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Know Your Enemy: A quick-fire guide to the divisions of Steel Division

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Eugen Systems’ Steel Division: Normandy '44 can be hard on a new player, something that gets worse with every patch. With an ever-increasing line up of arcane vehicles which require expert knowledge to even recognise, Steel Division pulls no punches. To make matters worse, the number of different play styles available means that knowing which division does what well defines how you approach each battle. Is it better to hold off early on against the 3. Fallschirmjager? Or should I push as fast and as hard possible from the moment the game starts?

Despite its learning curve, Steel Division is one of our favourite WW2 wargames. You should check out the others.

This guide aims to, very quickly and very simply, tell you what each division in the game does, what general strengths it has, what units to watch out for, and obvious weaknesses. Whilst every division arguably deserves a guide specific to them, we’re interested in the big picture here.

Allied Divisions

General comments: As a rule, Allied Divisions have large numbers of thinly armoured tanks, some packing a bigger punch than others. Their infantry generally comes off worse in a long range firefight, but the generous support options available to them can even the odds. Allied divisions want to gain an advantage in the early phases before the Axis big-hitters come out. Their aircraft are usually better, but if they do lose the air war the allies will suffer heavily from axis ground attack aircraft as their air defences are weaker than their Axis counterparts. Seizing the initiative from the first encounter and keeping it is the name of the game here.

SDDiv pic A

US 3rd Armored

Strengths: Shermans, endless Shermans. Endless Airpower. Surprisingly powerful AA (because every vehicle has a .50 machine gun).

Weaknesses: Expensive but only adequate infantry. Shermans are thinly armoured, and support vehicles means that you are often in for a hard time in phase C.

Beware: Sherman Jumbo, it will bounce almost anything. M16 AA vehicles that shoot down a surprising number of aircraft for what they are.

Commonwealth 15th (Scottish) Division

Strengths: A very well-balanced deck. A good choice for a beginner with every unit available in some form. Good veteran infantry, backed by effective armour. Rounded out by good airpower and artillery.

Weaknesses: If the division loses its relatively meagre (and thinly armoured) supply of tanks, late Axis armour can cause real problems.

Beware: Churchills, the AVRE and Crocodile are devastating to anything they see that’s not a vehicle.

SDDiv pic B

US 2nd Infantry Division

Strengths: Infantry, endless infantry. Beware phase A Ranger units especially. This is coupled with endless artillery – 12 tubes of 105mm howitzers can lay waste to any area of the map the player doesn’t like.

Weaknesses: Armour is very poor. 75mm armed Shermans do not go far in phase C. US anti-tank weapons aren’t much either.

Beware: Rangers! And the oncoming artillery storm.

Commonwealth 3rd Canadian Division

Strengths: Strong infantry; Stormtroopers are terrific for early game pushes. Good artillery support and effective anti-tank weapons.

Weaknesses: Suffers in open warfare, limited armoured support, thin skinned tank destroyers.

Beware: Wasps – a Bren Carrier outfitted with a flamethrower that will clear any building it sees.

Polish 1. Pancerna Division

Strengths: Large quantities of fast armour and reconnaissance.

Weaknesses: Very ordinary infantry. Pitiful airpower that is good only for laughs if it actually manages to achieve something.

Beware: Early game pushes, Stuarts and Cromwells can be very dangerous.

SD pic C

Commonwealth 6th Airborne Division

Strengths: Strong veteran infantry, exceptional air support. Good artillery observers into the bargain, if you want a block of buildings levelled, bring these guys in. This division loves a city fight.

Weaknesses: Limited armour and anti-tank weapons. Vulnerable without its airpower.

Beware: Mosquito Pathfinder, setting fire to the road your forces are going down really puts a crimp in any plan to get to a town before the airborne does. Naval artillery.

US 4th Armored Division

Strengths: The faster, shootier cousin of the 3rd Armored. Less Shermans but they’ve been replaced by Hellcats.

Weaknesses: Extremely thin skinned armour, concerted pushes by heavy armour will break this glass cannon.

Beware: Hellcats, faster than a speeding greyhound, more stopping power than a locomotive (we haven’t tried the tall buildings bit yet). The B-26 Marauder with its multiple .50 calibre machine guns can give thin skinned axis vehicles an incredibly bad day.

SD pic D

French Demi-Brigade SAS

Strengths: 3 distinct phases of strong infantry. Strong armour arrives in phase C. Very powerful air support. A surprising number of tricks up its sleeve as well.

Weaknesses: Very slow start. Artillery, armor and infantry support is very lacking.

Beware: FFI Partisans; A Panzerfaust works both ways. FFI Jagdpanzer IV, the most effective way to shut down any push against this division for all of phase A.

Allied 1st Special Service Brigade

Strengths: Veteran infantry, thousands of 'em. Plentiful phase A armour and infantry support vehicles.

Weaknesses: Pitiful late game armour. Very little anti-tank weaponry that isn’t handheld (and therefore very squishy). Poor early game artillery. Airpower seems strong but suffers against Axis fighters.

Beware: Morris LRC OP, because there’s not much that beats unloading 960 rockets into the countryside. Seafire L.III: they might be just a recon aircraft, but they pack a decent amount of weapons into the bargain.

Commonwealth Guards Armoured Division

Strengths: Plentiful armour, much of which has a chance of knocking out the majority of what it’ll face. Veteran air support that makes up for in quality what it lacks in quantity.

Weaknesses: Thin skinned and non-veteran tanks, very average infantry.

Beware: The amount of Fireflies this deck can bring is ridiculous. Its Tempests are also some of the best aircraft in Steel Division.

US 101st Airborne Division

Strengths: Vast quantities of well-armed infantry. Ridiculous amounts of air support. Not bad tank destroyers late game either.

Weaknesses: Infantry is relatively green. Tanks suffer heavily in the late game. Artillery is adequate but will suffer against the more artillery orientated German decks.

Beware: All that airpower.

SD pic E

French 2e Blindee Division

Strengths: Very powerful & fast moving early game. Plentiful armour and tank destroyers. Veteran infantry in the early game. Light vehicles and armoured cars, if played well, can be very dangerous when used in a push.

Weaknesses: Thin skinned armour, infantry are few in number in all phases.

Beware: The early game. This unit can run amok given half a chance. Its early game infantry are hard as nails.

Commonwealth 7th Armoured Division

Strengths: Large quantities of veteran armour and infantry. Its air power, if not dealt with, can be extremely dangerous.

Weaknesses: Very expensive infantry and armour. The tanks especially are very vulnerable. Its artillery is not much to write home about. Airpower at a disadvantage in a dogfight.

Beware: All those Fireflies.

SD pic F

US 1st Infantry Division

Strengths: Vast quantities of veteran infantry and assault infantry. Infantry support of all kinds is very dangerous. Artillery is plentiful and varied, including phase A rocket artillery observers.

Weaknesses: Extremely lacking armour. No tank destroyers. Bazookas and anti-tank guns will run into issues with heavier axis armour.

Beware: All that infantry. Early on, anything the division wants it can take. Its Phase A infantry support vehicles will make the infantry’s job all the easier.

Axis Divisions

General Comments: Axis Divisions are often far more specialised than Allied divisions: being very good a specific ‘thing’ but falling far short in areas that don’t come within that strategy. In this regard, a jack of all trades Axis deck is difficult to identify. Axis armour, of course, is some of the toughest in the game, and a King Tiger on the attack or the defence is a fearsome weapon.

Axis infantry is strong and, with their long-range firepower thanks to the omnipresent MG-42s, extremely dangerous. Their airpower depends heavily on the player. Played well it is very dangerous thanks to veteran pilots and powerful armaments, even despite their aircraft as a rule being slower than allied fighters. Played poorly and the Axis player will find themselves out of aircraft and under constant air attack. Axis air defences, one of their strong points, can only go so far to alleviate this, especially if the enemy brings the artillery.

German 91. Luftlande Division

Strengths: Very strong early game infantry. Reconnaissance infantry are some of the best in the game. Large amount of airpower and eclectic mix of artillery.

Weaknesses: Rapid decline in strength of infantry. Limited armour selection consisting of outdated French Vehicles and relatively modern assault guns. Artillery suffers against Allied counter-battery fire.

Beware: The recon infantry, especially the ones packing Panzershreks, no hedgerow is safe. The HS 129 B3, a tank buster that will kill almost any enemy vehicle it comes across from the right position. Hide your armour.

SD pic G

German 12. SS-Panzer Division

Strengths: Deadly armour that will be a match for anything the Allies can bring out. A large variety of armoured artillery, ranging from mortars to rockets. A dangerous and overlooked anti-tank section.

Weaknesses: Expensive infantry in only 'reasonable' quantities. Expensive armour that makes every loss hurt all the more. Airpower limited to three choices. Every loss here counts as well.

Beware: The phase A Firefly will shut down any vehicle push made by the allies in that phase. Panthers, Tigers and Wittman round things out. The rocket artillery can really mess up anti-tank weapons.

German 3. Fallschirmjager Division

Strengths: Extremely powerful infantry, the equal of anything the allies can bring. Dangerous early game armour that can be tricky to deal with. A very powerful air force that can easily wrest air superiority from the allies. Their AA screen, whilst limited, brings a lot of FlaK 88s.

Weaknesses: A slow decline in infantry effectiveness as the game progresses. Relatively weak armour and a merely adequate artillery tab.

Beware: Veteran axis pilots, their aircraft will shoot down anything they can reach. Early game infantry are to be feared.

German 17. SS-Panzergrenadier Division

Strengths: Decent numbers of infantry including many varieties of specialised assault infantry. An artillery line up that includes a ridiculous amount of rocket artillery. A variety of large calibre anti-tank guns and light vehicles. AA defences are equally varied.

Weaknesses: Infantry can suffer against a stronger infantry deck. The armour isn’t much to write home about, being more assault guns and the occasional tank. The artillery chews through supplies like nothing else and requires a lot of logistics vehicles. Rockets tend to get easily hit by counter-battery fire.

Beware: All the rocket artillery, especially the 300mm varieties. The specialist infantry can be very dangerous if used properly.

SD pic H

German 21. Panzer Division

Strengths: Vast quantities of armour in all phases, ranging from French cast offs and captured Shermans to King Tigers. Good armoured car selection and an impressive amount of (very odd) artillery pieces.

Weaknesses: Very, very limited infantry. Do not take this deck if a friendly player is using a similarly poorly equipped armoured deck. You will be thrashed as your infantry are rolled over by endless allied infantry and 'good enough' armour. Expensive armour and logistics heavy specialist artillery . Limited (if veteran) airpower.

Beware: King Tigers. All that scary rocket artillery.

German 352. Infanterie Division

Strengths: Endless quantities of budget infantry. Ridiculous amounts of AA and artillery (including some of the longest ranged pieces in the game). All of this is rounded out by extremely deadly tank destroyers.

Weaknesses: Very budget infantry. These guys will need plentiful support to hold a coherent line. Limited armoured support with assault guns the best available.

Beware: All the 88s! This deck can bring a lot of them. Jagdpanthers will destroy just about any allied tank without breaking a sweat.

German 716. Infanterie Division

Strengths: Endless quantities of budget infantry, but they get better as the game goes on. Even more ridiculous quantities of AA. Artillery pieces that look like something out of Warhammer 40,000 round things out. The veteran air power isn’t bad either.

Weaknesses: Poor armoured support, reconnaissance infantry is quite limited. Artillery and AA vulnerable to enemy artillery fire.

Beware: All the 88s! If you thought the last deck was bad… The Flammpanzer B2(f) makes for a terrific support vehicle early on – whenever it actually reaches the frontline.

SD pic I

German Panzer-Lehr

Strengths: Very strong armoured cars, a massive armour tab with all the Tigers even the most dedicated Wehraboo could wish for. This deck lives for phase C.

Weaknesses: Everything else. Infantry is poor, AA and artillery is limited. Aircraft are few and everything is expensive. You will need to be carried in the early game.

Beware: The Tigers.

German 9. Panzer Division

Strengths: Slightly more infantry (for once) than your standard armoured deck. An eclectic mix of vehicles, ranging from some nifty phase A recce options all the way up to Tigers.

Weaknesses: Most of the tabs are simply 'average'. Airpower is average, AA is average, Artillery is limited AND average. None of it is necessarily bad however. The armour, as usual, is very expensive. So is the infantry, though the halftracks they come in are pretty nifty.

Beware: The Tigers and/or the endless waves of Panzer IVs. The infantry will put up a stronger fight than one might expect.

German 116. Panzer Division

Strengths: A very strong phase A, with large quantities of armoured cars backed by a very strong selection of veteran tanks. A very dangerous rush deck.

Weaknesses: Infantry is extremely limited in the early game. The early game armour advantage is good, but things change in the late game with the formation becoming merely a mid-tier armour unit with none of the fancy things like Tigers. Likewise the artillery is expensive and not overly numerous.

Beware: The early game vehicle rush.

SD pic J

German 2. Panzer Division

Strengths: Another strong phase A division. Armoured cars are good for charging around wreaking havoc, and are veterans too. A wide array of 'eclectic' specialist vehicles. A larger selection of infantry than we’re used to with panzer divisions. A large selection of veteran tanks.

Weaknesses: Very expensive infantry; those halftracks take their toll. AA selection is good but you have few slots to put them in, same with the artillery.

Beware: Veteran Panthers. The Borgward IV, there’s nothing like saying hello to the enemy with half a ton of explosive.

German 16. Luftwaffe Division

Strengths: Hordes of throwaway infantry, mountains of anti-tank guns and an endless supply of AA defences. The veteran 88s are to be feared.

Weaknesses: The throwaway infantry, while numerous has little to redeem them except a few selections that come with panzerfausts. Artillery is thoroughly ordinary and the airpower, whilst plentiful, has no dedicated fighters. Armoured support is the standard set of French castoffs and assault guns. Recon is equally ordinary.

Beware: The endless veteran 88s – keep your airforce at home for this one.

SD pic K

German Festung Gross-Paris

Strengths: A Frankenstein’s monster of a division. Endless quantities of infantry and armour. Some of these are pretty good too. Tigers and plentiful infantry is a relatively rare combination. Everything else comes in decent quantities as well.

Weaknesses: Poor quality air power, antiquated French models do not cut it against Mustangs. Artillery is limited, as is recce infantry.

Beware: The Tigers and the sheer amount and variety of stuff this division can chuck at you.

German 1. SS-Panzer Division

Strengths: A very dangerous variety of veteran armour. An impressive selection of veteran infantry as well. The recce options may be some of the best available in the game.

Weaknesses: Infantry comes in relatively small amounts. Its airpower, whilst good, lacks fighters. Almost everything it can buy is expensive.

Beware: All this those veteran tanks! The infantry will put up a stiff fight as well. Veteran Pumas are a menace in phase A.


It should be emphasised that every division in Steel Division is vastly more complex than the very short summaries I have given them here. However, I hope that the information will at least provide the neophyte with at least some small idea of what each divisions does - as well as saving you from some nasty surprises along the way!

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Slitherine Bundle Reloaded on Fanatical

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From: A Gamer_1745
Duration: 09:29

Great Deal! Check it out!

Grab up to 8 tactical Steam games and prepare to wage war on a massive scale with the Slitherine Bundle Reloaded

Battle of the Bulge
Time of Fury
Pride of Nations
Alea Jacta Est
Last Days of Old Earth
Advanced Tactics Gold
Pandora: First Contact


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The Wargamer’s Guide To… The Best Korean War games

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The stars have aligned again and called for an accounting of Korean War games. Really, it’s two rather terrestrial factors at work here: The Koreas have been in the news again lately thanks to a dizzying 180 degree turn in foreign policy by President Donald Trump's administration, and The Wargamer has recently run two very good guides covering the best First World War and World War II games available. It makes sense to cover the Korean War next, and now.

Unfortunately, the shortage of Korean War-themed games that I complained about here last year persists. Unlike World War II, the Korean War simply hasn’t been a popular setting for games or film. The reasons for this are open to speculation; my own view is that it’s much tougher to map the sides of the conflict onto simplified notions of 'good guys' and 'bad guys,' and that the west runs into difficult moral territory when we start talking about how the fighting came to a provisional close. Korea was a difficult, brutal, and depressing war, and the lack of a clear-cut resolution makes it unattractive as a source of American myth-creation.

All that to say this: I’ve decided to cheat heavily in creating this list. The selection of actual Korean War games is small enough that it’s hard enough to even create a list of them that are playable on modern machines, much less a list of 'the best' of those. Therefore, I’m expanding my scope to include a few categories that wouldn’t otherwise be considered. These are:

  • Games about the Cold War, as long as these actually include the Korean War somehow, and
  • Korean War mods and user-created scenarios for relatively well-known strategy and wargames.

Preliminary throat-clearing out of the way, it’s time to strap in. We’re in for a bumpy ride.

Full games

Theatre of War 3: Korea

Publisher: 1C Company
Released: March 24, 2011
Tags: Strategy, Cold War, RTS
Purchase: Steam

Right away, I’ll have to qualify my recommendation here. While 1C Company has made some very nearly excellent real-time strategy wargames - particularly the Assault Squad series - Theatre of War 3 can’t honestly be counted among the best of them. AI ranges from fiddly to terrible, the “dynamic” campaigns aren’t actually very interesting, and it’s riddled with the jankiness that even newer 1C titles haven’t been able to rid themselves of completely.

theatre of war 3 korea

That said, Theatre of War 3 provides one of the vanishingly few dedicated, out-of-the-box Korean War strategy experiences available, and it added some key innovations to the 1C formula. The campaigns were non-linear and changed based on your performance and decisions, and it adopted a more squad-focused control scheme, saving you from having to manage each individual soldier as in the first Men of War. Theatre of War 3 also adds some of the important new hardware of the time, like transport helicopters, new artillery pieces, and jets. I’ve been particularly impressed with the terrain, which features steep Korean mountain ranges and rural architecture that set it apart from 1C’s WWII games.

You’ll have to be pretty forgiving with this one, particularly if you’ve gotten used to the new-fangled conveniences of Assault Squad 2, but as Korean War games go, this is one of the most focused and modern, sadly enough.

MiG Alley

Publisher: Empire Interactive
Released: November 30, 1999
Tags: Flight sim, Korean War
Purchase: Used CD-ROM, via Amazon

The late ‘90s saw several ambitious flight sims take on the Korean War: Virgin Group’s Sabre Ace: Conflict Over Korea and Rowan Software’s response, MiG Alley two years later. It was the latter game that really shone, though, with a healthy selection of aircraft, a very good flight model for its time, and not one but five dynamic campaigns. While the first four had you flying pre-planned scenarios, the fifth campaign depicts the 1951 Spring Offensive, and gives you operational control of more than a hundred aircraft involved.

In terms of roster, MiG Alley was pretty generous: you had the F-84 Thunder jet, several variants of the F-86 Sabre, the P-51 Mustang, F-80 Shooting Star, and a couple MiG-15 variants as well. They all felt distinct in the air, too, thanks to the game’s attention to detail on the individual aircraft flight models.

mig alley

MiG Alley came out back when it was normal to pack 100+ page instruction manuals with flight simulators, and Rowan went the extra mile by further including not only a keyboard overlay and a booklet solely dedicated to explaining the difference between the F-86 and the MiG-15, but also a paper reproduction of an actual 1952 RAF briefing sheet.

Unfortunately, despite glowing critical reviews, MiG Alley sold abysmally. Empire Interactive shut down Rowan Software in 2001, but the source code was released so that the player community could keep updating the game. The license for the source didn’t include textures or terrain details, but you can find the rest of it over on GitHub.

Steel Panthers II: Modern Battles

Publisher: Mindscape Inc.
Released: 1996
Tags: Turn-based, top down, historic
Purchase: Free, via Abandonia

I regret the fact that I missed out on the Steel Panthers games back when they were fresh - my interest in tanks around that time was largely eaten up by a ridiculous little sci-fi game called Command & Conquer. But even though I skipped over SSI’s hex-based armor classics at the time, their influence can still be felt today. Matrix Games bought the rights to Steel Panthers and released Steel Panthers: World at War in 2000, and the Strategic Simulations DNA runs through modern titles like Order of Battle.

steel panthers 2 via mobygames

Steel Panthers II: Modern Battles covers 20th century conflict from 1950-2000, and it includes several Korean War scenarios. The Battle of Chongju is represented, there are two scenarios for the Battle of Chosin, and one each for Pork Chop Hill and Bunker Hill.

For games that are now old enough to order their own cocktails, the Steel Panther games hold up surprisingly well, provided you’re willing to put up with the process of getting them running on DOSBox or a similar emulator.

MacArthur's War: Battles for Korea

Publisher: Strategic Studies Group
Released: 1988
Tags: Top down, turn based, historic
Purchase: Play for free at Archive.org

This one is notable for its wildly ambitious scope way back in 1988 - imagine, thirty years ago, the hardware we had available and the moxie it would have taken to try to make a fully-functioning tabletop wargame work on that. MacArthur’s War: Battles for Korea pretty much pulls it off, recreating the cardboard counters and colorful maps of tabletop wargaming for Commodore 64.

I didn’t play this at the time, since I was eight years old and was still trying to figure out how to play the dreadful Ghostbusters game that appeared on the Atari 2600. But fortunately, MacArthur’s War has been saved and made available by the Internet Archive, and you can play it right in your web browser, free of charge.

macarthurs war

I’ll confess I haven’t had much luck with it - I haven’t been able to turn up the original documentation, and the tinyscreen resolutions and dinky RAM chips of the era made abbreviations vital. That means it’s pretty tough to decipher what your commands are, or how things like turn order and combat resolution work.

But just looking at the thing as a wargamer three full decades later, it’s impossible not to be impressed by MacArthur’s War, mysterious as it is. Units are grouped into historic regiments, you have accurate military symbols for infantry and armor divisions, and several historic scenarios to choose from. It’s tremendously advanced for its time, and I’m keen to keep poking at it until I can figure out how it works.

Twilight Struggle

Publisher: Asmodee Digital
Released: April 13, 2016
Tags: Board game, strategy, simulation, Cold War
Purchase: Steam, Mobile, or the tabletop version via Amazon

The Korean War was a bloody, horrible three-year conflict, but it wound up being just one of the many proxy wars that erupted at friction points between the two global superpowers who found themselves locked in the Cold War for most of the second half of the twentieth century. Twilight Struggle is a game about the nightmarishly complex web of relationships and the razor-thin balance that existed between the U.S.-led West and the U.S.S.R., and while very little of it deals with the Korean War as a conflict, it’s a fantastic game that provides some valuable context.

The best way to play Twilight Struggle is with a friend, on a tabletop, but with the tabletop retailing for more than $100, the more affordable Steam version (or the even more affordable tablet version) might be a good way to see if it’s up your alley. The digital version also serves as a perfect way to learn the game, and you’ll be able to drop straight into the traditional experience once you’ve played a couple games on the computer.

twilight struggle

There’s little I could add to what Matt Thrower has already written on Twilight Struggle, so I’ll point you to his glowing review here at The Wargamer, and to his discussion about the game with Shut Up & Sit Down’s Quentin Smith. As Twilight Struggle is Matt’s favorite game, he’s welcome to do the heavy lifting on explaining how it works and why it’s good. But one element of Twilight Struggle that Matt highlights in both pieces is the game’s card draught system, which I think is relevant here. Both players draw cards and conceal them from each other, making Twilight Struggle a game about asymmetric information. That’s something that traditional wargames don’t often do very well, but it’s arguably the most important driving element of the Cold War and abstracting it to a simple mechanic like a hand of cards is very clever indeed.

User-created mods and scenarios

In the interest of time and space, I’ll go quickly through a few Korean War mods and scenarios available. Several total conversion projects focused on the Korean War have launched, but most of these have petered out before releasing a final version. But there are enough bits and pieces out there to get started. It all depends on what you want to accomplish.

If you own The Operational Art of War IV (review), you’ve got the Korea as the setting for its starter scenario. It takes some doing, but scenarios built for previous TOAW titles, as well as Alternate Wars, can be converted to work in the latest software. Matrix forums user CaptainKoloth found an Alternate Wars Operation Chromite scenario, recreating the landing at Incheon, and updated it for TOAW4, which you can find here. It’s included in a massive pack of 415 old scenarios converted for use in TOAW3 available from The Operational Art of War Legacy Project, courtesy of Matrix forum user Ryan Crierie.

For John Tiller’s Campaign Series, forums veteran Mike “Warhorse” Amos has a Korean War mod that he’s been updating for years, now in version 2.02. You can find the download link in this post.

There are several Korean War mods for the Men of War series,but they’re all a bit half-baked in one way or another. You can try Korean War 1950-1953 for the original Men of War, or Korea 1953 v.0.9 for Assault Squad 2. Korea war (the Forgotten war) [sic] for Assault Squad has gotten a little attention on YouTube, but there’s very little to it and the project hasn’t been updated since 2012.

korean war mod arma 3

ArmA 3 players are in pretty good shape here. There’s the Korean War mod by JackAttackJRMV. Right now, it’s just adding U.S. Marines and North Korean Army factions and vehicles to the game, but he has a host of additional features on the 'planned' list, including ROK forces, PRC forces, a new map, plus the MiG-15 and F-86 fighters. Jack recommends installing the Korean War Factions mod by jarrad96, which adds period-accurate uniforms and gear. Both these mods require subscribing to several others in the Steam Workshop, but Steam will give you a handy list of links to go through whenever you’re missing any required components. Of course, if you’re just browsing and don’t feel like installing several gigabytes worth of mods, you can use the Get to da Choppa mod (requires Apex) and pop on the theme from M*A*S*H while you fly around Altis in a Bell 47.

And that about wraps things up for our list of Korean War games. Researching this piece, I found that other writers have been complaining about the lack of games - of any genre - dealing with the Korean War for the full 30 years represented here, and the situation is unlikely to change any time soon.

If you have a favorite Korean War game, mod, or scenario that we've missed, please be sure to let us know in the comments.

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Nan Oa Island - 1950 (Chinese Civil War)

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From: War Blog
Duration: 43:38


Communist Forces take Nanoa Island.

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Field of Glory 2 CLOVIS the GREAT (Frankish Campaign Gameplay)

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From: AgrippaMaxentius
Duration: 00:00

! add me here https://www.twitch.tv/agrippamaxentius Don't forget to subscribe!

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Sandstorm - A First Look - Order of Battle: World War II

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From: thehistoricalgamer
Duration: 36:20

In today's video we take a look at the newest DLC for Order of Battle: World War II - Order of Battle: Sandstorm, a DLC which gives a look at Rommel's campaigns in North Africa.

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2 days ago
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