Erik's Multiplayer scenarios

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Chema_cagi
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

Chema_cagi wrote: Sun Nov 08, 2020 1:55 pm About Operazione C3, some early impressions/suggestions. There's much to be seen yet (the most advanced game I'm playing is turn 6...), but there are some features that have struck me. The scenario has a great potential to be a favourite, as hypothetical as it is, and Erik has done a great design work, as ever

1. Naval reinforcements for both sides (at least to the british/CW) seem to appear teleported near the coast at some point, Final Countdown style (the Kirk Douglas one, not the rock one). Would it not be preferable to have them come earlier but around the map edges? That would ever give more tactical options

2. I've seen Karis making my coastal forts switch sides by simple naval bombardment. Call me ol' fashioned, but I think it would have been better to have some more nuatori commandos capturing them à la Navarone? German fallschirmjäger captured a fort and made it manned against his former owners, which seems more reasonable to me. The naval bombardment surrender/sideswitching thing is game hardcoded, or can be defined in the scenario rules?

I'm sure Karis will have more suggestions. All that said considering it's early in the game.
Operazione C3
Quoted my previous message just to make easier to copy/paste into your, we can imagine, extremely long to-do list:

3. The units disembarked into the northern island make difficult to use that airfield as support/repair. Some are paracadutisti, but others described as regular 'italian infantry' need also to remain 3 turns in every 3-point supply hex. This makes the base unusable till turn 18 or so. Being a fictional scenario, a possible solution would be to add some more supply per hex
4. The large amount of german commanders...Perhaps there is some trigger that I didn't set, or they will arrive too late. Might be that solving the mutually close teleport areas of naval reinforcements make easier to trigger, or make their arrival not too late
5. A couple more nuatori units could add much fun to the italian side, perhaps coming along with some 'sottomarino' (sub) along the main island coast
Last edited by Chema_cagi on Sun Nov 22, 2020 11:20 pm, edited 1 time in total.
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I'm not sure where I read it but I've heard Italian subs during the war weren't half bad. Anyway I still think Watchtower would benefit from a bit of clarification concerning exactly when and how many reinforcements arrive in towns. I'm about to give up in my game with Aemil because I devoted a substantial chunk of my fleet to chasing nonexistent US subs. Destroyed both but still not getting any more troops, aside from the two or three groups in the initial turns. Was irked to wipe out US land forces, occuppy the town they use for reinforcements, move on my navy only to see a swarm of marines appear and retake the town one turn later.

Ultimately the biggest thing to get my attention in a scenario is balance. I have misgivings about balance in Operation C3 but Watchtower seems to get it right :)
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Re: Erik's Multiplayer scenarios

Post by stenicplus »

Sicily 2v1 v3.3

I think the objective win conditions are still broken. Screen shot of final pop-up show a draw but as you can see in the actual game board, the allies are all over Sicily like a rash, we even have the entire toe of Italy's boot. There is not a location that isn't under allied control and every, and I mean every, Axis unit, including subs and aircraft is destroyed. But it was a draw :)

Image

https://stenicplus.blogspot.com/2020/11 ... -draw.html
kondi754
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Re: Erik's Multiplayer scenarios

Post by kondi754 »

Op. P. 2v1 v1.0

I had the opportunity to look at the map and the location of all units in Hotseat mode
1. Map - great
2. The number of units is staggering, a huge amount of tactical possibilities for all players, I think it will be an epic battle
3. The only thing missing is the Italian torpedo air forces (aerosiluranti), because I noticed that the S-M bombers are unmodified, only in the bomb version

It was only a first view but I'm truly impressed with the project, I hope there will be a SP version too 8) :twisted:
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Re: Erik's Multiplayer scenarios

Post by Chema_cagi »

kondi754 wrote: Wed Nov 18, 2020 11:46 pm Op. P. 2v1 v1.0
What scenario is that? I like your description but, above anything else, I love the aerosiluranti word :D

EDIT:Please, Erik, add some Savoia-Marchetti 79 Aerosiluranti into the Operazione C3 scenario! I have developed a hunger to kick some Royal Navy ass with torpedoes
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

I created a Operation Pedestal scenario for Kondi after some discussions in another forum.
Currently it is multiplayer 2v1 and I have not tested anything yet.
It is a pretty large scenario with 'every' unit thrown in. The screnshot is the map template I used.

The SM.79 is currently a bomber-only air unit in OOB. I hope a torpedo version will be added at some point.

template.jpg
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Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

And the preview gives some hint of the units whereabouts.
The 'vertical' units are Italian and German subs.
I have added a number of Italian warships as a possible what-if option.
preview.png
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terminator
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Re: Erik's Multiplayer scenarios

Post by terminator »

Erik2 wrote: Thu Nov 19, 2020 8:34 am The SM.79 is currently a bomber-only air unit in OOB. I hope a torpedo version will be added at some point.
All the Torpedo Launchers are Tactical Bomber. The SM.79 is a Strategic Bomber.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

terminator wrote: Thu Nov 19, 2020 8:48 am
Erik2 wrote: Thu Nov 19, 2020 8:34 am The SM.79 is currently a bomber-only air unit in OOB. I hope a torpedo version will be added at some point.
All the Torpedo Launchers are Tactical Bomber. The SM.79 is a Strategic Bomber.
I know, but there was a SM.79sil variant (along with SM.84) that carried torpedoes.
It would also be nice to have torpedo versions of He111 and Ju88 to make naval battles a bit more varied and fun.
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Re: Erik's Multiplayer scenarios

Post by kondi754 »

Erik2 wrote: Thu Nov 19, 2020 8:56 am
terminator wrote: Thu Nov 19, 2020 8:48 am
Erik2 wrote: Thu Nov 19, 2020 8:34 am The SM.79 is currently a bomber-only air unit in OOB. I hope a torpedo version will be added at some point.
All the Torpedo Launchers are Tactical Bomber. The SM.79 is a Strategic Bomber.
I know, but there was a SM.79sil variant (along with SM.84) that carried torpedoes.
It would also be nice to have torpedo versions of He111 and Ju88 to make naval battles a bit more varied and fun.
I made the SM.79 in the torpedo/bomb (switchable) version for my never finished Sandstorm Mod and campaign. :)
So I don't see any obstacles for such a modification.

EDIT. I named it SM.79-II
EDIT 2. I think Pedestal is brilliant material for OoB and I'm very happy that Erik shares my opinion 8)
KarisFraMauro
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Whoa Pedastal looks REALLY interesting :D I'm looking forwards to giving it a try! I've been thinking some more about Watchtower. Although as I've said before the distribution and number of units are great, wonderfully balanced, the objectives feel a tad wonky. It's inevitable Japan will lose control of Tulagi, but it's also inevitable they'll take it back. So what about switching to a victory point system? I don't want the game ending too soon so maybe have 3 or 4 objectives offering points but set the goal on the high side?
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1v1 Operazione C3 1.4

Post by Erik2 »

1v1 Operazione C3 1.4
Link updated in first post

The Italian airlanding units will now spawn on or next to the first airfield captured on Malta.

Italian coastal gun units will spawn when the British ones are destroyed, the location is captured and no units occupy the gun location.

Fixed airfield pri objectives

Italian and British naval reinforcements spawn a bit further from the coast.

Increased villages supply from 3 to 5

Increased sec obj supply from 5 to 10
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Re: 1v1 Operazione C3 1.4

Post by Chema_cagi »

Erik2 wrote: Thu Nov 19, 2020 11:55 am 1v1 Operazione C3 1.4
Link updated in first post

The Italian airlanding units will now spawn on or next to the first airfield captured on Malta.
Italian coastal gun units will spawn when the British ones are destroyed, the location is captured and no units occupy the gun location.
Fixed airfield pri objectives
Italian and British naval reinforcements spawn a bit further from the coast.
Increased villages supply from 3 to 5
Increased sec obj supply from 5 to 10
Awesome, thank you

PS: Op. Pedestal looks awesome. KarisFraMauro also likes it because the map has more than 1 billion square hexes
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

Something weird I've noticed in a couple multiplayer games now is land units using transport getting "stuck" in transport mode. Happened with some artillery in Watchtower, but also happened with a bunch of infantry in Stalingrad. One common feature is both times the units were already in transport mode when they appeared on the map (reinforcements rather than units I bought). Maybe I'm missing something obvious? Typically at the start of the next turn they revert to normal, unless of course the terrain doesn't cooperate. That's not the case here though, no mountains or anything.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

Some available spawned unit/transport in the editor is actually not working. There are no spawn restrictions in the editor similar to putting unit/transports directly on the map.
Units will normally spawn in transport, even if the terrain is prohibited for the transport but allowed for the unit itself.
Usually this resolves itself the next turn as you noticed.
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Re: Erik's Multiplayer scenarios

Post by Dwightd »

A report from Nijmegen

Just wanted to drop you a few notes, probably stuff that was evident in our play through

As before, it would be nice to have a rough idea when German reinforcements are going to show up. My front line was in full retreat, and ran head on into the Fallschirmjager headed to reinforce them :)

As the Germans, result was a draw
The German RP supply is very tight, as you probably know it was hard to keep German units on the map. I ended the scenario with 41 land CP undeployed due to lack of RP. I don't think there was ever any chance that I was going to take back any of the VP's the US held
That arty that comes in on the right site of the map is huge. It makes the US player have to think really hard about going into the teeth of the AA to weaken it. I think the AA coverage you gave was good. The bunker north of Nijmegen is a perfect obstacle for the US to overcome. SS had good RP supply

As the US, result was Major Victory
The US have excess RP. I was using elite replacements for everything and still had 1516 RP at the end. The brits and Canadians had plenty also. I never felt concern about losing any of the VP's once they were taken.

Overall I thought it had a good flow and was fun to play.

My inclination would be to give the Germans a little more RP supply, or a few more Fallschirmjager from the East to put a little more pressure on the landing zones.

It does have a pretty good balance of play. As always, your the boss :wink:
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Re: 1v1 Operazione C3 1.4

Post by stenicplus »

Erik2 wrote: Thu Nov 19, 2020 11:55 am 1v1 Operazione C3 1.4
Link updated in first post

The Italian airlanding units will now spawn on or next to the first airfield captured on Malta.

Italian coastal gun units will spawn when the British ones are destroyed, the location is captured and no units occupy the gun location.

Fixed airfield pri objectives

Italian and British naval reinforcements spawn a bit further from the coast.

Increased villages supply from 3 to 5

Increased sec obj supply from 5 to 10
My comments appl; to C3 v1.3

The air drops certainly needed a boost as there is some much British AA and motorised infantry that every single para drop of mine was wiped despite deploying asap (as per instructions). Along with the plethora of British fighter planes I failed to hold on to any airfields for more than a couple of turns. With no paras left I've no airfield other than the island on the north so all my air landing troops have to go there and then sail across, tghat;'s a long journey :) and traversing Malta with that much AA is suicide.

Why are the sub so far from the action? It's taking them ages to get anywhere. If the navy deploys close to ensure they are useful would the subs not get similar deployment?

I agree the commanders are odd. So many German ones that I can no longer use (paras all destroyed) I cannot get to the ones ready to assign at the bottom of the list.
Erik2
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Re: Erik's Multiplayer scenarios

Post by Erik2 »

I got two Operazione 1.4 games running and I expect there will be some changes to the scenario after these have run their course.
Sub comment noted, and I agree. Missed this.
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Re: Erik's Multiplayer scenarios

Post by KarisFraMauro »

I've been playing a couple different versions of C3 and while it isn't quite there yet its definitely improved a lot from earlier versions. At least that's my excuse if Erik ends up beating me in our current game ;)
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Re: Erik's Multiplayer scenarios

Post by stevefprice »

I'm curious as to if the Axis have won C3 yet?

I'm still struggling to see how the para drops can survive the ability of the Brits to mobalise so quickly with lots of aircraft, AA, infantry and artillery.
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