Blog
Commanding by radio: strategy, the Vietnam War setting, the units in the field, reading the battlefield from reports and the weight of mission choices.
These articles look at Radio Commander as a game about information: what the radio-only design changes, why the Vietnam War setting matters, which units and callsigns you work with, how to read a battlefield you never see, and how the campaign handles the choices you make.
Radio-Only Command Changes Strategy
Why Radio Commander hides the battlefield, and what changes when every order depends on voice reports, grid coordinates and a written radio log.
The Vietnam War Setting Explained
How the Vietnam War setting shapes play: jungle terrain and thin visibility, helicopter lift, indirect fire, civilians in the fight and pressure from above.
Units and Callsigns in the Field
The units and callsigns of Radio Commander: infantry squads, reconnaissance, gunships, evacuation lifts, field artillery and armour, and how to read a report.
Reading the Battlefield by Radio
How to read the battlefield by radio: coordinates and bearings, contour lines, estimating enemy strength, reconciling reports and confirming before you commit.
Mission Choices and Their Outcomes
How mission choices work: several routes to an objective, the cost of fire support and civilians, when a withdrawal is right and how the campaign remembers it.