Partisans

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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tyronec
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Partisans

Post by tyronec »

Should the Corps not have stopped this, none of these units have moved ?

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marion61
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RE: Partisans

Post by marion61 »

Partisan activity should be toned down some imho. Especially in 41-42 when there weren't very many partisans yet. 44-45 I would expect heavy partisan activity, but I actually have had partisans cut off the entire Eastern Front, twice, in my present game. I've had up to 16 partisans cutting rails on a single turn, and I have every town in France and Russian garrisoned by a division. I spend the majority of my turns in Russian railing divisions around to open up supply again. Toning down the amount of partisan activity in the early years would be welcomed.
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RE: Partisans

Post by ncc1701e »

Which patch level are you playing?

v1.00.02 is adding few changes:
1. Divisions now have ZoC vs partisans
2. Lowered chance of partisan unit in game
3. Modified Partisans to increase in frequency by year and country
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marion61
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RE: Partisans

Post by marion61 »

I'm using v1.00.02.01.
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AlvaroSousa
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RE: Partisans

Post by AlvaroSousa »

That might have been damaged rail from before that wasn't repaired. The partisan activity is fine. I played the 1942 scenario and had none or little issues with partisans.

I also toned it down some. Spain will have a lot of partisans. They hate invaders.

Those type of partisan hits repair themselves with rail repair. They represent the interference with supply and mostly slightly affect effectiveness recovery due to a lower map supply level.

They do not appear next to a unit. Unless I am reading my own code wrong.
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tyronec
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RE: Partisans

Post by tyronec »

They do not appear next to a unit. Unless I am reading my own code wrong.
That is my question. There was no damage here the previous turn, I railed units out of Spain.
This turn despite having the track 'protected' I couldn't rail anything out.

It is rare, elsewhere ZOCs are protecting rail so I was surprised to see this.
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toddtreadway
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RE: Partisans

Post by toddtreadway »

Why not abstract the whole partisan hunting exercise by using a system similar to the escort system? Basically, you'd have a certain number of supply garrison points and they would suppress partisans automatically?
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RE: Partisans

Post by AlvaroSousa »

Abstracting the whole system would make it absolute and an accounting issue. Partisans were real they affected railways and supplies. It is an easy matter dealing with partisans.

There should be a healthy level of anxiety in the game especially with Partisans.

Which patch do you have tyronec? Make sure you have 1.00.02.01.
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tyronec
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RE: Partisans

Post by tyronec »

Yes, started this on 02.01.

The partisans are manageable, at least so far in my AI game. Just had I think 3 actual partisan units show up that were easily enough disposed of.

Seems you just need to protect a few rail lines with a division every 4 hexes and then occasionally hunt them down with loose units. The pic is for October '41 with the rail line protected through Turkey and another one along the North coast of the Black sea.

Have read some of the other posts and appreciate why you have done it this way. My vote would be for an automated system of some sort, there are certainly other games that have that and it works. Just don't enjoy taking part of my move every turn checking that rail lines are OK and/or hunting down units that pop up at random.

What you have works (at least from what I have seen so far), I think it could be improved upon.

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AlbertN
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RE: Partisans

Post by AlbertN »

The amount of troops to garrison railroads seem way over the top.
It's like entire armies garrisoning against Partisans.

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tyronec
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RE: Partisans

Post by tyronec »

Am not sure if it is over the top, most of the units are second rank infantry divisions.
Axis did have a lot of guys on garrison duty as the war progressed.
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RE: Partisans

Post by AlvaroSousa »

What difficultly level did you play this at.
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tyronec
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RE: Partisans

Post by tyronec »

Maximum difficulty - Ubermensch-Optimal.
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RE: Partisans

Post by AlvaroSousa »

Impressive.
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Worg64
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RE: Partisans

Post by 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.
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tyronec
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RE: Partisans

Post by tyronec »

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.
For me this, or something comparable, would add a lot to game playability.
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Numdydar
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RE: Partisans

Post by Numdydar »

Approximately 10% of German forces in Russia were devoted to anti-partisan activity. So a really simple way would be to remove partisans entirely and just reduce Germany's production output by 10% when Russia is invaded.

You could use similar percentages for other countries, Like Spain, etc.

You could even go wild with this and make it more granular with capturing certain cities increasing the percentage of loss. Start at 0% then capturing Minsk increases it by 1% etc. Losing the city would reduce it again.

I know partisans impacted the war effort, but to do all of this to reflect a 10% 'loss' in military power seems excessive.
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tyronec
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RE: Partisans

Post by 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.

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AlvaroSousa
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RE: Partisans

Post by AlvaroSousa »

So much for Ubermensch level.
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AlbertN
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RE: Partisans

Post by AlbertN »

I think it's more a concern when playing vs another human, that so many forces are to be sit behind for Partisans. At least it is so on my end (Given, vs a human player I doubt there would be that ample conquest achieved!)
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