Unity of Command is an innovative and refreshing operational-level wargame that covers the entire 1942/43 Stalingrad Campaign on the Eastern Front.
ユーザーレビュー: 非常に肯定的 (219 件のレビュー)
リリース日: 2012年10月17日

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Unity of Command: Stalingrad Campaign を購入する

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Unity of Command Trilogy Bundle を購入する

3 アイテムを同梱: Unity of Command: Stalingrad Campaign, Unity of Command - Red Turn DLC, Unity of Command - Black Turn DLC

 

キュレーターによりおすすめされています

"Wargames this fresh and friendly, featuring opponents as formidable as Ferdinand and Boris, tend to inspire deep loyalty."
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レビュー

“Wargames this fresh and friendly tend to inspire deep loyalty.”
86/100 – PC Gamer

“A traditional hex-based wargame of unusual elegance, one that is perfect for genre newcomers but equally satisfying to veterans."
9/10 – PC Power Play

“Accessible yet deep, attractive and with an AI which teaches you the core of the game by beating you around the head.”
Rock Paper Shotgun

このゲームについて

Unity of Command is an innovative and refreshing operational-level wargame that covers the entire 1942/43 Stalingrad Campaign on the Eastern Front. Playable from both the Axis and Soviet perspective, it strives to recreate the strategy, the forces involved and the general tension of that crucial period in World War II.

Experience the highly fluid, enormously large battles of maneuver in a turn-based strategy setting. Take command in this mobile, back-and-forth sort of war where logistics and poor weather are often the decider, and defeat and victory are sometimes just a mile, or a day, apart.

システム要件

Win
Mac
Linux
    Minimum:
    • OS:Windows XP
    • Processor:1.6 GHz
    • Memory:1 GB RAM
    • Hard Drive:150 MB HD space
    Recommended:
    • Processor:2.0 GHz
    • Memory:2 GB RAM
    Minimum:
    • OS:10.6
    • Processor:1.6 GHz
    • Memory:1 GB RAM
    • Hard Drive:150 MB HD space
    Recommended:
    • Processor:2.0 GHz
    • Memory:2 GB RAM
    • Processor:1.6 GHz
    • Memory:1 GB RAM
    • Hard Drive:150 MB HD space
参考になったカスタマーレビュー
10 人中 10 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 91.2 時間
TL;DR: It's awesome if you know what you're getting and if you're into this kind of game. To know what you get I guess you have to read the rest of this wall of text. I promise it will be a nice and informative read while covering most of what you'd want to know before you buy the game or one of the two DLC's.
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Unity of Command is an excellent game that manages to achieve a thing rarely achieved by wargames that deal with WWII on the operational level: It's accessible to newcomers and easy to learn, it's simple on the surface and in its gameplay but it still has enough depth and complexity to offer interesting decisions for veteran wargamers, because almost every decision you make carries some weight when it comes to the end result. There are other wargames comparably excellent to this one, but they make most newcomers want to vomit blood out of their eyes - because the developers place their confidence in you being willing to read a 100 page manual alongside playing their game and they assume you will look past the hideous and needlessly overcomplicated user interface. (I'm looking at you Korsun Pocket - excellent game, terrible learning experience).

None of these things are an issue in Unity of Command. The user interface is excellent and very user-friendly. You don't have to click on a unit to get information about whether it can still attack or move, you see it at a glance because each unit has tiny icons below and around it, that tell you everything you could possibly want to know about your or your enemies' unit at a glance without wasting your time and clicking every unit to check manually.

Another point where this game shines is its "realism". I know this word is hard to swallow if you're a "serious" wargamer and you look at Unity of Command. But this game basically models the higher-level essential things of what war in the eastern front at the operational level was all about. For the Germans it was about advancing as fast and as far as you can to take key objectives without outrunning your own supply or your supply lines being cut off by the enemy. The flipside of this naturally means encircling your enemy and cutting of their supply to weaken them and eventually starve them out completely. Also it's about breaking through (sometimes multiple) defensive lines of your enemy. Pick the weakest link in their line, punch a hole with a massed attack at that point, and then squeeze through everything that has wheels to advance as fast as possible towards your objectives, while your slower infantry divisions advance behind your motorized divisions and worry about securing the supply line for those advancing units, whilst simultaneously trying to encircle and destroy the enemy. The deceptively simple game mechanics of movement and attack (whilst also considering rivers, terrain features and weather effects on your movement and attacks) are excellent at modelling all of the above - and in the end I think the gameplay mechanics really model everything truly relevant in the context of this large scale warfare level.

Each of the units you'll see in the game represents several thousand, if not ten-thousand men and each single single hex represents 20 kilometers. Almost all you ever do in this game is move and attack with your divisions, move and attack. But where to move? What to attack? What to attack first and what with? Where to break the enemy line? How do you cut off their supply lines to starve them out? You also make important decisions in the form of "theatre assets" (air raids, building or blowing up bridges, extending the range of your supply depots etc.) Also you have to decide about reinforcements as the game progresses over turns (each turn represents 4 days), so new reinforcements may come into play - on your side as well as on the side of your enemy. Sometimes you need to take a specific area at the edge of the map so your own reinforcements may enter from there, at other times you just replace some losses that your divisions in play suffered already (which sensibly you can only do if they are in supply).

So yes at first glance your options seem somewhat limited but they always make perfect sense in the context of modelling the war in the east. You could bomb a city where an enemy infantry division has entrenched itself, but each air attack you launch on that city has a chance of turning the city into ruins, giving any enemy division within it even more defense as fighting on a pile of rubble increases their chances to hide and ambush if you launch an attack into that city. Some divisions have artillery attached, but if you move that unit its artillery attachment ("step") won't contribute to your attack value, it will only contribute in your defense and attack after you end your current turn and they have set up. This game is just full of gameplay details like this which make absolute sense. If you enjoy pondering these kinds of decisions with a feeling that virtually each small decision matters for the outcome, then this is a game for you. You can also play this game okay without paying much attention to the deeper details - you won't excel at it but you could still play very competently and there aren't that many details to know either, the complexity of your options and decisions arises from the interaction of the gameplay mechanics and the finer details.

Also there are "Zone of Control" mechanics meaning every (non-weak) unit in a hex extends a zone of control into all six hexes around it (as long as those hexes are inside the own territory), meaning enemy divisions who move into these hexes are immediately "pinned down" by the division controlling the zones around it and so the pinned unit can't move any further this turn. This leads to excellent tactics, where some of your units "clear" those zones of control and get pinned, while others advance through and past those friendly pinned divisions and thus can advance deeper into enemy territory without getting pinned themselves. You'll learn what that means and how important zones of control are soon enough, because the nothing short of excellent AI will constantly make intelligent use of this mechanic to exploit any hole and weak link in your own defensive lines which may have looked good and solid enough a second ago when you ended your turn, but proved to be as fragile as a butterflies wing a moment later. Also the AI is excellent at defending any objectives you need to take. It knows exactly what your objectives are and dynamically and competently adapts its defensive lines to hinder your progress at every turn. Good times.
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I do have some gripes about Unity of Command as well however, but they are nowhere seriously bad enough to spoil the fun and experience you can have with this game. I've come across at least two maps that are ill-conceived for 1920x1080 resolutions, because there is a limit to which point you can drag the map view around and some of your user-Interface elements can end up blocking a part at the edge of a map that isn't greyed out and where the actual gameplay still happens (though you can quickly enable and disable user interface elements with hotkeys, so the problem is merely annoying, not gamebreaking). Also there is little variety in terms of music, but the music that is there is really nice. (And it's not as if I can't mute it and play my own music anyway).

If I had to criticize gameplay I would say it's mainly this: Your performance is solely ranked based on how timely you take objectives and nothing else. Rarely this can lead to stupid outcomes where I took Stalingrad on time with two completely weakened divisions, my other forces virtually obliterated. I'd have lost on the next turn, but because I took everything on time it was a "brilliant victory". Troop loss should have been included in your performance rating. Also random outcomes and weather can prevent you from achieving the best possible rating.
投稿日: 6月25日
このレビューは参考になりましたか? はい いいえ
14 人中 12 人 (86%) がこのレビューが参考になったと投票しました
記録時間: 80.5 時間
This game is a nice throwback to panzer general and other hex games with its own unique mechanics. I recommend it to everyone.
投稿日: 6月5日
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5 人中 4 人 (80%) がこのレビューが参考になったと投票しました
記録時間: 7.9 時間
This game is by far one of the best strategic games I have ever played. I am in love with it.
The soundtrack gave me goosebumps and sent chills down my spine. The game can be played without a tutorial; it's that simple.

I seriously hope they make more additions to this, perhaps a North Africa or a Pacific add-on.
投稿日: 8月27日
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2 人中 2 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 32.5 時間
Easy to learn and hard to master strategy game. Challenging AI is a plus (and sometimes pain in the ♥♥♥♥). If you like turn-based strategy games there is no better choice than to buy this one.
投稿日: 7月11日
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4 人中 3 人 (75%) がこのレビューが参考になったと投票しました
記録時間: 56.8 時間
Absolutley fantastic operational strategy game. Beautiful design, great, cerebral gameplay. Reward this developer for their great work and buy this.
投稿日: 7月27日
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28 人中 25 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 39.6 時間
独ソ戦を題材にしたストラテジーゲーム
いわゆる「ウォーゲーム」と呼ばれるタイプのボードゲームを参考にしているらしい
二次大戦が舞台の戦争ゲームでは主力兵器からマイナーチェンジまで様々な兵器を登場させ、
戦車の傾斜装甲を再現したり兵士の士気の概念を導入するなど様々な細かい要素を入れてリアルさを求めるものが主流だが、
このゲームはそうした複雑な要素を可能な限り排除し、単純さを追及している

このゲームをクリアするために覚えなければならないのは、次の四つだけ

1、ユニットの種類は「歩兵」と「機動部隊」しかない
一見様々なユニットがいてそれぞれ微妙に性能が違うが、この種別だけ覚えればいい
さらに能力値によってそれぞれの兵科は「積極的に攻撃に使える強い部隊」「自分から攻めると反撃で大打撃を受けるが、防御には十分使える弱い部隊」に分けられる
「強い歩兵」「弱い歩兵」「強い機動部隊」「弱い機動部隊」それぞれの特徴を生かして戦線に投入する必要がある

2、戦闘は常に防御側が有利となる
防御側は地形や天候の恩恵を受けるのだが、細かい計算は気にせず「移動して敵に攻撃を仕掛ける側は常に不利」とだけ覚えればいい

3、敵の真横は素通りできず、足止めされる
いわゆるZOC制を導入している
機動力のあるユニットでも、敵の真横を通ろうとすると足止めされて
即座に後ろに回り込むことはできない
ただし足止めされた部隊の後続はその一歩先だけなら進軍できる
敵陣の隙間に次々と部隊を投入すれば敵の後ろに回り込める

4、両軍とも補給線を持ち、補給の届く範囲でしか戦えない
補給の届く範囲では、毎ターンユニットは自動回復する
しかし補給可能範囲を離れると次のターンから回復が止まり、さらに次のターンは攻撃不可能になり、次のターンでは移動もできず、そこから先はどんどん体力が減っていき、精鋭部隊も敵の弱兵に一瞬で殲滅されてしまう
なお、このゲームの勝利条件は全マップ共通で、敵の重要な補給拠点をすべて制圧することである
相手の補給線を狭め、逆に自分の補給線を広げることで敵陣深くへの進軍が可能になる

直感的に理解できるこれらのルールだけで、このゲームは多様な戦術を再現している
激しい損害を被る正面からのぶつかりあい、戦車部隊で敵の戦線に穴をあけての大突破、迂回して敵の横や背面を突いての形勢逆転、補給線を脅かして敵を後退させ陣形を崩す、多数の弱兵による包囲殲滅、拠点にこもりわずかな兵力でのしぶとい抵抗……など戦争で起こる様々な戦術要素を実現させ、さらにその有効性を「奇襲によるダメージボーナス」「ユニット同士の相性」などといったいかにもコンピュータゲーム的なごまかしではなく論理的に説明している
さらに敵のAIは何も考えず攻撃する突撃バカではなく、自分の損害を抑えながらこちらの弱点を突いてくる
うっかり隙を見せると戦線を突破されてこちらの補給線をずたずたにされ、包囲殲滅や退却の結果1、2ターンで敗北確定になってしまう
一方で賢いあまり補給の維持には非常に敏感なので、補給線をついての攪乱が有効で、これが決まると天才戦術家になったかのような快感を味わえる


一回のゲームは非常に短く、長くても十数ターンで終わるのでさっくり楽しめる
戦争ゲームは重厚長大で気軽にできなさそう、というイメージを持っている人におすすめ
投稿日: 3月4日
このレビューは参考になりましたか? はい いいえ