In many of the campaign missions the Enemy has a flak cannon rendering all airplane based Action Cards useless for anything other than sacrificing during the last phase of battle. These can be very decisive, but if you don't have many cards you will need to be cautious as running out of cards can leave you crippled on your next turn.Īction cards are played outside of combat (although they can be sacrificed as a battle card) and can bring units back from the discard pile, provide additional movement or prestige points, let you place units for free, damage enemy units with off-map artillery or planes, etc. The sacrifice value of the cards varies with units typically being worth more than action or combat cards. The cards are revealed simultaneously, and you can choose to not sacrifice. These are played by taking turns until both players pass.Īfter all the combat cards are played, each player has a chance to pick one card from their hand to sacrifice. They require prestige points to use and can range in effect from cancelling this particular battle (a fun card to play if you get to attack first but don't kill the opponent), cancel or modify support from other units, inflict damage, etc. Note that there is a Combat Card that cancels artillery support for the combat in question.Ĭombat cards take effect prior to any actual combat. Ensure you check their range by pressing when moving them, especially if you have multiple types of artillery on the board. Note that the terrain type "Bocage" will prevent any unit on that tile other than artillery to provide support in a battle.Īrtillery:Artillery is very influential in the game, so the more artillery units you can bring the better off you are.
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If you are facing a tough unit, it may be a good idea to surround it with a C shape so that you have five units adjacent to it, plus any artillery you can bring to bear. When attacking, you will get a support bonus from all other units that are adjacent to the target. You can also save at any point in the campaign as long as it is your turn.Īdjacency:The game heavily rewards the use of adjacent units, so try to never leave units without someone by their side. There is a walk through for each campaign mission in the guide to make this fast and easy. The three campaign achievements will unlock at the end of missions one, six, and twelve. You cannot move on to the next mission until you get at least a Standard Victory on the prior mission, so from that aspect the campaign is very linear. You can play on normal or hard, although the guide below is written based on the normal difficulty. The campaign consists of the tutorial and 12 missions, followed by 2 bonus missions that are not required for any achievement.
Finish up your multiplayer wins and then move on to the campaign. Get 15-20 wins initially to unlock cards for your deck, and then play a longer game where you unlock all the achievements that are marked as either MP or SP. Every victory and each achievement unlocked will give you a card with which you can customize your decks in both MP and SP. Both ranked and player matches count for all of the multiplayer achievements. The wins are fast and easy, if a bit boring, as you can have the losing player quit as soon as all units are placed on the board. The multiplayer achievements include some that are simply grinding out wins and a variety of specific actions. The tutorial should take less than 15 minutes to go through.
It is strongly recommended that you play the tutorial mission before attempting any of the MP or SP achievements. Many of the achievements can be unlocked in either MP or SP, but the guide and road map are written on the presumption that you will unlock them in MP as that is an easier and more guaranteed approach. Panzer General: Allied Assault is a turn based strategy game that is played much like a board game, using a deck of cards and die rolls to introduce variability. Does difficulty affect achievements?: No Do cheat codes disable achievements?: No Cheats Minimum number of playthroughs needed: 1 Approximate amount of time to 200: 4-6 hours