Request: QoL for anti-partisan warfare (Full Version)

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Solaristics -> Request: QoL for anti-partisan warfare (2/5/2022 10:11:57 AM)

The anti-partisan warfare aspect of the game is by far its least enjoyable aspect for me, but I think a small QoL improvement may help a bit.

Would it be possible to have a key that lights up rail hexes that are susceptible to saboteurs? I find I spend a lot of time in China as the Japanese shuffling around infantry divisions to make sure there are no breaks in my coverage, but I find that I regularly miss a hex or two. The whole process could be sped up by me being able to quickly see where the gaps are.

Also, although it is probably too late for WPP2, please consider a way of abstracting partisan warfare, as while I appreciate its importance to WW2 (I've in fact read whole books on the subject!), it is rarely a fun mechanic in games.

Edit: I'm referring to the 1942 scenario here.




BJGeary -> RE: Request: QoL for anti-partisan warfare (2/5/2022 12:25:28 PM)

Partisans in the China scenario make it almost impossible for a human Japanese player to keep units in supply during the winter. The sheer quantity of sabotage is totally out of control or much semblance to historical reality. Any location 2+ hexes away from a Japanese unit can be sabotaged and on a typical turn as many as a half dozen new locations get ruined. Rail supply gets broken faster than it can be repaired. I have seen turns where the entire Japanese army in China is rendered out of supply, despite not having moved forward and having all been in supply before going on to the next turn. It's ridiculous, and makes the scenario not at all fun.

It wouldn't be quite so bad if you could build cheap battalion or regimental-strength garrison units, but building the number of full-strength infantry divisions needed to keep partisan sabotage at bay is prohibitive.




eskuche -> RE: Request: QoL for anti-partisan warfare (2/5/2022 2:35:32 PM)

You don't need every single rail line intact, just the important ones. Overextending in China is almost not worth it if your armies can be doing literally anything else. You're doing a whole lot of work for maybe just Changsha VP. Northern China is almost impossible to supply, given the port distance rules. Only chance taking it against any attempt at defense is a paratroopers Communist surrender cheese. You're better off approaching China from the south, where you're closer to HK supply.




AlvaroSousa -> RE: Request: QoL for anti-partisan warfare (2/5/2022 3:51:06 PM)

Partisans have been modified many times to the satisfaction of most players. As stated above you don't need to cover every hex.

Conquering China is like conquering Russia in the European map. Each Chinese hex is 4 Russian ones. It is very hard but doable.
Focusing on Southern China is your beat bet as there is 3 resource hexes, a strategic resource, and 3 victory cities.




Solaristics -> RE: Request: QoL for anti-partisan warfare (2/5/2022 5:24:49 PM)


quote:

ORIGINAL: AlvaroSousa
Focusing on Southern China is your beat bet as there is 3 resource hexes, a strategic resource, and 3 victory cities.


I'm able to conquer it (except the city way up north), I just find the process of guarding supply lines tedious, and I was asking for a small QoL improvement to make it less tedious.




AlvaroSousa -> RE: Request: QoL for anti-partisan warfare (2/6/2022 3:27:30 AM)

All hexes are susceptible except the 6 around a unit. So if you place a unit every 3 hexes you are good down a single rail line.

But I will take your light up into consideration.




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