![]() More detailed, frequent tooltips would have been nice. The basics like combat are easy, but expect some trial-and-error frustration while you figure out how to reassign steps, balance logistics, juggle command range and upgrade your divisions. ![]() On the other hand, it doesn't do a great job of teaching itself. Sure, there's a detailed combat resolution table buried in the manual, but you can happily play this (quite complex) wargame without ever looking at it. If that sounds complicated, it's not, because the game just shows you the likely results. When a unit attacks or defends its active steps are multiplied by their combat value, totaled, and compared to the other unit's total for the odds of various results. Steps are either active, a full circle, or suppressed, an empty one. Sometimes divisions have 'specialist steps' of attached assets-like a detached tank company temporarily assigned to support an infantry division. Every division on the battlefield is made up of sections called steps, each represented by a little dot below the unit's model. It wouldn't be a huge issue if I could simply go back and select a different course of action, but with the Conference system, but the game doesn't allow this.Unity of Command 2 has the same baselines that made the first UoC a success. I think this could be articulated better so that I understand the frontline rollback implication. The game actually cares for this, as it offers an option to make an alternate-history earlier run for the Apennines, presumably factoring in my previous success. I understand why it is so, but in terms of overall game progress, it's somewhat puzzling. For example, once you complete the first leg of mainland Italy's invasion and choose the historical path for the second one, the frontline and the objectives assigned to you are moved back according to the historical timeline. Some of the scenario progression is slightly odd. I would add some tooltips on the unit data card. I realize this is likely the ultimate challenge to pull off in making a strategy game, but there are gains to be made on this count IMHO. I find the AI to be overly cautious at time. No big deal, easy to get used to, just a note). Somehow I find navigating the map not entirely intuitive (I often select a unit when I actually want to pan the camera, for example. There are some mechanics that are a bit harder to figure out, would be great to have access to the manual from the game. They provide a surprisingly deep set of options to run your battle. + The HQ actions and upgrades are really interesting and quite useful. ![]() + The more I play, the more I find that there's a lot to love in the way some aspects of operational warfare are being abstracted, from stragglers being reintroduced as spare steps to the expense of HQ command points to the flexibility provided with re-assigning steps. + Dunno if people will be able to visually mod the game, would be great, especially to get more variety on motorized/mechanized units. + Cloud save, yay! Lunch breaks gaming here I come! + Comes with an editor! Can't wait to see people's content with this, I haven't looked at it, I *think*, for now, we can create only single battles but hopefully, we'll get to create full campaigns. + The field manoeuver tutorial is an excellent idea. Great map! + Excellent overall look and feel. + Deeper logistics and HQ mechanics + Same great visual style, only better.
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