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THE RED HORSE OF WAR IS RIDING THROUGH THE EUROPE ONCE AGAIN

It's 1989 and the flames of a New War are flaring up. Thousands of square miles of German landscape will become a stage for sweeping battles between the best NATO and Warsaw Pact has to offer.

Lead your Regiment through the inferno of a wide-scale Cold War conflict in this new Real-Time Tactics game. Break through the lines, call in artillery and air support, maneuver, feign retreats, and stage mobile defenses. Do not relent.

The Platoon Command system lets you orchestrate battles with unprecedented precision and ease. No need to micromanage every infantryman - you're a Commanding Officer, not a sergeant.

Form your force on the fly. Selecting the main Regiment is just a start. You can expand your army during the game by calling in unique Task Forces, each bringing its own equipment and off-map support options.


Main features

  • Refined controls that make commanding hundreds of soldiers a breeze
  • On-the-fly force customization, rewarding adaptability, and creativity
  • Deep game mechanics, simulating the Cold War era mechanized fight with great detail while still being accessible to novice RTS players
  • Visceral visual effects, bringing the WWIII to your screen in all its terrifying glory
  • Four key Cold War Factions: Soviet Union, USA, West Germany, and East Germany
  • Over 60 authentic vehicles modeled, combined into a multitude of different formations. Deploy such iconic vehicles as Leopard 2, T-72M or M2 Bradley Fighting Vehicle
  • Three distinct game modes, each offering a unique experience




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"If you can be seen, you can be hit. If you can be hit, you can be killed."

Cold War-era weapons are precise, deadly, and long-ranged. Even the toughest armor doesn't provide safety. Staying concealed is extremely important and concealment starts with the paint.

During the late Cold War, sides had different approaches to concealing the vehicles. NATO forces relied on various camouflage patterns to better blend with the German countryside in their assigned sectors. Most Warsaw Pact forces used single-color paint, which made moving vehicles harder to identify over long ranges and was cheaper and easier to apply.

SS1 Composed

It was far from being totally standardized by 1989, though. While NATO pushed to adopt a standard 3-tone CARC camo pattern, a number of units retained older schemes - like single-color Gelboliv in Bundeswehr or MERDC camo pattern in US Army. Warsaw Pact was experimenting with vehicle camouflage at that time too.

It's a perfect fit for the game - most regiments will feature distinct camo patterns. A Bundeswehr kampfgruppe composed of home guard units and outfitted with older equipment will have an outdated paint scheme to match. A Soviet guards tank regiment with modern T-80U will feature an experimental camo pattern.

SS2 Composed

We've also started to prototype the vehicle tactical markings system.
National insignia will show the country and/or armed forces branch the unit belongs to. A Regimental/Brigade tactical sign will make it even easier to identify the unit's parent formation. And last but not least, each unit will be assigned a unique tactical number.

SS3 Composed

And here's another two side-by-side shots of the tanks sporting different camouflage patterns.

IDB extra2

IDB extra

The last few news were all about the visuals, so the next dev update will focus on gameplay elements for a change. Take care, stay healthy!

Best Regards,
Bird's Eye Games

Regiments Developer Update - October 2020

Regiments Developer Update - October 2020

News

A first look at the improved infantry visuals and September teaser recap.

Steam Summer Festival - Update

Steam Summer Festival - Update

News 1 comment

Festival has been rescheduled to 16-22 June - Demo release date moved accordingly

Update - Steam Summer Festival

Update - Steam Summer Festival

News 3 comments

Regiments is still alive and progressing. Try out the demo during the Steam Summer Festival June 9th - 14th.

Regiment's Composition

Regiment's Composition

News

A detailed look at the cornerstone of the project - Regiment Composition System.

Comments  (0 - 10 of 11)
nicolasferrari576
nicolasferrari576

hello I have seen the game and this amazing I know that it is still in development but what are the requirements

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-HDG-
-HDG-

I have been following Regiments news on Steam, yesterday I saw a notification that the developer will live the gameplay at 1 AM on June 18th(CST). But for now´╝îI didn't find the entrance to live.

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Soundwolf776 Creator
Soundwolf776

Yeah, I'm very sorry about that - I had to cancel the stream.
I hope I'll resolve steaming issues and will do a live during the weekend.

In the meantime, you can check several youtuber that already did great videos on the Regiments demo:
Firestarter - Youtu.be
Razzmann - Youtube.com
Raptor - Youtube.com
Juguemos a la Guerra - Youtube.com (in Spanish)

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jojosensei
jojosensei

Is this game still in development ?

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jojosensei
jojosensei

If someone asking, I have been answered and the game is still developed and will reach Early Access this summer.

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tom111
tom111

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

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Soundwolf776 Creator
Soundwolf776

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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tom111
tom111

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
Soundwolf776

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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ssd21345
ssd21345

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
Soundwolf776

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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Regiments
Platforms
Windows
Developer
Bird's Eye Games
Publisher
MicroProse
Engine
Unity
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War
Players
Single Player
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