Destroying isolated units

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

Moderator: AlvaroSousa

Post Reply
Carterjon
Posts: 56
Joined: Tue Mar 01, 2011 4:58 am
Location: San Francisco, CA

Destroying isolated units

Post by Carterjon »

Playing Barbarossa and successfully pocketing large numbers of Soviets. But they are hard to eliminate. Do they eventually die from lack of supply or are they more likely to surrender?
User avatar
sillyflower
Posts: 3509
Joined: Wed Aug 04, 2010 4:39 pm
Location: Back in Blighty

RE: Destroying isolated units

Post by sillyflower »

Units carry 3 supply points with them, apart from a few exceptions.They use 1 per turn. No supplies left = a very weak unit.
web exchange

Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?
User avatar
baloo7777
Posts: 1194
Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

RE: Destroying isolated units

Post by baloo7777 »

It takes 4 turns to make a cutoff unit weak enough to be destroyed with Inf alone. Or on the 3rd turn, you can attack it with air and Inf and/or Armor if you want to kill it. Usually, more than one cutoff unit at a time is not possible to destroy, so you can expect to spend 5-6 turns (x 2 weeks each or 10/12 weeks time) to kill 3-4 units. I learned that both the AI and PvP will try to open a 1 hex path to resupply and are successful quite often. On the Eastern Front, I've started thinking in terms of how much oil/time will it take to cut off and destroy these units rather than the massive pockets you might want to do.
JRR
Carterjon
Posts: 56
Joined: Tue Mar 01, 2011 4:58 am
Location: San Francisco, CA

RE: Destroying isolated units

Post by Carterjon »

This is my dilemma. One of the great strengths and successes of the game design is precisely that blitzkrieg and pockets are possible, and I’ve probably encircled 20-30 units in Barbarossa in the first three months. I’m not familiar enough with the history to know how long it took the Axis to reduce the very large pockets they created in real life, but 10-12 weeks sounds long. It seems that if a unit is isolated, even if carrying around supplies, that it should be more likely to surrender.
User avatar
ncc1701e
Posts: 10723
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: Destroying isolated units

Post by ncc1701e »

ORIGINAL: Carterjon

Playing Barbarossa and successfully pocketing large numbers of Soviets. But they are hard to eliminate. Do they eventually die from lack of supply or are they more likely to surrender?

Except if there is a supply source within your pocket.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Harrybanana
Posts: 4098
Joined: Sat Nov 27, 2004 12:07 am
Location: Canada

RE: Destroying isolated units

Post by Harrybanana »

ORIGINAL: Carterjon

Playing Barbarossa and successfully pocketing large numbers of Soviets. But they are hard to eliminate. Do they eventually die from lack of supply or are they more likely to surrender?

My thoughts (perhaps to be implemented in Warplan 2) are:

1. Any City supply source that cannot trace to another City supply source should have its supply reduced to 5.
2. Units with 0 supply should lose 30% of their effectiveness every turn. So a unit that starts with 80% effectiveness would go to 56% than 39% than 27%. Of course, if it is bombed or attacked it will lose effectiveness even quicker.
Robert Harris
Post Reply

Return to “WarPlan”