Reinforcement and Upgrade

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

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DeepTyphoon
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Reinforcement and Upgrade

Post by DeepTyphoon »

The picture below shows 78 production points in Reinforcement and Upgrade.

Is that enough? Or too much? Or just right?

I don't know.

How do I tell?

Is there a way to see the demand for production points in Reinforcement and Upgrade?
production.jpg
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Nirosi
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Re: Reinforcement and Upgrade

Post by Nirosi »

At start the US can use 100% of its PPs just for that and it will not be near enough for quite a few turns. There is not right number, you must chose it. You choose what you can spare and put the repair/upgrade priority accordingly on units. For example, if you want to repair and upgrade 3 BBs, you do the match quickly for the cost, put them on priority and allocate the PPs. One turn, you might want to put it to 0 because you want to save to buy something, another turn, you might want to put all in repair because you had a lot of losses.

It is 1/3 maths, 1/3 art, 1/3 guesswork :mrgreen:

Next version of the game will have manual repair/upgrade I think Alvaro said.
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DeepTyphoon
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Re: Reinforcement and Upgrade

Post by DeepTyphoon »

Hmm. Okay.

It sounds vague.

E.g., every unit of mine on the board is at full strength except one damaged battleship. That battleship has one hit point and is in a port for repairs.

So I put 10 production points in Reinforcement and Upgrade.

Okay.

Is that enough? Not enough? I don't know.

How long will that battleship take to repair with 10 points in Reinforcement and Upgrade. I don't know. If I put in 100 points what difference would that make? I don't know.
Nirosi
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Re: Reinforcement and Upgrade

Post by Nirosi »

Not enough for a BB.

I go by memory from the manual for numbers:

Repair cost are 60% of the built cost for inf, 50% for air and 25% for naval.

if you want to know the cost of a single strength point of a ship, you need to look up its cost at that advancement (1939, 1940 etc.) and then multiply by 25 %. And then adjust for 1 strength point (so divide by 4 for a BB for example). That should be the repair cost for one strength point.

Advancement cost are a fixed 10% of the basic (1939 value) cost of a unit.

So let's say BBs cost 400 in 1939. It means each point cost 100. So it would cost 25 PP to repair such a point for a 1939 BB. Also, every advancement (40, 41 etc.) would cost 40 PP.

Needless to say, once you have teens of units damaged and that can upgrade also, it is becoming complicated fast.

Do not forget the repair/advancement priority order:
1) ships on priority
2) land on priority
3) air on priority
4) other ships
5) other land
6) other air

But if you do not have enough for #1, let's say, program will try then to repair #2 etc.

Inside the same priority, units closer to enemy get repaired first.

Ships can only repair 1 point a turn (if in a port size 5+).
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DeepTyphoon
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Re: Reinforcement and Upgrade

Post by DeepTyphoon »

Thanks!

I think that helps.
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stjeand
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Re: Reinforcement and Upgrade

Post by stjeand »

Early on I normally focus on repairing infantry and air.

Ships are not needed for quite a while so they can wait.

You have to get some forces to Australia and it is best if they are strong.
I like to move them while they are weak since you are light on transports and repair when they get to their destination.

I am more of a proponent to build some stuff early and focus less on the navy. Perhaps a few air and land...
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