Compare Wargame: Red Dragon - Double Nation Pack: REDS (DLC) prices across 50+ stores and find the best deal. Developed by Eugen Systems. Published by Eugen Systems. Released on 4/17/2014. Available on PC. Genres: Indie, Simulation, Strategy. Metacritic score: 78/100.

Two extra Communist-bloc factions land in Wargame: Red Dragon, giving deck-builders more Warsaw Pact steel and a reason to grind skirmishes all over again.

Wargame: Red Dragon is already one of the most unit-dense real-time strategy games ever shipped, and the Double Nation Pack: REDS squeezes two additional Eastern-bloc nations into that already crowded order of battle. If you have not touched the base game, the short version is this: Red Dragon is a Cold-War-gone-hot RTS where you spend as much time in the deck-builder selecting your 25-card force composition as you do actually moving units on the map. Armor values, suppression rates, HEAT versus AP penetration, helicopter ECM ratings, these numbers matter, and the REDS pack adds fresh rosters of vehicles, infantry, and aircraft that carry their own stat lines and historical quirks. For deck builders, the expansion's value lives or dies on unit variety. The two new nations bring vehicles that sit in different efficiency brackets than the vanilla Soviet or Warsaw Pact rosters, which means experienced players can plug specific gaps in mixed coalition decks. That is the actual mechanical hook: Red Dragon allows coalition construction, so a new nation is essentially a new ingredient list for the meta. Whether the specific units in REDS are competitively viable in multiplayer lobbies is a community-debated point, and the player counts in online rooms have naturally thinned since 2014, but skirmish and the co-op versus AI modes still give the content a workout. The tutorial situation in Red Dragon deserves a mention for anyone buying in fresh. The base game's tutorial is thin for the complexity on offer, and the DLC assumes you already understand suppression mechanics, supply truck logistics, and how to read a unit card. New players should plan to spend time with community guides before touching any serious match. That said, the learning curve, once cleared, opens up a genuinely deep decision space. Which recon units do you slot to avoid paying for expensive optics elsewhere? How many supply vehicles keep an armored push alive without eating into your activation budget? The REDS units feed into exactly those questions. What does not improve with this DLC is anything structural. The AI in skirmish plays acceptably as a punching bag for learning unit roles but will not pressure an experienced player the way a human opponent will. Map variety and the netcode are base-game problems that a unit pack cannot fix. And if the multiplayer population in your region is low, the extra factions have less room to breathe since deck variety is most rewarding in asymmetric human matchups. Bottom line for strategy players: if you already own Red Dragon and you are the type who rebuilds decks after every skirmish loss, the REDS pack is a logical extension. If you are evaluating the whole package from scratch, treat this DLC as a future purchase once you have put real hours into the base game and confirmed the unit-card obsession has taken hold. The depth is real, the mod-and-guide ecosystem around the Wargame series is solid, and 89 percent positive across nearly twenty thousand Steam reviews is not an accident. Diego, Scout Team

Wargame: Red Dragon - Double Nation Pack: REDS (DLC)
IndieSimulationStrategy

Wargame: Red Dragon - Double Nation Pack: REDS (DLC)

Apr 17, 2014Eugen Systems
GamerScout Says

Two extra Communist-bloc factions land in Wargame: Red Dragon, giving deck-builders more Warsaw Pact steel and a reason to grind skirmishes all over again.

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About Wargame: Red Dragon - Double Nation Pack: REDS (DLC)

Wargame: Red Dragon is already one of the most unit-dense real-time strategy games ever shipped, and the Double Nation Pack: REDS squeezes two additional Eastern-bloc nations into that already crowded order of battle. If you have not touched the base game, the short version is this: Red Dragon is a Cold-War-gone-hot RTS where you spend as much time in the deck-builder selecting your 25-card force composition as you do actually moving units on the map. Armor values, suppression rates, HEAT versus AP penetration, helicopter ECM ratings, these numbers matter, and the REDS pack adds fresh rosters of vehicles, infantry, and aircraft that carry their own stat lines and historical quirks. For deck builders, the expansion's value lives or dies on unit variety. The two new nations bring vehicles that sit in different efficiency brackets than the vanilla Soviet or Warsaw Pact rosters, which means experienced players can plug specific gaps in mixed coalition decks. That is the actual mechanical hook: Red Dragon allows coalition construction, so a new nation is essentially a new ingredient list for the meta. Whether the specific units in REDS are competitively viable in multiplayer lobbies is a community-debated point, and the player counts in online rooms have naturally thinned since 2014, but skirmish and the co-op versus AI modes still give the content a workout. The tutorial situation in Red Dragon deserves a mention for anyone buying in fresh. The base game's tutorial is thin for the complexity on offer, and the DLC assumes you already understand suppression mechanics, supply truck logistics, and how to read a unit card. New players should plan to spend time with community guides before touching any serious match. That said, the learning curve, once cleared, opens up a genuinely deep decision space. Which recon units do you slot to avoid paying for expensive optics elsewhere? How many supply vehicles keep an armored push alive without eating into your activation budget? The REDS units feed into exactly those questions. What does not improve with this DLC is anything structural. The AI in skirmish plays acceptably as a punching bag for learning unit roles but will not pressure an experienced player the way a human opponent will. Map variety and the netcode are base-game problems that a unit pack cannot fix. And if the multiplayer population in your region is low, the extra factions have less room to breathe since deck variety is most rewarding in asymmetric human matchups. Bottom line for strategy players: if you already own Red Dragon and you are the type who rebuilds decks after every skirmish loss, the REDS pack is a logical extension. If you are evaluating the whole package from scratch, treat this DLC as a future purchase once you have put real hours into the base game and confirmed the unit-card obsession has taken hold. The depth is real, the mod-and-guide ecosystem around the Wargame series is solid, and 89 percent positive across nearly twenty thousand Steam reviews is not an accident. Diego, Scout Team

Tags

steamDeck BuildingCold WarUnit VarietyCoalition PlaySkirmish ModeHistorical MilitaryDeep MechanicsCo-op vs AI

System Requirements

System requirements for Wargame: Red Dragon - Double Nation Pack: REDS (DLC) aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
78
Steam
89%(19,654)

Game Info

Developer
Eugen Systems
Publisher
Eugen Systems
Release Date
Apr 17, 2014

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