|Very nice screenshot from the website showing units out of supply and objectives|
The way objectives are handled in UoC also adds to the tactical complexities; maps can have many objectives, all of which are seem to be cities/towns/villages, and each objective has a turn counter on it. To earn the most points for a mission, something that isn't just for statistics, you have to take an objective by lets say turn five in order to earn the maximum points. Each turn you don't take an objective the points go down and each mission has a turn limit. With the scenario level it doesn't have long turn ramifications if you don't take objectives by the turn limit but during the campaign you need those points for prestige and campaign options. At several points during a campaign there will be missions that require you to get a certain victory, decisive or brilliant (which is determined by point brackets), in order to open up further mission options. If you don't it will merely tell you that the campaign is over. It wouldn't be so tough if the game let you replay any mission, which you technically can do but all missions after that mission you are replaying are wiped if you replay a mission.
Through the screenshot above you can also see Prestige. Prestige is accumulated from doing very well on missions and if you barely beat a mission you will get few or no prestige. You use prestige during missions to reinforce units, add specialist units and purchase new units altogether. Some missions are nice and give you free reinforcements at certain turns but for the most part you are generally left to use your prestige to complement your forces. You can also see in the above campaign map that each mission has abilities given to each army, in this screenshot the German army has air strikes, bridge demolition/repair, supplies and supply drops, while the Russian army has an ability that takes territory behind enemy lines. Every mission gives you different abilities to work with and they are integral to your success, especially ones relating to supplies. I have lost more battles because of supplies than anything else; having even one unit out of supply greatly disrupts a game when you are moving successfully towards capturing objectives by specific turns.
Shows all the units in the game and by the way, I hate the Italian, Hungarian and Romanian forces they are awful. They are like cannon fodder, but worse.
There is more I could say about Unity of Command but let me just say this, this game has a lot going for it. This is one of those rare games that gets more enjoyable as you learn all the complexities of its strategy. It costs $30 straight from the developer at the UoC website, it has no DRM, it has pvp multiplayer (hotseat and online), two difficult and fairly long persistent campaigns plus a large number of extra scenarios. This isn't a review, not yet, but I do recommend this game to anyone who loves WWII strategy games and those who love complex, brutal and fairly unforgiving strategy games as well. There isn't a demo yet but I do believe they have in the works for sometime in the future. One last thing, the game comes with a 21 page essential manual that explains everything about the game and I'm going to show off some interesting parts of that below for those who want more specific information. Thanks for reading and have a great Friday night.
Main Website: http://unityofcommand.net/
-Written by Sean Cargle