2v2 A Bridge Too Far
Moderators: Order of Battle Moderators, The Artistocrats
2v2 A Bridge Too Far
2v2 A Bridge Too Far (beta test).
https://www.dropbox.com/s/c85hd5hu9vhqx ... 3.zip?dl=0
Note that this scenario uses my MicroMod with additional factions and better distribution of commanders and specialisations.
A complete rework of older Market Garden scenario(s).
Brand new Map expanded in all directions (120x120 hexes) with more proper terrain.
Better OOB for all sides.
Primary objectives have VPs (similar to official 2v2 Fork). Basically the two German players need to hold Arnhem and one more objective, the British and US player needs Arnhem and 2 more objectives.
Resources based on dynamic occupation of secondary objectives. Resources are won or lost.
I have created a challenge with me as the British.
https://www.dropbox.com/s/c85hd5hu9vhqx ... 3.zip?dl=0
Note that this scenario uses my MicroMod with additional factions and better distribution of commanders and specialisations.
A complete rework of older Market Garden scenario(s).
Brand new Map expanded in all directions (120x120 hexes) with more proper terrain.
Better OOB for all sides.
Primary objectives have VPs (similar to official 2v2 Fork). Basically the two German players need to hold Arnhem and one more objective, the British and US player needs Arnhem and 2 more objectives.
Resources based on dynamic occupation of secondary objectives. Resources are won or lost.
I have created a challenge with me as the British.
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: 2v2 A Bridge Too Far
[insert multiple heart symbols]
Would love to see an update to 1v1 at some point.
Would love to see an update to 1v1 at some point.
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stevefprice
- Staff Sergeant - Kavallerie

- Posts: 303
- Joined: Mon Apr 20, 2020 6:22 pm
Re: 2v2 A Bridge Too Far
Need to find a way to stop AdmiralYamamoto from relaunching air divisions in operations that took months in.planning but seconds in OOB 
2v2 A Bridge Too Far 1.1
There are no deductions of resources when you lose a silver flag objective.
The para divisions have a new resource mechanism:
Each division/faction has a number of C47 Skytrains that deliver 20 resources when parked over a friendly held DZ/LZ.
Link to the scenario, you can extract this in the MicroMod/Scenarios folder, replacing the old scenario.
https://www.dropbox.com/s/8hb8yz09wqkq7 ... 1.zip?dl=0
If you guys think this warrants a restart, I'm game...
The para divisions have a new resource mechanism:
Each division/faction has a number of C47 Skytrains that deliver 20 resources when parked over a friendly held DZ/LZ.
Link to the scenario, you can extract this in the MicroMod/Scenarios folder, replacing the old scenario.
https://www.dropbox.com/s/8hb8yz09wqkq7 ... 1.zip?dl=0
If you guys think this warrants a restart, I'm game...
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: 2v2 A Bridge Too Far
Wow I love the use of C47s to provide supply...should add a whole new dimension to German use of AA (and Allied AA suppression)
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stevefprice
- Staff Sergeant - Kavallerie

- Posts: 303
- Joined: Mon Apr 20, 2020 6:22 pm
Re: 2v2 A Bridge Too Far
As I told some of you guys in a PM, the beta 9.3.6 update trashed the modded scenarios started under 9.3.5.
So I think they both need a restart (Prokhorovka & Bridge too far)
So I think they both need a restart (Prokhorovka & Bridge too far)
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stevefprice
- Staff Sergeant - Kavallerie

- Posts: 303
- Joined: Mon Apr 20, 2020 6:22 pm
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: 2v2 A Bridge Too Far
Re the delightfully detailed map, am wondering if anyone else is struggling to identify the Victory locations and to a lesser extent the paved road that was XXX Corp's primary route of advance (via Eindhoven/Son/Veghel/Nijmegen) I def found it easy to find navigate on the old map which had fewer towns and seemingly more clear terrain, though this may have been a function of the 392 hours I spent looking at it. 
Re: 2v2 A Bridge Too Far
Almost every village/town is named so it might be a bit confusing. But there are only a couple of primary roads between the initial British position and Nijmegen.
The large number of silver flag objectives are adding resources 'only'. I have added map markers for these in the next version.
The main issue now is that 9.3.6 does not load modded units properly on turn-2 (the Jap tank syndrome).
We should resign the current game and try a fresh restart using the official 9.2.5 and the 'old' mp-server.
I'll create a new challenge in 9.2.5.
You should be able to unzip the updated scenario in the current MicroMod Scenarios folder.
https://www.dropbox.com/s/rlvm2tgdqv1lo ... r.zip?dl=0
The large number of silver flag objectives are adding resources 'only'. I have added map markers for these in the next version.
The main issue now is that 9.3.6 does not load modded units properly on turn-2 (the Jap tank syndrome).
We should resign the current game and try a fresh restart using the official 9.2.5 and the 'old' mp-server.
I'll create a new challenge in 9.2.5.
You should be able to unzip the updated scenario in the current MicroMod Scenarios folder.
https://www.dropbox.com/s/rlvm2tgdqv1lo ... r.zip?dl=0
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: 2v2 A Bridge Too Far
I like all the additional villages/town I think it is just all the additional names that make it a bit harder to decipher.
Have downloaded new version and standing by to join.
Have downloaded new version and standing by to join.
Re: 2v2 A Bridge Too Far
I am Dutch but I was confused by all the names. Will check them one of these days and see how correct they appear to me.
Re: 2v2 A Bridge Too Far
Note that parts of the map is Belgian and German as well.
As for location names, I wish these were displayed on-map wether there is a flag present or not. It could reduce the number of flags to real objectives and thus make for a cleaner map. The player can always turn of location names in the options.
As for location names, I wish these were displayed on-map wether there is a flag present or not. It could reduce the number of flags to real objectives and thus make for a cleaner map. The player can always turn of location names in the options.
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Celeborn
- Sergeant First Class - Panzer IIIL

- Posts: 361
- Joined: Fri May 01, 2009 3:22 pm
- Location: DC/Northern Virginia
Re: 2v2 A Bridge Too Far
FYI I was in Holland five years ago for the 75th anniversary of M-G. Between the WWII stuff (met a British paratrooper), museums (I am a Vermeer junkie), food, and amazingly hot women (at least in Amsterdam) it was the best vacation of my life!
Re: 2v2 A Bridge Too Far
So I should resign from the game, only Netballman and me are left. I had invisible units on the map with their trains all parked somewhere close to the left edge of the map in the fields. Also an invisible boat 
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Netballman
- Corporal - Strongpoint

- Posts: 66
- Joined: Fri Aug 05, 2016 6:33 pm
Re: 2v2 A Bridge Too Far
I've resigned .
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Netballman
- Corporal - Strongpoint

- Posts: 66
- Joined: Fri Aug 05, 2016 6:33 pm
Re: 2v2 A Bridge Too Far
I've seen those before... the unassailable commie kayak commandoes of the forests of Korea!
Re: 2v2 A Bridge Too Far
OK, here's what I propose.
1) Everybody download the latest MicroMod (4.15) and we try another restart using beta 9.3.6.
If this still not work:
2) Start a new game in standard 9.3.5.
1) Everybody download the latest MicroMod (4.15) and we try another restart using beta 9.3.6.
If this still not work:
2) Start a new game in standard 9.3.5.
Re: 2v2 A Bridge Too Far
YES!!! I got a Major Victory! My deception worked...
