cWIR-Computer WAR IN RUSSIA

Updated 100514
  1. TITLE: Computer War in Russia (DOS game that does run on Windows XP)
  2. PUBLISHER: Originally by Strategic Simulations Inc. (SSI) then revised (v3.2) and republished as a free download by Matrix Games (Matrix Games).
  3. SCOPE: Operational game of WWII in the eastern frontby weeks. Originally published by SSI as excellent Apple IIe game, then later revised as a PC game Second Front. cWIR is the third and improved iteration for DOS.
  4. SSI/Matrix CATALOG DESCRIPTION: War In Russia - Matrix Edition allows you to play up until July 1945, fighting for four years over the new improved map. Arnaud Bouis and his dedicated team have once again improved upon Gary Grigsby classic wargame War In Russia. Arnaud Bouis and team began this project back in May 2000, its aim being to fix the bugs to one of our favorite computer wargames and has done a great job. Please note that the version available here at Matrix Games is also the same version available at Arnaud Bouis site.
  5. GAME BOX DESCRIPTION:
  6. YEAR PUBLISHED (EDITIONS): SSI Edition: XXXX; Matrix Edition: May 1, 2000
  7. CREDITS
    • Original Game Design: Gary Grisby
    • Game Development:
    • Artwork:
    • Box Art:
    • Typesetting: Colonial Composition
    • Printing: Monarch Services
    • Playtesting:
  8. NUMBER OF PLAYERS: 0, 1 or 2; Game does include an effective Artificial Intelligence opponent. Computer can play either side and either side can be give Help or Even More Help to balance. However after repeated plays; an Human opponent will be desired. Players can give HQs either full player control, full human control or something in between. Oddly when the computer players itself, it seems to result in a Soviet victory by February 1944.
  9. WGA COMPLEXITY SCALE (1-10):
  10. TYPICAL PLAYING TIME (HOURS):
  11. MAP SCALE: 1 Week
  12. UNIT SCALE: The manuever units is a Axis Korps or Soviet Army. Each player typically manaages the components of each (divisions, independet tank; SPG, and AT units). Players assign plane groups to headquarters with a variety of available missions. Players also influence production of armor and planes by type.
  13. TIME SCALE PER TURN:
  14. NUMBER OF GAME TURNS:
  15. ARTICLE LISTING: None yet identified
  16. GAME INVENTORY: Self contained computer game.
  17. WBC & AVALONCON HISTORY: Not Applicable
  18. PBEM TOOLS:
    • The program is setup for secured PBEM play. Only one player can see the battle details as it happens but all battles results can be reviewed at any time.
  19. PBEM OPPORTUNITES: I am looking for an opponent.
  20. WARGAME ACADEMY COMMENTS: I had played a campaign game of WAR IN THE PACIFIC versus another player consuming a year's worth of Saturdays in 1985 before I could make computer assist tools on my Apple IIe. Playing the Allies, by 1944 I had to invest four hours of planning for a 5 minute turn (when each ship last refitted, refueled, adjust progression of material through the merchant pipelines, base improvement, airplane /ship construction, etc. Computer PACIFIC WAR does most of this detail for you but allows you to tweak airplane production choices. It is an excellent replacement for WAR IN THE PACIFIC which is generally considered unplayable. Even cPCW may overwhelm the light hearted as keeping ship types, ground units, air units where you need them, when you needed them is critical for the Allies to maintain a schedule towards victory.
  21. WARGAME ACADEMY GAME TOOLS: I have made several to ease my play. Most of the tools are customized for the Allied player which is the only side I have played to date.

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