
WarPlan is an incredibly accurate World War II simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War II board wargaming. Play a recreated World War II in every detail, thanks to the engine flexibility and database
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About
WarPlan is a World War II simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War II board wargaming. Players have a choice of many scenarios and scale.
Developer Kraken Studios places their emphasis on games that are easy to use, hard to win. WarPlan employs one of the best interfaces to lower micromanagement as much as possible so players can focus on playing and thinking.
SCALES
The game's scale is massive, covering 70 different potential countries, in a map large 30 miles / 50km per hex using a Peters map scaling (which better represents real distances). The land scale is 15k - 60k men, air scale is 300-400 aircraft and naval scale is 2 capital ships + support ships.
COMBAT SYSTEM
Combat takes place on Land, with multihex attack based on operation points allowing for multiple moves and attack tactics allowing for frontline breakthroughs, on Air, where you can attack selected targets and may automatically support land attacks, and on Sea, where fleet and raider modes affect detection. Night action, Surface, Sub, and Carrier combat are available. Use the Zone of control to restrict the movement of the enemy.
20 different units with 15 different attributes, 17 different technological advancements, 5 different specialties. Each country has their own units with their own attributes. Additionally, units can be impacted by: Breakdown - Land units can be split or reformed, corps may detach a division, armies may split, Formation – Small formations may be grouped into larger ones, Generals - Each player comes with their own generals that affect combat, mobile attack, and retreats, Support pool Units - 11 different support types. Naval units stack in fleets. 1 land, 1 air, 1 fleet per hex. Land units have the capacity of having a specialization. This is an attachment of equipment, elite trained units, or gear. With advancements, this allows for 120 different land unit configurations.
COUNTRY MANAGEMENT
Production takes into account oil, manpower, logistics, strategic resources, trade agreements, convoy zones. The system allows you 17 different advancements and each unit has at minimum 2 advancement choices. You can have 47 different unit configurations. The supply system is based on cities, rail, ports, headquarters, and distance from railways. The supply system more accurately represents the North African Campaign. From a diplomatic standpoint, players may declare war, influence, attempt a coup, or negotiate a surrender. Each country has a loyalty score and an entry-level. Actions in-game may alter the entry and loyalty of various countries.
MAP
The map is Hex based, with 15 different types of terrains subdivided in to sizes with each different features including motorized and non-motorized movement, airfield capacity, and defensive bonuses; 12 different resource types, 5 different strategic resources. Realism is enhanced by the presence of Fog of War, with detection levels that determine information of units. Moreover, 5 different weather conditions make the whole gameplay more challenging.
FEATURES
70 different potential countries
Map scale 30 miles / 50km per hex using a Peters map scaling which better represents real distances
15 different types of terrains subdivided into sizes with each different features including motorized and non-motorized movement, airfield capacity, and defensive bonuses
12 different resource types
5 different strategic resources
Fog of War – detection levels determine information of units
5 different weather conditions
20 different units with 15 different attributes, 17 different technological advancements, 5 different specialities
17 different advancements. Each unit has at minimum 2 advancement choices
Automatic repair and advancement
Multiplayer: play vs the A.I., in hotseat, and PBEM mode
WarPlan includes an editor to allow modding and creation of scenarios
Genres
Stats
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 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Good War Game
I recommend this one.
They just don.t come any better than this game!
Yes, it is good. I recommend it.
As a new player with experience in both digital and board wargames, I found WarPlan to be a good game with an excellent historical foundation and one of the best event systems I have seen in this genre. However, after more than 60 hours of gameplay, I also feel that part of its potential was left on the table. Surface fleets often feel disconnected from the land war they historically influenced, while artillery integrated directly into frontline units loses many of the advantages that made artillery so important during WWII. I would have liked to see dedicated artillery units with a range of two or three hexes to avoid large inactive stacks behind the front and to better represent operational warfare. The economic system also feels largely predetermined by the scenario rather than being an active strategic tool for the player. WarPlan is a good game that, in my opinion, left part of itself on the tabletop. To fully realize its potential, it needs to embrace the possibilities offered by the digital medium rather than remain constrained by traditional board game limitations.
WarPlan and WarPlan Pacific are both decent games worth trying. The games have limited replayability and as such are not worth the full price. The game design is complex, interesting and differs in some respects from other hexagonal strategies. Especially the land & air war feels nice and innovative. The naval system on the other hand is odd, a bit clunky UI-wise and unrealistic in several respects. For example, fleets can sail right through any number of enemy fleets and/or next to enemy-occupied land full of aircraft completely unmolested as long as they don't stop near the enemy. Also the naval AI is rather bad and underperforms severely. Reading the longish manual is a must as many critical mechanics are not explained in game. Fortunately the manual quality is good. In the game you play an entire alliance, Axis or Allies, rather than individual countries. This means that it's not possible to play e.g. the USA or the western allies without being saddled with the Soviets as well (or China and Soviets in Pacific). This design also significantly reduces replayability as each game can essentially be only played twice before you must start re-playing the same. While alternative historical start dates and some other random scenarios are included, they lack the quality and scope of the full campaign. On the plus side, the full campaign is quite long and provides many hours of play. Overall, the game is a paradox - it would take many runs to master the rules, yet there are just two full-length campaigns per title to practice with.
To tytuł, nad którego zakupem długo się wahałem. Warplan często porównywany jest do serii Strategic Command – i słusznie, choć w kilku aspektach wypada nawet lepiej od swojego bardziej znanego odpowiednika. Rozgrywka wciąga, a interfejs jest przejrzysty i intuicyjny. Dzięki temu gra nie odstrasza nowych graczy – wystarczy kilka godzin, by zrozumieć podstawowe mechaniki i czerpać przyjemność z kolejnych tur. Poziom trudności oceniam jako średniozaawansowany, choć nawet mniej doświadczeni gracze powinni sobie poradzić. To szczególnie dobra propozycja do rozgrywek wieloosobowych – gra zyskuje wtedy na głębi i emocjach. Dla fanów strategii wojennych – zdecydowanie warto dać jej szansę. Więcej na [url=https://strefawargamespl.blogspot.com/2024/11/plana-na-warplan.html] Strefa Wargames blog
Wunderbar!!
I love it.
不好玩
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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