Real-time strategy. Authentic. Large-scale. Combat-focused.

1939. The world was stunned by the sheer speed of Wehrmacht's blitzkrieg that stormed through Poland in a mere month. Yet it was done with primitive early panzers, mostly horse-drawn logistic and unguided weapons.

1989. On each side of Iron Curtain, there are million-strong armies of NATO and Warsaw Pact. Fully mechanized, clad in composite armor, tied into complex command networks - armies are a far cry from what they were fifty years ago.

Yet the principles of command remain unchanged: concentration of force, initiative, decisiveness, flexibility. Apply those to lead the men of your regiment through the turbulent months of a civil war in an already divided country.

Lead a mechanized regiment through the flames of an alt-historical technothriller story set in 1989. Dozens of square miles of the virtual East German landscape will become a stage for sweeping battles between the best NATO and Warsaw Pact had to offer.

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What is the game actually about?

You have a steady flow of points. You use those points to deploy units. You maneuver those units to defeat enemy forces and hold key terrain. That's the essence of it.

Tactical mechanized combat in the late Cold War setting is another way to put it.

It's about winning a direct fight right here and now. That's the game's focus. No base-building, no resource-collection, no research or diplomacy: just authentic, lightning-fast fight between lethal combat systems. Tactical small-scale decisions matter: proper positioning, precise timing, achieving local superiority in forces on critical axes.

And don't be fooled by "small scale" bit by the way! It's small compared to the whole war effort but it still means dozens of square kilometers and hundreds of vehicles.

That's a lot of terrain to pay attention to and a great many units to command! An average human being won't ever manage it, will they?

Indeed, manually commanding 100+ units on a dynamic battlefield would be barely possible in real-time. Even with the time slowed down it would be, honestly, a chore first and foremost.

But just as a real commander, you have your subordinates to rely upon. Most of the units are organized into platoons of 3-4 vehicles. Platoon leaders will oversee vital activities such as detailed target selection, ammo management, tactical movement, using local cover and et cetera without overloading you as a player.

That means that at most you'll have 25 entities to control and in practice, it'll be even lower - around 8-16 during most fights. That is less than in most classic real-time strategies.

Can you elaborate on the plot and setting?

We've decided to avoid overused "NATO vs Warsaw Pact" trope. Both organizations were hardly as monolithic as they're usually portrayed.

By 1989 Warsaw Pact was in deep economic, political and ideological crisis. Historically, it was resolved in a relatively peaceful manner. But there were enough close calls.

We’ve wanted to explore an alternative setting where crisis between hardline conservatives and reformists in East Germany ran deeper. Both sides started to rally the troops in an attempt to force the issue when they failed to reach a political compromise. The fighting was limited in nature initially - yet it was a war that happened right at the border between East and West where million-strong armies stood on both sides with enough weapons to annihilate the entirety of Europe in mere minutes.

There will be a separate article that will describe the background of the conflict in more detail.

How realistic is it going to be?

Authentic. The focus here is on representing the spirit of the Cold War mechanized warfare and making it an enjoyable experience. We are careful to keep the ratio of different forces very close to realistic.

We ensure that aggressive execution of combined arms tactics is the only way to victory and "spamming" single type of units is easily countered.

We specifically want to avoid overloading player with low-level small details, like having to account for each millimeter of armor or keeping track of every rifle round. The regimental commander has to keep a high-level view of a battlefield and trust his subordinate to take care of minutiae.

That doesn’t mean that game mechanics are shallow, though. You can expect a multitude of modeled combat vehicles, regimental build-up system, armor penetration mechanics, suppression system, switchable march/combat modes, a basic command and control simulation and reasonably detailed air defense system.

Regimental build-up system? That sounds scary.

But is actually not. Task Force is a basic building block of a regiment. Task Force grants access to several different platoons and off-map support options. There will be about four dozens of different Task Forces each with a specialization and unique features.

For example, a hypothetical US Army Task Force "3/66 Armor, 2nd Armored Division" may consist of a M3A1 recon platoon, three M1A1 tank platoons, M2A2 mechanized infantry platoon, M6 Linebacker air-defense section and an M106 mortar platoon - with an off-map flight of 2 A-10 ground-attack aircraft in support.

You select one Task Force at the start of a game. As the fighting escalates, you add two more, tailoring your selection to the tactical developments at hand.

Basically, a touch of base-building in an otherwise purely tactical game.


No multiplayer? Why would you do that?

The are several reasons.

The obvious one is that being an indie team, we're limited in terms of time and resources. Adding multiplayer support would've added at least another 6 months to an already lengthy development cycle or force us to strip away essential single-player features.

The less obvious fact is that enjoyable multiplayer experience requires fast matchmaking, which in turn needs a total player base of around 100k+ right after release. There is a serious doubt we'll achieve such high numbers with our very first game. We're hopeful, of course ) But hope alone is hardly a justification for massive allocation of resources.

Multiplayer in hypothetical Regiments 2? Yeah, we won't discard the idea.

For now, we'll focus on an engaging single-player campaign with an original storyline and highly customizable standalone battles.



Can you tell us more about march/combat modes?
I guess most of the readers first-look is what is the difference between this and wargame series. All I find yet is fewer units spammy(and the increased importance on the combined arm) and dynamic deck building system(Regimental build-up system), which let you build your deck each stage rather than build your deck at the begin of each game. And the setting too. I may miss some. You may elaborate more on the difference.
Good luck though! It looks quite interesting for me.
and "That's a lot of terrain ...manage it, will they?" section there is a typo in the 2nd paragraph. I guess it should be "Platoon leaders will oversee such as vital activities >such< as detailed target selection...".

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Soundwolf776 Creator

Hi, thank you for your feedback!
Indeed, the core concept is basically the same, so anyone who played Wargame will feel right at home. Execution's quite different though.

The combat system is "softer" overall. Platoons are inherently more survivable than single units, require less micro and can be replenished and rearmed at no cost at designated rear areas. Even if a platoon was completely annihilated, you can order a replacement - there is no hard limit on replacements like in Wargame.

Economic system plays into it with "upkeep" costs. More units you have, less income you get and vice versa. A big tactical mistake that leads to a lot of losses is a setback, but rarely a "game over". Even if you're winning, I think it's more enjoyable to have a challenging fight right down to the last minute of a game session instead of steamrolling the AI opponent.

Overall, new players have an easier time learning the game while experienced players can be more aggressive with their tactics and take more risks.

March/combat modes is a choice between speed and combat abilities. In combat mode, units move slowly, utilizing the micro cover that terrain provides and with all their weapons at the ready. It's something you will use in a deliberate, frontal attack. In march mode, units move in a hastier manner which makes them more vulnerable and less accurate. Still, it's perfect to get a newly ordered unit to frontline or to execute a daring flank maneuver.

There are some peculiarities for various unit classes (keep in mind, though, these are not finalized). Mechanized infantry will dismount in combat mode, massively increasing platoon's situation awareness and bringing a lot of close-range firepower. Artillery units cannot fire in march mode at all as they require set-up. For helicopters it's a choice of height: fly high to ignore terrain and see far or fly low to avoid enemy air-defense systems. Last but not least, recon units trade stealth for speed.

Of course, there will be a separate article that will describe gameplay mechanics in a more profound manner.

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