It is encouraging to see so many of you discussing your computer wargaming here. In an effort to promote a bit more discussion from people who don't normally post up (the lurkers, if you will)... give us your opinion on:
a) What computer wargame are you playing at the moment?
b) What do you like about it, the experience it gives you?
c) What do you plan on playing next?
Join in, tell us your views on your wargaming now!
I recently stumbled upon Unity of Command 2 while looking for a WWII strategy game with more depth, especially when it comes to logistics and supply lines.
I really like how much attention the developers seem to put into historical accuracy, from the maps and terrain to recreating real operations like Barbarossa.
I was wondering how Panzer Corps 2 compares. It seems to be a much more popular game, but does it offer a similar level of depth when it comes to supply management, realistic terrain, and historical units?
Here's a gameplay clip showing a city assault. The battle takes place on a regional battlefield map, where the attacker has to fight to capture individual areas of the city.
I'd be interested in hearing your thoughts, especially on how the battle mechanics and tactical presentation come across to experienced wargamers.
The demo for my game Rome Invictus is up and I would love to garner some feedback. Much like Total War, Rome Invictus switches between managing a campaign map and massive real time battles. But it seeks areas to improve on total war games:
Features: Rock, paper, scissors type balance. Unit advancement. Drop formation and pursue. Choose your family and customize your leader. Strategem, and Diplomacy: Put rivals into debt, sow discord, proxy wars and influence the world around you.
In development not yet in demo: Manage your family, vie for control of the senate, capture enemies and negotiate their release or make a spectacle of their execution. Every action and choice influences rival families' opinion of you and your standing in the senate.
A few months ago I showed you a bare prototype of a WWII game where you command a Group Army on the Eastern Front. Your support is the reason it didn’t stay a pet project. Thank you!
The game is now called Field Orders: Eastern Front, and it has a Steam page.
Join our Discord. We’re recruiting alpha testers there to play early builds and help shape the game. It’s also a place for anyone who’s into the Eastern Front: history buffs, wargamers, or people who just want to follow development and share ideas.
A wishlist on Steam helps a lot too. See you on the front!
I played it. I was very excited and had high expectations. Just imagine - new system, better aligned to the way war is fought than in your usual click-unit-order-unit type of wargame. Instead, you define operational orders, axis of attack, reserves, deploymet areas.. Yummy, am I right? 😍
But.. oh man. The busy map. Chaos all over, shells flying, big colored blurbs.. And it seemed that I never could figure out am I doing everythung right. It's as if I was fighting the UI.
Dont get me wrong - I respect this game studio. I played their games and loved it. I want them to succeed. And I hope they will fix these issues.
So the big question is - what would you do differently, how woukd you improve the design?
революция, о необходимости которой все время говорили большевики… Erm, wrong citation.
This isn’t by any means “production quality code”, but it does connect two people over the net and successfully runs a custom editor battle. What wonders can a Claude/Codex (insert other agentic harness) subscription do.
Hats off to the “mod” creator, and it’s NOT a shady “recreated“ game, it seems to be working with steam install.
I've been passionate about war and history games for as long as I can remember, both tabletop and digital. I've spent countless hours playing GMT's Next War series and other wargames, and I've always been particularly fascinated by naval warfare.
For almost a year now, a friend and I have been working on a game called Shadow Command, drawing inspiration from many years of wargaming.
It's a real-time multiplayer naval combat and espionage game set in a semi-realistic alternate history. Players command hybrid submarine-carrier vessels and work together to capture offshore oil rigs, hunt enemy players, and investigate suspicious merchant traffic. Sensors, intelligence gathering, deception and tactical decision-making are central to the experience.
There are still mechanics to implement and plenty of polishing to do, but the game is playable, coming together nicely, and (we hope!) fun.
We're now looking for a handful of people interested in joining some early, private multiplayer playtests through our Discord server.
As a thank you, you'll receive a free Steam copy of the game when it enters Early Access next year, and your name will be included in the credits if you'd like.
If this sounds interesting, feel free to send me a PM!
Basically title - I'm looking for some tips for playing Decisive Campaigns: Case Blue after playing SE and DC:B. I've played 3-4 campaigns of DC:B, and won as the Germans on normal difficulty, twice. I also have ~ 720 hours in SE (really like Oceania and Republica, btw).
Going from Shadow Empire (my first "Vic" game) to DC:B, I had to learn things like - there is no "I"nspect button, and to attack you select the enemy unit first rather than "move" into an enemy (like in SE). There were certainly other things, too. (The attacks being resolved quickly was a big plus!)
I'd appreciate any tips playing Case Blue, and whether I'm thinking right or not:
Artillery - use for breakthroughs or to weaken flanks of enemies that might counterattack, but they won't "recharge" fast enough to shell every single round.
Air Force - what are the 'need to know' things about using the Airforce on either side to the fullest?
Navy - it looks like there is a way to cross in/out of the Crimea, but I'm guessing the Axis navy is pretty weak in the early game here. What are some tips for the Navy?
German "Prestige" points - I assume early game Prestige is more valuable than late game?
ChatGPT claims The Operational Art of War III manual includes a walkthrough of the “Anonymous Heroics” tutorial scenario. I have TOAW II and IV, and the manuals for those do not include that content. If anyone has the manual for version III, I’d be grateful if they could tell me whether it does have that walkthrough and, if so, consider sharing it.
There is video on Youtube that I actually found here on this subreddit being recommended to convince someone to try Mius Front. I don't know if I can link it but title starts with: "Most UNDERRATED Strategy Game Ever". It was praising game in the beginning but when gameplay started in first 10-15 minutes there were 3 immersion breaking issues:
enemy trenches visible right away through fog of war
units questionable pathing
MG unit unloading into a hill just in front of it (enemies were behind the hill)
Often Mius Front is being recommended here as some kind of masterpiece but those seem like a really strong and unresolved for years flaws. What am I missing?
I like to do something else while its computer's turn because some maps it takes so long for its turn to end even at fastest computer animation speed. I tried writing some commands in shortcut and restarted game in windowed mode but it didn't work. Anyone have any tips?
I'm making a grand strategy game set around the WW2 period(which I will expand to the whole 20th century if it is successful).
The main question in my head now is how abstract do I want the mechanics to be? I'm working with Hearts of Iron 4 being about the baseline of my complexity, but I'm unsure how much further to push it. Examples of things I definitely want to add:
A range stat for equipment to make artillery useful
More accurate distribution of resources and the processes to extract them
Expansion of research from just clicking some buttons into a proper mechanic (probably merging special projects and normal research together in the process)
Decreasing the importance of reinforce rate and combat width and thus reinforce meming as a thing
How much further should I take this? Should I model a whole economy or stick to mils and civs? Should I give the player total control of every unit like all other games do or make generals and field marshals their own AI? What do you think?
Any suggestions from people who play WW2 strategy games would be appreciated
Was the Japanese carrier force at Midway really five minutes from victory?
On 4 June 1942, Vice Admiral Chūichi Nagumo had to attack an island, find the American fleet, recover his aircraft, and keep his carriers alive, all with limited flight decks and dwindling time.
"Five Minutes from Victory? Rethinking Nagumo’s Dilemma" follows the reports, orders, and flight operations that shaped his choices. Drawing on recent scholarship and a wargamer’s eye for practical constraints, it explores the opportunities he missed, the risks of an earlier strike, and the enduring appeal of Midway’s most famous story.
How transferable would my knowledge from Combat Mission be? Graviteam Tactics Mius Front looks really intimidating, with the operational layer, and the alien UI. But I've seen many war games fans praising it sky high.
I personally find the world wars my bread and butter when it comes to war games but getting more interested about the American Civil War. In your opinion what’s the best civil war game out there?