Erik's campaigns & mods

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Dmoore
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Squad Mod US Marines 1943-44: Bairoko

Post by Dmoore »

Erik, this one is like the Marines 42 Wake Island one: impossible. There are 20 Marine raider units faced by 38 Japanese infantry, including 6 mortar artillery. What is supposed to be an attack rapidly becomes a rout. Here are some observations: The Marine MG units are quickly rendered ineffective by massed mortar fire. Raider units have shock value but lose 3 RP for every one they cause on attack, unless they do stealth attacks which apparently they can't because they are immediately attacked by all adjacent Japanese units which should not have seen them. Not that it matters because there are not enough RPs to restore losses plus conduct all attacks as stealth attacks, plus rebuild MG teams. US RPs hit 0 by turn 11 and do not replenish, as in the Wake scenario. It's hard to tell, but accrual may stop as early as turn 5. Scheduled RPs, as shown at the beginning of each turn start at +52/turn, begin to fall on turn 5, hit +2/turn at turn 10, then begin to climb again, reaching +56/turn on turn 16, but nothing has accrued. The result of the quite aggressive Japanese attack is that the entire Marine force is wiped out by turn 17. Major defeat, campaign over. Please take a look at this one too, and maybe the scenarios thereafter, which I never got to. Thanks

D Moore
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Dmoore

Thank you for another detailed report.
Erik
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

@Erik,

Hiya, some feedback on Torch East, note we binned the game as it was too broken.

British have no RP
Yanks have next to no RP

Western French have no RP. All objectives are always under US naval fire so impossible defend or re-take. The player felt they'd be trapped in that corner very quickly and cut-off.

Eastern French had a blast. No RP either but threw the British back into the sea as I could not get enough troops ashore and fast enough, Brits just got swamped. All transports were quickly destroyed as he sacrificed his bombers to hit them. He felt this gave him a chance. He then had reserves on the way so he actually felt he'd win had we continued.

Given the real battle in the East sector was over in a day this one might need some more balancing and look at the obkectives.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Steve

Thanks for the feedback.
Time to pick up the Torch...

Erik
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Re: Erik's campaigns & mods

Post by KarisFraMauro »

Probably my favourite of those of your maps I've played is Battle of the Bulge. Felt like things could always go either way and as a consequence was fine with either side. Substantial field of play, mostly forests but with enough roads and paths for strategic options. Very balanced and not really anything for me to quibble with. Nice!
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Thanks, Karis.

Erik
Erik2
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MicroMod 4.5

Post by Erik2 »

MicroMod 4.5
Link updated in first post.

Scheldt 1944 Pt1 1.1
06Terneuzen:
Fixed gold flag on primary objective.

2v2 Torch West 1942 1.2:
Reduced no of turns from 40 to 30.
Doubled French coastal gun strengths.
French infantry units are now core.
Moved French subs a hit closer to the enemy.
Former coastal primary objectives are now secondary.
There are now 3 primary objects inland.
Doubled resource income for all factions.

2v2 Torch East 1942 1.1:
Added resource income for all factions.
Halved the French coastal gun strengths in the Alger area.
Moved most of the French units in the Alger area a bit inland.
Moved the US/UK invaders at Alger s bit closer to the shores.
Moved the Royal Navy group outside Bougie further west.
Increased French coastal gun strengths at Oran.
Changed coastal primary objectives at Oran and Alger to secondary.
Added a few primary objectives inland.

I have created 2 challenges for the Torch scenarios if anyone would like to help testing them.
I picked French factions.
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Nice one Erik.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

MicroMod 4.6
Link updated in first post.

2v2 Torch East 1942 1.2:
Halved the French coastal gun strengths in the Oran (west) area.
Moved most of the French units in the Oran area further inland.
Moved most of the French units in the Alger (east) area further inland.
Moved Allied units closer to Oran/Alger shores.
Erik2
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NavalMod 2.0

Post by Erik2 »

NavalMod 2.0
Link updated in first post.

Edited a number of air/naval stats.
Added a lot of US/Japanese/Italian ship classes and air unit types, just about everything needed for 1941-42 scenarios.


Royal Navy 40-42
Complete rework of the whole campaign; changes to primary/secondary objectives, AI scripting, play balance and more.
Fleet Air Arm and carrier units now have their own faction.
Royal Navy light cruisers and destroyers are now aux units. The number of core units were simply too many.

I have started playtesting a brand new campaign, Imperial Fleet 1941-42.
stevefprice
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Re: Erik's campaigns & mods

Post by stevefprice »

Erik2 wrote: Wed Mar 27, 2024 2:44 pm MicroMod 4.6
Link updated in first post.

2v2 Torch East 1942 1.2:
Halved the French coastal gun strengths in the Oran (west) area.
Moved most of the French units in the Oran area further inland.
Moved most of the French units in the Alger (east) area further inland.
Moved Allied units closer to Oran/Alger shores.
Possibly French still with too quick an access to the coast to deny landing zones :)
FenchTooClose.jpg
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Brenmusik
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Re: Erik's campaigns & mods

Post by Brenmusik »

..But It certainly makes for a good fight, my poor Americans :wink:
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

One of my U-boote even managed to sink a (admittently small) carrier :shock: in one of our Torch games.
Bobster66
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Re: Erik's campaigns & mods

Post by Bobster66 »

Hi Erik,

Happy to see you update the Naval Mod!

In the third scenario, Spartivento, the third transport would not exit the map so it ended in a defeat. I took a look in the Editor and it appears that the exit hex is actually one hex north of the three hexes marked on the map. Reloaded the last turn, moved the transport to that location and it worked.

While looking in the editor, I also noticed there was at least one BB and many CAs in the setup, but during the game only 3 CAs made an appearance (and no BB). I may have sunk the BB in a previous scenario, but don't think I had sunk that many CAs previously.

The Secondary Obj to not lose a CV or BB also did not trigger and remained a question mark.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

Bobster66

Thanks for the detailed feedback.
I've added the Spartivento issues to the next update.
I'll take a look at the sunk-Italian-triggers for all scenarios.
I

Erik
33Charlemagne
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Re: Erik's campaigns & mods

Post by 33Charlemagne »

Hello and thanks for this fantastic job; please a suggest; I play on macOS but: 1) when I Install Banzai's campaign this is blocked at the start (After the window of campaign start and the line of installazione is stopped). I Believe because the postion of Folders is different. IF I mix the scenario and others the risk is to overwrite those on the file already exist. Can You help me??? Please ! Thanks a not. Rik
P.S: this occur for the major part of campaigns
provazcuk
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Re: Erik's campaigns & mods

Post by provazcuk »

Hello, first of all, thank you for awesome mods.

I have a problem with Semper Fidelis 1941-42 campaign - on Wake island, I have 2 objectives at the end of the scenario under my control (airfiled and Deveraux HQ - primary objectives 2/2), but I still lose... I don't want to play all scenario again, is that a bug or am I doing something wrong? Thank you for your answer.
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

provazcuk

It may be an issue with the scenario.
You can give yourself an automatic victory by opening the console (Ctrl c) and enter #igotnukes.
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Advice with Banzai 1939-41 Scenario 5 (Nomonhan 2)

Post by tag1555 »

Hi Erik - I started playing OoB this year, and finding your mods was fantastic - have really enjoyed playing scenarios not covered by the main game especially, so thanks for all your work! :D

I'm really struggling with Scenario 5 in Banzai '39-'41, Nomonhan 2 (under SquadMod). I've played it many times, but no matter what I try, nothing seems to end in victory. I've tried dividing my forces to hit the wings and the center, then attempt to combine for a final charge - too slow, too much ground to cover, ran out of time. Tried concentrating everything into a single thrust along the main road instead - too many Soviet tanks and infantry, get bogged down at RB#2, ran out of time. Have tried different mixes of my forces - heavy on tanks, heavy on infantry, heavy on anti-tank. None of it seems to help - I keep running into endless waves of tanks and infantry which gum up any main attack thrusts long enough that even when my forces aren't destroyed outright, they just don't have enough time left even after winning major battles to get to the 4th-5th-6th objectives that are needed to win and advance. I was really hoping to try the Guam and Wake ones, but its been very frustrating trying to get past this one...which I guess is historically accurate, but :cry:

Does anyone have a tactic(s) that worked for them in getting a victory in this one? Any help would be appreciated!

(Apologies if this isn't the right forum for this kind of question.)
Erik2
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Re: Erik's campaigns & mods

Post by Erik2 »

There is a long time since I last played this scenario, so I do not have any specific playing tips.
But I have edited the scenario a bit to make it easier; removed all Soviet commanders and reduced all Soviet unit experience (mainly from 3 to 1).
Replace the original scenario with this one. You need to restart the scenario.
https://www.dropbox.com/scl/fi/fr7k7hm4 ... ux5bw&dl=0

If all else fails you can always give yourself a major victory by opening the console (Ctrl c) and enter #igotnukes

Hope this helps
Erik
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