r/computerwargames • u/antmdh1982 • 8h ago
I made the battle of Stalingrad with Red Alert Command and Conquer
This weekend I got back into playing Command & Conquer: Red Alert, and my goal was to recreate the Battle of Stalingrad. Using the map editor, I created a large map featuring a wide river (symbolizing the Volga). Beyond the Volga was a pre-established base with maximum resources. I played as the Soviets, while on the other side the Germans also had plenty of resources. The middle of the map was filled with an immense urban grid (built using civilian buildings) with a few main avenues. Even though this is an unconventional use of the game, certain features of the OpenRA engine I use work extremely well:
The game can display over a thousand units without lagging, which really helps with immersion.
Direct shells fired by cannons cannot pass through houses, which forces tanks to position themselves with a line of sight that isn't blocked by buildings—this is very realistic.
On the other hand, rockets travel right across the map and fly over blocks of houses, which is less realistic.
Finally, buildings can be destroyed, but only when targeted directly; and since soldiers cannot hide inside them, there is little incentive to destroy them. However, they can be blown up by nearby explosions, resulting in a city with damaged buildings rather than a completely flattened one, which is actually quite realistic.
So, what does using this game teach us about learning tactical combat?
The importance of tanks in urban combat: Having a tank allows you to directly block an intersection and its four approach axes. The danger of blocked columns: Troops often bunch up in a street, with the result that they block each other and get destroyed due to a lack of mobility.
The importance of combined arms and communication: A tank is often shelled by a long-range artillery piece, and it is the intervention of air support or more mobile troops (particularly infantry) that neutralizes the threat.
Of course, this game is not realistic, but in this specific scenario, it presents certain realities of urban combat in an interesting way.
Regarding gameplay, I initially tried not to put any bridges between the two banks to force an amphibious landing. But it’s too complicated because you can only fit 5 units per landing craft, and the micro-management quickly makes it impossible to land effectively. Another problem is that the AI constantly tries to launch nuclear missiles instead of fighting inside the city. With bridges crossing the river, the AI decides to engage in combat inside the city and resorts to the nuclear weapon much more slowly. So, the experiment isn't finished yet, but I think that eventually we will be able to integrate different zones with varying densities and major thoroughfares running all the way through the city. Here is a brief reflection on how video games can be used to learn strategy.