Codename: Panzers, Phase Two
A WW2 real-time tactics game that moves the fight to North Africa and Italy, pitting tanks, infantry, and air power against each other in day-night missions that actually change how you play.
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About Codename: Panzers, Phase Two
Codename: Panzers, Phase Two is a real-time tactics game set in the Mediterranean and North African theatres of World War Two. Where the original Phase One focused on the Eastern Front, this sequel shifts the action to the Sahara desert and the Italian Alps, giving you new terrain types that genuinely force different thinking. You are not building a base or managing a sprawling economy here. The loop is closer to a puzzle box: you receive a pool of units, you have an objective, and you figure out how to spend your reinforcement points - earned by killing enemies and capturing supply wagons - to adapt on the fly. It is leaner than a full grand-strategy title, but there is enough decision-making texture to keep a spreadsheet brain engaged. The unit roster covers the expected WW2 toolkit: Panzers and Shermans, half-tracks, towed artillery, fighter-bomber support calls, and infantry squads that can garrison buildings or set up ambush positions. What lifts the tactical layer above average is the day-night cycle. Daylight favours armour and air assets with clean sightlines; night shrinks detection ranges dramatically and opens up infantry-led flanking routes that would be suicidal in the sun. Learning which missions reward a patient night approach versus an aggressive armoured dawn push is where the real replayability lives. Veterans of titles like Sudden Strike or the Close Combat series will feel at home immediately. For newcomers to real-time tactics, Phase Two is actually a reasonable entry point if you are willing to lean on the slower game speed settings the game provides. The reinforcement-point economy is simple enough to understand in the first two missions, and the relatively small unit counts mean you are never juggling fifty micro-tasks at once. The tutorial is functional rather than generous - it covers the basics without holding your hand through advanced positioning concepts - so expect a couple of early mission failures while you calibrate aggression levels. That is not a complaint; it is how the genre teaches. The campaign structure lets you carry over veteran units, which creates genuine attachment and a soft incentive to preserve squads rather than feeding them into a meat grinder. The rough edges are real. The AI does its job at applying pressure but will occasionally march armour into obvious kill zones without scouting, which blunts the late-mission tension when you have set up a proper anti-tank screen. The graphics were dated at release and show their age further now, though unit readability remains clean enough that it never hurts gameplay. There is no mod ecosystem to speak of, and the multiplayer component is largely a ghost town at this point, so treat it as a single-player purchase. On the positive side, the scenario design is consistently solid, the voice acting has an earnest B-movie charm, and the sheer variety of objectives - escort, assault, defence, sabotage - keeps the campaign from feeling repetitive across its runtime. If you have already finished the Phase One campaign and want more of the same formula with a new coat of desert sand and mountain snow, Phase Two delivers cleanly on that promise. If you are a tactics newcomer who finds grand-strategy titles overwhelming, this is a controlled, manageable environment to learn unit-type matchups and terrain exploitation without drowning in menus. It is not a genre-defining benchmark, but the 92 percent positive verdict on Steam reflects a game that does exactly what it sets out to do and rarely frustrates unfairly. Diego, Scout Team
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Game Info
- Developer
- Stormregion
- Publisher
- THQ Nordic
- Release Date
- Feb 18, 2016