
Combat Mission Red Thunder focuses on the hard fought Eastern Front battles of Bagration and Poland, from the swamps of Belarus to the gates of Warsaw during the summer of 1944.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Languages: English**languages with full audio support
Add-ons
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
$60 for the same game over and over is just ridiculous.
I love Red Thunder and combat mission in general, but my god the Red Army was not represented well here at all, in comparison to the Germans. Unfortunately like most eastern-front focused games, the majority of historical research into TO&E's, unit appearances, and attention to detail clearly went to the Germans. The Germans have 6 campaigns while the soviets have 3 (not including the soviet tutorial campaign). The Scenarios/battles are pretty evenly split between scenarios designed for play as the Germans, and play as the Soviets. Separating the Red Army into two separate guards and non-guards factions was a stupid decision. Guards TO&E's should've been made available under the normal Red Army faction. More Soviet factions like the RKKF representing naval infantry brigades, and the VVS representing guards airborne divisions would've been a much smarter choice to add as separate factions and give the soviets more varied unit representation on the crazy level the Germans got (I'm looking at you, Kriegsmarine). Germans get plenty of great LARP options. From their vast array of unit TO&E's and appearance selections, they are all pretty correct as far as I understand. Even the correct waffenfarb color is displayed on units like aufklarung, panzergrenadiers, and pioneers. Great job! The Red Army on the other hand is incredibly poorly visually represented. It's painfully obvious the developers just didn't care to put the effort in, or didn't do their research to begin with : - Most enlisted infantrymen from any Soviet Guards TO&E are wearing totally incorrect blue officer/cavalry/VVS/NKVD trousers. Not a single guards infantryman is wearing a guards badge as they should. - Although there are texture files for Soviet cavalry units with the correct blue pogoni piping in the game files, there is no way to select this appearance and it is not the default texture for cavalry units for some unexplained reason. All cavalry units use infantry textures with raspberry infantry pogoni. - The famous assault-engineer units of the red army which are supposedly represented in many scenarios are not equipped with even a few SN-42 armored breastplates or amoeba camouflage suits. They are visually indistinguishable from standard rifle units, which ties into my next complaint. - The amoeba camouflage suits common in the red army among assault-engineer and reconnaissance units is nowhere to be seen. - Using the 'Standard' appearance, most Soviet squad-level NCO's have pogoni uniform textures that rank them as Starshina. These are company-level NCO's and should not be the uniform texture for squad leaders. More appropriate would be the 3-stripe Serzhant rank. I can't believe I have to complain about this when the german ranks on uniform textures were done correctly. German 2nd and 3rd platoon leaders being senior NCO's is correctly represented, but not the rank of a soviet squad leader? You could've figured this out from even the most basic research into soviet rifle squad organizations at any point during the war, but you didn't? - The 'Winter' appearance that gives soviet soldiers Telogreika padded jackets is incredibly bland and poorly modeled. There are no rank pogoni for NCO's or officers, guards badges, combat awards, anything. I almost feel as if the faction was designed on purpose to look entirely like a horde of poor, under-equipped, faceless, Soviet conscripts. As some final notes I would like to point out that the developers, before the release of the Fire & Rubble module, had used a historically incorrect Soviet TO&E for late-war rifle battalions that had 11-man squads which had to be fixed before F&R released, thus breaking a couple of scenarios. This old OOB is still able to be played in the tutorial Soviet campaign and a couple other unbroken scenarios if you want to see it, but can't be selected anywhere else. Communication with the community has never been Battlefront's strongpoint so I doubt they care to read steam reviews. But I believe Battlefront would benefit from getting someone on the development team that speaks fluent Russian and understands more about the Red Army than whatever team or individual was in charge of the historical research for CM:RT. It's comical how easy it is to tell which side got more attention to detail.
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The original 2 combat missions are better than these new titles. The resolution maxes out at 1024x768 and the textures are fuzzy. Not as fun as the originals.
I am not sure where they got those videos and screenshots on the store page from, but that is NOT what the game looked like for me. Absolutely horrible graphics. I'd rather go back to Combat Mission: Barbarossa to Berlin, at least there I know why the game looks like it's 20 years old. Charging 60 $ at full price is absolutely ridicoulous. And to top it off, the in-game text is illegible. No way this game is from 2023. Asked for a refund and got it within 10 minutes. Seems I am not the only one, who thinks this is a joke.
Killing nazis sim.
Overpricced,runs on an old engine and its a ♥♥♥♥ game,not to mention the fact that they released a dlc that only works if you buy another one (which is 35$) and did not mention it anywhere. I strongly suggest you stay away from any of their games too
Combat Mission: Red Thunder is a demanding and deeply authentic tactical wargame developed by Battlefront and published by Matrix Games that focuses on the ferocious late-war fighting on the Eastern Front during 1944. Centered on the massive Soviet offensives that shattered German lines in Belarus and pushed toward Poland, the game captures a phase of World War II defined by large-scale armored clashes, relentless infantry assaults, and rapidly shifting front lines. Rather than presenting a cinematic or simplified view of the conflict, Red Thunder aims to model the brutal reality of command at the tactical level, where success depends on preparation, coordination, and an acceptance that losses are inevitable. The core gameplay follows the established Combat Mission formula, offering both real-time and WEGO modes, with WEGO being the defining experience. In this system, players issue orders to their units and then watch a fixed-length action phase unfold simultaneously for both sides. This structure forces commanders to anticipate enemy behavior and commit to plans without knowing exactly how the situation will develop. It creates a strong sense of tension and realism, as poorly considered orders can unravel quickly once the action begins. The inability to instantly correct mistakes mirrors real battlefield command and gives every decision weight, making victories feel earned rather than scripted. Red Thunder excels in its simulation depth. Infantry units are modeled down to squad level, with morale, experience, fatigue, leadership, and suppression all influencing how soldiers behave under fire. Troops may hesitate, panic, or break when subjected to intense pressure, while veteran units can hold longer and recover more quickly. Armored combat is equally detailed, with realistic armor penetration, vehicle damage modeling, and crew performance. Tanks are powerful but vulnerable, especially without proper infantry support, reinforcing the importance of combined-arms tactics. Artillery, heavy weapons, and support assets must be carefully coordinated to soften defenses and protect advancing forces. The terrain of the Eastern Front plays a critical role in shaping engagements. Rolling fields, forests, villages, rivers, and road networks all influence movement, visibility, and combat effectiveness. Unlike the hedgerow-dominated fighting of Normandy, Red Thunder often emphasizes wider maneuver spaces, longer engagement ranges, and faster-paced advances once a breakthrough is achieved. However, this does not make the battles easier; exposed units can be destroyed rapidly if they advance without reconnaissance or adequate fire support. Weather and lighting conditions further affect visibility and timing, adding additional layers of complexity to already challenging scenarios. The game’s campaigns are one of its strongest features, placing players in historically grounded situations that reflect the momentum and chaos of the Soviet advance. These linked scenarios encourage careful force preservation, as losses carry forward and can weaken later operations. Beyond the campaigns, Red Thunder includes numerous standalone scenarios and a powerful Quick Battle system that allows players to generate custom engagements with a wide range of forces, maps, and conditions. This flexibility, combined with the inclusion of master maps and an editor, gives the game enormous replay value for those willing to invest the time. Visually, Combat Mission: Red Thunder prioritizes function over modern polish. The graphics are serviceable and detailed enough to convey battlefield information clearly, but they are not flashy. Animations and effects are designed to support the simulation rather than impress visually. The interface provides access to an immense amount of data, which can be overwhelming for new players. Learning how to interpret unit status, command links, and battlefield information is part of the game’s challenge, and the learning curve can be steep. However, once mastered, the interface offers precise control and insight that few other tactical games can match. The artificial intelligence presents a credible and often punishing opponent. Enemy forces make effective use of terrain, ambush exposed units, and exploit mistakes quickly. While experienced players may eventually recognize patterns, the AI generally provides enough resistance to make each engagement tense and demanding. Multiplayer options further elevate the experience, as human opponents introduce unpredictability and force even greater care in planning and execution. Combat Mission: Red Thunder is not designed for casual play or quick sessions. It demands patience, study, and a willingness to learn from failure. Battles can be slow, losses can be heavy, and success often comes only after careful analysis and repeated attempts. Yet this is also where the game shines. Every successful assault, every defended position, and every surviving unit feels meaningful because the outcome was shaped by deliberate choices rather than reflexes or luck. In the end, Combat Mission: Red Thunder stands as one of the most detailed and intellectually challenging portrayals of Eastern Front combat available in gaming. It captures the scale, intensity, and complexity of late-war operations while remaining focused on tactical-level command. For players who value realism, historical grounding, and deep strategic thinking, it offers an experience that is both punishing and immensely rewarding, firmly securing its place as a standout entry in the Combat Mission series. Rating: 7/10
крутая игра но почему тот же самый graviteam mius front стоит 600 рублей хотя она такая же реалистичная игра а эта игра стоит чуть ли не за 2тысячи рублей Это две реалистичные игры но почему то у миус фронта цена игры низкая, а у этой игры она такая большая при том что в ней контента мало без длс,а покупка длс это еще 2500рублей За такие деньги большие сделали бы хотя бы нормальную систему повреждений танка , или ии подправили а то они уж откровенно читерят Также для игры с таким ценником не хватает контента и есть некоторые недоработки : почему нету советского камуфляжа или хотя бы использование советскими солдатами трофейного немецкого камуфляжа, почему на немецких солдатах у которых есть панзерфауст он находится в взведенном положении, почему нельзя было добавить всякие надписи на советских танках. Почему когда танки уничтожаются и начинают гореть со временем у них не меняется текстурка на сгоревший????это даже в гравитим миус фронт есть а тут нету Что происходит с текстурами оружия в этой игре, почему они такие картофельные когда в миус фронте они намного лучше при том что цена на него ниже почему у танка не может оторваться башня при попадании в боекомплект и не спадают гусеницы при попадании в них?? Кароче игра хрень полная с скучнейшими миссиями и тупорылыми компаниями по ковыряние венгрии и курляндии с ее идиотским ландшафтом и миллионом советских пт пушек на 1 куст,или миссии половина из которых это про то как двадцать немецких солдат и одна пт пушка останавливают наступление 30танков и 3-4 суперскучные миссии про берлин,из них только зееловские высоты,бой рядом с дрезденом с гренадерами германа геринга,и миссия где у нас только пт сау и две башни от пантеры врытые в землю,бой в где-то в пруссии-эти миссии хоть чуть чуть играбельны
Is an absolute gem for tactical warfare fans!
Combate mission is the best strategy modern wargame in a tactical level ever created.
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