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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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Regiment's Composition


Long time no see! Work goes on at a steady rate as we grind through the monolith of a task that is writing a reactive, fun AI for an RTS.

In the meantime, let’s take a better look at the cornerstone of the project - Regiment Composition System.

Regiment Composition System

Allowing a player to customize his army composition is not really new. Many games implemented it to a certain degree over the years - from simple unlocks in C&C Generals to elaborate deck building in Wargame series.

Regiments follow that tradition and develop it a step further. You can make your army right during the gameplay by composing it from several large building blocks called Task Forces.

Regiment panel

The bulk of player’s interface is occupied by the regimental panel. Initially, it looks a bit empty.


That’s because you need to buy a Task Force first. Now it’s more like it.

RegPanel 1TF

Your regiment can be composed of up to 3 TFs.

RegPanel 3TFs

You can see a number of available platoons with their prices listed. You click on an icon, then click on the battlefield - and the platoon will appear in your spawn zone, heading towards the selected position.

As a side note, if a unit is destroyed, it will become available for purchase again - though ordering a badly mauled platoon to retreat for repair & rearm is always a better option as this comes for free.

Task Force

Each Task Force grants you access to a predefined set of units and tactical support options.

Selecting the first isn't hard. On the other hand, when you pool enough resources to order the next one, there would be quite a few considerations to take into account. Try to build-up the momentum gained by first Task Force and order more of the same? Switch to a completely different track, supplementing heavy armor force with a nimble recon-helicopter team? Try to predict the opponents choice and counter him directly?

That's the essence of the system - building up and growing your force right during the game. Experience system complements this idea. Units in the field earn experience by destroying enemies. As soon as enough is acquired, whole Task Force will receive a level-up.

TF 61unboughtTF 61bought

It's worth noting that this panel doubles as a way to monitor the status of all your units and to quickly select them. As soon as you order a platoon, it's icon will change. Price will be hidden - instead, you'll see a health bar, ammo status, and some important notifications. Double click on an icon will focus the game screen on a selected unit. Handy, isn't it?

Each nation will feature 8-12 Task Forces of varying quality and quantity. In skirmish games, you’ll have an option to choose between strictly national selection of Task Forces, mixing Task Forces from different nations inside NATO/Warsaw Pact blocks or going completely unrestricted and fielding Leopards 2 along with DDR’s T-55AMs.

Task Forces themselves are modeled after real military formations, though we took some artistic license in terms of their exact composition. It’s not entirely without basis. Real-life Task Forces are ad-hoc formations by definition and in the game’s narrative of an active civil war, few formations have the luxury of arriving at the battlefield in 100% fighting order.

Tactical Support

Tactical support represents various off-map high-level assets: divisional artillery, air strikes, aerial recon, signal interception, etc.


They’re available on a simple cooldown timer - albeit that timer is quite long to prevent “spamming” off-map assets. Using tactical support requires careful consideration. They’re the trump cards, not casual solutions to every problem.

Regimental Assets

Oh, another important thing. Experienced players among you may have already thought “hey, I know I can’t really wage battle without critical elements like reconnaissance or anti-air defense, so I can’t really select a Task Force without those, right?”. Actually, you can - thanks to Regimental Assets that are always present.


Regimental assets are a simple, small collection of the most useful platoons: one recon, one anti-air, one motorized infantry. Plus a smoke screen tactical support. They won’t win any fight by themselves, but they are an important force multiplier for the regular Task Forces.

Deployment points

Deployment points are the main currency in the game. You will use them to buy units and new Task Forces.


Task Forces are pretty expensive, but they also increase your income: this way they provide new units to buy AND measures to deploy them.

Income also depends on the total price of units you’ve deployed on the field. More active units you have, higher is upkeep which is displayed by red negative numbers in the screenshot above. That prevents steamrolling, where the side that wins initial engagement will simply gain more and more of an advantage. Upkeep ensures that each game session is a fair fight to the very end.

In other news...

In the months since the original announcement, we’ve come a long way.

Nearly all gameplay systems are essentially in place: terrain effects, Line-of-Sight checks, mechanized infantry modeling, artillery, air-defense, aerial units, etc, etc. Some fine-tuning is required here and there, but that's to be expected.

The visual side of things is constantly improved in small steps along with careful optimization. We want to ensure you won’t need a NASA server cluster and mining-worthy GPU rig to watch hundreds of active units in combat.

The first iteration of AI is nearing completion. So far we’re happy with the architecture we’ve chosen - it allows to define and refine AI behavior with ease.

The actual gameplay video is not that far away, along with an article that takes a look at the intricacies of combat resolution.

Main features explained in Q&A format

Main features explained in Q&A format


A brief overview of the most important concepts and features of Regiments.


Is this game still in development ?

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Another question, is there another way to follow this game? I would love to see more of this!

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Soundwolf776 Creator

IndieDB is the only one, currently.

As we wrap up the most work-intensive features, we'll devote time to set up a few more ways to follow the progress.

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Hello, I know this is probebly early to ask this, but will you add certain Campaigns other than cold war type scenarios?(Wargame added multiple nations after release). A second question would be -, will there be air support and how would it be implemented into the game?

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Soundwolf776 Creator

More nations are very probable. Different time frames are a bit more sketchy.

Air support is called in as a Tactical Support option. You define a strike zone and aircraft will do a bombing run. If anti-air defense happens to be in range, it will engage the aircraft, reducing the strike precision or outright forcing the plane to abandon it's run.

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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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