On the other hand, it doesn't do a great job of teaching itself. Sure, there's a detailed combat resolution table buried in the manual, but you can happily play this (quite complex) wargame without ever looking at it. If that sounds complicated, it's not, because the game just shows you the likely results. When a unit attacks or defends its active steps are multiplied by their combat value, totaled, and compared to the other unit's total for the odds of various results. Steps are either active, a full circle, or suppressed, an empty one. Sometimes divisions have 'specialist steps' of attached assets-like a detached tank company temporarily assigned to support an infantry division. Every division on the battlefield is made up of sections called steps, each represented by a little dot below the unit's model. Unity of Command 2 has the same baselines that made the first UoC a success.
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