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Order of War™

PC (Microsoft Windows) • 2009

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Quick resume

October 22, 2009 - Update has released free Downloadable Content for Order of War. The DLC will download automatically the next time you launch the game. This DLC contains all the formerly exclusive pre-order items which include: Heavy Bomber Squadrons - Addition of German Arado and Allied B-24 Marauder heavy bomber units to air support...

Global score

71/100

Genres

Strategy, Real Time Strategy (RTS)

Pros

  • Large scale wwii battles with historical accuracy
  • Intuitive controls and cinematic camera
  • Tactical depth and strategic planning
  • Good value especially on sale
  • Engaging single-player campaigns

Cons

  • Frequent crashes and memory bugs
  • No official online multiplayer support
  • Limited mission variety and maps
  • Simplified unit control and lack of micro-management
  • Somewhat repetitive gameplay and scripted ai

Motivations

  • Autonomy
    3

    "Players have control over strategic decisions and troop deployment but follow scripted mission objectives and limited unit commands."

  • Competence
    3

    "Game offers tactical challenges and requires skillful use of units and resources, though some criticize lack of micro-management depth."

  • Competition
    1

    "Multiplayer existed but is now defunct; LAN multiplayer remains. Mostly single-player or skirmish vs AI with limited competitive features."

  • Continuation
    2

    "Players report spending many hours and replaying campaigns; crashes and bugs reduce continuous play but game has some habitual appeal."

  • Cooperation
    -2

    "Focus is on single-player campaigns and skirmishes; multiplayer is limited to LAN and no online cooperation reported."

  • Creativity
    1

    "Limited creativity in unit control and tactics due to scripted missions and fixed unit behaviors; some strategic planning possible."

  • Domination
    -3

    "No evidence of dominance behaviors; interactions are mostly against AI or equal LAN opponents with no trash talk or power imposition."

  • Escapism
    4

    "Players use the game as a WWII tactical simulation and immersive distraction; cinematic camera enhances escapism."

  • Expectation
    -4

    "Players engage voluntarily for enjoyment and interest in WWII strategy; no indication of obligation or external pressure."

  • Experimenting
    2

    "Some experimentation with unit combinations and tactics reported, though mission scripting limits novelty."

  • Exploration
    -3

    "Maps and missions are scripted and limited; no fog of war reduces exploration; gameplay focuses on known battlefields."

  • Expression
    -4

    "Minimal customization or personalization; players use predefined units and aesthetics without avatar or environment modification."

  • Fantasy
    -4

    "Strong emphasis on historical accuracy and realistic WWII scenarios; no fantasy or fictional elements."

  • Fellowship
    -3

    "Limited social interaction; multiplayer mostly offline LAN; no active online community or social features."

  • Growth
    2

    "Players learn tactical skills and improve unit upgrades over missions; some learning curve but limited by scripted gameplay."

  • Health
    -5

    "No physical activity involved; typical sedentary computer gameplay."

  • Idle
    -3

    "Requires focused attention during missions; no casual or background play reported."

  • Intimacy
    -4

    "No evidence of close social relationships or emotional sharing; mostly solo play."

  • Leadership
    3

    "Players act as commanders managing large units and strategic decisions, guiding troop movements and reinforcements."

  • Progression
    3

    "Players accumulate victory points to upgrade units and improve capabilities across missions."

  • Relaxation
    0

    "Mixed reports: some find it relaxing and cinematic, others find it frustrating due to crashes and difficulty."

  • Sensation
    2

    "Visual and auditory effects praised, including cinematic camera and detailed battle animations."

  • Status
    -4

    "No social status or recognition systems; achievements are personal and not widely visible."

  • Story
    3

    "Historical campaigns with narrative cutscenes provide story immersion, though some find it limited and scripted."

  • Strategy
    4

    "Strong emphasis on tactical planning, unit positioning, and resource management; requires strategic thinking."

  • Thrill
    2

    "Some tension and challenge in battles, especially on higher difficulties; lacks high suspense but has moments of excitement."

  • Value
    3

    "Generally considered good value especially on sale; some complaints about bugs and lack of multiplayer reduce perceived value."

  • Violence
    4

    "Focus on combat, destruction, and battlefield carnage with infantry, tanks, artillery and explosions."

  • Survival
    3

    "Players must manage resources and avoid unit losses; tactical defense and survival are key gameplay elements."

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