Differences between this game and Unity of Command

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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Charly G
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Differences between this game and Unity of Command

Post by Charly G »

I would like to know if the UoC players like this game. I have WITE, DC Case Blue, Decisive Battles WWII by SSG and UoC. I look for a game on the East Front similar to UoC with the same difficulty (easy to play but with some difficulties to master it).
Do the Pocket strategy has some effects ?
stormbringer3
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RE: Differences between this game and Unity of Command

Post by stormbringer3 »

I really like UoC and also really like this title. I think that this title has less "puzzle" in it. The supply system is different, there is no Pocket strategy. Units' refit ability is affected by the number of enemy units adjacent.
There is an excellent unit equiptment and ability upgrade system in the A-A Campaign which is a highlight for me. I also own WitE, DC Case Blue, and SSG titles.
I hope that this helps.
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Charly G
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RE: Differences between this game and Unity of Command

Post by Charly G »

Thanks for your answer. Upgrade system and available campaign are excellent things. I'm surprised by the lack of Pocket Strategy. If I understand, UoC is more complex and if I'm not wrong, the rate of strategy difficulty of these games is the following UoC > GaW > PC/PG.
ComradeP
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RE: Differences between this game and Unity of Command

Post by ComradeP »

UoC offers primarily historical operations as stand-alone offensives within a campaign, without core forces. It also has a per turn objective system, where objectives need to be captured by turn X instead of by the end of the scenario, which according to some gives the game a "puzzle"-like feel.

It has a 4 days per turn scale and a larger map scale as well and locking ZOC's, GaW has a 1 day per turn scale, a 5 km/hex map scale and a movement point penalty when moving through an enemy ZOC.

UoC has abstracted support assets in the shape of steps or theatre assets, whilst in GaW air and artillery support comes in the shape of on-map units.

GaW has an abstracted logistics system, whilst UoC has on-map supply that may or may not reach the troops. Unsupplied units can suffer from 3 levels of penalties. In GaW, only units without any supplies left will suffer combat penalties directly related to their supply state (they might suffer from other combat penalties, such as from adjacent enemy units).

UoC could be seen as more complex because the timetable for reaching objectives can be tight, whilst it is more generous in GaW, and because there's a greater benefit for encircling enemy units, which in turn encourages a different usage of mobile units.

As a disclaimer, I am the scenario designer for UoC's DLC.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
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Charly G
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RE: Differences between this game and Unity of Command

Post by Charly G »

Thanks. Now, I've all necessary informations to make my choice. Congratulations for the UoC's DLC, you've made a very good job.
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