
2 SIDES, 12 NATIONS, 750 UNITS: THE STRATEGY GAME REFERENCE IS BACK! Richer, more beautiful and more accessible, Wargame AirLand Battle is the sequel to the explosive real-time strategy game Wargame European Escalation! 1985.
Modeled estimate, not a reported figure. How we estimate →
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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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Reviews
哦,我的老伙计,不要再往下翻评测了,这个游戏老得跟隔壁苏珊太太酿的葡萄酒一个味道,呃……我的意思是,看在上帝的份上,你为什么不能去玩红龙呢?
Oyun gerçekten çok güzel. Tek eksiği dil paketi. Türkçe olsa çok daha güzel olacak. Benimle aynı fikir deyseniz beğenin yapımcılar görsün belki dil desteği gelir.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Italian, Spanish - Spain, Russian, Polish, Traditional Chinese
Hours played at review time, across 806 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Well, I am kinda veteran of this game and played this before Wargame: Red Dragon was released. What I can tell you over the past years and all these in-game hours is: 1. This is still one of the best RTS experiences you can ever expect (well, kind of RTS, because there are few actual RTS mechanics absent in this game, such as base building and tech upgrades); 2. The campaign is absolute masterpiece. The idea of putting two players against each other in a dynamic campaign is the easiest and the best idea ever. Well, even when you play solo against AI is good when the campaign is DYNAMIC and has some challenge in it; 3. Visual part of this game is still beautiful, despite all these years of game engines progress; 4. Eugene systems almost ruined all their success by their own hands, releasing Wargame: Red dragon and maintain it as they did. Almost. There is only one shame fact about this game - there are no players on servers anymore.
I dont know if it's my computer or the game, but whenever i load into the game I find that the brightness is practically up by 100x what it originally was on my computer. I can barely see anything while im trying to play the game because the damn brightness so so high. Also, whenever i exit out the game indirectly from steam, it keeps saying that the game is running even though i check task manager multiple times. This forces me to have to restart my entire computer, and its a massive waste of time
Wargame: Airland Battle (ALB) is an RTS developed and published by Eugen Systems and released in May 2013. ALB is the sequel to Wargame: European Escalation (European Escalation). This review will cover the single-player campaign of ALB, focussing on the dynamic campaign, nations and units, and environment and graphics. Please see the following link to access my European Escalation review: https://steamcommunity.com/id/antwog/recommended/58610?snr=1_5_9__402 [h1] [b] Dynamic Campaign [/b] [/h1] ALB incorporates a turn-based dynamic campaign that is split into four separate operations in Scandinavia. You can play these operations in any order, but playing chronologically allows you to continue the story from European Escalation. In European Escalation, [spoiler]the Soviet Pact invades NATO and finish the war in 1984 via a peace treaty [/spoiler]. In ALB, [spoiler]this truce is seemingly broken [/spoiler]when the Soviet Pact invades NATO in 1984. In the campaign, the player is required to conquer the map within a time limit. Some provinces are mandatory to control and other provinces are considered strategic locations which provide you small bonuses. You immediately control a number of divisions that have different military capabilities, but as you progress in each turn, you accumulate Strike Points, which is used on tactics including aerial recon (to obtain intelligence on a chosen province) or to call in a new division. The campaign is a solid experience, mainly because there is a feeling of heightened tension due to the war. This is also enhanced by Events that occur at the end of the turns that bring news items or require you to make decisions on instances (such as order a division to move to another theatre of war). The Campaign feels like a sandbox, as there is not a cohesive narrative in the operations and it makes for a lesser story experience compared to European Escalation. While the events are a cool system, your choices are not usually in doubt because you do not see the outcome of your choices. [h1] [b] Nations and Units [/b] [/h1] ALB features 12 nations, rather than eight in European Escalation, and 750 units, rather than 350 units in European Escalation. I think there is a hint more strategy required compared to European Escalation. I noticed there was overall less available units and for the AI, more ambush opportunities, encouraging the use of different units in different settings. There were also instances of frustration when the AI had concentration of long-range attack units for some nations. Nonetheless, ALB includes some nice quality of life improvements to the UI. Notably, I found it easier to compare the statistics of different units and found using colours to determine the quality of different unit components to be helpful. [h1] [b] Environment and Graphics [/b] [/h1] ALB features an upgraded engine, so it could incorporate air fighter warfare, and a wider range of environmental features and objects. I will note the graphical fidelity and general presentation is more detailed and colourful than European Escalation, and ALB is overall a more beautiful and vibrant game. I did notice on one or two instances framerate lag on one particular map, but only a minor observation. [h1] [b] Conclusion [/b] [/h1] ALB is a solid sequel to European Escalation. The highlight of this sequel is the inclusion of a dynamic campaign that adds a strategic element to your campaign conquest. It also features a beautiful graphical upgrade over European Esaclation that is appealing and no notable impact on performance. The doubling of available units over European Escalation adds a nice variety and replayability to the campaign. Overall, I found ALB to be a minor improvement over European Escalation and while I liked the concept of a dynamic narrative, I feel like the narrative was missing the intensity that European Escalation had. At AUD$29.95, I recommend Wargame: Airland Battle on sale. [h1] [b] Rating [/b] [/h1] 6.5/10 [h1] [b] Pros [/b] [/h1] · High-quality graphical upgrade, allowing for more beauty and detail in the environments · Expanded nations and units, allowing for more options on playstyles in the campaign · Minor: Events system is a nice concept to add to the uncertainty in the campaign. [h1] [b] Cons [/b] [/h1] · Shallow and basic story. [b]If this review was helpful, please leave a thumbs-up. If you enjoyed this review and would like to see my other reviews, join http://steamcommunity.com/groups/AntwogReviews [/b] https://store.steampowered.com/app/222750/Wargame_Airland_Battle/
红龙是莫得教学关卡的,想玩官方教学氦得来空地一体战
The best thing about this game was the multi-player. I just logged in on a Saturday night to find only 22 players online. There used to be 1000-1500 on a Friday or Saturday night. The developers killed it by releasing Red Dragon. This was a better game, but without players there is no game. Such a shame. There was a great community on here circa 2014. They could have built on that by making one unified Wargame community, but instead fragmented it.
I've barely played this game, but I love it. I'm so bad it's not even funny but all of my experiences are so memorable. Every year I download it, remember how bad I am at it and uninstall it again. I'm writing this review as I download it again...
对军迷来说太爽了,现实中带不了部队,但是游戏里面可以当一个旅级部队的军事主官也很不错。对什么都不了解的新人来说,难点有两个,一个是阵营和兵牌太丰富,要花很多时间来熟悉武器的性能和定位,而对军迷来说,什么坦克高级什么飞机是空优战机,是不看都知道的事情,第二个难点是战略思维和排兵布阵,因为游戏地图相对其他rts来说太大了,所以玩家真的是扮演合成旅旅长在指挥部队在一个十几到几十万平方公里的地图上作战,冲击和反冲击,夺取制空权,战场遮断,这一切的前提就是侦查和经验估算,即使是军迷也不一定能玩转这种空地一体战,军迷主要是对武器的性能指标比较熟悉,在军事理论方面仍然比较欠缺,正好玩这个游戏补一补。 常见的PVP一般先发炸弹卡车类飞机或者大威力火箭炮,在没有远方视野的情况下,估计出对方出兵的路线、进军速度,根据自己武器的射速打提前量,迟滞敌军进军甚至大量消灭敌方装甲车辆,同时步兵乘机械化载具抢占要地城市或者直接用陆航旅机降,这一过程中,一般要带武装防空直升机伴随护驾,之后的正面作战就是步兵填阵线,反复争夺城市和树林,顶级坦克做战场支点,侦查直升机绕地图边缘,侦查步兵钻地图关键点,谁能获得更好的视野并且打击敌方侦查部队,谁就能在后续的正面作战中通过先敌开火以及远程炮兵支援有效压制对方。雷达类防空武器的使用还有个注意点,即密切关注天空有无敌方电战飞机,及时开关雷达,防止被反辐射导弹摧毁,而红外防空武器虽然射程差,但是没有辐射源,不会被电战飞机压制。 好希望能出第四代啊,中国的武器应该能比红龙里面升级很多了。
I really tried to like this game, but I couldn't. 1. Every unit is single-use, either the enemy sees your unit first and destroys it with a single shot or vice-versa. 2. There is absolutely no fire coordination between units, every unit you spawn may as well exist on the map alone. Units will fire their finite missiles and ammo simultaneously at the same target, wasting ammo and forcing unnecessary resupply maneuvers. 3. Unless you micromanage every single unit through every single battle, your units will die very very fast. The pace of the game, scale of the maps, and the sheer number of units deployed during a battle suggests that micromanaging is not the way to play - but unless you micromanage you won't have anything to play with. Micromanaging thousands of units across a long front line between dozens of individual battles occurring along that front line is not a sustainable arrangement. 4. Why is there infantry in this game? They have no uses other than dying. Finally - I tried sticking to smaller maps so that I could deploy less units but with far more impact (micromanaging them the entire time) but the game is simply not built for this type of thing. This is a massive RTS where you pile a whole bunch of units, select them all, and send them towards the enemy hoping that the RNG favours you and that more of your units 1-shot kill enemy units than they 1-shot kill your units. The 'decks' are a hilariously misplaced mechanic. Limiting the selection of units you can deploy in a game that favours horde-assault tactics. I think I can still see the bootprint of the very last Wargame player as they left the multiplayer lobby for greener pastures. Get any Combat Mission or Men of War game instead of this.
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