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Travel with me back to 1993, when a single floppy from Strategic Simulations Inc. could swallow an entire continent and four years of history. Today’s video drops you into Gary Grigsby’s War in Russia, the grand-strategy opus that asks one simple question—can you conquer or defend the Eastern Front when every twenty-mile hex, every weekly turn and every millimetre of mismatched rail gauge is out to break your timetable? We start by zooming across the muted-beige VGA map that stretches from Leningrad’s icy docks to the oil fields of Baku, then pull the camera right down to corps level, where division tallies, morale ratings and fuel gauges flicker like life-support monitors. You’ll see how a single engineer regiment crawls eastward, converting captured Soviet track at the agonising rate of one hex per turn, while panzer spearheads outrun their supplies and stall in the mud—transforming a textbook blitzkrieg into a logistical horror film before the first snow even falls. Together we’ll chart the weekly rhythm of turns that whisks you from the bright dawn of June 1941 to the smouldering ruins of Berlin four years later, all inside the span of an evening’s session—assuming you don’t lose your nerve during the Rasputitsa or forget to stockpile winter clothing for Army Group Centre. I’ll demonstrate why the air-war menu, spartan as a spreadsheet, can decide entire offensives with a handful of rail-interdiction sorties; why relocating Siberian factories feels like the most stressful real-estate transaction imaginable; and how the game’s austere text pop-ups manage to deliver more suspense than a hundred fully voiced cut-scenes. Along the way I’ll share tips learned from painful experience—like postponing that daring dash on Moscow until your railhead catches up, or resisting the temptation to over-stack an airfield unless you enjoy watching operational losses spike. We’ll also touch on the game’s legacy, from its Matrix Games freeware re-release in August 2000 that finally gave mouse support to a generation raised on Windows, to the way its depot chains and weather model were transplanted almost intact into Grigsby’s later War in the East. By the end you’ll understand why a title dismissed in ’93 as “just hexes and numbers” still prompts heated after-action debates three decades later, and why three extra inches of Soviet track gauge remain the most formidable boss fight in computer-wargame history. If you’re hungry for a strategy experience where every fuel drum, every snowflake and every weekly staff meeting can swing the war, hit play, crank up the march music, and let’s see whether your operational art can outwit the cruel mathematics of War in Russia.