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Strategic Command WWII World at War

 
Strategic Command WW II: World at War - update v1.19.00Jan 11, 2024 - Community AnnouncementsA new update is available for Strategic Command WWII: World at War. 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 WWII: World at War - v1.17.00Jun 7, 2023 - Community AnnouncementsA new update is available for Strategic Command WWII: World at War. Here is the full changelog: GAME ENGINE - Fixed an upgrade tool error that would sometimes allow you to upgrade resources beyond available MPPs (Jkap). - Fixed a unit movement error that did not fully update territorial control. All Campaigns - Coastal Guns' Naval Defense value increased from zero to one (Mithrilotter).Strategic Command WWII: World at War - v1.16.00May 18, 2023 - Community AnnouncementsA new update is available for Strategic Command WWII: World at War. Here is the full changelog: GAME ENGINE - Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl). - Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult). - Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2). - Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter). - Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca). - Fixed a rare PBEM++ crash error (DethMorgaw). - Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand). - Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter). - Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos). - Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor). - Fixed an error where disabled resource upgrades were still able to upgrade (Lothos). - Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326). - Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby). - Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt). - Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos). - Fixed a rare pathfinding error that led to an in game freeze (Von Hugo). - Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter). - Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl). - Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman). - Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos). - Air units that attack a unit in fog/rain, snow or sandstorm wea...Strategic Command WWII: World at War - Home of Wargamers TournamentOct 13, 2022 - Community AnnouncementsA new official tournament for Strategic Command WWII: World at War 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 six weeks. The Strategic Command WWII: World at War - Home of Wargamers Tournament will start on October 23rd at 01:00pm GMT. - 1939 - World at War: Challenge your opponent from the very beginning of the greatest war the world has ever seen. - 1942 - Axis High Tide: Germany prepares to advance on Stalingrad while Japan pushes for Midway. - 1943 - Allies Turn the Tide: Play for ultimate victory as the Allies close in on defending Axis forces. 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 Home of Wargamers Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here. Have fun!Strategic Command WWII: World at War v1.15.00Sep 21, 2022 - Community AnnouncementsA new patch is available for Strategic Command WWII: World at War. Here is the full changelog: GAME ENGINE - Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK). - Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi). - Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter). - Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos). - Fixed a PURCHASE UNITS screen partial text display error (gwgardner). - Fixed a rare PBEM++ save turn error (hansondavid4) - Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss). - Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner). - Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre). - Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner). - Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre). - Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well. - Subs can now dive up to 4 hexes away if applicable (Elesar2). - AI Subs in Silent mode will no longer naval cruise (Lothos). - Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3). - Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness. - Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter). - Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall). - Map will now center of the Capital of any country that is preparing for war, or if they have entered the war. - Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player. - Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen). EDITOR - Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos). - #LENGTH definition added to Templates\AI\guard.txt file (rmelvin). - #CONDITION_POSITION function now detailed in Templates\Events\unit.txt file (rmelvin). - #DESTINATION_RESOURCE definition added to Templates\AI\purchase.txt (rmelvin). All Campaigns - Subs now have zero supply loss when attacked (Elessar2). - All types of Cruiser now only...Strategic Command WWII: World at War - v1.14.00Feb 4, 2022 - Community AnnouncementsA new patch is now available for Strategic Command WWII: World at War. Check out the full changelog: v1.14.00 Changes GAME ENGINE - Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall). - Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan) - Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz) - Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz) - Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371) - Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard) - Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks) - Fixed a Production Lost error for when a country surrenders and moves its Government to a new country - Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War - Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks) - AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck). EDITOR - Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck). - Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land) - Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land) All Campaigns - Fixed the sea hexes 267,97, 267,98, 266,98, 266,97, 265,99, 264,100 & 265,100 in the Pacific that were incorrectly assigned to France (Jon Greenwood). - Mention of Granada changed to Murcia relating to DE 316 in the Strategy Guides (KlasE). 1939 Campaigns - Corrected the condition position for the Axis AI unit scripts for the Afrika Korps (sschnar1). - Fortification added at 191,62 immediately NE of Changsha (Chernobyl; Marcinos1985; Old Crow Balthazor). - The presence of an Axis unit within 2 hexes of Kweichow can now increase US and Indian mobiliation (Marcinos1985; hansondavid44). - Communist China entering the war on the Allied side will now boost China's National Morale by 1,500 points in the expectation that they will assist in the fight against Japan. - The USA joining the Allies will...Strategic Command WWII: World at War - v1.13.00Nov 30, 2021 - Community AnnouncementsA new patch is now available for Strategic Command WWII: World at War. Check out the full changelog: GAME ENGINE Changes GAME ENGINE - Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter). - Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising). - Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby). - Removed the GDI+ installed check at runtime. EDITOR - Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings. All Campaigns - Made Strasbourg a Fortified Town and Dijon a city, in order to make the former more defensible, the latter compensating France for its lost income (hansondavid4). - Mannheim is now a Fortified Town so that the West Wall is complete along the French border. - Davao in the Philippines is now an Industrial Center so that any new Filipino units can be deployed there if Manila is under siege (ArcturusRising). - Script templates and headers amended to correctly reflect that Belgium is #COUNTRY_ID 10 and Madagascar is 11 (PBB). - There will no longer be Sea Ice in the Antarctic in January (Neutron). - A note explaining why the Axis can pass through the Strait of Gibraltar when Gibraltar is in Allied hands, whereas the Allies cannot if Gibraltar is in Axis hands has been added to the Strategy Guides (DavidDailey). 1939 Campaign - Belligerence setting for France to be at war with Japan now requires the US to be at 100% mobilization (firsteds). - A Japanese landing in Africa will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (havoc1371; Elessar2). - A Japanese landing in the Middle East will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (boudi). - Fixed the first of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 671 rather than DE 672. 1939 Race to Victory Campaign - Fixed the second of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 672 rather than DE 62. 1942 Axis High Tide Campaign - Rommel HQ in North Africa's name added (Hydra).Strategic Command WWII: World at War - v1.11.01Jun 18, 2021 - Community AnnouncementsA new patch is now available for Strategic Command WWII: World at War. Check out the full changelog: GAME ENGINE Changes Fixed a display error when navigating through the strategic menu options, e.g. War Map, Purchase Units etc, on displays with Strategic Command WWII: World at War - v1.11.00 updateApr 20, 2021 - Community AnnouncementsA new update for Strategic Command WWII: World at War is now available. Check out the full changelog. GAME ENGINE CHANGES - Fixed a controlled unit movement error that led to a CTD when attempting to end the move along several hidden enemy units (EQFL_Sapare). - Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units. Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1 strength point. - Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their current controlling major nation (Gilber). - Fixed an issue where upon surrender, FREE naval units were being bumped out of non surrendering territorial ports (Gilber). - Fixed an Amphibious Transport error that did not reduce movement action points when the amphibious transport moved adjacent to an enemy capital ship that then attacked it (EQFL_Sapare). - Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your turn. - Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land + Sea enemy hex (rocketman71). - Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes (APrusty). - Fixed an error where if a Transport unit was selected, the Operational Action buttons would sometimes not be clickable (ruskicanuk). - Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk (Aprusty). - Fixed an error where the game engine would incorrectly move a currently occupied capital to its previous location if liberated. Now the capital will not move back unless the current capital is also liberated (EQFL_Sapare). - Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when clicking the Purchase or Production button (rocketman71). - Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz). - Enemy targets and estimated losses for fully visible units/resources can now be highlighted when selecting a friendly unit to attack via the OPTIONS->ADVANCED settings. - Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the space bar instead of a left mouse button click (EQFL_Sapare). - Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and units on your turn (EQFL_Sapare): - Left mouse button click will still perform the regular 'sleep' function. - Units set to sleep for one turn will have this indicated with a black dot instead of a white dot which indicates regular 'sleep'. - Naval units can now have a maximum supply that matches the max port strength providing supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum 10 s...Strategic Command WWII: World at War - v1.10.00 UpdateFeb 25, 2021 - Community AnnouncementsA new update for Strategic Command WWII: World at War is now available. GAME ENGINE CHANGES • Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries. • Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952). • Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber). • Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber). • Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962). • Loop sea transfer hexes enhanced for greater visibility (Christolos). LOCALIZATION CHANGES • added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4= 1939 Campaigns • Mobilization_2 script Italy Mobilizes In Response To Allied Invasion Preparations (Italy->Axis) corrected to swing Italy rather than the Dutch East Indies (EarlyDoors). • Chinese HQ Xue moved from 188,60 to 189,63, Chen deployed at 188,60, and Peng removed from 187,55 (Cpuncher). • Duplicated US unit names for 2nd and 3rd Mar Div removed (Mithrilotter). • Surrender_2 script amended so that French Somaliland will now only accept the armistice (i.e. if Vichy France is formed) if there is no Allied unit in Djibouti. However, if there is an Allied unit there that should later move out of Djibouti then French Somaliland will automatically accept the armistice unless France has been liberated, so it may be wise to keep one there. • Notes added to DE 105 explaining that saying yes means that Malaya will join the Allies. • Increased the chance of New Guinea joining the Allies as well as bringing forward the date of this being possible, so that the Allies will have a much better chance of getting a unit there before the Japanese. • Strategy Guides updated to mention that Japan can impede the flow of 30 MPPs reaching the USSR by placing naval units in the hexes adjacent to Vladivostok port (Pocus). All Campaigns • Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2). • The spelling of the US sub Archerfish has been corrected. • Made Vladivostok a Secondary Supply Center and corrected all spellings of the place in the game. • The spelling of Schukow corrected to Zhukov in the German language version of the game (IIo4Tu). • Road of Bones in Siberia added. • Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter). • Hex 176,73 changed from Jungle to Hill in order to provide some more frontage for combat east of Rangoon (Mithrilotter). • Rome has been added to the Victory text that appears in the image for the Axis Decisive Vic...New update - v1.09.00Jan 25, 2021 - Community AnnouncementsWe've release a new official patch for Strategic Command WWII: World at War. Check out the changelog for v1.09.00 GAME ENGINE CHANGES - Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1). - Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952). - Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors). - Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall). - Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD. - Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka). - Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes. - Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber). - Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason). - Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor). - Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus). - Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo). - Improved an AI HQ position vulnerability issue (Joseph). - Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall). EDITOR CHANGES - Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2). All Campaigns - The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved. - Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer). - HQs can now upgrade AA to level 3 (Will952). - Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones). - Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl). - Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter). - Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Alli...Join the first official tournamentJan 20, 2021 - Community AnnouncementsThe first official tournament for Strategic Command WWII: World at War 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 six weeks. {STEAM_CLAN_IMAGE}/34001510/4143d924f039f7368456e78735de8c3557d5bb10.png - 1939 - World at War: Challenge your opponent from the very beginning of the greatest war the world has ever seen. - 1942 - Axis High Tide: Germany prepares to advance on Stalingrad while Japan pushes for Midway. - 1943 - Allies Turn the Tide: Play for ultimate victory as the Allies close in on defending Axis forces. 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 Race to Victory to test your skills and climb the leaderboard! All you need to do is own the game and opt in here. Have fun!Strategic Command WWII: World at War - v1.08.00Nov 26, 2020 - Community AnnouncementsA new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game. GAME ENGINE CHANGES - Fixed a Maritime Bomber error that did not take into account its ASW when attacking a sub (Mithrilotter). - Fixed a FoW error that would cause subs to disappear from the screen when they were in Silent mode and within a shroud lifted area after a friendly Carrier would move within spotting range but not adjacent to the sub (Mithrilloter). - Fixed a convoy path checking error that did not consider control of Land + Sea hexes when checking for proper convoy path validity (sschnar1). - Fixed a combat error that did not have friendly artillery return fire from an controlled Heavy Artillery attack if within range (Mithrilotter). - Fixed an enemy raider unit display error under fog of war if the raider unit was a Tactical or Medium bomber (Mithrilotter). - Fixed a port control switching error for when a country surrenders as it was switching under some rare conditions when it should not have been (Mithrilotter). - Fixed a supply map display error (from pressing the 'S' key in game) that showed an incorrect supply distribution value from HQs from nations above #COUNTRY_ID = 100, e.g. Sudan or similar (Mithrilotter). - Fixed an error that had naval units reduced to 1 AP when there would be ice on their current hex, but there was no ice visible on the map due to the 'Weather' option being disabled (Ken Schultz). - Fixed an error that had some countries lose their Primary and Secondary supply positions when their capitals had moved (MJY). - Fixed an error that did not properly boost an HQs supply, via HQ linking and boosting, in some rare cases when it should have otherwise been boosted. - Fixed an error that allowed armored trains or rail guns to be placed upon non rail hexes (PvtBenjamin). - Renamed Naval/Tactical mode for Carriers to Bombers (epekepe). - User saves versus the AI will now remember the last map position and center on that position when loading the save (John Fireheart). - HQ supply rules, plus boosting/linking rules recap: - HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved. - HQ distribution supply: - HQ supply = 0 will have a distribution supply value of 3 (previously it was 5). - HQ supply 1 or 2 will have a distribution supply value of 5. - HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8). - HQ supply 5 will have a distribution supply value of 8. - HQ supply > 5 will have a distribution supply value of 10. - HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was > 0). - the HQ to be boosted must have a supply value = 1 and Join the Tournament BetaNov 25, 2020 - Community AnnouncementsStrategic Command WWII: World at War joins the list of games which support a tournament system and we’re now ready to start our first tournament. It’s the first game ever in the franchise with tournament support. The tournament will be using the 1939 World at War campaign map. The Tournament will begin on November 30th and it will last 2 rounds, each lasting two weeks. All you need to do is own the game and sign up here. The system will then pair you with opponents and create your PBEM games for you. You will be notified by mail of when the tournament is starting and when it will be time to play your turns. It is a Beta tournament so there might be bugs. If you encounter any, please report them in the dedicated thread and we will address them.Version 1.07.00 now availableAug 12, 2020 - Community AnnouncementsGAME ENGINE CHANGES Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565). Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin). Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat). Fixed a transport unload error that would sometimes freeze the rest of the in game interface. Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection. Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo). Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto). Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313) Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion. Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB). Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See Templates\Events POPUP.txt for more details in the NOTES section of the header. Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See Templates\Events for more details in the NOTES section of the header of the applicable files. Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface. Added mouse hover information for map convoys. Added mouse hover 'Undersupplied' air unit information text. Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details. Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell). Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott). Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott). 1939 Campaigns Pan American Zone will now disappear when the US joins the Allies, and hovering the mouse over the zone icons will now display a warning to not enter the zone (Axis) or to stay within the zone (US). Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 2-3 hexes of key locations. Italian Fighters at Bari increased in starting strength from 5 to 8. Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis...Community Pack is availableSep 17, 2019 - Community AnnouncementsHi everybody, Strategic Command WWII: World at War has received a tremendous update. Update 1.05.00 brings tons of improvements, from scenarios changes to the game engine and more! Click here to see the full CHANGELOG But that's not the only news! In fact, Five great Mods have been integrated within the base game, for free. These mods change the look of the counters, add new historical scenarios and special mechanics. Kudos to all the creators for this fantastic job! IRONX Graphics Mod, by Andrew Glenn Iron Cross is a major graphic overhaul of the game’s 2-D counters and map tiles and also incorporates some interface changes. The mod replaces many of the standard NATO symbols with custom silhouettes of weapon platforms accurate to the era that change as research advances. Similarly, the map has been completely reworked to produce a more classic board wargame look. Various interface changes have also been made, some of which are designed to help players better understand some of the game’s rules in relation to headquarters, air units and the costs of certain moves. Iron Cross gives the game a completely new look and feel while at the same time leaving the original gameplay unchanged. {STEAM_CLAN_IMAGE}/34001510/db1212091d61636dc5154f7c7cad179d95b5d097.png High Res Counter Mod, by Christophe SIPRES Alternative 2D Counters with upgrades display for all Majors and Minors Historical colorized silhouettes for Vehicles, Aircrafts, Navies, Artillery's historical colorized portraits for Infantry's units Counters shaped system for better map identification All ground units are squared shaped (HQ round corners shaped) All air units are circle shaped All naval units are hexagon shaped 1944 Triumph and Tragedy, by Robert Carver This mod covers the global war from June 1944 onwards. The Allies are on the offensive in almost every theater. In the Philippine Sea the US Navy is facing the remnants of the Japanese fleet attempting to intervene in the American invasion of the Marianas. Elsewhere in the Pacific General MacArthur and the Allies are clearing New Guinea; and in Burma the Japanese attack on Kohima is falling apart, with the Indian Army poised for a decisive counter-attack. It is only in China that the Japanese are in a position to make some advances, but a Decision Event can reinforce the Japanese in China or alter this so more forces are sent to face the Americans in the Pacific. In Europe the second front has arrived. {STEAM_CLAN_IMAGE}/34001510/d104974528a97419081e160b766ee93e926aac52.png 1941 Rostov, by Robert Carver This mod covers the German attack across the Dnieper and Donets rivers towards Rostov in the fall of 1941. The attack on Rostov is ordered by Berlin despite Army Group South’s depleted resources. In fact, additional German forces are diverted south into the Crimea. The Germans managed to occupy Rostov for a short while before a determined Russian counter-attack forced them to withdraw. In the mod you will notice the Russians start with ...Version v1.03.00 AvailableJun 26, 2019 - Community AnnouncementsHi everybody, Strategic Command WWII: World at War has been updated to version 1.03.00, and its huge! This update brings many improvements and changes to the game mechanics, making the gameplay experience better than ever! Some of the improvements you'll find within the update: - fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units. - fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area. - optimized several AI US/UK GUARD, AMPHIBIOUS, FLEET and TRANSPORT event scripts for better handling in the Atlantic and Pacific. Update v1.03.00 Changelog GAME ENGINE CHANGES/FIXES - fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units. - fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area. - fixed a CTD error when selecting naval units within a campaign that has no set weather zones. - fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to build for itself or for an applicable Minor. - fixed a FoW reveal error during the last turn replay for some players when they switched computers between turns. - fixed a Transport naval cruise, controlled path, and end move in a Port but no disembarkation CTD error when attempting to scroll the map after that. - fixed a spotting issue under fog of war that did not have Amphibious Transports reveal hidden enemy adjacent land unit targets, after they have moved to a coastline, in some cases. - fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up strike if intercepted and it had acted as its own escort. - fixed a minimum shell reloading for artillery error at the start of each turn. - fixed a rare AI naval combat error that led to a CTD. - fixed a rare AI naval combat error that did not have AA guns or regular interceptors activate against some Carrier attacks. - fixed an error that led to zero strength units not being destroyed in some rare cases. - fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative to their spotting range. - fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal as well as spotting within rain/storm hexes. - fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended under FoW. - fixed an end of game error that would lead to a CTD when navigating sub menus after the game has ended. - fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from other scripts. - fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MP...Version 1.02.00 AvailableFeb 11, 2019 - Community AnnouncementsHi Everybody, Strategic Command WWII: World at War has been updated to version 1.02.00! Check the full changelog below: Game Engine Changes/Fixes • Fixed a mouse hover delay error after conducting combat in game. • Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns. • Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors. • Fixed an error that in some cases did not recon all the hexes along a flight path. • Fixed an upgrade, reinforcement and supply error that allowed some instances of upgrades, reinforcement and supply from non cooperative hexes. • Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances. • Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter. • Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets. • Fixed a convoy protection message error that output the same name for the recepient and sender countries. • Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit. • Fixed several text errors on the map for the German language, i.e. Zum Roten Meer to Rotes Meer. • Fixed a bug that did not allow non mobilized major units to force march in occupied territory such as Italian units in Italian Abyssinia at the start of the war. • Fixed a bug that allowed naval units to enter sea ice hexes. • Fixed a PBEM++ replay error on the first or second turn that sometimes did not display. • Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++. • Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply. • Automatic interception will now select fighters with an optimal combination of high readiness and advanced aircraft research level. • Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list. • Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game. • Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens. • AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive. • POPUPs specific to AI controlled Majors on your side will no longer appear during your turn. • FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn. • Hidden resources on the map will no longer appear in any reports screens and/or totals. • Reclaiming a diplomatic chit will now warn you before finalizing...Strategic Command WWII: World at War updated to version 1.01Dec 19, 2018 - Community AnnouncementsHi everybody! Strategic Command WWII: World at War has been updated to version 1.01.00! Check the changelog below Changelog v1.01.00: Game Engine Changes/Fixes • Fixed an error that allowed escorts to fly from bad weather hexes. • Fixed an error that allowed land units to amphibiously embark from any position as this should have been limited to Special Forces only. • Fixed several AI GUARD script errors and other AI optimizations. All Campaigns • Trigger position for the National Morale script USSR Morale Boosted From Allied Landings In France amended (Mithrilotter). • Text removed from a Belligerence script when China surrenders, and an additional script added so Italian units could enter a surrendered China (Bryan Hawkins). • Makassar port in the Celebes moves (Fishbreath). • San Juan on Puerto Rico’s name corrected (dwrobel). • Resource.txt files updated for Hunters Point, Bushehr and San Juan (PDL). 1939 World at War & 1939-45 Race to Victory • Mobilization_2 script for when the Axis seize Kuwait corrected (Bryan Hawkins). • Increased the per turn chance in the War Entry script for South Africa joining the Allies from 25 to 50% (Xwormwood). • Reduced the swing for Persia and Turkey when Persia is declared war on from 50-75% to 20-35% towards the other side (Philippe). 1942 Axis High Tide & 1942-45 Race to Victory • Nauru now starts the campaign in Japanese hands (Mithrilotter). • India now starts with a chit invested in Mobility research (Mithrilotter). 1943 Allies Turn The Tide & 1943-45 Race to Victory • India now starts level 1 in Mobility research (Mithrilotter).Strategic Command WWII: World at War has been released!Dec 6, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34001510/f1914b58c1337879d7563e32c98193498f9f9109.jpg 1939. The sand is slipping fast through the hourglass and the clouds of war are gathering all around the globe. While in Europe Germany is ready to finally challenge the order established with the Versailles Treaty and Italy is eager to expand its colonial dominion, in the Far East the Empire of Japan – already embroiled in a bitter war against China – has already proved to be a formidable adversary and soon it will have to face the rising American hostility. Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force? Are you eager to see the game in action? Join us today on our official Twitch Channel at 6 PM GMT! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34001510/fd7fda9659b393c94b9a9fa819cb4d27a52070db.jpg