Red Turn

Unity of Command lets you replay the epic conflict that was the Stalingrad Campaign of World War II. In this turn-based game of strategy and cunning, observe how opportunity leads the German army to advance recklessly into the steppes of southern Russia. And as the story unfolds, join the Soviet campaign to repel the invaders... As these legendary battles play out on the hex board, the tension of decision making and difficulties of conducting operations on a massive scale emerge. Command armies and fronts in maneuver warfare, thrust and encircle, capture cities and cross continents; but never, ever forget to watch your supply lines. The Red Turn expansion ads a gigantic Soviet expansion centered on the Kursk campaign.

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jjdenver
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Joined: Thu Nov 01, 2007 11:07 pm

RE: Red Turn

Post by jjdenver »

I'll chip in my 2 cents.

I really like the game engine, but to me this game seems (as does the panzer general series) to be somewhat puzzle-oriented. Because of the small maps, tight timing of objectives, it feels less like an operational wargame than a series of puzzles. I stopped playing the new panzer corp series because the difficulty became high, the scenarios felt like puzzles and the scenario designers seemed more interested in puzzle-design than historical accuracy/feel. I get the same sense when I play the new expansion for this excellent game engine although not as strongly.

I don't want to feel like I have to practice and synchronize every move because there are so few units, small map, and little operational freedom.

So...I'd like to cast a vote for bigger maps, longer scenarios, and less puzzle feel, maybe some choice of objectives. It's a good game, but to me this would be an improvement.

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ComradeP
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RE: Red Turn

Post by ComradeP »

Well, with a game system and scale like this, you'll always have "puzzle" scenarios and some more open-ended scenarios. The main reason why I didn't make truly long scenarios is because they're nearly impossible to make them balanced and historically accurate at the same time. That's why you advance operation by operation and sometimes encounter the same units over and over. In a long campaign, that wouldn't be possible and the game would become much easier.
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Toby42
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RE: Red Turn

Post by Toby42 »

Ive stated this before, The AI does two things. It tries to cut your supply. It will sacrifice many units to do this. Failing that, it will huddle around the Objectives! I've had games where both sides supply was cut off. Then what? Neither can do anything! You lose because you didn't capture your objectives, so the AI doesn't care if there is not any supply! If units were worth some victory points, then you could not sacrifice units so easily. All of this takes away the Historical side of the game. It's a neat system, BUT???
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rodney727
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RE: Red Turn

Post by rodney727 »

This game screams "import me to tablets". Would buy this if it came to the apple store.
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MikeAP
Posts: 266
Joined: Fri Mar 07, 2008 2:28 am

RE: Red Turn

Post by MikeAP »

UoC has been one of the best wargames that I've ever played. If you can master the system of Terrain/Enemy/Friendly then you can beat any scenario.

Red Turn is great, and I'm looking forward to more scenarios. Maybe something featuring the allies? :-)
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bigus
Posts: 119
Joined: Wed Oct 24, 2007 10:28 pm

RE: Red Turn

Post by bigus »

ORIGINAL: Treale

Ive stated this before, The AI does two things. It tries to cut your supply. It will sacrifice many units to do this. Failing that, it will huddle around the Objectives! I've had games where both sides supply was cut off. Then what? Neither can do anything! You lose because you didn't capture your objectives, so the AI doesn't care if there is not any supply! If units were worth some victory points, then you could not sacrifice units so easily. All of this takes away the Historical side of the game. It's a neat system, BUT???

I think the idea of the AI attacking and/or defending is the strengths of the AI programming....
It either attacks , defends or sometimes both.

IMHO, a dynamic AI is the art of computer war game programming...
these guys have succeeded.
Delta66
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Joined: Wed Dec 07, 2011 4:10 pm

RE: Red Turn

Post by Delta66 »

I could get the best score in every single scenario of both campaign from the vanilla game.
But I would say that some campaign scenarios of Red Turn are very hard, and I haven't yet find a way to get a perfect score.
The Red Turn campaign start with some moderate and easy scenarios, but starting with scenario 6 Korsun Rovno things gets really difficult. The upgraded elite PanzerDivisionen (with the Panther icon) are extremly hard to dislodge from key victory hexs.
Scenario 7 Leningrad is also hard although infantry only and despite massive artillery supports.
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demyansk
Posts: 2874
Joined: Wed Feb 20, 2008 12:55 pm

RE: Red Turn

Post by demyansk »

got it for 4.99, no matter what - when it costs this much its always a deal, it's better than paying 80 bucks
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