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Description
General Orders: World War II pits competing commanders against each other in a tug of war for control over a crucial Second World War battlefield, either in the mountains of Italy or the islands of the Pacific. Players strive to seize crucial strategic assets that unlock special abilities, and prevent their opponents doing the same. Balance the desire to gain these advantages with the need to secure supply lines, ward off aerial assault and artillery barrages, and protect your vulnerable headquarters in this compact and elegant two-player game.
—description from the publisher
Year Published
2023
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Playthrough
General Orders: World War II | Playthrough
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
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Video 9RAj4xP9U2Q
CA Couple playthrough at 0:18 sentiment: positive
video_pk 60422 · mention_pk 152818
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Tense, close head-to-head play that often comes down to the last turns
- Card-driven mechanics add variability and strategic depth
- Clear emphasis on supply and reinforcements creates meaningful decisions
- Ambush and bombard options introduce dramatic tactical swings
Cons
- Replacement pieces observed during setup; minor production hiccup
- Rule/iconography can be a bit dense for newcomers
- Tracking supply, reinforcement limits, and activation rules requires attention
Thematic elements
- area control and reinforcement strategy driven by commander placement and supply lines
- World War II, tactical engagements on a modular map with a focus on command, movement, and supply.
- abstract tactical warfare with card-driven actions and intermittent combat
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Players vie for territorial control; each controlled space contributes to progress toward victory via stars and strategic positioning.
- area_control — Players vie for territorial control; each controlled space contributes to progress toward victory via stars and strategic positioning.
- barrage — A ranged attack action that, when triggered, rolls dice to determine hits in range, potentially removing multiple enemy troops.
- card_driven_actions — Tactical cards provide a variety of situational bonuses, modifiers, and the ability to influence initiative or other actions.
- commanders_and_move — Commanders determine where you can place troops and influence adjacent areas; only one commander may occupy a space.
- paratroopers / par_drop — Troops can be dropped onto the board from supply in designated zones, providing tactical surprise and reinforcement.
- reinforcement_and_supply — Troops can be reinforced from supply areas back to the headquarters, creating a supply network that enables stronger holds and push opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- and today we're going head-to-head in a playthrough of general orders World War II
- the other way to win is you wait until the fourth round
- the cards are what makes this game
- cut off the supply I think is one of the most essential aspects in this game
- one of my favorite parts about this game is how close it's always been for every time we've played
References (from this video)
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Transcript Navigation
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