Theater of War is a turn-based conflict simulator. You command one side of a real or historical conflict across a strategic map. Each turn you issue orders to your forces, execute them, watch the AI opponent respond, then read an after-action intelligence assessment.
The goal is not just to win — it's to understand why these conflicts resist resolution. Every scenario is designed around a genuine strategic dilemma. The mechanics are the lesson.
| ATTACK | Commit forces against an adjacent enemy territory. Combat is probabilistic — terrain, force strength, and modifiers all affect the outcome. You can capture, achieve an inconclusive result, or be repelled. |
| HOLD / FORTIFY | Stay in position and dig in. Adds ~10% of current forces as a fortification bonus. Useful for securing key positions or recovering from casualties. |
| REINFORCE | Move forces from one territory to an adjacent friendly territory. The source territory keeps a minimum of 2 forces. Use to concentrate strength before an attack. |
| MINESWEEP | Hormuz only. Clears mines from adjacent strait zones. Essential for keeping transit capacity above the critical threshold. |
Combat uses a dice-roll system modified by force strength, terrain, and faction bonuses. The attacker commits a portion of their forces; both sides take casualties regardless of outcome.
| CAPTURED | Attacker wins decisively. Territory changes hands. Defender reduced to a small garrison. |
| INCONCLUSIVE | Neither side wins. Both take moderate casualties. Territory stays with defender. |
| REPELLED | Defender holds. Attacker takes heavier casualties and retreats. |
| URBAN / CAPITAL | +20-30% defence bonus. Cities are hard to take. |
| MOUNTAIN | +35% defence. Near-impossible to assault without heavy force advantage. |
| JUNGLE | +40% defence. Special weapons also reduced by 50% in jungle terrain. |
| BEACH (D-Day) | +35% defence for Germans in Phase 1. Naval gunfire partially offsets this. |
| ISLAND | +20% defence. Limited approach vectors. |
Each scenario has one special weapon available to the player. All work the same way: click an enemy block on the map to designate the target, then hit the launch button. The button disappears during cooldown and reappears when ready. 4-turn cooldown after each use.
Iran deploys mines each turn. Mines degrade capacity and stack up fast. Use MINESWEEP orders from adjacent zones to clear them. Watch the Mine Density bar — if it hits critical the strait closes regardless of who holds the zones.
The Tomahawk strike is your main offensive tool. Use it to degrade Iranian coastal positions before they can mine the strait.
As Ukraine: you receive +5 forces per turn to Lviv (western resupply). Survive 20 turns or capture Moscow. Your drone range is 2 hops — use it to attrit Russian forces before they concentrate.
As Russia: you have air superiority (+20% attack) but suffer overextension penalties if you hold more than 50% of the map. Capture Kyiv or hold Kharkiv and Odesa simultaneously to win.
Phase 2 (Turns 6-20): Once the beachhead is secure, +8 reinforcements arrive via Utah each turn. Race to Paris before the Germans consolidate.
The Panzer Lock is your window — for the first 3 turns Hitler refuses to release reserves. The German AI is noticeably weaker. Use this time aggressively. When the Panzers release (Turn 4) the German defence jumps sharply.
Watch the German Awareness bar. The longer you take, the more forces divert from Calais to Normandy.
The Political Will bar starts at 30 and loses 1 point per 6 US casualties. When it hits zero you're forced to withdraw regardless of the military situation. This is the lesson of Vietnam — military success and political sustainability are different problems.
The Ho Chi Minh Trail feeds VC insurgency in the south. While the NVA holds the trail, southern regions suffer 2-4 attrition damage per turn. Cutting the trail stops this — but the trail has a +30% defence bonus and is deep in enemy territory.
Air Cavalry is available from Turn 4. It's halved in jungle — don't waste it on jungle regions unless you have no choice.
The first 8 turns are survival. German reinforcements arrive every turn — you receive almost nothing. Hold your Volga bank zones or your supply line is cut and reinforcements stop entirely.
Turn 8 is the turning point. German supply lines are cut. No more reinforcements arrive for the 6th Army. Watch the Uranus Readiness bar — it builds as Germans push deeper into the city. When it hits 100%, Operation Uranus triggers, encircling the German rear zones.
Once the Kessel is active, German units bleed 4-8 forces per turn with no resupply. Now you push. Recapture the factories while the 6th Army collapses from within.