• FIXED Depot supply when in main supply range • FIXED Yugoslavia hex in Ardenne Offensive 1944 scenario • FIXED Logistics error with tankers, oilers, and air transports in base calculation (EditorMenu 2403) • FIXED Battle reports showing on new game, hopefully • FIXED Scorched e
• FIXED Depot supply when in main supply range
• FIXED Yugoslavia hex in Ardenne Offensive 1944 scenario
• FIXED Logistics error with tankers, oilers, and air transports in base calculation (EditorMenu 2403)
• FIXED Battle reports showing on new game, hopefully
• FIXED Scorched earth not working in captured minor countries
• FIXED Netherlands may not divide land units
• CHANGE Capitals now move when an enemy unit is within 5 hexes of the capital - fixes exploitation in UK invasion
• ADDED May toggle size for land or air units
• FIXED 1939 Winter 41 campaign fighter bomber advancements
• ADDED Notes on hex control change when Italy surrenders in all 1939-1943 scenarios notes
• CHANGE North Marine weather zone Jan,Feb,March no invasions 1% snow
We have just released an update for WarPlan, adding also three new maps designed for US Marine Corps University: FIXED Paradrop on fleet bug where they don't retreat or scuttle FIXED Convoy attack message is clearer FIXED Support unit name being placed in corps list when undo is
We have just released an update for WarPlan, adding also three new maps designed for US Marine Corps University:
FIXED Paradrop on fleet bug where they don't retreat or scuttle
FIXED Convoy attack message is clearer
FIXED Support unit name being placed in corps list when undo is performed
FIXED Red Sea convoy lane
FIXED Italian DD tech
CHANGE unit values in Breakout 1944
FIXED Invading on resource bug
FIXED turn number bug
FIXED Unit loss bug (rare but important)
FIXED beta version PBEM bug
FIXED Removed low resolutions from the graphic options
FIXED Combat high loss issue (I hope)
ADDED Moscow production move to Urals for both production and manpower for Russia
ADDED Alexandros Papagos to Greek generals
ADDED $Weather to scripting allowing players to set the weather for a zone
ADDED Saint Low to Western Front scenarios
ADDED new scenarios, designed for the US Marine Corps University:
Ardennes Offensive 1944
Operation Bagration 1944 (Russian front only from Europe 1944)
Europe 1939 Small Fleet 41 Winter (historical winter for Russia 1941\
Warplan Pacific has been released: now you can play it also on Steam. WarPlan Pacific uses the same game system as the original WarPlan with additional features and improvements. The game covers all the nations at war in the Pacific theatre from December 1941 to 1945. The game's
Warplan Pacific has been released: now you can play it also on Steam.
WarPlan Pacific uses the same game system as the original WarPlan with additional features and improvements. The game covers all the nations at war in the Pacific theatre from December 1941 to 1945.
The game's scale is massive, covering 62 different potential countries, in a map large 50 miles / 80km per hex using a modified Mercator map scaling to allow a flowing game that doesn’t overload the player. The land scale is 15k - 60k men, air scale is 300-400 aircraft and naval scale is 1 capital ship + support ships.
WarPlan Pacific will be available on Steam on March 17th. WarPlan Pacific is an operational level wargame that covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale, covering 62 different potential countries , in a map large 50 mi
WarPlan Pacific will be available on Steam on March 17th.
WarPlan Pacific is an operational level wargame that covers all the nations at war in the Pacific theatre from December 1941 to 1945 on a massive game scale, covering 62 different potential countries, in a map large 50 miles / 80km per hex using a modified Mercator map scaling to allow a flowing game that doesn’t overload the player. The land scale is 15k - 60k men, air scale is 300-400 aircraft and naval scale is 1 capital ship + support ships.
The map is Hex based, with 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 with new city images, 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. With the Pacific theatre communications intelligence is introduced for more enhanced naval action.
It is now just a few days until Warplan Pacific releases. Already, our beta testers are excitedly sharing their opening moves, hoping for the best possible start in what are sure to be epic campaigns. If you've joined us for our previous tours, you'll know that Alvaro too, is qui
It is now just a few days until Warplan Pacific releases. Already, our beta testers are excitedly sharing their opening moves, hoping for the best possible start in what are sure to be epic campaigns.
If you've joined us for our previous tours, you'll know that Alvaro too, is quite the cunning strategist. So for this tour, he is doing something a little bit different and is bringing you a guide to his favourite opening moves, playing as the Axis.
If you are looking to learn or just excited to see more gameplay, be sure to give our final tour a watch. You can check it out below:
[previewyoutube=B3-NI63ivZk;full][/previewyoutube]
Remember, the official PDF manual is now available! You can download it here.
A new episode of the Warplan Pacific Tour is now available. Find out how the use of ports has been made easier and more flexible. We are also going to be discussing in detail naval blockades and how naval blockades function. Lastly, we are also covering how naval leadership inter
A new episode of the Warplan Pacific Tour is now available. Find out how the use of ports has been made easier and more flexible. We are also going to be discussing in detail naval blockades and how naval blockades function. Lastly, we are also covering how naval leadership interacts with ground combat, including how naval leaders can affect nearby ground battles and how ports can draw (or not draw) supply from a ground source.
[previewyoutube=cpbhc1TfggI;full][/previewyoutube]
Remember, the official PDF manual is now available! You can download it here.
A new episode of the Warplan Pacific Tour is now available. Find out how Air and Naval specialties allow you to adapt your units and enable them to excel situationally. In addition, some specialist roles have also been added, such as the "screening" role, which focuses on dealing
A new episode of the Warplan Pacific Tour is now available. Find out how Air and Naval specialties allow you to adapt your units and enable them to excel situationally. In addition, some specialist roles have also been added, such as the "screening" role, which focuses on dealing with hostile air threats. Warplan Pacific has also made some systemic changes to how shipyards work, to better represent the Pacific War.
[previewyoutube=uO7Jg4rb2Po;full][/previewyoutube]
The new episode of the Warplan Pacific Tour is now available. Find out how hidden naval fleets, communication intelligence and encrypted codes were added to Warplan Pacific to better represent the Pacific War.
The new episode of the Warplan Pacific Tour is now available. Find out how hidden naval fleets, communication intelligence and encrypted codes were added to Warplan Pacific to better represent the Pacific War.
[previewyoutube=REv3xMLy_Ls;full][/previewyoutube]
The third episode of the Warplan Pacific weekly tour with Alvaro Sousa is now available: this week, we unveil more details on the games Naval Units. There is some great detail here if you are looking to explore some of the depth on mechanics such as oil, repair and fleet strength
The third episode of the Warplan Pacific weekly tour with Alvaro Sousa is now available: this week, we unveil more details on the games Naval Units. There is some great detail here if you are looking to explore some of the depth on mechanics such as oil, repair and fleet strength.
We also briefly explore WWI battleships and how they function, as they were the main body of what the USA had in 1941.
[previewyoutube=JZMlIGaln2M;full][/previewyoutube]
The second episode of the Warplan Pacific weekly tour with Alvaro Sousa is now available: this week, we unveil more details on the games new scale and how it impacts some game mechanics, such as port supply interdiction, and port supply range. We also cover changes to airfield pl
The second episode of the Warplan Pacific weekly tour with Alvaro Sousa is now available: this week, we unveil more details on the games new scale and how it impacts some game mechanics, such as port supply interdiction, and port supply range.
We also cover changes to airfield placement and how to use engineering specialities to make the most out of them.
[previewyoutube=nVALYepVnRg;full][/previewyoutube]
We hope you enjoy the new episode!
We have released a new update for Warplan, including many fixes and improvements. • Fixed scripts that give oil to countries • Fixed pursuit and interception gives proper fleet ID increases • Fixed pursuit title on combat logs • Fixed interdiction with night mission • Fixed infor
We have released a new update for Warplan, including many fixes and improvements.
• Fixed scripts that give oil to countries
• Fixed pursuit and interception gives proper fleet ID increases
• Fixed pursuit title on combat logs
• Fixed interdiction with night mission
• Fixed information panel and added splitter between convoy and controller
• Fixed supply and oil issues with pursuit and interception
• Fixed invading same hex destroy unit there bug
• Change priority reinforcement button so it more distinguishable and updated the tooltip
• Change naval bombardment support will now include any naval unit not in port within a 1 hex radius of the defender for the attacker or defender to put in support for attacks and not use operation points
• Change options save button location to top and in gold
• Fixed out of supply fleets intercepting
• Fixed out of supply fleets supply interdicting
• Fixed sunk fleet selector bug
• Added flavor message for CV ground support
• Change text on "Recon. very low" -> "Reconnaissance very low"
• Fixed $ModifyCountry script with lifespan=continuous bug
• Fixed Vladivostok and Persian Lend Lease scripts for Russia
• Fixed invasion erase unit already there bug
• Added hotkey for changing unit status
• Change Norway's Oslo division strength 3 -> strength 7
• Fixed "basic supply" messaging for air units
• Russian Front Changes
o Change if neutral Russian production boosts after June 1941 have been pushed back and reduced to allow for a valid Axis 1942 strategy
o Change map terrain and rivers in Russia for a slower progress game
o Change Soviet armor and mech operation point increased moved back 6 months.
o Change Soviet default experience lowered from 35% to 30%
o Added Soviet corps will now automatically convert to an Army if the health is 18+ or a split Army is health is lower than 18
o Improved Axis A.I. defensive lines in Russia
• Added flavor text for carrier damage
• Added improved combat log text
• Added CV flying auto ground support as if it was naval bombarment
• Fixed out of oil air units flying support
• Fixed seeing A.I. supply with hotkey
• Fixed fleets transporting units do not raid supply or convoys
• Added a more verbose message on trades with other major powers dealing with insufficient merchants
• Fixed negative merchant marine text
• Change vertical scroll bar width +5 pixels
• Change save text in options is now larger, colored, and bold, so it is easier to see
• Added hot key "V" for invasion when on a fleet
• Fixed "k" key when renaming
• Fixed supply truck text in production menu
• Fixed fleets transporting units can't block supply
• Fixed A.I. DOW bug with invasions causing loss of production
• Fixed undo unit production bug
• Added Kronstadt label to map
• Fixed convoy from major power owned hex showing what is being shipped instead of what was shipped on convoy screen
• Fixed some A.I. land unit move updates
• Added choice to have A.I. keep historical or random plan in main menu
• Fixed disembark not costing landing craft bug
• Fixed disembark not setting half movement bug
• Fixed blizzard locked port at 148,75
• Change casualty to kill level by 7% (means less kills more effectiveness loss)
• Fixed unit repair rounding error
• Change lowered heavy armor tech advancement progress in tanks and defense
• Fixed A.I. transport loop bug
• Added +60 manpower per Waffen manpower game event
• Fixed naval unit on land/sea/rail hex there is no convoy here raid bug
• Fixed A.I. fleets changing ports to raider mode so they don't kill themselves intercepting
• Change weather zone in Cairo area Mediterranean -> Semi-Arid
• Port sizes 5+ may no longer be attacked by surface ships
• Port size 1-4 defense is now 5.
• Fixed 0 air unit counter removal bug
• Fixed minor air unit not being able to use supply trucks
• Fixed land/air units no longer recover effectiveness in a fleet
• Change beachhead supply can be now from any fleet including one transporting land and air
• Change adjusted hold retreat due to holds vs high odds attacks were too good
• Added land and air units being transported by naval will lose 5% effectiveness a turn
• Fixed invasion/disembark selection based on landing craft available
• Fixed damage on production when captured
• Fixed cleared game statistics error in 1944 scenario
• Added Dunkirk to map
• Change armor, mech, air use 2 supply trucks per 10 strength
• Change supply trucks yield 50% base recovery +1 = 4%
• Fixed air interdiction combat log to show defending fleet
• Fixed convoy attack system
• Change Sardinia resource moved to mainland and a strategic resource added to Sardinia instead
• Added flavor text for when a surface fleet successfully engages a carrier fleet on the surface
• Change base chance of air transport being shot down 0% -> 33% when intercepted + damage
difference
• Change Air transporting and paradropping cost 1 oil now.
• Change A.I. sends more production to reinforcements for minor powers
• Fixed A.I. move override other unit bug
• Fixed A.I. merge unit bug when not type available
• Added when exiting options it autosaves them
• Fixed corps to army upgrade bug
• Fixed A.I. order clearing bug
• Fixed historical/random plan toggle on saved games
• Fixed A.I. scripting for attacking Benelux with the new rule set concerning Benelux DOWs
• Fixed minor change advancement bug
• Fixed double message with garrison change
• Fixed deploy to production blank screen bug
• Fixed air convoy raid bug
• Change oil production will now also reflect the current entry status of the nation
• Fixed merging units will keep the speciality but if 2 units have specialty one will be lost
• Added better flavor log for convoy raids
• Fixed phantom air to air encounters showing air that never flew in land combat
• Fixed operation point use during air transport combat
• Fixed Carrier battle bug in AA or A2A combat
• Fixed combat logs not clearing when going back to main menu
• Added "quick save" button to save menu so players can save the game under the same name they loaded with
• Fixed double intercept problem
• Fixed conquest end of game error in PBEM
• Fixed Luxembourg message on DOW
• Fixed Vladivostok message on USSR surrender
• Added option to toggle "Ease of Access" for disabled players.
• Added ready date in production
• Fixed destroyed naval fleet corrupting hex data
• Added extra message for destroyed fleet in combat
• Fixed escort light up
• Fixed right click disembark
• Fixed CV air damage to where they take the correct amount of air to air damage
• Fixed intercept operation point use vs CV missions
• Fixed air disembark cost to -15% effectiveness
• Fixed specialization for land units
• Fixed escort light up part 2
• Fixed CV air repair
• Fixed control+RMB to unload land units
• Fixed A.I. air area checking
The Warplan Pacific beta is coming to an end and we're getting closer and closer to release. With that in mind, we have prepared the Warplan Pacific Tour, covering the main changes and improvements introduced in Warplan Pacific. The new series has a very special tour guide, as th
The Warplan Pacific beta is coming to an end and we're getting closer and closer to release.
With that in mind, we have prepared the Warplan Pacific Tour, covering the main changes and improvements introduced in Warplan Pacific. The new series has a very special tour guide, as the videos are narrated by Alvaro Sousa, the developer of the Warplan series of games.
A new episode will be published on a weekly basis.
EPISODE #1 - Advancements and Unit Changes
[previewyoutube=g3SW7e4psWg;full][/previewyoutube]
The first video covers changes in advancement that were based on player recommendations. It will also talk about unit differences between countries, the new marine unit ability, special country rules, and added events for China.
Find out more.
Join us on Twitch this Thursday, March 11th, 4 PM GMT as Alvaro Sousa , developer of Warplan and Warplan Pacific, will be joining us for Tea Time. The first preview stream of Warplan Pacific with Gamer_1745 will follow. WHAT IS WARPLAN PACIFIC WarPlan Pacific, announced back in D
Join us on Twitch this Thursday, March 11th, 4 PM GMT as Alvaro Sousa, developer of Warplan and Warplan Pacific, will be joining us for Tea Time. The first preview stream of Warplan Pacific with Gamer_1745 will follow.
WHAT IS WARPLAN PACIFIC
WarPlan Pacific, announced back in December, uses the same game system as WarPlan Europe with additional features and improvements. The game covers all the nations at war in the Pacific theatre from December 1941 to 1945.
The game's scale is massive, covering 62 different potential countries on a map that measures 50 miles / 80km per hex. The game uses a modified Mercator map scaling to allow a flowing game that doesn’t overload the player. The land scale is 15k - 60k men, air scale is 300 - 400 aircraft and naval scale is 1 capital ship and its support fleet.
We have released a new update for Warplan, including many fixes, changes and improvements. Check out the full changelog. • Change moved help panel button next to close button • Added port-fleet move so any naval group in port that can move may move despite fleets coming in with n
We have released a new update for Warplan, including many fixes, changes and improvements. Check out the full changelog.
• Change moved help panel button next to close button
• Added port-fleet move so any naval group in port that can move may move despite fleets coming in with no movement left
• Fixed Azores port size 1 -> 3... got left out of patch
• Fixed "k" hotkey for supply trucks
• Change Spain will now join the Axis if the Allies invade Portugal and updated the notes as well
• Added invasion zones for Gibraltar as there was a flaw in which the Allies couldn't invade it by sea from the west
• Fixed merging two divisions fat finger bug
• Fixed Norway manpower
• Improved graphic resolution options
• Change when CVs chase after subs
• Change fleets may only change modes in port or with max operation points due to gamey exploit
• Change air units only interdict port supplies when in support mode and naval mission
• Fixed land based air flying vs CV attacks
• Change retreat order 1 hex not ZoC, 2 hex not ZoC, 1 hex ZoC, 2 hex ZoC, shatter
• Fixed Alpine movement bug
• Change Sweden and Norway are winterized
• Fixed alliance/side toggle in options
• Fixed landing zone tile sides
• Fixed tanker appearing in port for fleets
• Fixed split operation point fleet movement from ports
• Fixed mode change in port
• Change Norway minefields for Germany will be an event now that takes place after Norway surrenders
• Fixed 2nd surrender bug
• Fixed mode hotkey for naval groups so it changes only with correct conditions
• Fixed partisan control of supply source re-surrender bug
• Fixed moving capital bug
• Change naval units moving into port use all their operation points
• Fixed bugs with new in port moving addon
• Fixed UI error in support items being cut off when over 999 stockpile
• Fixed convoy light up when having available free escorts
• Fixed capitol relocation again
• Change map edge scroll border from 20 pixels to 200 pixels
• Change increased range of UI scaling in options. 1024x768 was being cut off
• Added tooltip when hovering over image of unit in the deployment queue that shows the type
• Fixed erroneous data in calculating HQ distance
• Change land and air units being transported by sea take triple damage from surface and air (they were too easy to sink in 1.06 and too hard to sink in 1.08)
• Fixed movement vs neutral countries who are at 100% entry status
• Added Irish army
• Change France and UK starts with zero landing craft in 1939 scenarios
• Added scroll view to graphics settings for graphics cards with many resolutions
• Fixed invading units lose their entrenchment correctly
• Fixed paradropping units lose their entrenchment correctly
• Change Polish defense in 1939 scenarios slightly
• Added UK event if Poland isn't conquered by October 13th that gives them an extra air unit
• Change advancement now shows year instead of level
• Added US event for activating 4 National Guard corps if the Axis invade the USA.
• Added 2 minefields in Denmark
• Change Italy morale break 35 -> 0
• Change Italy morale break 56 when USA in the war and Tripoli is captured by Allies
• Change removed 2 hex minefield near Cardiff and replaced it with a 5 hex minefield script that activates July 1940
• Fixed CV attacks on submarines
• Change fleets from neutral countries may only change ports within their full move range
• Change units from neutral countries may not embark for transport
• Change transport shipyard cost 5 -> 10, cost 60 -> 100
• Change merchant marine shipyard cost 5 -> 10
• Change landing ship cost 15 -> 25
• Change coastal defense cost 30 -> 20
• Change UK removed 10 oil
• Change USA removed 40 oil
• Change UK large infantry corps 0 -> 1 oil cost
• Change UK/USA mech and armor corps 2 -> 3 oil cost
• Fixed small errors in displaying winter combat specialty
• Change improved France A.I. defense
• Added A.I. now auto upgrades generals
• Fixed A.I. movement issue
• Fixed oil was showing wrong amounts but was delivering correct amounts (should show oil after damage and convoy hits)
• Change neutral countries may embark units (reverse from rule change in Alpha 19)
• Change fleets with transported land or air are considered 2 levels higher for spotting (easier to find)
• Fixed end of game message so both sides see it (hopefully)
• Fixed interception going into port and made sure fleets can retreat in this combat
• Added error catch to allow PBEM upload retry (needs to be tested)
• Added if Axis invade Greenland after Denmark surrenders USA -> 100%
• Fixed minefield event for UK near Cardiff
• Fixed minor editor bug in tech year for building unit display
• Fixed CV repair bug
• Fixed merging fleet operation points with new port movement system
• Change neutral countries can't move map AA but can build and place them.
• Fixed placing AA when neutral now works properly
• Change USA will get +30 entry if Greenland is occupied by Axis
• Change Canada large corps is the same as UK large corps +1 oil use, +1 operation points
• Fixed convoy oil from allied bug
• Added ability to add naval orders for the A.I. in the editor
• Fixed partisans appearing on liberators
• Fixed naval interception range bug
• Added new level of recon to units showing large or small formations
• Fixed West side Gibraltar invasion landing hex
• Added extra script checkers
• Added German bomber arriving in Trondheim once Norway is conquered for 1939 and 1940 scenarios
• Added Iron Ore route from Narvik is considered a protected convoy route and may not be interdicted by naval units
• Removed Norway to Arctic convoy route
• Fixed naval movements with invalid attacks don't remove possibility to undo move
• Added air units now can raid convoy lanes
• Improved A.I. invasion planning
• Change convoys rearranged some to avoid cheesy play
• Change Ireland slightly redrawn in the Northeast to avoid cheesy play
• Added icon for moving fleets to indicate it is in raider mode
• Fixed messaging on air attacks vs convoys
• Fixed no oil naval moves
• Added pursuit combat
• Removed CV group ability to strike sub groups now they follow surface fleet rules
• Added Sub Hunter CVs and patrol groups add bonus chances for escorts to hit subs
• Change subs and raiders no longer need operation points to attack convoys at the end of a turn
• Fixed date in deployment queue
• Fixed A.I. with new sub hunter system
• Improved A.I. scripting for some garrison locations
•Fixed naval bombardment bug
• Fixed production empty category bug
• Improved A.I. sub intercept fleet routines
• Added if Netherlands is attacked by the Axis Belgium will join the Allies
• Added if Iraq or Persia is attacked by the Allies, Italy becomes a full Axis partner in 1939 Europe and 1940 Europe scenarios
Grand strategy wargame WarPlan, while not our favourite game in the entire world, is never-the-less a decent enough strategic simulation covering the European theatre of WW2. It was designed to try and incorporate over 50 years of board wargaming done by the developers, and is ge
Grand strategy wargame WarPlan, while not our favourite game in the entire world, is never-the-less a decent enough strategic simulation covering the European theatre of WW2. It was designed to try and incorporate over 50 years of board wargaming done by the developers, and is generally attempting to occupy a space somewhere between Strategic Command & a Gary Grigsby monster.
It's not made much of a splash since release but has got a positive rating on Steam. It has been quietly getting updates in the background, and the most recent Patch 1.00.8 represents the biggest content drop for WarPlan to date, and along with a whole host of changes it also includes a new scenario.
The new scenario is a smaller, more focused operational experience that covers the Axis push for Egypt during the North African campaign. You can choose to play as either the British or the Axis forces, and the developers feel this smaller game might help people practice interacting with the various operational elements of the game.
Hello everyone, We have just made the latest version of Warplan available. Version 1.00.08 of Warplan is one of the biggest updates yet, bringing new content, fixes and changes for you to enjoy. Game rules were updated to make minor neutral powers align better with the relevant b
Hello everyone,
We have just made the latest version of Warplan available. Version 1.00.08 of Warplan is one of the biggest updates yet, bringing new content, fixes and changes for you to enjoy. Game rules were updated to make minor neutral powers align better with the relevant blocks when attacked, AI routines have been improved and various balance changes have been made to allow for more interesting play.
Most important however is the addition of the new North Africa Scenario. In this scenario you can take control of either the British or Axis forces during the Axis push for Egypt. This is a smaller scenario, offering a great way to get some practice and providing its own operational challenges to solve. We would love for you to try it and let us know what you think.
https://steamcommunity.com/sharedfiles/filedetails/?id=2222301078
Users of the Matrix version can download the game using the ‘Check for Updates’ button on the launcher, or by downloading the latest patch from the Matrix Games Members area. For Steam users the game will be updated automatically.
Changelog:
version 1.00.8
Change reduced Italian partisans to zero
Change Iraq aligned to the UK instead of the USSR when the Axis declares war on them
Change Cherbourg now has a non-rugged terrain to allow A.I. to take the hex
Fixed trade removal of new merchants used in convoy menu
Added yes no to saving a game
Fixed reset undo after a general is added to the HQ
Fixed neutral countries may now place airfields
Improved minor A.I. routines
Fixed minor fleet bugs previously unnoticed
Scenarios updated
Manual updated
Fixed event scripts $ChangeEntry for Spain, Portugal, Norway, Italy events
Fixed oilers and air transports are the only items that are used by the minor country for the minor country due to their logistics use. Minor country oilers are only used when the fleet is all of that minor country. Otherwise the first major power in the list of a fleet is the country who's oilers will be used on a fleet resupply.
Changed how minors show support items so it only shows the items its units use
Change to Unity Engine 2019
Updated edit unit stats in editor to only show stats that the unit type uses
Added to options window in game toggle full screen to windowed mode
Removed old intro window to WarPlan
Change fighter bombers advancements gets a boost
Change tank destroyer bonus changed from +2 to +3
Changed broke down all the French corps in North Africa to divisions
Changed the number of units France needs to keep in the colonies to prevent Italy from becoming a full Axis ally. 2 units are required in each colony except Tunisia where 3 units are required
Reduced French colony unit experience to 40% mathing main land units
Fixed invasion/disembark popup messages
Added water road logistics for Leningrad
Reduced main supply sources on map
Each country now has specific main supply sources on the map
Change the Turkish rail above Ankara to road and lowered the port size from 6 to 3 at 192,34
Change Paratroopers now lose 24% of their effectiveness when successfully dropping +8% more per enemy land unit they are next to.
Fixed undo rail move air unit wasn't returning the rail cost
Added shows game version in multiplayer challenge list (will only affect new challengers next update)
Fixed neutral major powers air units resetting their mode to support every turn the game is loaded
Fixed formatting for strategic bombing damage to make sure it matches occupier's value
Fixed air transport flying air supply in bad weather
Fixed specialty undo error
Change having scorched earth or being a major power yields partisan units on the map
Change after an invasion units will have 50% of their operation points or 2 operation points, whichever is smaller remaining
Added land and air units can change their advancement at a cost of 10% experience taking the lower of the two advancement levels
Added new resource and flag for limited supply source. This extends map supply levels like a main or port supply while not adding stockpile
Fixed air resupply infinite effectiveness bug
Fixed air unit railing on one operation point bug
Fixed naval units moving into blizzard sea areas
Fixed new researchers, hopefully
Added text line under unit stats in production to show how many are in queue.
Fixed victory points adjusted for major powers still active for time remaining in game
Fixed beach control when out of supply
Fixed raider mode working while in port for naval detection
Added Candian HQ + Guy Simonds general
Removed Canadian wargamers revolt because Canada didn't have an HQ and Guy Simmonds
Moved Greek HQ to near Athens for a better defense
Removed Yugoslavia event for joining Axis - too easy for Germans to get it 100% of the time
Added North African Campaign scenario 1941-1943
Added color/white text toggle in options for color blind players
Added ability to specific which alliance can use a naval loop
Fixed transport loss bug in naval vs transport combat
Change transports units will not be auto destroyed on a hit. They will take normal damage and triple effectiveless loss
Improved selector and unit interaction to avoid map errors
Fixed A.I. interceptors
Added blockade locations to Gibraltar and Malta - 1 enemy naval group next to the port stops all supply. 1 friendly naval group next to port allows all supplies
Change invading units now take damage for every 10 strength of defenders not every defender.
Fixed search popup
Fixed created countries will now popup units at the same turn they become a country. This mostly applies to Vichy France
Fixed Blue Division text
Fixed Kerch pass so USSR doesn't get port supply in Rostov if pass is controlled by Axis
Fixed Finland moving into USSR captured territory when neutral
Fixed stack overflow error when A.I. gets stuck trying to build units at low logistics
###North Africa scenario
Fixed typosGave supply trucks to Axis
Fixed manpower and logistics issues with Italians
Moved Russian capital to Urals to prevent Lend Lease problems
Corrected repair cost for all units in all scenarios
Fixed large warship technology in 39-42 scenarios
Fixed Leningrad production due to limited supply sources
Added Ice Road label
Fixed DOW on surrendered nation
Fixed convoys via blizzard sea hexes
Fixed [ and ] now saves the scaler in the options file when you use it on the map
Changed expensive generals now are darker red with an asterisk next to their name for color blind players
Fixed air units not loading when a sub fleet is present
Fixed air ranges display
Fixed supply truck use by minors to use controllers supply trucks
Fixed general improvement text
Change advancement alteration to cost 1 production per strength on land units and air units and 2% experience on air units
WarPlan has a really dedicated community who has brought already many Mods and custom content to the vanilla version. Today we would like to highlight a nice graphic Mod combining a Map and Units Mod together, that has reached recently version 6. Kudos to PanzerMike for this grea
WarPlan has a really dedicated community who has brought already many Mods and custom content to the vanilla version. Today we would like to highlight a nice graphic Mod combining a Map and Units Mod together, that has reached recently version 6.
Kudos to PanzerMike for this great work!
Check out the Panzer Mod + Units Mod for WarPlan here.
WarPlan has been released on Steam! Play a recreated World War II in every detail, thanks to the engine flexibility and database! Combat takes place on Land, with multihex attack based on operation points allowing for multiple moves and attack tactics allowing for frontline break
WarPlan has been released on Steam!
Play a recreated World War II in every detail, thanks to the engine flexibility and database!
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.
Deploy 20 different units with 15 different attributes, 17 different technological advancements, 5 different specialties. Each country has their own units with their own attributes!
Tune on our Twitch Channel to see the game in action! The show starts at 6pm GMT!
Excellent news from the front! Save the date as WarPlan, one of the most innovative turn-based wargame in the market, is coming to Steam, and it will be out on March 26th! WarPlan is a wargame of massive scale and endless replayability. It covers 70 different potential countries,
Excellent news from the front!
Save the date as WarPlan, one of the most innovative turn-based wargame in the market, is coming to Steam, and it will be out on March 26th!
WarPlan is a wargame of massive scale and endless replayability. It covers 70 different potential countries, in a map large 30 miles / 50km per hex.
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.
Is your WarPlan ready? Get more information from its official product page
https://youtu.be/qnfFM3Zn94U