
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
(Overall Rating 4/10... maybe 5/10 on a good day) I cannot reccomend this game in good consciousness, while there are some interesting mechanics that this game adds and I would not describe it as a horrible game. Its just Average. It tries to fit in between the Strategic Command games and Gary Grisby War In Pacific and I find it unable to execute this properly. Now lets start with the good stuff, there is a limited system where ports can be expanded(more on this later in the negatives) and the 1942 start date does make you feel as if your on the backfoot as the Allies. Ground Combat in Burma and in China seems fairly accurate and while I do feel like the combat is a bit random (the odds only saying you have a higher chance to deal casualties, smaller odds can still succeed just need luck). Finally I do like the carrier Interdictions and the Surface Interdictions that can occur allowing you to place your fleets in an offensive position and not get alpha striked for daring to be the first to move. Now on to the negatives, the biggest negative is simple... the AI is bad like really bad. I had the AI decide to bring its last six carriers and 4 battleships + escorts into a port surrounded by allied islands filled with planes and super far behind. Supplies are super important in this game (as they should be) but two things 1: you have no real way of influencing how much supplies are delivered (make sure you have merchant ships to transport supplies, air transport for units out of supply) the only real thing you can do it expand ports which is a cool and unique mechanic... if you could pick and choose what islands to expand the port of unfortunately the Dev has chosen a handful of islands and thats the only islands you can expand, Okinawa for a launching base to japan... nope that cant be expanded, taiwan same thing, Iwo jima, Guam ect... all islands that in my campaign I would have loves to expand the ports but couldnt because the game said so, worse part the Dev says its for historical accuracy (the US only build up those ports so the others cant be done) which is... inaccurate in my oppinion, your telling me Truk cant be expanded, or taiwan. Anyways 2: Fleets can only be out for 2 turns before their effectiveness renders them practically useless in any combat, what does this mean well you go out for one turn fight and then go back to port and sit there for 2-5 turns to get enough effectivness so you dont die, I just feel that its either too punishing and innaccurate that a fleet (which the americans mastered having supply ships for those fleets) would become crippled and incapable of fighting because it was at sea for 2 weeks. Now my biggest two issues with the game, 1: the fleet combat feels so random and inconsistent and 2: the Island hopping campaign is badly respresented 3: minor third point, taking japan was easier than taking islands which is weird. Now to expand on those points, Fleet combat feeling random and inconsistent I cant explain this too much other than providing three examples. First battle Starting USA carriers in 42 (Enterprise, Lexington, Saratoga, Yorktown, Wasp and Hornet) vs Japan main carriers (Akagi, Kaga, Shokaku, Zuikaku, Hiryu, Soryu) similiar BB and escorts numbers, 4 japanese sunk carriers to 1 american carrier. (happen north of Guadacanal). Second Battle Same previous carriers minus sunk ones so 5 American vs 2 japanese, lose 1 american carrier deal 0 damage to japanese. Third (most atrocious in my opinion) I have 4 carrier fleets (6, 5, 5 ,3) against 6 light carriers/escort carriers and I lost 4 american carriers, dealt light damage no sunk (while fighting near my islands so I had planes supporting) and I believe I may have lost a BB or two (maybe some escorts.). Now for the Island Hopping campaign complaint... quite simply you just siege the islands no fighting. Grab a fleet (should be able to defend itself from air or suprise navy attacks) grab a marine division (can be any division really) and have your main carrier combat fleet sit nearby in a port within range to rush over and fight the ♥♥♥ navy. Then the most important part... wait three months japanese are now out of supply from being blockaded and you just attack them on the 3 turn (sometimes you need to attack on turn 4-5) then the japanese unit either dies fully or surrenders. Thats your island hopping campaign rinse and repeat X amount of times (X being island you want to take) This means that an island is taken roughly in 1-2 months and as soon as the battle is done the unit needs 3 months of R&R, which just means you grab another unit that was waiting for fleet escort and do it all over again. Invading bigger islands (taiwan, Philipines, New Guinea, Borneo ect...) is more complicated and does feel accurate. But Iwo Jima, Okinawa and all the other islands are just boring medieval sieges . Now finally, maybe I got lucky, maybe the japanese situation in 44 was just that bad but I took all of Japan in 2 months and one week (the extra week technically being from the turn it took for them to surrender.). Basically I invaded Kyushu (south west Island) and the Shikoku island with around 13 division (I took 3 ports on the initially invasion.) Turn 2 I invaded Hokkaido and north east main island capturing Hokkaido the following turn and all of North east Honshu. Turn 3-5 was closing the trap, grinding units (bringing tons of AIr) parking my fleet next to the tile I was attacking. Finally Turn 6 Tokyo fell, Osaka and Kyoto were the only main cities remaining for them. Honestly this was the most interesting Invasion and was fun... but the game made it out to be a grinding hell to take japan and it didnt really feel like that after turn 4. On top of that I took Okinawa (the island I was most unlucky with) took 3 months to fall, and Iwo Jima took 2 months. Anyways thats the review If you can look past those faults theirs an okay game beneath there but personally not gonna play this again. A shame because I did like the Warplan Europe game.
a grandeur
güzel
Помимо Тихоокеанского ТВД (включая Китайский фронт) в игре также представлены война в Корее и советско-японский конфликт на реке Халхин-Гол.
Really enjoying this game, takes abit of time to learn and from mistakes esp to remember to order supply types ie trucks, oil tankers & etc. Just brought Warplan and cant wait for Total Victory: World Conflict 1939-1945 which is a full map.
Absolutely great game made by a small team. Similar style to Strategic Command Series, but with smoother UI and slightly easier to learn gameplay. Great level editor as well. Feels just like a table top hex wargame, without all the rulebooks, set up time and cost. The only reason it might not be for you is if you have played other Pacific Theatre wargames and are looking for something more complex. However, the ability to divide and merge armies and corps is a very nice feature lacking in other similar games, and I only wish that it could be done with every unit type.
A very interesting challenge with regard to strategy and logistics.
Facile à prendre en main mais profond, on commence à se sentir à l'aise après les quelques heures de jeu nécessaires pour appréhender les interactions entre les différents aspects gérés par le jeu (économie, approvisionnement, production, opérations...) et à échafauder des plans qui réussissent... ou pas, mais c'est prenant. Allez, encore un tour... :D (PS : j'avais le jeu avant de le transférer sur Steam, donc le nombre d'heures indiqué n'est pas le bon ;))
Best I have played representing whole war
Muy confuso, básico y con pocas alternativas
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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