$24.99Burden of Command™
You are a company Captain with the historical Cottonbalers in World War II, and your job is psychology as much as shooting. Build respect, trust and experience turn by turn, make choices that follow your men home, and feel the weight of every order in a story-rich tactical RPG.
Is Burden of Command™ worth it?
Burden of Command™ is worth it if…
- you like slow, turn-based tactics where morale and leadership decide fights
- you want a story-rich World War II campaign about keeping your men alive
- you enjoy hard choices with lasting consequences for officers and squads
- you like board-game style systems with suppress, flank and maneuver
Screenshots
Leadership under fire
You command a rifle company where morale matters as much as ammunition. You issue orders platoon by platoon, suppress and flank enemy positions, creep forward to find their line, then decide when to push an assault or rally a shaken squad. Between battles you shape your officers with mindset perks and extra orders, and your choices build the respect and trust that carry into the next fight. Fail a mission and the campaign carries on, which stings in a different way than a game-over screen.
What should you know before playing?
Do you play one long campaign?
Yes. You follow the Cottonbalers through a connected campaign, with preparation, battles and story decisions carrying forward. Officers gain experience, losses linger, and failed objectives do not always end the run. A small DLC adds three extra missions with British and German forces, but the core is that one American infantry story.
How does the combat actually work?
It is turn-based tactics with a you-go, I-go rhythm by platoon leader. You decide activation order, then move, bolster, suppress and assault across tile maps. Indirect fire and flanking set up direct attacks, while morale checks can stop even a safe-looking order cold. The pace is deliberate, and doing things in the right order matters.
What do your choices change?
Choices shape your Captain's style through traits like directness and verbosity, affect how officers and men trust you, and alter how later missions and conversations play out. The writing treats the history with care, using photos and documents from the real operations, and the tone stays dark and emotional rather than heroic.
Is it hard to learn?
The basics are simple, but the systems take time. Expect several hours of tutorials and early missions before suppression, opportunity fire, morale and orders click, and the interface can feel cumbersome while you learn. If you enjoy reading the text and sitting with the decisions, that slow start pays off.

















