[[caption-width-right:293:The last guy he played with [[RageQuit ragequit]].]]

Wargame: European Escalation is a Real-Time Tactics game revolving around NATO vs Warsaw Pact countries in a Cold War Gone Hot. Made by Eugen Systems and published by Focus Home Interactive. Featuring LOTS of real life vehicles and weapons. Players gain stars through gameplay which they can use to upgrade/buy units into their "deck" to use in multiplayer, resulting in wide variety of tactics like rapid light tank attacks, airborne infantry rushes, artillery-based army etc.

A sequel, [[VideoGame/WargameAirlandBattle Wargame: [=AirLand=] Battle]], is now out. It is set in the Scandinavian theater, and in addition to aircraft it introduces [[UsefulNotes/CanucksWithChinooks Canadian]], Danish, [[UsefulNotes/SwedesWithCoolPlanes Swedish]] and [[UsefulNotes/NorwegiansWithNoAmmo Norwegian]] forces.

A third game, [[VideoGame/WargameRedDragon Wargame: Red Dragon]] has been released, focused on the Korean Peninsula. It will introduce amphibious vehicles & landings, frigates, sea command sectors, and more complex terrain. It adds the [[UsefulNotes/ChineseWithChopperSupport People's Republic of China]], the [[UsefulNotes/NorthKoreansWithNodongs Democratic People's Republic of Korea]], the [[UsefulNotes/SouthKoreansWithMarines Republic of Korea]], [[UsefulNotes/KaijuDefenseForce Japan]], and [[UsefulNotes/AussiesWithArtillery Australia]] and [[UsefulNotes/KiwisWithCarbines New Zealand]] combined into ANZAC, as well as some new units for some existing factions.

!!This game provides examples of:
* AlternateHistory: The single-player game is a series of campaigns with diversion points rooted in real-world flashpoints, such as the Polish Uprising or Able Archer.
* AfterTheEnd: [[spoiler: Most of the campaigns are disconnected from each other, with the exception of the last two, Able Archer and Wasteland. Specifically: the first mission of Wasteland starts somewhere between two and three months after the final mission of Able Archer... which ended with [[TheUltimateResistance French nuclear missiles]] getting fired at the Warsaw Pact. No points for guessing [[FromBadToWorse what happened after that]]...]]
** Partially averted, in that [[spoiler: the polities of the USSR and major NATO powers are stated to have survived the nuclear exchange, and remain sufficiently intact to attempt peace negotiations. Even though Central Europe has been reduced to warlordism between isolated military units, it appears that the USSR and USA at least remain somewhat intact.]]
* ArtisticLicenseGeography: While cities outside Germany are more or less in the place they should be, Bonn has apparently moved to the Saarland (closer to the French is safer, now that they are allies), Frankfurt marched south (to avoid the tank wedge?) and Hannover, while not as badly misplaced as the others, is not really in the right place either.
* AuthorityEqualsAsskicking: Two of the Command Vehicles, West Germany's Pz.Bef.Wg. Leopard 2 and the Soviet Union's T-80UK, are both command variants of their respective country's best tank. This means that they can control sectors when stationary but also pack quite a lethal punch against any ground unit that think they're going to pull an easy kill.
* AwesomeButImpractical: Just like in real life, weapon systems can be overly complex compared to old style guns and bombs:
** Anti-tank guided missiles: [=ATGMs=] tend to be incredibly powerful with even heavily armoured tanks only able to take two to three hits at most, far outrange small arms and even some main tank cannons. However, this game is set well before the most modern fire and forget weapons like the Javelin came into use for vehicle and infantry troops. Like real life they will go off course at the slightest provocation, have long travel time, and most vehicles have limited ammunition.
** MLRS systems vs. standard artillery: MLRS can saturate an area, killing almost everything there, but most of the weapons in the game are inaccurate and have limited range. They can fire faster than artillery, but supply is used up phenomenally quickly, especially with the very biggest rocket systems.
* AwesomePersonnelCarrier: Both sides have well armed [=APCs=].
* CriticalExistenceFailure: Played straight, receiving damage will not reduce the effectiveness of the unit, though vehicles are liable to receive a "critical" randomly that will hamper then. ''Infantry'' squads, however, basically get the ConservationOfNinjitsu compensating for them as they take damage and losses because their damage output won't get hurt from it. Players thinking about this are liable to joke the last man standing becomes some sort of WalkingArmory HollywoodActionHero.
* CripplingOverspecialization: Many units have only one useful role, and are mincemeat for anything that isn't their sole counter. Examples include anti-air or anti-tank missile vehicles.
** [[AvertedTrope Averted]] realistically by some units; infantry carry anti-tank or anti-air missiles, assault rifles, and grenades and a good infantry unit is capable of taking on a surprising range of units. Also, certain tanks come with autocannons as well as machine guns, making them effective against vehicles, aircraft, and infantry all in one. The best example of this would be the M60 Starship, which carries an anti-tank missile, a main gun, and a 20mm autocannon to use against helicopters.
* CycleOfHurting: Tanks can be stunned and routed by attacks that do relatively little damage, but high morale damage, such as flamethrowers, autocannons, and rocket artillery. When a unit routs they have a tendency to break cover and run, and as soon as they stop routing (but are still in a Panicked state of low morale) they'll turn and head ''back'' towards the enemy...just to get routed again. It can be rather frustrating watching a cheap unit with an autocannon or flamethrower play yo-yo with an expensive Abrams, Leopard 2, or T-80.
* EasyLogistics: Averted. Your units have limited fuel and ammo, and need to be resupplied in order to continue fighting. Although, perhaps for simplicity's sake, supply trucks and helos themselves don't have a fuel gauge, don't consume fuel, and they basically have unlimited range.
* EnemyExchangeProgram: Supply trucks or forward operating base (FOB) that are left unguarded can be captured by enemies simply walking up to them. Any supplies remaining can then be used by the enemy to refuel and rearm his units. See UniversalAmmunition below.
* FogOfWar: You can see all the terrain but not your enemies until they come into line of sight of your units. Interestingly, guided missile units and artillery will remain hidden even when they are attacking you. You have to look at it's projectile and make a guess.
* GeoEffects: Trees hide your units. Hills block your line of fire etc.
* JustForPun: Czechoslovakia is a playable REDFOR faction, and players tend to go for any and every possible "Czech" pun they can with deck names.
* KilledOffForReal: ''Every'' unit in the single-player campaigns; you have a single TO&E per campaign and any unit you lose is dead for good. This means a careless commander may have to start the ''entire campaign'' over from scratch if early mistakes leave you shorthanded later. Additionally, units gain veteracy that carries over into later missions, making their performance significantly better.
** Also, in any given multiplayer game, you only have a discreet (and for high-end units, surprisingly ''small'') amount of any particular unit; in long games it's entirely possible to run out of some favored units.
* LoadsAndLoadsOfCharacters: Each side doesn't just have one unit per niche role, they frequently have several that can be chosen based on relatively minor stats or just preference. Especially in the [[WarsawPact Warsaw Pact]] side, they're frequently (but not always) the same Soviet design but with a different name.
** This is, of course, [[TruthInTelevision Veracity in Video Games]] as the USSR was the main supplier of war materiel of all types to the Warsaw Pact nations.
** Also, the infantry list is rather crowded, since every unit of infantry also has several different transports attached to them. For example, there isn't one U.S. Riflemen entry, there's U.S. Riflemen + UH-1 Huey (and variants), U.S. Riflemen + M2 Bradley IFV (and variants), U.S. Riflemen + M113 APC (and variants) and so on. ''For every infantry unit.''
* MacrossMissileMassacre: NATO has its share of missile units, but PACT is remarkable for the majority of their tanks having ATGM missiles, meaning a strong Soviet tank rush can see entire swarms of missiles flying.
** Also, MLRS rocket artillery, especially BM-21 "Grad" and TOS-1 "Buratino" systems that fire 30-40 rockets per salvo. A squad of four BM-21s is affordable and can fire 160 rockets ''in every salvo''!
** This trope, as present in this game, is often AwesomeYetImpractical due to [[RealityEnsues realistic logistics]]. It is [[WeHaveReserves a common tactic]] to use [[CannonFodder weak but inexpensive vehicles to soak up fire from]] missile carrying units, wasting their ammunition. Chances are, if you see this from anything aside from the abovementioned MLRS, someone has just become vulnerable to tank assaults and/or [[AvertedTrope must bear the cost]] [[EasyLogistics of having to stop and resupply]].
* NukeEm: [[spoiler: What happens at the end of final Warsaw Pact campaign.]]
* OneHitKill: ''[=AirLand Battle=]'' adds the French Super Etendard attack aircraft ([[FanNickname aka the "Super Retard", or "Super Nintendo"]]), which carries a single missile capable of one-shoting any ground unit it hits. It's a popular counter to the Soviet T-80U.
* OssisWithOsas: The East Germans are a playable faction.
* PaletteSwap: Certain Warsaw Pact units are literally the same unit but with a different paint scheme and language; for example East Germany's forces include T-34/85Ms and BMP SP-1s/2s that are exact copies of USSR units but with a different name or designation.
** The variants of any particular unit tend to be this as well. The only visible difference between an M1 Abrams and an [=M1A1=] for example is a change in camouflage. The Pact are kings of this trope in this arena as well. Units like the T-62 can have more than six variants, without counting the identical versions used by the other Pact nations, and the only visual changes will be camouflage or the addition of [[http://en.wikipedia.org/wiki/Explosive_reactive_armour#Explosive_reactive_armour ERA]] on later variants.
** In ''[=AirLand Battle=]'', the PACT T-55 has ''17'' variants, most of which look identical. Similarly, the UH-1 Huey transport chopper is used by just about every NATO country, just with new camo.
* RoaringRampageOfRevenge: More or less the premise of Wasteland [[spoiler:in addition to being set AfterTheEnd. Following the ending of Able Archer resulting in nuclear war, a group of former NATO and Warsaw Pact soldiers united in their hatred for those responsible for said war tear through warlord-plagued Europe before attempting to disrupt peace negotiations between the still-relatively intact USSR and USA.]]
* ShoutOut:
** Helicopter pilots hum "[[Film/ApocalypseNow Ride of the Valkyries]]" when ordered to attack and American tanks [[Film/{{Aliens}} will ask if it's straight up fight or a bug hunt,]] or state "[[Film/{{Patton}} may God forgive my enemies, because I won't!]]"
** One of the NATO missions has you defending Ramstein airbase. The achievement that's unlocked upon completion is called [[Music/{{Rammstein}} "Feuer Frei!"]]
* StandardStatusEffects: Ranging from annoying ones like ''Track in mud : xx sec'' (Slow movement), ''Ammo box hit'' (Lose half of carried ammo) to ''Fire-control computer rebooting'' (Your tanks can't fire) and ''Detracked'' (your tank can't move).
* StraightForTheCommander: Doing so nets you a lot of points, which can be used to acquire more units.
* TakeCover: Certain terrain like forest gives out cover bonuses aside from invisibility.
* TankGoodness: This game doesn't just have tanks. It doesn't even just have tanks per classification (light tank, medium tank, main battle tank etc) - it generally has multiple different tanks per niche role and ''every major historical variant of every tank'' too.
* UnitsNotToScale: Averted.
* UniversalAmmunition: Although EasyLogistics is mostly averted, you'll notice that this generic "fuel" substance carried by your supply vehicles can turn into ammunition for any weapon in your arsenal or even replace dead troops. And if you manage to capture supplies belonging to the enemy, then somehow the enemy's supplies can be used to reload your side's tank guns, anti-aircraft missiles, etc.
* WorldWarIII: Well, duh...