
The base game's campaign follows the 7th Infantry Regiment, known as the "Cottonbalers" after the regiment's actions at the battle of New Orleans during the War of 1812, though their campaigns in the North African, Italian and French theaters of World War II. The player takes place as a lieutenant, later promoted to captain, of the Nickel Company.
The Three Nations DLC, released on 25 February 2026, adds four scenarios covering United States and British airborne operations on D-Day, a French Resistance intelligence gathering operation some months prior, and a German mechanized counterattack four days after.
Burden of Command contains examples of:
- A Father to His Men: The Compassion mindset is basically this.
- Anyone Can Die: Whether it's the player character, your platoon lieutenants, or even the comic relief duo, death doesn't play favorites.
- A-Team Firing: Played straight, for both sides. The game does not follow the general rule in tactical games where constantly firing at an enemy unit will kill it. While shooting at an unit can occasionally cause casualties, it will mostly damage the morale of said unit. To wipe a unit out, one usually has to charge the enemy position to force a surrender.
- Bottomless Magazines: Units generally won't run out of ammunition.
- Breaking the Fourth Wall:
- During the tutorial, if the player doesn't charge/assault when required to but instead keep on shooting, the shooting unit will break the fourth wall, asking the player to stop shooting and instead order an assault.
- The tutorial has a number of demonstration videos that explicitly break the fourth wall to explain game mechanics.
- The Captain: Captain Lamb and later the player (after Captain Lamb is killed in a friendly-fire accident). Mechanically speaking, captains are like lieutenants but have the ability to spot for mortars/artillery and to take command of any lieutenant's units for a turn at the cost of a captain's action points.
- Continuing Is Painful: Platoon leaders that are killed are not replaceable, they will be lost forever. Also, with limited replacements allotted to the company, should the company take excessive casualties in an engagement, they may not be able to go back to full fighting strength post-engagement.
- Deadpan Snarker: The player can choose to be this. In fact, there is a sarcasm meter for the player (together with Verbosity and Directness).
- Deconstruction Game: Of typical turn-based tactics games:
- Instead of having complete control of your units every turn, orders to units are instead given through lieutenants who have a limited amount of orders they can issue in a turn, often forcing you to choose between spending their turn on maximizing the effectiveness of certain units or giving basic orders to every unit under their command. Losing these lieutenants throws the units under their command into chaos, and it can take several turns to restore anything like order.
- Units aren't robots who follow all orders without question. Morale plays a huge factor in getting units to do what you want, and is affected by things such as trust in their leadership, level of experience, being under fire, and general stress level. Without good morale or a lieutenant rallying them, units will often balk at being ordered to take risks such as exposing themselves to enemy fire or assaulting enemy positions. Combat also takes a psychological toll, with lieutenants and units gradually accumulating "combat fatigue" due to high-stress actions, taking heavy fire/casualties, or disturbing events.
- Statistically, infantry during the war would expend tens of thousands of rounds per casualty inflicted, with most casualties instead being caused by artillery and explosives. Having infantry units attack other infantry is good at pinning them down but not effective at eliminating them, and the only effective way for infantry to do that is by suppressing a target, then flanking with another unit and ordering them into a direct assault, which almost always ends with those on the receiving end surrendering or retreating, as overwhelmed soldiers would generally prefer to live as prisoners of war instead of dying pointlessly.
- Difficult, but Awesome: There are quite a few difficult battles that the allies have lost historically, but the player can manage to win these engagements. Not only will winning these ahistorical victories provide satisfaction, it will also unlock an achievement.
- Divergent Character Evolution: Your platoon leaders can acquire different mindsets as they go through the crucibles of the war. While you can affect what mindsets they acquire, in the end, you will generally get very much different platoon leaders.
- Downer Ending:
- In the Cottonbalers campaign, letting your officers' Combat Fatigue run up too high will lead to them adjusting... poorly to postwar life.
- In the Three Nations DLC's Pegasus Bridge scenario, the French Resistance segment is likely to end with Mathilde captured and tortured by the Gestapo, losing her family even if she survives. Meanwhile, the DLC's Steel Rain scenario can lead to a You Have Failed Me outcome as described below.
- Elite Mooks: After being deployed to Italy, Nickel company will encounter elements from 1st Fallschirm-Panzer Division Hermann Göring, which are elite paratrooper units of the German army. They are significantly harder hitting and harder to suppress. Also, Tiger tanks which start appearing after you get to Italy are quite annoying to deal with. They can often knockout your tanks with a single hit meanwhile extremely hard to kill when approached from the front (or even the back).
- Les Collaborateurs: A few examples are encountered in the game, generally of the 'horizontal' varietynote and whose treatment tends to be harsh (as it was historically).
- The Enemy Weapons Are Better: In the Hotel Miramar level, the player can capture and utilize a French MG.
- Gameplay and Story Segregation: Particularly with leaders with the Compassion mindset. Their squad can occasionally regain casualties when they move round the map. In the mindset menu, it is explained as a light wound is overcome or a straggler catches up. However, some casualties seem pretty impossible to recover from. For example, charging a tank with a distraction may result in said distraction being reduced to thin red mist by the tank's MG, yet they can come back, sometimes as soon as the unit move onto the hex of that contains the wreckage of tank they just charged.
- Hero Unit: In some ways, the captain and the platoon leaders are hero units which can significantly boost the effectiveness of the squad they are attached to.
- I Surrender, Suckers!: After your units advance to a certain point during the second mission in Sicily, you'll get an event where the mayor of Palma de Montechiaro offers a surrender to one of your lieutenants. Accepting the offer has an enemy officer come out and offer his revolver to your lieutenant, only to trick them with a "road agent's spin" and shoots your lieutenant dead as enemy squads open fire on his accompanying squad, which throws your other men into a murderous rage. If you refuse, one of your men shoots the enemy officer instead, which in turn enrages the Italian defenders.
- Immune to Bullets: Tanks cannot be shot and damaged by rifle squads. To damage tanks, they have to either charge the tank (implying to be using satchel charges and other explosives to blow the tank up), or you use a bazooka team or your own armor.
- In Spite of a Nail: The final outcome of your missions ultimately has little effect on the outcome of the war as a whole. Even if you fail or succeed more than the 7th did historically, the success or failure of entire operations is down to more that just their efforts.
- Intrepid Reporter: Miss Magrina will interview you and you can get your experiences published by her.
- Pay Evil unto Evil:
- Regardless of the player's decision regarding the surrender offer at Palma de Montechiaro, one side will commit an act of perfidy, driving the other side to a murderous rage for several turns. Affected squads have text popups describing crimes of no quarter, with the killings of medics and surrendered soldiers.
- After Nickel Company catches up to the Fascist Blackshirt Quirino de Bono (who orchestrated the aforementioned fake surrender), Pvt. Morris tries to execute him over the death of his best friend Patterson. The player can let it happen, do it personally, or stop Morris and take de Bono in for trial as a spy.
- Shown Their Work: To call the game's attention to historical detail meticulous would be an understatement. For starters, the game's story moments often have an optional window that cites paragraphs from technical manuals, training handbooks, battle reports or other such literature as their basis. The story itself follows the non-fictional 7th Infantry chronicle American Courage, American Carnage by John C. McManus, who was a historical advisor and playtester on the game itself.
- Smoke Out: While normal artillery will generate smoke, there are also specific smoke rounds available.
- Tactical Withdrawal: A unit with low morale either due to suppression or casualties can only be moved towards their "own" side of the map until rallied or bolstered.
- Take Cover!: Pretty much mandatory to play with as exposed units (with the "exposed" status when under fire) take much more damage than ones that are in cover.
- Take That!: The company can adopt a donkey named "Georgie Patton".
- Video Game Caring Potential: Countless little moments where you can show a little care for your platoon lieutenants, the enlisted and occasionally civilians, whether it's a heart-to-heart over the stresses of war or giving the men the one available heater in midwinter.
- War Is Hell: While the game is fairly light on showing blood and guts, it pulls no punches in regards to the general chaos and inhumanity of war. Friendly fire kills good men for no reason, supply shortages leave tanks to run out of gas mid-battle, civilians are regularly caught in the crossfire, and training accidents can maim soldiers before they can even deploy to a battlefield. Mechanically, both squad units and leaders will accumulate combat fatigue and will eventually become stressed, harming their effectiveness in battle.
- You Have Failed Me: One victory outcome of the Steel Rain DLC scenario sees the German army retaking the town of Ranville from the British and pushing on, only to be driven back (again) by Allied naval artillery. If the player character doesn't let Lt. Braun (who is politically connected and can thus avoid the worst consequences) take the fall, this gets him executed by the Gestapo.
