The Burden of the command is like me, it is very loved in it, but it is very disappointing and is annoying to get it long.
This concept is promising: strategic battle with a small batch of soldiers, but as “leadership RPG” instead of a regular war. Topical glimpses kept my hope alive on my long growth, perhaps I was predetermined to forgive more than normal when it eventually came last month. I am glad I did. But wow, did this game shout for a while.
You are a newly hatched lieutenant of the US Army, who are ready to respond to Hitler’s big brain announcement by repeating and arguing their ideas. But you will fight first in Italy, and before that in Sicily and before that in Morocco. And before that, you will finish training. Before that … you are an empty slate.
It is not a player character as the most special person in the world. It does not matter who you were before. Training is a natural tutorial, but there is also a section that is already defining you. In addition, it is trying to accept you mistakes. To learn them. When you do not understand the order system or how it works, it works, it intends, I think, to put you in your character position. He did not play 300 hours of Wargem this year, or saw all the films and assured himself that he was a strategic talent. When you burst with the UI, he is telling his orders badly, or by adding physical pressure to book Learnin. ,
But it cries my perennial, whispering: the command burden is a single-service game. Worse than that: Save is reflected with every action. A squad move three hex and saves it, I suspect, after every one. Certainly, continuous stagnation only suggests more than updating how many mines you stand on. Micro-deer that fights stress, but worse: everything is final.

BOC makes a point of this – it is as role As this manMaximum number and ideal results. You hope to fail, to get the designated character Or also myself Continue with killed, retreat or lose, and with changes in events (a rare and precious dynamic of respect). An incident warns an upcoming graphic image, which you can leave your man away.
But this is reduced by its interface, and opaque details of things working. When you check something else, the UI elements are inactivated, which is shot instead of capturing the squads. The icons and panels appear strangely and disappear. It is difficult to see small icons on units that you cannot enough zoom (a real shame; I like art). When you pull the map, the units are infallible, and the movement range are shown only for current action, enhancing vague rules that throw out the discrepancies that I cannot explain. Can I move three hex on that grass but only two identical grass? Instead of charging a hex west, do my people run downhill and attack back again? And the squads block the movement of another – a forest can fit twelve people, only standing rooms – which is not an uncertain, design -wise, but “my men run three hex under the fire because my other men will not let them pass” My actions are not a satisfactory story result. And there is no, I say peacefully, confirm any order. Even the end of the bend does not ask, and it is bound to the space bar.

The relationship between “order” and “verbs” throws curlball, disappoints the rich system of Burden’s simplest. The bend is divided into round. In each round you choose a lieutenant, whose order points are spent to move, function and activate the diarrhea under it. Each squad can only use its own action point if it is active, but can later function independently. You have to end the round to use another officer, but the next round goes to those who are just asking questions. It is a game of preference, and focusing your attention where limited orders require the most, are made more condemnable by several details. Officers may have several rounds, if you want to take Thompson’s first squad out of danger, fire a stern machine gun, then transfer the thompson’s other squads. Whenever you want, the captain can activate any squad, and use bolts and rally activities on adjacent hex. Should be lieutenant In To do this, hex, which carries other benefits. But the authorities move rapidly alone, and are weak for explosions (life tip). The suppressed/dimorved people lose action/order, so sending one in a violation can paralyze his entire platoon, as they leave people without telling people from waving with very real concerns and shoots them.
They often require anywhere else, as the bowlers and rally (and press: spend an order to restore an action) always requires. One is one of the best “everything improves” power, the other repression. They are not special allowances on a coldness. They are bread and butter, a constant reminder that you are not here to do strategies or add +4 to attack and attack fire. It is the leadership as the leadership that men need to compete: there is to be there. Taking charge, motivating training. In an entire round, just one person may be running back to a stable squad. Perhaps he is getting a dick, maybe he is a assistant, maybe he is playing bagpipe, but he is HereWe are all here, let’s go.
This is a decent shot in simulating human boundaries for organizing in a fatal state. But it is sometimes opaque, and suffers from bugs and discrepancies (why he suddenly takes two orders? Why he is suppressed, nothing has happened? And of course, your savings are constantly undercurved, which makes you unable to enjoy the results, as they were not your decisions. I would have left outright after a few hours, if this quietly did not save a backup per twist.

However, there is no command burden to punish you. The gunfire almost never erases the squad, but as long as someone alleges, keeps them down, usually surrenders. Until the Germans were shown, the deaths were rare, stopping a bug, which disappeared most of a squad, waste even after months (it was worth the cost in abstract points to re -fill them, so they were sitting in various early areas for most of the war. The rest of the diarrhea made more attention from the lieutenant daddy and the remaining daddis got the rights. Done Yours The problem is). The point is not a fierce hardcore challenge or show. This is how you handled the job, ordinance.
Its flaws are distracted by their great power – this is essentially, complex interactive story. When not in the fight, you are studying through the events around them, handling the antics from men, writing letters to the sooner families. Men and brass are respected (have not been opposed, but the latter want most strategic results, while east wants to live), to make a balance against the preparation of the next battle, and the relationship with other officials to do the right thing. The writing is quietly excellent, with a minor stoicism that is never in jingoism, handwritten, or war porn. Ton’s research went away, but an impressively restrained hand left it out of the shot (“So it goes away.” – Archiveist Ed). The result is an authenticity of the soul instead of technology, and the brief text that still explains what he should do. It trusts the audience to understand and inferuish things, which is ever worth the cost of going to my head, resulting in the classic RPG dialogue problem of reactions that do not mean what I had thought.

I have also killed how much work was clearly in order. Some scenes are “crucibels”, in which your reactions determine which you have eight “mental”, but you can cause unexpected reactions in other officers. Thompson may be inspired by your idealism, but Wilson takes caution against such innocence. This is sometimes unsatisfactory, as your first mindset permanently locks one and three which seems compatible. This can be for balance, as the developed mindset grants the abilities of different -use utility. There are many times-time-miracle actions, “very useful to use the zone” in squarely landing. Although it is still better to make them all important, and many passive are also subject to the possibility of exceeding a pleasant surprise, in a way that fit Burden’s ethos more than the standards of their style.
This is not a game about customizing a right team, see. You are a leader among many people, not a shaped between the sheep. I turned down an independent profit before a mission, doubting that I would use it, so it should go to some other randos. I did not expect a videogame payment, but decided as someone in that situation.
The command of the command is not a heavy melodrama of the traumatic war leads (sometimes despite the audio Shane Taylor, aka Sad Soldier Boy and my beloved son Dock Roe), but is about the people rather than the game token. Even I was embarrassing the training by repeatedly thwarting some hidden “morale” checks for my platoon on my initial hatred of Lieutenant Dearborn, erasing many turns. They had low “trust”, see, and experience, thus there was a high probability of spending the order on nothing. I wanted to shoot them all. ,
If there is a summary of command burden, it is exactly the same. An intrusion for a few hours of inconsistent behavior and unclear details was mixed by the sev system, gradually giving land to the excellent, unusual and repetitive story RPG which is trying to happen.