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Dispatches 1940 is a narrative strategy game about running a military command during one of the most unstable periods of the Second World War. You do not lead troops directly across a battlefield. Instead, you work through reports, issue orders, and decide how to respond when the situation refuses to follow your plans. The campaign is built around three resources, and the way you handle them determines which opportunities remain open.

Genre Historical Strategy / Narrative Management
Setting The European theater in 1940
Objective Manage Manpower, Fuel, and Time while making branching wartime decisions
Player Mode Singleplayer

Three Campaigns Built Around Different Problems

The game lets you approach 1940 from three separate command positions. Each one introduces a different balance of military needs and political expectations.

  • German High Command, where offensive plans must account for available Fuel.
  • Soviet High Command, where Manpower decisions take place under political pressure.
  • Western Allied Command, where Time is limited and disagreements between coalition partners can affect your choices.

The command you select influences the decisions presented throughout the campaign. Historical events are therefore experienced differently depending on who is making the decisions and which resources are under the greatest strain.

Reports, Resources, and Uncertain Outcomes

Manpower, Fuel, and Time form the central management system. Each resource is compared against a historical baseline, and reaching zero removes decisions connected to that resource. Losing access to a particular option can be more damaging than simply receiving a penalty, especially when it prevents an important strategic response.

The reports themselves change as the campaign progresses. The interface uses typewritten text and deteriorating document details to communicate the condition of your command. Manpower shortages can introduce redactions, while fuel shortages may leave water stains across the paperwork.

Some historical events have disputed outcomes. In these situations, the game uses weighted dice rather than a fixed result. Your earlier decisions influence the odds, so a campaign can still take an unexpected turn even when your overall management has been strong.

Optional Modes of Institutional Pressure

Players looking for a more demanding experience can activate one of three hard modes. Each adds a different political constraint to the resource system.

  • Führer Mode: Defying orders costs political capital.
  • NKVD Mode: Independent judgment increases suspicion.
  • Yalta Mode: Overriding an ally’s objection reduces coalition cohesion.

These modes use permadeath, meaning a failed campaign cannot simply be continued after a critical mistake. The additional restrictions make resource management and decision timing even more important.

Dispatches 1940 FAQ

  1. How many endings does the game contain? There are eighty-eight named endings distributed across the branching campaigns.
  2. What happens when Manpower, Fuel, or Time reaches zero? Decisions associated with the depleted resource disappear from the available choices.
  3. Does every uncertain historical event use dice? Weighted dice are used for events where historical interpretations genuinely differ. Events with established outcomes follow scripted results.

Dispatches 1940 focuses on the less visible side of wartime strategy: the reports, shortages, political demands, and difficult judgments that shape a campaign before the next major event arrives. Its branching structure, changing documents, and resource-driven decisions create a game where the consequences of your leadership remain present throughout the story.