- New Features! From limited naval repairs to Kamikazes.
- Take command of the Axis or Allies, and re-fight the whole of WWII!
- Let the computer take control of some of your allies so you can concentrate on your favorite theaters.
- Play on a top-down hex based map spanning the entire globe.
- In addition to the Grand Campaign starting in 1939, Strategic Command WWII: World At War also includes shorter scenarios.
- A realistic Fog of War simulates the historical atmosphere where you have to make decisions with only partial knowledge of your opponent's intentions and dispositions.
- Play with a choice of 3-D unit graphics, or NATO counters if you prefer a more traditional wargaming experience
- Research and upgrade your units with a unique level of choices! Infantry Weapons, Rockets, Anti-Submarine Warfare, Amphibious Warfare, and more!
- Use Diplomacy to win over new allies and use your intelligence to undermine the enemy!
- Contains a large number of strategic level Decision Events for you to choose your path to victory.
- Very easy to use Editor to make your own “what-if” scenarios or create new maps and campaigns from scratch. Modders will be glad to know that this game can have 10 Major powers.
- Very active modding community eager to share their developments with other players, whether it be changing the look of the map or designing new campaigns, even covering conflicts in other time periods, there is a lot there!
"While not a complete overhaul, there have been quite a few changes, listed below, which have been reported as nice improvements to the overall game during testing.
- supply rule changes:
- subs can no longer dive at 0 supply.
- all raiders can no longer raid at 0 supply.
- defending units at 0 supply will receive 50% more damage from a successful attack against them.
- fighters and carriers cannot intercept/escort when at 0 supply.
- maximum reinforcement points is now 5 strength points per turn for all naval units except Motor Torpedo Boats.
- naval units positioned top of a small island sea enemy hex will no longer be fully revealed under FoW.
- neutral majors can no longer load units onto Amphibious Transports.
- defending subs at zero supply, or defending land units defending from ground attack at zero supply, will now have their morale fully recalculated after any defending strength losses are applied.
- subs will now have a 25% chance of receiving at least a single strength point loss when diving from attack.
We've also added a change to Special Forces, i.e. US Marines and Japanese SNLF which especially help with island hopping in the Pacific. A few other island hopping related changes are listed below here as well:
- Special Forces units, after amphibiously unloading, now maintain supply for up to 5 turns with a drop of 2 supply points per turn.
- minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply reduced by one strength point per turn.
- Ports no longer provide supply to land units if there is an enemy land unit adjacent to the port.
- abandoned Ports adjacent an enemy City/Town will now switch to enemy control."
![]() |
Closest Zoom |
![]() |
Farthest Out Zoom |
The game play is easy to pick up and the user interface is very intuitive, as it should be. The scale of the game is mostly corps and fleets. As in all the games of the series MPPs (Military Production Points) are at its core. You need these to do reinforcement, diplomacy, or research, you name it, you need them. Each country has a set number of them at the start of scenarios, but you can increase a country's amount each turn by conquest. All of your units in play use APs (Action Points). These are used to move, fight, or do what the player wants. Each nation starts each scenario with some pluses and minuses in the make up of the armed forces. Germany begins with some better numbers in ground warfare, where Japan starts out with naval ones. If playing just Italy, it might behoove you to stay out of the war for as long as possible to build up your might. The Allied nations, as they did historically, have tremendous production capability, as long as they can stay in the war long enough for it to count. You can try Operation Sea Lion, attack Spain (as either side), or go for Churchill's Balkan gambit. If it happened in World War II it can happen here, or even if it was only thought of during the war.
Follow Us