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Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Mon Sep 14, 2026 7:39 am
by Erik2
Added a couple of cosmetic changes and saved as 2v2 Tarawa 1943 1.6.
https://jottacloud.com/s/4572870b976a65 ... 5606541e51
Created a new challenge, please check if you are able to join this.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Mon Sep 14, 2026 2:22 pm
by stevefprice
Tarawa 1.6 still bust. Join button does not add me as a player, does nothing.
I suspect it's the fact it's a 2vs2 but display to join shows 3 slots only.

- Tarawa 1dot6.png (1.33 MiB) Viewed 2563 times
2v2 Tarawa 1943 1.7
Posted: Tue Sep 15, 2026 3:15 pm
by Erik2
Found it! A stupid faction error that was all my fault
Please retest 2v2 Tarawa 1943 1.7
https://jottacloud.com/s/457524a9cace96 ... 2a0bdf0bdd
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Tue Sep 15, 2026 8:16 pm
by stevefprice
I set up a 1.7.
Erik, you have a 1.6 there still.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Sep 16, 2026 10:18 am
by KarisFraMauro
Joined the 1.7. Ideally there'd be four games going to test different positions, or at least two anyway, but probably not enough players for that. I'm getting a sense Hungary has the Soviets being overpowered although it's only a sense for now, need more turns for confirmation. And yet I kind of like that. Challenging but still winnable is especially pleasing.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Sep 16, 2026 12:21 pm
by Brenmusik
So have I. I'll be your whipping boy

Somehow I don't think this Emperor will do much protecting

Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Thu Sep 17, 2026 2:46 pm
by Erik2
Joined Tarawa 1.7 as well.
2v2 Meuse River 1940 2.0
Posted: Sat Sep 19, 2026 8:32 am
by Erik2
2v2 Meuse River 1940 2.0
https://jottacloud.com/s/457f272909899d ... dcc615a51c
Air unit strengths based on actual number of airplanes in each unit. German = 7, French = 8 and UK = 10.
Added 4 French divisional AA units (free deployment) to each French faction.
Replaced Dense Forest with Forest to improve playability.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Fri Sep 25, 2026 8:13 am
by Brenmusik
To whom it may concern

No turns from me until after the weekend. Nothing too serious, only 'family'

Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sat Sep 26, 2026 1:35 am
by KarisFraMauro
Thanks for the heads up and hope everything is well. If I'm not doing my turns it's probably because I'm a zombie, in which case bring me back when the singularity happens

2v2 Barbarossa Nord 1941 v2.0
Posted: Tue Oct 20, 2026 4:28 pm
by Erik2
2v2 Barbarossa Nord 1941 v2.0
https://jottacloud.com/s/4573ef3e8d7191 ... 4265af94dc
Reduced number of turns from 70 to 50 putting some pressure on the Axis.
Delayed Axis reinforcements by 2-3 turns.
Advanced Soviet reinforcements by 2++ turns.
Increased Axis primary objectives from 5 to 6.
2v2 Crete-Maleme 1941 1.3
Posted: Tue Oct 20, 2026 5:23 pm
by Erik2
2v2 Crete-Maleme 1941 1.3
https://jottacloud.com/s/457effe4d545a3 ... 45c9aa5cfe
Decreased Allied RP income.
Decreased Commonwealth unit experience from 3 to 1
The Maori exp is reduced from 3 to 2.
Decreased Greek unit experience from 2 to 1.
Decreased Allied 10-strength units to 6.
Reduced Kiwi RP income.
2v2 Japan-China 1937 4.8
Posted: Tue Oct 20, 2026 5:42 pm
by Erik2
2v2 Japan-China 1937 4.8
https://jottacloud.com/s/4578c100c11368 ... 9b177ae86a
Reduced Soviet volunteer air strengths from 10 to 5.
Japanese Shanghai reinforcements arrive next to coastline (gains 1 turn).
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Wed Oct 21, 2026 4:57 am
by Erik2
2v2 Hungary 1944 1.4
https://jottacloud.com/s/4571d35dffbb8b ... 8a369ebc25
Added Wehrmacht/Waffen SS/Hungarian artillery units and a couple of Budapest AA units.
2v2 Finland 1941 1.6
Posted: Wed Oct 21, 2026 7:43 am
by Erik2
2v2 Finland 1941 1.6
https://jottacloud.com/s/457d02d2979597 ... d6d7b9a362
This scenario covers the Finnish offensive in the 'Continuation War' from July to December 1941.
After recapturing most of their old territory, the Finns went on the defense.
100x100 map, scale 15km/hex.
Unit scale regiments with the odd battalion/company.
Time scale half week turns.
1 Finnish, 1 German and 2 Soviet players.
As usual I have created a few challenges inviting you to test the scenario.
Erik
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Thu Oct 22, 2026 5:10 am
by KarisFraMauro
Someone been very busy I see

Joined one of the Finland games so should be interesting. Funny that you beat me to the punch by adding Axis artillery to the Hungary game, I kept meaning to suggest that but never got around to it. Great minds think alike I guess.
Are the objectives for the Finland game only calculated at the end, or can the game end early if they're realized? Felt like having to play all the way to turn 100 was a drawback for the Operation Overlord games. Of course the shorter the game the less of an issue it is.
2v2 Finland
Posted: Thu Oct 22, 2026 8:26 am
by Erik2
If the Axis manage to capture Leningrad the game should end at that point.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Fri Oct 23, 2026 10:13 am
by KarisFraMauro
Good good. Anything similar for the Soviets? Say an Axis hex that ends the game if it gets taken, something far enough back that its capture would signify no real point continuing.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sat Oct 24, 2026 3:12 pm
by Erik2
Axis 'losing point' noted.
Re: Erik's campaigns, mods and multiplayer scenarios
Posted: Sun Oct 25, 2026 7:45 am
by KarisFraMauro
Appreciated! I'm not too bothered by the Soviets having destoyers, at a minimum I have to take a few more turns and get a feel for the size of the German fleet after all. If it's large enough the Soviets will need those destroyers. The 50 rps per turn for the Axis does feel small. My thinking in relation to proper rps amounts is approximately enough to repair average damage inflicted by the opponent. That incentivizes destroying rather than merely damaging units. And if starting with understrength units a bit more rps to allow for gradually restoring them to strength. In fairness I'm not taking that much damage yet, but I anticipate it will increase with time.
Overall still only turn three I think so no pressing objections on my part, heh. Pretty fun and interesting map, thanks for your hard work.