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RE: Partisans

Posted: Thu Feb 13, 2020 5:10 pm
by ThunderLizard11
ORIGINAL: tyronec

This is USSR in July '42 from my AI game.
4 partisan units this turn, to make sure of killing them you need to rail 2 divisions to each to surround them, one division might not do the job as they can run away. And a single Allied division is not strong enough.

You could argue that the game is over but I am less than half way to a VP victory, so to play the game out is going to take a lot of chasing down partisans over a lot of moves, which is going to become very tiresome with not much happening on the rest of the map.

I am finding partisans to be a bit of micro. Is there an option to disable them or automate hunting them down?

RE: Partisans

Posted: Thu Feb 13, 2020 6:34 pm
by MorningDew

I am finding partisans to be a bit of micro. Is there an option to disable them or automate hunting the down?

Or it might be interesting to have an option that, instead of a unit, it is an amount of damage that slowly gets repaired.

RE: Partisans

Posted: Thu Feb 13, 2020 6:41 pm
by PanzerMike
Perhaps it is an idea that partisans become less if the Germans are doing well on the Eastern Front? I can imagine that if Leningrad, Moscow and Stalingrad are taken (just an example) that partisans activity becomes less, because the USSR is losing the war.

In Western Europe resistance became stronger later in the war when it was obvious that the Germans were not doing too well.

Again, just an idea to prevent the pain that is micro managing your garrisons in a (nearly) beaten USSR.

RE: Partisans

Posted: Fri Feb 14, 2020 12:48 pm
by ago1000
+1 agree with Worg64 & Tyronec

RE: Partisans

Posted: Fri Feb 14, 2020 1:09 pm
by FrankGallagher
ORIGINAL: Worg64

I think the partisans work ok now but I wouldnt mind to take them away in the game as they currently work due to much micromanagement and instead as suggested earlier have it works like the current game system for sub/escorts on a specifik page but instead have a partisans/security forces page.
Each country would be one area and russia could be divided into several areas where the player put security forces to prevent partisan activity.
Failure to uphold enough security would result in production losses and random rail hex breaks in the specifik area/country.

I like the biggest part of this idea, Regions/Areas and a page to track partisan activity across all regions. Security forces delegated to a region (either divisions removed from the map or production devoted to security forces that never appear on the map) affect the *level* of partisan activity, but never eliminate it, which would be ahistorical. Activity might mean a reduction of the supply level to all hexes in the region, a loss of security forces, or both.

RE: Partisans

Posted: Fri Feb 14, 2020 2:14 pm
by FrankGallagher
Since last post, had a cool AI move that made me rethink a little. I still don't like chasing little partisans around the map. But I did suddenly appreciate the partisan effect of cutting off a particular rail hex. I just had a whole German army cut off from supply due to the perfect partisan hex. I like the idea that I still need to garrison valuable cities and junctions to prevent that from happening again. Much more interesting than an overall supply penalty to a region.

RE: Partisans

Posted: Fri Feb 14, 2020 6:02 pm
by PanzerMike
I have played a few games against as Axis vs AI. I am ok with how partisans are implemented in Warplan, for the most part anyway.

My only gripe, is that there is no arc. They are active from the get go and remain so till the bitter end.

There is no relation to how the war is going. Even when the USSR is on its last legs the partisans keep on coming. Perhaps partisans should be restricted to just rail damage at a certain point, after defeat seems inevitable. Maybe relate activity to the morale of the country?

RE: Partisans

Posted: Fri Feb 14, 2020 6:57 pm
by AlvaroSousa
Read up on partisan activity on the Eastern Front. You will be floored. My numbers could be off by in 1941 there were 90,000 partisans in Russia = 3 WarPlan large corps.

In 1944 500,000.

RE: Partisans

Posted: Fri Feb 14, 2020 11:28 pm
by ThunderLizard11
ORIGINAL: Alvaro Sousa

Read up on partisan activity on the Eastern Front. You will be floored. My numbers could be off by in 1941 there were 90,000 partisans in Russia = 3 WarPlan large corps.

In 1944 500,000.

I have no issue with tying up 3 corp or smaller units to deal with them but the whack a mole gets to be tedious after a while and takes away from the enjoyment of the game.

RE: Partisans

Posted: Sat Feb 15, 2020 5:21 am
by PanzerMike
ORIGINAL: PanzerMike

I have played a few games against as Axis vs AI. I am ok with how partisans are implemented in Warplan, for the most part anyway.

My only gripe, is that there is no arc. They are active from the get go and remain so till the bitter end.

There is no relation to how the war is going. Even when the USSR is on its last legs the partisans keep on coming. Perhaps partisans should be restricted to just rail damage at a certain point, after defeat seems inevitable. Maybe relate activity to the morale of the country?
Oh I believe you and I knew that partisans more or less controlled large pieces of territory behind the front lines (especially the forests and swamps).I like how the partisans are a real factor to deal with on the map instead of abstracting them in some other way (and reduce them to a statistic or something).

I also feel that they can get a little tedious in certain circumstances. Their numbers grew as the war progressed, especially when the tide of war was turning against the Germans. So I think it would be nice if there was some kind of development in Warplan as well. To keep things simple I would say say relate the activity of the partisans to how the war is going in the USSR, or in the case of Warplan: country morale.

When morale becomes progressively lower, because the USSR is seemingly losing the fight, I can imagine that motivation to fight as a partisan is also lower. Just a thought.