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Cold War BattlesNewsDev update - The randomness of war.
Community

Dev update - The randomness of war.

Cold War Battles · published 5 Jul 2026, 15:39 UTC

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Well things have settled down a little with Next Fest over and the constant updates to the demo out of the way. More than 1200 people who downloaded the demo are yet to actually try it, be quick as changes are rapidly making the demo obsolete and it will likely be pulled around the end of July.

Speaking of changes it has been great fun chatting with you all on the community page and implementing the suggestions that I can. The battle log, ability for both the player and computer to merge shattered platoons, not being able to see if enemy transports are carrying troops or not, cover and spotting changes as well as making HQ's more relevant have all made it into the game if not the demo and there are more changes for the better to come.

A random discussion about air units being static on map artillery style counters may not have been viable but it did lead to something I never imagined including in the game...

A Ropucha is pretty random but not as random as what's next.

Another suggestion was some form of random battles. Because of how I put the game together early on I was not sure it would be possible but it turned out to be both possible and fun.

Whilst I still have to make each variant for the random battle pool, I don't have to write briefings, code the player ORBAT that displays under them or worry about whether the formations involved would have ever met had the Cold War gone hot. This has made my life much easier and their are already many dozens of variants with many more to come. Each is different from the regular and campaign scenarios.

When a player clicks begin with random battle suggested they will have no idea what map they are going to be on, what nation and formation they will command or who they will be up against. Random Battles tend to be meeting engagements and can vary from Company to Brigade in size and can occur in all theatres currently in game with appropriate nations for the theatre.

What else is happening?

The first two missions of the US mini campaign are complete, The first one is a little different as victory will need to be won by successfully withdrawing units to exit hexes rather than capturing or holding VP's. The campaign with follow the units of a mechanised infantry division through 5 battles around Fulda and the North German Plain. This will bring CWB to 20+ campaign missions and 40 single scenarios so far as well as the new battles covered below. Plenty to get your teeth into.

The Korean War also got a scenario over the last couple of weeks. The briefing in game will explain the reasoning and details but I can tell you now this is a tough one. That said it is also one of the most fun scenarios I have played so far, the Chinese keep coming but if you keep your cool and fallback in good order when needed the victory will feel great.

That's it for now, there is still lots to do but definitely on track for a full release on schedule. Thanks again for all the feedback and encouragement it really is appreciated.

Chris.

More from Cold War Battles

Other announcements

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Game update14 Sep 2026Quick updateAdded a 'MODIFIERS' button next to the HOTKEYS button in game. It shows the various things that affect combat resolution at a glance. As ever, the detail is in the PDF manual but hopefully having this info to hand will help.Community10 Sep 2026FREE DLC AnnouncementWhat is next for CWB? As many of you already know the first DLC for Cold War Battles is set to cover various conflicts in the Middle East during the Cold War period. As CWB has been well received and everyone has been incredibly supportive I decided that this scenario pack will be free . Two weeks after launch and there has been quite a few small changes for the better with more being worked on…Game update9 Sep 2026Small updateChanges: · Added AML-90 Recon Troop to Tegel scenario as it was a bit rough on the French. · · French mechanised infantry Hard Attack value increased to 14. Fixes: · Computer recon units would occasionally enter impassable hexes - fixed · · Various small briefing typo's