Chains of War Released

The DLC/expansion Chains of War has now been released.

The second such big expansion after the past Northern Inferno, this Command expansion offers a 21st century World War III.

More info can be found on the developer’s website here.

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Command Community Pack Commentary

The latest Command Community Pack has been released, with a whopping 29 new scenarios available in it.

I made two of them, Brazil Abroad and Human Limitation, and figured I’d give a “director’s commentary”.

  • Brazil Abroad was both logistically limited power production, and a slow-paced, sustained ops air campaign, something I feel has been underutilized in Command. I wanted to give the player limited resources and a wide array of freedom when pursuing a target, which in practice meant a LOT of targets.
  • Human Limitation is a concept I’ve been interested in for a while, even before I got Command. Not just of Gaddafi’s African adventures leading him to Rhodesia, but the basic min-max concept of lots of equipment and little skill vs. the exact opposite.

What will I make next? I’m considering a Circle Trigon scen or doing what I’ve long scoffed at, making a pull-out-all-the-stops classic WWIII.

Unleashing the Circle Trigon

So, it’s very weird how when dealing with the early “Circle Trigon” phase of US military OPFORs (a history of their progression I recorded in another post at Baloogan Campaign), my usual approach to exercise scenarios has been turned on its head. I played a largely futile attack by USMC aircraft on a battleship/cruiser pair in Command, and it was really fun.

However, instead of an American battleship and cruiser, I represented the Trigonist warships with a French battleship and Spanish cruiser. This was “in-character” for the Aggressor backstory, which featured them carved out of Bavaria, Italy, Spain, and France. The Aggressor Navy being vaguely defined gives me a lot of creative freedom (it’s neither a direct copy of an American unit or obvious Soviet stand-in). I think my approach involves…

  • For later OPFORs, using “Actor” aggressor units adds variety, as a break from the waves of units. But for this earlier environment, obscure French/Spanish/Italian units “in-character” get their chance to shine. The Circle Trigon backstory is so goofy I feel compelled to run with it.
  • The proficiency setting is not always “Ace”. Weird how, even as I focus on the ‘characters’, I shift to the ‘actors’ proficiency. These are ad-hoc units trained in Aggressor tactics and speaking Esperanto, not the full-time OPFOR that became a beast at Nellis and the NTC. But who knows, I could make them aces if I wanted to 😀
  • Just wanting to have fun.

And I certainly did. I really should make a full Aggressor scen that treats everything seriously.

 

 

 

Post-Soviet Snags

I like obscure conflicts in Command, even hypothetical ones.

However, there’s one (not insurmountable, but still present) issue I’ve fond with would-be post Soviet conflicts. The issue comes from the Soviet-era force structures. In many ex-bloc states, a conflict in the scenario editor ends up in an unequal squash. Surplus aircraft with little standoff capability go against top-of-the-line air defenses designed to stop the USAF.

Thankfully, there are workarounds. Plot ones like saying the missiles aren’t totally deployed, in-game ones using WRA and proficiency changes to make the SAMs less effective, or, in the case of large countries, taking place in an area where the best defenses wouldn’t be stationed anyway.

Command Community Update

The Command Community Scenario Pack has just been updated, with a wide array of new scenarios ready for play. These range from adaptations of classic Tom Clancy novels to large original works to alternate-history what ifs.

The scenarios are described in full here and can be downloaded in the usual Warfaresims spot here.