Mehr sein als scheinen.
— Moltke the Elder, referring to combat system tweaks in Unity of Command
Unity of Command is a game that emphasizes maneuver, supply, and logistics over brutal grinding, but even the most daring dash and encirclement will still involve a fair amount of fighting. In the new game, we are not changing the combat system in a big way, more like ironing a few wrinkles, plus some changes to bring it into line with the rest of the new systems.
From a designer’s point of view, combat in the game actually unfolds on two distinct levels. The first level, which is the main topic of this post, is the immediate combat between two units on the map. We try to make this “single combat” as realistic as possible, but there are limits. The most obvious ones are the one-unit-per-hex representation (no stacking) and the IGOUGO system (each player gets to move all his units during a turn).
The other level happens over a full turn for both players, or even 2-3 turns. When all the individual battles are put together and the scenario flows together nicely, we try to achieve a higher level of realism. Single, division level combats come together to form larger offensives – and the maneuvers come back around and make individual battles easier to win. Executed correctly, a good plan is a virtuous cycle. Continue reading