State of the game 1.02

WarPlan Pacific is an operational level wargame which covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale.

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YueJin
Posts: 360
Joined: Mon Jan 05, 2015 7:00 pm

RE: Part 2: VP

Post by YueJin »

I do think a lot of what you say is accurate but ignores the potential of the allied mass sub blockade campaign which you began using in late '43. If geared up for it, you can easily achieve 40+ sub groups by mid-late 1943 which is enough to blockade every Japanese held port outside of the home islands and there's very little the axis player can do about it, 6 naval air strikes from tactical/close support LBA may sink one sub per turn at the cost of a huge efficiency loss. I've lost two allied games when I didn't fully understand how supply worked and apart from that have dominated the map with sub swarms and mass division invasions as the allies.

Of course, if blockading in raider mode was removed (as I think should be the case) this tactic would be a lot less effective and the allies would have to come up with something else.
eskuche
Posts: 1152
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Part 2: VP

Post by eskuche »

ORIGINAL: YueJin

I do think a lot of what you say is accurate but ignores the potential of the allied mass sub blockade campaign which you began using in late '43. If geared up for it, you can easily achieve 40+ sub groups by mid-late 1943 which is enough to blockade every Japanese held port outside of the home islands and there's very little the axis player can do about it, 6 naval air strikes from tactical/close support LBA may sink one sub per turn at the cost of a huge efficiency loss. I've lost two allied games when I didn't fully understand how supply worked and apart from that have dominated the map with sub swarms and mass division invasions as the allies.

Of course, if blockading in raider mode was removed (as I think should be the case) this tactic would be a lot less effective and the allies would have to come up with something else.

Yeah, I think it's quite cheesy (even as I am transitioning to it!). In the next part, I'll suggest balance changes. Subs to 100-120 and coastal groups down to sub prices is one of them. Fleet mode for blockading or increasing the blockade to 4-5 would also work. Blockade requirements (for large islands at least, not sure if small islands is hard-coded to 1 ship or x - 2 ships) is changeable in the editor so would not require waiting multiple patch cycles. Would prefer not to have to have the game devolve to such, though.

Edit: I can't check, but does does anti-sub track with the naval air bug?
eskuche
Posts: 1152
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Part 2: VP

Post by eskuche »

Part 3 discusses possible changes to make the game avoid all the following while maintaining compatibility with future path changes. See here:

https://www.matrixgames.com/forums/tm.asp?m=5052488
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