《统一指挥》是一款创新的,令人耳目一新的大规模军事行动级别的战争游戏,涵盖了1942/43年西线上完整的斯大林格勒战役。
用户评测: 特别好评 (219 篇评测)
发行日期: 2012年10月17日

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购买 Unity of Command: Stalingrad Campaign

含有此游戏的游戏包

购买 Unity of Command Trilogy Bundle

包含 3 件物品: Unity of Command: Stalingrad Campaign, Unity of Command - Red Turn DLC, Unity of Command - Black Turn DLC

 

由鉴赏家推荐

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

“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

关于这款游戏

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.

系统需求

PC
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
有价值的用户评测
14 人中有 12 人(86%)觉得这篇评测有价值
80.5 小时(记录在案的)
This game is a nice throwback to panzer general and other hex games with its own unique mechanics. I recommend it to everyone.
发布于:6月5日
这篇评测是否有价值?
9 人中有 9 人(100%)觉得这篇评测有价值
89.7 小时(记录在案的)
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.
发布于:6月25日
这篇评测是否有价值?
5 人中有 4 人(80%)觉得这篇评测有价值
7.9 小时(记录在案的)
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.
发布于:8月27日
这篇评测是否有价值?
2 人中有 2 人(100%)觉得这篇评测有价值
32.5 小时(记录在案的)
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.
发布于:7月11日
这篇评测是否有价值?
4 人中有 3 人(75%)觉得这篇评测有价值
56.8 小时(记录在案的)
Absolutley fantastic operational strategy game. Beautiful design, great, cerebral gameplay. Reward this developer for their great work and buy this.
发布于:7月27日
这篇评测是否有价值?
6 人中有 6 人(100%)觉得这篇评测有价值
7.0 小时(记录在案的)
嗯……Unity of Command,我们且翻译为《联合指挥》,是一个二战东线战场题材的SLG游戏。游戏过程是(有限)回合制,大地图、以正六角格(对角线之间的距离相当于20KM)作为单位的容置点,以此表现团级以上的单位之间的战斗,展现辽阔东线战场上苏德之间的厮杀。本体是表现德军的进攻和苏联的初次逆袭,而DLC - Red Turn则是开始表现苏联红军的反攻之路(Black Turn还未入手,不了解)。
游戏本身以表现大单位间的战斗为主,但也十分注重不同因素的效果。例如单位间有战斗经验间的划分(分为新兵Green、普通Standard、身经百战Veteran和精锐Elite)、编制的划分(步兵师、摩步师、装甲师、骑兵师等),环境变量有地形(平原、森林、山丘、泥地、河流等)、天气(降雨、降雪、正常等),单位同时还能通过特殊装备来获得战斗上的优势(例如一个配有88mm Flak的步兵师可以在面对一个同等规模的普通装甲师时小有优势,而装甲师通常是克制步兵师的)。
同时,游戏还有一个影响部队战斗力的重要因素——补给状况。一个单位是否接受到补给是影响其战斗的关键,一个缺失了1turn补给的单位或许没什么,但是一个缺失了2turns甚至是3+turns补给的单位哪怕是精英都能被一个普通单位轻易歼灭。
玩家在允许的情况下可以使用场外资源(空袭、扩充补给源辐射范围、空投补给、动员起义、桥梁架设/摧毁等),帮助自己进行战斗。也可以在允许的情况下通过两军的最高指挥部(德国是OKH,苏联是Stavka)或者Force Pool为自己的单位增援、向战场派遣新单位、为单位添加特殊装备等。
对于玩家得分的计算和战斗概率的影响我还不是很明白,需要慢慢学习了解。
总而言之,如果你对二战和SLG感兴趣,Unity of Command是你值得一试的选择,其较为考究的虚拟地图制作、单位编制的真实番号、多种需要考虑的因素和时间跨度的高度准确性是值得玩家称赞的——据说这是两个人精心制作三年的结果。
发布于:2013年7月30日
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