Syrian Warfare: Battlefields (DLC)
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About Syrian Warfare: Battlefields (DLC)
I keep a mental shortlist of RTT games that actually punish you for treating infantry like a resource pool, and Syrian Warfare earned its spot on that list fast. Forget the base-building loop entirely: the game hands you a pre-configured force built around Syrian police officer Anwar Amin, and every soldier and crew member you keep alive carries forward into the next mission with accumulated experience. Lose your veteran RPG team to a bad push and you feel it three missions later. That persistent-force design, combined with a trophy system that lets you seize and redeploy captured enemy vehicles and weapons, creates a genuine incentive to play carefully rather than blitz every objective. The tactical toolkit is wider than the budget suggests. Smokescreens, infantry lifts by helicopter or APC, ATGM teams on rooftops, airstrike calls, heat flares, active defense complexes, the game asks you to think about angle, cover, and ammunition simultaneously. Crucially, there are no health bars on vehicles. Damage is calculated dynamically by module: engines can be knocked out, guns disabled, and crewmen killed independently. A veteran crew bailing from a burning T-62 can climb into a freshly captured vehicle and keep all that experience intact. End-of-mission grading tallies time, enemy losses, and your own casualties into a command-points score, so there is always a harder run to chase if you want it. An Ironman mode strips the save-scumming safety net for those who want genuine consequence. Now for the honest accounting of what does not work. Infantry AI pathfinding is a consistent weak point: RPG teams have a baffling tendency to close distance instead of firing from range, wheeled vehicles attempt multi-point turns in choke points, and tanks navigating dense urban maps can cost you a mission through sheer stubbornness. The cover system for foot soldiers is limited, building occupation grants a bonus, but open-ground positioning barely matters. There is no skirmish mode, no multiplayer, and the tutorial does not fully explain the garrison, reserve, and vanguard resource split, which trips up new players until they look it up. The political framing, a strictly loyalist perspective on the Syrian civil war, is documented and contentious. Reviewers across Wargamer, Riot Pixels, and Steam broadly agree: the pro-Russian narrative is clearly present, and players should enter with eyes open. That is not a disqualifier for a tactics-first purchase, but it is a variable you need to factor in yourself. What the community consistently praises is the scenario design. Missions are large, non-linear in how you approach objectives, and reward replaying with different tactical routes. The Return to Palmyra expansion adds the Ka-52 and Gazelle helicopters, new enemy vehicle types including VBIEDs, and expanded enemy AI countermeasures, making it the logical next step after the base campaign. A Battlefields DLC adds a full mission editor for those who want to build their own scenarios. For fans of the Russian tactical tradition, Sudden Strike, Blitzkrieg, Men of War, this sits comfortably in that lineage, delivered by a small studio that clearly cared about unit-level fidelity even when the budget ran thin on visual polish and AI edge cases. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10 (64 bit)
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 10 GB available space
- Graphics
- GeForce GT 440 (1024 MB) / Radeon HD 4890 (1024 MB)
- Processor
- Intel Core i3-2100 (3.1 GHz) / AMD A10 5800K (3.8 GHz)
Recommended
- OS
- Windows 7/8/10 (64 bit)
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 10 GB available space
- Graphics
- GeForce GTX 760 (2048 MB) / Radeon R9 280 (2048 MB)
- Processor
- Intel Core i5-4400 (3.1 GHz) / AMD A10 6800K (4.1 GHz)
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Cats Who Play
- Publisher
- Cats Who Play
- Release Date
- Feb 21, 2017


