Strategic Command WWII: War in Europe cover
Strategic Command WWII: War in Europe screenshot
Genre: Strategy, Turn-based strategy (TBS)

Strategic Command WWII: War in Europe

Strategic Command WWII: War in Europe - v1.21.00 Update

An update is now available for Strategic Command WWII: War in Europe. Check out the full changelog below.

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 supply to naval units.

- Air units will now gain maximum supply from any source, so long as they are attached to an HQ (Pocus).

- Supply map overlay will now display any mismatched supply values, e.g. if a unit has less than the overlay value, it will show in brackets in red alongside with the overlay value.

- Improved AI HQ amphibious landings where the AI will actively try and land in a pocket of friendly units and not next to enemy unit positions if possible (Mithrilotter).

- AI scripts can now be accessed in the OPTIONS->ADVANCED->SCRIPTS screen via 'Advanced (AI)' for review as well as to disable any disagreeable planning events.

- AI will now consider the belligerence status of a potential Amphibious invasion goal position to avoid potential invasions when not at war with the target position, as applicable to custom mods (wobbleguts).

- HQ supply rules, plus boosting/linking rules recap:
- HQ units, after amphibiously unloading, start at supply equal to 5 + their current level of Amphibious Warfare technology. Supply will drop 2 supply points per turn after that. This 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 < 5 and is now automatically increased to a supply value of 5 which caps its distribution supply at 8.
- This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
- LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1 and < 3.
- The HQ to be boosted must have a supply value < 3 and is now automatically increased to a supply value of 5 which caps its distribution supply at 6.
- Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- Air units do not receive supply from an HQ unless they are attached.
- Under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch beneath the applicable Air unit.
- Under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will be indicated by a purple hatch beneath the applicable Air unit.

EDITOR CHANGES
- The following have been adjusted from 5 point increments to 1 point increments for more precision when customizing campaigns (Elessar2).
- Combat Target Data, Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Upgrade Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Automatic Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Strength/Reinforce/Reformation Data, % Cost Per Reinforcement Point, % Cost Per Elite Reinforcement Point

1939 Campaign
- France's starting MPPs increased from 75 to 90.
- French 2nd Army at Verdun and 9th Army at 155,82 increased in strength from 5 to 8, 1st Army at 153,81 increased in strength from 5 to 6, XLIV Corps at Epinal; IX Corps at Belfort increased in strength from 5 to 6. This is the equivalent of 100 MPPs worth of reinforcements.
- Resource scripts added for Algiers; Casablanca; Rabat; Tunis, Bordeaux and Marseille so that they start the war at zero strength, increasing by 1 per Allied turn.

1939 & 1940 Campaigns
- New in game messages and Pop Up Events added to better assist the Allied player on how many units need to be kept in Mediterranean to avoid Italian mobilization.

- While Italy is neutral, Spain will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 30 hexes of Syracuse Port, or 7 or more Allied naval units within 18 hexes of Syracuse Port, as Franco is concerned at the impact an attack on his former ally will have on his own position.

- Added Soviet Garrison units at Belomorsk and Kandalaksha.

- Corrected the Mobilization_1 scripts for Bulgaria being declared war on by the Axis as they were incorrectly looking for Bulgaria to respond to Turkey to have been declared war upon.

1939, 1940 & 1941 Campaigns
- DE 301 for the US to send tanks to Cairo now checks for El Alamein being in Axis hands, rather than for an Axis unit to be in El Alamein (Big John).

All Campaigns
- The cost of Rocket research has been reduced from 175 to 150 MPPs, and Germany’s starting levels in this increased by 1 in all campaigns from 1939 to 1943 (ElvisJJonesRambo).

- Increased Germany’s National Morale loss due to the fall of Berlin from 10,000 to 20,000 points (Mithrilotter).

- The Murmansk convoy now requires Murmansk and all hexes to Belomorsk plus Vologda to be in Allied hands, having removed all hexes from Belomorsk to Volkov from the requirement (The Land).
- USSR's Corps and Army statistics corrected (Gilber).

1939 and 1940 Strategy Guides
- An explanation including a map on Italian Mobilization added (with special thanks to OldCrowBalthazor).

Strategic Command WWII: War in Europe - Major Update (v.1.20.00)

We have a released a new majoir update for Strategic Command WWII: War in Europe.

A new community campaign has been added to the community pack, along with many updates and improvements.

1940 Sickle Cut



The Sickle Cut Map campaign been added to the community pack.

As the French Army waits behind the vaunted Maginot Line, Manstein's Plan will see the Germans invade from an unexpected direction.





FULL CHANGELOG

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).
• 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).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 and 1940 campaigns.
• Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).
• If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
• While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
• Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich).
All Campaigns
• 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 Allied hands to fire.
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Header explanations for the Supply scripts updated.
• 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).
• National Morale script for the liberation of London corrected (BigJohn).
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).

Version 1.18.00 now live

GAME 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).


All Campaigns

  • Germany's base HQ Build Limit increased from 6 to 7 (Sugar).
  • The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
  • Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
  • USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and Fortified Towns (Taifun).
  • Unit script header text relating to '#DISPLAY_TURN=' updated.


1939 and 1940 Campaigns

  • Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 1-2 hexes of key locations.
  • Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 30 hexes of Syracuse Port.
  • Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
  • New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid increasing Soviet mobilization.
  • The USA will now swing 15-20% towards the Allies on the 7th December 1941 when Japan attacks Pearl Harbor.


1939 Campaign

  • If they had transferred to the UK's control, the Ports of Cork, Wexford and Limerick will now return to Ireland if the UK surrenders (Mithrilotter).


1940 Campaign

  • Decisions 418 and 611 and two POP UP scripts #NAME= ALLIED AI: German/Soviet Front Garrison Report 1941 fixed so that they will now fire, as they were incorrectly only set to fire if DE 600 = yes, but DE 600 does not exist in this campaign (Mithrilotter).
  • If it had transferred to the UK's control, the Port of Limerick will now return to Ireland if the UK surrenders (Mithrilotter).
  • <> and <> added to the language files relating to the Unit scripts (Mithrilotter).


1939, 1940 and 1941 Campaigns

  • Mobilization_2 scripts for Spain amended so they now check for only US Amphibious Transports within 1-2 hexes of key locations.
  • Removed the experience points from the US navy when it deploys on joining the war, and also from some AI scripted units (Mithrilotter).
  • Mobilization_2 script #NAME= ALLIED AI: Axis Units In The UK (USA->Allies) amended so that it now only moves the US 1-2% towards the Allies rather than 2-4% per turn at all but expert level. At expert level it does move the US 2-4% towards the Allies (Mithrilotter).
  • An Axis Declaration of War on Latvia or Estonia now swings the USSR 25-40% towards the Allies for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).
  • Mobilization_4 scripts triggering DE 1009 and DE 1010 added for an Axis Declaration of War on Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in Leningrad.
  • Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis declare war on the USSR.
  • Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.


1942 Campaign

  • Timoshenko HQ and 1st Cavalry Corps now start with entrenchment level 2 (Ashes Fall).

Update Version 1.16.03

Hi everybody!

Strategic Command WWII: War in Europe has been updated to version Version 1.16.03, and it's huge!

Check the changelog below:

Game Engine Changes/Fixes
• fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
• fixed a STRENGTH script handling error that did not reduce unit morale as expected.
• fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
• 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 NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
• fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
• there were no current games being listed.
• fixed a Research calculation error that would in some rare cases lead to no advancemets when
• there should be some for a particular category.
• fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.
• fixed a renaming of a Transport unit error that did not preserve the amended name.
• all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
• optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
• there are a lot of land units on the map later in the war.
• HOTSEAT games now have the option to view a replay of your opponent's last turn.
• MOD packages that include modified Media folder items will now also be read and loaded by the game.
• a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
• bonuses when mouse hovering over the location where a chit is applied. This is only shown when
• Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• 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 has been changed to the following:
o HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
o HQ supply 1 or 2 will have a distribution supply value of 5.
o HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
o HQ supply 5 will have a distribution supply value of 8.
o HQ supply > 5 will have a distribution supply value of 10.
o HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
o the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.

• this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
• SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.
• Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.
• Editor Changes/Fixes
• fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical
• MODS at anytime in the Editor.
• mods must be installed in the USER folder for the game, typically Users\\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:

o Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\
o Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps
o Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Interface etc.

All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.

1939 paign
• Increased starting entrenchment for French units in the Maginot Line, and also increased the starting strength and experience of the French Army in Strasbourg (Taxman66).

1940 1939, 1940 Campaigns
• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.

1941 1942 and 1943 Campaigns
• Added several German AI GUARD positions for anti-partisan activity in the USSR.

The Panzerfaust Update



The third official update of Strategic Command WWII: War in Europe is finally available for download.

After the “Garand” and “Gewehr” updates, we are very proud to release the “Panzerfaust Update”, and there are many reasons to be excited about it.

This Update is truly massive, touching hundreds of game elements, bringing the game to its highest level.

NOTE: Before proceeding to download the update and to the changelog below, there are three important things to notice.

1) The first is that all the changes and updates previously released for World at War are now in place for War in Europe as Well. This has been a major effort and we’d like to thank the developer for the constant great support on the game.

2) Previously saved games against the AI or in Hotseat will not be compatible with the Panzerfaust Update. Do not update until you have completed your games in progress.

3) The third important element to know is about PBEM. With the Panzerfaust Update current PBEM matches won’t be compatible with the latest version so, if you have important battles going on, our advice is to not update until you have completed the session. You’ll have 3 months to play your multiplayer session after which we would turn off PBEM support for older versions.
If you are playing a Steam version, the update to the latest version is automatic, however if you prefer to continue playing for now with the older v1.15.02 version, you can downgrade via the beta branch and you’ll be able to keep playing you sessions in there. To downgrade, simply right click on the game in your Steam library, click on Properties->Beta and then select the applicable legacy version in the Beta dropdown list.

But let’s not waste any time further and jump straight into the Panzerfaust Update!

You can check the full changelog here

Strategic Command v1.15 Update is available!

Strategic Command WWII: War in Europe has been updated to version 1.15!



- fixed a PBEM++ game error that would sometimes record the wrong winner once the game was over.

- fixed a HQ linking issue whereby HQs that were linked and had their regular supply increased while their distribution supply value remain unchanged, will now be able to link to another HQ even though they had their regular supply increased from 3 or 4 to 5.

- fixed a combat experience issue where ground or naval units that caused the shattering of a defender did not collect any experience for doing so.

- fixed a UNIT script error that had AI events firing incorrectly during AI games and when players had switched sides mid game.

- fixed a PURCHASE UNIT error that did not set recently purchased naval units to arrive at a supply value of 10.

- fixed a rare close playing sound error that would lead to a CTD.

- fixed a unit movement error that would sometimes not reveal the proper fog of war for adjacent units, i.e. Partial reveal instead of Full.

- fixed an ADD_UNIT= 2 flag error for PARTISAN events

- Amphibious Transports are no longer able to move 1 AP when embarking unless they have achieved at least Amphibious Warfare Level-1.

- +/- 1 combat results modifier will now only apply to units that have an attack/defend value > 0, e.g a naval unit attacks land units with an attack value of 0, so defending land units will now no longer have the +/- 1 combat results modifier applied.

- +/- 1 combat results modifier will no longer be applied to defender losses if the calculated defender losses would be greater than the remaining defender unit strength, i.e. unit will be beyond destroyed.

- unit count totals in the Reports screen will now include units in a naval loop.

Strategic Command 1.14 Update Available!

Hi Everyone!

Strategic Command WWII: War in Europe has been updated to version 1.14!

Please read the following changelog for full information on the changes contained within this update.

Changelog

- fixed a DECISION firing error that caused some events to fire in the wrong sequence during a surrender DECISION event.
- fixed a reinforce or upgrade tool error that would sometimes reset the desired reinforce or upgrade highlight setting.
- fixed a bug where air units were being re-assigned to more optimal supply HQs even though their current attachment was to an HQ set to Manual attachment mode.

CAMPAIGNS

- MOBILIZATION_1 script entitled #NAME= USSR DoW On Persia (Syria->Axis) corrected to have the correct Country_ID and also for the name section of that and many other scripts to say "Allies DoW On..." rather than "USSR DoW On" (sPzAbt653).
- SURRENDER_2 script entitled #NAME= AXIS AI: Germany Occupies Luxembourg (100%) removed (sPzAbt653).
- UNIT scripts for De Lattre de Tassigny amended to Lattre de Tassigny to prevent duplication (Derikuk).

We hope you enjoy!

Strategic Command 1.13 Update

This update brings in lots of amendments to the campaigns, as well as a number of fixes.

Please see the changelog below for the full list of changes.

-Fixed an exploit where if you turned on/off Weather it would re-apply maximum AP to any partially moved units.
-Fixed a RESOURCE strength calculation error that should have seen strength reduced when 2 enemy adjacent units were present. This did not happen if a player set a friendly MAJOR country to be controlled by the AI.
-Fixed a DECISION firing event error that did not see some end of the turn DECISIONS fire when a country was surrendering.
-Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map.
-Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay.
-Fixed an additional port control bug where there are multiple ports adjacent to a town/city and one port could switch over to the same control of the town/city but wasn't at the end of a turn.
-Fixed a rare CTD when moving or attempting to move units at the very top of the screen and under the strategic menu buttons located in the top middle of the screen.
-Fixed a sub diving display error that showed the new location of the sub prior to it diving when playing against the AI and during the AI turn.
-Fixed an AI Transport unit error that had the AI unloading Transports from Ports at strength < 5.
-Fixed an AI OFFENSIVE planning error where the AI would not attack Lithuania if it was not annexed by the USSR.
-A major power that is not yet at 100% mobilization will no longer have its research levels apply to the catch up bonus if applicable.
-Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when performing a recon or any other fighter sweep.
-HQ air unit attachments optimized for the newer HQ attachment and supply rule changes introduced in v1.10 when using the 'Auto' and 'Auto-Assist' attachment setting.
-Custom sounds and music will now be checked first for SPLASH message screens in game.
-Added a REFRESH button to the PBEM++ Lobby screen and removed the automatic refresh that was activated every 30 seconds.

Campaigns

-The Neva River south of Leningrad converted from a River to a Major River to make it easier to defend the city.
-Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 -> 5, Italy 3 -> 2.
-Medium Bomber Build Limited increased: USA, USSR and Germany 3 -> 4, Italy 1 -> 2.
-The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign.
-The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs.
-MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria).
-Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria.
-MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%).
-Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3.
-Spain must now have a pro-Axis leaning of 60% for DE 603 to fire.
-English and French language 1939 and 1940 campaigns corrected to ensure that the Half Strength Fighter arriving in the UK's Production Queue in August 1940 arrives with no research.
-Country ID corrected to Greece in the STRENGTH scripts #NAME= Greek Morale Is Boosted By The Presence Of British Troops In Greece, #NAME= Greek Morale Is Boosted By The Presence Of British Or US Troops In Greece
-In the Mobilization_1 scripts entitled #NAME= Axis DoW on Yugoslavia (Greece->Allies), #CONDITION= 120 [0] [1] changed to #CONDITION= 120 [1] [1].
-Condition Positions corrected for Axis Minors in the DECISION event #NAME= DE 623 - Germany: Continue through the Gibraltar Strait? (From West to East).

Strategic Command WWII: War in Europe v1.12.02 Beta available

We have a new Beta update for Strategic Command WWII War in Europe

If you would like to try the patch you will need to access the beta branch
To do this -
* Find the game in your steam library
* Right click on it and select properties
* Go to the betas tab
* From the drop down select the "beta - openbeta" option
* An update (BuildID: 2695519) will queue and once ready you can run the beta
*Go to the local files tab and 'Verify integrity of game files'

To return to your normal version
* Repeat the process but select the "Opt out of Betas" option on the drop down menu


v1.12.02 changelog

-Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map.
-Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay.
-A major power that is not yet at 100% mobilization will no longer have its research levels apply to the catch up bonus if applicable.
-Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when performing a recon or any other fighter sweep.

Campaigns
-The Neva River south of Leningrad converted from a River to a Major River to make it easier to defend the city.
-Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 ? 5, Italy 3 ? 2.
-Medium Bomber Build Limited increased: USA, USSR and Germany 3 ? 4, Italy 1 ? 2.
-The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign.
-The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs.
-MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria).
-Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria.
-MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%).
-Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3.
-Spain must now have a pro-Axis leaning of 60% for DE 603 to fire.

Happy Gaming!

Strategic Command v1.11 "Speed Increase" version now available

Hello Everyone
After many weeks of testing we are pleased to say that Strategic Command v1.11 is now available.

Whilst this includes a number of updates and fixes to the game and campaigns we would really like to draw your attention to the speed increases this offers thanks to the notable improvements Fury have made to AI processing and Event handling

The full change list is listed here :

http://www.matrixgames.com/forums/fb.asp?m=4419907

but 1.11 also includes fixes for ASW and subs diving, when friendly counties join you side and various other bugs and glitches.

We'd also like to draw your attention to the recap of the supply rule revisions made since the first major changes in v1.04 (listed below)

v1.11 is compatible with save games from v1.10 (and earlier versions back to 1.04)

Supply & HQ Rules Recap
HQ distribution supply has been changed to the following:
- HQ supply < 3 will have a distribution supply value of 5.
- HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQs can now only be linked if the first HQ has a supply value >= 3.
- the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
this doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them to 'operate' and 'upgrade'.
Previously linked HQs could have a maximum distribution supply level of 10.