The V-E Day update is here, and its loaded! There are 13 new scenarios (all what-ifs), a shorter and punchier Second Front campaign, numerous rule and balancing tweaks, and a bunch of technical improvements, including full UI scaling among other things.
I also, ekhm only now realize that Update 11 somehow slipped in without a post on our blog, with just a quick note here on Steam Lets just attribute that to coronavirus-induced panic and move on.
In general, the whole work-from-home thing seems to be working for our team. We are able to stay productive and keep ourselves safe, which is basically all you can ask for at this point. I wish the same, or at least close enough, to all readers of this blog and fans of our games.
Unthinkable
To quote Daniel Mellbin, who designed all the scenarios in the Victory in the West campaign, things can now get a bit crazy if you succeed with Operation Market Garden and choose to exploit the bridgehead. Things get even crazier if you dont feel like giving Stalin a free hand in Poland later on. Not that its super easy to get there, but if you play both Mediterranean and Northern European theaters to their a-historical conclusions, you will be faced with Operation Unthinkable. See, we knew you had secret longings for IS3s, SU-100s, and other Soviet bad boys from the original UoC, so we decided to bring them into play slightly ahead of time Because things can now get pretty involved in the campaign, we are providing the Scenario Chart below. Click on the image for the HD version, or get it in PDF or full-size PNG. In addition to scenarios and branching, the chart also enables you to track HQs across scenarios. This should allow for better planning of prestige investment in HQ specializations and upgrades.
For those that are slightly tired of slogging it through Italy at the start of each campaign run, we are now providing the Second Front campaign. This one lets you jump straight into the action at Overlord. The Mediterranean theater is removed, and you cannot reach Unthinkable, but other than that its the same campaign. You cannot unlock achievements and milestones related to Victory in the West via this shortened campaign, though.
Rules and Balancing
Special forces have received special attention in this update. The specialists with the black icon will, from now on:
- Bypass enemy entrenchment in attack (like engineers) but do not remove it (unlike engineers).
- Help their parent unit lower its combat losses: +1 attacker loss shift per active special forces specialist.
- Land un-suppressed in naval landings and major river crossings.
- Reduce the river shift from -2 to 0 when attacking across minor rivers.
- Allow their parent unit to perform a feint attack (HQ action) across a minor river.
We did some tweaking on the prices too. The Air Recon card now costs 10 prestige. At the same time, recon assets in scenarios have been slashed to just one or two across the board. This should make the asset and its card more meaningful. The AFHQ/SHAEF card was also reduced in price, as we feel its a good card that should be used more often. HQ branch upgrades are now cheaper in general. Hopefully this will encourage players to experiment with some of the less-used HQ actions.
UI Scaling
The game is now able to do UI scaling on its own. To turn this, go to Options and adjust these settings:
- Ignore System UI Scaling: this will make the game ignore the Make everything bigger Windows setting. The game will render in native display resolution. Note that the Make fonts bigger Windows setting is always ignored for game purposes.
- UI Scale: the game will scale (enlarge) UI elements by selected factor, up to 200%. This is done independently of Windows, so you probably want to select the Ignore System Scaling option above for anyhing else than 100%.
Q: The game appears to be low-resolution and/or text is blurry It is possible that you have enabled the Make everything bigger setting in Windows. Try enabling Ignore System UI Scaling in Options and then restarting the game. Q: I have a high-resolution display and text is too small to read Go to Options, and set UI Scale to desired magnification (up to 200%). Restarting the game is not needed. Q: Im running with Very High settings on a high-res display and the framerate seems low and/or fan is too loud Go to Options/Video and set Smoothing to Off. This should be of most help with the framerate, and at the same time not too noticeable visually. Another thing to try is to go to Options/General and disable VSync. This eases the burden on the CPU (not GPU) and should help with fan noise in most cases.
Taking the Sting out of Easy
If youre finding the game too difficult even on Easy, I recommend that you subscribe to the Recruit Difficulty mod on the Steam Workshop. Ive made this one really over-the-top easy. If youre finding it useful please comment here or on the mod page, as we might want to use the player feedback to add another difficulty level (Cadet level, say). In a final piece of news, we are releasing the Unity of Command II Soundtrack as a standalone product on Steam. This version offers an extra track (compared to the in-game version), some different mixes and high-quality FLAC files. As usual, feel free to AMA in the comments. Cheers! Tom
[ 2020-05-07 10:10:59 CET ] [ Original post ]
A gargantuan FREE update to Unity of Command II, including the new ending to the (overhauled) "Victory in the West" campaign, is now available for playtesting in the newly released Update 12 Test.
How would you end the Second World War? We've been busy making A LOT of changes to the "Victory in the West" campaign to enable you to chose "to impose the will of the Western Allies" by attacking the Soviet forces. Operation Unthinkable is now available, along with IS3 units, SU-100s, Guards Mechanized, Guards Cavalry, IL2s and much much more, as an alternative final battle in the newly released Update 12 Test.
Daniel wrote a nice blog entry describing the path you need to take in order to unlock the Unthinkable, along with instructions on activating the Update 12 Test in case you want to jump in and try the new content straight away. You can read the full blog by visiting our forums, and we'll continue to tweak, update, upgrade and create new content, making Unity of Command II an even better game (and it's already pretty damn good!).
Join the Testing Branch and play the free Update 12 Test today!
"Unthinkable", following an early end to the war things go a bit haywire between east and west
https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2020-04-21 16:17:52 CET ] [ Original post ]
After a period in testing, Update 11 for Unity of Command II is now live for all players, delivering new content, UI improvements, features, bug fixes and more.
Battle of Kasserine Pass and Operation Nordwind standalone scenarios are now included, completing an exciting trio of Axis operations together with Wacht Am Rhein.
Opening stages of Unternehmen: Wacht am Rhein, Hitler's last-dich effort to turn the tide on the Western Front, played in ultrawide resolution.
The game now includes a Save As option. It is enabled by default for standalone scenarios; for campaigns, you need to go to Options > Gameplay > Allow 'Save As'. You also have the option to change the save name when starting a new game/campaign. Happy save scumming!
Other notable changes:
- campaign games can now be restarted from the last conference played. There is a score penalty of 10% (capped at 250) for this, but no prestige penalty.
- the game now counts how many scenarios a unit will stick around for (in the campaign), and displays a 1, 2, or 3+ on the unit sheet.
- persistent cards that are face down in the deck (for example a para card that was just dropped) can now be recouped for 0 prestige, to make room in the deck.
- much more detailed specialist tooltips
https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2020-02-27 18:28:22 CET ] [ Original post ]
We are back! Unity of Command II got released in November, to a good amount of press coverage, glowing reviews, and (predominantly) satisfied players clocking up good hours with the game. We, on the other hand, ended up totally busted from the pre-release crunch. We are now well rested and all that, but the whole thing made me appreciate my friend Fernandos militant views on crunch that much more. Im not sure if another Christmas without a released game would be great either, but the crunch definitely had us bruised.
Release Recap
The release day itself was exciting: its been 8 years since the original Unity of Command, and more than 4 since Dev Diary 1. We all got together to push the release game button at 7pm local time that evening. This button is a new thing on Steam, as previously youd just schedule a time and the game would be released automatically. Not sure why they changed to this new system, probably not because its more fun, but then you never know Youd expect some bugs and crashes on release, and sure enough we had them, but there were no real disasters so thats good. We made quick work of the crashes even before the holidays (updates 1-9), and have since moved on to balancing and quality of life improvements. As of this writing, the game seems to be in good shape overall. One persistent complaint that weve been getting is that the game needs more tooltips, tutorials etc. This is true, and is something we are looking to address in future updates. Thankfully, the community has stepped in: check out Unity of Command II Short Guides by Sampstra Games for example, or this Japanese language guide by Poge. Many thanks!
Updates and Testing Branch
Starting with Update 10 earlier this month, we have created a Testing Branch on Steam. The updates are now bigger and require some testing before being released. If you want to help us test, or just check out some of the new features and fixes, you can join the Testing Branch. Update 10 has gone live for all users earlier today, and we have already started the work on Update 11 in the Testing Branch. Check out the full changelist for Update 10 on Steam discussions. Notably, Update 10 includes Wacht Am Rhein, a standalone scenario for the Battle of the Bulge played as the Axis. Were looking to add more standalones like this in the future. Heres a subtle teaser for the one coming up in Update 11.
Roadmap
We plan to continue with the updates, adding new features, quality of life improvements, and standalone scenarios. Regarding entirely new campaigns: we are discussing them (for DLC) but we did not finalize any plans yet. After the huge 30-scenario Allied campaign in the base game, we are perhaps looking for something punchier. Well see This next image is the design for some of the unit sheet details were adding in Update 11. Can you notice the changes and/or guess what theyre for?
These changes will come bundled with a new batch of tooltips, and hopefully all of that will communicate the unit state more clearly to the player. Another thing were looking at is letting the players restart the campaign from previous conference, as opposed to last scenario only. This has been requested often enough, but there are technical issues that make it non-trivial so were only getting to it now. The planned score penalty is 10%, capped at 250 (too harsh?). There will be no prestige penalty as usual. Further down the line, after Update 11, we are working on a rather large content drop (free update, not DLC). This will add a number of what-if scenarios to the campaign, including completely new what-if campaign tracks. Along with the new content, there will be a few rule tweaks, and a good chunk of AI work. All of this will require balancing, which means that the Testing Branch will become exciting later in February. If you understand exciting to mean unbalanced and full of people arguing over unit stats, then this might be a test youll want to join As a final note, we have added Steam trading cards for Unity of Command II. Pending approval, they should go live in the coming days. Im not sure what to think of this feature, as this is the first time we have trading cards, but I guess Ill find out soon enough. Cheers, Tomislav https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2020-01-23 15:09:50 CET ] [ Original post ]
The first Unity Of Command was designed for the open steppes of the Eastern Front. There, the major battles were about manoeuvre, with tank units chasing and covering miles of ground for their objectives, and lines of infantry moving to counter and support. The steppes were perfect for UoCs unique focus on maintaining your armys supply lines.
So, when designer Tomislav Uzelac began thinking about turning to the Western front for its sequel, he knew he had a problem. The big battles of France and Italy were slow and attritional, crossing mountain ranges and facing enemies dug into forests. The question was, how do you go from Case Blue, where you cover 1,000 kilometres in Russia over a month and half, to Monte Cassino, where you stay pounding on one position for six months? he tells me.
The answer lay in pushing and pulling at the frontline between military accuracy and game abstraction, and in exploring tiny design details which youd never think could lead to making a vast theatre of war this fun to play. But as well as dealing with Europes topography, the sequel would also have to be a lot more complex than the first.
...
Read the full article on The Mechanic:
https://www.rockpapershotgun.com/2020/01/01/how-unity-of-command-2-balances-game-design-with-military-history/ https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2020-01-02 20:30:53 CET ] [ Original post ]
Dear friends,
Unity of Command II is now available!
Join us right now for a launch celebration and watch a very special guest, XTRG (www.twitch.tv/xtrg), play through the opening stages of the war!
There's a 10% launch discount that's active today, as we appreciate the patience, feedback and support you've given us. Thank you!
Finally, there's a surprise from our co-production partners on this project, Croteam, as well as from 2x2 Games: a huge giveaway of 100 games, including Unity of Command Trilogy Bundle, that will fly out in chat during the stream.
Have fun and remember to drop us a line in the discussions section here on Steam, or forums over at unityofcommand.net.
https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-11-12 18:26:19 CET ] [ Original post ]
Unity of Command II releases next Tuesday, November 12th. You heard it here first, PR be damned! To celebrate the occasion, please have this sequel to The Power of Supply the most popular post this blog has ever had.
This isnt just a trip down memory lane, mind you (but hey, 8 years!). Supply is our signature mechanic, and it has been revamped with an eye to all of the theaters of WWII that we plan to visit this time around.
Granted, you wont be seeing that much of a supply pinch with the Allies in the base campaign. They usually have generous supply, and only really see supply issues immediately following a naval landing. By the time we reach Russia though (in DLC), I suspect the words supply disruption will ring with some dread. You are welcome!
Supply Sources
So lets start with what we know. In screen #1, we see three US infantry units and a single US armored unit, during the Louisiana Maneuvers of 1941. The units are trying to reach their objective in Alexandria (lower right), but for the purpose of this explainer, I will make them just stay in place for the next couple of turns.
Units need to be supplied on every turn, otherwise they become weak and ineffective. They receive supply at the start of the turn, but only if they are in a supplied hex (location). In screen #2 (below), I press the Supply View button (hotkey V) to check which hexes are in supply and which arent. Supply originates from a supply source (upper left), and then spreads along rail without restriction. You can see that hexes on the rail line itself are supplied (barrel icons). However, farther afield, only a narrow strip along the rail line is supplied (horizontal bar icons). All other hexes on the map are unsupplied (red dots).
The supply view also tells us that three of our units are out of supply (diamond w/ red dot): the armored unit, and left and central infantry units. Infantry unit to the right is in supply because it sits on a supplied rail hex. After I press End Turn, screen #3 shows you what happens on turn 2: the three units now have a red out-of-supply marker (exclamation icon).
Supply Hubs
Alright, now I will create a supply hub to push supply outside that narrow strip around the rail line. In screen #4, I press the Create New Hub button (truck w/ arrow) to see where I could place one. You can see that most of the highlighted locations are on the rail line itself (white/blue barrels). Lets focus on those on-rail locations, and well remember to mention the other ones later. I decide to place a supply hub close to my objective in Alexandria, so I click where the orange arrow is pointing to.
I have created a new hub, and immediately you can see (in screen #5) the area it supplies. This hub has a supply range of 5 MPs (movement points) or 1 truck. In Unity of Command II, range is usually shown using trucks as shorthand: 1, 2, 3, 4 or 5 trucks simply mean 5, 8, 10, 11 or 12 MPs respectively. The area supplied by this hub is traced out using the hubs 5 MPs: we start with 5 and count down to 1 using cost values from the supply column of the movement table. You can tell, for example, that it costs 3 MPs to enter a swamp hex, while its only 1MP for clear terrain. Notice how my central infantry unit is not shown in this view anymore: this is because the new hub will be able to supply it! The other two are still out of supply, but well deal with that later. I hit ENTER (important!) to accept hub placement, and then immediately press End Turn to see what happens next.
Units out of Supply
Its now turn 3, and my armored, and leftmost infantry unit have been out of supply for 2 turns (screen #6). On the first turn a unit is out of supply, the only effect is that it doesnt recover from suppression like it normally would. On the second turn, two of its steps become suppressed and the unit loses its AP (action point), meaning it cannot attack. It gets worse from there: a unit on its third turn out of supply becomes fully suppressed, it doesnt receive full MPs for the turn (meaning it cannot cross rivers) and it doesnt even capture territory when it moves. Additionally, on all following turns the unit will lose steps and specialists as stragglers. I would like to avoid this happening to my units, so lets see what can be done.
To supply my leftmost infantry unit, I will extend the range of the new supply hub by adding two more trucks. I press the Supply Network button (truck and barrels), select the supply hub, and use the mouse wheel to add trucks. I then hit ENTER to accept. You can see the result in screen #7: the leftmost infantry unit is now in-supply. Success! So far so good, yeah? The snag is, we only have 1 truck left. Trucks are a limited resource, just like everything else in war. The game shows us how many we have available to use right now (1, highlighted) and how many are incoming on the next three turns (0, 0, and 0). I will use my last remaining truck on the next turn, so for now lets just press End Turn and see what happens.
Supply over Roads
Unity of Command II treats roads separately from rail. Both roads and rail allow for quick passage through rough terrain: notice how, when using the road, were able to trace through forest hexes for just 1 MP in screen #7. The roads however, dont allow supply to spread without restriction like rail does. What you get instead is this: you are allowed to place a supply hub on any road hex within 5 MPs from rail (supplied rail). This is how Ill supply my armored unit, which is 3 turns out and sorely in need of supplies. I press Create New Hub again to see (screen #8) that I can place a supply hub on a road pretty close to the unit. I place the hub, and confirm with ENTER. There!
I could go on but I think you may be getting the point by now. My final supply situation is shown in screen #9 below. Between the 3-truck hub near Alexandria, and the new 1-truck road hub, my entire area of operations is neatly supplied.
Teasers
This post has grown long enough, but I hope it was a good read. I will leave you with some teasers: Supply Disruption: notice how some of the in-supply bars in screen #9 have a little red in them? Placing a supply hub on road (as opposed to rail) introduces some uncertainty as to whether your unit will actually receive supply when the turn starts. Other things introduce disruption too: mud, snow, ruined cities, stragglers, etc.
Emergency Supply: if your units are out of supply, their HQ might be able to re-supply them. HQ supply is usually a bit more robust, so re-supplying units is possible, but it costs the HQ some of its CPs (command points). There are tradeoffs to be had. Capturing Enemy Supply Hubs: when you capture an enemy supply hub, all friendly units within 1-truck distance become instantly supplied. This can be pretty useful for a supply starved force. Removing Trucks: not shown in this explainer, but you can remove trucks from supply hubs too. When you do so, they become available on the following turn. Were real close to release and its a little bit crazy right now at 22 Games. Encouragement in the comments in encouraged! See you all in a week for the release post. Cheers! Tomislav https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-11-05 14:28:46 CET ] [ Original post ]
We have set a new build for Mac OS X as default. This new build is a 64-bit, signed app that should work on Macs that were upgraded to the new Catalina version of the OS.
If you are running an older Mac that does not support 64-bit apps, an older build is available in the following way: go to Library -> Unity of Command -> Properties -> BETA and opt into the beta named "beta".
If you are installing for the first time, and you're asked to enter a product key, CMD-TAB to Steam, then go to:
Library -> Unity of Command -> (right-click) View CD Key
Please copy/paste the keys from here. We apologize for this inconvenience, but this is an older piece of code and we are still working out how to remove this procedure.
https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-10-12 15:05:28 CET ] [ Original post ]
Were starting the beta test for UoC II in ten days or so. If you dont mind spoilers and have a high tolerance for bugs, please apply and help us make it an awesome wargame.
The beta application is open to everybody. We will ask a few questions, and invite a select group of testers based on the replies. Dont be sad if youre not invited the application form is there to weed out the obvious trolls, and apart from that we mostly pick people at random.
How to Apply
The test will run from Oct 21. Before applying, please consider whether you have enough free time during the first week of the test. Youll be needing several hours to familiarize yourself with the game, and then provide feedback and comment. We need all of this (including feedback) to happen during the first week of the test, otherwise its of limited usefulness to the project. Some technical notes about the beta: we will be testing a Steam version of the game, on Windows. Mac and non-Steam versions are planned, but not being tested right now. If you plan on testing multiplayer, note that only hotseat will work in this version. Again, online multiplayer is planned, but not being tested this time. The scenario editor is included. If you still think this is something you want to do, please throw your name in the hat by filling in the form. Steam doesn't allow links to Google forms, but you'll be able to find the copy of this Diary and the link here: https://unityofcommand.net/blog/2019/10/10/developer-diary-24/ We look forward to seeing you in the beta forum!
In Other News
I havent posted anything on this blog since July. I guess thats how you know were really working then. Occasionally weve been live-streaming from our Steam page, and if you want to catch yourself up on that, check out this YouTube replay. Our Steam community posts are worth a read for the little teasers and reveals. Here we show the cards system, with an Opel Blitz pretending to be a GMC. In this other one, we tease out how the in-game upgrades work.
If youre spoiler averse, or you have a mac, or you just dont have time to help these people with their game anyway, you get the point, you dont have to be in the beta, the game is releasing in November which should be soon enough. Were in the home stretch now, thanks for your support and for following these diaries. The next one will have the word release somewhere in the title. Life is good. Cheers, Tomislav https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-10-10 10:02:49 CET ] [ Original post ]
Most of our work these days consists of preparing for the beta test and rooting out bugs. Were not quite there yet, but the game is shaping up nicely. In the meantime, please support our troops by watching the stream and join the war effort by wishlisting and following the game!
We decided to start up our tanks engines and stream again. This time well go through the first three missions in the Allied campaign. Our scenario designer and researcher, Daniel Mellbin, will be doing his utmost to explain the new mechanics in Unity of Command II and guide you through the game.
UPDATE: The stream is now LIVE, visit the game page to join in!
It turns out that we never really showcased the in-game HQ upgrades, which means theres actually a feature reveal in the stream somewhere. Look for an in-game dialog titled Upgrade British 8th or something similar. For those of you requiring instant gratification, here is a screenshot of it in action, this time somewhere around Salerno:
While Damir and Pavol are flying the flag for us at the Tokyo Game Show (were at booth 10-E74, drop by and say hi if youre there), we are honoring their commitment with a brand new set of screenshots which should already be up on our Steam page.
Check them out, theyre pretty sweet!
https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-09-12 19:08:15 CET ] [ Original post ]
Our Gamescom Unity of Command II gameplay live stream is about to start!
Tonight at 8 pm CEST, Daniel Mellbin, our scenario designer, will be playing live for the first time so tune in and stay on this page if UoC II is your thing.
[ 2019-08-21 17:53:37 CET ] [ Original post ]
We are descending on the fair city of Cologne, Germany this week to attend Gamescom, the world's biggest gaming expo. Our chosen screenshot should be appropriate then, as one of the objectives for the Rhine crossings of March 1945 was indeed Cologne and its bridges.
The major reveal here are the support cards. This is a new mechanic for the UoC series, and it lets us show a side of the war that cant be represented as units on a map. The player can buy the cards with prestige, or receive them as rewards for taking bonus objectives.
Theater asset cards are the simplest, yet very powerful. The B-26 gives you an additional air attack for the duration of a scenario, which can be enough to turn the situation around if played at the right time.
GMC CCKW (truck) card is interesting because it can be used in two ways: to increase the range of your supply network or to motorize the units (of one HQ). This motor pool ability simulates the superior transport capabilities of the Allies, but there is a real tradeoff with supply, especially in 1944 France scenarios.
The really cool option is taking control of the Red Devils. Cards like this are the most expensive, and dont come up often. They let you make divisional para drops about once every three scenarios, providing your unit doesnt get killed in the drop. This is a quiet nod to what happened in Market Garden so dont be reckless with your paras there.
Trailer and Release Plans
We have a new trailer, which is up to date with the current state of development. Its already on our steam page, or you can check it out on youtube right now: https://youtu.be/S_5VF-hwu_0 Release Update: we have updated our release target to Fall 2019 (also in the trailer). A full release before the end of Q3 now looks unlikely, but were still on track to at least go into beta. The plan, as always, is to make the best game possible. We will continue to keep you updated on our release plans as we go along. Thanks for your patience .
Live Stream
Our Gamescom live stream will be available here on UoCII Steam page on Wednesday, August 21 at 8 pm CEST. Daniel Mellbin, our scenario designer, will be playing UoC2 live for the first time ever, so save the date if UoC2 is your thing. We will be in the trade visitor section at Gamescom, so if youre lucky enough to be in attendance, be sure to drop by the Croatian booth and say hi! (Booth A-011, Hall 3.2) Cheers, Tomislav
[ 2019-08-19 13:21:49 CET ] [ Original post ]
In recent weeks, we put a lot of effort into making sure that seaborne invasions play well in the game. This is important because these air/naval operations were such a feature of the Allied campaign. Counting just the historical ones, theres six: Torch, Husky, Salerno, Anzio, Normandy, and Dragoon.
Granted, we have decided to start the campaign at Wadi Akarit, after the Torch landings, but that still leaves us with five so invasions aplenty. Speaking of Torch, the period between it and the allied link-up in Tunisia will now feature in the tutorial, not the main campaign. Sadly this leaves Kasserine Pass outside the campaign, but well try to make it up with a standalone scenario.
Weve been working on the campaign quite a lot, and since campaign play revolves around HQ upgrades, I feel that its time to do a proper Headquarters deep dive. In fact, the bulk of this post will be about HQs and the campaign, but lets quickly talk about invasions first because there is a screenshot, and it is a-mazing.
The invasion force in the screenshot below is typical for Allied operations of this kind. It has battleships providing naval defensive fire, LCVP landing craft ferrying the units involved in the naval assault, and a plane carrying paratroopers. It should really be a C-47 but we dont have them in the game yet (can you tell which plane were using instead? Also, which bb?)
Mechanically, naval assaults and para drops basically do what it says on the tin. Assuming an assault goes well, the unit lands with no MPs and no AP, or with its AP locked if the landing was unopposed. This is consistent with other game mechanics, such as river crossings.
On the following enemy turn, the battleships will be providing naval defensive fire, covering the landing beach hexes. This works out to a -3 artillery (-like) shift against any enemy units attacking our units on the beach.
HQ Command Points
We already mentioned HQs in earlier diaries, and described how they are used for various command and support actions. The actions include everything from bridge repairs to unit reorganization, and performing each one costs some number of command points (CPs). The number of command points available per turn represents overall commander and staff proficiency of an HQ there are only so many things an organization can do at once. While coordinating a set piece attack at the front, the HQ cant also be building fortifications or doing emergency supply runs. As the campaign game progresses, the number of CPs per turn can be increased. This represents an improvement in HQ staff skill, and happens at times when its units have earned enough xp to merit an upgrade. At that point, the player may choose to increase the number of CPs per turn (overall skill) or to reduce the CP cost of one specific action (specialize).
HQ Branches
HQs are divided into five branches: Force Pool, Intel, Operations, Logistics, and Engineering. Every action belongs to some branch: for example, bridge repair to engineering. Branches are further divided into three levels, not all of which are always unlocked. In the screenshot, the US II Corps HQ has Level-1 Force Pool, meaning only deploy and reorg actions are available. The higher levels of this branch are locked, and so transfer step and security unit actions are not available to the player. The player can unlock higher branch levels at conferences, which are breaks in the campaign game that happen once every six months or so. At a conference the player can, among other things, spend prestige to unlock higher levels of HQ branches.
HQ Movement and Range
In the screenshot, you can see that HQ range for the US II Corps equals 10 movement points (MPs) or 3 trucks. The trucks represent transport assets, which are also used in the supply system. Upgrading to add more trucks is possible, but it increases the MPs less and less (5 8 10 11 12). This is because increasing HQ range needs to cover an ever larger area. When an HQ moves, it generally uses the same number of MPs as its range (10 in this case). It then gets 3 more MPs if it moves via uninterrupted rail movement. This is the case for all the HQs were actually using in this campaign, but weve built some additional flexibility into the system. Just to give you a taste: one of the possibilities left open for future development is a mobile HQ that has a fixed, smaller range, but whose movement is fully upgradeable. This is something we would want to use for a German panzer corps for example, or maybe a late-war Soviet cavalry mechanized group.
In Other News
We released another mini-trailer last week. You can find it in the announcements section here: Death from Above AI and Airpower Trailer. We are doing a lot of work on localization, testing with a small group of languages to make sure the translations dont break UI layouts etc. Theres a lot of tweaking ongoing (tweakage?), many fixes and generally the game starting to look like the real thing. The work continues! Tom https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-07-25 13:11:05 CET ] [ Original post ]
November 1944. The city of Metz, located near the German border, still stands in the way of Allied push across France towards the heart of the Third Reich.
Pattons Third Army had been fighting fiercely since early September to dislodge the Germans from the heavily fortified city, suffering casualties that approached 50%. Hitler had ordered that the city, and the fortress complex around it, were to hold at all costs.
Metz did hold. It was one of the greatest shows of resistance by the Third Reich in World War II.
Eyes on the Sky
That is, of course, until December when the last of the citys defenders were forced to surrender. To help put things into perspective, Americans had more than 3.500 fighter planes and even more bombers available. Together with the Royal Air Force, the combined Allied air strength on the Western Front was almost 14.000 planes. Luftflotte 3, protecting the German armies on the Western Front, had less than 600 available aircraft. Its safe to say that Allied air forces held overwhelming superiority over the Luftwaffe in western Europe. German commanders pleaded with Hitler to allocate at least 700 more planes to the area. There was even talk of Luftwaffes secret weapon, one so powerful that it could turn the tide of war: worlds first operational jet fighter! Messerschmitt 262 jets were real and deadly, but in reality jets were barely operational by the time the Battle of Metz took place and were too few in numbers to make a difference. The rest of the requested planes never arrived. Even with clear air superiority, the Third Army was still bogged down in the mud, unable to advance. There were several reasons for this:
- P47s carried 500-pound bombs that had little effect on reinforced concrete and bunkers around Metz
- Tactical Air Command that supported the Third Army was too dispersed (flying both Metz and Brest, almost 800 kilometers apart)
- Metz would open up a route to Frankfurt and Saar, and the Saar route was a lower priority compared to the lower Rhine and the Ruhr. Ruhr>Saar.
- Finally, and most importantly - the bad weather
It is I, AI!
Unity of Command II takes Allied air superiority into account throughout the campaign. Lets take a look at the trailer: https://youtu.be/vEpQiXJxp2Y As soon as the weather clears, the player is given control over thee off-map tactical air force actions that provide recon, air cover and close tactical support for the attacking units on the ground. Bombers are called into action in the video, but Unity of Command II will feature more aerial actions, such as air reconnaissance. Airdrops will also be available, depending on the scenario, date, and your progress in the campaign. As long as there arent any large scale ops, attempts to supplement ground transport with the air transport proved effective on the Western Front and the game will mimic these solutions as well. The trailer ends with the encirclement of Metz, an outcome that wouldnt be possible without air support. The enemy counter-attack was fierce and, depending on the difficulty settings, a solid show of what the games AI is capable of. Or indeed, what the German generals were capable of.
Shield and Sword
The games AI takes into account mission objectives, players moves and also consults some of the historical moves before taking action. The brutal panzer counterattack that the AI selected as the best option in the trailer mimics the Schild und Schwert (Shield and Sword) tactic mastered by the best defensive commanders of the Third Reich, and is a precursor of what the Allies will have to endure in the Ardennes in December. Defensive tactics managed to keep the Third Army at Metz for almost three months, which bought time for Hitler to shore up the Siegfried line where many more lives were lost. Still, was Pattons decision to order a frontal attack on one of the most heavily fortified cities in Western Europe necessary? What would have happened if the fortress was bypassed? Or was there a way to encircle it and take the city in, shall we say, few turns less? Unity of Command II will be out soon - what will be your strategy for Metz? A full development update is due next week on our blog (will also be re-posted here on Steam). In the meantime, as usual, feel free to AMA in the comments. Cheers, Tomislav https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-07-18 15:31:23 CET ] [ Original post ]
September 1944. Hitlers armies are retreating in disorder after their defeat in the Normandy hedgerows. The Allies keep up the chase across France, but General George Pattons 3rd US Army is beset by supply difficulties. The Germans finally manage to re-establish a defensive line around the heavily fortified medieval city of Metz. According to orders issued by Hitler, fortress commanders are to hold this position at all costs
Encouraged by good feedback from our previous post, we decided to start on a series of short trailers about our game mechanics, old and new. The story starts with the 3rd Army actions following the long and bloody stalemate at Metz. It is through a series of coincidences that we are again going on about stragglers (sorry!) but I hope the trailer is worth it for everybody. There is also a lengthy development update at the end of the post, as usual.
Halted at Metz
The Battle of Metz resulted in heavy casualties on both sides, and while the exact German losses remain uncertain, it is known that the 3rd US Army took at least 75.000 prisoners during the operation. For the US forces bogged down in the mud, this created a significant logistical problem, in addition to other hardships. The scenario starts in November, after weeks of horrific stalemate. The Germans had a moment to regroup and now theyre dug-in. The confluence of rain-swollen rivers of Moselle and Seille creates a natural obstacle to frontal assault and the terrain has all turned to mud. There wont be any grand sweeping maneuvers here. The battle of Metz will be a slugfest. https://youtu.be/VQXbNybumIY The city itself is protected by a deadly network of heavily armed forts with siege guns, some of them complete with medieval moats (that still work perfectly against tanks). The two US divisions shown in the video have the right idea as they go into the attack, trying to outflank the fortification. Advancing US forces are taking prisoners along the way. If they take enough during one turn, they will provide valuable intel. In this case, the 6th Armored managed to gather that intel, but its just more bad news for the 3rd Army: the road to Saarbrcken is heavily guarded by German armor. Airpower could help with this threat, but the weather would need to improve first. What would you do? Would you wait for air support to deal with the panzers? Order a full frontal attack on Metz? Bypass the city entirely, waiting for lack of supply to catch up with the defenders? With every passing day the industrial production of the Ruhr and the Saar continues contributing to enemy war effort or, in game terms, your prestige sinks lower and lower.
Its the UI, Stupid
Realistically, most of our time is spent working on the UI. It is simply the most important aspect of a strategy game, period. However great you make the game mechanically, most of the good stuff will remain forever buried unless you make it accessible. With that in mind, we keep adding and streamlining stuff, so here it goes.
We have asked the 3rd Army HQ to highlight any bridges that can be blown in this turn. This removes all units from the map for clarity, highlights the bridges, and shows the orange banner in upper right. Weve found that the banner is often needed. Sometimes via the hotkeys and UI buttons youll switch the game to some unknown state and be left wondering: where on earth have my units gone?! The HQ itself is shown in a pretty basic configuration, with all of its branches at default levels, i.e. not upgraded. This HQ provides the following actions (left to right): bridge repair, bridge destruction, entrenchment, emergency re-supply, suppressive fire, no retreat, deploy and reorg. Actions are then grouped into branches: Force Pool, Intel, Operations, Logistics and Engineering. The division into branches is inspired by the general staff system used in western militaries: G-1 for personel, G-2 for intel etc. Each HQ can be upgraded differently during the campaign, giving the player some interesting choices about how to adapt to the situation and his own play style. In general, upgrades will provide the HQ with new and advanced actions, such as recon-in-force, security units, etc.
Short Updates
The work continues on many fronts, and Im never sure how useful are these short updates that I give at the end of my blog posts. Let me know in the comments if you think they are. But first, here is a screenshot of the Italian peninsula from way above. Its pretty to look at, eh?
Weve kept adding more and more workflows of the bridge destroy type shown above (and mentioned in Developer Diary 20 to number around 36). To be honest, Ive lost count of them, but now that we understand how to add them systematically, we just keep adding more wherever we feel its needed. We also started working on a human-readable AI Playbook. To explain: our AI has always been a heuristic one, not the deep learning kind thats getting all the media coverage lately. Wed translate some part of a players thought process into computer code, which we then call a tactic. The job of the AI is to look for tactics that are applicable in any given situation. The playbook is the next step in our AI development: its a human-readable catalog of tactics that is accessible to team members who are not programmers. It took some time to nail the correct format, and I dont think scenario designers and players will be able to contribute to the playbook directly just yet. It should be a great tool for this though: when the AI programmer and the scenario designer sit down to discuss, they will have a common language to describe what the AI is doing. Even better, they will be able to record any new tactical ideas in a way thats understandable to both. I expect great things! At the last minute Daniel has noticed there is a historical error in one of the images in this post. Can you spot it? The work continues! Cheers, Tomislav
[ 2019-05-09 17:58:44 CET ] [ Original post ]
August 1944: after months of hard fighting, the Allies are finally out of Normandy. In front of them, the Wehrmacht has all but disintegrated, having stood its ground up until the breaking point. Supply is now the biggest concern for the Allies. Taking the large port of Antwerp will allow them to freely operate their vast armies and air forces in months to come.
Now that the game has been officially announced, Ive decided to change the post format for this diary a little. Previously, I focused heavily on what we were doing internally. I was giving a lot of technical info, and even airing our own doubts if the project was going to get completed at all. Big thanks to all whove had the patience to bear with these developer confessions. The new format should be much more player oriented. We will be going through concrete examples of play, the historical context, and how the game mechanics tie everything together. I hope you enjoy it!
If youve been reading our previous developer diaries, youre likely already familiar with some of the key new features in Unity of Command II, like fog of war, HQ intel, and stragglers. Today well show how these new features tie together to form a tight little gameplay loop, that gives an entirely new dimension to the game.
The Route Ahead
In the screenshot, US 1st Army is in position on the left bank of the Seine estuary, and is looking to jump across the river at Rouen. En route to Rouen however, they need to deal with German forces stationed around the town of vreux.
Check out the blue dots just north of vreux: center of the map, right behind that panzer IV. Those are stragglers: routed enemy elements trying to make their way back to their HQ. Weve talked about the idea of stragglers in our very first dev diary. The blue icon shows their approximate strength in steps, and the orange symbol on the 3-step straggler is important but read on.
A Peek into FoW
Usually, you want to capture enemy stragglers anyway, before the enemy gets to reorganize them and use as reinforcements. Theres an added bonus though: prisoners provide valuable intel to your HQ. After you capture a set number of stragglers (in one turn) they reveal locations of enemy units hidden within Fog of War. Lets take a look at how that works.
In this example, first the 30th US infantry division attacks an armor kampfgruppe. The attack is successful and the enemy unit is removed from the map. Its not completely destroyed though, and you can see the routed troops join an existing group of stragglers in the rear. To make sure they dont reorganize, the Sherman moves in and mops up, taking prisoners and clearing the road. This results in valuable new intel, and some enemy units are located on the map, just across the river. Turns out, the road from Paris to Rouen is swarming with enemies! As the Sherman (actually, 5th US Armored) moves in and takes the 3-step enemy straggler as prisoners, the prisoner counter on the HQ sheet (bottom right of screen) reflects this change. The prisoner target, set by HQ intel, has been reached, which means that HQ intel can now locate enemy units one hex inside fog of war. These units are shown on the map as intel markers. You also get a notification in the bottom left of the screen, just above the quick-select HQ buttons.
Tactical Choices
The stragglers mechanic not only prevents bloody, wipeout scenarios, and thus addresses one of the main issues from the original Unity of Command. It also gives you more tactical choices: attack head-on, encircle, or mop up routed enemy units? Gather valuable intel and prepare for the next turn, or rush forward without full knowledge of what lays ahead? Sometimes you will have to deal with stragglers simply to keep the roads open, and be able to advance. One or two steps of enemy stragglers shouldnt be a problem. Your units are able to capture them simply by moving over them while advancing:
On the other hand, three stragglers on the map represent 5.000 to 10.000 routed and disorganized enemy soldiers, and thats a problem that needs to be dealt with! Moving right through them will cost at least 3 movement points. Alternatively, you can go around those stragglers, but either way sometimes that means that the prize will remain just outside your reach. Heres that same Sherman unit, in a slightly different situation, with 3 stragglers instead of 2 on the road. Notice the choice to go around or mop up:
Branching Out
How many stragglers need to be captured to reveal enemy units in FoW? Will HQ intel only reveal units close to the frontline or further away? This is all still in active testing, and were tweaking some of this stuff heavily. There are further interesting tie-ins, to other game systems, but those will have to wait for another post. As a teaser, HQ intel can be upgraded as part of the campaign game, and it becomes temporarily suppressed when the HQ is out of supply or gets routed. Were really trying to load this one with depth folks, and I hope you all like the final product. Take care and AMA in comments as usual. Cheers, Tom https://store.steampowered.com/app/809230/Unity_of_Command_II/
[ 2019-03-28 14:26:05 CET ] [ Original post ]
Its no secret that weve been working hard for many years on our second game. Today were happy to officially announce that Unity of Command II is coming in Q3 2019.
Steam store page went live today and well be sharing more details on the brand new engine, game mechanics, and eye candy there, as development progresses. Check out the announcement trailer and new screenshots here:
https://store.steampowered.com/app/809230/Unity_of_Command_II/
This is a big day for us and wed like to thank all wargamers and fans of UoC who supported us. You gave us courage to soldier on with this project! The best is yet to come and we cant wait to show you the full game. Please support us by wishlisting the game!
[ 2019-02-28 14:00:49 CET ] [ Original post ]
By now, a lot of the people following this diary must be thinking so anyway, this game is practically done, right?
I guess it depends on your definition of practically. It is certainly playable, there are very few features that are outright missing, and the scenario count is up to around 20-ish. On the other hand, were trying to make a game thats better than merely playable, so expect more diaries from me until were judged release-ready.
As an example, the deformed Union Jack in the picture is not an attempt at cheeky political commentary, its actually what we need to do to make the flag readable in its wavy shape. I was not even aware of this process until Goran, our lead artist, showed me how we do this for almost every flag in the game.
Its a good illustration, I think, of the type of detailing work that were doing right now. We take the game to be mechanically solid, and were making rule changes only exceptionally. Our current focus is on the (many!) details that make up the flow and feeling of the game. Eventually, the plan is for the final round of scenario and balancing work to be done on a near-finalized, comfortably playable version of the game.
River-hugging Boundaries
Heres another one of our cheerfully over-engineered features: weve made all the in-game boundaries (front line, movement range, etc.) tightly follow river banks. The readability improvements from this are indisputable, as you can see in the screenshot below, of an early Allied push to the Rhine. It gets even better in difficult terrain such as in the Ardennes, which were a real concern to me. A lot of the action happens on that least-readable part of the map, and we were actively looking for solutions. I feel this not only does the trick, but also looks pretty attractive.
(click image for full size) From a technical standpoint, you can see that the basic idea already existed in Developer Diary 8. Even back then, the front line lies on the near bank, and the movement boundary is set on the far bank. This worked without a hitch in practice, and even the first implementation pass was not so bad. That was when we hit the edge cases though: river confluences, boundaries hopping from river to river, poorly drawn rivers which confused the algorithm you know, the works. We ended up throwing an insane amount of computational geometry at this (cheers @Ante) and let no one in the comments tell me it was not worth it. Seriously, I double dare you and all that.
HQ Changes
Neatly contradicting my own words from the top of this very post, we made some important changes to the HQ mechanics. Previously, HQ areas were not allowed to overlap, and we had a map view that showed all HQ areas together. This looked pretty good similar to a military situation map, and I still think its not a bad idea in simulation terms. Unfortunately, it turned out it was impossible to find an HQ movement mechanic that does not play hell with that neat picture. The scenario setups were great, but the playthrough that followed not so much. Our solution was to remove the no-overlap rule, while at the same time shrinking HQ range. In practice, this removes most of the unrealistic overlap and is an OK, though not perfect, solution. While we were at it, we solved another issue that kept popping up: it was not easy for us to see which units belong to which HQ. To this end, we are now showing subordinated units and the HQ range when its selected (screen below). Out-of-range units are shown in red, and actually now as Im writing this, that red icon looks a bit more screaming than it should be. Units being out of HQ range are nowhere near as bad as being out of supply. Yes, they cant get reinforcements, and their HQ cant help them with e.g. entrenchment, but mostly they can fight alright. Overall, I feel this new system works and feels better than any sort of tedious OOB-accounting we might have put in its place.
Odds and Ends
I havent forgotten the people who hate squinting at tiny fonts, and so the UI scaling shakedown continues. Parts of the UI where this works look glorious when zoomed-in, the ones that dont (yet) keep shrieking at me menacingly. The work continues! Weve added core localization support, with an eye to supporting not only our own content, but also community scenarios and mods. A few tests were run to confirm that, at least, cyrillic and chinese scripts work and dont break anything major. Weve added and/or tweaked many of the in-game icons in our perpetual quest for readability: in the main screenshot you can see the new objective markers (red), and an improved version of the road-blocking stragglers icon. Every little thing makes a difference. The team is quietly winding things down for the year. Theres a good feeling all around, especially when we consider the progress weve made as can be seen simply by comparison our December 17 dev diary. We wish you all a Merry Christmas, and to ourselves, a release date in the coming year Best, Tomislav
[ 2018-12-13 19:00:42 CET ] [ Original post ]
Hello and welcome to Unity of Command 2 Development Diaries!
Well be posting a brand new Development Diary #19 shortly, here on Steams announcement section, but heres a short recap in case you missed any of the previous entries.
While its true that Unity of Command 2 hasnt been properly announced its no secret that weve been working on the game and, in fact, have been at it for quite some time.
The sequel is on its way, we confirmed that much in this Anniversary post in the Blogs section on Unity of Command web quite some time ago.
The very first Development Diary (No More Wipeouts!') was published just a couple of months later and can give you an idea of what to expect from the upgraded mechanics, while the second diary entry (Objectives) weights the pros and cons of timed objectives in the game (spoiler alert: it looks like were keeping those).
Excellent reads, both of those, but Tom, our Project Lead on UoC2, has set a high standard for himself and decided to start from scratch. Im restarting the dev diary series announced Tom and then proceeded to explain the envisioned changes to the losses management system in both a scenario and a campaign. The third diary entry (Are You Experienced?) also hints at tweaks to the familiar veterancy levels and mentions upgrades between scenarios for the very first time!
A brand new feature, headquarters, was announced and explained in Report to HQ, ASAP!, while The Supply Network and Move it, Soldier! shed some light on the refining process of the defining mechanics in Unity of Command; planned changes to supply logistics, fighting and maneuvering are detailed in Dev Diaries 5 to 7.
Campaign drops the bomb with the first ever Art Preview, but the excitement doesnt stop there as Tom announces the switch to a brand new in-house 3D engine built on Python while staying recognizably Unity of Command. Developer Diary 9 (Map Making) takes the next logical step and explains the process of map building, apparently a tedious task with a very limited room for automation. We use the word shader for the very first time, marking a new chapter in the development of Development Diaries.
Performance diary answers the age-old question - will this game run on my age-old PC? - with a resounding probably yes! but please dont tell that to anyone just yet as were still tweaking things in hopes of making the game look even better and running on lower spec hardware. Oh, and if you read the comments section in Dev Diary 10, theres also a brief mention of planned additional content for the game which is a politically correct way of saying yes, there will be DLCs!
A rather novel game development technique was introduced last year in the Summer of Systems: the team decided to ditch any low-level system that wasnt implemented by the end of August. Good news: team crunched and ended up implementing most of the planned systems. Steam release is casually confirmed.
An open invitation to modders was sent out in So over with Under-The-Hood, a Dev Diary 13 that also publishes a new screenshot, describing an interesting problem: the units were drowning in the terrain, which is kind of a point of military uniforms, but apparently not really good for gameplay. The solution? Youll have to read to blog, unfortunately.
Alternatively, you could start browsing through Dev Diaries 14 -17 that namely discuss new features like The Fog of War, Intel system or the weather modifiers, but truth be told are just excuses for the team to show off a bunch of new visuals: while the subtleties of screen space ambient occlusion are hard to notice, the Unity of Command 2 is starting to look just plain gorgeous! Case in point - this Trick or Treat screenshot.
TL; DR
Not bad for a game that hasnt even been properly announced, eh? If you read between the lines, weve spilled the beans on pretty much all major improvements to gameplay, explained the reasoning behind new features and even gave a hint to the release date - check out the brand new Dev Diary #19.
The work continues!
[ 2018-12-13 18:59:54 CET ] [ Original post ]
Check back for new deals every Monday at 10AM Pacific.
[ 2014-03-03 18:22:00 CET ] [ Original post ]
Check back for new deals every Monday at 10AM Pacific.
[ 2014-02-10 21:40:00 CET ] [ Original post ]
Unity of Command - Black Turn DLC, all new content for Unity of Command: Stalingrad Campaign is Now Available on Steam!
This prequel DLC, whose events happen prior to "Stalingrad Campaign", completes the Eastern Front story as told by "Unity of Command". Take control of the Wehrmacht and its allies in Operation Barbarossa, from the dramatic early victories all the way to ignominious defeat at the gates of Moscow.
[ 2013-12-10 17:25:00 CET ] [ Original post ]
Today's Deal: Save 66% on Unity of Command: Stalingrad Campaign!
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
[ 2013-02-10 18:00:00 CET ] [ Original post ]
Unity of Command - Red Turn DLC, all new content for Unity of Command: Stalingrad Campaign is Now Available on Steam
Dying days of the Stalingrad Campaign saw the Wehrmacht reeling under heavy blows. The battle of Kursk will now see them pursue an offensive agenda for one last time. Soon after, as the strategic initiative swings in favor of the Soviets, you are tasked with liberating the motherland in command of victorious Red Army forces.
[ 2012-12-10 17:00:00 CET ] [ Original post ]
Unity of Command: Stalingrad Campaign is Now Available on Steam and 25% off!*
Unity of Command is an innovative and refreshing operational-level wargame that covers the entire 1942/43 Stalingrad Campaign on the Eastern Front. Playable from both the Axis and Soviet perspective, it strives to recreate the strategy, the forces involved and the general tension of that crucial period in World War II.
Experience the highly fluid, enormously large battles of maneuver in a turn-based strategy setting. Take command in this mobile, back-and-forth sort of war where logistics and poor weather are often the decider, and defeat and victory are sometimes just a mile, or a day, apart.
*Offer ends Tuesday October 24rd at 10AM Pacific Time.
[ 2012-10-17 16:48:00 CET ] [ Original post ]
- Unity of Command Linux Content [155.05 M]
- Unity of Command - Red Turn DLC
- Unity of Command - Black Turn DLC
Experience the highly fluid, enormously large battles of maneuver in a turn-based strategy setting. Take command in this mobile, back-and-forth sort of war where logistics and poor weather are often the decider, and defeat and victory are sometimes just a mile, or a day, apart.
[ 6092 ]
[ 3458 ]