Compare Unity of Command II prices across 50+ stores and find the best deal. Developed by 2x2 Games. Published by 2x2 Games. Released on 11/12/2019. Available on PC, Mac, Linux. Genres: Indie, Simulation, Strategy. Metacritic score: 88/100.

Supply lines decide battles here, not unit counts. If cutting off a Panzer corps feels more satisfying than destroying one, UoC2 is your game.

I keep a mental list of wargames I'd hand to someone who has never touched the genre, and Unity of Command II sits near the top. Not because it holds your hand, but because it respects your time. Scenarios run to tight turn limits, the map is clean and readable, and every decision you make feeds directly into a consequence you can trace. The Western Allied campaign opens in North Africa in 1943 and pushes north through Italy and into France, which is a dramatically different kind of war than the open steppe sprints the first game was built around. Where the original Unity of Command rewarded dash and encirclement on wide terrain, this one demands patience in mountain passes, attritional grinding through hedgerows, and careful reading of chokepoints that punish any overreach. The core system is built around supply, and that is not a minor sub-system bolted on for realism points. It is the whole game. Supplies flow from harbors or rail yards, distributed across the battle map by a limited pool of trucks and forward depots. Push your armor too far ahead of your supply network and those divisions go combat-ineffective, turning a breakthrough into a disaster. Cut the Axis supply line behind an enemy stack, and that stack withers without you firing a shot. The surround-and-starve loop is deeply satisfying, and the maps are designed specifically to reward flanking moves and rail seizures over frontal assaults. Units themselves are measured in steps, with specialist attachments like artillery, engineers, and self-propelled anti-tank guns changing how you approach each engagement. Engineers let you ignore river crossing penalties in set-piece assaults; artillery softens a fortified hex before your infantry goes in. Getting the right specialists to the right hex before a tight sub-objective deadline is the closest this game gets to having a build order, and it scratches that itch well. New in this sequel is the Headquarters system, which places army HQs on the map as active assets. Each HQ generates command points spent on special actions including emergency resupply, motorizing infantry, bridging operations, and combo attacks that chain artillery suppression into an armored breakthrough. Between scenarios, you attend conferences where Prestige earned from previous battles buys theater asset cards, things like extra air strikes per turn, additional supply trucks, or powerful one-time area strikes. The card hand size scales with difficulty, so harder settings genuinely change your resource ceiling and not just enemy stats. The AI holds up reasonably well, adapting to the varied terrain across campaigns, though some players have flagged it as overly passive in certain defensive situations. Here is the honest caveat for newcomers: the tutorial does not carry its full weight. Icon-heavy unit data cards, specialist assignments, and the distinction between suppressed and eliminated steps are all things you will learn from the external manual or community guides rather than in-game tooltips. That is a real friction point. The tight turn limits also push some scenarios closer to a puzzle than an open strategic sandbox, and players who want the freedom to lose a campaign slowly on their own terms may bounce off the difficulty of chasing gold-star objectives. The Workshop is active enough to expand the scenario pool, and the built-in scenario editor is straightforward to start using. Multiple DLC campaigns covering Blitzkrieg, Barbarossa, and Stalingrad extend the content well past the base Allied campaign, each bringing different operational conditions. The Metacritic score of 88 reflects a strong critical consensus that this is one of the better-designed wargames of its generation, and after spending considerable time with it I have no serious argument against that reading. Diego, Scout Team

Unity of Command II
IndieSimulationStrategy

Unity of Command II

Nov 12, 20192x2 Games
GamerScout Says

Supply lines decide battles here, not unit counts. If cutting off a Panzer corps feels more satisfying than destroying one, UoC2 is your game.

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About Unity of Command II

I keep a mental list of wargames I'd hand to someone who has never touched the genre, and Unity of Command II sits near the top. Not because it holds your hand, but because it respects your time. Scenarios run to tight turn limits, the map is clean and readable, and every decision you make feeds directly into a consequence you can trace. The Western Allied campaign opens in North Africa in 1943 and pushes north through Italy and into France, which is a dramatically different kind of war than the open steppe sprints the first game was built around. Where the original Unity of Command rewarded dash and encirclement on wide terrain, this one demands patience in mountain passes, attritional grinding through hedgerows, and careful reading of chokepoints that punish any overreach. The core system is built around supply, and that is not a minor sub-system bolted on for realism points. It is the whole game. Supplies flow from harbors or rail yards, distributed across the battle map by a limited pool of trucks and forward depots. Push your armor too far ahead of your supply network and those divisions go combat-ineffective, turning a breakthrough into a disaster. Cut the Axis supply line behind an enemy stack, and that stack withers without you firing a shot. The surround-and-starve loop is deeply satisfying, and the maps are designed specifically to reward flanking moves and rail seizures over frontal assaults. Units themselves are measured in steps, with specialist attachments like artillery, engineers, and self-propelled anti-tank guns changing how you approach each engagement. Engineers let you ignore river crossing penalties in set-piece assaults; artillery softens a fortified hex before your infantry goes in. Getting the right specialists to the right hex before a tight sub-objective deadline is the closest this game gets to having a build order, and it scratches that itch well. New in this sequel is the Headquarters system, which places army HQs on the map as active assets. Each HQ generates command points spent on special actions including emergency resupply, motorizing infantry, bridging operations, and combo attacks that chain artillery suppression into an armored breakthrough. Between scenarios, you attend conferences where Prestige earned from previous battles buys theater asset cards, things like extra air strikes per turn, additional supply trucks, or powerful one-time area strikes. The card hand size scales with difficulty, so harder settings genuinely change your resource ceiling and not just enemy stats. The AI holds up reasonably well, adapting to the varied terrain across campaigns, though some players have flagged it as overly passive in certain defensive situations. Here is the honest caveat for newcomers: the tutorial does not carry its full weight. Icon-heavy unit data cards, specialist assignments, and the distinction between suppressed and eliminated steps are all things you will learn from the external manual or community guides rather than in-game tooltips. That is a real friction point. The tight turn limits also push some scenarios closer to a puzzle than an open strategic sandbox, and players who want the freedom to lose a campaign slowly on their own terms may bounce off the difficulty of chasing gold-star objectives. The Workshop is active enough to expand the scenario pool, and the built-in scenario editor is straightforward to start using. Multiple DLC campaigns covering Blitzkrieg, Barbarossa, and Stalingrad extend the content well past the base Allied campaign, each bringing different operational conditions. The Metacritic score of 88 reflects a strong critical consensus that this is one of the better-designed wargames of its generation, and after spending considerable time with it I have no serious argument against that reading. Diego, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementstrading-cardsworkshopcloud-savestier:aaaSupply Line ManagementOperational WargameHex GridTurn Limit PressureSpecialist UnitsHQ Command SystemBranching CampaignCard-Based Theater AssetsHistorical WWIIScenario Editor

Steam Deck & Linux

Steam Deck VerifiedProtonDB Gold

Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 38 ProtonDB community reports.

System Requirements

Minimum

OS
Windows® 10 or newer (64-bit)
Memory
4 GB RAM
Storage
5 GB available space
Graphics
OpenGL 3.3+ supporting GPU with 1GB VRAM
Processor
Dual core processor
Additional Notes
Optimized for Low settings / 30FPS @ 720p. Legacy AMD Radeon graphics cards, older than and including the Radeon Rx 200 series, may work but are not officially supported.

Recommended

OS
Windows® 10 64-bit
Memory
8 GB RAM
Storage
5 GB available space
Graphics
NVIDIA® GeForce® GTX 970 or AMD equivalent
Processor
6th Generation Intel® Core™ i5 Processor or AMD equivalent
Additional Notes
Optimized for High settings / 60FPS @ 1080p

Community Discussion

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Reviews & Ratings

Metacritic
88

Game Info

Developer
2x2 Games
Publisher
2x2 Games
Release Date
Nov 12, 2019

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Unity of Command II is available on PC, Mac, Linux.

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Unity of Command II was released on 12 November 2019.

Who developed Unity of Command II?

Unity of Command II was developed by 2x2 Games.

Is Unity of Command II worth buying?

Unity of Command II holds a Metacritic score of 88/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.