How to read this tier list
War in the East 2 offers three full-map campaigns and seven smaller operational scenarios, and where you begin has an enormous effect on whether the game clicks or crushes you. This tier list ranks those options not by quality — every one of them is excellent — but by learning value and time commitment for new and growing commanders. The higher a tier, the better a starting point it makes: manageable in scale, focused in scope, and forgiving of the mistakes every newcomer makes. The lower tiers are the game's grandest and most celebrated content, ranked low only because they are the wrong place to begin, demanding fluency in every system and a commitment measured in hundreds of hours. Read this as a road map from your first turn to your first Grand Campaign, not as a judgement of which content is best.
Treat the tiers as an order of progression. Start at the top and work down as your confidence grows, and do not feel any pressure to rush toward the Grand Campaign — many players spend most of their time in scenarios and enjoy the game enormously. The goal is to match the scope you play to the time and skill you actually have.
This ranks scenarios by where to start and how much commitment each demands, not by quality. The Grand Campaign sits low here because it is the last thing to attempt, not the least worthy — it is the summit of the whole game.
The tier list
Why starting small wins
The reason the tutorials and small scenarios top this list is that War in the East 2's difficulty comes not from any single system but from facing all of them at once across an enormous map. A small scenario strips that down to something a human can actually hold in their head: a limited front, a manageable number of units, and a clear objective, so you can learn how supply reaches your troops, how deliberate attacks differ from hasty ones, and how HQs and railheads work without being buried. Every hour spent here pays off many times over later, because the systems you learn are exactly the ones the campaigns demand. A commander who has run a few small scenarios competently approaches the Grand Campaign with understanding; one who jumps straight in approaches it with panic.
The A and B tiers are the natural next steps, adding scope and complexity in digestible increments. Mid-sized scenarios introduce more moving parts while remaining bounded; later-start campaigns give you full-map play without the full length of the 1941 epic. Progressing through these, rather than leaping to the summit, is how you build the fluency that makes the biggest content enjoyable instead of overwhelming.
Do not measure your progress by whether you have played the Grand Campaign. Many experienced players spend the bulk of their time in scenarios and love the game for it. Play the scope that fits your time and skill, and treat the Grand Campaign as an option you have earned, not an obligation you owe.
Reaching the summit
The Grand Campaign sits at the bottom of this list, but make no mistake: it is the pinnacle of War in the East 2 and, for many, the whole point of the game. Commanding the entire Eastern Front from the opening of Barbarossa through to the fall of Berlin, across hundreds of turns and hundreds of hours, is an experience no other wargame can offer. It is ranked low here purely because it is the last thing a new commander should attempt — it assumes fluency in logistics, combat, air war, command and weather all at once, sustained over an enormous span. Approached after the tutorials, small scenarios and mid campaigns have done their work, it is a triumph; approached first, it is a wall.
So use this list as a path. Start at the top, earn your way down, and arrive at the Grand Campaign as a commander ready to enjoy it rather than one drowning in it. For the systems you will need along the way, see our logistics guide and combat guide, and the beginner guide if you are just starting out.
The Grand Campaign is not a beginner scenario, no matter how eager you are. Attempting the full 1941–1945 campaign before you are fluent in the game's systems is the classic way to burn out and abandon it. Respect the progression — the summit is far more rewarding when you are ready to climb it.