Strategic Command – World War 1: https://store.steampowered.com/app/1096930/Strategic_Command_World_War_I/
Alex Berry’s Boardgame Geek Page: https://boardgamegeek.com/boardgamedesigner/90275/alex-berry
High Treason – https://www.nobleknight.com/PG/197072?UTM_Campaign=BGG_Shop_Now&awid=1292
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Intro – 0:00
Combat Replay – 1:23
Serbian Front – 2:53
Italian Front – 6:06
Western Front – 7:43
Austrian Front – 18:54
Turn 1 Wrap Up – 30:19
Combat Replay Turn 2 – 34:17
Naval Warfare – 36:34
Western Front Turn 2 – 40:56
Italian Front Turn 2 – 47:46
Serbian Front Turn 2 – 51:00
Ottoman Fronts – 54:45
Eastern Front 56:28
Wrap Up Turn 2 – 1:06:20
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 the Middle East, Strategic Command: World War I covers all the main aspects and theatres of the war.
Undermine the enemy’s will to resist through diplomacy and political intrigue while mobilizing your forces and developing new technologies and ways of waging war. From the Tank to the Aeroplane, the Submarine to the Aircraft Carrier, this war witnessed a massive outpouring of new weapons, and all of these are at your disposal to research and deploy.
Using the same upgraded engine as their recent hex-based WWII Grand Strategy games, Strategic Command: World War I allows you to enjoy the challenges faced by commanders on both sides of the 20th century’s first great conflict.
From the High Seas Fleet to Lawrence of Arabia, the Russian Revolution and the Zimmermann Telegram, the war will be won through strategic ingenuity as well as force. Can a German invasion of France capture Paris in a sweeping advance via Belgium? Can a naval blockade defeat the Central Powers? Will Russia succumb to revolution? All these questions and many more are yours to answer.
France, Italy, Russia, Serbia, the UK and the USA will be facing off against Germany, Austria-Hungary and the Ottoman Empire in our flagship campaign. Many other countries will likely enter the war on either side, such as Belgium, Greece, Portugal and Romania. Not forgetting of course the immense contribution of the British Empire to the Entente’s war effort.
• 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
WWI Features
• This is our first WWI game using hexes.
• France, Italy, Russia, Serbia, the UK and the USA will be facing off against Germany, Austria-Hungary and the Ottoman Empire in our flagship campaign.
• Many other countries will likely enter the war on either side, such as Belgium, Greece, Portugal and Romania. Not forgetting of course the immense contribution of the British Empire to the Entente’s war effort.
• New unit types have been added including ANZACs, Mountain Corps and Ground Attack Aircraft.
• New movement and entrenchment ability that ties into our Dynamic Movement model. This allows players to have more effective assaults into no man’s land when it is time to go on the offensive.
• Naval Mines can be laid to protect your sea lanes – or to impede those of your opponent.
• Germany’s use of Unrestricted Naval Warfare has been fully overhauled.
• Reconnaissance Bombers will fulfil their historic role of spotting for the Artillery.
WWI Campaigns
• 1914 Call to Arms
• 1914 Triple Alliance (where Italy joins the Central Powers)
• 1914 March on Paris
• 1917 Fate of Nations
• 1918 Ludendorff Offensive
FEATURES
– 5 campaigns (1914 Call to Arms, 1914 Triple Alliance (where Italy joins the Central Powers), 1914 March on Paris, 1917 Fate of Nations and 1918 Ludendorff Offensive
– New unit types added including ANZACs, Colonial Corps and Mountain Corps
– Enhanced Fog of War clearly shows the limits of your units’ spotting range
– Recon Bombers providing information on enemy positions will improve the effect of your Artillery
– Naval Mines can be laid to damage enemy shipping
– Units are able to move and entrench, and trenches can be improved through researching Trench Warfare
#ww1 #strategygame #wargames
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Like a good Mario game, we go through biomes: sea, mountains, land…
When is the lava level coming?;)
as I said many times – a great series.
I love how you say "Przemyśl". Granted, it is a weird and very Polish name.
Oh boy, that breakthrough in Silesia! Berlin is closer than it seems. It’s second 1760!
I usually only criticize so instead wanted to take a moment to say thank you for the content. Strategic Command games are both fun to play and watch, but their AI tends to be highly predictable and straightforward turning them into a grind so this multiplayer series is a very nice change from that.
5:56
You hold only the city
The A.I. holds the port as long it's ships are there
(a naval unit in a port blocks a land unit's capture of that port – think of it as blocking the land unit's ZoC))
cant recon with fighters, just with recon bombers
You two have a mercy rule?
IE this being a warm up match to let Alex get a feel of playing Germany – perhaps play till the end of '16
you’re going great here.
Well played, I am enjoying your play.
You might try to take Vienna from the north and Pest from the west that should collapse the AH Empire .
Turkey has at least 10 units in Palestine, 4 in the Urals, 4 in the Bosporus and 5 in Basra So out 0f 33 units that accounts for 23 leaving 10. Depending on how scattered you won't have to worry about the sick man of Europe right away. As they do not have a good rail system and most of the troops will have to walk to the front.
The Ottomans could do a lot if they tried harder. The Russians are vulnerable in the Caucasus and too thin in the eastern front to move anyone out of line. Taking the Basra port lets them move units elsewhere. The Germans and Austrians are pretty much dead at this point. The Russians are making less MPP for some reason now and they are very thin. A heavy counterattack by the CP could cripple them. THG needs to consolidate, reinforce, and upgrade Russia and buy back their lost units this winter.
Please play against me Strategic command world at war
Only destroyers and torpedo boats of Major Nations can lay mines and only if their unit strength and supply level are five or greater and only if their position is not next to an enemy vessel or another minefield and only if they haven't conducted an attack this turn. The max of minefields depends on the research level of naval warfare and editor presetting (e.g. Russia in this scenario: starts with naval warfare level zero [only one minefield] but can lay two).
34:56 The British navy enjoys two advantages: supply level of twelve thanks to the harbours of London, Bristol, Liverpool and Glasgow, and higher morale (naval warfare level one and better British National Morale).
1:11:14 Brussels is only important for German National Morale, adding 50 points to Germany's NM every turn, iirc.
Two th8ngs one where is the trench fighting where it was called the war of inches. Secondly does the centralp2kwers ever really have a chance.
seeing you play, i got the game in a sale, and played as entant, now playing as central. I am pretty sure you won.
Germans and Austrians are being played very badly, they both generally have 100+ morale in 1915, Russians should be pushed way back from the border, I agree newbies always play the Germans badly.
are you playing again a noob (no offense) ? he throws the corps against you like they are unlimited and goes with the corps from one hex to another and reduce his entranchment lvl. he has no chance since the beginning