Time of Wrath gives a fine piece of wargaming for every fan of WW2 era. This strategy allows players to take control over any country during World War 2 era in Europe and North Africa theater.
User reviews: Mixed (33 reviews) - 45% of the 33 user reviews for this game are positive.
Release Date: Jun 15, 2009

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Recommended By Curators

""Indie" iteration of turn based strategy in the European theatre. Lacks some polish but has good unit detail. Worth a purchase due to the fact its 10$."

About This Game

Time of Wrath gives a fine piece of wargaming for every fan of WW2 era. This strategy allows players to take control over any country during World War 2 era in Europe and North Africa theater. It was designed in a way which allow players who are new to the genre to quickly familiarize with the rules and to start battles with veterans who still remember great classic strategy titles.
Easy rules, deep historical setting and detailed OOB, together with great moddability potential will allow for hundreds of hours of gameplay as any nation or even whole alliance.

  • Europe and North Africa 1939-1948.
  • More than 20000 Land Hexes.
  • Over 30 countries.
  • Weekly Strategic Turns.
  • Simplified economic system allowing to focus on military operations.
  • Air and Land Combat, including Sieges, Interceptions, Strategic Bombardment, Air Recon, Fleet Air attacks, Bombardment.
  • Naval system allowing to build Aircraft Carriers, Battle, Patrol and Submarine Groups. Managing fleets, convoys and raiders in Sea Zones.
  • Possible to play as any nation and as any combination of countries.
  • Diplomacy focused on three main alliances: Axis. Allies and Commitern. Diplomatic actions allow to haste or slow down war entry, perform elections or Coup.
  • Weather system simulates, spring and autumns rainfalls and snow. Beware of General Frost!
  • Logistics system controlling supply level of all units.
  • Customizable Fog of War, that might be revealed by air recon.
  • Hot-seat and PBEM.
  • Standard Campaign from 1939 - 1948 as well as other starting campaigns to diverse starting possibilities.
  • Hundreds of historical events such as Molotov-Ribbentrop Pact, Vienna Dictate, Lend-Lease, and many more.
  • Map zooms in and out smoothly.
  • Technological race in research of new more powerful units and control power of Atomic bomb.
  • Fully historical, detailed orders of battle in all scenarios with historical names for hundreds of land, air and naval units.
  • Land units divided into Divisional and Corps size allows to choose tactic of steamroller or maneuvers warfare.
  • Possibility to create modern or obsolete units.
  • Improved A.I. to perform better in strategic and tactical level.
  • Hotkeys allowing for quick access to most important functionalities.
  • Mulberry harbors as a helpful and powerful tool in preparation to huge landing operations.
  • Paratroopers will help to takeover distant key point locations.
  • Music that aids immersion into the game atmosphere.
  • Historical commanders boosting commanded units.
  • Suez and Gibraltar as an important locations helping to control Mediterranean.
  • Customized graphic for major countries units.
  • Borders editor together with easy access to game data files allows to change and setup own scenarios.

System Requirements

    • OS: Windows XP
    • Processor: 1.2
    • Memory: 1024 MB RAM
    • Graphics: 256 MB
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • OS: Windows 8
    • Processor: 1.8 Dual Core
    • Memory: 2048 MB RAM
    • Graphics: 512 MB
    • DirectX: Version 9.0c
Helpful customer reviews
4 of 6 people (67%) found this review helpful
13.3 hrs on record
Posted: June 8
Game crashes.

Usually once you are well into a campaign. I've given up on it now - which is a big shame. I will never know whether I would have reached Moscow and crossed the Volga.

Cannot recommend it. Maybe Time of Fury is more stable.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
0.5 hrs on record
Posted: September 20
Game crashes.
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60 of 78 people (77%) found this review helpful
6.6 hrs on record
Posted: June 7, 2014
World War 2 Time of Wrath (ToW) is a grand strategy game set in World War 2 Europe. I believe this is Wastelands studios first WW2 game, which was latter followed by Time of Fury and Strategic war in Europe (SWE). With the latter just being released about a week ago on steam that is what many users (and this review) will be comparing the game to

Game Setup
Players have two choices in the type of game they play. Full campaigns and operational scenarios. The full campaigns take place on a map that is 265 x 180 hexes in size and have an end date of December 1948. The included campaigns are
Grand Campaign Sep 1 1939 (450 turns)
Fall Gelb May 10 1940 (420 turns)
Barbarossa Jun 22 1941 (360 turns)
Gotterdammerung Apr 1944 (226 turns)
There are two operational scenarios that include
Fall Weiss 10 turns on a map size of 62 x 46
Overlord June 6 1945 25 turns with a map size of 51 x 24
There is also a 30 turn tutorial that starts Sep 1 1939. It is not instructional training per say but every little action the player takes is explained to them. In other words it does not tell you to hit this button or select this unit, but when you do such things you see what they do. I suggest you skip it and go straight to the 76 page manual which can be found in the games install folder

The game also support PBEM, and hot seat for people interested in playing with friends
Once the campaign is selected players can choose what country/countries they control. In addition to selecting countries players can set the difficulty of each country (Human and AI) in the form of altering the production points it receives.
Game play

Players are greeted with a map with playing pieces representing the units. players can alter the look of both with a wide range of choices; old school paper maps, square unit counters with NATO symbols. There is little doubt players can find something they like.
The map is one area where ToW is different that Strategic War Europe (SWE). In SWE the low countries are combined into one little area of 9 hexes; and the France; German/Italian borders are also 9 hexes combined. . In ToW the French border is over 30 hexes and each of the low countries (Luxemburg Belgium and Netherlands) are present.

Game turns represent 1 week.

Land units include infantry, motorized, Armor and Airborne. They can be bought as either divisions or corps (Airborne come only as divisions). Each country also has a pool of commanders that can be assigned to units (both air and land). Commanders turn the unit they are assigned to into an HQ and gives it an efficiency bonus. Units that do not have commanders but are within three hexes of an HQ also get a bonus.

Air units come in divisions, army and strategic bombers. Divisions and armies can be used for air supremacy, ground/fleet attacks and air recon. Strategic bombers attack cities and are automatically used to send supplies to troops cut off

Navy units are not bought by the ship but by group; for example a carrier battle group. Navel action is a little different from ground and air units
a. Fleets are moved from harbor to see zones (there are no hexes at sea)
b. Fleets can be assigned as regular or raider. Raiders fleets enter a sea zone and split up looking for enemy convey. Regular fleets enter a zone and stay together looking for enemy fleets
c. Fleets can also be assigned to engage; if this option is selected they will attack enemy fleets.
d. During the end turn the computer will randomly see if enemy fleets in the sea zones find each other. If so a short 5 round battle takes place.
e. Sea units can shore bombard the coast

Fast movement: Players can buy strategic, sea and amphibious transport points. Strategic points allow units to move over longer distances in a single turn (NOTE unlike SWE units do not need to start on a railroad hex). Sea points are used to transport a unit from one friendly harbor to another and amphibious points allows units to transport by sea and land on an enemy beach

Research: works the same way as it does in SWE. Players can research, artillery (infantry), tanks, aircraft , subs, warships and nuclear bombs. Nuclear bombs are only one level (you either have them or you don't) and once you do you gain a bomb every few turns which can be dropped by one of your strategic bombers.
All the others come in five levels (some countries start at higher levels than others) and each level needs 100 points to reach. Players spend production points to increase research effort in the area of their choice. Any area can have up to three investments (represented by light bulbs), the first one cost 200, but the price for future ones goes down as the research gets closer to the 100 mark. For example if you buy all three investments upfront it will cost you 600 (3 * 200); but if you buy the initial 200 and wait a few turns the next investment might only cost 170. I seen it go as low as 30 when it was 87 out of the 100 needed. Of course once 100 is reached that level is unlocked and all the light bulbs go out and the player must start investing again
Nukes work slightly differently, there is only one level that needs 800 point and the initial investment is 1000 production points.
As new levels unlock better units can be bought at an increased price. For example if you have 4 levels of infantry unlocked you can buy them at any of those four levels.

Each country has a diplomacy score (rating) which represents its political influence. Players can use their countries diplomats to do such things as: convince a future allies to join the war faster; delay a future enemy from declaring war and even try to overthrow a future enemies government.

Final thoughts
Time of Wrath is a solid fun strategic game that allows people to control one or more European powers during world war 2. Some may be asking; with Strategic War in Europe just released last week did they really need to release Time of Wrath now? I am not going to lie to you and say they are radically different and if you have one you need the other. At their core both games are very similar, but target to different markets.

Strategic war in Europe is a quick simple to play game that can be completed in a few play seasons. The addition of steam achievements also gives the game a more casual feel

Time of Wrath with its bigger maps, smaller unit sizes gives the player a few more tactical options. The increased size of enemy counties means players must be more careful where they commit troops; since it will take much more time to move from one front to the other. There are no steam achievements, and the developers did not include the real unit photos in the info panel (Like SWE).

So while owners of SWE can hold off picking this one up, I would recommend people who do not own SWE to head straight to this. Sure it is missing some bells and whistles (achievements, unit photos) but those of us who enjoy this type of game do not play for those kind of things.
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32 of 40 people (80%) found this review helpful
1 person found this review funny
56.0 hrs on record
Posted: September 11, 2014
It's kind of strange, this game. I do actually enjoy playing it, but only because it is so utterly broken with how the ai in this game acts it's just absolutely hilarious.
Seriously, you are going to find so many things wrong with the ai but keep coming back just so you can laugh at how incompetent it is.

The combat itself is decent all round; It isn't like any of those overly-complex ones where you need to look at a damn spreadsheet to figure out if an attack is a good idea or not. If your land units have higher strength and has favourable terrain to attack to/defend from, things will go pretty much as you'd expect. Just use common sense in that regard. The navy works by ordering a fleet to a specific sea region then forgetting about it, and that's fine. I will say that you shouldn't bother with using the airforce to attack ground units unless it's clear weather and the enemy are on open terrain. I have found that strategic bombers make a pretty potent anti-navy force, though.

Anyway, here's a rundown on some of the downright sad things the ai does in this game:

-Have france move units out of the french-german Maginot-Line forts, sometimes making it unnessesary to go through belgium at all.
-AI navies don't seem to understand the concept of going back to port for repairs, and will gladly sit in the same sea region and get destroyed (I was able to wipe out Britians entire navy due to this)
-Italy doesn't even try to garrison Albania with troops for the future war with Greece, and declare war anyway, promptly getting Albania occupied by the Greeks a turn or two later
-USSR will attack Finland in the Winter War, then not bother to actually go beyond the territories it's supposed to take to force the peace treaty if it decides it wants all of Finland, resulting in a stack of Soviet troops sitting in the middle of Finland, doing nothing.
-Germany sometimes declare war on the Soviets in the middle of WINTER.
-I saw a large stack of German and Soviet troops opposite sides of the baltic sea, just sitting there doing nothing. It took a while to realize that they were trying to attack eachother, but couldn't move through the sea zone to do so, so they sat there.
-Hungary and Romania went to war once, and then both got the event to join me (Germany). They did so, but because they were at war, I got involved in the war also, so ended up at war with both of them.
-Invaded Italy as the US and took all their victory points. The peace treaty had Italy surrender the rest of their unnocuppied themselves to the SOVIETS. So I now had Russian territory in Milan that I couldn't go through to get to German-Austria, so I had been effectively cut off from them until the Germans took the Russian territory themselves.

Also, it becomes really obvious that the AI is given a lot more production points to buy units then you do. Only way to explain how they can afford to place "blobs" of unit counters in random places on the map, yet still have enough counters left over to wage war on you every chance it gets. Granted, that's probably because the AI would be a pushover if it had an ounce of fairness imposed on them.

Overall, you should totally buy this game just so you can get a good laugh at how stupid the AI in games can get. If you can play this game with other people, though, I would recommend it for that as it does look like it would play out well as a multiplayer game.
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26 of 38 people (68%) found this review helpful
152.7 hrs on record
Posted: June 22, 2014
WHile it may show I have like 40 hours logged I have only owned this game for a couple days but have left it on over nite. I can say I havve probably played close to 20 hours though. I am not one to write reviews but I thought I would for ToW.
FIrst of all let me say I LOVE this game. I have been forever a fan of Strategic Level WWII games. AH's Third Reich, SPI's War in the West/War in the East/ War in Europe, ADG's World in FLames, and my favorite......TSR/SPI's WWII. Of all these games, ToW reminds me most of TSR's WWII. Although in TSR's version, there are only 8 hexes from Minsk to Moscow, in ToW there are 32, so the playin field is much bigger and it feels more tactical and realistic. It is this large map that allowed me to change my mind about the stacking limit of one unit. The AI isnt all that smart, but I have seen a lot worse. This game was MADE to play PBEM, I think....something you couldnt do with TSR's WWII.
I ran thru the tutorial which didnt teach me all that much, and then I thought I would try playing Italy as it is a smaller yet major nation that would allow me to use naval, air, armor tacttics, etc. I started in 1939 and decided against starting there so I jumped in with the Barbarossa start date playing nothing but Italy. I had to learn some fundamentals the hard way about sea transport, strategic moving, supply convoys and rebasing aircraft, but I can say I have had a lot of fun. About 10 turns into the game, I set Finland as a human player as well, and even THAT has been fun. I havent tried this game PBEM yet but I would love to, as I think you could probly convert AI nations to Player nations along the way, so that as minors, i.e. the Balkan States, entered the war, the Axis player could pick them up....or maybe even add players as the war progresses? Anyone know the answer to this?
If you are looking for a WWII game for both western and eastern fronts with the detail of Gary Grigsby's War in the East....this game aint it. But it is a lot of fun to play and moves along a WHOLE lot faster.
Anyway, I heartily recommend this game if you like this genre at a strategic level. 8^D
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