
The Operational Art of War IV is the new generation of operational wargames. With more flexibility than before and with a new array of exciting features, it will make you relive the most iconic battles from the dawn of the 20th Century to modern day, including the ones that never occurred!
Modeled estimate, not a reported figure. How we estimate →
Media

About



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
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
快过年了,不要再讨论什么AOE卓越陆军,空地一体战,总体防御计划之类的了。你带你的火力战回到家并不能给你带来任何实质性作用,朋友们兜里掏出一大把钱吃喝玩乐,你默默地在家里啃你的FM 6-20Fire Support in Airland Batle。你亲戚朋友吃饭问你收获了什么,你说我是兵棋大手子,昨天打开闪点战役南方风暴又痛歼了CSLA摩步2师一个坦克团,亲戚们懵逼了,你还在心里默默地嘲笑他们,笑他们不懂你的任务式指挥,不懂战役机动集群,不懂大陆战区战略性战役,也笑他们不懂约翰威科姆与威廉理查德森重新设计AOE的精彩故事。父母的同事都在说自己的子女一年的收获,儿子买了个房,女儿买了个车,姑娘升职加薪了,你的父母默默无言,说我的儿子一天到晚在屋里盯着花花绿绿的电脑屏幕宣读战役决心,贯彻首长意图,兵棋越玩越熟练了,人也越来越魔怔了
-The game freezes and runs very poorly. Constant 'steam app not responding' message. -Player options keep reverting to previous settings. -Cannot change window size. -Names of the buttons panel on left don't show. Only on the bottom bar do they show. -This software is from the last century. -The user interface is very, very bad. -Unit panel keeps not showing half the time. You have had more than a quarter century to address the bugs.
For those who enjoy strategic/tactical wargames based on actual historical battles and campaigns (i.e., the old Avalon Hill board games or computer versions) this is a dream come true. As an avid reader of military history (particularly WWI and WWII) it is fascinating to play out certain campaigns, with actual historical units represented. This is a hex and counter style game, not a game with heavy graphics depicting actual battles. It is as if you are the commanding general at HQ, determining the deployment of your army.
Do not buy, TOO BUGGY! Stay with TOAW-III. This is amateur code from the community not a real product. It doesn't really do anything TOAW-III didn't do so stick with that. If this was priced like a community project then I could work through the bugs and odd behaviors. Given it's full priced I expect it to work like professional software and it does not. This did get me back into playing TOAW-III, which I love.
A great litmus test for wargames. If a war depicted isn't as good as it is depicted in this game, then there's no point. Scenarios included that I fw -Singapore 1942 (I wrote a book set here, and its never been depicted in a serious wargame. Closest is the Burma Road campaign for Order of Battle: WW2, but that's very beer and pretzels) -US invasion of Grenada 1983 (Very obscure, very small, very cool) -Korean War (As far as I know, this is the only grognard depiction of the conflict). -Fire in the East 2 (A bigger map version Gary Grigsby's War in the East 2. Does cut some features of WitE2, however. YMMV) -Taiwan 2016 (The CAJONES you need to depict this hypothetical scenario. Bro.)
The Operational Art of War IV, developed by TrickeySoft LLC and published by Matrix Games, is a strategy simulation designed for players who want military planning on a massive scale. Rather than focusing on quick battles or simplified warfare systems, the game dives deep into operational-level command, challenging players to think like military planners responsible for entire campaigns instead of isolated battlefield encounters. It is a title built around patience, analysis, and careful execution, delivering an experience that rewards long-term thinking more than immediate action. The game covers an enormous range of military conflicts stretching across multiple eras of warfare. Historical campaigns serve as the foundation, giving players opportunities to command forces in famous twentieth-century conflicts while also exploring hypothetical scenarios that ask compelling strategic questions. The sheer amount of content available immediately stands out. Hundreds of scenarios ensure players have an extraordinary amount of material to explore, and each campaign introduces different military challenges that demand unique solutions. What makes The Operational Art of War IV particularly compelling is its focus on operational command rather than traditional tactical combat. Success is rarely determined by brute force alone. Supply lines, transportation networks, terrain advantages, unit readiness, and timing become essential considerations. A poorly supplied army can collapse despite numerical superiority, while careful planning and efficient logistics can allow smaller forces to achieve surprising victories. The game constantly reinforces the idea that warfare extends far beyond direct combat. The logistics systems provide some of the experience’s strongest moments. Every offensive operation requires preparation. Reinforcements need coordination. Advancing too aggressively without maintaining infrastructure can create devastating consequences. Players must balance ambition with practicality, creating a rewarding strategic tension that remains present throughout nearly every campaign. Victory often feels earned because success depends upon preparation rather than simple battlefield dominance. Terrain also plays a critical role in military planning. Rivers become obstacles that require careful consideration. Defensive positions create opportunities for smaller forces to hold against superior enemies. Open terrain encourages mobility while forests and difficult environments can completely alter operational priorities. The battlefield evolves into more than a visual map; it becomes an active strategic element that influences every major decision. The title further expands its depth through extensive scenario variety. Some campaigns focus on concentrated operations requiring efficient resource allocation across smaller fronts. Others place players in enormous conflicts where military coordination spans vast regions and countless units. This variety keeps the experience engaging because no single strategy guarantees success. Players constantly adapt to different circumstances, reinforcing the game’s emphasis on operational flexibility. Naval warfare improvements contribute additional complexity. Maritime operations receive meaningful attention through more sophisticated systems involving fleet management, ship characteristics, and combined military coordination. Naval forces operate as important strategic assets rather than secondary features, creating scenarios where sea control becomes just as important as land superiority. Another standout feature is customization. The scenario editor offers substantial creative freedom, allowing dedicated players to design campaigns and shape operational experiences according to their interests. Community-created content further extends longevity, ensuring experienced players continue discovering fresh challenges long after completing official scenarios. Combined with multiplayer support, the game creates opportunities for long-term strategic engagement beyond solo play. Artificial intelligence enhancements also improve accessibility without reducing depth. Large-scale operations can become overwhelming, especially for newcomers entering the world of detailed military simulations. Automation options help reduce management pressure while preserving meaningful strategic control, making the experience easier to approach without sacrificing complexity. Visually, The Operational Art of War IV prioritizes functionality above presentation. Unit icons, maps, and interface systems emphasize information delivery rather than graphical spectacle. Players accustomed to modern visual polish may initially find the presentation dated. The interface can appear intimidating during early hours, particularly when learning mechanics and understanding military terminology. The learning curve remains substantial, requiring patience before the game fully reveals its strengths. That complexity ultimately defines the experience. This is not a strategy title designed for instant accessibility. It demands focus, experimentation, and a willingness to learn detailed systems that operate beneath every military decision. Players seeking immediate action or streamlined gameplay may struggle with its deliberate pace. Those willing to commit, however, will discover exceptional strategic depth rarely found elsewhere. The Operational Art of War IV succeeds because it remains committed to its identity. It does not compromise its complexity for wider appeal, instead embracing its role as a serious operational warfare simulation for dedicated strategy enthusiasts. TrickeySoft LLC created a game that values thoughtful planning, military realism, and long-term mastery above spectacle. For players fascinated by military history, large-scale operations, and deeply layered strategy systems, The Operational Art of War IV delivers a rewarding experience capable of providing hundreds of hours of meaningful decision-making. It stands as an impressive example of operational wargaming done with ambition and precision. Rating: 7/10
一个闪退击溃了俄58集团军,顺便毁灭了我的完美下午。
We need better Chinese localization. In China, many excellent war game simulation games lack players because they are not localized into Chinese.
优点: 剧本很多,方便推演; 玩家很多,约档容易; 第三方模组多,方便意淫。 缺点: 机制太老; bug挺多的,兼容性差; 一大堆剧本里真正能推演的顶多就是几个教学模块的部分剧本加上二战,冷战早期的少量剧本,玩家也主要玩的是东线全景,无名英雄和解放战争,其他剧本没什么人玩,也没办法玩; 听说TOAW系列程序员都跑路了,2024就说要泄密,结果现在还没消息,但至少新作没戏,bug没人修; 游戏汉化约等于0,只有主界面的部分内容汉化了,关键的剧本书,剧情选项全都没汉化。
I'm sorry to say it but no. It's very, very dry. It's obviously incredibly detailed, incredibly versatile and full of mechanics. But it's really quite rough to play, it's overwhelming with content yet feels very sluggish and slow - there's too much going on and it's taking way too long. I don't think I know anyone I would be able to recommend this game game to. It's too dry. I'll stick with more gamey operational level games like Panzer Corps, Unity of Command, Army General modes in Warno and Steel Div 2, sort of stuff.
Related
Related
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.
Related
| Sid Meier’s Civilization® VI | $580.3M | 376.5K | 86% | $59.99 |
| Hearts of Iron IV | $478.1M | 372.5K | 90% | $49.99 |
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Stellaris | $277.8M | 196.1K | 86% | $49.99 |
| Arma 3 | $237.7M | 294.2K | 90% | $29.99 |
Related
| Aimbeast | $471.1K | 2.2K | 93% | $7.99 |
| Summer of '58 | $471.1K | 4.9K | 90% | $4.04 |
| The Signal From Tölva | $471.1K | 1.1K | 68% | $19.99 |
| MorphVOX Pro 4 - Voice Changer (Old) | $471K | 595 | 56% | $39.99 |
| Blightbound | $471.5K | 1.3K | 63% | $19.99 |
| Fish to Dish: Idle Sushi | $470.8K | 2.5K | 97% | $5.99 |