
Fight the ‘Stalingrad on the Yangze’, as was sometimes called the Battle for Shanghai in 1937. Play as the Chinese willing to reclaim the whole city or as the Imperial Japanese forces in their counter-attack.
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About
SGS Battle for Shanghai is the fourth game of our SGS Battle Series, covering intense fights and battles in well know (or not) small but fighting-heavy locations ; ‘grand’ tactical’ scale for regiment, battalion, company and even platoon-size units (depending on the games) and game turns which represent a very short real period of time (one or two days, half a day, a few hours…).
One of the many particularities of the Battle series compared to other SGS relates to a unit activation system which means that not all units will necessarily be able to move and fight in a turn. This will only be possible for them if they have been activated. And depending on the battles or the episodes during them, the activation limits will be more or less important.
Shanghai, one of the most famous and bloody battle of the Second Sino-Japanese war is marking the beginning of a terrible conflict, and is depicted in this game where you can play both sides, Chinese or Japanese ; against another player in PBEM or in hot seat, against AI.
SGS Battle for Shanghai covers the period from August 13, 1937, to November 26, 1937, till the final Japanese capture of the city and the heavy destruction brought to the city. At the end of November, when the game ends, the Chinese have lost ground and are even now threatened at their capital of Nanking. But could manage to have them seize the initial enemy positions in Shanghai and hold them before the Japanese reinforcements and counter-offensive (from late August) strikes at you, thus complicating Tokyo’s plans and achieving your own, to draw worldwide attention to the conflict? Or, as the Japanese commander, can you hold your ground in the city and put the assaulting Chinese in an even more precarious situation than the historical one when your counter-offensive comes? Each quarter of city and nearby towns and suburbs will become the stake of a thousand battles.
The game will contain a grand campaign scenario covering the battle from August until November, as well as other (intermediate or shorter - see below) scenarios based on different starting days or limited to specific areas (Shanghai city, the Yangze river banks, etc…) of the battle.
We plan to also provide the players with interesting options to explore potential what-if situations.
The player will also find in the game historical events.
Those can be strictly historical or random depending on their nature, and/or depending on the game setting (historical scenario or what if). A more efficient Chinese artillery? A better preparation for the defenders? A stronger implication of the navies on both sides? Or, on the contrary, a scenario where all external events occur at exactly the same time as in History.
Most events generate even more immersion, sticking to a historical reality. All are carefully designed, with extensive historical research, to go beyond the game, to bring its playful dimension closer to what could be a highly interactive history book.
Operation Iron Fist: The offensive operation launched by the Chinese army in mid-August 1937, aimed at destroying the Japanese troops entrenched near Shanghai. This scenario will be unlocked on the day the game is released (August 13th).
Combat around Lo-tien: The combat between the Chinese and Japanese armies around the most crucial strategic point around Shanghai: Luodian, from mid to end of September. This scenario will be unlocked in the game's first major update (tentatively scheduled for September 15th).
Shanghai Grand Campaign : the complete campaign game, covering the entire battle from its beginning on August 13th, 1937, till the end of November. This scenario will be unlocked on the day the game is released (August 13th).

Scale
In this specific game, units are mostly battalion-size on the Japanese side and regimental or brigade size on the Chinese’s (with some exception for particular units at battalion level too). They confront each other in urban zones of the city and paddies areas on the immediate outskirts of the city. Some "off map boxes" are also integrated to represent more distant areas (where close strategic points such as air bases are located).
Each turn is three days.
The game consists mainly of ground units and some air and (few) naval units. However, the latter have more of a role of support "markers" as in traditional board games or wargames than of units with fine and dedicated management. A few river units are also present to represent the Japanese ships that operated on the Huangpu and Yangze, or the the main carrier ships off at sea in Hangzhou bay.
All the types of units present in Shanghai in 1937 appear in the game: armored vehicles, infantry, engineers, artillery and even a few surprises (block houses, trenches, terrain elements such as fortified ruins, etc.).
Estimated Playtime: from 1h to many hours… with great replayability.
Favored Side/hardest to play : depending on the scenario played and in the campaign it can alternate, being harder for one side at one point in the game before becoming easier (and harder for the opposing side).

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Simplified Chinese, Italian, German, Japanese, Portuguese - Portugal, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
BUG太多了: 1.空军返程后直接少了一个,看着动画里面六支空军返程,移动的时候发现空军只剩五支了。一局游戏中出现的还不止一次,三支空军直接消失了。 2.还有炮兵也有BUG,有时候重炮轰击日军,进战斗页面直接日军胜利,没有结算炮兵的攻击(补充说明,重炮攻击的是有大量兵力的主力编队)。 3.AI行动的时候有时会直接卡住,等半天都不动。 4.效果卡牌有时候会无效
此游戏非常贴切地还原了抗日战争时期中日战斗力差距:日军堡垒之坚固;我等军民肉身为盾矛,慷慨赴死之决心。 没有尽善尽美的游戏,我依旧给它打推荐分。
Dear SGS developers, I don't know whether you will see my comment, but I still want to thank you for bringing the Shanghai-Nanking battle into the public's view. The game is well-crafted, as it especially touches me by the restoration of historical details and the composition of music for both factions. However, there is room for further improvement. First, the victory condition is vague in Luodian battle. I played as IJA and occupied every grid on the map, but the game kept going on without showing the victory page, which frustrated me since I spent a whole night on it. I hope you could fix this bug in future updates. Second, I hope you could enable players to jump over the turn of the rival (at least in PvE mode). It's somewhat annoying to wait for the rival who slowly manipulates his pawns——it's far better to directly see the conclusion of his manoeuvres. By the way, in the scenario "the early stage of the Battle of Shanghai", there's a bug that if I click the mouse during the rival's turn, he won't move on, and the only solution to that is quitting the game and re-entering. Even if you could accelerate the rival's turn like Total War, hours would be saved for players. Thirdly, it's my wish that more historical materials could be brought into the game to enrich the immersive experience. For example, Chiang-Kai Shek's ultimate objective to launch the battle was to attract attention and aids from the international community. Therefore contemporary reports by international media and statements by third-parties could be cited to depict the battle more vividly. Additionally, I'd like to see more speech, monologues and even correspondence from individuals in both factions, which demonstrates how the battle influenced the mind of its participants. Some Chinese generals left very heartening last words, longing for restless resistance, while their Japanese counterparts expressed frustration due to the loss of Blitzkrieg and thus became more ruthless. Also soldiers of both factions had totally different views of the war than those of their superiors: desperation, sadness, nationalist zeal or disillusionment... Such emotions are all conveyed by records of the battle. To conclude, though you've already done a great job, to which I'm truly grateful, I believe you have the competence to forge it into a real masterpiece on the Battle of Shanghai. Your work has the full potential of exceeding a simple military simulator and thus becoming a demonstration and reflection of the bloody yet thought-provoking history itself. 致SGS开发组: 不知你们能否看到这条留言,但我仍要感谢你们将淞沪会战带入国际公众视野。游戏制作精良,对历史细节的还原与双方阵营的配乐尤其令我动容。不过仍有值得改进之处: 其一,罗店战役的胜利条件表述模糊。我使用日军阵营占领地图所有格子后,游戏却未显示胜利界面,令人沮丧——毕竟耗费了整晚时间。希望后续版本能修复此问题。 其二,建议增加跳过敌方回合功能(至少PVE模式应开放)。等待对手缓慢调兵的过程颇为煎熬,若能直观看到其调度结果将大幅改善体验。另,"淞沪战役初期"剧情存在bug:若在敌方回合点击鼠标,敌方行动会卡死,只能退出重进。即便采用《全面战争》式的对方回合加速模式,也能为玩家节省大量时间。 其三,期望引入更多史料以增强沉浸感。如蒋介石发动会战的根本目的是争取国际关注与援助,若能援引当时外媒报道与第三方表态,战役图景将更鲜活。此外,希望能看到更多双方人物的演说、独白乃至书信——这些资料最能体现战役对参与者精神的塑造或冲击。中国将领们留下过荡气回肠的绝笔,字字泣血誓抗敌寇;日军将领则因闪电战破产而变得消沉,进而愈发残暴。基层士兵对战争的认知更与高层截然不同:绝望、哀伤、激昂的民族情绪或妄想幻灭……这些情感在战役记录中皆有迹可循。 你们已完成了令人满意的工作,但我相信诸位完全有能力将其锻造成真正的淞沪会战杰作。这部作品完全有潜力超越单纯的军事推演,进而反映那段血火交织又发人深省的历史本身。
bug实在是太多太影响体验了 战斗不结算 围攻不结算
新手,哪位大佬说一下“选择1受到影响的堆叠”然后怎么操作?直接卡住了,不知道该点哪里 目前一脸懵逼
非常好的一款专门讲述抗战时期淞沪会战的兵棋。教学内容几乎没有手感得自己慢慢打才能摸索出来。国军和日军交换的战损比在这一作中表现的淋淋尽致,很好反映出了淞沪会战时期抗击日本侵略的艰难,国军空中支援几近于零(难以命中造成伤害),单个旅团战斗力与日军相差太多,哪怕是以多打1日军仍然能够通过一些战术牌和追击实施反打,乃至我方从攻方变为溃退方。每一次部队的调动和调整,都要经过认真的思考。地图不大,甚至没有体现出上海全市,但地图却很细致,每处街道、住宅和四行仓库、宝山这些要地都能够体现出来,南京和杭州作为地图外城市加以体现,可以从这些地方调取增援。 另外,部队部署也是考究的,日军SNLF特种部队这种微型精锐突击部队都能体现出来,真的很用心了。另外建议在兵牌上能够显示旅团级番号,这样更能增加一点代入感w 总而言之打折的时候很值这个价,比较推荐。
打得很艰难,虽然国军在数量上优势巨大,但在质量上远不如日军——具体表现为士气(经常出现以多打少却反而被日军打溃逃的情况)和精锐部队的数量上(日军精锐部队有第11、9等师团,而且来得不仅快还多)。常规部队也是多而不精(战斗参数普遍低于日军部队)。前期想一口气吃掉上海市内的日本海军陆战队是不可能的,必须一点点的慢慢磨才行,海军司令部要塞不建议第一个打,很容易把精锐部队送光,建议先打上海日租界的其他地区。日军开始登陆后靠近海岸的几个关键节点由于鞭长莫及基本弃守(宝山等地)。可以依托罗店牵制大批从西翼方向进攻的日军,(大部分援军基本都从南京方向来,而且南京离罗店不算远,基本可以做到支援及时),万国体育场和上海市政府可作为防止日军进入上海市区的屏障(上海市区内有大量关键节点,必须守住)。杭州方向来的援军建议第一时间调往金山卫,不然后期基本来不及调度,只能眼睁睁看着日军的VP往上涨。 以上是个人观点,经供参考。
刚玩的时候记得把AI难度从进阶调成普通
非常好的一部作品,精细还原了淞沪会战的各种细节,作者更新维护也很频繁,对抗战历史感兴趣的朋友,或者单纯喜欢战棋的玩家都可以尝试
sgs淞沪进入据点的部队怎么出来我想请教一下,进入城镇据点的部队怎么出来呀。我不小心把教导总队进驻到罗店里面了,结果出不来了,被日军围城成功,直接消失了。。。
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