Inspired by Road to Moscow – what could a future wargame look like?

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Peiper1944
Posts: 156
Joined: Tue Aug 26, 2014 1:41 pm
Location: Germany

Inspired by Road to Moscow – what could a future wargame look like?

Post by Peiper1944 »

Hello everyone,

Does anyone remember Road to Moscow by Battlefield Design Group,
Road to Moscow.png
Road to Moscow.png (2 MiB) Viewed 384 times
which was announced back in the day but sadly never released? Its maps and the idea of conducting a campaign from the perspective of a military headquarters have fascinated me ever since.

For those unfamiliar with the project, Road to Moscow was an ambitious undertaking in the 1990s. It was intended to simulate the entire Eastern Front from 1941 to 1945, putting the player in the role of either the German or Soviet high command.

Its distinctive approach involved planning operations on a map without a fixed hex grid: drawing axes of advance, setting primary and secondary objectives, and assigning the formations involved. Subordinate, computer-controlled commanders would then carry out these plans independently. The action was intended to unfold in continuous, pausable time.

Situation reports covering troop strength, combat readiness, supply, and the air situation would inform further decisions. The focus was therefore on conducting a campaign: setting objectives, allocating forces, holding reserves, and responding as operations developed.

After repeated delays and changes of publisher, the game was ultimately never released. Its proposed features remained a fascinating promise.

Inspired by those ideas, I have been using AI to create concept images exploring a possible map style. Alongside the original Road to Moscow images, I am sharing two AI-generated concept images of the Warsaw–Białystok area.
Warschau_Bialystok22_06_41_Region.png
Warschau_Bialystok22_06_41_Region.png (4.13 MiB) Viewed 384 times
Brest-Litovsk_22_06_41_Region.png
Brest-Litovsk_22_06_41_Region.png (3.96 MiB) Viewed 384 times
The new images are visual concepts, not screenshots from a finished game. They are intended to spark a discussion about what a future historical wargame could look like—in terms of both graphics and gameplay.

Which aspect of such a game would appeal to you most?

Staff work: Assessing situation reports, drawing up orders, and leaving their execution to subordinate commanders?

Strategy: Directing entire theaters of war, managing production and supply, and setting overall objectives?

Operations: Commanding armies and divisions, preparing breakthroughs, committing reserves, and planning encirclements?

Tactics: Directly commanding regiments and battalions and influencing individual engagements in detail?

Should a game like this explore one of these levels in depth—or connect several of them? Which decisions would you want to make yourself, and what would you delegate to your staff and subordinate commanders?

I would be interested to hear your ideas and whether these images spark similar thoughts for you. Perhaps some of you also remember what you were hoping for from Road to Moscow back then.
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56ajax
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Re: Inspired by Road to Moscow – what could a future wargame look like?

Post by 56ajax »

I remember looking for the Road to Moscow which was for me the early days of the internet. I remember my joy at finding so many hits only to discover nearly all of them were the best places to stop for female company on the road to Moscow.

Anyway...

After WiTE2, which at times I find over whelming due to the detail, probably Staff Work and Strategy would be my interest. Not sure how extensive the original scope was but perhaps to concentrate on one Army, Group or Front and the others to be commanded by the computer.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
jawi
Posts: 65
Joined: Wed Dec 06, 2017 8:46 am

Re: Inspired by Road to Moscow – what could a future wargame look like?

Post by jawi »

nice map.
I envision an even more detailed game, with an even smaller scale than *WitE 2*—though *WitE 2* is already very well executed.
It would be as historically accurate as possible, offering more control over production and logistics, and allowing for the command of individual regiments.
Who knows how AI might assist—both in the programming phase and by taking over specific tasks during gameplay?
Perhaps, at some point, it might even be possible to blow up or repair individual bridges.
A full-scale campaign would likely take two years to complete.
...but it would be incredibly detailed. :)
Peiper1944
Posts: 156
Joined: Tue Aug 26, 2014 1:41 pm
Location: Germany

Re: Inspired by Road to Moscow – what could a future wargame look like?

Post by Peiper1944 »

56ajax wrote: Fri Oct 23, 2026 4:15 am I remember looking for the Road to Moscow which was for me the early days of the internet. I remember my joy at finding so many hits only to discover nearly all of them were the best places to stop for female company on the road to Moscow.

Anyway...

After WiTE2, which at times I find over whelming due to the detail, probably Staff Work and Strategy would be my interest. Not sure how extensive the original scope was but perhaps to concentrate on one Army, Group or Front and the others to be commanded by the computer.
Hello 56ajax,

Your suggestion of focusing on a single army, army group, or front fits very well with my game idea: You could play at four command levels—either control all of them yourself or delegate individual levels to your AI-controlled staffs and subordinate commanders.

The following four map views illustrate these different perspectives. The scales mentioned are preliminary suggestions for the level of map detail.

1. Staff and High Command – directing the campaign

Here, the focus is on headquarters work: assessing situation reports, issuing long-term directives and daily orders, setting priorities, and evaluating proposals from the general staff.

The overview map helps you understand the overall situation and the relationships between different sectors of the front. Suggested reference scale: 1:3,000,000.
Stab und Oberkommando.png
Stab und Oberkommando.png (1.3 MiB) Viewed 60 times
This zoomed-out view shows the wider geographical context. Summarised situation reports and updates from subordinate headquarters would be particularly important for this command role.

The tension comes from making decisions under uncertainty: Does a reported enemy movement indicate a counterattack? Should a reserve be released? Is an operational objective still achievable?

2. Strategy – allocating forces and resources

At this level, you decide which theatres take priority, where new formations are assigned, and how production, training, replacements, and supplies are allocated.

Suggested reference scale: 1:1,000,000.
Strategie.png
Strategie.png (3.75 MiB) Viewed 60 times
This view connects larger operational areas. It provides the geographical framework for coordinating army groups and armies and assessing the importance of cities, transport links, and supply routes.

The challenge would be to use limited resources effectively: Which main effort receives fuel and reinforcements, and where must you temporarily make do with less?

3. Operations – commanding armies, corps, and divisions

At this level, you plan breakthroughs, envelopments, river crossings, and withdrawals. Operational arrows are linked to formations, intermediate objectives, schedules, and reserves.

Suggested reference scale: 1:300,000—one centimetre represents three kilometres when the map is displayed at that scale.
Operationen.png
Operationen.png (4.17 MiB) Viewed 60 times
The Warsaw–Białystok–Brest-Litovsk area becomes visible in greater detail. The hex grid, transport network, and waterways provide the framework for marching movements, assembly areas, and coordination between neighbouring formations.

An order might read: “Secure the river crossing, advance to the intermediate objective, and wait there for the neighbouring formation.” Subordinate commanders handle the execution if you choose to delegate it.

4. Tactics – influencing individual engagements

Here, you command regiments, battalions, and equivalent units. You choose local avenues of approach, employ engineers and fire support, and decide when to commit reserves within the battle area.

Suggested reference scale: 1:50,000.
Taktik.png
Taktik.png (3.88 MiB) Viewed 60 times
The closer view around Brest-Litovsk allows a more detailed examination of settlements, woodland, transport routes, and river crossings. The terrain would need to be represented accurately enough to support the intended tactical depth.

A single crossing could become the decisive objective in a battle. Losing it would, in turn, affect the operational timetable.





One game world – you decide what to control yourself

The four maps show the same world at different distances. As you zoom in, more detail becomes visible. Cities, rivers, and roads stay in the same places.

You decide which tasks you want to handle yourself. For example, you could command an entire army group and set its objectives. Your computer-controlled commanders would then handle troop movements and individual battles. They would report on their progress and tell you where they need help.

You could also command just one army or take control of everything, right down to individual battles. The computer handles whatever you choose to delegate.

I imagine planning would be straightforward: draw an attack arrow on the map, select the troops involved, and decide which places they should reach and by when. Your staff would estimate whether there is enough time, fuel, and supplies to carry out the plan.

The tension comes when things go differently than expected: a bridge is destroyed, a unit arrives late, or the enemy launches a surprise attack. You then decide whether to stick to the plan, send help, or set a different objective.

The four images above were created using AI. They show what the maps could look like. The gameplay features described here are ideas for further development.

Would you be interested in a game like this, where you make the big decisions and can leave it to your commanders to work out how to carry out your orders?
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