Strategic Command: World War I - Death
Attention everyone,

the time has come, the Beta for Strategic Command WWII: War in the Pacific has officially commenced.

We've sent the first waves of invitations and more are coming, keep and eye on your inbox.

Six campaigns are ready to test, if you haven't already, please send your request to join the Beta here and don't forget to wishlist the game.

https://store.steampowered.com/app/2740080/Strategic_Command_WWII_War_in_the_Pacific/
Strategic Command: World War I - Death
A new update is available for Strategic Command: World War I.

Here is the full changelog:

GAME ENGINE
- Fixed a disappearing AI unit under rare circumstances (Lothos).
- Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice.
- Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos).
- Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos).
- Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos).
- Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.
Strategic Command: World War I - FremboT3
A new official tournament for Strategic Command: World War I - Empires in Turmoil is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting 31 days. The Strategic Command: World War I - Empires in Turmoil -  Winter Tournament will start on December 1st 2023 at 10.00 GMT
  • 1912 - The Balkan League 
  • 1916 - Lion of Africa 
  • 1919 - Shadow of the Tsars 
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[/list]
Experience the beginning of the break up of the Ottoman Empire, the hard struggle put up by the last remnant of the German Empire, and the most important conflict of the three: the fight for the soul of Russia!

If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules.

Sign up for the Summer Conquest Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here.

Have fun!

https://store.steampowered.com/app/2526110/Strategic_Command_World_War_I__Empires_in_Turmoil/
Strategic Command: World War I - Death


Strategic Command: World War I - Empires in Turmoil, comprises seven campaigns, including some of those most frequently requested by our gaming community, Empires in Turmoil expands Strategic Command: World War I to include some of the most momentous battles of the 20th century’s turbulent second decade. With battlefields stretching from Siberia to East Africa, the fate of empires is in your hands.

https://store.steampowered.com/app/2526110/Strategic_Command_World_War_I__Empires_in_Turmoil/

This DLC contains:

  • Seven new campaigns, including the First and Second Balkan Wars, the Russian Civil War and WWI’s German East Africa Campaign.
  • New unit types including German Freikorps, African ‘Askaris’ and the famed Graf von Goetzen steamer.
  • New events including the Albanian independence movement, Allied and possible German intervention in the Russian Civil War, and an all-new victory condition making the destruction of the enemy army, as opposed to the capture of territory, the sole determinant of victory.

Don't miss the opportunity to take advantage of the release offer to complete your Strategic Command collection, grab your copy of the base game now with a 60% discount for a few days.

https://store.steampowered.com/app/1096930/Strategic_Command_World_War_I/

https://store.steampowered.com/bundle/9537/Strategic_Command_Complete/
Strategic Command: World War I - Death
We are glad to announce that Strategic Command: World War I - Empires in Turmoil has a release date: November 16th.

Additionally, there's an exciting surprise, an extra campaign titled: "1916 The Big Push".


Haig’s Strategy

The French army and Sir Douglas Haig’s British Expeditionary Force stand poised to launch a joint offensive on the Somme to take the pressure off Verdun and potentially win the war in the west.

The Battle of the Somme sees Britain’s New Army fighting alongside pre-1914 regulars and soldiers of the Territorial Force to launch their biggest offensive yet. With multiple mines set to blow under the German lines, a week’s long bombardment, and the infantry better equipped than ever before, armed with Lewis Guns and Rifle Grenades, in places their advance covered by smoke, and supported by Stokes Mortars for direct fire support, the stage is set for a decisive battle.


Strong German Defensive Lines

The very heavy casualties suffered by the British on the first day of the offensive have made the Somme one of the most famous battles of the First World War. Despite this, the British army’s attacks in the southern sector, as well as those of their French allies, were relatively successful. Indeed, it is possible that if the British and Indian cavalry had been much closer to the front line and given free rein, much more ground could have been seized that day.

Nevertheless, over the next few months the Germans were steadily driven back. By November 1916 the British and French, together with ANZAC, Canadian, Newfoundland, Bermudian, Indian and French Colonial units, had nearly reached Bapaume in the north and Péronne in the south.


Indian Cavalry

As mentioned above, on the 1st July 1916 when the offensive began, the British cavalry were held too far back to play any role on the day in exploiting any success. To allow players to experience what might have been had things been done differently, in this campaign there is a Deployment Phase allowing the British cavalry to be deployed at the player’s discretion prior to launching the offensive.

This means that a more successful attack is likely than historically, though they will also have to face German counter-attacks in subsequent turns. It will not be easy, and the battle will likely flow back and forth as both sides feed in more troops and attempt to seek tactical advantages in order to consolidate their positions, or prepare for the next attack.


The Cavalry Attack!

The Somme witnessed both the old and the new fighting over the same terrain, with small scale but successful cavalry charges, as well as the deployment of a new weapon that was to transform 20th century warfare: the tank. This innovative development in warfare occurred when the British used tanks for the first time in September to assist in their attack at Flers-Courcellette, and just as historically, this new weapon of war will be available for use.


French Forces

The role of the French army on the Somme has been largely overlooked in English language histories, even though their attacks on the 1st July were successful, and their artillery supported British attacks where both armies joined, contributing to the latter’s successes in this area.

In this campaign, the French role is fully represented, with their forces playing a prominent role, covering nearly a third of the front line and controlling some useful artillery units in addition to their infantry.

Winning the Battle

To win a Major Victory, the German army just needs to hold Bapaume and Péronne, and inflict such casualties on the Entente’s forces in order to reduce either British or French National Morale below 50%. This will halt the Entente offensive immediately.

Otherwise, Germany needs to hold both Bapaume and Péronne right up until the 11th November 1916, while avoiding suffering such casualties that would lower their own National Morale to below 50%. This means fighting many successful and careful defensive actions, only counter-attacking when opportunities arise, and avoiding unnecessary risk taking.

Now let us look at how the Entente can win.


British Artillery Shelling German Lines

The joint British and French offensive will win a Major Victory should Albert, Rosières and Bapaume or Péronne all be in Entente hands at any time. To achieve this, strong attacks will need to be launched, taking risks in doing so, forcing the enemy back and keeping them under intense pressure.

An alternative way to win a Major Victory involves pushing the Germans back, in the process capturing either Bapaume or Péronne, and inflicting such loss on the German army that their National Morale falls below 50%, while also retaining Albert and Rosières. This is a more attritional approach than that of taking both Bapaume and Péronne, and might be a wiser strategy to adopt.

If a Major Victory seems unattainable, a Minor Victory can be won if the Entente hold Albert, Rosières, Miraumont, Flers and Combles on the 11th November 1916, provided casualties have not reduced either British or French National Morale below 50%.

All in all, this is a battle for both objectives and to inflict, while not receiving, significant casualties. The terrain is dominated by artillery, both sides will be throwing everything they have into the fight, are you ready to take command and win?


British Tank

Before you launch your offensive, take advantage of the ability to deploy your cavalry where they can have the greatest impact. As your guns bombard the German lines and the troops prepare to attack, can a war-winning breakthrough be achieved and the cavalry sent through?

Can you do better than General Haig? It must be possible, mustn’t it?

Or will you take on the role of Fritz von Below and stop the Entente’s offensive dead in its tracks?
Strategic Command: World War I - Death
For our third dev diary for Empires in Turmoil, here’s a preview of two of the most commonly requested campaigns, covering the East African theatre of World War I, and the Russian Civil War.

1916 Lion of Africa

In Strategic Command, and indeed in many conflicts throughout history, the capture of a nation’s capital has traditionally marked the defeat and surrender of that nation. There have been exceptions to this: the collapse of the nation’s Fighting Spirit can hasten its defeat, while the establishment of alternative capitals will prolong it. Your goal has always been to maintain control of enough territory, symbolised by the capital, to keep your side in the fight until the enemy breaks and can be overrun.

Until now. Enter Lieutenant Colonel Paul von Lettow-Vorbeck.



In 1916, Lettow-Vorbeck was the commander of all military forces in German East Africa, and for all practical purposes governor of the colony. This fact alone made him unique, for all other German colonies had been conquered by the British Empire and their allies in the opening months of the war, while he had successfully thwarted a British invasion at the 1914 Battle of Tanga. With the entire continent of Africa (not to mention enemy armies and the Royal Navy) separating him from reinforcements in Berlin, and only 20,000 men under his command, Lettow-Vorbeck had no realistic chance of inflicting a decisive defeat on the British. But his mere presence aided the German war effort: every day that he fought on was one more day that the British had to station armies in Africa. One more day that they could not send reinforcements to the Western Front.



In the end, he would outlast every other German army, surrendering only on November 25, 1918, when word of the Compiegne armistice finally reached his command. By the end of the war, Lettow-Vorbeck had less than 1500 men still fighting under his command, just one unit on the Strategic Command map, but he had achieved his objective, and the British had not. By these terms, the East African campaign was a German victory, never mind the fact that Dar-es-Salaam had been captured more than two years prior, or even that the entirety of German East Africa itself was occupied by the Allies by the end of 1917.



To reflect this, we have introduced a new set of victory conditions for this campaign: if even one German unit survives until the war ends in Europe, irrespective of how much territory is controlled by either side at any particular time, they will win the campaign. The British therefore have one goal, hunt down and destroy Lettow-Vorbeck and his army, with a major victory being awarded if he is defeated by the end of 1917 (the Germans can achieve a major victory if they still have 15 units in the fight at the war’s end).



Greatly outnumbered and even more dramatically outgunned, if the Lion of Africa is to stay in the fight for that long, it will have to be the enemy’s territory that sustains his army. Every time the Germans capture an Entente-owned town for the first time, they will receive a one-off bonus of 40 MPPs, vital reinforcements for an army that will always be on the run. Native porters will provide German forces the mobility necessary to evade capture or destruction, in what is sure to be a desperate chase across East Africa.



1919 Shadow of the Tsars

Perhaps no Empire went through more turmoil as a result of the Great War than Russia. In 1914, Tsar Nicholas II ruled over the world’s largest nation with an iron fist, his rule unquestioned since the revolts against his rule were crushed in the wake of the Russo-Japanese War. Five years later, the Tsar is dead, but the shadows of his regime loom large over a nation that has descended into chaos and outright anarchy. Two revolutions have placed Petrograd, Moscow and much of the interior in the grip of the Bolsheviks under Lenin, who is determined to seize control of the rest of the old empire by force.



But he is far from the only man hoping to succeed the Tsar. Across the nation, various armies opposing the Bolsheviks have coalesced into an alliance known as the Whites, led by Yudenich in the north, Denikin in the south, and Kolchak in the Urals. The last days of the Great War have also left behind several Allied expeditionary forces on the northern and Black Sea coasts, initially deployed to protect Allied property in the wake of the October Revolution, they now provide vital aid to the White forces. German offensives in early 1918, and the subsequent collapse of the German Empire, have added to the chaos, as independence movements have taken advantage of declining Russian power to assert their own influence: many have sided with the Whites, but only due to a common perception of the Bolsheviks as a more dangerous threat.



Lenin’s repressive government may have brought the White factions together, but no delay can be afforded if they hope to overthrow the Bolsheviks. Declining public support for intervention means that Allied supplies will not continue flowing to the White armies forever, while the popular legitimacy of Bolshevik rule grows with every month that Lenin remains in power. With armies scattered from the Baltic to the Urals, the Whites’ only hope of victory lies in overcoming the many divisions and disputes troubling the White coalition, by forging a unified offensive aimed at the heart of Bolshevik power: the city of Moscow, before waning foreign support and internal differences shatter the fragile strength of the White cause for good.



By contrast, Lenin presides over a unified regime, if one still subject to frequent strikes, civil strife and sporadic peasant revolts. Under Trotsky’s command, the Red Army has advanced into the Baltic States, capturing Riga three days after the New Year, and is prepared to crush Ukraine’s fledgling nationalist movement. Command of the railroads of the interior allows the Red Army to rapidly redeploy units from one part of the country to another, with a force of fearsome armoured trains leading the way. Under threat from all sides, the survival of communist rule will depend on the Bolsheviks’ ability to keep their many enemies divided.



Russia’s darkest hour has begun. Your decisions will determine whether it will be the Reds or the Whites who emerge victorious from the shadow of the Tsars.
Strategic Command: World War I - Death
A new diary is here, and to celebrate, we want to show you the beautiful art we created for the DLC:



For our second Developer Diary for our Empires in Turmoil DLC, here’s a preview of two campaigns focused on two important battles of WWI: Tannenberg and the Siege of Kut.

1914 Hindenburg’s Glory
While the German army is advancing through Luxembourg and Belgium into France, a battle just as ferocious and decisive is about to be fought in the east.

Having mobilized faster than the Germans had predicted, two Russian armies stand poised to invade East Prussia. While von Rennenkampf’s First Army advances west from near Kovno towards Königsberg, Samsonov’s Second Army is preparing to advance north from the area east of Warsaw.


The Grand Duke Nicholas Sets The Scene

If both Russian forces can coordinate and exert significant pressure on the Germans, then they have the potential to win the war here in its first few weeks, as a victory here would force Germany to rush reinforcements to the east, thus prematurely ending her offensive in the west.


The Russian First Army Commences Its Advance

Facing the Russians stands the German Eighth Army, a composite mixture of front line and reservist units that is outnumbered by its Russian opponents. However, Germany’s hope lies in Hindenburg, soon to be recalled from retirement to lead this army to either victory or defeat. His skill is great, but will his leadership be enough?

Additionally, geography favours the defender, for there is a large gap between both Russian armies due to the Masurian Lakes. Consequently the Germans are operating on interior lines, and they also have an advantage in that operating troops by rail is much cheaper for them to do. Therefore a mobile defense, seeking opportunities and taking risks, will be a wise approach for Hindenburg to adopt. Remaining static and awaiting the Russian onslaught will not win the battle that is to come.


The Masurian Lakes

Germany wins a Major Victory by holding onto Königsberg, Insterburg, Allenstein and Deutsch Eylau, while also suffering few casualties, so that her National Morale remains above 85% on the 15th September 1914. Essentially, this requires defeating the Russian army, though the campaign does not prescribe where this needs to be done.

Germany wins a Minor Victory if it holds Königsberg, Insterburg, Allenstein and Deutsch Eylau, but has suffered such casualties in action to lower her National Morale below 85%. This represents a successful, albeit costly, defence of East Prussia.

Russia wins a Major Victory by capturing either Königsberg or holding all of Insterburg, Allenstein and Deutsch Eylau at any time. Russia’s National Morale does not matter, so suffering high losses in taking these objectives may be worthwhile – provided they are taken. In essence, Russia may need to be ruthless in pursuing a Major Victory.

Russia’s Minor Victory conditions require her holding one of Insterburg, Allenstein or Deutsch Eylau on the 15th September 1914, and having only suffered light casualties so that her National Morale remains above 85%. This means that they will have to have beaten off any German counter-attacks and avoided suffering any significant defeats – essentially gaining ground while not experiencing the shattering blows that the Russian army experienced in 1914.

History may not repeat itself, although as the image below from a test PBEM game shows, disaster can befall the Russian army, even if not necessarily in the same location as historically!


The Russian First Army Is Surrounded

1915 Disaster in Mesopotamia
You have added a brilliant page to the glorious battle roll of the Army in India at the Battle of Ctesiphon, and no doubt you are about to add another’ - Major-General Townshend’s first Communiqué to the defenders of Kut.


Townshend Stands Defiant

Having had their hope of capturing Baghdad from the Ottomans frustrated at the Battle of Ctesiphon in November 1915, Major-General Charles Townshend’s 6th (Poona) Division has been forced to withdraw to Kut-al-Amara on the river Tigris in southern Mesopotamia.

Townshend’s men are tired and in need of food and drink, having just marched 44 miles in less than 2 days. Hence it has been decided to make a stand here at Kut-al-Amara in order to rest the men and halt the Ottoman advance on Basra.

The position is strong, reinforcements are expected, and there are significant stockpiles of food and ammunition in the town. Abandoning these stores would be unthinkable, consequently a stand has to be made here to halt the Ottoman advance.

‘I mean to defend Kut as I did Chitral’ Townshend wrote in his diary, a reference to his successful defence of this town on Indian’s North-West Frontier 20 years before. The experience had boosted his reputation and made him confident that he could successfully hold out again, pending relief.


Ottoman Forces Surround Kut

Cut off in hostile territory, with no supplies coming in and little hope of relief, General Townshend’s stand at Kut-al-Amara with his 6th (Poona) division of the Indian Army lasted almost five months and ended in an embarrassing and costly defeat for the British.

The siege saw great heroics and innovation, particularly in the air as in a last ditch effort to feed the garrison, the Royal Flying Corps carried out the world’s first ever attempt to supply a besieged force from the air. Just as at Stalingrad in the next war, the results did not meet the needs of the garrison.

Yet failure was not guaranteed and in this campaign you will have the possibility to change the course of history and save thousands of men from the torments of imprisonment in Ottoman hands. Or, if you play the other side, to put them there even sooner!


The Relief Force Receives Some Advice
In this campaign, both the Ottomans and the Relief Force start with a supply of Military Production Points that can be used to immediately buy new units. This means that no two games are likely to be exactly alike, and all purchased units will become immediately available for deployment.

Victory Conditions are very simple: the Ottomans win a Major Victory be capturing either Kut-al-Amara or Ali-al-Garbi, or alternatively by reducing Townshend’s Fighting Spirit below 1%.

The Fighting Spirit of Townshend’s Force in Kut-al-Amara will fall every turn as the stockpile of food is steadily eaten up. There may be increases to it too, not only as more food is found in the town, but also because the Relief Force will have the option to risk sending supplies via a steamer, and also via aircraft.

Ultimately, the Relief Force needs to invest most of its strength into winning the land battle in order to reach Townshend, for the British-led forces will win a Major Victory if one land unit belonging to the Relief Force makes it to within 2 hexes of Kut-Al-Amara.

This is all that is required for the siege of Kut to be deemed to have been lifted. It may sound easy, but war rarely is.
Strategic Command: World War I - Death
Last year, after the release of American Civil War brought the Strategic Command series well and truly into the 19th century, we received a great amount of community feedback asking us to revisit the Franco-Prussian War, a conflict first included in Strategic Command 2’s WWI release. With the American Civil War engine being designed for that period of history, we agreed that it would be the perfect time to explore this conflict again, and thus the 1870 Blood and Iron campaign was born.

However, the Franco-Prussian War is far from the only conflict included in Strategic Command 2 that would be interesting to revisit. Five of these campaigns, as well as one covering a conflict we’ve never covered before in the Second Balkan War, will make up our new DLC for Strategic Command WWI: Empires in Turmoil.

1912 The Balkan League

The first of these, and one that we have received many requests for over the years, is the First Balkan War of 1912-13.

This campaign begins with Montenegro’s declaration of war on October 8th, 1912. While Montenegro will be able to launch some initial attacks around Scutari, playing as the Balkan League your first priority will be the preparation of your opening offensive: while all three armies begin deployed on the map, you will have two turns to position your forces and make any last-minute adjustments to your battle plan before the war begins in earnest with the entry of Serbia, Greece and Montenegro.

While these turns may seem quiet, they will be nonetheless extremely important to ensuring a successful beginning to the campaign: by declaring war halfway through the autumn, the Balkan League has given itself precious little time to achieve victory before the onset of winter will freeze your campaigns in their tracks. But it may also be the best opportunity they would get: October 1912 also marked the end of the Ottoman Empire’s war with Italy.



Their continuing war with Italy will be a great hindrance to the Ottoman Empire’s plans in the earliest turns of the campaign, greatly reducing both their Fighting Spirit and MPP income. Adding to their difficulties is the state of their army, which is severely undermanned, and long borders that are almost indefensible: “the sick man of Europe” faces a dire situation.



Indeed it may be advisable for the Ottomans to instead pull back from the border and concentrate on defending key positions in the interior for the short term. The difficult terrain of the southern Balkans offers many positions well-suited for defence, including the fortresses of Janina and Scutari. The mountains of Albania are home to a significant Muslim population that will fight alongside the Ottoman Army, and it will take a significant commitment of forces by the Balkan League to prevent partisan bands from continuing the fight. In the east, the defences of Adrianople form one of the strongest fortresses in the world, a position almost certain to require a long and costly siege to subdue.



The longer the war continues, the greater hope the Ottomans have of turning the tide: with the war against Italy concluded, thousands of soldiers will be available to transfer to the Balkans, while the small population of the Balkan League nations means that they will be limited in the reinforcements that they can receive. In time, the Sultan’s generals will be able to assemble a new army, ready to launch a counter-attack and relieve the besieged fortresses.



Yet this may not be the greatest threat to the Balkan League as the war continues into early 1913, but rather the League itself. Serbia, Bulgaria and Greece each have competing claims to Ottoman territory and distrust the intentions of their allies, yet the strength of all three will be needed to defeat the Ottomans. If the Ottomans can reduce the Fighting Spirit of just one of the three powers, to the point that they seek a separate peace, the Balkan League is sure to disintegrate entirely.

1913 The Broken League

Historically, the Balkan League held together long enough to declare victory in May 1913, but only just. When peace was declared, the new borders were drawn largely where each army stood. No member of the Balkan League received all of the territory they had hoped for, but Bulgaria proved to be the least satisfied of all. At the close of the First Balkan War, Bulgaria was the single strongest nation of the region, and hoped to gain all of the territory promised them in the 1878 Treaty of San Stefano. As the Balkan armies prepared to demobilise, Bulgaria sensed that, as in the case of the First Balkan War, a rare opportunity had come where they would have the upper hand. On June 29th, 1913, Bulgaria betrayed the Balkan League and attacked their former allies.



In so doing, Bulgaria has embarked on an enormous gamble. Bulgaria’s three major objectives, Monastir, Skopje and Salonika, are all located in territories recently seized from the Ottoman Empire, and remain occupied by the bulk of the Serbian and Greek armies (as well as a Montenegrin detachment).



Nor can Bulgaria afford to ignore her other two neighbours. The Ottoman Empire has recovered its strength after the losses of the previous year, and is determined to reclaim the city of Adrianople and Eastern Thrace. Romania meanwhile seeks control of Southern Dobruja, which was promised to it in exchange for their neutrality during the First Balkan War. Bulgaria may have the strength to fight both Serbia and Greece, but the combination of old allies and new enemies, with more than a million men between them, is certain to prove calamitous.



As neither Romania nor the Ottomans are yet fully mobilised, Bulgaria will have a short window of opportunity in order to achieve victory, and careful preparations before war is declared will be essential. At the beginning of the campaign, Bulgaria will have a deployment phase, during which they will be able to position the entire strength of their army (save a few garrison detachments).

Will you opt for a broad front strategy, or concentrate your forces in key areas in the hope that this will break the Opposition’s already fragile Fighting Spirit, exhausted by the costs of the last war?

Will you leave forces on the northern and southern borders to deter Romania and the Ottomans, or concentrate everything in the west in an all-or-nothing attempt to achieve victory before either nation can enter the war?



Battlefield success represents Bulgaria’s best hope at preventing the Opposition from uniting against it: each time a town is captured, that victory will deter Romania and the Ottoman Empire from intervening, buying time for the Bulgarian army in a war where even a day’s delay could prove fatal.

Yet there remains a diplomatic alternative to a four-front war: both Romania and the Ottoman Empire have made their territorial demands clear. As a last resort, Bulgaria may voluntarily surrender these territories in order to buy peace. This course of action will improve their chances of obtaining gains in Macedonia, but at substantial cost to the nation’s Fighting Spirit.

After all, in a war fought for territory, is a victory bought with the nation’s soil really a victory at all?
Strategic Command: World War I - giuliac1994
We are proud to announce our new Home of Wargamers live event, which will take place on September 12th at 5 pm UK time.

Join us on our Twitch channel to know more about our biggest franchises. You can set a reminder here.

We will talk about a lot of important updates for some of our Matrix Games best sellers and coming soon games, such as:

  • Modern Naval Warfare
  • Nuclear War Simulator
  • Command Modern Operations
  • Flashpoint Campaigns
  • Rule the Waves 3
  • Strategic Command
  • Combat Mission
  • Valor & Victory
Strategic Command: World War I - Death
Soldiers, Strategic Command WWI will have it’s first DLC: Empires in Turmoil.

This winter, prepare to fight on some of the most turbulent battlefields of the 20th century, from Siberia to East Africa.

Lead your armies during 6 new campaigns, including the First and Second Balkan Wars, the Russian Civil War and WW1’s German East Africa Campaign.

But that’s not all, there will be new unit types such as German Freikorps, the famed Graf von Goetzen steamer and more. New events including the Albanian independence movement, Allied and possible German intervention in the Russian Civil War and last but not least, an all-new victory condition, the destruction of the enemy army.

Hope you like this and we can’t wait to show you more during the next months.
Stay tuned and wishlist now.

https://store.steampowered.com/app/2526110/Strategic_Command_World_War_I__Empires_in_Turmoil/
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