ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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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.
< Message edited by ComradeP -- 7/31/2013 11:48:23 AM >
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SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
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