fix: crash when previously KIA unit appears enroute
fix: added icons for ita_arty_towed_41
fix: added missing music track
Stalingrad DLC Now Available!
After staving off the Soviet winter counteroffensive of 1941/42, the German Wehrmacht reclaims the initiative the following summer. Concentrating their forces in the south, the Germans once again slice through Soviet lines, aiming for the oilfields of the Caucasus and the industrial city of Stalingrad. But the Red Army has learned much from past failures and prepares to strike back in an overwhelming fashion.
In this DLC, you will command the multinational Army Group South in its bid to deliver a crippling blow to the Soviet war machine, while securing oil for Germany’s ongoing conquests.
Key Features
A 15-scenario historical campaign covering the German “Fall Blau” offensive and the Caucasus campaign, through the Soviet counterattack at Stalingrad and on to the Third Battle of Kharkov
A 9-scenario alternative history branch exploring what might have happened had the Axis focused their entire 1942 effort on the Caucasus
New specialists: Soviet T-60 and Lend-Lease M3 tanks, Marder tank destroyers, Sturm pioneers, and more
New unit models for Soviet mechanized troops, T-34/76 tanks, German SS Panzer Grenadiers, Italian motorized infantry, and more
Our toughest AI yet, capable of mounting major offensives that will keep your Romanians, Hungarians, and Italians reeling in shock and awe!
New music from Bruno Babić, including re-arranged tracks from the original Unity of Command (2011) soundtrack
The battles around Rzhev are easily among the toughest and bloodiest of the entire World War II. They are also not very well known in the west, especially given how the Red Army suffered a quarter of a million dead there in early 1942 alone.
When designing this scenario for Moscow 41, we really wanted to do these momentous events justice. The mechanics and the scenario design were carefully adapted to the period. As a result, the “Rzhev meat grinder” plays very differently from anything you’ve seen in Unity of Command II before.
Our intention is that playing as the Soviets feels authentic with respect to history. The adjustments to play style that this requires can be difficult, but we feel it’s well worth it because it gives an entirely new perspective on this period of the war.
With that in mind, we’ll be taking an in-depth look at a smaller section of the Rzhev Offensive around the Volga crossing. This should highlight some of the new tactical skills and ideas that you’ll be needing when playing as a Soviet commander.
Situation
The plan for our forces in this section of the map is to cut through and capture Rzhev city proper. In doing that, we will demonstrate how to properly develop operations in the Soviet way.
The first thing we notice is that the German unit defending Rzhev is elite. It would be advisable to attack it with at least a veteran unit, in order to bridge the experience gap. There are no veteran units assigned to the Kalinin Front, however. The German unit also has the advantage of being fortified. Before launching our main assault, we will need to breach its fortifications.
Given our relatively weaker units, we should think in terms of power projection in order to achieve our objective. We want enough of our troops within striking range of Rzhev for the main assault to be decisive. There is real potential for high casualties, and a piecemeal effort would only dull our overall combat capabilities.
Positioning
The tactical situation is rather unfavorable. We are holding a single pontoon bridge across the Volga and, beyond that, only a very narrow corridor surrounded by the enemy from both sides. Besides pouring troops through this gap, we will need to keep them in supply as well.
To get the most out of the Kalinin HQ abilities, specialists should be rearranged during battle preparation and front line troops should receive replacements by reorganizing rear units. Note that city terrain does not favor armor specialists and plan your dispositions accordingly.
The first task at hand is to widen the corridor for security reasons. Our troops should constantly be poured through the gap since this is the only center of gravity for the Kalinin Front. The entire width of the front should move as one big column, employing all troops that can be spared from defensive duty.
The Soviets
Soviet units are unique in that they’re able to mount Set Piece Attacks with a Sapper specialist only – they do not require artillery. This, combined with Suppressive Fire and then a direct assault, will be our main method for breaching enemy fortifications outside city terrain.
Another good use for a Set Piece Attack is to force an enemy unit to retreat without taking undue losses yourself. In the absence of artillery this is best combined with Feint Attack beforehand. A Feint Attack will both weaken the enemy and increase its chance of retreating.
When playing the Soviets, it is crucial to weaken the enemy with preliminary attacks before landing the main blow, as the odds are often stacked against you. Sometimes this means taking higher casualties than the enemy does, so always make sure that you have enough troops for follow up attacks.
While entrenchment can be lifted with Suppressive Fire and the Artillery Preparation card can concentrate that fire in a narrow area, using artillery always brings the risk of turning the city into ruins. If that happens such an attack is highly counterproductive. Artillery is best used for breaching defensive lines outside of settlements while Sappers are best used for assaulting cities.
Supply
We want to create a supply hub as close as possible to the gap in the enemy lines. The hex next to our pontoon bridge is the best location but, to place a hub there, we need to clear the forest road running north the Volga.
Killing the lone German unit blocking this road connects the new hub to the supplied rail line in the north west. If we’re in need of trucks, the nearby hub can be reduced, and its truck re-deployed at the pontoon bridge hub.
With the corridor secured, and the gap widened, we are able to resolve our supply issues and assemble a bigger force on the other side of the river. The stage is now set for an approach to our target.
Sappers
The chance to breach entrenchment/fortifications with a Set Piece Attack will depend on the combat odds. To increase the odds, Sappers are best used on stronger units like Guards, Cavalry or regular infantry with veteran status.
If a Set Piece Attack is only partially successful, your attacking unit will be left with many of its steps suppressed. On top of that, the enemy HQ may be able to re-entrench the defending unit during its own turn. It’s not guaranteed that your unit will be able to attack again on the following turn.
For this reason, Sappers are best used in pairs. This heavily increases the chance of success simply by planning to use power projection in advance.
Ski Troops
Recon in Force is not a new HQ action but, starting with Moscow 41 DLC, we’ve added “binoculars” icons to the units capable of using it in the current turn. As a reminder, these are armored units, or other units with an active recon specialist (provided that their HQ has this ability).
Soviet ski specialists, besides granting an attack bonus in snow terrain, also enable Recon in Force. This works great for removing enemy Zone of Control, so that a target hex can be attacked multiple times by rotating your units in the attack.
Less well known is the tactic of clearing enemy supply hub, HQ or stragglers with Recon in Force. A ski specialist, similar to a recon specialist, can be used to clear these enemy structures, provided the fighting takes place in the snow.
Unlike a recon specialist though, the ski specialist is not suppressed after recon in force. You can use it to clear the way (with Recon in Force), and then provide its attack bonus later in the same turn. Provided you employ them properly, ski specialists can be devastating to the enemy.
Don’t Go For All Bonus Objectives
We’ve decided to make this a periodic reminder🙂. If you miss a bonus objective here or there, it’s really not a big deal. Sometimes bonus objectives are designed to be concurrent to each other. You give more attention to one area, and this gets reflected in the other. It is your desire and effort to become a better strategist that really counts.
That would be all for this post, comrades. We hope your efforts at defending the motherland improve as a result of the techniques acquired on this website. In fact, anything else would gravely displease comrade Stalin. And we cannot have that. Ура!! ✊
Unity of Command II returns to its roots, 10 years to the day since the initial release of "Unity of Command: Stalingrad Campaign"!
After staving off the Soviet winter counteroffensive of 1941/42, the German Wehrmacht reclaims the initiative the following summer. Concentrating their forces in the south, the Germans once again slice through Soviet lines, aiming for the oilfields of the Caucasus and the industrial city of Stalingrad. But the Red Army has learned much from past failures and prepares to strike back in an overwhelming fashion.
In this DLC, you will command the multinational Army Group South in its bid to deliver a crippling blow to the Soviet war machine, while securing oil for Germany’s ongoing conquests.
Key Features
A 15-scenario historical campaign covering the German “Fall Blau” offensive and the Caucasus campaign, through the Soviet counterattack at Stalingrad and on to the Third Battle of Kharkov
A 9-scenario alternative history branch exploring what might have happened had the Axis focused their entire 1942 effort on the Caucasus
New specialists: Soviet T-60 and Lend-Lease M3 tanks, Marder tank destroyers, Sturm pioneers, and more
New unit models for Soviet mechanized troops, T-34/76 tanks, German SS Panzer Grenadiers, Italian motorized infantry, and more
Our toughest AI yet, capable of mounting major offensives that will keep your Romanians, Hungarians, and Italians reeling in shock and awe!
New music from Bruno Babić, including re-arranged tracks from the original Unity of Command (2011) soundtrack
In Moscow 41 you take control of Soviet forces as they deliver blow after blow to an overextended Wehrmacht during their winter counteroffensives of 1941/42. Though battered and bruised, German armies will prove mighty opponents for the less experienced Red Army, which must also contend with overly ambitious objectives set forth by the Soviet leader Joseph Stalin.
Key Features
11 historical scenarios with many variants, based on the Soviet winter counteroffensive in late 1941 and early 1942
Limited, but still difficult to achieve, alternative historical outcomes, such as relieving Leningrad or destroying Army Group Center
New Soviet Guards units
New winter look for German and Soviet units
New specialists: Soviet Ski Troops, Divisional Gun
This is the companion update to the Moscow 41 DLC (Update 16). Everything revolves around the playable Soviets in this one, but there is also a new revision of the manual, quality of life improvements, balancing updates to the base game, and more.
Briefly about the Moscow 41 DLC: it will be released on 31st of August on Steam and the price will be $6.99. You take control of Soviet forces as they deliver blow after blow to an overextended Wehrmacht during their winter counteroffensives of 1941/42. There are 11 historical scenarios total.
Please find the full change list for Update 16 below. Sorry about the abbreviated post for this update: I've had a proper vacation (!) this year, and am not really running at full speed just yet.
Cheers,
Tomislav
Features
oversupply animation
precision bombing theater asset - fixed readability of icon
soviet special: artillery preparation card: sup fire does not spend AP, does not suppress arty specs
soviet special: set piece possible for units with engineers (arty not mandatory)
icon for when you're not allowed to place a supply hub (because of stragglers)
selectable supply hubs
binoculars icon for recon in force on the unit and the unit sheet
ski specialists
Bugfixes
fix: pontoon bridge: destroy, undo, destroy again
fix: hq_uprade window in campaign screen: no frame around action icon
fix: more theater asset crashes
fix: scenario editor crash when the only HQ is enroute
fix: remove campaign token when losing take-and-hold bonus objective
fix: crash on certain attacks
fix: river movement bug
fix: elite reinforcements undo bug
fix: scenario editor crash on mac
Fix: command authority in campaign screen
Fixes: casualties counting, added stragglers data
Fix: history mode, HQ overrun update
Fix: Restart from last conference greyed out
Balancing: Victory in the West
Wadi Akarit: AI breakout (hard only)
Alpine Redoubt: turn limits
Battle for Bavaria: turn limit
Saar-Vosgues Offensive: turn limits
Market Garden: Arnhem now hold type objective
Ljubljana Gap: turn limits
Race Across France: turn limits
Advance to Antwerp: turn limits
Overlord: AI hints, Axis strength, Axis supply sources, turn limits
hgs: changed Sd.Kfz 222 to Sd.Kfz 232, T-34 to T-34/76
sevastopol_assault: specialists from HQ assigned to units
rostov: locations added for Soviet reinforcements; one unit location change; AI tweaks
bryansk, yelnya: minor balance tweaks
Moscow 41 Announced
The Moscow 41 DLC will be released on the 31st of August on Steam and the price will be $6.99.
The beginning of December 1941 saw German forces fighting at the gates of Moscow. Thereafter, ferocious Soviet resistance, coupled with exhaustion and horrendous weather, meant that this was to be the end of the line for Barbarossa.
In Moscow 41 you take control of Soviet forces as they deliver blow after blow to an overextended Wehrmacht during their winter counteroffensives of 1941/42. Though battered and bruised, German armies will prove mighty opponents for the less experienced Red Army, which must also contend with overly ambitious objectives set forth by the Soviet leader Joseph Stalin.
Key Features
11 historical scenarios with many variants, based on the Soviet winter counteroffensive in late 1941 and early 1942
Limited, but still difficult to achieve, alternative historical outcomes, such as relieving Leningrad or destroying Army Group Center
New Soviet Guards units
New winter look for German and Soviet units
New specialists: Soviet Ski Troops, Divisional Gun
Minor map fixes: a forest hex near Pavlograd, a minor river near Taganrog
Added "parent" nationality for Slovakia
Barbarossa DLC Now Available
In this DLC, you command Axis forces during Operation Barbarossa, from their summer of roaring victories to the painful halt at the gates of Moscow in the winter of 1941/42.
Key Features
23-scenario historical campaign, with battles from the lakes of Karelia in the north to the Black Sea beaches in the south
Limited, but still difficult to achieve, alternative historical outcomes, such as capturing Moscow in late 1941
Detailed, zoomed-in maps for the hard-fought sieges of Odessa and Sevastopol
20+ new unit types including those from Italy, Romania, Hungary, Slovakia, Finland, and Spain
Beautiful new vehicle models including BT-7 and T-26 tanks, and the iconic ZIS-5 truck
New German cards: Blitzkrieg (reloads HQ command points) and Luftflotte
New terrain type: bog, used to model the impenetrable, swampy terrain facing Army Group North and the Finns
New original music: 4 brand new tracks by Bruno Babić, composed specifically for Barbarossa DLC