In case you missed it: historical battles and alternate campaigns on DOS
This batch ranges from tightly bounded last stands to sprawling World War II fronts, with a pair of Empire sandboxes breaking up the parade of named battles. Historical specificity is at its best when the rules make supply, terrain, or a single disputed decision part of the pressure.
African Desert Campaign
In North Africa campaign wargame, Allied forces contest the Suez Canal across an ASCII grid where terrain and captured supplies shape every advance. The Separate and Reinforce commands make a larger unit’s resources as important as its immediate attack.
Ardeny
Battle of the Bulge command game puts either the Allied or German side into the Ardennes Offensive, with infantry, armor, artillery, air units, fire support, and supply all competing for attention. Its keyboard-only tile map sounds stern rather than welcoming, but the operational focus suits the subject.
Battles in Time
time-travel strategy campaign moves from a 2025 setting through World War II, the Roman Empire, and prehistory before its alien-threat finale. Its large hex maps feed into smaller tactical battles, so a stack collision is not simply resolved at the strategic level.
Call to Arms
two-era conquest game offers Europe in 1942 and Scotland in 1750 as its two board-game-style maps, with two to four human or CPU factions. Put the scenarios side by side: do the Scottish hills and muskets create a more defensive match than the wider European war?
Clash of Steel: World War II, Europe 1939-45
European theater board wargame covers Europe and North Africa from 1939 to 1945, alternating reinforcement, movement, combat, and supply phases. The Axis race against a January 1946 deadline gives its broad map a clear timetable, while optional air, naval, and partisan rules alter the campaign.
Custer’s Last Command
Little Bighorn hex wargame revisits the Battle of the Little Bighorn from either Custer’s command or the Native American side. Its alternate setup with Gatling-gun support makes the game’s central question concrete: how much can one changed decision alter the battle?
Defend The Alamo
Alamo defense simulation places a small Texian force behind the mission walls against Santa Anna’s larger army, with limited ammunition and possible reinforcements. The overhead map and four wall-facing views make watching for troops and artillery a constant part of the defense.
Empire Deluxe
global conquest sandbox expands its land, air, and sea campaigns through Basic, Standard, and Advanced rule sets, from open maps to fog of war and terrain effects. The map-and-scenario editor is the draw for players who want to set the terms of the next war themselves.
Empire II: The Art of War
expanded Empire sequel adds cumulative land-unit damage, morale, weather, timed reinforcements, and broader terrain rules to the Empire formula. Its editor also permits custom maps, units, graphics, and objectives; compare a weather-heavy historical battle with a wholly invented scenario.
Fall Weiß 1939
September Campaign wargame tackles Poland’s 1939 September Campaign on a one-kilometer grid, with roughly 2,500 units spread across more than 30 scenarios. Movement, air support, and supply preparation keep its immense order of battle from being only a matter of pushing counters forward.
Which of these historical games best earns its counterfactual angle: a Gatling gun at Little Bighorn, altered Alamo defenses, or a completely rebuilt Empire scenario?
“Yes,there are two paths you can go by, but in the long run, there's still time to change the road you're on.”
― Led Zeppelin 😎 !!
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