$59.99Daisenryaku SSB 2 Hexes, Tanks and Submarines
Command modern armies on hex maps, weighing funds and fuel across air, sea and underwater fronts to take the enemy capital.
Is Daisenryaku SSB 2 worth it?
Daisenryaku SSB 2 is worth it if…
- you like slow, deliberate turn-based planning where every order is yours to give
- you enjoy hex-grid wargames with real economies and supply lines to cut
- you want modern tanks, subs and fighters in one arsenal, over 300 units deep
- you'd rather replay maps with new strategies than master twitchy controls
- you have patience for long enemy turns in exchange for deep unit specs
Screenshots
Turn-based warfare across five layers
Every hex battlefield stacks five domains: high air, low air, ground, surface and subsurface. A fighter can't touch a submarine, and a tank can't answer a bomber, so what you field matters as much as where you move it. You command units of up to four factions in turn-based combat, issuing orders to move, attack and capture. Take cities, ports and airbases to push your front line forward, then march on the enemy capital. The pace is methodical: you think through each turn, weigh ranges and altitudes, and commit. Nothing happens without your say-so, which suits anyone who likes a wargame that rewards patience over reflexes.
An economy worth fighting over
Wars run on three things here: war funds, fuel reserves and industrial power. Factories, oil refineries and cities all feed your war effort, so deciding which to seize first shapes the whole campaign. Lose your factories and you can only produce near your capital; grab the enemy's and your production moves to the front. Terrain matters too: hills, forests and cities change how far units move, how well they take cover and how far they can spot. A well-placed strike at a supply line can starve an army that looks unbeatable on the map. It's a slow-burn kind of satisfaction, watching an economy you built quietly win the war.
Over 300 modern machines
The arsenal covers main battle tanks, multirole fighters, attack helicopters, warships and submarines, each with granular specs: fuel, morale, movement, recon range, and defense values that change by altitude. Weapons have their own range, firepower and ammunition, so every shot is a decision. Select aircraft can swap loadouts on the fly between air-to-air, air-to-ground, anti-ship and multirole configurations, letting one airframe take on whatever the turn demands. Season 2 adds Tech Power rules, where your faction's manufacturing evolves through tech levels, plus new hardware like the F-3 fighter and missile-armed anti-tank infantry. Prefer the full arsenal from turn one? Toggle Tech Power off.























