Re: Warplan 2 wishlist
Posted: Fri Jul 14, 2023 12:44 pm
When it comes out just apply for beta and PM me.
Will do.
The movement rates are for Strategic movement. Operational and tactical rates would be much higher. The numbers are taken from period sources and are the consensus rates among current military historians for extended troop movements (multiple weeks to months, the scale of Warplan). If you have a different source, I would be interested in seeing it.canuckgamer wrote: Mon Jul 17, 2023 11:03 pm The movement tables you displayed would be applicable for a operational level and even more so, a tactical scale game but not War Plan. For example I play Combat mission which is a tactical level game, individual tank, vehicles and squads. Let's say a scenario covers an area of 4 miles by 4 miles. Since a Tiger tank has a top speed of about 25 mph and each turn represents 60 seconds it is easy to scale it's movement to the map.
War Plan is a strategic scale game only because it covers the period from September 39 to September 45. The actual play mechanics are a blend of operational and tactical scale. You are moving ground units as small as a division, naval units that represent 2 ships. You conduct individual attacks and then decide whether to attack again with the same unit or send in a fresh unit etc. Any game that covers the entirety of World War II is going to have some abstractions or it will be unplayable.
Strategic Command doesn't even allow you to stack an air unit in the same hex as a ground unit. I played a lot of Advanced Third Reich and at the time just like when Panzer Blitz came out it was considered a revolutionary game design. I also played a number of monster games like War in the East, Wacht am Rhein and Terrible Swift Sword. We had 3 players per side for this games because of the number of units and the size of the mapboards. We tried a game that covered the entire desert war but didn't play for long because we had to keep track of the spaghetti rations for the Italians!
A game has to abstract some aspects to be playable. I wouldn't want weekly turns in War Plan because now there could be almost 300 turns if the game went to September 1945. Using your movement scales this would be more "realistic" but I don't want to play a game that takes at least a year in real time to play.
German tank and mech units with 10 op points now do most of their damage by surrounding Russian units. I can't even imagine what they could do by punching a hole through the lines and then having double the ops left. It is only 22 hexes from Brest Litovsk to Moscow. It also means that they could conduct double the number of attacks not taking in to account the reduction in efficiency. A couple of patches ago Russian mech had their ops increased from 5 to 7 in the spring of 42. I haven't played a PBEM to that point yet but I've read comments where posters considered it significant and this is only an increase of 2 ops.
If you are going to change the number of ops for land units what about air and naval? An interceptor in the game now takes one turn or two weeks to fly 12 hexes to another base which is 360 miles in War Plan.
Basically, your suggestion would in my opinion mean developing a completely new game system for War Plan. I certainly don't want it to be as complicated as Grisby's War in the East which has a 520 page manual.
Well, this is the Warplan 2 thread. If by next game, you mean Warplan 2, then I am fine with that.
In the Russian campaign, this is only the weather the limiting factor to prevent any operation in the east. Never there is a need to build up supplies for an offensive. Never there is a choice or a trade off to do because your army don’t have enough ammunition and supplies to attack on two axis in parallel.The bulk of the German armed forces had to be committed to overcome the Poles, and the expenditure in ammunition, gasoline, and materiel was such as to preclude concurrent German operations on a similar scale in the west or elsewhere.
if I'm not mistaken, what the panzers could do in a day (300 miles) and how many of them would make it were too different things .... this kind of adventure would have resulted in horresnous breakdown rates ... different vehicles had different thresholds as to wear and tear to failure needing rest and repairs ..... and god help them if they didn't have good supply throughout this ....RocketMan wrote: Tue Jul 18, 2023 12:37 amThe movement rates are for Strategic movement. Operational and tactical rates would be much higher. The numbers are taken from period sources and are the consensus rates among current military historians for extended troop movements (multiple weeks to months, the scale of Warplan). If you have a different source, I would be interested in seeing it.canuckgamer wrote: Mon Jul 17, 2023 11:03 pm The movement tables you displayed would be applicable for a operational level and even more so, a tactical scale game but not War Plan. For example I play Combat mission which is a tactical level game, individual tank, vehicles and squads. Let's say a scenario covers an area of 4 miles by 4 miles. Since a Tiger tank has a top speed of about 25 mph and each turn represents 60 seconds it is easy to scale it's movement to the map.
War Plan is a strategic scale game only because it covers the period from September 39 to September 45. The actual play mechanics are a blend of operational and tactical scale. You are moving ground units as small as a division, naval units that represent 2 ships. You conduct individual attacks and then decide whether to attack again with the same unit or send in a fresh unit etc. Any game that covers the entirety of World War II is going to have some abstractions or it will be unplayable.
Strategic Command doesn't even allow you to stack an air unit in the same hex as a ground unit. I played a lot of Advanced Third Reich and at the time just like when Panzer Blitz came out it was considered a revolutionary game design. I also played a number of monster games like War in the East, Wacht am Rhein and Terrible Swift Sword. We had 3 players per side for this games because of the number of units and the size of the mapboards. We tried a game that covered the entire desert war but didn't play for long because we had to keep track of the spaghetti rations for the Italians!
A game has to abstract some aspects to be playable. I wouldn't want weekly turns in War Plan because now there could be almost 300 turns if the game went to September 1945. Using your movement scales this would be more "realistic" but I don't want to play a game that takes at least a year in real time to play.
German tank and mech units with 10 op points now do most of their damage by surrounding Russian units. I can't even imagine what they could do by punching a hole through the lines and then having double the ops left. It is only 22 hexes from Brest Litovsk to Moscow. It also means that they could conduct double the number of attacks not taking in to account the reduction in efficiency. A couple of patches ago Russian mech had their ops increased from 5 to 7 in the spring of 42. I haven't played a PBEM to that point yet but I've read comments where posters considered it significant and this is only an increase of 2 ops.
If you are going to change the number of ops for land units what about air and naval? An interceptor in the game now takes one turn or two weeks to fly 12 hexes to another base which is 360 miles in War Plan.
Basically, your suggestion would in my opinion mean developing a completely new game system for War Plan. I certainly don't want it to be as complicated as Grisby's War in the East which has a 520 page manual.
German Panzers could travel around 300 miles without needing to refuel which equates to 12 hexes. Tanks could move at speeds over 20 miles/hr, which equates to moving 200 miles on a long days drive (10 hours), equating to 8 hexes/day (or 112 hexes/14 days). Obviously moving a column of units 200 miles/day was only possible tactically and sometimes operationally, but not strategically for a lot of reasons. However 50 miles/day only equates to driving about 6 miles/hour over an 8 hour period in a day, easily doable over extended periods even in hostile territory.
Regarding attacks, if you had read my proposal you would have seen that I proposed making Motorized attacks cost 2 OPs per attack, so the number of attacks is the same.
Deep drives behind enemy lines should be suicidal like they were in the war. Everybody knew you could drive your units deep into unprotected enemy territory, but nobody did it because it was suicidal. Use the existing game systems to simulate the same impacts in game. Tweaks to the supply system (like huge OP and Effectiveness decreases if Motorized Units get out of supply) solve this problem without unrealistically decreasing movement rates. You could also increase the OP cost for a Motorized attack to 4 to simulate the need to stop and resupply after major combat actions, and/or increase the ZOC cost for motorized units (and/or get rid of the no ZOC cost for captured hexes in a turn "The hex of the retreated unit loses its ZoC"). There's plenty of existing parameters in the game to use for balance.
Long movements would also be extremely hard on equipment. A Motorized unit starting at 100% effectiveness and moving 20 hexes in a turn would need 3 turns of rest at 9 supply to get back to 90% effectiveness, which is probably too short. You could make each hex traveled after half a Motorized units movement cost 1.5% (or even 2%) effectiveness instead of 1%, simulating wear and tear from extended operations. According to the Armored Directorate of the Red Army, the average T-34 in World War Two lasted less than 200 kilometers (125 miles) before requiring major repair or overhaul. That's just 5 hexes of movement. Soviet Motorized vehicles should suffer at least 2% and maybe up to 4-5% effectiveness loss per hex moved. Again, give the players the same problems that their real world counterparts had using the parameters in the game system.
I have been playing war games since the 1970s and don't want a game like The Campaign for North Africa either. I want a playable game that simulates the real world as close as possible while still being playable. I believe Warplan achieves that balance quite well. Changing movement rates adds zero complexity to the game but makes for a more realistic simulation. If additional realism makes the game unplayable, then that's fine. But the goal should to make the game as realistically a simulation as possible while still making the game playable and enjoyable. There's plenty of games that simulate what ifs or even fantasy situations. While those can be fun, they don't simulate WWII, which is what Warplan does.
For Air units, the time it takes for an air unit to move bases is not how far or fast the planes can fly, but how fast the ground support can move. I don't have good numbers on that, but they were all motorized and should be able to travel long distances in 14 days like Mechanized units (50-100 miles/day or more since they are small formations).
Naval movement is necessarily abstract. They only way to realistically model the naval war is hour by hour as War in the Pacific does, which would make a game like Warplan unplayable. I have some ideas for a better simulation of the naval war that I might propose if I have the time (unit stances in ports (e.g. intercept, rest, etc.) and sea areas).
BTW, I'm playtesting increasing the operation points in Warplan to see how it impacts play. I currently have the default rate for Motorized units set to 15 with +5 for the Breakthrough advancement and I'm limiting the number of attacks to 10 max/turn using house rules, although attacking that often is going to wear out a unit so bad it will need 4 months to recover back to 90% effectiveness and result in a lot of causalities, so I can't see it ever being a realistic option.
AlvaroSousa wrote: Wed Aug 02, 2023 2:46 pm The supply system will be better. As I learn to code better.
With building up supplies there needs to be a consequence in building too much supplies. Players have to weigh how much to send. I remember in SPI's ETO/PTO as the Italians you could fill all your ports to the max prewar with supplies and the Med Convoy would be meaningless to attack for the Allies.
Production to supply could be the fix making it not significant but meaningful enough where oversupplying has a cost. The more complex I make it the easier it will be to break. As is in WPE I had to make some manual adjustments for Germany late war in production and manpower to balance out the game due to the Allied overwhelming production.