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Author Topic: Battleplan historical, WW2 RTS game of unparalleled realism  (Read 6091 times)

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Online Asid

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Battleplan is a historical, WW2 real-time strategy game of unparalleled realism and simulation. Fight across massive battlefields created from real-world geographic data. Create your army by customizing your order of battle and chain of command. Draw directly on the map to create elaborate plans, and watch your officers carry them out.





Battleplan is a unique real-time strategy game that simulates massive month-long battles with hundreds of thousands of troops second by second, day by day. You give high-level orders, then watch your officers and companies carry them out autonomously.
 
The aim of Battleplan is not to micromanage your army, but to create deliberate plans to destroy the enemy. You dot his by creating multi-step and multi-unit plans intuitively by directly drawing on the map.

Each division is realistically modeled with headquarters, regiments, battalions and companies. Your infantry, tanks, engineers, anti-tank guns, artillery and scouts work together and perform tasks autonomously.

Chains of command can be modified to suit what you need. You can hire and sack officers with unique stats.

Maps are based on thousands of square kilometers of real-world geographic data. Each road, town, forest and swamp is exactly where they are in real-life.

Each mission is simulated second-by-second, allowing you to pause, play in real-time or fast-forward at will. Mission lengths range from one week to a month.

Supply depots are modelled. Both the direct and indirect approach to war can work. You can either try to blast through enemy positions with massed fires, or unhinge them from their base and force them to retreat or be destroyed.
 
The main campaign will consist of 10+ massive historical battles set in the campaign for the Liberation of France. You will upgrade your divisions with new attachments and promote officers. Let wounded divisions rest and recuperate. Gain powerful air support assets such recon, fighter-bomber and heavy bomber aircraft.

The main campaign lets you play as the Allies, but individual scenarios also allow you to take on the role of the Germans.

We have also included geo-tagged locations with real-life historical photographs taken at those locals. After capturing Cherbourg in-game, you can see actual photographs of what the town looked like after the battle there.

Battleplan is currently in Beta, and we would welcome any additional testers that want to sign up - https://www.slitherine.com/beta/battleplan














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Online Asid

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Re: Battleplan historical, WW2 RTS game of unparalleled realism
« Reply #1 on: August 14, 2025, 04:12:37 PM »
Battleplan | Dev Diary #1 Defence
Thu, 14 August 2025



Today we'll cover defence, holding territory and vital landmarks.

Welcome to the Battleplan developer diaries! We'll cover various topics to help you understand the game better and give you an edge against the enemy! Today we'll cover defence, holding territory and vital landmarks.


POSITION UNITS DURING DEPLOYMENT

Planning your defence starts before the mission does! In the deployment phase you can position your units anywhere in friendly territory. Your units instantly gain fortifications when the mission starts, so position your units during deployment, rather than moving them AFTER the mission starts.


TERRAIN

Terrain alters the stats of units sitting inside it. Towns & forests are defensive terrain, increasing defence and firepower, whilst decreasing movement speed. Position your units at the edges of forests and towns, so enemies have to approach through the open.



Swamps, wetlands and beaches are all-around terrain. They lower defence, firepower, movement speed and morale drastically. Avoid putting your units there, and force the enemy to move through them instead!

ELEVATION

Click the 'Elevation' view toggle to see real-world elevation of the area. Units on high ground can see further downhill, letting you see the enemy further away. Elevation also confers firepower and defence bonuses. Try to position units above the enemy, though this isn't always possible since the Allies are mainly on the offence.




KNOW WHEN TO GIVE UP TERRITORY

Just because you start with a large amount of territory, doesn't mean you need to keep it. Often you have too few troops to properly defend the entirety of the frontline. It can be better to give up ground, and defend a narrower front or hold more favourable terrain.



Looking at Caen, the airborne troops start in terrible swamps. This makes attacking from there miserable. Consider pulling them back across the river, narrowing your frontage and allowing your frontlines to be thicker.

FORTIFICATIONS & MINEFIELDS

Units automatically dig fortifications when stationary. Most units can dig minor fortifications, whilst engineers can dig more effective fortifications. Fortifications appear visually on the map (trenches, foxholes) and change based on their effectiveness. Some scenarios have pre-build fortifications (bunkers & tank traps) which are very effective.



Mousing over a fortified unit shows their fortification level/percentage near the mouse, and more stats in the stats panel. Fortifications provide defence whilst also increasing firepower. During combat fortifications are degraded (and are rapidly degraded by planned artillery barrages & aerial bombing). Fortified units are hard to damage until their fortifications are destroyed.

Engineers automatically lay minefields (seen visually as red skull signs and small, gray round mines). Units moving in minefields take damage, and have lower defence, firepower, speed and morale. You can give an explicit 'ay Minefield' order if you want certain intersections or roads mined, or just let engineers to it automatically. When units are in minefields, they'll call friendly engineers to clear the mines which removes the combat penalties when moving through minefields.

FRONTLINE & RESERVES

Defending everything is the same as defending nothing. -Sun Tzu, probably.

You often don't have enough troops to properly defend the ENTIRE frontline. If a panzer division attacks, it will breakthrough most frontlines with ease. You can't know where the break through can occur, so how can you defend against this, Have reserves.



Have a thinly spread frontline of infantry to prevent the enemy from cautiously advancing. Then place your armour divisions a few kilometers behind the frontline using the 'Reserves' or 'Counterattack' orders. Reserve formations should sit in front of/on top of supply depots to protect them. They should also be placed along roads leading towards objectives you MUST hold (ex: Bayeux in the Caen mission).



When a panzer division attacks it WILL pierce your thin frontline, however your armoured units should quickly arrive and stop a deep penetration. If the enemy moves too quickly and doesn't leave any rear-security, your broken infantry frontline may reform and cut them off from behind (cutting them off from supply, applying debuffs).

Use the 'Complex Defence' order to have a single division split itself up with several regiments defending the frontline, and one regiment in reserve.




INFANTRY & ARMOUR ON DEFENCE

Infantry gains more bonuses from fortifications. They're also more plentiful and move more slowly. Use them on the frontlines.

Armour and mechanized infantry on the otherhand receive fewer bonuses from fortifications, and move  quickly. They're also far more valuable on the offence, so try to limit their losses. Use them as elite reserves that rush to plug any gaps.

TRUST AUTO-PLACEMENT

Your forces are deployed automatically at mission start, and will follow the above doctrine: thin infantry frontlines, armour on counterattacks. If you're new, just stick with this deployment! Trust your officers know what they're doing.




SUPPLY DEPOT PLACEMENT

We'll cover supply more in-depth in a later article, but suffice to say units need supply (ammo, food & fuel). If your frontline is thin, placing a depot nearby is risky since you won't be able to prevent a determined breakthrough.

If your frontline is short/thick, or you have a reserve unit, place a supply depot on top of or nearby to maximize supply flow (the shorter path the faster supplies are transferred).

Now you know the basics of defence. Apply the above advice to limit your casualties, whilst inflicting maximum casualties on an attacker.

See you at the front, General!

Wishlist now: https://www.slitherine.com/game/battleplan
« Last Edit: September 22, 2025, 12:13:16 AM by Asid »
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Re: Battleplan historical, WW2 RTS game of unparalleled realism
« Reply #2 on: September 22, 2025, 12:12:42 AM »
Battleplan | Dev Diary #2 ? Offence
Tue, September 16, 2025



In most battles you?re going to have to attack. Let?s go over the most efficient ways to take territory while conserving troops.


ESTABLISHING A TIMELINE
First, are you in a hurry? Do you need to take that objective city RIGHT NOW, or can you wait? Read the mission briefing carefully, and look at the remaining time in the mission. Your approach will vary depending on how much time you have.


QUICK OFFENCES
If you?re in a hurry, use a Breakthrough Attack followed by an Assemble order. Breakthrough Attacks have the division use a formation, then slowly push through a given route. Units WON?T stop to hold taken territory, and won?t wait to mop up enemy units.

Once at the end of the path, the Assemble order has units break formation move as quickly as possible to the destination.

This is ideal for quickly breaking through lightly defended frontlines. However this won?t break through heavy fortifications or breach dense cities.




LONG OFFENCES
You?ve got time, or facing heavy defences/veteran enemies. Use the ?Complex Attack? order, which will have your officers generate an elaborate multi-step plan for you.



Steps will include:
Assemble: Move close to the frontlines (but don?t engage yet).

Simultaneously:

-   Prepatory Artillery Barrage: Artillery opens on frontline enemies, damaging them, reducing their fortications, lowering their morale and applying a status debuff. You can set the barrage duration ? the longer the better (but it costs more ammunition).

-   Scouting: Scouts in armoured cars will move forward and ?spot? enemies ? revealing them in the fog of war temporarily and applying a stat debuff. This also has a duration ? set it to match your artillery barrage.

Simultaneously:

-   Breakthrough Attacks: Depending on the composition of your divisions, multiple Breakthrough Attacks may be created, with different regiments moving along different roads to breakthrough enemy lines.

-   Reserves: Normally one Regiment will be held in Reserve. They sit in in friendly territory, and move to assist friendlies who are in trouble. This happens simultaneously to the Breakthrough Attacks.

Seize Ground: Lastly, your units will split up to seize and hold all remaining ground, forming a defensive perimeter. This will mop up enemies who fled earlier.

Feel free to edit/delete/customize orders within the generated attack plan.

It?s best to draw the territory to seize in a Complex Attack starting from your frontlines, and pressing inwards 5-15 km depending on the strength of your troops and strength of the enemy.


WHICH UNIT(S)?
First, what units should you use to attack? Armoured divisions are ideal. Tanks & mechanized infantry are hard-hitting, and most importantly FAST. They?re vehicles, and move more quickly than infantry do marching (regular infantry ride in trucks whilst in safe territory, and dismount close to the front).

Furthermore, your attacking division should have Artillery to perform prepatory barrages, Scouts to perform recon, Engineers to assault fortifications & clear minefields.

The division should also ideally be fresh and have sustained few casualties.

You don?t have to limit yourself to one attacking division ? merge multiple divisions into a Corps!Combine an Armoured Division combined with an Infantry Division (or even two Armoured Divisions) make a mighty force. More regiments allow for better Complex Attacks. It also lets you create fewer plans.

It?s best to draw the territory to seize in a Complex Attack starting from your frontlines, and pressing inwards 5-15 km depending on the strength of your troops and strength of the enemy.


WHICH UNIT(S)?
First, what units should you use to attack? Armoured divisions are ideal. Tanks & mechanized infantry are hard-hitting, and most importantly FAST. They?re vehicles, and move more quickly than infantry do marching (regular infantry ride in trucks whilst in safe territory, and dismount close to the front).

Furthermore, your attacking division should have Artillery to perform prepatory barrages, Scouts to perform recon, Engineers to assault fortifications & clear minefields.

The division should also ideally be fresh and have sustained few casualties.

You don?t have to limit yourself to one attacking division ? merge multiple divisions into a Corps!Combine an Armoured Division combined with an Infantry Division (or even two Armoured Divisions) make a mighty force. More regiments allow for better Complex Attacks. It also lets you create fewer plans.



You can also split units off from division (their artillery or engineers) and give them to another division to help an attack. Don?t let your specialty units languish in the frontlines! Or in the army constructor, create specific ?storm? divisions that contain your expensive units, and create ?hold? divisions filled with cheaper infantry.


SUPPLY
Don?t use a division with less than half its maximum supply for an offensive lest they run out while fighting. Armoured divisions use supply more quickly, so be sure to set up a supply depot at the attack assembly point BEFORE initiating the attack.

After extensive fighting, pull your units back to a supply depot to replenish more quickly.


TERRAIN
Analyze the terrain carefully. Use the elevation view to see where the high ground is. Seize high ground to see further and gain combat bonuses.


MORE TIPS
Officers have different personality quirks & stats ? assign ?offensive? Officers to your ?storm? divisions. Ex: movement speed bonuses, offence bonuses.

Use ?wait until date/signal? to sync multiple attacks to occur simultaneously.

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