Blog
Product updates, digitization tips, and alpha notes from Wargame Simulator.
- Campaign nodes — how seasons are wired — Battles, conversations, stores, hubs, splits, and endings — how the Custom Games campaign graph turns maps and armies into a playable season.
- One list, many tables — how Army Hub works — Import once into Army Hub, then reuse the same saved army in game setup, map slots, Computer seats, campaigns, and collection checks.
- Scenario hooks on the board — map events — Author triggers, zones, spawns, and outcomes in the Custom Games map editor so your battlefield reacts when players move, shoot, or claim ground.
- Rules that run — Ability Workshop — Turn ability text into structured, validated JSON the game engine can execute — with guided generate, refine, and section reparse.
- Build narrative campaigns on a node graph — Author Custom Games campaigns as a typed graph of battles, conversations, stores, and mission hubs — then walk them with testable runs.
- Replay the fight — battle reports & holodeck — Scrub phase snapshots on the same map you played, open dice tables from combat logs, and share battle reports with friends.
- Practice when the table is empty — Computer opponents — Fill a seat with a Computer opponent that uses the same phase flow as a human player — one Decide press at a time.
- From list file to the table — Army Hub & roster import — Import BattleScribe or New Recruit lists into Army Hub, refresh abilities and stratagems, and reuse saved armies in setup and games.
- Building a custom map editor for tabletop battles — How Wargame Simulator’s Custom Games map editor lets you author objectives, terrain, deployment, events, and scoring on the same board you play on.
- How Wargame Simulator digitizes tabletop battles — Record moves and dice rolls from the table, replay fights with battle reports, and play again with friends or Computer opponents.