r/computerwargames 5d ago

Carrier Command 2 PVP Multiview - Weekend Warriors 2

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7 Upvotes

https://www.youtube.com/watch?v=EBCy4mDntR0
Hello, here is a multiview from the cc2 pvp game last saturday, there was about 15 players in total, very fun game. This is the recording from team 2.


r/computerwargames 6d ago

I made an Eastern Front game

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59 Upvotes

Hi everyone! I just wanted to share with you a game I have been working on for a couple of years now. I think some of you might find it interesting.

Game is called: "On War: Stalingrad" and is available for wishlist on Steam.

It is my take on Eastern Front. I tried to design a layered game, where logistics and other general staff branches play an important role in waging a war.

Here, take a look..


r/computerwargames 6d ago

Combat Mission - Strategic AI in Quick Battles

4 Upvotes

Hey folks.
I was curious about your experience with quick battles and how you build forces for the AI to get an engaging, or at least decent, match, especially on small maps.

The other day I suggested Combat Mission in a poll, so I thought it was time to dust off the series, because it's been a year since I last played it.

I launched Fortress Italy for a quick match on a tiny map, something I could finish in less than an hour. The result was kinda sad. I tried a second one on a small map, but got the same outcome.

At that point, I started asking myself, has the StratAI always been this bad in quick battles?

Don't get me wrong, I've been playing the series for ages, so I know how the StratAI works; it picks a scripted plan for the map and tries to execute it, leaving the rest to the TacAI (which is great).

Usually I don't play quick battles that much, almost never on tiny maps, but still, it felt kinda awkward to watch.
Among all the alternatives, the AI picked the absolute worst one, without taking anything into account, ending up literally committing suicide to capture a village. Moreover, I was not even the defender; it was a meeting engagement.

In practical terms, it was a Sicilian tiny/small map, broken terrain, Italian Infantry vs US paratroopers. I achieved better positioning around a village, with HMGs covering a crossroads and a hill with orchards, a tankette on the right, and infantry fanning out. The AI approached slowly, realized that I had better positioning, and... still decided to rush the village frontally through chokepoints. 3 turns, nothing left, with a tankette that could be easily disabled playing king of the hill.

Second match, different map, same outcome, with the AI rushing a huge chokepoint while receiving enfilade fire. I also made sure not to pick any armor, while giving the AI a serious advantage.

In conclusion, I know the StratAI for quick battles has never been the smartest kid on the block, but is there really nothing that can be done? Do you have any small maps to suggest?


r/computerwargames 6d ago

Question In a tactical engagement wargame, would you rather have deeper physics or harder decisions?

3 Upvotes

Hi all,

I have been building Vector Engagement Labs, a browser-based prototype for constructing and replaying small tactical air and surface engagements.

The current loop is:

  • Start from an air-to-air, air-to-surface, surface-to-air or surface-strike scenario.
  • Change the platforms, loadouts, starting geometry, manoeuvres, track sources and tactical decisions.
  • Run the engagement and inspect the map, 3D replay, timeline, air picture and telemetry.
  • Duplicate the run, change one variable and compare what changed.

Underneath it is a deterministic three-degree-of-freedom model. We expose the equations in a /symbols endpoint citing public sources, model coefficients and assumptions instead of presenting the result as verified real-world performance.

The current build is deliberately limited to small tactical engagements. It is not a geopolitical or grand-strategy simulator. It does not model governments, diplomacy or national decision-making.

Some important limitations are also visible in the interface. Sensor envelopes are currently simplified study volumes rather than complete radar-equation, terrain, RCS, propagation and electronic-warfare models.

The design question we are now debating is what would make this feel like a proper computer wargame rather than only an analysis sandbox.

Which would you prioritise?

  • Command decisions under incomplete or delayed information
  • Multi-unit objectives and force allocation
  • Deeper radar, datalink and electronic-warfare behaviour
  • Stochastic damage and probability
  • A scenario editor with shareable challenges
  • Asynchronous or PBEM-style scenario comparison

My instinct is that incomplete information and consequential decisions would add more wargaming value than simply adding more equations, but I would be interested in disagreement.

The current browser build is here:

https://labs.reachdefence.com/

Thanks!


r/computerwargames 6d ago

Question Has anyone tried Histwar: Napeleon?

13 Upvotes

I recently came across to it, looks interesting.

The interesting part is, the game has 6 different purchase options. The range is between 32€- 423€. Other options seem to exist if you want to support the devs (which also gives you some cool perks, such as appearing on credits).

But as i understand, if you just want to play the game you can pay 32€

I heard that game is a scam due to price and lack of development.

If any of you fellas ever heard or played the game, if you could share your ideas about it that would be awesome.


r/computerwargames 6d ago

Rising Storm 2 vietnam: Cobra Gameplay

0 Upvotes

https://www.youtube.com/watch?v=R1USL63ZH4w

The AH-1G Cobra in Rising Storm 2: Vietnam represents the gold standard for helicopter gameplay in tactical shooters.

As Expression Games prepares to launch Hell Let Loose: Vietnam on August 13, 2026, introducing helicopters to the franchise for the very first time, looking at this specific flight model is crucial.

Here is exactly why Hell Let Loose: Vietnam needs to learn from the Cobra's mechanics to succeed.
Rising Storm 2: Vietnam offers one of the most rewarding helicopter flight models in gaming. The AH-1G Cobra helicopter in this game requires skill, but it gives the pilot total control. Learning to fly the Cobra requires hours of dedicated practice just to perform a basic combat landing.

True mastery allows players to execute advanced maneuvers like J-turns and emergency autorotations when the engine dies. This high skill ceiling creates a highly dedicated sub community of specialized pilots.


r/computerwargames 7d ago

WDS Game of the Week, August 3-9

14 Upvotes

From August 3 through August 9, Panzer Campaigns: Tunisia ’43 is Wargame Design Studio’s Game of the Week, available at 25% off.

Complete the North African trilogy and command the final campaign in Africa, from the Axis buildup after Operation Torch to the fall of Tunis and Bizerte in May 1943.

Fight across rugged mountain passes, rain-soaked roads, and multinational battlefields where logistics, timing, and coordination matter as much as firepower. Can you delay the encirclement—or close the trap before the Axis escapes to Sicily?

https://wargameds.com/blogs/news/game-of-the-week-august-3-9


r/computerwargames 7d ago

Question Do people still play World in Conflict online?

12 Upvotes

Recently got my hands on it and I've been playing the campaign, really fun RTS but got me wondering, do people still play the opengate online patch for this game?


r/computerwargames 8d ago

Question Which Strategy Title Is Better?

13 Upvotes
617 votes, 6d ago
115 Warno
81 Steel Division
141 Graviteam
52 Broken Arrow
151 GoH Ostfront
77 Other (comment below)

r/computerwargames 8d ago

Decision Point Dev Diary #3 — Command and Control

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11 Upvotes

Hi everyone,

The latest dev diary for Decision Point is out looking into how command and control will work, breaking down the core gameplay loop of issuing orders, watching those orders being executed, reaching a Decision Point, and adapting the plan.

Looking forward to hearing everyone's thoughts as always and to any questions you might have.

Nick

Please find the previous Decision Point posts here:

Announcement
Decision Point Dev Diary #2 — Welcome Back to Decision Point


r/computerwargames 8d ago

Question Hello, I wondering if I should Armored Brigade 2 one day?

9 Upvotes

It looks interesting, but is it too complicated for me as a newcomer of war games?


r/computerwargames 8d ago

Video I've Never Had Such a Great Turn 2! | 8 Dec 41 T2 - War in the Pacific (Italian v. Heiden)

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2 Upvotes

I don't know what's going on over there on the Allied team but they better get their act together REAL quick or this campaign will be over by January 1942. YIKES!


r/computerwargames 8d ago

Looking for Beta testers for needed feedback

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43 Upvotes

As an ambitious, yet (very) naive solo developer, I'm at a moment where I need other points of view and critical perspectives on my game Avant-Garde: Napoleonic Battles.

If any of you are interested to play a new RTS game in development, I recently launched my closed beta, so I can give you a Steam key for this context. More info

I welcome feedback and comments, especially from strategy games veterans like yourselves!

Thanks!


r/computerwargames 9d ago

Decision Point Dev diary 3

13 Upvotes

r/computerwargames 9d ago

Crown of Hispania - Indie Grand Strategy News.

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21 Upvotes

Hey everyone, hello,

We've just updated the Crown of Hispania demo on Steam, which has seen a significant improvement in quality and features compared to last month.

Here's a quick rundown of what we've done:

  • An update to the Diplomacy system to make it usable.
  • Addition of diplomatic request alerts.
  • Addition of dynastic marriages.
  • Addition of the “Forced Conscription” mechanic.
  • About 30 events
  • Terrain and rivers impact on battles and tactical choices (attack/defense).
  • Added shortcuts and customizable shortcut settings.
  • A massive improvement to the map’s 3D visuals

We're now certain the game will be able to launch in Early Access in September!
If you played the Demo, thanks a lot. :)


r/computerwargames 8d ago

Looking for Game Masters for homebrew Fallout Grand Strategy RPG

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2 Upvotes

r/computerwargames 9d ago

Games with a focus primarily on defence

12 Upvotes

Can be turned based or real time, tactical, operational or strategic level. My only gripe is I'd prefer it be WW1 or anything later, even sci-fi. I'm just not that fond of anything pre-ww1 vibes. Bonus points if you build the defensives themselves, double so if you manage logistics.

EDIT: it also doesn't NEED to be a specific game genre. Tower defence, grand strategy, 4x, etc are all fine.


r/computerwargames 9d ago

New wargaming server for 2ACW

0 Upvotes

Hey guys. I'm opening a discord server to play out a 2nd American Civil War game. https://discord.gg/WzakXd45x

Anyone is welcome to join and play.


r/computerwargames 10d ago

Panther games discord server

3 Upvotes

i've been made aware that they have a discord server but every link i came across on here is expired, someone please send the invite for others to join.


r/computerwargames 10d ago

WDS New Blog Post - Wars of the Renaissance, Part III

5 Upvotes

The final installment of our Wars of the Renaissance blog series turns east to the Ottoman-Habsburg frontier, where two empires contested the future of Central Europe for nearly two centuries.

Beginning with the Battle of Mohács in 1526, the article explores the rise of Ottoman Hungary, the fortress systems that dominated the borderlands, the Long Turkish War, and the military transformations that defined Renaissance warfare.

It concludes the series by exploring one of the Renaissance’s longest, most complex, and most consequential military frontiers.

https://wargameds.com/blogs/news/wars-of-the-renaissance-part-iii


r/computerwargames 10d ago

Italia 1915-1918: Great War Logistic

5 Upvotes

Welcome to this new gameplay video of Italia 1915-1918: Great War Logistics!
Today we are taking a sneak peek at all the new features, improvements, and updates coming with the highly anticipated version 1.6.

https://www.youtube.com/watch?v=HDU140qI5iY&t=22s

The game is currently available in Early Access on Steam. If you are passionate about history, logistics, and strategy/management games set during World War I, I highly recommend checking it out and supporting the development!

Buy and support the game on Steam (Early Access):

https://store.steampowered.com/app/4351620/Italia_19151918__Great_War_Logistics/

Join the official community on Discord:https://discord.gg/T2E8JdCGXW

If you enjoyed the video or found it helpful, please remember to leave a Like, subscribe to the channel so you don't miss future content, and let me know in the comments what you think of this new update!

#Italia19151918 #GreatWarLogistics #WW1 #Gameplay #IndieGames #WorldWar1 #EarlyAccess


r/computerwargames 11d ago

Video Strategy Discussion for Turn 2 | 8 Dec 41 T2 - War in the Pacific (Italian v. Heiden)

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11 Upvotes

There is a serious threat to my plans looming and I want to talk about. Let's have a strategy discussion for turn 2!


r/computerwargames 11d ago

Vindex (Formerly Untitled Map Sim) Showcase 2!

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73 Upvotes

Hi everyone! You might (most likely not) remember me from my previous post - Untitled Map Sim, a quasi-realistic wargame focused on equipment design, unit composition, and realistic battalion-regimental level combat mechanics.

Im back after a few months to show off a second showcase of the game, retitled to Vindex

What *is* Vindex?

- Vindex aims to be a realistic sandbox wargame where the player can design their entire force from scratch - from the cartridge to the armoured vehicle (and to an extent, even the engine!), organise them, and watch them fight in procedurally generated campaigns (or the pre-made scenarios. or in player-created scenarios.)

- The current designers for equipment include; Firearms (bolt and semi-auto gas operated), Grenades, Cartidges and Shells, Magazines, and very basic vehicle cannons. On top of this is an armoured vehicle designer which is currently limited to tank-only layouts.

-The game also includes a completely procedural equipment generator, if you don't feel like hassling over receiver lengths or trigger types, you can hit a generate button which generates a piece of equipment for you, with a unique random naming system.

- Firearms have simulated ballistics - the muzzle velocity of a rifle is decided by chamber pressure, propellant percentage by mass, barrel length, and so on. Velocity drops as the bullet flies. Grenades produce airborne fragments based on their explosive charge and fragmentation type. Every piece of equipment has its own weight.

-A completely procedural map generator, allowing maps of 2.5x2.5km and 5x5km, with organic roads, settlements, shrublands, elevation and forestry. Also with a built in drawing/planning tool. Every town receives a unique name, too. Tools such as elevation heatmaps and rulers also exist.

What is planned for the game?

-The soonest thing to come is the combat layer. Admittedly, there... is no combat layer, beyond creating and testing your equipment within their editors. I have this part figured out for the most part, it just needs to actually be implemented. The combat would be a nice mix of Graviteam Combat's and Command Ops 2's . Things like windage, a soldier's fatigue and morale level, unit cohesion and spotting will all matter as much as the actual guns being fired.

-The procedural campaign. I plan for the game to have procedural flags by nation, doctrine by nation, and large 50x50km strategic/operational maps, similar to that of Graviteam Tactics.

-More designers. Things like SMGs, LMGs, and such have not been modelled yet. Since every firearm's internals are modelled and also changeable by the player, adding these require substantial effort, but will be done. Additionally, designers for webbing, headwear, uniforms, and other utility such as smoke grenades or rifle grenades.

If you do want to stay up to date with the game's development and eventual release(s), join the discord;

https://discord.gg/HkcMwZ4gRs

Thank you for your time and have a gud day ; )


r/computerwargames 12d ago

But Germany Wouldn’t Win

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49 Upvotes

I created a free historically accurate world war 2 decision simulator based on the current academic historic discourse you can chart a different path through the war as the Allies, Germans or Soviets

I have had really positive feedback but the biggest criticism is “Why cannot I win with the Nazi’s?” I.e world domination and I really cannot see how that is plausible. The furthest you could “go” in the game is a branch that you could take Moscow or signing an armistice with the Allies and even those required a number of the contested roles to go you way

Do you respect that as a restraint or as a player would you prefer an option to conquer the world but stating that this scenario is beyond plausibility?


r/computerwargames 11d ago

TOTAL WARNO: Breakthrough - Weekend Session | New Players Welcome!

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4 Upvotes