
It should be no surprise that I absolutely love Burden of Command, going as far as to nominate not only one of the best games of all time, but one of my favorite games, period. It’s a unique mix of a turn-based tactical wargame, with an engrossing narrative, love and respect for history, and pivots around the exploration of the theme of the hardships of being a wartime leader.
I received the announcement of a new DLC with joy and a big smile on my face. Now, while this new DLC is very much worth playing and worth the asking price, it’s a fundamentally different experience from what one got with the base game. Let’s dive into it.
- Genre: Turn-Based Strategy | Leadership RPG | Wargame
- Developer: Green Tree Games LLC
- Publisher: Green Tree Games LLC
- Price: $4.99 | 4,99€ | £4.29
- Release Date: 24 February 2026
- Reviewer: Nuno Marques (PC)
- Target Audience: Turn-Based Strategy Players, Wargamers, Everyone Who Enjoys Awesome Strategy Games, and RPG players.
- Final Score: 8.5/10
Burden of Command – Three Nations is the first expansion for the highly acclaimed BoC title, which came out in the first half of 2025. Unlike Burden of Command, which featured a massive, war-spanning campaign from the perspective of a single Company (the fictional Nickel Company, belonging to the very real 7th Infantry Regiment of the United States Army), the Three Nations DLC brings 4 standalone scenarios centered around the first actions of D-Day, exploring several perspectives, hence the title. Well, the title is somewhat misleading, because there are, in fact, 4 nations you play as, and 5 scenarios, but hey, the BoC team has a habit of selling itself short.

These standalone scenarios can be divided into two different actions. Three of them are built around the capture of the now-famous Pegasus Bridge. As for the other, it focuses on the actions of the American paratroopers, fighting to take Meyer’s Hill, and this mission in particular uses exclusive and never-before-seen live action video footage, courtesy of executive produce of Brothers in Arms, Colonel John Antal, which is super cool if you’re a World War 2 nerd like I am, and especially if you love Brothers in Arms, because it’s shot in the same style as the titular series.
Aside from these scenarios, the major new feature of this DLC has got to be the possibility to play as American paratroopers, the Werhmatch, and the British. While it is true that you also play as a French woman, the character doesn’t really have any unique military implications, because it isn’t intended to. The fighting nations in this DLC all behave differently, have different units, tactics, and abilities to better reflect their real-life doctrinal differences, with the American Paratroopers being highly aggressive and their squads having intrinsic machine guns, and the Germans making use of their terrifying MG42s. This is all pretty great, and it does an awesome job of expanding the scope of Burden of Command, as it’s no longer shackled to the base mechanics of the U.S. infantry of the main campaign.
Having played all the scenarios, I do consider this DLC to be well worth experiencing, even if it’s light on variety, but the 3 different perspectives of the same event really give players something unique they won’t find anywhere else. The writing is equally as good, gritty, and captivating as it was in the main game, so that’s a plus.

However, and this is going to be a big if for some of you. While all of this is fantastic, and it truly is, and I love the amount of experimentation done here, this also brings me to discuss the biggest design decision departure: the lack of a persistent campaign, and consequently, the lowering of stakes involved. Burden of Command set itself apart from other wargames by being more of an RPG than a pure strategy affair. With this DLC, that side of the game is very much toned down.
With the action jumping between different perspectives, and all centered around 2 specific events during D-Day, there’s not a lot of room for character development, or growing attached to your crew/men. All scenarios are one-and-done affairs, and the persistence of what made the game’s campaign so special is essentially missing. There are, of course, story bits and choice elements, but they don’t feel as consequential as they might have in a campaign proper.
Now, while this isn’t a problem for me, because I actually wanted a more bite-sized experience of Burden of Command, mainly because I do enjoy its unique take on the turn-based tactical combat, and the focus it puts on the role of officers, but players who might be looking for something with more staying power might not be very happy.

As for the missions themselves, and without spoiling anything for you, I just want to let you know that the missions on the DLC are very much worth experiencing, and the standout missions have got to be Meyers Hill and Steel Rain, in the first, the player takes command of the American Paratroopers, and in the latter, they lead a German mechanized assault.
Burden of Command – Three Nations Review Score: 8.5/10
With all that being said, I have thoroughly enjoyed what I hope is the first of many DLCs from Burden of Command. The addition of new nations, new units, and new mechanics is always a welcome one, and I’m happy to see that the game supports that (because deep down, what I really want is a scenario creator, because I have plenty of ideas!). If you’re looking for a more campaign-like experience, this ain’t it, but I have no problem recommending this DLC if you’re the kind of person who’s looking for more Burden of Command, and especially if you enjoy its turn-based tactical combat system. I, in fact, highly recommend the Three Nations DLC, and it’s a great addition to one of the best World War 2 video games ever made.
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