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Unity of command ii review
Unity of command ii review





unity of command ii review

HQs can use their very limited command points to have divisions execute special maneuvers-suppressing artillery fire to pin down enemies, feint attacks, and set-piece assaults to reduce enemy fortifications. Every section of your army has an HQ unit, a non-combat location that your logistics, intelligence, and command efforts come from. That's not to say the game as a whole lacks complexity. The interface is good enough though and doesn't fight the game design-it's certainly one of the best for a wargame of this kind. More detailed, frequent tooltips would have been nice.

unity of command ii review

UNITY OF COMMAND II REVIEW HOW TO

The basics like combat are easy, but expect some trial-and-error frustration while you figure out how to reassign steps, balance logistics, juggle command range and upgrade your divisions. On the other hand, it doesn't do a great job of teaching itself. Sure, there's a detailed combat resolution table buried in the manual, but you can happily play this (quite complex) wargame without ever looking at it. If that sounds complicated, it's not, because the game just shows you the likely results. When a unit attacks or defends its active steps are multiplied by their combat value, totaled, and compared to the other unit's total for the odds of various results. Steps are either active, a full circle, or suppressed, an empty one. Sometimes divisions have 'specialist steps' of attached assets-like a detached tank company temporarily assigned to support an infantry division.

unity of command ii review

Every division on the battlefield is made up of sections called steps, each represented by a little dot below the unit's model. Unity of Command 2 has the same baselines that made the first UoC a success.







Unity of command ii review