WAW is a unique historical strategy turn-based game, in a boardgame spirit, which aims at simulating in one single system ALL kind of wars and conflicts throughout the world (and beyond) from Prehistoric times to nowadays, on the operational or strategic levels.
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Mixed (32) - 65% of the 32 user reviews for this game are positive.
Release Date:
May 4, 2017
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Recent updates View all (24)

March 29

Tigers of Malaya

This month's release takes you end of 1941 in Malaya. You will be able to re-live the epic campaign in the Malay peninsula, which saw Japanese forces led by general Yamashita (the Tiger of Malaya) smash the Allied defenses and in a swift and short campaign conquer the British stronghold of Singapore, the 'Gibraltar of the East'.

As the Japanese you must take the base or fail...and as the Commonwealth CinC you must play a succesful delaying campaign with British, Malay, Australian, Indian and Dutch forces, and prevent the fall of the crown of the British Empire...and may be change the course of history

Have fun :steamhappy:
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March 29

Engine and Content Update - March 2018

With this month's release (Malaya 1941) we also added a few engine improvements, as follows:

*** IMPROVEMENTS ***
- (Battle) At the end of a Land or Sea Battle, the defender always loses if its only non-panicked units remaining on board are Air units while the attacker still has Land or Sea units.
- (Board) Added visual effect for situations where a unit stack is destroyed by a card.
- (Board) Unit stack now always have the color of the unit that it is displayed on top of it
- (Dogfight) FIxed message displayed at the end of a dogfight when no unit was hit, the previous one was confusing
- (Entrenchment) The entrenchment level of a stack is now indicated on the stack by repeating the entrechment icon (3 icons for High level, 2 for Medium and 1 for Low)
- (Helicopters) Helicopter units now stay in their current region, unless they are ordered to go back to their base or previous region after their current mission. This order is done using a new button that appears in the Stack Viewer when helicopters are selected. However, helicopters cannot stay in ennemy or sea regions.
- (Leaders) A leader that replaces another one killed in battle now arrives in the structure contained in the capital region, if it exists. Otherwise, it arrives in the region itself.
- (Reinforcements) Reinforcements triggered by cards can no longer be delayed by another card.

*** FIXES ***
- (Aerial back movement) Fixed bug where the game would be stuck in this phase due to helicopters not being able to get back to their base.
- (Aerial Defense Movement) Fixed bug that allowed to drop units in regions were they were not allowed to go during this phase.
- (Battle) Fixed bug where the game was stuck in the battle in some cases where panics had to be inflicted but no opponent could panic.
- (Cards) Fixed bug where a unit destroyed by a card effect would not actually be killed and stay on board (e.g. "Surface to Air Defense" in Mali 2012)
- (Cards) Fixed bug where cards designed to teleport units could not teleport units belonging to opponents of the card's owner
- (Cards) Fixed bug where cards designed to ignore the effect of the terrain on battle's stats had no effect
- (Entrenchment) Fixed bug where entrenchment level was not correctly read from scenario data
- (Movement) Moving into a region that contains enemy units located into a not-fortified structure no longer destroys these units. Instead, they automatically move out of the structure to fight if they can.
- (Movement) Fixed bug where units located in a structure and unable to move could be automatically added to battles.
- (Movement - Battle) Fixed bug where hidden units stayed hidden during battle while they don't have this capacity
- (Options) Fixed AI level option in main Menu and in-game menu : pressing the « Cancel » button would not cancel a modification of this level
- (Siege) Fixed bug where hidden units could besiege a structure (this is not allowed by the game rules)
- (Siege) Fixed terrain effect on sieges surrender value, defender's morale in battle and combat factor during pursuits
- (Six Days) Fixed bug where Arab planes destroyed by « Focus Operation » card would still be considered destroyed in subsequent Purchase phases.
- (Stack Viewer) Fixed some tooltips for action buttons.

*** SCENARIOS ***
- (Changes) Changed some entrenchment levels to work with new Entrenchment code in Berlin1945, Bulge1944, Normandy1944, Estonia1918, Finland1918, Tannenberg1914, Saratoga1777
- (AI): Allied/UN AI improved in Normandy1944, Korea1950
- (Game Balance): changed VP threshold for score victory in Expanded Scenarios.

Thanks for your continued support, and enjoy :steamhappy:

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About This Game







WAW is a unique strategy turn-based game concept, on a boardgame spirit, which aims at simulating in one single system ALL conflicts throughout the world (and beyond) from Prehistoric times to nowadays, from grand massive wars to asymmetrical conflicts. And it will work also on non-historical, alternate history, fantastic or SF titles. The key is the use of a single system of rules and situations which works in all cases.

Why? Because we want players to learn rules only once, get confident and at ease with them, and then spend all their time with the titles in the collection in a speedy and effortless manner ... for example, the battle screen will be similar throughout the games, and thus will require almost no adaptation for enjoying it in a new game!

Practically, a few minutes are required to read about the specific properties and content of a new scenario and you can jump right in!



The Main Game Features includes:
  • Game is turn-based, using the I GO U GO system, each player taking one side (sides involve sometimes more than one nation).
  • The map is divided into numerous regions, with various terrains and sometimes structures (ports, fortresses, airports ...), and potentially sources of income when necessary.
  • When maintenance and purchase of forces is needed, or to acquire new event cards, a simple income system is activated.
  • Combat units may be from the land, naval or air domains. You will find different types, such as infantry, cavalry, artillery, guerrillas, submarines, flat tops, fighters, elephants, anti-aircraft batteries, etc ... All of which can be combined into different stacks for easy handling.
  • Leaders are crucial in the game, as they have three main usages: first they give bonus to the base combat values of their stacks, second their morale values are use to check victory or defeat levels, and lastly they are necessary to launch attacks on the enemy.
  • Two opposing stacks in the same region generate a battle, which is resolved in a semi-tactical way in two successive rounds. The game automatically calculates the various bonus and penalties of sides, their respective morale levels, allows for event cards play, and they each combat unit of each side shoots simultaneously (in most cases) at the enemy. Losses are taken in terms of hits and panics. The moral level of the initial army affected by the losses and panics suffered, which in turn may lead to rout, pursuit and breakthroughs.
  • Multiple Events Cards packs are granted to each side, that they will use to influence all aspects of the game, such as alliances, income, movement, weather, leadership, number and quality of troops and finally many tactical aspects for the battles. This ensures both a real uncertainty in the game and a great replayability potential.

  


The scale changes according to scenarios. A ground combat unit could be only a simple battalion or a whole army. A region may represent a few square miles or a whole country. And similarly, a game turn could be just a few hours or up to many years!

Game allows for coverage of different ‘spaces’ of play, such as land, sea, air or outer space…!

Basically, all titles in the Classic collection have a reasonable playing time and a limited number of units and cards, making them both fun and fast to play.

The Expanded collection is more ambitious, usually doubling the scope of the Classic one.
  
  


WAW essentially offers two collections (types of scenarios), the Classic (short game play time, a hundred or so units, three dozens of event cards, a game map equivalent to about 2 game screens) and the Expanded (double size more or less from the Classic). Each collection will require one the packs to run (giving the engine, 3 or 6 games and the tutorial), and you will be able to get also later thematic packs (4 games on the same topic / region) or bundles (with packs of scenarios included)

PLANNING
Each month, a new scenario will be released!
  



The base pack, WAW ‘CLASSIC’ is delivered with 3 different scenarios (and can make use of all future DLCs):
  • HASTINGS 1066, opposing Normans, Vikings ands Saxons to claim the crown of England.
  • SARATOGA 1777, the battle that changed the course of the War of Independence.
  • NORMANDIE 1944, the most famous landing operation on the beaches of France.

The advanced pack, WAW ‘EXPANDED’ version of the engine offers the Classic pack content plus 3 extra scenarios with larger maps, more units, generals, playing cards and events. Those are:

  • HASTINGS 1066, opposing Normans, Vikings ands Saxons to claim the crown of England.
  • SARATOGA 1777, the battle that changed the course of the War of Independence.
  • NORMANDIE 1944, the most famous landing operation on the beaches of France.

PLUS
  • AUSTERLITZ 1805, Napoleon’s most famous campaign;
  • BERLIN 1945, the fall of the Nazis against the Soviets;
  • and KOREA 1950, the hottest conflict of the ‘Cold’ war!


During the next few days after release, players will be given free access, inside the Tools section, to the Game Editor.

The Game Editor will allow you to customize your scenarios, as well as design new ones.
  


WAW will work in French, English, Spanish, German and Russian. Other languages following according to demand.


First version is in solo mode and hot seat; PBEM (Play-by-Email) in the Summer of 2017, and multiplayer should be coming late 2017.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7/8
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB NVIDIA GeForce 9600
    • DirectX: Version 9.0
    • Storage: 750 MB available space
    Recommended:
    • OS: Windows 7 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 4 GB RAM
    • Graphics: 1024 MB DirectX 11 compatible
    • DirectX: Version 11
    • Storage: 2 GB available space
    Minimum:
    • OS: 10.9 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 2 GB RAM
    • Storage: 750 MB available space
    Recommended:
    • OS: 10.9 or higher
    • Processor: 2.5 GHz Intel Dual Core
    • Memory: 4 GB RAM
    • Storage: 2 GB available space

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