COLONEL: REGIMENTAL COMMAND

1792 – 1815 · Free in your browser

You are not the general, and you are not a private. You are the colonel of ONE regiment.

The brigade on your flanks answers to its own officers. The enemy answers to his general. You choose when to fire, when to form square, when to charge, and above all how to keep your men together under fire. Every musket is loaded by hand, every volley is a decision, and a regiment that breaks may never come back.

NEW IN 0.43: THE ARID WALLS

The Egyptian and Syrian Campaign is complete, and every wall on every field can be held.

- The siege of Acre: dig your way to the walls, tunnel under the Accursed Tower and blow it in — then storm a breach with a second wall behind it, against Djezzar Pasha's garrison and Sidney Smith's sailors.

- Mount Tabor, Abukir and Alexandria: Kléber's squares surrounded on the plain, Murat driving the Ottomans into the sea, and the dawn attack on the British among the Roman ruins.

- Garrisons: order your regiment into a farm, a redoubt, a ruin or a village, and the building becomes its formation — your men line the walls and fire from them, as at Hougoumont and La Haye Sainte.

- Walls that break, farms that burn, close combat that draws in whole brigades, and campaigns where every battle has to be earned.

THE CAMPAIGNS

- The First Italian Campaign, 1796–97: all seven battles, from Montenotte to Rivoli.

- The Egyptian and Syrian Campaign, 1798–1801: all seven battles, from Shubra Khit to Alexandria.

- The Hundred Days, 1815: Quatre Bras, Ligny, Wavre and Waterloo.

- The sieges of Genoa and Alessandria, and the Quasi-War at sea.

Every battle can be fought from either side, with its real regiments, its real commanders, and its real turning points: Hougoumont burning, Desaix arriving, l'Orient blowing up.

WHAT MAKES IT DIFFERENT

- One regiment, in the thick of it: line, column and square, volleys and fire at will, bayonets and charges, morale, cohesion and fatigue.

- Generals with a plan: every army's commander fights in his nation's way, with grand batteries, pinning attacks, flank marches and counter-charges.

- Always know what to do: "Now / Next" tells you what your orders are and what comes next, and a gold marker shows where to go.

- Cavalry that fights like cavalry: squadrons swirl round squares, crash into wavering lines, and clash sabre to sabre.

- Sea battles laid out like land battles: duels between frigates, and whole fleets at anchor and under sail.

ALSO

- Custom battles: any map, any armies, any size, from a brigade to a full army, with nations from France and Britain to Austria, Prussia, Russia and the Ottoman Empire.

- Multiplayer: co-op against the AI or versus each other, online with a room code or public matchmaking.

- A tutorial at Toulon, 1793, and a naval tutorial.

- Music: Beethoven, Vivaldi, Bach and Mozart.

CONTROLS

Click or drag to command your regiment, Q and E to turn the camera, the orders bar for everything else (each order shows its key). At sea: A and D to steer, W and S for sail, Z and X for the broadsides.

Best in Chrome, Edge or Firefox on a computer. Works on phones and tablets too.

Made by @just_guestyt43 · Ideas by @bloxyian_cola · Playtesting by @wompetromp_2

YouTube: @ColonelRegimentalCommand

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