Strategic Command World War I: The Great War contains a number of major campaigns that span the period including a monster campaign featuring the biggest map of Europe and the Atlantic yet, at over 39,168 tiles, or 384x102!
Strategic Command World War I is a re-release of the great classic from 2010, with all the improvements brought by its original "Breakthrough!" mod!
The flagship campaigns that come with this release cover the war in Europe starting with the great German offensive into France in August 1914 and ending with the final grand battles in France and Flanders in 1918. The battles fought on the Eastern Front and in the Italian, Balkan, and Middle Eastern theaters are all fully represented too.
This release will also include the expansion "Strategic Command WWI - Breakthrough!", introducing a new unit – the armoured train, which substitutes for the rail gun in some scenarios. The game engine changes cover a host of improvements including new hotkeys and some nice combat features like combat unit swapping, improved bombardment options, and so on. Supply rules have been overhauled and improved. Breakthrough also adds a variety of additional scenarios and a range of modding features to the game editor.
Strategic Command World War I: The Great War provides you with the opportunity to re-write history in a war that changed not only the destiny of Europe but of the whole world
35 countries, 8 major and 27 minor belligerents (up to 65 nations possible with the Editor)
Trench Warfare - Units can build trenches and trench lines act to block further spotting under Fog of War
Shells - Artillery and Rail Guns now accumulate shells each turn and may fire as many shells as they have available
Research - The many areas available include the key WW1 areas of Trench Warfare and Shell Production
Reconnaissance Spotting - Recon Bombers allow you to fly spotting missions behind enemy lines
National Morale - This value can be increased or decreased by special events, combat losses, enemy and friendly territory held, and it can influence not only individual unit morale but also the entire collapse of a nation if the value drops below critical levels
To End All Wars
Ageod’s To End All Wars is a new game designed around one of the greatest wars that mankind has ever experienced. In this grand strategy game, players will take control over one of the major alliances that so desperately fought for control over Europe and to end all wars.
Of course the engine has been updated and altered to convincingly simulate Great War warfare. Continues lines of trenches can be created by the player (and the AI) and special rules allow air units to fulfill missions even beyond enemy lines. Other features brought by this title include the new diplomacy system and the new research system.
Together, these features, combined with the proven Ageod formula make To End All Wars one of the biggest and most detailed Ageod titles yet!
Setting: the game covers all of Europe, from the Western seaboard to the Volga, from 1914 to 1918. Middle-East is also in, as well as most of the rest of the world (as off-map boxes regions)
Game map is divided into more than 3,000 regions, with a variety of terrain, climates and development level.
Scenarios: 1 tutorial and 2 main scenarios of the whole war (historical start in August 1914 and open start with players choosing their own warplans).
Historical leaders: Over 1600 historical leaders each rated on their abilities and over 900 different types of units from infantry, to cavalry and artillery to aircrafts and battleships!
Production: Control your nations spending on the military, economics, research and diplomacy through a few simple-to-understand assets and production centers.
Regional Decision Cards: The game has an innovative card system that lets you trigger events such as Spies, surprise attacks, key trench warfare aspects, technological or tactical breakthrough and, if played wisely can affect the flow of a campaign.
Detailed game model includes features such as Weather, Attrition, Supply, Front Lines and Fog of War
Historical Events are triggered throughout the game giving the player crucial decision points. These cover anything from local uprising to foreign intervention.
Battlefield Tactics allow the player to make decisions that can turn the tide of battle.
Sieges and Naval warfare are all covered in detail in the game.
Technology over time the technologies available will be upgraded using both the event and cards system.
Chain of Command allows units to be organized in to brigades, division, corps and armies and leaders put in command of them.
To End All Wars: Breaking the Deadlock
One day the great European War will come out of some damned foolish thing in the Balkans ” (Otto von Bismarck)
As the advancing central powers got bogged down across Europe and the troops were digging in to their trenches, a stalemate formed and the hopes of a quick victory were dashed on both sides. When all was quiet on the western front however, both the Central Powers and the Entente kept looking for opportunities to gain the advantage elsewhere. Seeking out new allies in the Balkan region, launching campaigns in the Middle-East and aiming for breakthroughs on many different fronts. All this was done with only one goal in mind: Breaking the Deadlock.
To End All Wars: Breaking the Deadlock is the first expansion to the most detailed World War One wargame ever created. Adding 5 completely new scenarios, this expansion aims to vastly increase the content in-game, giving players the option to focus on specific campaigns in Italy, the Balkans and even the Middle-East. In addition, the expansion also allows for the grand campaign to be started in 1916, allowing them to seek out their own opportunities to overcome the stalemate and win the War to End all Wars.
Breaking the Deadlock comes with five new scenarios:
SERBIA 1915 - 12 turns
Following the British assaults on the Ottomans in 1915, the Central Powers seek to secure a rail line into Ottoman territory, in order to be able to assist them in sending aid to their struggling ally. As a result, a new major offensive was launched against Serbia and this time the small Serbian nation is also attacked from the Bulgarian front.
ROMANIA 1916 - 30 turns
Witnessing several hardships of the Central Powers in 1916, the Romanian government considered that now was the time to join the Russians and seize Transylvania. The Romanian army was in high spirits and would be able to quickly deal with the only Austrian army in the area, but how long would it last until German reinforcements would join the fight?
CAPORETTO 1917 - 8 turns
This small actioned-packed scenario takes place in northern Italy, where a combined Central force sought to deal a decisive blow to the Italian army, forcing a breakthrough and taking them out of the war. The Italian 2nd Army was ill-prepared to deal with the offensive, but military help from their allies was underway.
PALESTINE 1917-1918 - 72 turns
After the Gallipoli Campaign of 1915, veterans were dispatched to the Middle-East on each side, forming the Egyptian Expeditionary Force (EEF) for the British, and the Fourth Army in Palestine for the Ottomans, to fight for the Sinai Peninsula. In 1917, the British had moved into Ottoman territory, where they suffered two defeats at the Battles of Gaza. The Brits were determined to push on however and a new offensive was about to take place.
GRAND CAMPAIGN 1916
This allows you to start the full campaign in 1916, where you will be given the freedom and the opportunity to find your own ways to break the deadlock and win the war!
Breacking The Deadlock is an expansion for To End All Wars and requires To End All Wars to be played.
Commander - The Great War
Take Command and Secure Victory in the War to End All Wars!
At the heart of the conflict, when men fought for every inch of land, only visionary leaders could make the choices that would lead their troops to victory. The remarkable sequence of events that inexorably led to the 'Great War' is written in our history books and pictured in our movies. Now a new turn-based strategy game captures this time of war with unprecedented realism, playability and accuracy. Developed by The Lordz Games Studio, Commander - The Great War is the latest release in the popular Commander series to bring the thrill, excitement and challenging decision-making of these difficult times to life. Gamers can enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole war from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!
For generals looking to test their mettle against other players, Slitherine’s revolutionary play by e-mail system will also bring a whole new level of excitement in Multiplayer battles while simultaneously offering near limitless replayability!
Commander - The Great War is not anymore officially supported by the developer. The last patch is from 2015 and can be downloaded from the Members' Area.
A huge hex-based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east.
5 Grand Campaigns, each starting in a different year of the war, at the start of a historical offensive: 1914 The Great War, 1915 Ypres Artois, 1916 The Battle of Verdun, 1917 The Nivelle Offensive and 1918 The Kaiserschlacht.
Over 40 unique historical and what-if events triggered by conditions on the campaign-map. 18 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains, Cruisers, Submarines and Battleships, Fighters, Bombers and Airships. Each has its own strengths and weaknesses, based on their historical performance in the various theatres throughout the war.
Attach historical Commanders to your units. Each has their own specific strengths, so decide wisely which Commander is most suited to which front.
Three types of Commanders are available: Generals for ground units, Admirals at sea and flying Aces to strengthen your air units.
Invest in research and technology to improve your units. Aircraft evolve from fragile tools of aerial observation to deadly ground and air attack planes. Artillery barrages become ever more accurate and powerful. Or focus on Armour technology and unleash a dreadful new weapon on the battlefield: the Tank.
Detailed and realistic combat that models supply, morale, terrain, leadership, equipment, training and fog of war.
Multiplayer via Slitherines revolutionary PBEM++ server system. Easy to learn, hard to master game play.
An all new engine, supporting any display resolution from 1024600 upwards and includes full wide screen support.
Extreme moddability using the Lua scripting language, allowing players to alter many aspects of gameplay including combat, research, unit statistics, terrain effects and many more
The Operational Art of War IV
The Operational Art of War IV is the new generation of operational wargames. With more flexibility than before and with a new array of exciting features, it will make you relive the most iconic battles from the dawn of the 20th Century to modern day, including the ones that never occurred!
The supply system has been greatly enhanced, allowing a more gradual simulation without adding extra tasks to the players.
A new Battlefield Time Stamp feature takes on TOAW's unique way of handling game turn resolution and makes it easier for players to plan ahead!
In addition, the game will feature an Improved combat resolution, a much more consistent combat round management, along with major improvements to the TOAW Editor Event system, making complex scenarios easier to create!
And for those among you intimidated by large scenarios, an Improved PO/AI assist automation exists to make handing off part of your friendly forces to the AI easier!
The Operational Art of War IV is the top-notch military simulation that every wargamer needs!
New naval warfare features
The modeling of ships has been improved. Instead of treating ships as a single piece of equipment, like a gun or a squad, they are now treated as complex systems that incur damage in combat. Ships have new armor, durability, accuracy, speed, and agility parameters.
Embarked units no longer employ their own strengths in defense. Naval combat now evaluates attackers’ Anti-Naval strengths as individual shots/planes – employing their shell weights to determine armor penetration and resulting damage.
Sea Interdiction can now be employed by aircraft, ships, and coastal guns. Ships subjected to sea interdiction fire counterbattery back (or, in the case of carriers, counterstrikes).
New Supply system
There is now an intermediate supply state that falls between “Supplied” and “Unsupplied”. It’s called “Overextended”. A new parameter called the Overextended Supply Threshold has been implemented. That is the location supply value below which locations are overextended. Units in such hexes will function somewhat between how supplied and unsupplied units function. The result will be that it will be much more difficult for units to press on at red-lined unit conditions from such locations.
Motorized unit movement over improved roads can be set by the designer to be less than one MP per improved road hex (for example, ½ MP per hex). If optioned, this affects supply in that supply lines traced over improved roads will extend proportionately further than over other terrain, like regular roads. Note how this would especially affect desert scenarios.
The limit of 50% unit supply recovery per turn has been lifted.
Other game features
Range Limits: Ranged units can have their nominal ranges player limited. This can be used to tailor bomber ranges to match fighter cover ranges or to make units with multiple range equipment operate within the range of the shortest-ranged equipment. The DBR will reflect the modified range.
Deployment Recovery: Ranged units retain their deployment states after combat and ground assaulters can recover theirs if a planned combat is canceled.
New Bridge Destruction Rules: There is an option to limit bridge hexes (for destruction purposes) to locations where the road feature graphically crosses the river feature.
Combat Report Review. Combat reports are saved in the pbl/sal files for review by both players during their player turns.