Supply Frustrations

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.

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Vonrich
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RE: Supply Frustrations

Post by Vonrich »

ORIGINAL: Alvaro Sousa

Ok so a partisan pops up. You take some back city like Kiev. Now you put a plane there in the middle of German controlled territory with a dozen corps around it. It can be easily killed.

In WIF the board game if a partisan occupies a hex they control only that hex. If it is a supply source the Russians can annoyingly put units there lol.

Sure. So it sounds like the Russians deployed an aircraft there that they had built but had nowhere else to deploy it. I didn't have an aircraft there to begin with (mine or Russian), a partisan just popped up and then had an aircraft with it. It sounds like it's not a partisan aircraft but a Russian aircraft deployed to a supply hex controlled by a Russian partisan group. Is that correct?
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AlvaroSousa
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RE: Supply Frustrations

Post by AlvaroSousa »

That is correct Russian A/C in the deployment queue and the A.I. brain farted.
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AlbertN
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RE: Supply Frustrations

Post by AlbertN »

Ahem - correction here.

In WIF it cannot happen because a Partisan unit do not convert the ownership of the hex it is in.
A partisan unit prevents railing through the hex, collection of resources, etcetera.

Here from the AI perspective, well ... a player will just faceroll partisan and plane then out of the blue I believe.
TrogusP96
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RE: Supply Frustrations

Post by TrogusP96 »

Alvaro,

I'm terrible at poker. My one observation from a charity event is that with equal players a slight advantage in ealry starting conditions can snowball into an irretrievable situation. I know nothing about programming. so I read the discussion with and the other comments you've made about programming difficulties with interest. The WIF programmer is wrestling with supply programming in order to get it to conform to the board game rules and I say just change the rule. A huge waste of time. Your discussion makes sense.

I do feel that the double capital ship is tough especially for smaller naval powers and the US buildup because the costs are so high right now you cant even get a build started. Also, a strength loss can be recouped with much less time than an original build even though one ship might have been sunk.

Also a number of capital ship encounters only involved one battleship or odd numbers of carriers. The cost/risk ratio is less flexible it seems to me.

I don't understand the scale being odd at 1 ship because right now the logistic. shipyard, PP cost is well over twice armored corps so the units at two capital ships per purchase (plus support) is out of scale with the land and air units.

Also, capital ships were not laid down two at a time until the US got rolling.
They operated in divisions squadrons and flotillas etc. I think the system for infantry units is exceedingly clever and flexible in both on map and in production and the same system applied to naval and air would be awesome. Especially when production is drawn off for upgrades and reinforcements. Maybe from a programming perspective this is too much.

To wrap up the supply issue I appreciate the interplay between supply and effectiveness. Very cool.
Essro
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RE: Supply Frustrations

Post by Essro »

ORIGINAL: Vonrich

Thanks for the reply, Alvaro! Your methodology makes sense. Perhaps it is the alert system that makes it seem worse than it is.
Every turn I would be clicking through 20 or so alerts about partisan activity and out of supply. The level of partisan activity and not being able to do much about it ends up frustrating me. I've included a picture of how I am defending my supply lines. Is this less than you intend for secure supply? It's certainly frustrating in the winter when I can't get to the partisans and my units are sometimes too weak to attack and defeat them in a single turn.

Anyway, thanks again for taking the time to listen and respond!


Image


that is a whole lot of troops on garrison/anti-partisan duty
AlbertN
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RE: Supply Frustrations

Post by AlbertN »

They're not enough by how the Partisan go.
Because the anti-partisan range to prevent them spawning is just a unit ZoC. So you can imagine how many units the Axis needs to safekeep their rails.
And that is why I say partisans are broken.
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AlvaroSousa
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RE: Supply Frustrations

Post by AlvaroSousa »

Thanks for the compliment. On the two capital ship for Naval group this is it a decision done for my experience between two games world in Flames and European theater of operations. The latter had single Capital ships for Naval group new is unmanageable. But if I can find a solution will see what happens
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Taxman66
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RE: Supply Frustrations

Post by Taxman66 »

I don't own Warplan (yet), but I have a suggestion.

Why not implement WIF build rules for ships?

In short, break the build cost into 2 payments. First payment (say 33% of overall cost) lays the hull down and takes 50% of build time. At deployment it doesn't go on the map but becomes available on the production screen for completion. This would cost 67% (i.e. rest of the amount) and also take 50% of the build time.

This also has the advantage of placing partially completed hulls on the production queue at the scenario starts.

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Admiditly, probably a moderately significant coding change. So maybe more of a long term or next game suggestion.
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Vonrich
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RE: Supply Frustrations

Post by Vonrich »

Yeah, I agree, Essro. I think it's too many troops for the outcomes I was experiencing. It's difficult to make decisions about what micro should stay and what should go. Alvaro has done a very nice job of taking away a lot of the micro involved in a game like this, but this is one area where I think there is room for improvement. It's just not fun fighting a dozen partisans every turn - especially in the winter months when it's difficult to get to them. By the end game I felt like half of my turn was managing something that I found both preposterous (that is, how many partisans somehow managed to do so much damage every 2 weeks when under such heavy control) and unenjoyable. This is a system I hope to see updated in a subsequent game as per my recommendations above.
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AlvaroSousa
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RE: Supply Frustrations

Post by AlvaroSousa »

I have to start small, smaller, than I want to with the game and build up. Otherwise there would be too much to fix for a complicated game under the hood. But all the posts and AARs I keep adding ideas for the future.

The Pacific will probably have individual capital ships for sexy play.
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Profender
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RE: Supply Frustrations

Post by Profender »

ORIGINAL: Alvaro Sousa

I have to start small, smaller, than I want to with the game and build up. Otherwise there would be too much to fix for a complicated game under the hood. But all the posts and AARs I keep adding ideas for the future.

The Pacific will probably have individual capital ships for sexy play.
There will be a Pacific version or extension??? Would be awesome! Love this game so far can't wait to have a Pacific theatre and try out the Japanese
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AlvaroSousa
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RE: Supply Frustrations

Post by AlvaroSousa »

Yes I am working on it between bugs and holidays. Today I sent away my family so I could be with my WarPlan family. There is a thread with some screen shots. I wasn't planning on doing one unless the game did ok. It did far better than ok and Matrix is very excited about doing a Pacific. They convinced me to do one and a global in the future.
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Profender
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RE: Supply Frustrations

Post by Profender »

Thanks for the effort! War Plan is a great game and a Pacific theater will do amazing also, I can understand its a massive undertaking but definitely worth it.
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AlvaroSousa
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RE: Supply Frustrations

Post by AlvaroSousa »

The Pacific is far easier to create because I already made all the mistakes in WarPlan Europe.
Creator Kraken Studios
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Designer Strategic Command
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- Assault on Democracy SC2
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