Squad 44

Squad 44

57 ratings
Etreham
   
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852.985 MB
Oct 2, 2021 @ 4:01pm
Mar 28 @ 11:37am
22 Change Notes ( view )

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Etreham

Description
Mod is currently not up to date and is only useable via PSRM mod. (May 2025.)

About

Village of Étréham is located in Normandy and has been occupied by 352. Infanterie-Division on 1st of June 1944. After landing on Omaha Beach, Allies have sent 3rd Battalion of the 1st Infantry Division under command by Lieutenant-Colonel John T. Corley to advance south and cross the Aure river via the bridge near Étréham. To their surprise, Germans have put a significant resistance and held off Allied advance for a full day. Despite their efforts to halt the advance, Allies have managed to push through the next day, after the town and surrounding areas have been bombarded from the destroyer USS Baldwin.

This mod allows you to relive the battle for town of Étréham. You can choose to play as a soldier of 1st Infantry Division in an attempt to push off Omaha Beach and secure more territory in German-infested France, or as a member of 352. Infanterie Division in order to stop the Allied advance and push the invasion back!

The mod offers four offensive layers that offer a very similar gameplay experience to vanilla Post Scriptum, and aim to bring the battle as close to realism as possible, with a lot of new content, custom assets and photorealistic portrayal of the area.


Available layers:
  • Etreham_Offensive_01 - BR1 attack, day.
  • Etreham_Offensive_02 - BR1 attack, morning.
  • Etreham_Offensive_04 - BR1 attack, rain.
  • Etreham_Offensive_04 - 352. IR counterattack, night.

Further info:
  • Custom factions - 1st Infantry Division and 352. Infanterie-Division
  • Custom uniforms
  • New vehicles: Sdkfz. 251/10, captured R35 and Panhard
  • Improved commander assets - Added Dornier 17 bomb run and Junkers 87 G2 strafe run
  • Regular offensive rules and gameplay

Special mentions:

Thanks to Phyxius and Frank Machin for help with this mod, Internoto for allowing me to use some of his amazing vehicles from Project Variety, as well as Idolo for sharing his Frontline mod & new logi/commander assets from Mos Teutonicus: Expansion Pack.
21 Comments
Dino  [author] Nov 10, 2023 @ 2:00pm 
Major Disaster, it certainly shouldn't be font issue as it's using same fonts as vanilla PS. Actually, almost all of the assets are vanilla, with exception of some assets generously provided by Internoto and Idolo. Neither of those should affect the game in any way. I would suggest just verifying game files, subscribe/unsubscribe to the mod and see if that helps.
Major Disaster Nov 6, 2023 @ 3:24am 
As of yesterday this mod seems to crash NVIDIA GeForce NOW, when installing / downloading at the beginning of a session.

I wonder if the issue is font related?
Enchilada Nacho Mar 3, 2022 @ 3:47pm 
No problem
Dino  [author] Mar 2, 2022 @ 11:27pm 
Thank you for correction, Enchilada Nacho.
Enchilada Nacho Feb 25, 2022 @ 7:33pm 
It should be Omaha in your description, not Utah Beach.
lippianer Jan 22, 2022 @ 3:02am 
n1
Dino  [author] Jan 3, 2022 @ 4:13pm 
Fair point. I have made the bushes 'a wall' in last update because I wanted to see how it'll affect the gameplay. The idea was to make it harder for the armor (attackers at least) to move around since map is small and very easy to traverse, but if it was better before then I'll revert. I haven't really thought about effects on infantry. Making them climbable sadly isn't an option because it's vanilla model's fault... It has very poor collision mesh and really can be described as a 'wall' rather than a tree.

Ammoboxes on the point are a good idea and I'll keep that in mind for next update, because I know that ever since AO came out, AT infantry's life became miserable. So yeah... Without proper team effort it's almost impossible to take out tanks, and placing few permanent ammoboxes should be enough to rectify this.
Deninator21 Jan 3, 2022 @ 12:48pm 
So well most of the bushes are just a wall and not climabale in anyway ,theres no logisupplies in the points ,so its very hard for a team to defend most of the times. In my case myself run like 15 min to ask everyone for ammo to kill a tank thats been stuck for ages and in the End i blowed mysefl up to get ammo.

So maybe just do some ammoboxes in the points that will help annyone and please fix some of the bushes. Thanks
Dino  [author] Jan 2, 2022 @ 11:37am 
I agree with you that it sounds like a good idea (especially airdrops although that requires me to request & add other modder's work which is not as simple), I'd personally prefer to keep it without logi. Logistics have became a keypoint of the game and I think it's nice to see a map where logistics don't have a full time job in keeping their team operational and efficient. Perhaps one truck only would not give them such responsibility, but it still does not work well when it comes to abuse or balance. One well placed ammo box could make US deadly/abusive, while Germans would have minimal benefits from them. So balance-wise, when one side's logi performs much better (FOBs giving them more advantage, repair stations being more useful, mortar pits actually having targets, ammo boxes allowing area denial) it's best to just remove it altogether. Bridge supplies are exception because they offer minimal advantage to defenders. They aren't game changer nor a source of any possible abuse.
BlackLabel Jan 2, 2022 @ 5:59am 
As for logistics. Maybe make one car spawn initially and not respawn after beign destroyed. Alternativly german modder idolo implemented supply drops for command as a function (500 pt every 9 minutes available or so) maybe that be a better option.