Este contenido requiere el juego base Unity of Command: Stalingrad Campaign en Steam para poder jugar.

Análisis de usuarios:
Global:
Positivos (7 análisis) - El 85% de los 7 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 10 dic. 2012

Inicia sesión para añadir este artículo a tu lista de deseados, seguirlo o marcarlo como que no estás interesado.

Contenido descargable

Este contenido requiere el juego base Unity of Command: Stalingrad Campaign en Steam para poder jugar.

Comprar Unity of Command - Red Turn DLC

¡REBAJAS VERANIEGAS! La oferta finaliza el 4 de julio

-75%
$9.99
$2.49

Packs que incluyen este juego

Comprar Unity of Command Trilogy Bundle

Incluye 3 artículos: Unity of Command - Black Turn DLC, Unity of Command - Red Turn DLC, Unity of Command: Stalingrad Campaign

¡REBAJAS VERANIEGAS! La oferta finaliza el 4 de julio

 

Acerca de este contenido

Los últimos días de la Campaña de Stalingrado vieron a la Wehrmacht tambaleándose bajo duros golpes. La batalla de Kursk los verá perseguir una agenda ofensiva por última vez. Poco después, a medida que la iniciativa estratégica se vaya decantando a favor de los soviéticos, se te asignará la tarea de liberar a la patria al mando de las fuerzas victoriosas del Ejército Rojo.

Características Principales


  • Gigantesca campaña soviética con 17 escenarios
  • Dos escenarios independientes del Eje incluyendo Zitadelle y Battle of Kursk
  • Cuatro escenarios dedicados de PvP incluyendo el disputado Korsun Pocket
  • 39 tipos diferentes de unidades modeladas, incluyendo los blindados Panther y T-34/85
  • Pesos pesados de finales de la guerra como el ISU-122 y el Tiger II
  • Ideal para el modding, se incluye un editor de escenarios con Unity of Command 1.04

Requisitos del sistema

Windows
Mac OS X
    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
    Mínimo:
    • SO: 10.6
    • Procesador: 1.6 GHz
    • Memoria: 1 GB de RAM
    • Disco Duro: 150 MB de espacio libre
    Recomendado:
    • Procesador: 2.0 GHz
    • Memoria: 2 GB de RAM
Análisis de usuarios
Se ha actualizado el sistema de análisis de usuarios. Más información
Global:
Positivos (7 análisis)
Publicados recientemente
The Hagen
Publicado el 20 de febrero
Great extension for UoC - if you enjoyed the original "Stalingrad Campaign", you will also love this one!
IMO a bit easier than the "Stalingrad Campaign" - at least I managed to achieve more "brilliant victories" than in the "Stalingrad Campaign" scenarios ... ;-)
¿Es útil? No Divertido
pethogergely2009
Publicado el 18 de febrero
I really like the base game, which is a well-thought-out combination of several ideas:
- German units are individually much stronger than Russian units, but outnumbered by the Russians.
- Supply line and weather are more important factors than enemy units. If just a single very weak enemy unit gets through your lines and interrupts your supply, or if you lead your forces deep into enemy territory without making sure they have adequate supply, you lose even against very outnumbered and week forces.
- In single-player games you always play the attacking side, so you have to conquer map hexes that lie behind the enemy lines at the beginning of a scenario. This means that you constantly have to attack even if this involves losing units. Since units aren't carried over from one scenario to the other (unlike in the Panzer General/Corps games), sacrificing units in order to break through the enemy and advance toward the victory hexes is a must. If you don't attack with units that you know you will lose but that will weaken the enemy so another unit can eventually defeat it, you are unable to meet the turn limit and lose.
- The computer player always tries to exploit weak points in your frontline and break through it, or outflank you, to cut off your supply line. Other than this, the computer player is relatively passive and doesn't attack, which makes perfect sense since it already controls all victory hexes at the beginning of a scenario.
- The turn limits in the base game are set up so that the player constantly has to make progress with the offensive, otherwise even the turn limit for the simple victory is hard to achieve. But there are also two further turn limit levels. Brilliant victory means that all victory hexes must be conquered by the time limit that is specified for each, which is usually very hard to do. Decisive victory is easier, it just means that a slightly stricter turn limit must be met than for "simple" victory. Decisive and brilliant victory are hard to achieve but are often necessary in the base game because they are needed to unlock further scenarios in the campaign. If you don't meet decisive victory conditions in basically every scenario, you don't see much of the campaign. So the game strongly encourages you not simply to win, but to figure out what the weak points of the enemy are (these are basically never obvious) so you can beat them with a decisive or even brilliant victory to be able to play locked scenarios. This is probably what reviewers of the base game mean when the write that Unity of Command is a puzzle game.

This formula is unchanged in the two expansions for the game (this one and the Black Turn expansion), but scenario design at least in this expansion is poor, as if the designer(s) didn't understand what the game is about. Although the Soviets historically beat the crap out of the Germans, so they surely must have been much more powerful, the counterattack agains the Germans can't have been this easy. The Soviet campaign in the base game is quite challenging, which is probably much more realistic. The scenarios in the Red Turn expansion are so easy that it is straightforward to achieve a brilliant victory on the first try in almost every scenario.
The defenses of the enemy are partly weak because even though they start the scenario with entrenched units, the AI is for some reason not happy at all with the initial placement of the units, so it moves them around the front without attacking the player, just to have its units switch places. This makes no sense at all, keeping a unit entrenched is basically always a better defensive strategy than switching it with a unit two hexes away. Apart from not making sense, this always is very annoying since the AI takes ages to reorder its frontline in the first turn of the scenario, moving most of its units around. If the scenario designer(s) had simply placed the units in a way that the AI is more or less happy with, this would have been avoided.

So this is an uninspired and rather boring expansion to a great base game. It is very easy to beat and consequently offers next to no replay value. The Black Turn expansion, while still not nearly as good as the base game and offering few incentives to replay scenarios, is much more challenging and interesting than this one.
¿Es útil? No Divertido
Njordz
Publicado el 28 de mayo de 2015
Very good expansion!
¿Es útil? No Divertido
Sensei Obscurion
Publicado el 5 de febrero de 2015
finally a game where you can play with germans and the russians.
easy to understand but still some thinkwork is involved in it.
very playerfreindly and enjoyable.
¿Es útil? No Divertido
Tweedledumb
Publicado el 30 de diciembre de 2014
Great expansion for the great base game.
¿Es útil? No Divertido
Análisis más útiles  Global
A 5 de 7 personas (71%) les ha sido útil este análisis
Recomendado
Publicado el 5 de febrero de 2015
finally a game where you can play with germans and the russians.
easy to understand but still some thinkwork is involved in it.
very playerfreindly and enjoyable.
¿Te ha sido útil este análisis? No Divertido
A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
Publicado el 20 de febrero
Great extension for UoC - if you enjoyed the original "Stalingrad Campaign", you will also love this one!
IMO a bit easier than the "Stalingrad Campaign" - at least I managed to achieve more "brilliant victories" than in the "Stalingrad Campaign" scenarios ... ;-)
¿Te ha sido útil este análisis? No Divertido
A 3 de 5 personas (60%) les ha sido útil este análisis
Recomendado
Publicado el 28 de mayo de 2015
Very good expansion!
¿Te ha sido útil este análisis? No Divertido
A 4 de 7 personas (57%) les ha sido útil este análisis
Recomendado
Publicado el 30 de diciembre de 2014
Great expansion for the great base game.
¿Te ha sido útil este análisis? No Divertido
A 4 de 7 personas (57%) les ha sido útil este análisis
No recomendado
Publicado el 18 de febrero
I really like the base game, which is a well-thought-out combination of several ideas:
- German units are individually much stronger than Russian units, but outnumbered by the Russians.
- Supply line and weather are more important factors than enemy units. If just a single very weak enemy unit gets through your lines and interrupts your supply, or if you lead your forces deep into enemy territory without making sure they have adequate supply, you lose even against very outnumbered and week forces.
- In single-player games you always play the attacking side, so you have to conquer map hexes that lie behind the enemy lines at the beginning of a scenario. This means that you constantly have to attack even if this involves losing units. Since units aren't carried over from one scenario to the other (unlike in the Panzer General/Corps games), sacrificing units in order to break through the enemy and advance toward the victory hexes is a must. If you don't attack with units that you know you will lose but that will weaken the enemy so another unit can eventually defeat it, you are unable to meet the turn limit and lose.
- The computer player always tries to exploit weak points in your frontline and break through it, or outflank you, to cut off your supply line. Other than this, the computer player is relatively passive and doesn't attack, which makes perfect sense since it already controls all victory hexes at the beginning of a scenario.
- The turn limits in the base game are set up so that the player constantly has to make progress with the offensive, otherwise even the turn limit for the simple victory is hard to achieve. But there are also two further turn limit levels. Brilliant victory means that all victory hexes must be conquered by the time limit that is specified for each, which is usually very hard to do. Decisive victory is easier, it just means that a slightly stricter turn limit must be met than for "simple" victory. Decisive and brilliant victory are hard to achieve but are often necessary in the base game because they are needed to unlock further scenarios in the campaign. If you don't meet decisive victory conditions in basically every scenario, you don't see much of the campaign. So the game strongly encourages you not simply to win, but to figure out what the weak points of the enemy are (these are basically never obvious) so you can beat them with a decisive or even brilliant victory to be able to play locked scenarios. This is probably what reviewers of the base game mean when the write that Unity of Command is a puzzle game.

This formula is unchanged in the two expansions for the game (this one and the Black Turn expansion), but scenario design at least in this expansion is poor, as if the designer(s) didn't understand what the game is about. Although the Soviets historically beat the crap out of the Germans, so they surely must have been much more powerful, the counterattack agains the Germans can't have been this easy. The Soviet campaign in the base game is quite challenging, which is probably much more realistic. The scenarios in the Red Turn expansion are so easy that it is straightforward to achieve a brilliant victory on the first try in almost every scenario.
The defenses of the enemy are partly weak because even though they start the scenario with entrenched units, the AI is for some reason not happy at all with the initial placement of the units, so it moves them around the front without attacking the player, just to have its units switch places. This makes no sense at all, keeping a unit entrenched is basically always a better defensive strategy than switching it with a unit two hexes away. Apart from not making sense, this always is very annoying since the AI takes ages to reorder its frontline in the first turn of the scenario, moving most of its units around. If the scenario designer(s) had simply placed the units in a way that the AI is more or less happy with, this would have been avoided.

So this is an uninspired and rather boring expansion to a great base game. It is very easy to beat and consequently offers next to no replay value. The Black Turn expansion, while still not nearly as good as the base game and offering few incentives to replay scenarios, is much more challenging and interesting than this one.
¿Te ha sido útil este análisis? No Divertido