V-Commandos: The Kotaku Review

V-Commandos: The Kotaku Review

V-Commandos is, in everything but name, a board game adaptation of 1998’s stealth strategy game Commandos: Behind Enemy Lines.

Kickstarted back in 2014, the game has recently been released to retail, and over the last few months I’ve been enjoying the hell out of it.

It works like this: Players choose from one of a small roster of Allied special forces operatives, then take those characters into battle in either standalone missions or operations (this game’s name for campaigns). V-Commandos is turn-based, with each commando given a certain number of action points per turn to do things like move, use equipment and engage in combat.

Each mission will have an objective, whether it be to steal some radar parts and escape, blow something up, or escort a character from one end of a map to the other.

Trying to stop you are some Nazis. AI Nazis.

Not actual robot Nazis, this isn’t a Wolfenstein game, but in V-Commandos nobody gets to play as the Germans. If during the course of a turn you walk into the open or fire a loud weapon, then that player becomes “visible”, and the guards will automatically start heading towards you. If not, at the end of every turn they will patrol the map in a random direction, potentially walking straight into the room you thought you were safe hiding in.

A lot of games I’ve played recently that involve a team of players going somewhere to kill loads of dudes and steal/break some stuff let most people team up, while sitting one player down to control the bad guys. In some ways/situations, I can see the appeal in that. In Imperial Assault, for example, it means someone gets to play as Darth Vader.

But in V-Commandos, putting every player on the same team makes this one of the best co-operative experiences I’ve had in years.

Because this is a stealth game, not a balls-to-the-walls shooter, it’s an absolute blast sitting down and planning your heists aloud, working together as a team to co-ordinate your actions and do the maximum amount of damage with the last amount of fuss.

One of the game's smaller missions, which takes around 30-40 mins to complete. Larger maps can take around two hours to finish.

One of the game’s smaller missions, which takes around 30-40 mins to complete. Larger maps can take around two hours to finish.

The commandos always go first, and every commando is able to complete their actions before the Germans get their turn, so it’s possible to string together some amazing teamwork combos. You can, for example, have one player quietly barricade a doorway then loudly set off the alarm, sending a wave of reinforcements… into a room they can’t get out of.

Meanwhile, with the guards distracted, other players can sneak across a courtyard, knife a Nazi, loot a German uniform from his corpse, put that uniform on then waltz straight past a room full of guards to steal some plans, before making a dash for the escape tunnel as another player calls in an air strike and flattens half the map.

It’s fun just planning something like this. Having it actually work is exhilarating.

This is what the start of every turn feels like.

This is what the start of every turn feels like.

And even when it doesn’t work, the game can be just as good, if not better! Because patrol routines can be random, and because even stealthy kills can sometimes result in a player being accidentally spotted, even the best-laid plans in V-Commandos can come undone in an instant, leaving you feeling like a deer caught in some fascist headlights.

The only thing to do in this case is — like it always is in a war movie when everything goes to shit — to think fast. Each character has a range of special powers and abilities, and many missions only require a few commandos to survive or undertake essential actions, so botched plans often lead to fast-tracked acts of daring gunplay and sacrifice, as players scramble to make the best of a bad situation and push their capabilities to the limit to make sure at least someone (preferably the guy with the stolen plans) makes it out of the mission alive.

A collection of the game's biggest inspirations. Note that some of the main people involved in V-Commandos' design either work or used to work at Ubisoft.

A collection of the game’s biggest inspirations. Note that some of the main people involved in V-Commandos’ design either work or used to work at Ubisoft.

Another big plus about the game’s design is that it’s very playable with just one person. There’s no hobbling of the game rules here, or concessions made to the flow or difficulty; it’s just as easy for one person to take control of three commandos as it is for three people to play as one each, and you’ll find both the tactics available to you and the difficulty of your opponent exactly the same as if you were playing with friends.

So whether you’re a loner who’s a fan of stealthy tactics or part of a crew that wants to sneak their way to a more satisfying kill, I can’t recommend V-Commandos enough. It might be a board game, but it gets the tension and satisfaction of its video game heritage just right.


  • I don’t get it, if it’s a board game, how do the enemies move ‘randomly’ about he map? For that matter, if no-onr plays as the nazis, how do they move at all?
    Or is it a ‘virtual’ board game, which would simply make it a video game anyway.
    Please explain.

    • There’s an “event” card drawn each round that gives the enemies an action and a compass direction to move along.

      • Okay, so what about when you are ‘spotted’, do you simply replace the direction with a bee-line to the PC?
        What about ‘walls’? Can the enemies walk through them or do you ignore the card if they walk towards a wall?
        There really seems to be too many systems to this game for it to work in a physical form; maybe I’m just a cynic after buying several fun sounding but ultimately weak boardgames.

        • As far as hobbiest/designer/whatever you want to call them board games go, this one isn’t unusually complicated. I’m curious what other games you got burned by.

    • Likely a dice roll or randomised card draw.
      The best example I can think of for randomised enemy movement is burgle bros. Guards move based on a card draw. Is played on a square grid so after players complete their turns the gurads move. Draw from a deck of cards that will say the guard is moving to B4. Once they reach that square draw another card. It might have them continue the way the were going or it might have them do a u-turn. Distance moved is based on how suspicious they are so the more alarms set of the move squares of movement they get each turn.
      As for the physical movement that is just pieces so normally whichever player is closet to the piece does it

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