Unity of Command [Download]
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About this item
- Easy to learn and intuitive, with fast and flowing gameplay
- Historically accurate operational-level units (Axis divisions, Soviet corps)
- 17 single player scenarios, Axis and Soviet, at the scale of 20km per hex, 4 days per turn
- Novel supply system, providing for exciting battles of encirclement and breakout
- Belligerent and aggressive AI that knows how to counterattack and threaten supply lines
Product information
| ASIN | B00C3JHU90 |
|---|---|
| Release date | November 15, 2011 |
| Customer Reviews |
3.0 out of 5 stars |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Countries | |
| Return Policy | This product is non-returnable and non-refundable. |
| Terms of Use | By placing your order, you agree to our Games and Software Terms of Use. |
| Type of item | Software Download |
| Manufacturer | DVG 2x2 Games USA, LLC |
| Date First Available | November 15, 2011 |
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Product Description
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.
System Requirements
Minimum Specifications: OS: Windows 7, Vista and XP Processor: 1.6 GHz RAM: 1 GB Hard Drive: 150 MB Video Card: 32 MB Direct X Compatible Video Card Additional Info: Sound: Direct X Compatible Sound CardCustomer reviews
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Therefore it is no surprise that supply is where UoC's AI shines the brightest. Because success in scenarios is measured by time, any interruption to the attacker's momentum (and the player is always the attacker against the AI in all pre-made scenarios) can potentially cost victory. A nearly destroyed enemy infantry can move across your rear and cuts off your supply for one turn; even though that infantry is immediately destroyed the next turn, its actions still prevent your armor spearhead from much needed recovery from suppression. In a game where some scenarios measure victory in a handful of turns, even one ineffective turn can be critical. Beyond that, the AI doesn't deviate much from bulking up some units near objective points and holding other units on the front line (another neat UoC feature; you actually see the frontline on the map and it has effects beyond supply). Those frontline units typically do not move unless their supply is cut, even when the tactical importance of their position has long disappeared. I am not faulting the AI in that regard; it's hard to design an AI capable of matching human strategy, more so for a game of some depth like UoC.
And so we come to the truly great part about UoC, the scenario editor (as of v1.04b, which Amazon kindly includes) and PvP capability without which I would have given the game 4 stars. The game has an intuitive interface and easy to grasp mechanics that can be used to create quite deep strategic situations. Not happy with the build-in scenarios? AI not challenging enough for ya? Not a problem; you have to the tools to make your own battles and play with friends and strangers alike.
At this point I feel I should say something about the game's audio/visuals. It's clean and comfortable. You can see everything you need to see without superfluous distractions. The sound is functional and blends into the background. They're just what this kind of game needs.
I was actually compelled to write this review not specifically because of the previous factors. In several scenarios of the campaign, I had to sacrifice my chance at "brilliant victory" and settle for "decisive" ones because I found the order the objectives were to be captured for "brilliant" to be less than ideal, sometimes from the start and sometimes as the battle developed. Then the centerpiece scenario at Stalingrad came around and I won big as the Germans at relatively small cost. The ridiculousness of the situation hit me, and I realized this must be what some of Germany's real generals felt during WWII. You start many scenarios in the game with problems not of your making: units out of supply, frontline breached, etc.--situations that are unthinkable in most other strategy games I've played. Therein lies the beauty of UoC. For almost everyone who fight in it, war is not a clean slate that you get to fight the way you want. For German generals in WWII especially, many were asked to fight in impossible battles from Operation Babarossa onward, professionals doing what they can to resolve problems created by others with unrealistic expectations. Many strategy games take the setting of the Eastern Front during WWII, but few portray the hardship and helplessness of that theatre even to this level. I find UoC quite special in this way, not just glorified chess but a glimmer of a true war game.
So rather then a game of strategy, it becomes a grueling game of attrition. There is no skill involved. None.
Think of it this way, remember those puzzle games you got as a kid, where the picture was all jumbled up and you had to move the tiles around but the rub was that you only had one open tile. This game is just like that. Like some computer programmer said "hey, remember that game as a kid with theone open space... let's make THAT into a computer game (with tanks!) and stupid people (like me apparently) will pay us for it!"
As to game play, you stack you units to maximize maneuverability leaving one tile open. Hit, move out, move new unit in, repeat, until you find a hole then you try to drive all your units through it. Except the game won't let you move past an enemy. You MUST engage them. So basically it becomes the old complete domination from AOE and you have to kill pretty much every other piece on the board (and it is a board) before taking the objectives. Uggg. Horrible. Wish I could get my $5 back. I'd rather have a latte. Heck, I would have rather flicked the $5 out the window and let the pigeons use it build a nest.
No, I take that back. I would have rather taken out a razor and slit that $5 bill into 500 even strips. That would have been more fun then this game.
UNITY OF COMMAND is yet another "Russian Front" wargame, but even if that isn't your particular area of interest, I'd recommend ordering the game merely as a very good example of game design (even if you never end up playing it, it's worth having around just to look at). I'm 50, and I've been playing wargames since I was ten (I was one of the first people to start playing AXIS&ALLIES, and one of the first to see the potential in the two player version of that game). I've played MAGIC:THE GATHERING and EMPIRE BUILDER, and now, in middle age, I really need something in the form of a semi-casual computer game, with a good artificial intelligence.
After sampling many game reviews on Youtube, I say that this game walks that fine edge between ease-of-play and interesting-to-play (ie, it is not so easy that it ends up being dopey or foolish).
The tutorial is a little hard to find (at first), but it is there (after you click on "scenarios"). And the rulebook is very user-friendly. The game has my highest recommendation.