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Dev Log #9: New 3D Battles & Renowned Units | Master of Command

Dev Log #9: 3D Battles & Renowned Regiments
[p]
Don’t forget to wishlist Master of Command on Steam—your support makes the difference!

Hey everyone, this is the ninth development log for Master of Command. We only planned on making ten of these, so this series is nearly complete. Let us know anything else you’d like to see in the final log next time—after Dev Log #10, we’ll begin posting trailers and raw gameplay leading up to launch.[/p][p][/p][p] [/p][h2]1. New 3D Camera & Map Overhaul[/h2][p]
We’ve officially shifted from an orthographic view to a dynamic 3D-style camera.
- You can now rotate the camera up and down for a more immersive battlefield perspective.
- All maps have been redrawn: old 2D assets were replaced to ensure accurate 1:1 scaling (4 km wide × 3 km tall).
- Farms, roads, and terrain now feel grounded—paired with the 3D camera, you’ll experience battles as if you’re on the field.

[/p][p][/p][h2]2. Sound Design Progress[/h2][p]
Our sound team is halfway through implementing audio:
[/p]
  • [p]Marching footsteps and drumbeats
    [/p]
  • [p]Musket and cannon fire (with shot-skipping effects on ground impact)
    [/p]
  • [p]Dynamic music changes based on your equipped musicians
    [/p]
[p]Next on the agenda: vocal shouts and battlefield ambience.

[/p][h2]3. Redesigned Main Menu[/h2][p]
The new main menu showcases core gameplay elements:
[/p]
  • [p]A soldier enjoying tobacco rations
    [/p]
  • [p]Stitching of custom regimental flags
    [/p]
  • [p]Artisans polishing cannons
    [/p]
  • [p]A cavalryman and his dachshund mascot
    [/p]
  • [p]A Death’s Head Hussar—hinting at unlockable famed regiments
    [/p]
[p]
[/p][h2]4. Renowned Historical Regiments[/h2][p]
Each nation now offers 10 unlockable “renowned” units, rewarded through meta-progression promotions. Promotions persist across playthroughs and unlock based on your campaign successes.

Prussia’s 10 renowned units include:
[/p]
  • [p]Itzenplitz Musketeers
    [/p]
  • [p]Prinz von Preussen Musketeers (rose-faced uniform)
    [/p]
  • [p]Le Noble Jaegers
    [/p]
  • [p]Aweyde Feldjaegers
    [/p]
  • [p]Heinrich von Preußen Fusiliers (bold yellow)
    [/p]
  • [p]Winterfeldt Grenadiers
    [/p]
  • [p]Grenadier Guards (“Potsdam Giants”)
    [/p]
  • [p]Death’s Head Hussars
    [/p]
  • [p]Bayreuth Dragoons
    [/p]
  • [p]Pennavaire Life Carabiniers
    [/p]
[p][/p][p]
Britain’s 10 renowned units include:
[/p]
  • [p]Schaumburg-Lippe Artillery
    [/p]
  • [p]Campbell’s Highlanders (tartan kilts)
    [/p]
  • [p]Legion Britannique Musketeers
    [/p]
  • [p]Royal Welch Fusiliers
    [/p]
  • [p]Hanoverian Foot Guards
    [/p]
  • [p]Coldstream Guards (navy trousers)
    [/p]
  • [p]Von Roth Hussars
    [/p]
  • [p]Bueckeburg Carabiniers
    [/p]
  • [p]1st Dragoon Guards
    [/p]
  • [p]Royal Horse Guards (“The Blues”)
    [/p]
[p][/p][p]
Russia’s 10 renowned units include:
[/p]
  • [p]Pskovskiy Musketeers
    [/p]
  • [p]Kievsky Musketeers
    [/p]
  • [p]Moeller-Sakomelsky Jaegers
    [/p]
  • [p]Preobrazhenskiy Life Guards
    [/p]
  • [p]Chuguev Cossacks
    [/p]
  • [p]Serbski Hussars
    [/p]
  • [p]Prince Cuirassiers
    [/p]
  • [p]Tverskoy Dragoons
    [/p]
  • [p]Muennich Cuirassiers
    [/p]
  • [p]Shuvalov Howitzers
    [/p]
[p][/p][p]
Austria’s 10 renowned units include:
[/p]
  • [p]Deutschmeister Fusiliers
    [/p]
  • [p]Esterhazy Fusiliers
    [/p]
  • [p]De Ligne Fusiliers
    [/p]
  • [p]Otocaner Grenzers
    [/p]
  • [p]Seriman Grenadiers
    [/p]
  • [p]Green Loudon Grenadiers
    [/p]
  • [p]Kaiser Franz Hussars
    [/p]
  • [p]Erzherzog Joseph Dragoons
    [/p]
  • [p]Alt-Modena Cuirassiers
    [/p]
  • [p]Perkopp Artillery
    [/p]
[p][/p][p]
France’s 10 renowned units include:
[/p]
  • [p]Diesbach Fusiliers
    [/p]
  • [p]Royal Scots Fusiliers
    [/p]
  • [p]Royal Swedish Fusiliers
    [/p]
  • [p]Grenadiers of France
    [/p]
  • [p]Garde Française (French Guard)
    [/p]
  • [p]Swiss Guard
    [/p]
  • [p]Musketeers of the Garde
    [/p]
  • [p]Royal Allemand-Cavalry
    [/p]
  • [p]Grenadiers à Cheval
    [/p]
  • [p]5th Royal Artillery
    [/p]
[p]
That covers all 50 renowned regiments showcased on our new 3D battlefields. We can’t wait to share them in action!

[/p][h2]5. What’s Next?[/h2][p]
We’ve got one final development log coming—let us know what highlights you want to see in our final showcase. To get involved, test maps, and share feedback, join us on Discord. And please, don’t forget to wishlist Master of Command on Steam!

The Master of Command Team
[/p]

Dev Log #8: Overhauled Campaign | Master of Command

Dev Log #8: Choosing Your Army


Don’t forget to wishlist Master of Command on Steam—your support makes all the difference!

Hi Commanders, and welcome to our eighth development log. This time we’re excited to share progress on five major areas: seasonal map variants, unit-scale and formation enhancements, historical tutorial battles, new camera controls, and the overhauled procedural campaign system.
[h2]1. Seasonal Map Variants Complete[/h2]
  • Dual Seasons: Every region now features both summer and winter artwork, fully implemented across our existing map roster.
  • Ongoing Map Production: Our art team is rolling out two new maps per week through launch—each hand-crafted to reflect authentic 18th-century terrain.
  • Seasonal Effects (TBD): We’re exploring fatigue and movement modifiers tied to weather, plus bespoke post-processing profiles for future rain and cloud systems.

[h2]2. Ultra-Scale Unit & Formation Improvements[/h2]
  • Colonel’s Colors: Every regiment now carries a visible flag with the colonel's color.
  • Automatic Rank Splitting: In Ultra Scale mode, formations auto-break into ranks of three—simulating two battalions side by side for better readability.
  • Normal Scale Option: Prefer a single-battalion look? Switch back to Normal Scale for classic formations.
  • Platoon-Based Columns: Across all scales, columns now travel by platoon—an authentic touch that enhances both visuals and historical accuracy.

[h2]3. Historical Tutorial Battles[/h2]
  • Frederick’s Early Campaigns: We’re crafting three tutorial scenarios—Chotusitz, Hohenfriedberg, and Soor—to introduce core mechanics through Frederick the Great’s rise.
  • Storyboards & Cutscenes: Illustrated storyboards are complete for the first two battles, with Soor in progress. All cutscenes (voiced and animated) are on track for delivery within a month.

[h2]4. Enhanced Camera Controls[/h2]

Although we retain a 2D isometric view, you can now press C or V to tilt the camera—adding depth when inspecting troops or surveying the battlefield.

[h2]5. Overhauled Procedural Campaign System[/h2]

[h3]Faction & Army Selection[/h3]
  • Five Nations × Three Armies: 15 unique army compositions—each nation provides distinctive Stratagems (e.g., Prussia’s Junker Aristocracy).
  • Unlock Progression: Begin with one army per nation and unlock the next by completing campaigns in order.

[h3]Region Missions[/h3]
  • Randomized Regions & Objectives: Each campaign selects four regions. Three initial regions grant mission types (Protect, Invade, Reinforce, Occupy), with side-objectives offering rewards such as historical units or new Stratagems.
  • Expanded World Map: Campaign maps now span from Scotland to Hungary, reinforcing the game’s procedural nature.

[h3]Mission Board Interface[/h3]

Regions act as hubs—capture all four (in increasing difficulty) to complete your campaign in this glorified mission board setup.
[h3]Army Camp Screen[/h3]
  • Unique Starting Loadouts: Every army composition has bespoke equipment and commander traits. For example, the Prussian Cantonists start with recruits, a musketeer company, ramrods for rapid reloads, and morale-boosting pocket bibles.
  • Redrawn Emblems: All flag icons have been fully redrawn—but remain fully customizable in camp and in battle.

[h3]Exploration & Encounters[/h3]
  • Dynamic Settlement Visits: Towns and villages now boast overhauled art and randomized conditions.
  • Role-Playing Events: Encounter events tie into your chosen Stratagems, offering unique dialogue options and rewards.

[h3]Boss Battles & Progression[/h3]
  • Field Army Showdowns: Each region culminates in a “boss” field army. Avoid it and it grows stronger over time—defeat it to advance (and see the seasonal map update).
  • Scaling Battlefields: Battle sizes expand based on troop numbers, ensuring each fight feels appropriately epic.
  • Endgame & Beyond: Win a full campaign to unlock new armies and historical regiments. We’re also planning an Ironman Mode for those craving a true roguelike challenge!


That’s a wrap on Dev Log #8. We’d love to know if you’d like deep-dive overviews of each nation’s armies in future updates. To get involved—test maps, share feedback, or view early previews—join us on Discord, and don’t forget to wishlist Master of Command on Steam!

Dev Log #7: Battles Improved | Master of Command

Dev Log #7: Mastering Command in Battle

Don’t forget to wishlist Master of Command on Steam—it's the best way to support the game.

Hi everyone, and welcome to our 7th development log for Master of Command. February has been a fantastic month for us, and we’re excited to share a host of updates, including:
  • Updated unit sizes
  • An overhauled battle UI
  • New stamina, morale, cover, and elevation systems
  • Improved stat display in the camp UI and a complete rework of item effects
[h2]Ultra-Scale Battle Mode[/h2]


Our new ultra-scale battle mode features regiments with a much larger number of soldiers. We’ve optimized performance to ensure a smooth experience even with these larger unit scales. For lower-end systems, you can adjust the unit scale as needed. Additionally, units are now spaced based on their professionalism: recruits may struggle to form straight lines, musketeers maintain decent formations, and heavy infantry line up in well-organized rows.



[h2]Enhanced Battle UI[/h2]



The battle screen has received a major facelift from our illustrator. All placeholder icons have been replaced with finalized artwork. The actions are now divided into three color-coded sections:
  • Blue: Toggle sprinting, change formations, and halt movement.
  • Red: Toggle hold fire, switch to melee-only mode, and adjust firing methods between volley fire and fire-at-will.
  • Purple: Special actions such as removing bayonets for increased accuracy, throwing grenades (if available), and switching ammunition types. (Artillery units can choose between solid shot, canister, double canister, and grapeshot—note that all ammunition types must be equipped in the camp screen.)




Officer abilities have been consolidated under a dropdown menu for easier access to passive and active skills. The UI at the bottom scales dynamically with the number of divisions, while the left-side UI now clearly displays unit stats—including current elevation, cover, and stamina. At the top left, you can control your player general, whose presence boosts the morale of nearby troops.

[h2]Refined Morale & Unit Display[/h2]



We’ve reworked the morale system to be more intuitive. Morale is now divided into incremental bars, each representing 20 morale points. This lets you quickly gauge a unit’s strength by the number of dividers in its morale bar. For example, a unit with no dividers has between 20–39 morale, while one with a single divider indicates 40–59 morale.



Additional enhancements include:
  • Retreat Indicators: Triangles on the left side of the morale bar show when a unit is nearing its retreat threshold, with a white flash alerting you when danger is imminent.
  • Focused Firing: Only the first two rows of troops now fire, preventing overlapping shots from units behind.
  • Smoke Effects: New smoke effects build up over the course of the battle, adding both visual flair and tactical feedback.

We’ve also introduced “non-recoverable” morale—a darker section on the morale bar that represents morale lost permanently. As friendly units retreat or are destroyed, non-recoverable morale accumulates, making it much harder to rally troops in prolonged engagements.



The updated range cone improves targeting accuracy, and a blue ring now highlights units that provide morale boosts (including divisional officers and your main commander). Stacking these benefits is especially crucial for inspiring lower-tier recruits.



[h2]New Tactical Elements: Cover, Elevation, and Stamina[/h2]
Cover: Units standing in areas with cover now see a shield icon fill up, indicating a reduction in incoming damage. The effect scales with the quality of cover—better cover means greater damage reduction.

Elevation: Displayed via a mountain icon, elevation now provides a morale boost and improved accuracy. Hills with cover have become key strategic positions on the battlefield.

Stamina: A new on-screen display tracks unit stamina. Prolonged movement or combat will reduce stamina, affecting reload speed and accuracy. Resting, standing idle, or rotating troops helps recover stamina.



Ammunition Status: A dedicated icon shows when a unit is low on or out of ammunition. Ammunition can be replenished by division officers with the “organized” trait, who effectively bring a supply wagon into battle.
[h2]Formation & Firing Tactics[/h2]



We’ve added an “open order” formation for light infantry. This formation spaces troops out to enable free-firing mode and allows units behind to fire over their heads. Note that while the crouching animation isn’t in place yet, it’s on our roadmap. Open order troops are more vulnerable to charges and suffer a morale penalty due to their spacing, whereas denser formations minimize morale damage when under fire.

Additionally, we’re introducing a new “fire by rank” tactic. When a division officer earns the rare “Disciplined” trait, his regiments can execute fire by rank. Although this feature is still being fine-tuned, it’s exciting to see it taking shape.

[h2]Camp Improvements[/h2]



We’ve reworked the camp UI for a cleaner, more focused experience. By analyzing the camp in grayscale, we identified elements that were too bright or distracting. The giant empty inventory area and overly bright upper panels have been darkened to shift focus to your units.



Key changes include:
  • Unit Stats: Updated to a clear blue color for better visibility.
  • Icons: All placeholder icons have been replaced with finalized art.
  • Purchase UI: The “Purchase New Division” interface is now a subtle plus icon that expands on hover, reducing visual clutter.

We’ve also refreshed the overall camp aesthetic—the grass is now greener to evoke spring and summer, with a dedicated winter camp planned for a future update.

Lastly, we reworked unit stats and item effects. Items now provide flat stat bonuses (for example, +5 movement) rather than percentage increases, making it easier to understand their impact. Tooltips offer detailed explanations when hovering over stats. Additionally, cavalry units now display horse models in battle that match the color of the equipped horse, with a corresponding icon next to the unit’s portrait.



[h2]Final Thoughts[/h2]
That wraps up our updates for Master of Command’s battle and camp improvements. We’ve also made significant changes to the campaign mode, which we’ll cover in a dedicated future dev log.

Thank you for reading, and see you next time!

Dev Log #6: New Map Editor, Rebranding, and Roadmap Updates

Hi everyone,

I hope you’re having a great start to the year. We’ve been hard at work over the past couple of months. Our main focus during that time was building a map editor. While we won’t be launching Master of Command with the editor available to everyone right out of the gate, it’s an exciting tool we’re considering adding post-release. For now, the map editor is helping us rapidly create battlefields as we continue refining the game.




[h2]Rebranding: A New Name and Logo[/h2]
For longtime followers, you might recall that Master of Command has evolved over time. We started with Master of Command: Prussian Glory, a more linear experience centered on Frederick the Great’s battles. That then evolved into Master of Command: Seven Years’ War, which introduced a dynamic campaign system. Now, we’ve decided to simplify things by reverting to just “Master of Command.” This open-ended title allows us to expand in any direction after launch without setting strict historical expectations. Although our launch content—unit types, uniforms, weapons, and tactics—remains themed around the Seven Years’ War, this change opens the door for future additions, such as including nations and conflicts beyond the initial scope.

[h2]Release Date and Playtesting Update[/h2]
We recently announced on our Discord that while progress is excellent, rushing the game to meet a first-quarter 2025 release isn’t ideal. To allow more time for refining gameplay and thorough playtesting, we are now targeting a launch in Q3 2025. Playtesting applications are coming in thick and fast—we received hundreds of submissions—and we plan to begin reaching out to selected testers in March.


[h2]Introducing the Map Editor and Battlefield Creation[/h2]
One of the most fun additions is our new map editor. I’ve been using it to quickly assemble battlefields by drawing on authentic 18th-century architecture references—German villages from the 1700s, for instance. The editor lets me export and test maps instantly, whether it’s a cozy village setting or a larger battlefield with multiple designated “zones” for potential engagements. A particularly neat feature is the dynamic scaling: smaller battles are confined to a more intimate map, while larger engagements trigger an up-scaled battlefield to allow for extended maneuvering. This system will evolve as your army grows over the course of your campaign.

Please note: The map editor will not be available at launch but is planned as a post-launch update depending on the game’s overall success.


[h2]Updated UI Artwork and New Campaign Map[/h2]
Our art team has also been busy. We’ve completed new UI artwork for officer skills, and every item—from weapons and cannons to the finer details of battle camp elements—has been updated with fresh, hand-drawn art. We’re in the final stages of replacing placeholder assets, and soon even the army doctrines and battle commands (like hold, run, charge) will have their polished icons.



In addition, we’re unveiling our updated campaign map. Compared to previous versions, this latest iteration feels the most refined. It now features redrawn town and village icons to match our new style, along with various encounters scattered throughout the journey to ensure that the map never feels empty. We’ll share more details on these encounters and the new settlement screen in an upcoming log.


[h2]Looking Ahead[/h2]
We believe today’s update represents a significant leap forward in our development. We understand the recent quiet period may have left you wondering about our progress, but as you can see, there’s a lot in the works. We’re excited to resume monthly dev logs starting in February, and we’re considering a more in-depth battle showcase for a future update.

Thank you for your continued support and enthusiasm for Master of Command. We’re eager to hear your thoughts on these updates and what you’d like to see next. Be sure to join our Discord community for the latest news and to share your feedback.

— The Master of Command Team

Dev Log #5: All Nations' Unit Trees, 150 Units | MoC: Seven Years' War

Unit Tree System and Veterancy


In today’s development log, we’re diving deep into the armies of Master of Command! We’ll explore the unique units of each nation, their stats, the design philosophies behind them, and even a glimpse into their historical inspirations. Before we get into the specifics, we want to highlight an exciting new feature: the unit tree system.

The unit tree allows you to promote your regiments, reforming them into more advanced and powerful units. Promotions require veterancy, which your units earn through combat by inflicting casualties. Veterancy provides small percentage buffs to your unit’s overall stats, representing their growing experience and effectiveness in battle.

Spending veterancy to upgrade a regiment can feel like a short-term trade-off, as your unit temporarily loses its buffs. However, the long-term payoff is worth it—upgraded units come with higher base stats, meaning once they gain veterancy again, their combat performance will far surpass their previous potential.

With that overview of the unit tree and veterancy system, let’s delve into the armies of each nation and discover what makes them stand out on the battlefield!

If you would like to see the video explaining this information. Click this link here!



Now that you know how the system works, let’s dive into the unit trees for each nation!

[h2]Prussian Army[/h2]


The Prussians are the most beginner-friendly army, emphasizing quick maneuvers and fast reload drills.

  • Starting Unit: Cantonist Recruit
    Unit Paths:
  • Provincial Cavalry: Regular cavalry with competent but unremarkable stats.
  • Frei-Infantry: Light troops excelling in skirmishing tactics.
  • Musketeer: Standard infantry leading to Veteran Musketeers and Prussian Life Guards, one of the best generalist units.
  • Grenadiers: Heavy infantry excelling in shock tactics, with unique options like Converged Grenadiers.
  • Landmiliz: Cheap militia that can lead to Fusiliers or Grenadiers.
  • Artillery: Prussia’s weakest branch, focusing on speed but hampered by slower veterancy gain.
  • Freikorps: Independent irregular units specializing in hit-and-run tactics with high customization options.


Here is a list of all the Prussian Units:

  • Cantonist Recruits
  • Prussian Landmiliz
  • Prussian Musketeers
  • Prussian Veteran Musketeers
  • Frei-Infantry Fusiliers
  • Frei-Infantry Jaegers
  • Prussian Fusiliers
  • Prussian Grenadiers
  • Prussian Converged Grenadiers
  • Prussian Life Guards
  • Prussian Provincial Cavalry
  • Prussian Hussars
  • Prussian Dragoons
  • Prussian Cuirassiers
  • Prussian Reserve Artillery
  • Prussian Field Artillery
  • Prussian Horse Artillery
  • Freikorps Recruits
  • Freikorps Musketeers
  • Freikorps Jaegers
  • Freikorps Grenadiers
  • Freikorps Provincial Cavalry
  • Freikorps Hussars
  • Freikorps Reserve Artillery
  • Itzenplitz Musketeers
  • Prinz von Preussen Musketeers
  • Le Noble Jaegers
  • Aweyde Feldjaegers
  • Heinrich von Preussen Fusiliers
  • Winterfeldt Grenadiers
  • Grenadier Guards
  • Death's Heads Hussars
  • Bayreuth Dragoons
  • Pennevaire Life Carabiniers


[h2]British Army[/h2]


Known for quality over quantity, the British specialize in accuracy and firepower.

  • Unit Trees: Split into English and Scottish national troops.
    Unique Units:
  • Light Dragoons with ranged accuracy.
  • Highland troops focusing on charge damage.
  • Grenadiers excelling in firepower.
  • German Allies: Hanoverian, Hessian, and Brunswick troops, each with distinct strengths and roles.


Here is a list of all the British Units:

  • British Recruits
  • British Foot
  • British Veteran Foot
  • British Grenadiers
  • British Provincial Cavalry
  • British Light Dragoons
  • British Dragoons
  • British Reserve Artillery
  • British Field Artillery
  • Highland Foot
  • Highland Grenadiers
  • German Recruits
  • German Landmiliz
  • German Jaegers
  • German Provincial Cavalry
  • German Reserve Artillery
  • German Field Artillery
  • Brunswicker Musketeers
  • Hanoverian Foot
  • Hanoverian Grenadiers
  • Hanoverian Cavalry
  • Hessian Musketeers
  • Hessian Converged Grenadiers
  • Hessian Cavalry
  • Campbell's Highlanders
  • Legion Britannique Musketeers
  • Royal Welch Fusiliers
  • Hanoverian Foot Guards
  • Coldstream Guards
  • von Roth Hussars
  • Bueckeburg Carabiniers
  • 1st Dragoon Guards
  • Royal Horse Guards
  • Schaumburg-Lippe Artillery


[h2]Austrian Army[/h2]


Austria excels in versatility, with strong support arms and distinct trees for each region.

  • Crownland Tree: Reliable German units, competent cavalry, and artillery inspired by historical reforms.
  • Grenzer Tree: Specialized light infantry and Hussars, excelling in skirmishes.
  • Hungarian Tree: Compact but powerful roster featuring elite grenadiers and hussars.


Here is a list of all the Austrian Units:

  • Crownland Recruits
  • Austrian Fusiliers
  • Austrian Veteran Fusiliers
  • Austrian Jaegers
  • Austrian Grenadiers
  • Austrian Chevauxleger
  • Austrian Dragoons
  • Austrian Horse Grenadiers
  • Austrian Cuirassiers
  • Austrian Reserve Artillery
  • Austrian Field Artillery
  • Dutch Field Artillery
  • Austrian Veteran Artillery
  • Hungarian Recruits
  • Hungarian Fusiliers
  • Hungarian Grenadiers
  • Hungarian Hussars
  • Hungarian Veteran Hussars
  • Grenzer Recruits
  • Grenzer Fusiliers
  • Grenzer Sharpshooters
  • Grenzer Grenadiers
  • Grenzer Provincial Cavalry
  • Grenzer Hussars
  • Deutschmeister Fusiliers
  • Esterhazy Fusiliers
  • De Ligne Fusiliers
  • Otocaner Grenzers
  • Seriman Grenadiers
  • Green Loudon Grenadiers
  • Kaiser Franz Hussars
  • Erzherzog Joseph Dragoons
  • Alt-Modena Cuirassiers
  • Perkopp Artillery


[h2]French Army[/h2]


France boasts the widest unit tree, reflecting the size of its army during the Seven Years’ War.

  • Strengths: Exceptional cavalry and diverse infantry options, including Irish, German, and Swiss fusiliers.
    Unique Units:
  • Gendarmerie: Elite heavy cavalry.
  • Volontaires: Flexible light corps for guerilla and conventional warfare.
  • Artillery: Above average but not exceptional.


Here is a list of all the French units:

  • Royal Recruits
  • French Fusiliers
  • French Veteran Fusiliers
  • French Grenadiers
  • French Provincial Cavalry
  • French Hussars
  • French Gendarmerie
  • French Dragoons
  • French Gentleman Cavalry
  • French Royal Cavalry
  • French Reserve Artillery
  • French Field Artillery
  • Irish Fusiliers
  • Irish Grenadiers
  • German Fusiliers
  • German Grenadiers
  • Swiss Fusiliers
  • Swiss Grenadiers
  • Volontaires Fusiliers
  • Chasseurs
  • French Royaux Grenadiers
  • Volontaires Provincial Cavalry
  • Volontaires Hussars
  • Volontaires Dragoons
  • Diesbach Fusiliers
  • Royal Scots Fusiliers
  • Royal Deux-Ponts Grenadiers
  • Grenadiers of France
  • French Guards
  • Swiss Guards
  • Musketeers of the Guard
  • Royal-Allemand Cavalry
  • Grenadiers a Cheval
  • 5th Royal Artillery


[h2]Russian Army[/h2]


The Russian army features five trees, emphasizing adaptability and resilience.

  • Volunteer Tree: Reliable infantry with high morale but slower movement and accuracy.
  • Artillery Tree: High reload stats and unique licorne artillery.
  • Observation Corps: Defensive-oriented units with higher accuracy and reload stats.
  • Cavalry Tree: Includes Hussars, Dragoons, Cuirassiers, and Horse Grenadiers.
  • Cossack Tree: Unique cavalry units and Pandur Musketeers, perfect for light infantry roles.


Here is a list of all the Russian units:

  • Russian Volunteer Recruits
  • Russian Musketeers
  • Russian Veteran Musketeers
  • Russian Grenadiers
  • Russian Rider Recruits
  • Russian Hussars
  • Russian Provincial Cavalry
  • Russian Dragoons
  • Russian Horse Grenadiers
  • Russian Cuirassiers
  • Russian Artillery Recruits
  • Russian Reserve Artillery
  • Russian Field Artillery
  • Frontier Recruits
  • Pandur Musketeers
  • Cossack Cavalry
  • Settled Hussars
  • Slobodian Cossacks
  • Don Cossacks
  • Serf Recruits
  • Observation Musketeers
  • Observation Fusiliers
  • Observation Grenadiers
  • Observation Field Artillery
  • Pskovskiy Musketeers
  • Kievskiy Musketeers
  • Moeller-Sakomelsky Jaegers
  • Preobrazhenskiy Life Guards
  • Chuguev Cossacks
  • Serbski Hussars
  • Imperial Cuirassiers
  • Tverskoy Dragoons
  • Muennich Cuirassiers
  • Shuvalov Howitzers


[h2]Closing Notes[/h2]

Master of Command will launch with 150 unique units, ensuring no reskins or copy-paste stats. We aim to make every nation and unit feel unique and interesting to play.

Don’t forget to wishlist, join our Discord, and apply for playtesting! Let us know what part of the game you’d like to see next. Thanks for your support!