I've been slowly working on what I wished Combat Mission 2 could/should have been.

I've been slowly working on what I wished Combat Mission 2 could/should have been.

Some AI testing on War Company and the first unedited footage. Company and platoon level action on wide open maps. No grid movement, no fuddling with pathfinding surprises. I wanted a game with detail but doesn't involve babysitting troops at the micro level. And an overarching dynamic campaign with supply and logistics that affect the battles. I've been gaming in this genre for decades, what else would you have hoped to see?

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u/nongbenz — 13 days ago
▲ 27 r/RealTimeStrategy+1 crossposts

Overview of WARCOM's Tactical UI – Making Large Battles Easier to Read and Command

I put together an overview of some of the tactical UI and controls in WARCOM.

I enjoy tactical wargaming but any scenario with more than a dozen or so units starts to get frustrating. My goal is to keep important information, unit status, and common orders at your fingertips with predictable results. So large engagements remain manageable without too much fumbling.

Let me know if you have any ideas or suggestions you’d like to see in this type of game.

I'll also be making a video covering the operational layer, and there's a free Steam demo coming soon. If you're interested, please wishlist the game to stay updated:

WARCOM Steam

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u/nongbenz — 2 months ago

What if you could zoom into a hex wargame and fight the battles in real time?

Anyone else feel like most tactical war games kind of skip over half the war?

Like you’re fighting these detailed battles, but there’s no real sense of logistics, supply lines, units getting worn down, or the bigger picture shifting around you. It always made things feel a bit disconnected to me.

That’s basically why I started working on this.

I wanted something where the operational layer actually matters, where pushing too far stretches your supply, where frontlines evolve, and where battles aren’t isolated moments but part of an ongoing campaign. So WARCOM ended up being this mix of large-scale maneuvering on a procedural hex map, with battles that play out in real time and carry the consequences forward.

Still figuring a lot of it out, but the goal is to make things like logistics, attrition, and terrain actually shape how you play, not just stats in the background.

Anyway, with it being the anniversary of D-Day, I’ve been thinking a lot about how much of those battles came down to planning, logistics, and persistence, not just the fighting itself.

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u/nongbenz — 4 months ago