
What if the Warsaw Pact had attacked NATO in the mid-1980s. Or the other way around? Study this titanic conflict, within its most emblematic theater, Germany and Central Europe. Will you be able to achieve your goals without escalating into an uncontrollable nuclear conflict?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, Korean, Dutch, Polish
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
SGS系列我几乎都买了,算是在拟真和复杂度上比较合口味的,不过这各作通用的系统也有些共通的缺陷: 最重要的一点,防御战看不到是在哪个格子上进行。既然防御战可以出牌,可以选择是否撤退,那为何不能像进攻战那样先给出列表让防御方知道是在哪里战斗呢,这一作地势宽广这问题相对不算太大,不过香港那一作这点就非常要命,为此给打了差评 第二点是补员,为什么要逼迫玩家在尽可能维持强度但浪费补充点和让部队再受些损失但补充效率更高中做选择?这有什么现实合理性? 还有就是飞机移动拖拽经常无效,操作很麻烦,卡牌在什么条件下可以使用标识不清,明明看上去应该能用的卡却用不了不知是什么原因 具体到这作,虽然我只开了一局高级游戏北约大剧本,不过华约是不是太弱了?三回合就攻不动了,第四回合我发动反攻,十三回合就拿下柏林,几乎占领全德国了,感觉不像在打苏联,更像是在打伊拉克,也用不着什么策略,空中支援拉满一路平推就完了,钢铁洪流竟是我。如果不是有德国部队无法进入波兰捷克等限制感觉再来十个回合可以把华约推出地图 另外还有个bug,华约TPFA算子所在的格子都打不下来,就算华约部队溃散也仍然算是华约胜利 I've purchased almost the entire SGS series, which suits my taste in terms of realism and complexity. However, there are some common flaws across the series: The most critical issue is that during defensive battles, it's not clear which hex the battle is taking place in. Since defensive battles allow card playing and the option to retreat, why not provide a list like in offensive battles to let the defenders know where they are fighting? This issue isn't too significant in this particular game due to the broad terrain, but it was a critical problem in the Hong Kong installment, which led me to give it a negative review. The second point is about replenishment. Why force players to choose between maintaining unit strength at the cost of wasting replenishment points and allowing units to take more damage for higher replenishment efficiency? What is the realistic rationale behind this? Also, moving planes by dragging often doesn’t work, and the operations are cumbersome. It’s unclear under what conditions cards can be used; cards that seem usable often cannot be used, and it’s unclear why. Specific to this game, although I've only started one advanced game with the NATO grand scenario, it seems like the Warsaw Pact is too weak? They couldn't advance after three turns, and when I launched a counterattack in the fourth turn, I took Berlin by the thirteenth turn and nearly occupied all of Germany. It felt more like fighting Iraq than the Soviet Union, with no real strategy needed—just push forward with maximum air support. If not for the restrictions preventing German forces from entering Poland and the Czech Republic, I feel like I could push the Warsaw Pact off the map in another ten turns. Additionally, there’s a bug where hexes containing Warsaw Pact TPFA counters cannot be conquered. Even if Warsaw Pact forces are routed, it still counts as a Warsaw Pact victory.
A truly monster game. It will be helpful to have a OOBs for land, naval, and air units.
interesting on the surface, but i quickly realized this is a hot mess of bugs and janky UI. after a few hours, when the sound FX started repeating themselves in an endless loop i gave up..
Another quality SGS game with beautiful artworks and more enjoyable music compared to other games in the series, it also offers a large amount of content that is worth the money. However, the downside of this game is that it lacks a clear manual to explain the details of additional gameplay systems. Furthermore, it encounters common issues found in SGS games, such as confusion in post-battle results and UI bugs.
Don't waste your money. This game turned out to be a massive disappointment. The mechanics are next to impossible to understand due to the lack of explanatory material, whether it be tutorials, manuals, or in-depth how-to videos on YT. Far worse is that while the dev keeps denying it, it really seems to be an [u]abandoned game[/u]. He has dropped by only two or three times over the past 18 months promising that the large array of problems will be fixed, but nothing ever happens. I really wanted this to be a great game. I love hex & counter games like the Decisive and Flashpoint Campaigns series, but SGS games are just a big let down.
"Nota: gli scenari di cui sopra non sono presenti nella versione 1.00 Vanilla, ma saranno aggiunti subito dopo, entro un mese dal rilascio. La pianificazione dettagliata del rilascio sarà aggiornata regolarmente sul forum di Steam". Bugiardi.
Great WWIII wargame. Excellent design. Thanks to a good friend who bought it for me!
bug从来都不修,承诺的后续更新也不存在。无敌的法国人对游戏影响也看不见
SGS NATO's Nightmare is an excellent game buried under a cumbersome UI. The intricate Order of Battle, impressive card system, and event mechanics enhance the gameplay experience. However, the phase system can be somewhat convoluted (especially Air Defence), and there are noticeable bugs that can disrupt the flow of the game. There are various technical and gameplay issues, particularly concerning the user interface (it's hard to select some cards), which detracts from an otherwise engaging strategy experience.
Великолепная игра, огромное спасибо разработчикам за старания. Особенно понравилось множество вариантов за обе стороны по достижению победы - можно использовать ядерное оружие или попробовать избежать эскалации, сосредоточиться на одном мощном рывке по захвату территорий или на планомерном захвате регионов, усиливать страны ОВД или сэкономить ресурсы на затяжную кампанию, и многое другое - это действительно классно! Уважаемые разработчики, есть несколько вопрос, буду рад увидеть ответ: 1. Можно ли в будущих играх также увеличить свободу выбора(на нулевом ходу) 2. Есть ли мысли по созданию игры на тему русско-украинской войны
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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