oki, we're back on the Rhine.
Erik's Multiplayer scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Re: Erik's Multiplayer scenarios
The link for Anzio is not working.
-
- Lance Corporal - Panzer IA
- Posts: 11
- Joined: Sun Jan 05, 2020 2:36 pm
Re: Erik's Multiplayer scenarios
Playing Market-Garden as Allied. The German has a number of Supply Sources and Fuel Depot. Was is the effect of destroying his Fuel Depots ? Where can I find info about similar things ? The info in the manual was not clear enough. Thanks.
2v1 Anzio 2.1
2v1 Anzio 2.1
Link updated in first post.
Completly new version; smaller map, better OOB and changed objectives.
Updated from 2.0 currently in testing:
US/UK units are now core, except paras/commandos/rangers and naval vessels.
Resource income doubled for all factions.
Added 3 land and 2 air commanders for all factions.
Link updated in first post.
Completly new version; smaller map, better OOB and changed objectives.
Updated from 2.0 currently in testing:
US/UK units are now core, except paras/commandos/rangers and naval vessels.
Resource income doubled for all factions.
Added 3 land and 2 air commanders for all factions.
3vAI Operation Varsity 2.4
3vAI Operation Varsity 2.4
Link updated in first post.
Fixed UK para income
Exchanged Churchill AVREs with Shermans
Better commander assignments
Additional exit locations
Link updated in first post.
Fixed UK para income
Exchanged Churchill AVREs with Shermans
Better commander assignments
Additional exit locations
Re: Erik's Multiplayer scenarios
A small request - can you make 1v1 for Race for Tunis (without any AI controlled units)?
-
- Senior Corporal - Destroyer
- Posts: 106
- Joined: Tue Jul 17, 2018 10:39 am
- Location: Madrid, Spain
- Contact:
Re: Erik's Multiplayer scenarios
Been playing Market Garden 2vsAI v. 1.2, still on the 16th turn, but I'm enjoying it a lot so far. I would like to make some comments and suggestions, though:
1. On the third scottish airborne replacement, there's one 6 pounder AT battery that seems to have fallen to the ground and must make the road on foot
(=does not enter airborne)
2. I would suggest to place all the british aircraft into the RAF-great britain group (the main ground force). As they are now, you will rarely replace them stealing points from the airborne brigade
3. I don't know much in detail about the campaign, but for being an airborne operation it seems they are the germans who have the air superiority
4. Maybe a note could be added about the useless fuel depots everywhere, or make them somehow useful (i.e., adding some secondary objective, don't know)
But above all thanks for making such an enjoyable scenario, Erik
1. On the third scottish airborne replacement, there's one 6 pounder AT battery that seems to have fallen to the ground and must make the road on foot

2. I would suggest to place all the british aircraft into the RAF-great britain group (the main ground force). As they are now, you will rarely replace them stealing points from the airborne brigade
3. I don't know much in detail about the campaign, but for being an airborne operation it seems they are the germans who have the air superiority
4. Maybe a note could be added about the useless fuel depots everywhere, or make them somehow useful (i.e., adding some secondary objective, don't know)
But above all thanks for making such an enjoyable scenario, Erik
Re: Erik's Multiplayer scenarios
Thanks for the feedback, added to a new list.Chema_cagi wrote: ↑Wed Aug 12, 2020 9:25 pm Been playing Market Garden 2vsAI v. 1.2, still on the 16th turn, but I'm enjoying it a lot so far. I would like to make some comments and suggestions, though:
1. On the third scottish airborne replacement, there's one 6 pounder AT battery that seems to have fallen to the ground and must make the road on foot(=does not enter airborne)
2. I would suggest to place all the british aircraft into the RAF-great britain group (the main ground force). As they are now, you will rarely replace them stealing points from the airborne brigade
3. I don't know much in detail about the campaign, but for being an airborne operation it seems they are the germans who have the air superiority
4. Maybe a note could be added about the useless fuel depots everywhere, or make them somehow useful (i.e., adding some secondary objective, don't know)
But above all thanks for making such an enjoyable scenario, Erik
1) I'll add transport to non-para units.
2) Good suggestion
3) The Germans historically scraped together some 300+ aircraft for one major raid. I think there was a second smaller one as well.
4) The fuel depots must be destroyed and their locations captured to make sure the Germans reinforcing the map edges arrive out opf supply.
Re: Erik's Multiplayer scenarios
Those various commands are sometimes a problem.

Btw I am playing Merrill´s Marauders scenario. I guess these air units should be reinforcements:
They are set as "neutral" though.
Re: Erik's Multiplayer scenarios
Merril's is a very old scenario. i'll take a look at it.
Re: Erik's Multiplayer scenarios
I'm currently playing Bulge to the Rhine as the German. I can go to me Basket of available to deploy units and I see a FW190 an ME190 and two bunkers (WIlhemshaven and Bremerhaven). I have plenty of resource points available but I don't seem to be able to deploy them anyway. I've been successfully deploying other units that I have resurrected from the destroyed units tab. Are these simply not deployable?
Re: Erik's Multiplayer scenarios
Are you sure these are core units?
2v1 Anzio 2.2
2v1 Anzio 2.2
Link updated in first post.
Allied units are now core.
Reduced no of turns from 60 to 50
Removed some air and AA units for all factions.
Link updated in first post.
Allied units are now core.
Reduced no of turns from 60 to 50
Removed some air and AA units for all factions.
3vAI Operation Varsity 2.5
3vAI Operation Varsity 2.5
Link updated in first post.
Allied infantry, para and tank units are now core.
All objectives are shared between Allied factions.
Link updated in first post.
Allied infantry, para and tank units are now core.
All objectives are shared between Allied factions.
1v1 Merrill's Marauders 1944 v9.1
1v1 Merrill's Marauders 1944 v9.1
Link updated in first post.
All units start at full strength core units
All units except the Chinese start a unit exp = 2/3
Fixed Japanese air reinforcements
Added more commanders
Doubled all resource income
Cleaned up objectives
Cleaned up specifications
Link updated in first post.
All units start at full strength core units
All units except the Chinese start a unit exp = 2/3
Fixed Japanese air reinforcements
Added more commanders
Doubled all resource income
Cleaned up objectives
Cleaned up specifications
2v1 Luzon 1941-42 1.1
2v1 Luzon 1941-42 1.1
Link added in first post.
Update from current beta-testing:
Added 3 Japanese construction grps
Doubled all faction resource income
Added secondary objectives
Link added in first post.
Update from current beta-testing:
Added 3 Japanese construction grps
Doubled all faction resource income
Added secondary objectives
Re: Erik's Multiplayer scenarios
Thanks, Erik.
-
- Lieutenant Colonel - Elite Panther D
- Posts: 1360
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Erik's Multiplayer scenarios
This is what I see after installing 1.1
but one of each inside Senarios. I have taken the original Luzon out of the Senario folder (which means our current games are on hold).
To make it clear, hopefully, there were two Luzon 1.0 inside choose a game to post, with subtle variations in the mini-map but one of each inside Senarios. I have taken the original Luzon out of the Senario folder (which means our current games are on hold).
Re: Erik's Multiplayer scenarios
I have checked 'everything', Luzon folder and content looks fine.
Checked the download ok.
Maybe something happened during your download/install?
Checked the download ok.
Maybe something happened during your download/install?