
Command Ops 2 is a wargame engine that lets you assess, plan, order and react at the operational level just like a real Corps, Division and Brigade commander. What sets Command Ops 2 apart from the competition is the most advanced and realistic model of command decision-making.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am not a seasoned wargamer by any means, but was seeking a title that would get me more into the genre. The last one I played was Hex of Steel, and that one is the classic micromanagement heaven, which I also like sometimes, and really enjoyed it. But this is definitely it for me. As also a simulation and RPG enjoyer, I absolutely love the RP aspect of preparing multiple orders and watching how your officers are executing them, for better or worse. You don't "have to" think about micro-managing; you can, but the game gives you the option to trust your commanders up top to make your dream come true. If they fail to do so, it could be your fault, or theirs, but it doesn't matter! Conflicts created from such failures make it more realistic and fun to react to. This aspect reminds me of the Football Manager series. The fact that the core game is free and offers workshop support is also commendable. I didn't pay a single penny and finished multiple scenarios created by some diligent people. Shoutout to the Caen campaigns, especially. Storming the place with the Battlefield 1942 soundtrack in the background was definitely an experience, even though I ran out of time. :D Aiming to purchase an official campaign on sale, as they seem a bit overpriced to me. Having a blast overall!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can't bring myself to leave a negative review, since I love what this game is trying to do. The overall conceit of being a commander in charge of subordinate units with their own AI is unique and really cool. I was originally turned off by the 90s-era look of the UI, but early on into the tutorial scenario it stopped bothering me. Individual UI elements really ought to be resizable, but I can't say I had any trouble interacting with it. The graphics, though simple, do everything they need to and never caused me to feel un-immersed. Unfortunately, I ended up feeling much more like I was fighting the game than commanding a division. Enemy units are overly objective-obsessed, which means that if one breaks contact, rather than doing something reasonable like attempting to return to friendly lines, it becomes a partisan in your rear area, preventing you from controlling objectives and needing to be hunted down. There is no 'hunt this unit until it is destroyed or surrendered' order--that would be unrealistic--except one is absolutely needed to deal with the unrealistic behavior of enemy units in the game. In the absence of such a command, you're left with infuriating micromanagement of your own units, orders delay and all, as you attempt to stop enemy units from breaking contact and becoming perpetual thorns in your side. I ended up quitting my campaign in irritation after finding myself in a situation where I was trying to chase down two enemy units in separate places deep in my rear area while attempting to locate a third hiding in a town (there is also no 'patrol/search this area' order, so I ended up with an entire tank battalion looking unsuccessfully for an enemy unit at <10% strength whose presence prevented the game from considering me in control of the area). The supply system is also a pain point. The game automatically calculates routes between bases and your units, and if there is an enemy unit near said route, your supply trucks will take attrition. In theory, subsequent trucks will reroute or choose not to go if losses are taken; in practice, the system is far less responsive than it needs to be. There was one moment where one of the aforementioned unrealistic partisan units parked itself on the main road my supply routes used (you have no direct control over your supply line routing) and got into a firefight with one of my infantry companies. All my supply trucks were on the inbound leg of their journey (for some reason they all dispatch at exactly 6 AM and 6 PM), and each in turn proceeded to waltz into the gigantic firefight and get destroyed, with essentially zero counterplay available. Listening to the little 'ding!' notifications as each group of trucks went to its death, lemming-style, by driving into an ongoing battle rather than just chilling out for a bit while I cleared the enemy off the route, was... frustrating. I know this review is mostly complaining, and I don't really have any interest in playing more in the game's current state, but I desperately want to love it and, as mentioned, can't make myself give a thumbs down even if I wouldn't really recommend it to my friends as-is. Still, I don't want to turn anyone away from CO2. If you think the concept is as cool as I do, try it (the free Core Game has three large scenarios that will keep you occupied for many tens of hours and provide more than enough to form your own opinion), and hopefully my bugbears will be your nonissues. Personally, I'll be keeping an eye out for updates going forward, hoping to see something to ameliorate the problems I had and bring me back to the game.
pros: -seems great in concept! cons: -the scenarios are boring. late war AND western front! what could be more boring! -constant partisan hunt camping on my supply lines(always) -units cancel orders or bunker down randomly(no logs, no indicators, nothing!) -the 'smart' AI is just as simple as any other mediocre game(basically ai uses HTN-style planning algorithm) -is an essentially a black box where no log tells you why and also no calculation is referenced -anywhere for why units are not behaving realistically. -Penetration tables locked to a single angle(30 specifically check https://steamcommunity.com/app/521800/discussions/0/4040357419302044051/), ignoring sloped armor -The simulation label is misleading(no exposed calculations,no combat logs, no feedback on why things happen) -historical data in this game is sloppy!(missing pak units from german dvisions, allied factions bias baked into unit stats) -the game claims to be an operational level simulation but puts you in the seat of someone far too low in the command hierarchy for what it calls itself. -A real operational commander doesn't just issue a single order and wait. They issue sequenced instructions "take Hill 314, then consolidate, then advance to the river crossing only if your flank is secure." That's basic military planning. The inability to chain orders or set conditional triggers means you're not really playing a commander. You can't plan ahead with chained orders, so the delay mechanic actually punishes the player for the game's own design limitation. You issue an order, wait through the delay, watch it execute, then issue the next one, wait again. how is this realistic?
The UI should not scare you at all. It is pretty functional and simple at its core. If you don't want to bother with the official manual, which you can find in installed folders and is amazingly explanatory, two or three of the top guides posted on the Steam Community would help you grasp a good 75% of the game with ease. Read them well, copy most of the plans and tactics in the St. Vith scenario guide (by dazkaz) and you're good to go. There is no rational reason to skip this when the game is free and very small in size, regardless of your experience with the genre.
nice game sad it doesn't have more fronts like the eastern front
awesome command fog simulation war game/RTS with way more beneath the hood than first glance would show. Grognards will like this. CAsual wargamers may struggle as it requires reading, studying and applying actual strategy. The UI is not friendly, but it can be overcome and ultimately isn't bad once you spend enough time with it and learn hot keys, etc. Strongly recommend playing the starting scenario and following step by step the guide for that starting scenario- it is how I learned how to play. Youtube videos help too.
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Can't complain about 'free'. The base game is fine, and a good demo of the system. That's exactly one battle though. Everything else is in the DLC, and they're much too expensive.
Das Game ist nahe an der Realität. Vor allem das Die Einheiten erst eine Zeit benötigen um die Befehle umzusetzen. Grafik ist für die heutige Zeit wahrscheinlich etwas "altbacken" aber, es geht hier ja nicht um die Grafik (finde ich) Was mich da aber stört, ist die Festlegung auf die Zeit 1944 / 1945. Das ist im Grunde schade, denn die Ostfront wird hier komplett übergangen. Auch sind die DLC´s für mich zu teuer und bilden in 75 % nur die Ardennen offensive ab
Base game comes with a "tutorial" - that does nothing. No guidance, no direction, just a scenario displayed and doing nothing.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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