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Author Archives: Tim James
Unity of Command: Red Turn: Tim vs. Bruce, part two
Bruce, playing the cowardly Soviets, is trying to slink his way into the liberated cities of Zhitomir and Korsun. So far, his vast advantage in brainwashed farmers and sheet metal vehicles has done little to help him take these two … Continue reading
Unity of Command: Red Turn: Tim vs Bruce
This game diary exists to make a joke about the name Red Turn. This multiplayer report exists to make a pun on Tom vs. Bruce. Of course, there’s more to it than that. I enjoy reading everything Bruce Geryk writes … Continue reading
Unity of Command: Red Turn: designing the wargame
When I first learned about Red Turn, I was surprised to hear the scenarios were designed by a member of the community: Pieter de Jong, better known to most wargamers as ComradeP. And as a new wargamer, I’m still intrigued … Continue reading
Unity of Command: Red Turn: Gotterdammerung and schwere Panzer
Red Turn feels like a late-war Eastern Front game. The distances and the size of the armies in each scenario are mind-boggling. The scenario pictured above, To The Dniester, has 816 steps between the two sides. I had to manage … Continue reading
Unity of Command: Red Turn: game diary on a website
Developer 2×2 Games deserves an award for the most literal name for an expansion pack ever conceived. Unity of Command: Red Turn is a 17-scenario campaign for the Soviet Union in World War II. It’s the sequel to Unity of … Continue reading
Unity of Command: redo history
There’s no undo button in Unity of Command. If I move a unit accidentally, I can’t take it back. The developers say they’re working to add this feature. In the meantime, I can always redo the scenario. I’m starting to … Continue reading
Unity of Command: supply goes awry
Unity of Command isn’t just a cute game that’s easy to pick up. It also uses an historically relevant supply system that significantly affects gameplay. Without fresh supplies each turn, my units lose combat effectiveness. Even the lowliest Russian peasants … Continue reading
Unity of Command: step into wargames
I’m going to get a little technical in this diary entry. In order to understand how Unity of Command works, I need to explain a complicated wargaming concept: colored dots. Hold on, I have that backwards. Let me start over. … Continue reading
Unity of Command: unbalanced history
Most games start the campaign slowly. They introduce concepts and situations at a deliberate pace to keep you from being overwhelmed. Unity of Command, on the other hand, starts with the Second Battle of Kharkov (pictured). It’s listed as a … Continue reading
Unity of Command: introducing the wargame for everyone
Unity of Command is billed as an operational-level wargame. That’s totally wrong. It’s actually a game about moving big heads around a map to rub an eraser over colorful enemy territory. That’s my first impression, anyway. After the jump, wargaming … Continue reading
Mass Effect 3 ends your story
I’ve always felt left out of the Mass Effect series. Whenever someone mentions it’s one of their favorite series of all time, I wonder why I can’t enjoy it as much as they do. Mass Effect 3 lets me get … Continue reading
