The new reference in RTS at its best! The Wargame series returns to duty, larger, richer and more spectacular than ever before. In Wargame Red Dragon, you are engaged in a large-scale conflict where Western forces clash against the Communist bloc.
User reviews: Very Positive (2,326 reviews)
Release Date: Apr 17, 2014

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Buy Wargame Franchise Pack

Includes 3 items: Wargame: European Escalation, Wargame: Airland Battle, Wargame: Red Dragon


Recommended By Curators

"Wargame: Red Dragon is bigger and more impressive than ever, but its poor naval combat is an anchor weighing it down."
Read the full review here.

Recent updates View all (28)

September 9

New version (v.584)

- fixing a bug that froze AI when loading one of the "old" campaign's save.
- invalid saves are now clearly visible on "Climb Mount Narodnaia".
- fixing some campaigns' battlegrounp models' errors.
- fixing S-Korean heliborne infantry in "2KW": it now generates an "Alamo-stykle" battle whenever landing in an enemy sector.



- fixing some self-propeled artillery turret which couldn't rotate 360°.
- comm& helicopters' base availability set at 6 per card.

- Polish T-72M1D stats aligned on the stats of the CSSR T-72M1K.

- REDFOR heavy artillery units now fire their full loadout in one salvo (affects Koksan, Pion, Malka).
- REDFOR OSA AK price reduced from 45$ to 40$.
- REDFOR OSA AKM price reduced from 75$ to 65$.
- Chinese HQ-61 service date changed from 1986 to 1988 [size=85](to model the HQ-61A missile variant, but name hasn't been changed yet).[/size]
- Chinese HQ-61 accuracy increased from 40% to 60%.
- N-Korean PON'GAE-2 price reduced from 60$ to 55$.
- Polish NEWA accuracy increased from 55% to 65%.

- BLUFOR Roland 2 missile range vs helicopter increased from 2100m to 2450m.
- W-German FRR ROLAND 2 price reduced from 55$ to 50$.
- W-German FRP ROLAND 2 price reduced from 55$ to 50$.

- American Super Cobra gets its AIM-9 back.


Also, too many deck specializations' change for this announcement, please check the whole log here:


8 comments Read more

September 4

New version (v.578)

- USSR aircraft carrier model fixed
- Fixed music in opening video
- Fixed minor bugs in english texts
- 51. Attack Sqd. (Chinese unit in Qingdao) can now be attacked even if alone.

- Fixing objectives display.
- BEWARE: All saves in the Climb Mount Narodnaia campaign are no longer working. We apologize for the inconvenience.

- Gjoll minimap fixed
- Fixed missing filter option in the Armory

Following S-Korean unit names changed:
K111 CV -> K111 JIHWI-CHA
KM113A1 CV -> M113A1 JIHWI-CHA
K277 -> K277 JIHWI-CHA
K136 -> K136 KOORYONG
M48A5K2 -> M48A5K WRSA
K111 I-TOW -> K113 I-TOW
K111 TOW-2 -> K113 TOW-2
A-37B -> A-37B Dragonfly
F-16C Block 30 -> F-16C PEACE BRIDGE
F-86F -> F-86F SABRE
KF-16C Block 52D -> KF-16C ASPJ

Following Chinese unit names changed:
BJ212 PML75 -> BJ212 PWL78
Q-5 -> Q-5I
Q-5II -> Q-5IA

F-104J KYU -> F-104J EIKOH
DDR MiG-29 9-13 -> MiG-29 9-13S
Lynx HA S.2 -> Lynx HAS.2
Kh-25L -> Kh-25ML
F-8E(FN) Twin Colt Mk 12 -> Quad Colt Mk 12
Kh-25L -> Kh-25ML
Ka-52 Kh-25ML -> Kh-25MPU
9M336 -> 3M9
9M336M4 -> 3M9M3
C-701R -> YJ-7R
Yingji-J1 -> C-802
YJ-8 -> YJ-8K
Gsh-23 -> GSh-23L

- Soviet 2S23 NONA-SVK speed increased from 60km/h to 80km/h
- N-Korean M1992 SPAAG availability increased to 2 cards.

- American Patriot time between missiles increased from 1 second to 4 seconds, bringing it's rate of fire in line with other long range AA (BUK/HAWK).
- S-Korean K9 Thunder ammo loadout reduced from 105 to 48
- S-Korean K9 Thunder turret can now rotate.
- S-Korean K9 Thunder range increased from 29750 to 41300
- S-Korean K9 Thunder armor increased from to
- French VPM-120 model is fixed

- American M1IP RoF reduced from 10 to 9 as other Abrams.

- W-German Marder 2 AP gun range reduced from 2100 to 1925m (HE weapon already had a range of 1925m)
- W-German Marder 2 number of ammo carried reduced from 900 to 300
- W-German Marder 2 is not available anymore to Deckungsgruppe

- Helicopters rockets are now fired 2 by 2 (except for S-24).

- REDFOR S-24 rockets on helicopter accuracy on the move reduced from 35% to 30% and aim time increased from 0.2 to 1sec

- American A-10A Tunderbold ECM increased from 10% to 20%
- American Apache Longbow now fire it's Hellfire missiles in salvos of 2 with 4sec between salvos.
- American Kiowa Warrior Availability incresaed to 2 cards

- N-Korean H-5 flight model fixed
- N-Korean H-5 rear turret visually improved (we could unfortunately not make it work as in reality)
- N-Korean H-5 properly renamed B-5 (export name for the Chinese H-5)
- Chinese JH-7 is now available in every decks not only marine.

- all BLUFOR Harrier with 750kmh turn radius increased from 300 to 350m (the flight model could turn that much)

15 comments Read more

About This Game

The new reference in RTS at its best!

The Wargame series returns to duty, larger, richer and more spectacular than ever before. In Wargame Red Dragon, you are engaged in a large-scale conflict where Western forces clash against the Communist bloc.

1991: the two blocs confront each other in a new theater of war, Asia, joined by various other countries: Japan, China, North Korea, South Korea, Australia and New Zealand.

You command the military resources of all 17 nations involved, assembling your fighting force from a phenomenal selection of 1,450 units that have been meticulously reproduced from their source! Command tanks, planes, helicopters, new warships and amphibious units in intense battles of unequaled tactical depth. Master the relief of varied, ultra realistic battlefields, dominate the new maritime areas and rewrite history in a conflict that has been directed and designed in stunning detail by development studio Eugen Systems.

Wargame Red Dragon is thrilling in single-player mode with its new dynamic campaign system, and also offers an extensive multiplayer mode where up to 20 players can compete against each other simultaneously.

System Requirements

    • Processor: AMD/INTEL DUAL-CORE 2.5 GHZ
    • Memory: 2048 MB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 20 GB available space
    • Sound Card: DIRECTX 9 COMPATIBLE
    • OS: MAC OS X 10.7
    • Processor: INTEL CORE 2 DUO 2.4 GHZ
    • Memory: 2048 MB RAM
    • Graphics: 256 MB ATI RADEON HD 4670/NVIDIA GEFORCE GT120/320M OR HIGHER
    • Network: Broadband Internet connection
    • Hard Drive: 20 GB available space
    • OS: UBUNTU 12.04 LTS 64bits/UBUNTU 12.10 64bits/SteamOS 64bits
    • Processor: AMD/INTEL DUAL-CORE 2.5 GHZ
    • Memory: 2048 MB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 20 GB available space
Helpful customer reviews
42 of 45 people (93%) found this review helpful
38.4 hrs on record
Ahh where to begin. Well, this certainly isn't your average RTS. Far from it in fact. This is frankly the kind of strategy game I've been hoping to see for over ten years. Now, I have heard some say that you really need to be a military or cold war history enthusiast in order to appreciate Wargame. I may be biased as I have studied military weapon systems since I was a little kid, but I have to disagree. From the standpoint of an RTS game, I believe it is unmatched and I will give some reasons why.

It’s actually a bit difficult to compare to other games... see with many RTS games you're building your base, having little skirmishes toward the beginning to gain unit experience, with the ultimate goal of massing units for a big push. With Wargame, there is no base building... it is all actual military maneuvers, weapon system knowledge, use of cover and concealment both for survivability and ambush, use of recon to spot enemy units for more combat oriented units, gaining Line of Sight (LOS) prior to and maintaining it during engagements (more difficult than it sounds), use of support systems such as Artillery, AAA, and SAMs to provide cover for advancing infantry and armored units, use of special forces infantry to wreak havoc behind enemy lines, capitalizing on terrain features to enable better LOS, spreading out of units so that a single airstrike won't eliminate half your assault force... but not so thin that they cannot cover each other. At the beginning of a match, there is usually a push to gain strategic positions (which supply reinforcement points) and dig in, then using recon to find gaps in enemy defenses and pushing through, encircling the enemy and/or simply cutting off their supply routes and territories. So... Wargame really is an interesting combination, it’s slow like a chess game at times... and then in a matter of literally seconds it can turn into a massive brawl.

In multi-player, which is really the heart of the game, it utilizes a "Deck" system where you will pick and choose what units you wish to deploy into battle not terribly dissimilar to the Total War series of games. Thinking of it like a deck of cards, each one can only field a certain number of units... and once they're gone... they're gone. More advanced or higher trained units will mean that you will only be able to field a very limited number of them, making highly specialized extremely advanced Decks very difficult to play with as EVERY unit loss is a major one... but if you are very careful, and very clever, you can win.

Bringing more units into battle requires reinforcement points, which are gained by capturing strategic points on the map. While this system will sound familiar, it plays out differently than in most RTS games in that not just any unit can capture and hold a point. In fact, a single insignificant and vulnerable command jeep or other "CP" unit can capture and hold a point. If the enemy discovers this command unit, then you are just one artillery or air strike away from losing the point and having to bring forward another CP unit to secure it again.

Another system worth mentioning is support via supply trucks and helicopters. Every unit can run out of ammunition, and any unit utilizing a combustion engine will run out of fuel. The only way to keep your units in the fight is to resupply them utilizing cargo transports. These supply units are very vulnerable... they have no defensive weapon systems, and little to no armor. Special Forces units can ambush and capture enemy supply units, so if your enemy is pounding you with a constant barrage of weapons fire... chances are there is a major resupply operation in progress and if you can disrupt that, you can deal a crippling blow to your adversary. With resupply made impossible, your opponent's constant spam of shells and bullets will render his units helplessly dry on ammunition... easy targets.

Air forces are a big part of the game. Frankly a single well executed air strike can shut down an entire assault, and force your opponent into a defensive posture... but that is not to say that attacks from the air are TOO powerful. In fact, aerial units are very easy to shoot down, very expensive, and fixed wing aircraft can only fly for a short period of time before they have to bug out due to low fuel. Jets can also be particularly difficult to utilize effectively because most of the time the enemy will cover their ground forces with AAA and SAM units. However, in the off chance your opponent miscalculates or sends his forces in with little to no cover... responding with a couple A-10 Warthogs along with fighter cover and witnessing the destruction they are capable of is truly mezmerizing.

Now, I haven't messed around so much with the naval aspect introduced in Red Dragon... but there are some balance issues and tweaking to be made there. However, for ground forces, the game is amazing, made even more so through the use of amphibious units. Your opponent think that you're helpless against his wall of tanks overlooking the lone bridge in the area? Not a problem, send in a group of amphibious tanks or anti-tank missile equipped vehicles to traverse the river around the flank and put fire into the sides of the aforementioned problem. Did I mention that all vehicles, armor, helicopters have differing top, front, back, and side armor levels? Tank armor is usually very strong to the front, and weaker in the rear or side... makes flanking maneuvers or ambushes on unsuspecting armored units quite devastating.

In closing, the learning curve is high, the 1300 units is daunting to think about, and the pacing may not be what everyone is looking for. It can be very slow and almost chess-like at times, and then turn into a firefight with unrivaled intensity. If you're looking for a unique blend of game and simulation, that you could play for years and still learn new things, it's tough to beat Wargame.
Posted: May 3
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23 of 23 people (100%) found this review helpful
201.9 hrs on record
A very challenging and rewarding RTS.

// What you need to know before starting //
To begin with, you'll need to start with a guide (i.e. SandyGunfox's 200-page guide to Wargame:RD). The fundamentals are key, and there are seemingly a lot of them, but they will become second nature after playing for some time. Units are detailed with a plethora of stats, each with ramifications in game. These become important as you play, and your knowledge of them can be decisive in well matched multiplayer skirmishes. The community is fantastic, and I recommend getting involved at least somewhat to have a good experience in multiplayer. Teamspeak (i.e. communication) is key to organizing your team and to be winning consistently (if you are not playing with a team, and going solo, you WILL get railed every single time!).

As for the game itself, its a fun mix of preperation and real-time tactics. Building decks is an art; you can never have ALL of your bases covered, and you need to make sacrifices in one department for the benefit of another area. The developer has a tradition of bringing out free dlc packs once in awhile that can add new units (like the first DLC, already released), making certain nations and coalitions more viable for competitive play. Some nations are more powerful than others but, if you can win with them more credit to you. Awesome variety of units keeps deck building interesting, and there are plenty of stats for geeks (which is, EVERYONE who gets good is this game). There is plenty of opportunity to set up ambushes, sneak attacks, feigned retreats, and all sorts of real-world tactics in this game. This, my friend, is bloody AWESOME.

Some maps apparently feel unbalanced to some players; for me it's just an extra tactical hurdle to try to overcome. Naval combat was a real selling point for this game, but it's generally not very well regarded in the community (I personally don't mind it, I feel like it's just another aspect of the larger skirmish!). The one thing I dislike about Wargame: RD is some of the choices the developers have made to change the game; patches come out fairly regularly updating and balancing units... sometimes these really ♥♥♥♥ me off (like, nerfing practically all ATGM unit accuracies >:{ ). But on the whole this game is...



+Deck Bulding - Awesome (create your own 'deck' of units from at least 1500 different units from various countries)
+Mulitplayer - Use smart and tactically engaging enviroments to win!
+Community - For helping you learn and consistently having a team to play with.

-Updates and patches - bleh! awful sometimes.
-Lack of community integration/vibrancy
Posted: August 7
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11 of 11 people (100%) found this review helpful
589.3 hrs on record
One of the best strategy titles ever released. An otherwise perfect game dragged down It's by subpar naval and horrible community. The Wargame series is unique in that it takes away some of the more tedious aspects of RTS games such as base building and resource gathering, but still manages to be more complex and harder to play than most RTS titles.

The scale of this game can be truly staggering, even for veteran players. Even the smallest of maps will divide your forces between two or three fronts, and having a good unit composition (which is key to winning any RTS game) requires combining a lot of different unit types to support each other. You won't be able to win by simply spamming one or even a few types of units. Positioning and logistics are key, even the heaviest armored tank will die like a ♥♥♥♥♥ if hit from the rear and It doesn't really matter how powerful your units' weapons are if they're out of ammo and panicked.

Another feature that sets Wargame apart is the deck building. You're spoiled for choice when it comes to units. With over 1500 units between 17 countries and 7 deck types, you're bound to go up against a bunch of really interesting armies while playing. Objectively weaker nations are given more unit availability, ensuring they stay viable and each nation has their own unique playstyle; UK being the slow moving juggernaut while nations like France hit hard and stay mobile. With the addition of national coalitions to all of this, there's an amazing amount of strategic depth just in nation choices themselves.

Ultimately, this is a game that heavily rewards common sense and intelligent play, if you simply attack move your units without a care in the world, you will get obliterated. This is likely the source of a lot of complaining that the game is "unbalanced", "♥♥♥♥♥♥♥♥" or just "too hard'. I can honestly say that most people I've met who complain about balance talk about the game more than they play it. Spam Artillery? Your opponent will simply fast move into your sectors and destroy you. Forgot to take AA? Enjoy watching your entire army get massacred by a few helicopters.

The game does, however, suffer from a pretty horrible community. Most people seem unnecessarily rude and are so impatient that about 50 people join and leave lobbies before a game can actually get going. The naval aspect of the game is so barebones and poorly balanced that I almost never play naval maps. This is by no means an easy game to get into, but once you get rolling; It's one of the most rewarding experiences you'll have.
Posted: October 9
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70 of 123 people (57%) found this review helpful
105.6 hrs on record
This should have just been an expansion. Naval units only make a small impact on naval maps, and are missing from anything else. The lack of riverboats on all these other maps that include rivers and lakes was a real letdown. Ships move like tanks on water instead of like ships. Very disappointing.

Deck building is more limited than Air Land Battle, there is really no reason to take a year restriction now.

The only positives are: Asian militaries, amphibious crossing of rivers/lakes.

Overall, not a big enough improvement over AirLand Battle to be worth purchasing for more than $15
Posted: May 26
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69 of 124 people (56%) found this review helpful
52.3 hrs on record
1 Step forward, 3 Steps backward from its predecessors.

+ Better graphics as compared to ALB/EE.
+ Single player campaigns are well designed.

- Game has not reach a proper balance since beta, what I've received is a shame. There is absolutely no point in putting more units/nations/naval into the game when they do not improve the gameplay.
- Lack of co-op campaign.
- Auto-matchmaking is garbage, there is no point for casual RTS players to play more than 48hrs on this game if they do not have other friends to play with. Pub-stomp is the norm.

Lack of focus is the problem with this title. It simply becomes no fun.
Posted: May 11
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807 of 940 people (86%) found this review helpful
312.4 hrs on record
Got into the closed beta for my dedication to the series, and was not disappointed at all. China could use a little buff considering the fact that the game is called Red Dragon after all, and half of China's within time frame units have been questionably ommitted. Naval warfare could use a little tweaking as well, because its implementation was poor at first. However the upcoming naval patch notes look extremely promising.

In terms of improvement over the AirlandBattle, this game has done it all. Land battles are now far more realistic, intense, and tactical thanks to some of the revolutionary changes that Eugen has made in map design, pace, and terrain. Indeed, this game has taken the openness and unlimited tactical/strategic opportunities that were the trademark of W:EE, and combined them with the ferocity that was characteristic of W:AB battles.

But overall, from my many hours of closed beta testing, this is the ultimate culmination of the awesome Wargame series. The enormous scale, realistic terrain, and the unlimited tactical, operational and even strategic options that this glorious game provides has never ceased to amaze me. Indeed, this is any amateur wargamer's/armchair general's (like myself) wet dream, and I would fully recommend this to anyone seeking an immersive, immense, and ultimately fulfilling historical/military experience.

I wish I had the Mad Money guy's bullish button to press right now...

Posted: March 12
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