Warplan 2 wishlist

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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MagicMissile
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Re: Warplan 2 wishlist

Post by MagicMissile »

ncc1701e wrote: Sun Mar 26, 2023 2:34 pm Computer is there to mask it. In terms of supply, having 9 on each rail is too easy. Including cities as railheads or supply depots could be already a plus. Something like Rovno giving a 9 once the railway to this location is repaired. From there, the railway will give 8, 7, 6, … at one, two, three hexes distance until you are reaching Zhitomir. And, once rail is repaired, Zhitomir will give 9 supply and so on. Small thing but taking cities for supply will suddenly become vital. And panzer run bypassing too much cities will suddenly go to an halt.
Not sure how long time and dificulty of coding but making the last converted city into the 9 supply hex seems like a really nice idea I think :) .

/MM
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AlvaroSousa
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Re: Warplan 2 wishlist

Post by AlvaroSousa »

How supply will be modified I am not sure of yet.

I am collecting all sorts of data for WP2. The Pacific is always the hardest to get accurate data on.

I had to do a lot of research how how to do the weather system for WPP.
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sveint
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Re: Warplan 2 wishlist

Post by sveint »

On the subject of supply, in WarPlan the Western Allies never base aircraft in France in 1944 because all the supply needs to go to infantry units.

Perhaps some sort of separate supply for air units unless it's too complicated?
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Re: Warplan 2 wishlist

Post by AlvaroSousa »

It would just be a cost reduction.
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Re: Warplan 2 wishlist

Post by ncc1701e »

Ships, subs using move points with attacks consuming move points like land units instead of two operation points by turn. This is limiting too much naval battles.

Also, I don't like the way carrier / naval battles are done. Few changes I would like to see:
1. clear distinction between CVL and CV - number of planes
2. clear distinction between countries. Again number of planes, US CV was able to carry more carrier based planes than UK or Japanese. Today, this is the same everywhere.
3. clear distinction between countries. Damage control. This should be a technology. This should allow to save ships from sinking. And the latter technology level must allow US to repair their ships everywhere (in Enewetak for example) with auxiliary floating drydocks (to buy with PP) that were able to repair battle damage to even the largest ships and do regular maintenance in the field saving ships trans-pacific travel time for repair.
4. clear distinction between countries. Radar. This was a game changer for ships, subs to find the enemy. This should be a technology. Every country should have access to it. Japanese and Italian fleets will have then the possibility to use it.
5. More details on damage done to ships. And with real impacts on the way they are moving, fighting.
6. Shipyards and drydocks must be counted and used for repair. Repair must be delayed if there are none available.
7. Coastwatchers reports. Radio interception reports. Subs reporting movement in and out of ports if they are located near one of them. Search planes reporting fleets.
7. False reports. False reports. False reports. More false reports. A CV fleet detected with no CV once attacked. A ship sunk whereas it was not. Yorktown was supposed to be sunk at Midway.
8. A carrier battle is never lasting two weeks. One to three days at most. This should be represented someway. I have a very specific idea what I will implement but I am sure it is overcomplicated.
9. Search arcs for planes (land based and carrier based). Again, before radar, the old method with bonus for detecting or not an enemy. A 360% arc must be less effective than a 60% arc since all your planes are spreaded instead of concentrated. Then, you need to guess.
10. To finish, my same complain. Carrier based planes independent counters.
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Re: Warplan 2 wishlist

Post by Nirosi »

ncc1701e wrote: Sat Apr 15, 2023 5:28 pm 3. clear distinction between countries. Damage control. This should be a technology. This should allow to save ships from sinking. And the latter technology level must allow US to repair their ships everywhere (in Enewetak for example) with auxiliary floating drydocks (to buy with PP) that were able to repair battle damage to even the
Could an easy fix simply be to give an extra defense to the Allies to represent that? It does have the advantage to be easy to implement in the actual version without having to wait for WPP2, which could then use your proposal when it arrives?

Right now, naval units are the only ones where nationality never impacts the base attributes. It will bring them to par with air and land units. Even the Japanese might have a bonus maybe on some type of units?
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Re: Warplan 2 wishlist

Post by ncc1701e »

Another point with invisible fleets.

1. When a surface fleet is doing shore bombardment, it is immediately detected. That is fine.

2. When a surface fleet is doing a surface attack, it is immediately detected. OK but if it is retreating, why is it still detected? It must not be automatically detected in its new hex. It has to be searched once again before been detected.

3. When a carrier fleet is doing a carrier attack, it is immediately detected. I disagree with this. It has not to be detected. Only an indication of the general direction the planes are coming must be highlighted. No way to have the exact location of the CV fleet, it must remain invisible until detection by the enemy.

About search planes, there are boardgames that simulate them easily without tons of additional rules. All Land and carrier based planes must have the ability to search and recon on top of land or sea hexes. Land based planes can search one hex per turn. CVL planes can search one hex per turn. CV planes can search two hexes per turn. All this will addition themselves in the ability of a given task force to search plenty of hexes around its location (basically a circle with a range based on the plane performance).
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Re: Warplan 2 wishlist

Post by generalfdog »

some of that may be a little to in depth for this game but I think US dry docks could be simulated as well as individual country attributes for naval units. US essex class CVS should cost less and take less time to build. I think rather than the small fleet thing I would rather see big fleets harder to detect which would make spreading your fleet out more advantageous, as is large fleets are almost always spotted
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Re: Warplan 2 wishlist

Post by sveint »

A "free agency" option (only as an option!) where all major powers are free to declare war on anyone at any time. No artificial/historical restrictions. UK can declare war on Soviets, Soviets can declare war on Germany, etc etc
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Re: Warplan 2 wishlist

Post by ncc1701e »

Per this thread, https://www.matrixgames.com/forums/view ... 2&t=394438
AlvaroSousa wrote: Thu Apr 06, 2023 1:44 pm WP2 system changes naval opts to move points with attacks costing move points.

It also has interception along the way. I am already testing it. It gives the chance to move out, be intercepted, then move back if you took too much of a beating. There is also the naval retreat as well.
I find this is indeed a right thing to do. Two operation points are limiting naval tactics too much.
Last edited by ncc1701e on Sun May 21, 2023 9:47 am, edited 1 time in total.
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Re: Warplan 2 wishlist

Post by ncc1701e »

For Pacific, I also find that the Marines division lacks punch. If we could form a Marines corps with three divisions, it would be better. All my games where ending the same way with infantry army corps doing the naval invasion instead of the Marines.

Also, I am not sure Division is the standard unit of Japanese and US forces on each Pacific islands. I think Regiment is more at the good scale.
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Re: Warplan 2 wishlist

Post by ncc1701e »

Something I don't like in Pacific for one hex island. I have a division on top of it. And I would like to reinforce it to small corps or large corps. How am I doing that?

Well I form a corps elsewhere and bring it by sea. And in the process, I am losing the entrenchment level that the division had on the one hex island.

I would like this mechanism, and the linked UI, solved for WP2.

I would like to be able to merge a division coming by sea on top of the existing division on the one hex island.
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Re: Warplan 2 wishlist

Post by ncc1701e »

Developping my wish of separate counters for carrier based planes on top of CV, please have a look at what TOAW4 is doing. My wish is to have fighter groups and bomber groups to split missions. For example, a bomber group doing naval air attack while the fighters are escorting them. Or bombers doing naval air attack while fighters are doing airfield attack.

And, with two CVs, we can have two bomber groups doing naval air attack while one fighter group is escorting them and the other fighter group is doing airfield attack. Or, we can have two bomber groups doing naval air attack while one fighter group is escorting them and the other fighter group is doing CAP over the two CVs.

And don't tell me this is abstracted. Because when a land bomber unit is doing a naval or a land attack, an enemy bomber in range, that is supposed to have 1/3 fighters inside it, is not doing any kind of air interception.
CV planes in TOAW4.JPG
CV planes in TOAW4.JPG (81.84 KiB) Viewed 890 times
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Re: Warplan 2 wishlist

Post by ncc1701e »

Still on the naval aspect of the game, per this thread https://www.matrixgames.com/forums/view ... 7#p5098767

Add the possibility to decrease effectiveness lost while at sea penalty by technology. This was done during the war by USA.
https://www.matrixgames.com/forums/view ... 2&t=382111

I have already talked earlier about a real usage of transport to reinforce / repair units when they need to be a sea travel. Typically UK / USA troops in Africa or in Europe would need transports to bring manpower to their damaged units.
https://www.matrixgames.com/forums/view ... 2&t=382087

A solution to reinforce units outside of their ports by sea resupply. I would like a real Guadalcanal campaign lasting six months.
https://www.matrixgames.com/forums/view ... 2&t=387632

And, at last, a review of Fleet mode and the automated carrier / surface interception that is devastating. generalfdog's excellent summary:
The cheesiest thing I can't stand is when players move out, trigger an intercept, destroy a bunch of ships and then move back to port hence my campaigning for a no intercept button
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Re: Warplan 2 wishlist

Post by ncc1701e »

Better management of bottomed ships. Today, in port level less than 5, they are irreparable.
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Re: Warplan 2 wishlist

Post by ncc1701e »

In the wishlist, a weather forecast to plan the next turn. Plus, I don't want one weatherzone to have unrealistically exactly the same weather everywhere. Some random variations must be done with the linked consequence on land/air/sea reconnaissance and combat. This will be especially useful in the Pacific to hide your fleets under a cloud...

Examples.
weather forecast 1.JPG
weather forecast 1.JPG (388.63 KiB) Viewed 841 times

weather forecast 2.JPG
weather forecast 2.JPG (206.65 KiB) Viewed 841 times
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Re: Warplan 2 wishlist

Post by ncc1701e »

For sub warfare (Atlantic or Pacific), allow the player to give an order to prioritize between sinking escorts or transports.

For the naval aspect of the game, have the transports really used to transport supplies to the units in Port Supply.
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Re: Warplan 2 wishlist

Post by george420 »

Yo Alvaro,
Easy with the rules, the player base is aging and it's hard anough memorizing all this stuff, thanks. Excuse me, I have to find my car keys.
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Re: Warplan 2 wishlist

Post by ncc1701e »

One other thing regarding Gibraltar. Today's rule prevent German subs to enter the Med. Perhaps only surface ships, and not subs, should be prevented to pass Gibraltar if it is owned by one side or another.
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Re: Warplan 2 wishlist

Post by generalfdog »

Separate manpower for air vs land, historically Germany and Japan had the edge in air power initially due to having excellent pilots but quickly lost that edge because they couldn't replace their lost aces, so to simulate this wp2 could have separate manpower for air units, (pilots) with Axis having less than allies thus quickly losing quality if they take heavy losses. i think this would be better and simpler then having pilots like wif
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