Looking for the best American Civil War game
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?
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?
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.
It's just been released had this on my wishlist for awhile but I think I'll wait for some reviews to come in
Sometimes I like to see the world burn .. what’s some of the most complex wargames available to play right now. Feel free to include games that you can’t buy on steam etc..
3 companies of not-1904-russian infantry carry out an assault against a defending company of not-1904-japanese infantrymen, up a hill in Lead Simulacrum
(i hope im not breaking the self promo rules. i've opened a new subreddit specifically for this game so i dont have to keep spamming r/computerwargames anymore - r/LeadSimulacrum)
There's a(nother) good article on Tally Ho Corner about the pros and cons of the current phenomenon. As someone who basically uses AI as an elaborate spellchecker for now, and considering our own coder couldn't ever find much use for it either, I cannot really comment on the game creation part - and yet as a player, I am in (positive, or at least hopeful) awe of the future possibilities.
I see it more as a way to raise the bar for hand-made wargames - a bar which others might reach more easily now that they have ready assistance available - but the socio-cultural-ethical gap with some of the player base remains something of an abyssal obstacle, independently of the design merit of whatever comes out of the AI oven, even when said AI was used as an auxiliary tool rather than the main effort. Anyway, here's the dope below.
https://tallyhocorner.com/2026/09/cyprus-1974-is-a-wargame-designed-and-coded-by-ai/
At any rate, other takes are available in the comments section over there. I'm sure some of you have a pretty straightforward PoV, as you have manifested it countless times here already. I'm still in the wait-and-see camp, but I can understand the arguments from both sides of the aisle.
Edit: Kinda amazed by the downvotes so early on. Do these guys even read the stuff, or just click "down" when there's a word they don't fancy, to ensure nobody comes across it?
For a niche that has the self-claimed reputation of being a bit more intellectual than average, I find that sort of behavior a bit sad. At some point, I am even surprised these people would consider the computer as an acceptable alternative to tabletop to begin with... Informed debates at a pivotal point in the history of our medium should be allowed in our quarters independently from what sort of disgust some might harbor for a side or another of a given equation, and I say that as a longtime grognard myself. We're not talking black counters controversy here, it's a bit above and beyond that sort of things.
Thanks in advance to those who will have the kindness to behave like grownups.
Just started playing and loving it so far. In the Travel Planner there is a link for a Tactical Transport Checklist, but when I click on it the file cannot be found. I have done a manual check, ensured that I am on the latest version and verified the installed files.
Anyone have any tips?
Thanks in advance
Download early versions now
https://github.com/sneadtristen6/R.U.S.E-2.0-Project
https://github.com/sneadtristen6/Ruse-Mods
If you like the work im doing and want to support i now have a patreon!
https://www.patreon.com/cw/SneadTristen6
more to come in the coming days, stay tuned and spread the word!
While this community appreciates the engagement from developers and designers, the recent trend towards high-cadence updates from accounts that otherwise don't significantly contribute to the community is starting to shift the feel of the community in a direction that isn't desirable.
Starting tomorrow (10/5), all dev-updates and self-promotion posts MUST be submitted as a top-level comment in a newly established pinned mega-thread. This will centralize where members interested in finding the updates will look, declog the feeds, and keep you engaged with the community.
The mods will continue to work to keep the community focused without being heavy handed. Feel free to modmail us with any suggestions or feedback!
Edit: We'll be having automod automatically enforce this rule initially to minimize the reports and to provide prompt feedback. If you feel that reddit miss-ID's your post as a dev-update or as self promotion, shoot us a modmail.
Hi All. I went down a little bit of a rabbit hole to see what was out there in terms of browser-based hex-and-counter wargames. Here are some I found:
Battle for Moscow (obviously)
Bridgehead: 1944
Assaye 1803
Hohenfriedeberg
Take That Hill!
Art of Battle 2
Waterloo Campaign 1815
Unconditional Surrender! WWII in Europe (via BGA)
Memoir '44 (via BGA)
Hex: 1900-1999 (in Portuguese)
Four Star General
Broken Arrow: Ia Drang
1914: The World Undone (trilogy)
Operation Nightfall
SGW Hexagonal Wargame
Operation Brevity
A number of these games are on itch.io and at different stages of development -- some fully operational and some with just scaffolding. What are your favorites?
Hey, it's me again :)
European Warfare 2 v0.94 is here, and this is probably the biggest update I've done so far, bringing together several months of engine work and a lot of new features.
EW2 is now 64-bit, finally removing the memory ceiling that had reached the point where I had basically stopped adding significant new content. That limitation is now gone, so EW2 can continue expanding.
The new GPU renderer is also now part of EW2, bringing much better performance in demanding situations, smooth zoom and transitions, improved sprite rendering, completely new fog of war and enhanced water.
The biggest gameplay addition is Conquest Mode — a new turn-based strategic campaign layer connected to EW2's real-time battles.
There are already three Conquest campaigns included in v0.94:
They include multiple playable sides, strategic AI, persistent armies, reinforcements, fortifications, supply and attrition, forced marches and other campaign mechanics.
Beyond that, 0.94 contains a huge amount of work on AI, multiplayer/netcode, controls, objective battles, graphics, the editor and stability, along with a long list of fixes and smaller improvements.
One important note: v0.94 is highly experimental. A massive amount has changed under the hood, so while testing has gone very well, there may still be problems on some systems.
For that reason, v0.93 will remain available for download. If 0.94 doesn't work properly for you, you can simply reinstall the previous version.
Anyway, enough from me. :)
European Warfare 2 v0.94 Released — 64-bit, GPU Rendering & Conquest Mode news - ModDB
Have fun with v0.94, and let me know how it runs!
I love learning about the Pike and Shot era and the Thirty Years War, and feel like it is a very underrepresented period, so I created several battles from the war using the scenario editor from the multiplayer game Lines of Battle.
The armies in these scenarios are almost exactly historically accurate in terms of numbers, terrain, formations, and army composition.
To play the scenarios, download the word doc, go to the Lines of Battle scenario editor, import the doc, and you can play these battles.
Lines of Battle scenario editor: https://linesofbattle.net/scenario-editor
Battle of Breitenfeld: https://docs.google.com/document/d/17RX2oDeI_KVZFMPH7aKzYhE-m-dao6bGyPA4mMJgoxk/edit?tab=t.0
Battle of Rain: https://docs.google.com/document/d/1Poz5bESK_x8b-bfLKuRKH3jqo694Dbog8kPXmx-PbaA/edit?tab=t.0
Battle of Lutter: https://docs.google.com/document/d/1v1079cmzjQ_bkDSft_js0IhVCdaj4bZdIfkhXklqLZs/edit?tab=t.0
Explanation of units: https://docs.google.com/document/d/11wx8WVKVEjeKd3lUQplA03RGex0y13XSp5KQtJBNKac/edit?tab=t.0
Base Scenario with Pike and Shot units, if you want to make your own scenarios: https://docs.google.com/document/d/1KIbQy6Xi_0Yi0KFeixv3vvgwdVLczF9c3jqm9G4PNhU/edit?tab=t.0
Hi, new player struggling with the game.
Can anyone please explain to me what the control overlay does? There's no mention of it in the manual. In fact the very button on the toolbar that you're supposed to click to bring up this overlay is missing from the screenshots I'm seeing in the manual.
Apparently there are some other overlays in the game as well: Anti personnel, Anti armor and AA fire zones for both sides. The manual doesn't say a thing about how they work and are to be factored into your thinking, much less about what the different colors represent.
Can anyone help me out? Alternatively, I'd also appreciate links to any online resource that might be of assistance.
Hi all!
I'm making My General, a top down medieval battle game heavily inspired by Total War series. You command regiments of men who each fight on their own: shield walls, cavalry charges that knock men flying, arrows arcing over the field, morale that breaks and men who tire.
What's in it now:
• Seven peoples: English, Vikings, Mongols, Rus, Song China, Turks and Saracens (much more I wish to add)
• Formations: line, shield wall, square and wedge
• Sieges with ladders, rams and siege towers
• Weather, seasons and ground that matter
• Online battles for up to 8 players, 4v4
• A campaign where you run your own town between battles (in the works)
It's heading to Steam, and I'm looking for playtesters to break it, find bugs and tell me what's fun and what isn't. If you like Total War, Bannerlord, Manorlord, Master of Command, CS2, Roblox, I'd love your help and most importantly to grow and have fun together!.
Discord (playtest builds, news, feedback): https://discord.gg/rYhCHHQ3Ce
Currently waiting for steam to approve! Thanks for reading, and ask me anything about how it works!
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?
A few months ago people were asking if R.U.S.E. could ever have a real map editor.
This is where we are now.
RUSE Studio can reshape the terrain, add roads, build towns, place cover and starting points, and now generate bridges that actually work in the game.
The bridge test was the big one.
Draw the road → build the bridge → load R.U.S.E. → tanks, infantry and supply trucks cross it.
So we're getting past the point of just modifying existing stuff. You can start building the battlefield itself.
R.U.S.E. 2.0 is also building out the launcher and mod system around it, with the long-term goal being new maps, units, models, missions and eventually modded multiplayer.
R.U.S.E. 2.0:
https://github.com/sneadtristen6/R.U.S.E-2.0-Project
R.U.S.E. Mods:
https://github.com/sneadtristen6/Ruse-Mods
What would you build first?
Going through an old box of pc strategy games, I found some physical copies of war games/grand strategy. Good memories from a time I had all the time for myself.
Played a lot of the Supremacy games and Iron Order 1919 wondering if there’s anything else like these to play on pc and/or mobile (Android)? Any help is greatly appreciated!……