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Offline Asid

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Strategic Command: World War I
« on: June 06, 2019, 12:16:39 AM »

Strategic Command, welcome to the Great War!

Strategic Command is back, and this time it is bringing you the Great War!

Relive this momentous conflict from the opening shots of 1914 to the final offensives. From the bloody fields of Flanders to the sweeping advances in the east, the fighting in Italy, the Balkans and Middle East, Strategic Command: World War I covers all the main aspects and theaters of the war.

Improvements since our original WWI game:

- This game features a greatly improved interface and a return to hexes.
- It can be played in four languages: English, French, Spanish or German.
- Friendly Majors can be set to be AI-controlled, and this selection can be adjusted at any time in the game. You can even switch sides should you wish to.
- Games can be played via a PBEM++ Multiplayer server with a Challenge Lobby and seamless in game sending/receiving of turns.
- The war is fought on a 20 mile per hex map of Europe, North Africa, the Middle East and the Atlantic, as seen in our recent WWII: War in Europe release, though with some special modifications suitable for WWI, such as the addition of Ypres and Gallipoli.
- Victory will require developing new military doctrines to improve your commanders’ abilities, the combat effectiveness of your units, and even your ability to deploy new technologies like the Tank and Fighter aircraft.
- You can minimize the Decision box to examine the map and assess the situation prior to responding to any Decisions, and many decisions have additional notes providing their historical context and advice.
- Enhanced Fog of War clearly shows the limits of your units’ spotting range.
- Dynamic Movement allows units that haven't used up all their Action Points to be de-selected and re-selected again later, making planning your moves so much easier.
- Naval Cruise allows you to move your naval units swiftly over longer distances.
- Naval units can only be reinforced in stages, preventing instant repair following significant damage.

Get more details from its official [link=]product page[/link]

Stay tuned for further details!

« Last Edit: December 03, 2019, 12:19:48 AM by Asid »

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Offline Asid

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Re: Strategic Command: World War I
« Reply #1 on: August 21, 2019, 11:22:16 PM »
Strategic Command WWI Open Beta

Strategic Command WWI opens its gate to beta testers!

Relive this momentous conflict from the opening shots of 1914 to the final offensives. From the bloody fields of Flanders to the sweeping advances in the east, the fighting in Italy, the Balkans and Middle East, Strategic Command: World War I covers all the main aspects and theaters of the war.

Join the beta now and help us in finishing to polish the game!

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Offline Asid

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Re: Strategic Command: World War I
« Reply #2 on: November 07, 2019, 02:44:48 PM »
Strategic Command WWI Developer Diary 1 - The Deployment Phase
07 Nov 2019

Welcome to this first Strategic Command WWI Dev Diary, covering the Deployment Phase, its basics and dynamics.

Stay tuned and check out SC WWI Product page for further information!


In August 1914, the first of the 20th century’s great conflicts began, with Germany and Austria-Hungary on one side against Serbia, France and Russia on the other. Soon more countries would enter the war including Belgium, the UK and the Ottoman Empire before the end of 1914, the Italians in 1915, followed by Bulgarians, Romanians and even the USA all before the end of 1917.

With so many active fronts all at once, including 3 main fronts at the start of hostilities, an optimal balance and deployment of troops was essential towards victory for either of the Entente or Central Powers sides.

Eastern Front

Southern Front

Western Front

Strategic Deployments

While the main German strategy was to deliver a quick and decisive blow to the French in the first six weeks of the war, followed by a quick transfer east to do the same on the Russian front, players will have the option to alter some initial and critical deployments via the Deployment Phase in order to possibly re-write history for the Central Powers side.

The Deployment Phase feature will prompt players to place these units at their preferred map locations, prior to game start, and these units will then immediately be ready and active for combat on the very first turn of the game.

Deployment Phase

Crucial First Moves

The fluidity of territorial exchange on the Eastern Front, versus the eventual static nature of the war on the Western Front has highlighted, with hindsight, that the decisions made in the first few months of the war by the Central Powers, were absolutely critical to the eventual outcome of the war.

Had the German General Staff maintained ideal ratios for a decisively successful Schlieffen Plan through Belgium and into France, or had the Austro-Hungarians not been forced to split their forces between Serbia and Russia, the outcome may indeed have been different.

The use of the Deployment Phase, as well as several in game DECISIONS on various troop deployments, will give players the chance to test the different strategic military decisions that the commanders of the day similarly faced in the early days of the war.

Strategic Command World War I, through a combination of tactical and strategic gameplay, presents players, all within the first few turns of the game, the opportunity and excitement to fully understand the crucial early decisions necessary to win World War I.


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Offline Asid

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Re: Strategic Command: World War I
« Reply #3 on: November 20, 2019, 12:32:27 AM »
Strategic Command: WWI Out on December, 5th
19 Nov 2019

Strategic Command: World War I is ready to break through your lines.

Mark the day on your calendar, as General Mobilization will begin on our Store and on [link=]Steam [/link]on December 5th. Be ready to relive the Great War from the opening shots of 1914 to the final offensives, in a massive 20 mile per hex map covering Europe, North Africa, the Middle East and the Atlantic.

Get more information about Strategic Command: World War I from its official product page

Key Features

- 3 campaigns (1914 Call to Arms, 1914 Triple Alliance (where Italy joins the Central Powers) and 1917 Fate of Nations)
- New unit types added including ANZACs, Mountain Corps and Ground Attack Aircraft
- Automated Entrenching reducing micromanagement to the minimum
- Armies that have developed their trench warfare skills will be able to move and entrench
- Enhanced Fog of War clearly shows the limits of your units’ spotting range
- Germany’s use of Unrestricted Naval Warfare fully overhauled

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Offline Asid

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Re: Strategic Command: World War I
« Reply #4 on: November 21, 2019, 02:00:08 PM »
20 Nov 2019

As the frontlines began to solidify on the Western front, the sheer concentration of men, trenches, and limited manoeuvrability made significant advances next to impossible for both sides in the years following 1914.

While the battlefield difference-maker that would be the Tank was still a few years away, in the interim both sides invested heavily in artillery, gas and shell production, while circumstances forced them to rethink the art of launching an attack.

Softening up a target, concentrations of force and the bold mission of sending the cavalry through if a gap was made in the enemy’s frontline were all to be tried in the years ahead.

To this end, Strategic Command World War I offers several key game play mechanisms to help model the necessary developments that were eventually needed to help break the deadlock in Belgium and France.

Recon, Artillery and Breakthroughs

In Strategic Command World War I, Artillery represents concentrations of heavy artillery, and it will be important to conduct research not only to improve your Artillery, but also in Gas/Shell Production.

While Artillery research will improve the effectiveness of your Artillery attacks, Gas/Shell Production will speed up the delivery of shells to your Artillery units. This will enable them to stockpile shells more quickly, and this will be critical for launching concentrated attacks leading to breakthroughs into and beyond the enemy frontline.

Reconnaissance bombers will also be important as their main role will be in spotting for the Artillery. The information they feed back to the higher command is then used to help direct the fire of the guns.

Therefore when launching an offensive against entrenched enemy units it is best to:

• Target the enemy unit with a Recon Bomber (ideally with a Fighter unit nearby ready to act as escort).  Once targeted, it will appear with a red hex outline on the game map.

• Then bombard the enemy unit with your Artillery, as your prior reconnaissance will make your Artillery fire 50% more effective.

• Attack with your ground units.

• If the enemy unit is destroyed or retreats then consider sending a Cavalry unit through the gap that has been created in the enemy lines.


German infantry, artillery and cavalry are all in position for a concentrated attack on the fortress of Verdun.


Recon target established, artillery begins shelling.


Infantry on the brink of a breakthrough at Verdun.

Further developmental achievements will help too, such as equipping your troops with better Infantry Weapons and doctrinal improvements in Infantry Warfare and the Command and Control of units. Not forgetting of course research into Armored Warfare and the introduction of Tanks.

But even with these improvements, the effective tactical use of your Infantry, Artillery, Recon Bombers and Cavalry will make all the difference between victory, defeat, or continued stalemate on the Western Front.


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Offline Asid

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Re: Strategic Command: World War I
« Reply #5 on: November 30, 2019, 12:33:43 AM »
29 Nov 2019

With this entry of the Developer Diary, we highlight some of the key new features of Strategic Command World War I.

Naval Mines - New!

Naval Mines can provide a good way of damaging enemy naval units with little risk to yourself and can be laid 1 per turn by Destroyers and Torpedo Boats belonging to a Major that is fully mobilized and at war.

Strategically minefields can help to protect important passageways, naval bases, or to funnel enemy naval units towards preferred areas of combat. 

Each Major has a starting Build Limit of 1 Naval Mine, and this number can be increased by researching Naval Warfare. The number of minefields on the map can never exceed that Major’s Build Limit, though as minefields are removed from the map when they are struck by vessels, their owning Majors will be able to relay them.

In game, minefields placed in strategic locations can also trigger events, e.g. placing one on or adjacent to the Norwegian convoy line to Germany will annoy the Norwegian government because their merchant shipping will be traveling through the minefield, and potentially suffering losses as a result.

There are also several naval blockade positions that players are likely to fight over in game, and when the Entente enforce a blockade by placing naval units on the Blockade hexes, in the North Atlantic and the North Sea, it represents these merchantmen being stopped and searched, with the ships and cargoes being confiscated if they are considered to be destined for Germany’s use.

Because the blockade is enforced against merchant shipping sailing under neutral flags, it is not only the presence of Entente warships that will impede the flow of goods that will ultimately end up in Germany. For the presence of warships belonging to either side on the Blockade, hexes will interrupt their voyages, making them attempt to sail away, and this will slow down the flow of merchant shipping that indirectly supplies Germany with food and other goods.

Naval mines will have the same effect, so it is strongly recommended not to place them on the Blockade hexes, because sinking the merchant ships that are bringing goods to your country is doing the enemy’s work for them.

Mountain Corps - New!

A new unit to the series, representing two or more infantry divisions with a strength of between 50,000 and 100,000 men, including their supporting arms.

Italian Alpini Mountain Corps fighting the Austro-Hungarians along the mountainous northern Italian border.

Mountain Corps benefit from bonuses when fighting from or attacking into Mountain hexes that differentiate them from other regular Corps units. This will make them especially useful in the battles in the Caucasus or on the Italian Front.

Land Convoys - New!

Players have always been able to send financial aid to their allies via Sea Convoys, but now they will also be able to send financial aid via Land Convoys.

For example, Germany can send MPPs (Military Production Points) via a Land Convoy to Austria-Hungary.   This can be set within the Convoy Map screen and up to the maximum % of German income permissible.

Additionally, land convoys, such as the one from Russia to Serbia via Romania, can be broken if enemy forces capture any of the hexes that the convoy passes through. This means that as the Central Powers advance into Serbia, the hexes immediately north and north west of Nish are likely to be hotly contested because without them the Serbs will not receive any Russian assistance.

The same applies to the French convoy that delivers supplies and war matériel to the Serbs via the Port of Cetinje in the Adriatic. If Austria-Hungary can capture Cetinje from the Montenegrin army then this will cut off Serbia from French aid, bringing the fall of Serbia closer.

Additional land convoy option for the Austro-Hungarians to send aid to the Ottomans.


Strategic Command: World War I will be released on December 5th.

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Offline Asid

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Re: Strategic Command: World War I
« Reply #6 on: December 03, 2019, 12:18:54 AM »
SCWWI - Take a look at the Manual
2 Dec 2019

Strategic Command: World War I will be released in a few days. After publishing the Developer Diaries it's time to take a closer look at the Manual and unveil the most important strategies and mechanics.

In almost 300 pages you will discover details about basics and advanced factors like National Morale, the Entrenching system, the UI, the Research tree, and more!

Check the Manual at this [link=]link[/link] or in the download section of the [link=]Product Page[/link].

IMPORTANT. Strategic Command: World War I is a DX Edition. This edition comes with a full colour printed box, full colour printed DVD (with your order number and serial number printed on it) and a PDF E-Book indexed manual.

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Offline Asid

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Re: Strategic Command: World War I
« Reply #7 on: December 05, 2019, 11:13:22 PM »
Strategic Command: WWI is out
05 Dec 2019

Strategic Command: World War I is released and it’s time for you to relive the War the should have Ended all Wars.


Choose which bloc you want to lead, The Triple Entente or the Central Powers, and witness firsthand the importance of strategic planning coupled with the need for cooperation between all the nations on your side.

Discover new groundbreaking technologies, employ new tactics on the battlefield and try the hardest as you can to break the enemy’s morale with any action!

Unique World War I gameplay mechanics have been implemented for an ever greater dose of realism and historical accuracy. Develop impenetrable trench systems, block enemy sea routes with naval mines, use early aircraft models to scout the enemy and direct focused artillery fire on them. Or undermine the enemy’s will to resist through diplomacy and political intrigue before striking.

Grab the game now.

Are you eager to see the game in action? Strategic Command: World War I will be featured today on our official Twitch Channel at 6 PM GMT. Tune in!

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Offline Asid

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Re: Strategic Command: World War I
« Reply #8 on: February 25, 2020, 11:12:45 PM »
Version 1.01.04 brings a new scenario! For free!
25 Feb 2020

New Scenario - 1914 March to Paris
1914 March on Paris is an operational level campaign putting you in command of the forces that fought the opening campaigns on the Western Front in 1914.

Relive the battles of that summer as the German army advances en masse.

Will Germany invade Belgium, outflanking the French army and threatening Paris?
Will the French army advance into Alsace-Lorraine, liberating Strasbourg and other locations lost in the war of 1870-71?
Will the British Expeditionary Force come to the rescue and prevent a German victory?
Download and play this free campaign for Strategic Command WWI now to find out!

You can download the update from here

v1.01.04 Changelog

- Fixed several text display issues under German, French and Spanish localization.
- Fixed several other text display issues within the various popup, information and question boxes when text was at or over maximum line length.
- Fixed an issue where a Fortified Town that became a Capital was reverted to a City instead of back to a Fortified Town when the Capital setting was reversed (Captain Tuttle).
- Fixed an issue where units arriving from a UNIT script event could not reinforce/upgrade/operate/transport. Now only those that arrive during a country join event will be restricted for the very first turn they arrive.
- Custom campaign strategy guides will now launch from the campaign Manuals folder, previously it was the Docs folder, e.g. Campaigns\_myCustomCampaign\Manuals\Strategy Guide.pdf

- Added 1914 March on Paris

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Offline Asid

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Ludendorff is coming in Strategic Command WWI version 1.01.05 . For free!
06 May 2020

Strategic Command WWI has been updated to version 1.01.05 and it adds a new campaign, featuring Ludendorff and his final attempts to end the war.

To celebrate this milestone, we are running a huge promo, the STRATEGIC COMMAND TRILOGY SALE. Up to 50% off on War in Europe, World at War and World War I! Check out the promo here.
Offer ends on Tuesday, May 12th, 2020 at 5 pm GMT

Download the update here

Steam will auto-update

- Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
- Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
- Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
- Fixed a rare error that provided some Tank units with immediate entrenchment after moving when it should have been set to zero.
- Fixed a bug that allowed AI Engineers to reinforce after an attempted move towards a fortification building position (bootlegger267).
- Fixed a SURRENDER_2 game engine handling error that did not properly convert enemy hex control in some situations (Mithrilotter).
- Fixed an error that had surrendering minors check against remaining units at 50% per unit to skip surrendering instead of 6% (The Land).
- Fixed an issue where customized sounds from a MOD were being reset when quitting a campaign and starting again (Tanaka).
- Fixed a land convoy path issue that did not correctly identify invalid paths due to territorial ownership/control changes along the convoy path.
- Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
- Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
- Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
- Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
- Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
- Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
- Fortification facings now have an effect on attacking Amphibious transports (Christolos).
- New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
- PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
- PBEM++ in game chat messages now increased to a length of 140 characters from 130.
- PBEM++ server access and Refresh further optimized and sped up considerably.

1914 March on Paris
- Woods near Reims and Villers-Cotterêts amended.
- Road added between Arras and Doullens.
- Düsseldorf added as a German Industrial Center.
- The loss of Düsseldorf and Köln now reduces German National Morale by 5,000 rather than 3,000 points apiece (Xsillione).
- The province of Malmedy in Belgium is now part of Germany (Rainer Klahold).

All Europe wide Campaigns
- Reduced the number of Alignment Positions in the dummy Decision Events triggering the Russian convoy to Serbia and the German convoy to Austria-Hungary.
- German fortifications that start on the map in the east will now be destroyed if captured (Christolos).
- Russia’s starting Naval Mine Build Limit increased from 1 to 2, and there is now a minefield in the Baltic in both 1914 campaigns.
- If German National Morale is below 10% then Bulgaria will now surrender if there are 2 Entente units within 3 hexes of central Bulgaria (hex 196,99) in addition to the already established trigger of there being 2 Entente units within 2 hexes of Sofia (William Knowles).
- Trigger ranges for the Russian Opolchenie at Smolensk and Kiev to be activated increased.
- Polish units can now be upgraded.
- The hex west of Lupkov Pass (190,85) now transfer to Czechoslovakia rather than Hungary on the collapse of Austria-Hungary (eightrommofelixir).
- Hexes 184,83, 185,83 and 186,84 now transfer to Czechoslovakia rather than Poland on the collapse of Austria-Hungary (eightrommofelixir).
- Some changes made to the Polish army’s deployment to make the country more defensible against Germany (eightrommofelixir).
- The area around Trento and Bruneck now transfer to Italy if Austria-Hungary surrenders (eightrommofelixir).
- When the Ottoman Empire collapses, if Russia is still in the war then it will gain territory in the Caucasus including Trabzon, Erzumum and Van (eightrommofelixir).
- AI PURCHASE and RESEARCH scripts optimized and improved (Xsillione. Benedict151).

Both Europe wide 1914 Campaigns
- Ottoman Mobilization_3 event #NAME= Ottoman Empire->Entente (post surrender) from September 1915 reducing Ottoman mobilization to zero can now only fire if the Ottomans had previously entered the war (CommandoDude).
- Two Russian Garrisons added in eastern Poland, and the Russian Recon Bombers have been moved south from Brest-Litovsk (Iwarmonger; Xsillione; Chernobyl).
- The Austro-Hungarian IX corps has been moved from hex 192,82 to 192,83 (Chernobyl).
- Austria-Hungary’s gain in National Morale points from Serbia surrendering has been reduced from 2,500 to 1,500 points (Wittmann).
- National Morale script where Germany should gain points from Serbia surrendering has been corrected.
- The chance of Germany investing in Infantry Warfare and Submarines research has been increased (Benedict151).
- Ottoman AI RESEARCH has been amended to increase their investment in Command and Control and reduce it in Submarines (Benedict151).
- Extended the distance at which Greek units will deploy in Athens and Sparta if Greece is invaded (Xsillione).

1914 Call to Arms
- 1914 Call to Arms Strategy Guide corrected so that DE 704 refers to Austro-Hungarian National Morale reducing by 8,000 points rather than 10,000 if the Central Powers say YES to this (Christolos).

- Added 1918 Ludendorff

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