World War II has inspired more strategy games than any other historical period. Some are still brilliant. Some are best left in the archives. In this episode, Nuno leads a full tour through the genre’s best and worst, with Al jumping in with questions and commentary as they go.
Hearts of Iron IV and the Grand Strategy Giant
Nuno starts with Hearts of Iron IV, which still dominates the WWII grand strategy space. It’s big, complex, and strangely addictive. You’re managing everything from supply chains to naval invasions, but it’s not exactly fun in the traditional sense. Nuno calls it “a systems game first, a war game second,” which Al pushes back on, wondering if it actually captures the feel of WWII or just drowns it in spreadsheets.
They agree the modding scene is where HOI4 really shines. Mods like Kaiserreich or The New Order turn it into something much more story-driven and compelling, even if the base game can feel cold and mechanical.
Company of Heroes and the Power of Presentation
Next up is Company of Heroes, which still holds up visually and mechanically. Nuno praises how it handles cover, suppression, and line of sight without overwhelming the player. Al asks if newer entries in the series improved on the original, but Nuno’s verdict is clear: CoH1 got it right the first time. CoH3 tried to modernise it, but lost something in the process.
They talk about the moment-to-moment feel of the game. Units shouting, buildings collapsing, tanks exploding. It captures the chaos without becoming unreadable, which is more than you can say for most RTS games set in WWII.
Unity of Command and the Value of Simplicity
Moving into turn-based territory, Unity of Command gets a lot of love. It strips away the clutter and gives you something tight and focused. Supply lines matter. Terrain matters. You’re not clicking for the sake of clicking. Nuno likes how it forces you to think a few turns ahead without ever feeling slow.
Al admits he had never tried it, which leads to a short conversation on how many WWII strategy games are underplayed because they look too plain. Unity of Command is one of those games that rewards the player who sticks around.
Steel Division and the Complexity Wall
They touch on Steel Division, mostly to explain why it doesn’t get talked about more. It looks amazing and plays like a war documentary, but the interface is a nightmare. Nuno explains how the zoom levels work, why line of sight is everything, and how even after ten hours, you’ll still feel like a novice. Al asks if it’s worth pushing through the barrier, and Nuno is honest: only if you already love the genre.
Men of War and Tactical Mayhem
Men of War is chaotic, messy, and brilliant. Nuno compares it to an interactive diorama where everything can be blown up, stolen, or broken. You can sneak behind lines, hijack tanks, or just charge in with a flamethrower. Al brings up the bugs and weird AI, but Nuno argues that the game’s jank is part of its charm.
They agree that it captures a kind of emergent narrative that scripted missions often fail to deliver. No two playthroughs are the same. Sometimes that’s because of the systems. Sometimes it’s just because the physics engine decided to fling a grenade the wrong way.
The Emotional Side of War
Al asks whether any WWII games have nailed the emotional weight of the setting. Nuno thinks most don’t even try. They focus on tactics, not consequences. He’s curious about Burden of Command, which is trying to do something different – less about winning, more about leadership, morale, and human cost. They both hope it delivers, since it could open the door for more grounded takes on the genre.
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