. Apparently I'm not the only one with this issue.
in the syrian scenario, playing as Vichy french, I'm stuck at turn 7. Although I manage to play, when I click the End turn button ... nothing happens. Apparently I'm not the only one with this issue.