The highly anticipated Unity of Command II is nearing release. Here we go through some early gameplay and thoughts on a series known to many as a wargamer's favorite.
For a counter pusher that doesn't require a 500 page manual, it's tough to beat. Only negative is that it can feel a bit like a puzzle game sometimes, but that's because it's so tightly designed imo
@3:19 don't you have to use command points (you have 6) when you purchase the upgraded skills? If not, then what are the command points for? Because if you only have to spend 25 dollars on the upgrades, then you could technically get all of them, so where is the customization in that? I think you have to spend the points...
Would an alternative strategy of just concentrating on pushing up along the coast have produced better results? Only the left flank to protect so unless the AI managed to disrupt supply from behind a lot of German units there would have been left out of the action. Logistics, rightfully, does place restrictions on strategy but that in turn restricts gameplay, not too severely I hope.
That's kind of what I was going for. As you said, the logistic factor kept me from pushing too hard. It's a sort of balancing act- you have to work to cut off and encircle enemy divisions while making sure you have the right units in place to prevent them from doing it to you as well.
@@TheWarSimmer Is achieving the objectives the only measure of success? Or does destroying enemy units count as well? I was assuming the former so that just leaving enemy units behind to be eventually isolated from their supply is a given but if both count then it's even more of a balancing act.
Looks like whole divisions are just outright destroyed? I think that in reality, unless they were encircled, they would usually be pulled (or pushed) back and reinforced.
Yeah but I like this one so I'll just pretend it's an abstraction for gameplay's sake. The division isn't really destroyed, you see. It's just removed because it's no longer combat effective.😉
WarSimmer is right. Take the battle of Ville-Bocage were in a few days both the 7th armoured division and the 12th SS Panzer became combat ineffective. The units "dying" broadly represents both heavy loses and units being pulled out of combat. In one account, a whole company was reduced to a few squads; for all intents and purpose gone. In the Original UoC each level was about a few weeks apart giving time for "dead" units to come back to life. I can't recall, but I do think UoC 2 will have units be more willing to retreat compared to the first game. While historically the Allies were more casualty avoidance than other nations, that's ultimately your chose in the game.
Have that on my wishlist. Looks very nice, will definitely pick it up. Thanks for the early gameplay! P.S. Are you planning to look at WarPlan from Slitherine?
@@TheWarSimmer Yes, that's it. It's suppose to be around Strategic Command level of complexity and not War in the East/West. Thanks for considering my request!