Unity of Command 2 has a tough act to follow. Designer Tomislav Uzelac’s original wargame of the Nazi blitzkrieg on Stalingrad and eventual Soviet counterattack was a masterpiece of simplicity. Units could move and attack, and that was it. At the end of each turn, the game checked to see if they could get enough fuel and ammo to fight at full strength the next turn, If they failed that check, they would become hollow shells until they were back “in supply”. All the other stuff that wargames tend to introduce to capture more detail or elusive “historical” accuracy was basically abstracted out of the game. The miracle was that it didn’t feel compromised or shallow. Victory was hard to achieve, but Unity of Command itself was streamlined to the point of being nearly frictionless to play.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/vb5kk9/unity-of-command-2-review