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Wargamer reviews Unity of Command

Burning Bridges

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<strong>[ Review ]</strong>

<p>Wargamer has examined <a href="http://unityofcommand.net/">Unity Of Command</a> </p><blockquote><p>Overall I'd heavily recommend <em>Unity of Command</em> for all wargamers, both wet-behind-the-ears type and the grizzled grays. <em>Unity of Command</em> is easy to get into, yet one of those wargames that challenges you in a way to not make you walk away, but to make you sit up straight and huff some steam out of your nose and say, Alright, lets <em>try</em> that again! The AI in some of the harder scenarios can definitely put some of the more experienced wargamers through some heated moments, but not in a cheating fashion. With the added benefit of quick scenarios and a branching campaign, <em>Unity of Command</em> is definitely one to put on your radar.</p></blockquote><p><a href="http://www.wargamer.com/article/3127/pc-game-review-unity-of-command">Read full review </a> </p><p> </p><p> </p><p>Spotted @ <a href="http://www.wargamer.com/">The Wargamer</a></p>
 

commie

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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
I beta tested it and the AI is definitely a demon compared to most games with its aggression and ability to identify all the weak points such as a thin line of defense in front of supply lines or an over extented salient. It will pull back units to protect key areas as well as press home an attack to stop a build up of forces in a critical area if need be. All the scenarios are balanced in a way that you'll be sweating to the end, with victory only assured(if it ever even will be) at the last possible turn. This is actually a bit of a problem as it makes the game a bit too 'puzzley' like the PG series with it's major/minor victories where you end up having to do something in exactly the right way(and pray that the dice rolls are favourable) in order to gain a major victory as opposed to a minor or a defeat. Since in UOC you get a decreasing amount of command points as a reward if you don't take key areas by a certain time(maybe even none) and the deadlines are incredibly tight, it all gets a bit gamey. A couple more turns leeway here and there could really help in some scenarios but that's just a minor balancing issue that I'm sure will be changed or modded.
 

Johnny the Mule

Educated
Joined
Jun 23, 2011
Messages
567
This would be the first game I bought in at least 5 years...
So tempting...
But meh, I have better entertainment right now!
Nothing like trying to squeeze in a custom Huffman table compression into 2 kB of RAM to save some space on a 1 kB EEPROM
LOLOLOLOLOL
 

Monk

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The points about the AI are notable, although I hope that one time someone can make something like Meier's "Command Series," i.e., real-time instead of turn-based (you pause to issue commands), more realistic names and stats for units (e.g., Guards Armored Division, 10,828 tanks, etc.) , divisions, regiments, etc., for units, and so forth.
 

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