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''Unity of Command'' is a [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy [[UsefulNotes/IBMPersonalComputer PC]] wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

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''Unity of Command'' is a [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.



A sequel, ''Unity of Command 2'' was released on November 12th, 2019. It uses [[VideoGame3DLeap uses a 3D engine]], and focuses on the Allied forces during the Western Front and Northern Africa campaigns.

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A sequel, ''Unity of Command 2'' was released on November 12th, 2019. It uses [[VideoGame3DLeap uses a 3D engine]], and focuses on the Allied forces during the Western Front and Northern Africa campaigns.

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* ColorCodedArmies: The Germans (and their allies) are grey and the Soviets are red.

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* ColorCodedArmies: The Germans (and their allies) are grey grey/blue and the Soviets are red.red. The sequel brings in the Western Allies as Green.


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** Initially subverted in the sequel, with a campaign and battle scenarios focused only on the Western Allies, but then beaten down with new German and Soviet campaigns and scenarios.
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''Unity of Command'' is an [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy [[UsefulNotes/IBMPersonalComputer PC]] wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

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''Unity of Command'' is an a [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy [[UsefulNotes/IBMPersonalComputer PC]] wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

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Added release dates.


''Unity of Command'' is an [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

The base game is set in the Soviet Ukraine and Caucasus from mid-summer 1942 until the Rasputitsa (lit. 'season of mud') of Spring 1943, including Fall Blau and Operation Uranus. The DLC ''Red Turn'' covers almost all of the successful Soviet offensive operations from summer 1943 to the Berlin Offensive. The DLC ''Black Turn'' covers Germany's failed Barbarossa and Taifun offensives of summer-winter 1941.

!!''Unity of Command'' provides examples of:

to:

''Unity of Command'' is an [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy [[UsefulNotes/IBMPersonalComputer PC]] wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics which still manages to capture key operational-level principles including planning, cutting and safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

The base game was released in 2011 and is set in the Soviet Ukraine and Caucasus from mid-summer 1942 until the Rasputitsa (lit. 'season of mud') of Spring 1943, including Fall Blau and Operation Uranus. The 2012 DLC ''Red Turn'' covers almost all of the successful Soviet offensive operations from summer 1943 to the Berlin Offensive. The 2013 DLC ''Black Turn'' covers Germany's failed Barbarossa and Taifun offensives of summer-winter 1941.

!!''Unity
1941.

A sequel, ''Unity
of Command'' Command 2'' was released on November 12th, 2019. It uses [[VideoGame3DLeap uses a 3D engine]], and focuses on the Allied forces during the Western Front and Northern Africa campaigns.

!!Unity of Command
provides examples of:
of:
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Not a trope


* WorldWarII: The base game is set on the Transcaucasian and Stalingrad Fronts. The DLC econmpass the actions of all the others in the Eastern Theatre.

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* WorldWarII: The base game is set on the Transcaucasian and Stalingrad Fronts. The DLC econmpass the actions of all the others in the Eastern Theatre.----
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* CombatPragmatist: Trying to punch your way through the thick of enemy resistance will cost you valuable time and deplete your troop strength. Instead, the game encourages you to bypass stronger enemy units and [[AttackItsWeakPoint go for their supply line instead]]. Being cut off and encircled will cripple even the strongest unit, depriving it of the ability to attack and weakening it with each passing turn to the point where it can be destroyed by relatively weak units.


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* LightningBruiser: Armoured, mechanised and cavalry divisions typically move faster than their infantry counterparts while packing a much heavier punch. Due to the way the game works, they're best used forge ahead, encircle the enemy's frontline units and cut them off from supplies ''after'' the [[WeHaveReserves slower but more numerous]] infantry divisions have blown a hole in the enemy line.


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* QuantityVsQuality: In early-war scenarios, particularly in the ''Black Turn'' campaign, Soviet units generally outnumber their German counterparts but have very little individual combat power and are easily swept aside by the panzer divisions, representing the poor training, leadership and morale of the Red Army at the beginning of the war. The balance shifts over time, and the end-game Soviets avert this with a vengeance, being able to stand toe-to-toe to the best the Germans have to offer while ''also'' outnumbering them.
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* WorldWarII: The game is set on the Eastern Front.

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* WorldWarII: The base game is set on the Transcaucasian and Stalingrad Fronts. The DLC econmpass the actions of all the others in the Eastern Front.Theatre.
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* WeHaveReserves: Yes, you do, but not ''unlimited'' reserves. Knowing how and when to spend them is a big part of the Soviet campaigns

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* WeHaveReserves: Yes, you do, but not ''unlimited'' reserves. Knowing how and when to spend them is a big key part of the harder German scenarios and the Soviet campaignscampaigns.

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* TimedMission: Every scenario and campaign battle has an arbitrary turn limit. You have to have the best use of your forces on ''every'' turn, as misuse might cost you an unacceptable delay in the capturing of a strategic point. You can get better victories if you capture the strategic points at a prescribed time (like four turns before the end of the scenario).

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* TimedMission: Every scenario and campaign battle has an arbitrary a turn limit. limit [[JustifiedTrope determined by the hard limits of your forces' fuel, food, and ammunition stockpiles and the strategic context of each particular operation]]. You have to have get the best use of your forces on ''every'' turn, as misuse might cost you an unacceptable delay in the capturing of a strategic point. You can get better victories if you capture the strategic points at a prescribed time (like (e.g. four turns before the end of the twelve turn/one month scenario).



* WeHaveReserves: This is discouraged in campaign mode.
** However, it is accepted anywhere else, especially in solo scenarios.

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* WeHaveReserves: This Yes, you do, but not ''unlimited'' reserves. Knowing how and when to spend them is discouraged in campaign mode.
** However, it is accepted anywhere else, especially in solo scenarios.
a big part of the Soviet campaigns

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''Unity of Command'' is an operational-level TurnBasedStrategy wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. The result is an amazingly accessible wargame with easy-to-understand gameplay mechanics, yet it captures military principles like encirclements, supply lines, and river crossings without drowning the player in excessive detail.

The base game is set in World War II's Eastern Front in southern Russia, from 1942 to early 1943 in the campaigns that eventually culminated in the actions around Stalingrad. The DLC ''Red Turn'' covers various Soviet operations from the end of Kursk to the Berlin Offensive. A second DLC covering the initial Barbarossa offensive in 1941 is in the making.

to:

''Unity of Command'' is an operational-level [[StrategyVersusTactics campaign/operational-level]] TurnBasedStrategy wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. The result is This makes it an amazingly accessible wargame with easy-to-understand gameplay mechanics, yet it captures military mechanics which still manages to capture key operational-level principles like encirclements, supply lines, including planning, cutting and river crossings safeguarding flows of fuel and ammunition, terrain use, and working around adverse weather conditions without drowning the player in excessive detail.

The base game is set in World War II's Eastern Front in southern Russia, the Soviet Ukraine and Caucasus from mid-summer 1942 to early 1943 in until the campaigns that eventually culminated in the actions around Stalingrad. Rasputitsa (lit. 'season of mud') of Spring 1943, including Fall Blau and Operation Uranus. The DLC ''Red Turn'' covers various almost all of the successful Soviet offensive operations from the end of Kursk summer 1943 to the Berlin Offensive. A second The DLC covering the initial ''Black Turn'' covers Germany's failed Barbarossa offensive in 1941 is in the making.
and Taifun offensives of summer-winter 1941.



* ArtificialBrilliance:

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* ArtificialBrilliance: For well-coded scenarios including all the official ones. However, the A.I. is totally incapable of offensive operations or 'changing its mind' about which measures to take due to the nature of the coding system.



* EasyLogistics: Averted. Supply lines are a very important part of the game. Tank spearheads at the end of their tethers will find themselves extremely vulnerable to counterattacking forces. Actions which result in the disruption of your supply lines can bring your offensive to a halt.

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* EasyLogistics: Averted. Supply lines are a very important part of the game. Tank spearheads Mobile forces at the end of their tethers will find themselves extremely vulnerable to counterattacking forces. Actions which result in the disruption of your supply lines can bring your offensive to a halt. This is particularly noticeable in multiplayer, in which astute players can prove themselves considerably craftier than the AI in their disruption of supply.



* NoCampaignForTheWicked: Averted with the original campaigns; you could play both as the Germans and Soviets. ''Red Tide'' however is only playable from the Soviet side.

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* NoCampaignForTheWicked: Averted with the original campaigns; you could play both as the Germans and Soviets. ''Red Tide'' however is Turn'' and ''Black Turn'' are only playable from for the Soviet side.Soviets and Germans respectively.
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Tropes cannot be averted \"heavily.\" This is cruft.


* EasyLogistics: Heavily averted. Supply lines are a very important part of the game. Tank spearheads at the end of their tethers will find themselves extremely vulnerable to counterattacking forces. Actions which result in the disruption of your supply lines can bring your offensive to a halt.

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* EasyLogistics: Heavily averted.Averted. Supply lines are a very important part of the game. Tank spearheads at the end of their tethers will find themselves extremely vulnerable to counterattacking forces. Actions which result in the disruption of your supply lines can bring your offensive to a halt.
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None

Added DiffLines:

** However, it is accepted anywhere else, especially in solo scenarios.
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None

Added DiffLines:

* TimedMission: Every scenario and campaign battle has an arbitrary turn limit. You have to have the best use of your forces on ''every'' turn, as misuse might cost you an unacceptable delay in the capturing of a strategic point. You can get better victories if you capture the strategic points at a prescribed time (like four turns before the end of the scenario).
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Added DiffLines:

* DeathFromAbove: Air power makes its appearance in the game, but it's used more for suppression than for outright destroying units.
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Added DiffLines:


[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/unity_of_command_box_43.jpg]]

''Unity of Command'' is an operational-level TurnBasedStrategy wargame by Croatian developer 2x2 Games. It is a hex-based wargame similar to more traditional grognardy titles like ''Panzer Campaigns'', but it eschews the huge numbers of units to control and complex user interfaces. The result is an amazingly accessible wargame with easy-to-understand gameplay mechanics, yet it captures military principles like encirclements, supply lines, and river crossings without drowning the player in excessive detail.

The base game is set in World War II's Eastern Front in southern Russia, from 1942 to early 1943 in the campaigns that eventually culminated in the actions around Stalingrad. The DLC ''Red Turn'' covers various Soviet operations from the end of Kursk to the Berlin Offensive. A second DLC covering the initial Barbarossa offensive in 1941 is in the making.

!!''Unity of Command'' provides examples of:

* ArtificialBrilliance:
* ColorCodedArmies: The Germans (and their allies) are grey and the Soviets are red.
* DigitizedSprites: Instead of NATO-style counters like in other wargames, ''Unity of Command'' uses a stylized bust to represent a unit.
* EasyLogistics: Heavily averted. Supply lines are a very important part of the game. Tank spearheads at the end of their tethers will find themselves extremely vulnerable to counterattacking forces. Actions which result in the disruption of your supply lines can bring your offensive to a halt.
* GeoEffects: Units in cities and dug-in are very difficult to root out. River crossings without a bridge considerably slows down the tempo of your forces.
* NintendoHard: Played straight in some of the German scenarios where you are clearly outnumbered, on the offensive, and have to capture three strategic points on the other side of the map.
* NoCampaignForTheWicked: Averted with the original campaigns; you could play both as the Germans and Soviets. ''Red Tide'' however is only playable from the Soviet side.
* NoSwastikas: Played straight.
* SupportPower: The player can request air strikes, logistical upgrades, and bridge manipulation (construction, demolition, repair).
* WeatherOfWar: Weather can affect the game by limiting the effectiveness of air attacks, restrict the ability for normal units to dig in, and limit movement.
* WeHaveReserves: This is discouraged in campaign mode.
* WorldWarII: The game is set on the Eastern Front.

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