Thinking of Buying

War Plan Orange: Dreadnoughts in the Pacific 1922-1930, from the team that brought you War in the Pacific.

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ShermanM4
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Thinking of Buying

Post by ShermanM4 »

Hey folks,
could somebody give me a good rundown of this game? I saw some of the screen shots, and I noticed a ground combat compenent. It was my understanding that this was mostly a Naval Strategy sim. Regardless, I like what I see. As we approach Xmas this one might be on my list.
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Rysyonok
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RE: Thinking of Buying

Post by Rysyonok »

A good rundown? It's good and it's realistic. And yes, it's mostly a naval sim. Get it :)
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goodboyladdie
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RE: Thinking of Buying

Post by goodboyladdie »

Buy Buy Buy!
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engineer
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RE: Thinking of Buying

Post by engineer »

Strengths:
- Excellent strategic level treatment of hypothetical war in the Pacific in the 1920s
- Historically accurate OOB for ships, aircraft, and ground units
- Logistics are realistically handled and operational planning is rewarded
- A number of different scenarios from 60 day operations to multi-year campaign games
- Reasonable scenario editing tools to create your own scenarios.
 
Limits:
- Tactics are typically abstracted out so don't look to display your ship-handling or gunnery skills like some arcade game.
- Steep learning curve - the game has a lot of depth so if the first few hours of playing it don't create some frustration you're not pushing yourself hard enough.
- Loooong campaign games.  Think of 4 year + played in (if you choose) single day turns.
 
On the balance, my interest in the period, the strategic level, treatment of logistics, and editing tools far outweigh the limits.    
 
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Helpless
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RE: Thinking of Buying

Post by Helpless »

ORIGINAL: engineer

Limits:
...
- Loooong campaign games.  Think of 4 year + played in (if you choose) single day turns.

I doubt there was any single game (stock scenario) which lasted for that long. Great Pacific War mod gave some hopes on longer game by bringing more ships and balancing supply distribution. Another point that turn resolution in WPO is quite fast (probably 4x comparing to WITP), so you can easily reach your defeat [:'(]

Imho, future for WPO is in smaller (less than 2yrs) scenarios. With balanced VP and OPFORs. Good example is Cautionaries.
Pavel Zagzin
WITE/WITW/WITE-2 Development
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ShermanM4
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RE: Thinking of Buying

Post by ShermanM4 »

- Steep learning curve - the game has a lot of depth so if the first few hours of playing it don't create some frustration you're not pushing yourself hard enough.

Thank You that is very helpful[:)]
doubt there was any single game (stock scenario) which lasted for that long. Great Pacific War mod gave some hopes on longer game by bringing more ships and balancing supply distribution. Another point that turn resolution in WPO is quite fast (probably 4x comparing to WITP), so you can easily reach your defeat

I dont know I never really played WitP. Can either of you describe what ground combat is like? Are you just landing and taking ports? Or is there more to it then that?
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Helpless
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RE: Thinking of Buying

Post by Helpless »

Can either of you describe what ground combat is like? Are you just landing and taking ports? Or is there more to it then that?

WPO inherits WITP's ground combat system which is quite complicated and usualy the most criticized. Fortunately WPO is mainly naval game and all the flaws of combat system are not that visible as in WITP. But otherwise it has all attributes of land warfare in wargames - land combat units, attack values, support, engineers, leaders, supplies, preparation points, HQ, replacements, disablements, landings, sieges, surrenders, ZOC, banzai attacks , etc [:)]...
Pavel Zagzin
WITE/WITW/WITE-2 Development
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