True Command is places you as a division commander in charge at critical battles of WW2. This is a fast moving game, with most games finishing in an hour or two.
In True Command you are in charge of the 3-6 brigades or regiments working for you, each with their own commander. Good commanders bring flexibility to battles, allowing their unit to go toe to toe with larger or stronger units.
You also direct your scouts/recon to fight for information, cover your flank, or capture objectives on their own. Clever use of scouts will allow you to figure out the enemies objectives and order of battle before they understand yours, giving you a clear advantage on the battlefield.
Each scenario begins with both sides randomly being assigned their mission. Easy missions mean a smaller Order of Battle, while tough missions plus-up your forces. Then you choose your Implied Task, an additional way of earning victory.
A key part of each game is trying to find out what you think the other commanders mission and implied task is, although sometimes it cannot be determined until the game ends.
Each turn is conducted by randomly pulling actions from a bag, with half being for you and the other half your opponent, while adding 3 random turn shortening actions as well. You will never know when the turn will end.
Finally, both sides have divisional staff officers to assist you. You draw them randomly from your staff bag, hoping to get the critical assistance that you need, hoping to avoid drawing the dreaded "friction" markers, which waste that action instead. Depending on the scenario, one side may have a much better staff than the other (much less friction that is), but since it is random, a poor staff can still occaisonally pull off miracles.
One key aspect of the staff is that you can store staff actions under in a "plan", waiting for the Plans Officer to allow you to unleash your plan. This will let you take a serious of actions in a row, potentially dramatically changing the battlefield's geometry and combat.