What is the land warfare model like?
You can do a pretty nice ground battle as long as you stay within the limitations of the engine. Units engage each other, they are realistically handicapped by terrain slope (e.g. mech units on mountain ranges) and they do plot around non-passable terrain. Unguided weapons use CEP instead of just a PoK so weapon accuracy and target size actually matter, and near-misses or airbursts produce blast and frag (depending on warhead type) damage. Also fire-control of unguided weapons plays a critical role; the very same gun will have radically different accuracy if it’s aimed by a guy with bonoculars, a fire-control radar or laser designator – and problems in director operation (jammed, damaged/destroyed, blocked by weather etc.) also affect things. Aimpoint-type facilities & units means no more of the Harpoon-era “I’ll wipe that tank company with a single LGB” balooney. Plenty of ground-oriented warhead types like cluster munitions, FAEs, long-rod penetrator, HEAT etc. (browse the DB for a complete list). Faithful modelling of nuclear strengths and limitations on units in the field (e.g. if you expect to simply wipe out a massive armor assault with a tac nuke you may be disappointed). Arty units reasonably stand-off if they can, only few units types fire on the move, you can replenish units manually etc. etc. These things may sound bread-and-butter for anyone coming from a Steel Panthers / Armored Brigade / Armor TaskForce background but compared to anything else air/salt-focused out there it’s a quantum leap.
Still, there certain limits and issues. Warhead-vs-armor penetration & effects is simpler than in the rest of the game (because it gets squeezed at the very lowest end of the modelled range – remember, the upper end is battleship citadels, underground nuclear bunkers etc.). No non-scripted transport & amphib ops – YET (the emphasis is not coincidental). No cost-based pathfinding – again, yet. Units shoot at each other way too often because terrain cover (other than LOS) is not yet modeled. Units don’t do automatic replenishment shuttle runs back and forth from the line. And so on and so on. There is no single blocking item that outright forbids focusing on land warfare, but the “Air/Naval” title is there for a reason.
Baloogan had a few episodes featuring ground ops (most of them unsurprisingly focused on Ukraine) which demonstrated both the strengths and the limitations of ground ops in Command. These give a good sense of what one can do and what should be avoided. Implementation examples are plenty, as quite a few scenarios use ground units in one way or another. Is it SP or AB ? Not yet, but we do want to get there. One step at a time.