Unity of Command was and remains one of the biggest surprises of my
gaming life. It was a simple but ultimately engrossing and challenging
strategy game that did so much with so little. You had to worry about
the supply lines of your units, the composition of your units and
ultimately if attacking at that moment in time was the right decision or
not. Unity of Command II adds a few things here and there, it seems
originally a little over-complicated but soon shows just how fantastic
it is.
I have one problem with Unity of Command II. It can be quite
obfuscating. Sometimes it's something as simple as core objectives - for
example, to get a gold star in a campaign mission, you're expected to
capture certain locations within a time limit. It could say, for
example, capture a location turn 11. What it doesn't say is that you are
expected to have captured it before turn 11, not by the end of
turn 11. It's small, but it matters, particularly when you're following
the objectives and trying to get as much as you can.
Other areas that are a little hidden, in dire need of a FAQ, are what
exactly the special steps do. I figured out through much holding of the
cursor on different icons that Engineers are useful for attacking
entrenched enemies. What the rest do, well I've recently bought an Ouija
board to consult with Patton, Montgomery and Rommel to help me figure
out exactly what the hell I'm doing. Maybe there's something hidden away
somewhere that tells me exactly what I'm looking for, but I'll be
damned if I'm going searching around for it - it should be there, easy
to find.
Still, the basics are at least easy. Unit supply is an absolute pain
in the arse, particularly for me who goes for blitzkrieg tactics more
than anything else in this game. All too often I'll find myself
over-extended, a large front with far too few supplies to keep it going.
On occasions, my lines will be cut and I've got a pocket of units,
often being supplied by supply drops generated by the trusty card I had
pocketed away just in case. I learned very quickly to save at least one
supply card for a just-in-case scenario.
"What are these cards?" I hear you ask. Well, Uncle Adolf,
these cards are both single and multi-use things that are purchased
using prestige at the start of a scenario. They can also be earned by
completing certain side objectives too. The cards range from giving you
an extra transport truck to increasing the number of bombing runs
allotted to you each turn. Other cards can give you a paratrooper unit
or a naval landing brigade. It's an extra layer of strategy that works
perfectly with the core game. The only slight issue I have is that with
certain troop units, the card remains in your deck if the unit doesn't
die and supposedly features in follow-up scenarios. I've looked for
them, honest, but no joy.
This isn't to say that there isn't any continuity. Each campaign
consists of multiple scenarios and your unit losses, as well as the
objectives you take and speed you do them has a direct impact on the
next scenario. Get a gold star (complete all core objectives in the
times given) in one and you'll start in a much more favourable position
in the next. It rewards fast play, though lose too many units by
overextending yourself and you may find yourself in a tough position
later.
Granted, units will reorganise if the routed ones aren't killed or
captured and make it back to your HQ's. The start of a scenario will
inform you which battalions have been reformed and brought back into the
fight. You also get reinforcements in other scenarios. There's little
doubt you'll need them all as well because if there's one thing that can
be said about Unity of Command II, it's far from easy. It's
particularly difficult to break down an entrenched defender,
particularly as I'm certain the RNG gods (is it RNG?) hate me when I'm
dropping five bombs on an enemies head and not even a single step is
suppressed, nevermind killed.
It could be RNG anyway. That or there's some complex algorithm
working behind the scenes that I'm not privy to. Realistically, an
entrenched or further fortified enemy would be more resistant to bombing
runs, but for it to have no effect is just painful. To me anyway,
because I'm worrying I won't get past the enemy. That's where one of the
new features comes in, headquarters. Your fighting is still done by the
units as in the first title, but each unit is now attached to a
headquarters.
Each headquarters has a limited number of command points, which lets
the units under that HQ's command that allows them to, provided the unit
is in range, use a special attack for a certain number of points. This
is how what was already a challenging war game brings in more realism
and enables you to work through a completely different type of war found
in the western front. Italy's mountain ranges, the hedgerows of France,
naval landings and increased use of paratroopers requires a different
level of thinking to the open plains of the Soviet Union.
The enemy can entrench, you're going to need all of your guile, your
tactical manoeuvrability and the use of these special attacks (which use
and suppress special steps) to break down an enemies defences without
costing you too much. You'll also need to be keenly aware of the terrain
and natural land barriers like rivers. Bridges can be destroyed by the
enemy (using command points) and you can also use your headquarters to
build pontoon bridges or repair demolished ones, dramatically speeding
up your movements.
Fortunately, in between campaigns you can spend other stored prestige
points to level up the armies under your command. You can increase the
number of points at your headquarters disposal, increase the number of
certain special attacks or even the amount of bridge building/destroying
that can be performed in a single turn. Each kill made by your units
also adds experience to that unit and its headquarters, levelling them
up further. It all makes for yet another strategic level behind that of
the core game, especially as you have to balance the prestige spent here
with that spent on the cards.
Everything in Unity of Command II feels more involving than the
first. There's certainly a learning
curve, one that even thirty hours
in, I'm still encountering. The AI is, for the most part, incredibly
smart. I've had a few occasions where it makes moves I don't understand
but overall even on the normal difficulty it poses a big challenge. This
is an AI that adapts incredibly well to the massive number of scenarios
in the campaign each with varying terrain, natural land barriers and
more. It's a feat rarely found in games to have an AI that seems this
adaptive and intelligent.
Furthermore, there's also a scenario editor and creator, letting you
make your own challenges and again, this is managed without a single
hiccup. Nothing in Unity of Command II is impossible, it's all about
finding the best use of what you have and outsmarting the enemy. It
doesn't stop some time limits in the campaign feeling impossible -
though that may simply be because of my poor starting position due to my
performance in the previous scenario.
It would be easy to think that Unity of Command II suffers due to the
increased scope and features within the game, bogging down what made
the original free-flowing and still tactically brilliant. However, the
western front was a case of getting bogged down but finding the best way
to get around an entrenched foe without losing every man under your
command. The new features like the special attacks and headquarters
combine with some utterly outstanding campaigns to make Unity of Command
II one of the most engaging strategy games ever made.