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~Wargame: EE has multiple short campaigns each about 5-6 missions long each, completing side-objectives rewards you with command stars which can be used to unlock new units in the campaign and skirmish mode, it's best to unlock only the ones that can be used in the current campaign you're doing. You can reset your command starts for a full refund of them and unlock different units which is useful for starting a different campaign. The campaigns have a perma-death system, if you lose a unit then it is gone for the rest of the campaign unless you chose to restart the mission or revert to an earlier mission or restart the whole campaign for another go. Units are also bloody expensive, and are MORE expensive the higher their veterancy is, and command units are ridiculously expensive, all on top of income being very low so if you lose a command unit you are going to REALLY hurt in not just the current mission, but following missions as well.
Wargame: EE also has a skirmish mode, but you're limited to 5 unit-trees per category, unit-trees being a unit such as the Leopard 1 and it's unlockable variants directly connected to the first line such as the Leopard 1A1->Leopard 1A2->etc. So even if it has 5 units it's all still a part of one "tree", which takes up one slot, leaving you with 4 more unit trees to fill the Tank category for example. So you can pack in the M-60 line, Abrams line, Leclerc line, etc. The decks are still limited to about maybe 25 unit trees, so you still gotta balance between logisitcs, tanks, infantry lines (and their transports, THOSE are also separate unlocks), etc.
Battlegroups have Initiative and Morale, Initiative dictates how many points you can spend in the pre-battle set-up, and Morale dictates how many points-worth of units your opponent needs to destroy in order to win. High Initiative means it'll be easier to get a good head start, and high Morale means you can afford to take more losses before being defeated but you should still strive to avoid losses where possible, as units carry over and the battlegroup may need to Rest on the next turn to replace losses, restore initiative, and raise morale.
Wargame: ALB also introduces fixed-wing (and swing-wing) aircraft as call-in units, these units range from air-superiority fighters to shoot down enemy jets and helicopters, to ground-attack units to wipe out a few to many units, to multi-role craft that do a bit of both, to specialists such as napalm-bombers for anti-garrison work and SEAD craft to snipe enemy anti-air units that have Radar but are otherwise useless against anything else, including AA units that don't have radar.
Wargame: ALB has a skirmish mode and a deck builder a little similar to Wargame: EE, but differs in that decks are built with a single nationality, and may be put under categories which limit unit availability based on a cut-off date (Category A allowing for more recent and advanced units, Category B allowing for some semi-modern units, and Category C being merely okay but still serviceable units) which will affect how many units are available per card. Decks may also be put under more specialized roles such as Armored, Mechanized, Support, Marines, Airborne, and Motorized, all of which will restrict what units you can actually call in but will affect how cheap (or expensive) it will be to put a card into your deck, as well as how many slots will be available for a category. This is sort of seen in Steel Division for example.
Wargame: RD has a similar risk-style campaign to Wargame: ALB, but does away with strategic abilities and instead has scripted events on set days that affect what battlegroups can be called onto the map. You still have overall objectives to achieve but there are no in-battle objectives, it still plays very similarly to Wargame: ALB on that regard. To also differentiate itself from the previous game, airplanes and airborne units that are embarked are stationed at provinces featuring an airfield, these units can move multiple sectors at a time per turn and provide an extra layer of flexibility, but if their airfield sector is captured they will be lost. Battlegroups The skirmish mode and deck builder is also largely the same, but with a few additions.
The deck builder introduces "coalitions", they function like choosing a nation but allow the full use of said nations units assuming no category or specialization is chosen. However, it is still viable to chose a dedicated single nation as that will provide more units available per card than with a coalition, as well as "prototype" units available only to said nation. You can also chose to do an overall BLUEFOR/REDFOR deck, which gives access to every unit available to one side EXCEPT for prototype units, as well as providing no bonuses to unit availability per card or card cost. There are also DLC nations, some more powerful than others, but they aren't featured in the campaigns at all.
So yeah, all three of these games are decent for singleplayer, I myself have not touched the multiplayer portion and have spent about 1/3rd if not half my playtime just staying in the deck builder putting together various themed decks and comp-stomping when I'm not playing the campaigns.