Unity of Command II
One of my high bars for a strategy game’s sequel is that I can unreservedly recommend the game over its predecessor. is one of those games, though I was initially wary of all has the same baselines that made the first a success. Every division on the battlefield is made up of sections called steps, each represented by a little dot below the unit’s model. Sometimes divisions have ‘specialist steps’ of attached assets – like a detached tank company temporarily assigned to support an infantry division. Steps are either active, a full circle, or suppressed, an empty one. When a unit attacks or defends its active steps are multiplied by their combat value, totalled and compared to the other unit’s total for the odds of various results. If that sounds complicated, it’s not, because the game just… shows you the most likely results. 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. That feels good.
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