Unity of Command II

Unity of Command II

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J-manByte Jan 7, 2020 @ 8:16am
Update 10 Test
We'll be updating this list as the beta updates are rolled out.

New standalone scenario: Wacht am Rhein!
Experience the Battle of the Bulge from the Axis perspective.

New Features and changes
  • Wacht am Rhein scenario
  • En route HQ and unit locations are now always shown in the En route view (even for units arriving on later turns)
  • Recon in force can now capture 3-step stragglers and HQs
  • Combat shifts are now displayed for Air Attack, Saturation Strike and Naval Bombardment
  • Added danger markers on own units in the Saturation Strike view
  • Reorg steps are no longer counted as casualties
  • Localization update
  • Addition of one purchasable US engineers at each conference in Northern Europe
  • Tool for setting the playable area in the scenario editor
  • Added weather hints to scenario editor
  • Map view UI polish
  • Husky: additional turn
  • Husky: added info on para limitations to briefing
  • Tutorial 1: added additional info
  • Plunder: balance changes

Fixes
  • Added deployment phase to Advance To Antwerp scenario
  • Entrenchment now removed when assault/river crossing
  • HQ deploy positions fix
  • Fixed playable area in the "End at the Elbe" scenario
  • Kill unit objective fix
  • AI rearguard fix
  • Fixed end conference reminder tooltip
  • Fixed combat sheet text: "0.5% to reduce" -> "50% to reduce"
  • Fixed objective sheet not updating when an objective is captured with a para drop
  • Fixed crash when exiting a map view in history mode while a unit is selected
  • Fixed crash when an empty hotkey is bound
  • HQ generals are now changed on campaign scenario end
  • Fixed towed suppression on already suppressed specs
  • Fixed some specialists being suppressed after a LCI landing
  • Emergency supplied units can no longer be deployed to
  • Localization fixes - special thanks to user "pendantry"
  • Price fixes and changes to specialists in Northern Europe (enjoy the 10 prestige British arty while you can!)
  • Fixed en route units crash in deployment phase
  • En route HQs in deployment phase fix
  • Fixed retreat route calculation
  • Unit move crash fix

  • Settings crash fix
Last edited by J-manByte; Jan 21, 2020 @ 7:27am
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Showing 1-8 of 8 comments
nigo_BR Jan 10, 2020 @ 9:22am 
No brazilians in Apenines scenario??? Sad day
Half life Expert Jan 10, 2020 @ 1:47pm 
The first Axis scenario?! Sweet! I'm not usually one to go for betas, but I've got to jump on this!
Half life Expert Jan 10, 2020 @ 3:06pm 
I've got a little feedback.

First, I think that this should be reverted, as it can be a little confusing on the fly:
En route HQ and unit locations are now always shown in the En route view (even for units arriving on later turns)


Second, I think the Wacht am Rhein scenario is a bit too challenging on the first turn. For both gameplay and historical purposes, I think it should be easier to make the initial breakthrough and capture St. Vith, and press a couple hexes westward.

When the Ardennes Offensive was launched, the forward US Units (and really the entire allied command) were very surprised. Some US Units routed or surrendered (like the 106th Division, as seen in the scenario, was basically destroyed with most of the men not killed being captured.)

Therefore, I think the forward most US Units, and perhaps the armored unit in St. Vith, should be made weaker on the first turn, perhaps with surppressed steps and specialists.

FYI, I have played several playthroughs of this scenario on Easy mode, after getting squished on Normal. I've struggled to get to the sole required objective.


EDIT:

Additionally, what is the point of that single step FJ Unit that is already behind allied lines? It seems positioned to dash to capture the Spa Fuel Depots, but no units can move into there in the first turn, despite being unoccupied. It's almost guaranteed to be destroyed and can't really do anything.
Last edited by Half life Expert; Jan 11, 2020 @ 12:01pm
Daniel_efc  [developer] Jan 13, 2020 @ 4:33pm 
Thanks for the feedback.

Haven't had time to reply. But as always we do *read* everything.

RE: The FJ unit
It is mostly there for flavor and historical reasons. But it can be useful in one of several ways.

1. Taking any tripple stragglers that may appear behind St. Vith
2. Taking that pesky forest hex with no road - relieving your other units of this time consuming task
3. Getting killed by the Americans... This will most likely supress one of their steps making them easier to attack on your own turn.

Regarding the scenario in general:

The Germans play very differently than the Allies. Feint attack and Recon in Force are your friends. And in this scenario in particular, speed(!) is your friend. The first three turns are crucial.

As for the degree of the US collapse historically. The US units generally did not fall apart as the Germans had hoped. Apart from the two surrounded regiments in the Schnee Eifel (which held out for more than 3 days), no major units were really truly routed.

6. Panzer Army was pretty much stopped cold from day one and was subsequently sent to support the breakthrough acheived by 5th Panzer Army. But the strong US defensive actions near St. Vith and Bastogne spoiled this effort as well.

Cheers :)
Last edited by Daniel_efc; Jan 13, 2020 @ 4:34pm
Daniel_efc  [developer] Jan 14, 2020 @ 4:46am 
Regarding Brazilians in Gothic Line scenario. The BEF didn't see action on a divisional scale until later sadly, which is why they aren't in the scenario. They had a contingent in TF45 at the time however... and I am considering changing this unit to Brazilians. Not quite sure yet though. I would honestly like to feature them more. So few people know they had troops in Europe... plus the model looks badass :D

Cheers
Half life Expert Jan 14, 2020 @ 11:06am 
Originally posted by Daniel_efc:

As for the degree of the US collapse historically. The US units generally did not fall apart as the Germans had hoped. Apart from the two surrounded regiments in the Schnee Eifel (which held out for more than 3 days), no major units were really truly routed.



You're right, however, the 106th Division was a fresh from training division, and it was covering an area larger than a US division should have been, so perhaps in-scenario it should have the Green X attribute for a novice unit.

Daniel_efc  [developer] Jan 17, 2020 @ 4:00am 
@Half life

In general regular units (100XP) represent new units for the Allies and Germans. "Green" represent things like Volkssturm and Italian second rate divisions. Without too much effort you can surround the 106th on turn 1. And then subsequently destroy it on either turn 1 or 2 depending on your priorities :)

@All

In the current update there is a bug that makes Wacht am Rhein crash during loading. It's being fixed.

Cheers!
Last edited by Daniel_efc; Jan 17, 2020 @ 4:01am
D.a.r.k.ELF Jan 19, 2020 @ 4:02pm 
1. PLEASE give us save any time and do make few saves with change names of this saves!
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