![]() There was a dash of bomber tasking, bridge building, and unit reinforcing/customising, but UoC was, at root, a pared-down game of thoughtful manoeuvre and careful Schwerpunkting. Turns in the minimalist 2011 original - pictured above - were dominated by two questions: “Where should I move this unit?” and “What, if any, foe should it attack?”. Transfer to Tunisia (UoC2's basically linear campaign starts in North Africa, and travels to Normandy and the Low Countries, via Italy and the South of France) straight from the Eastern Front, and, once you've admired the bust-free, Fog-of-War shrouded, fully rotatable 3D maps, what's likely to strike you most forcibly is the way 2x2 have broadened and enriched decision-making. ![]() Logical basics, decent tooltips, and top-notch presentation provide it with the smooth edges necessary to snare genre-curious outsiders. Innovative treatments of things like supply and HQs (In it's own way, UoC2 is just as bold, just as 'New Wave', as Radio Commander, Rebel Inc and Afghanistan 11) together with unusually accomplished AI, give UoC2 the novelty, plausibility, and tough adversaries it needs to win-over even the most jaded grogs. The unmissable Unity of Command 2 recognises this with a set of mechanisms that are masterpieces of abstraction, and in doing so, breathes new life into operations ludologised countless times before.Īlthough 2x2's second hex-clad, IGOUGO WW2 offering can trace its origins all the way back to Panzer General, unlike the clutch of modern PG descendants, it's a game silver-templed strategists like myself can play without risk of déjà vu. While an antique army could fragment at will and locust everything it needed from the countryside it passed through, its 1939-45 equivalent was an essentially indivisible organism, a tangle of dangerous tentacles emanating from a cumbersome organ-clump of vital support staff, equipment, and stores. ![]() The awesome destructive might and continent-shrinking mobility of a WW2 army came with strings. ![]()
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