The AI is challenging, depending also on the map. The easiest map so far is Country Roads. If you are a beginner set the easy game difficulty in the option menu, otherwise you might find the game frustrating. You can increase the difficulty setting later, when you have learned the game mechanisms.

Unzip the file in the Mods folder of Men of War. If it does not exist, create it and then unzip the mod there. Start Men of War, go to Option, then go to the MOD tab. There look for the mod in the left list, select it and use the arrow to move to the right list. Press Apply.


The reinforcements menu might cross the display boundaries sometimes, especially when you are using a 16:10 monitor. There is not much I can do because the reinforcement menu is hardcoded, so I can't change it. I've tried to add more reinforcement categories, so It shouldn't be a great problem now. I'm sorry but apparently making a slider for menus and windows was too hard for DMS

Men of War is probably the best ww2 strategy game on the market, but it lacks most of all one thing: a skirmish mode where you can have huge battles against an AI player. It is a shame that you have so many units available that you can rarely use in the campaigns.
Battlefield mode is a unique skirmish mode, more advanced than those you can find in Assault Squad, whose objectives are the following:
• Create a challenging single player skirmish with a great variety of battles.
• Build a sandbox to allow inexperienced players to set up their own scenario quickly given a prebuilt map.

Battlefield mode is a skirmish mode based on map point controls. Unlike multiplayer games, control points provide resources to buy reinforcements. Each control point grants you command points, used to buy reinforcements, and tech points. Tech points are needed in order to unlock more advanced units. Every minute you receive a new amount of command and tech points based on the control points you own.
Besides each nation can use a set of Support Commands which unlock Support Operations. Support Operations are special abilities like airstrikes or special unit reinforcements which can be unlocked by support points. Some control points provide you with these support points.

The mod now includes several Battlefield scenarios and 5 playable factions (Germany, USA, Commonwealth, Japanese Empire and Soviet Union). Besides I have completely reworked gun stats to make them more realistic (based on penetration tables from and added new units (some taken from other mods, see the credits in readme.txt).

• Include Soviet Union and Axis allied nations as playable factions in the Battlefield mode.
• Convert the mod for Assault Squad.
• Make some tutorial missions for the Battlefield mode.
• Write a tutorial explaining how to set up your custom battlefield scenarios.
• Create a campaign for each of the nations.

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0 comments by BlackCaesar on Dec 24th, 2014

Merry Christmas to all

I have identified a major bug with savegames. Due to the fact that MoW scripting engine is literally a piece of crap (unfortunately, because the game is awesome and has so much potential) there is a problem with the AI script in my scenario. I found out that, when you save the game and then reload, the AI script stops working. This is because the game engine does not save correctly the state of triggers which are calling functions, and the result is that when you load a game, the trigger won't work anymore. I might have found a workaround for this, but it requires that I convert all the functions in the scripts into triggers, and this is a very long process. For this reason the savegames are broken at the moment: there are no problems if you play a game to the end, but unfortunately if you load a savegame the AI will stop calling reinforcements.

As for the AS2 conversion, I'm working on it. I was able to port several MoW models that are needed for the mod to work properly on AS2.

For now I plan to stop working on the conversion and fix this annoying bug. Remember to thank DMS for this ;).

I don't know how much time it will take to complete the patch since I'm quite busy with my PhD at the moment.

Have nice Christmas holydays.

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Global War  - Release 1.0

Global War - Release 1.0

Jul 3, 2014 Full Version 53 comments

Download link to the new Release 1.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to...

Global War Beta 4.0

Global War Beta 4.0

Apr 5, 2013 Full Version 64 comments

Download link to the new Beta 4.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War - Beta 3.0

Global War - Beta 3.0

Sep 29, 2012 Full Version 23 comments

Download link to the new Beta 3.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War Beta 2.5

Global War Beta 2.5

Jun 27, 2012 Patch 8 comments

Download link to the new Beta 2.5 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Global War - Beta 2.0

Global War - Beta 2.0

Feb 25, 2012 Patch 2 comments

Download link to the new Beta 2.0 patch. The patch is a standalone version, which means you DON'T have to install any previous version of the mod to play...

Post comment Comments  (60 - 70 of 263)
IJoe Jan 18 2014 says:

Recently I've encountered serious problems on "Villers-Bocage" map:
- the spawn is not designed too well: units very often get stuck because of the base emplacements and wouldn't move;
- this map is generally a pain to play, because of all the bushes etc. that ruin the units' path-finding almost completely.

It is a pity, since it's the only tight (not wide) map there is in the battlefield pool, and such maps have a potential to provide the greatest opportunity for direct clashes and even stalemates.

+2 votes     reply to comment
BlackCaesar Creator
BlackCaesar Jan 24 2014 replied:

It shouldn't ruin path finding, since the bushes are just on unwalkable terrain which is used also in several other maps. I know there are problems at the base, it is due to the fact that, when spawned, units have no collision detection, so they will walk inside a bush and then get stucked. I will try to fix this.

+1 vote   reply to comment
IJoe Jan 12 2014 says:

Hi, long time, no see :)

I wonder, if you plan (I wish you were) on adding option of ordering individual infantry troopers of various kind (f.e.: individual sub-machinegunner, individual lmg, etc.).

One other thing I want to ask, is weather you are going to change the dubious (and mythical, but quite successfully propagandized by the hollywood) loadout of soviet conscript squad with 4 men unarmed - it is very unfit, in my opinion, for any multiplayer-like mode of play, and, if it matters, makes me **** with hot water.

I also wonder, why do you place militia (who are, simply put, armed civilians) on a higher level than conscripts, who in any way have received no less than 3 months of basic training? Probably, they should be switched with one another - it would sort things out in historical aspect, but gamewise a squad with half men unarmed is just bad, and takes way too much time to handle.

That aside, thank you for you hard work!

P.S.:More maps, and/or scenarios (such as those in tutorial section) would be great as well!

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Jan 16 2014 replied:

Ok, I'll think about that, I've noticed, especially playing against the new AI i'm developing, that USSR vs Germany is really though in the beginning for the reason some conscripts are unarmed. People's Militia was made of veteran conscripts and fought in Stalingrad, Moscow and Leningrad, for that reason I put it at a higher tech level. Besides that, I had no idea how to call tech 2 of Conscripts, if you have better ideas they are more than welcome.

As for the game itself, I'm planning to release the next patch with the new AI and some minor changes. Unfortunately I won't be able to do that before March, because I'm about to graduate and I'm very busy at the moment with real life stuff. After that, I will start the conversion for Assault Squad (and probably Assault Squad 2).

When the mod is available for all MoW titles I had some ideas about adding a 6th faction, called Axis foreign army made of Romanian, Italian and other foreign troops. It will also include a Support from Afrika Korps. Besides I've thought about adding some new game modes. In particular I was thinking about adding a new mode called Siege, in which one defender faction starts with all control points and must defend its base, while the attackers must capture their base. The attackers will start with more resources (tech, command points, etc.) but no control points, while the defendersstarts with more units but less resources. The defender will receive free reinforcements every 5 minutes and the reinforcement strength is always higher, so that the attacker must capture points to get better units. The defender must push the attacker back to its base in order to defeat him.

+2 votes   reply to comment
IJoe Jan 16 2014 replied:

You have massive plans there - very ambitious, I must say :)

Below follows the wall of text, that is quite likely to be of little-to-no interest to many, thus these many better should avoid it:
Considering veteran (which is basically "battle hardened") units:
veteran units could be called "guard ...", such as f.e. "guard rifle division" (13th guard rifle division fought in Stalingrad), "guard tank brigade", "guard regimental MLRs (Multiple Launch Rocket System)" for Katiushas, etc.
"Guard" status did not necessarily mean, that each guard soldier is super highly trained - reinforcements were often drawn right out of training camps.

Summary: One thing is for sure - most certainly, all guards were quite well equipped, thus "guard" prefix could serve well as for distinguishing veteran infantry units for the purposes of the mod.

This brings me to suggest the following chain of progression of basic infantry units:

peoples militia* - conscripts - veteran conscripts - guards.

(*Although, in my opinion, there should be no such basic unit as an unarmed/partially armed, and militia, as a mass of poorly/partially armed and untrained, except for the squad leader, infantry unit should be rather a "support"-type call-in, somewhat like Volksschturm (german civilian militia of 1945) - great in numbers, and worse in terms of arms).

Hereby follow few things that surprised me (not to be taken for complaints):
- high abundance of naval infantry, who, in fact, comprised no more then 0,4 percent of the red army of the time;
- no partisans (sorry, if there are - I didn't find them), though over 2 000 000 soviet people took part in the movement throughout the war.

Anyway - your effort is highly appreciated, and the result is exceeding expectations :)

Oh! And good luck with your diploma work!

+1 vote     reply to comment
BlackCaesar Creator
BlackCaesar Jan 17 2014 replied:

Your tech evolution of Conscripts doesn't work because each unit has only 2 tech upgrades. Besides "Guards" are tech 3 for Regular Infantry (Regular Infantry -> Veteran Infantry -> Red Guards). Naval Infantry is there because they need an elite infantry unit. I know it's not 100% accurate, but it's for balance purposes. If I had to be 100% accurate I should allow only 1 Tiger per game for the Germans, and all tank destroyers except StuG III should be limited.

Partisans are a call-in ability of the Scorched Earth Support, they are armed with salvaged German equipment (Kar98k, MG-34 and MP-40). Besides they can plant incendiary devices which can be detonated with Incendiary Bombs ability for 200 command points.

I can fix the Conscript issue and give all of them a Mosin. I think it's needed. As for the rest, maybe in a future version.

+2 votes   reply to comment
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BlackCaesar Creator
BlackCaesar Jan 2 2014 replied:

I have to check if there are models available free to use (mostly for GSM, as long as I know they allow you to use them if you credi the authors) for Italian vehicles, infantry, Romanian soldiers, etc. If there are I will make a sixth faction called Axis Foreign Army and that's all. But for now my priority is the AI reworking and the AS conversion.

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BlackCaesar Creator
BlackCaesar Dec 26 2013 replied:

This mod is not for Assault Squad, only for the first MoW. A conversion is scheduled, although I don't know when I will be able to finish it.

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Men of War
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Released 2011
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Highest Rated (4 agree) 10/10

Unique and much needed, in my opinion, mod, that provides the opportunity for a good old random "multiplayer-style" (unscripted, unlike any scenario, that come in a sackful) comp-stomp on a great variety of maps, which was long missing for so many Men of War players.

Nov 30 2012 by IJoe

Real Time Strategy
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