Armoured Commander II cover
Armoured Commander II screenshot
Genre: Simulator, Strategy

Armoured Commander II

Update 1.2.63

ADD: New in-game menu tab with Quick Reference Data sheet
ADD: With game console/Steamdeck input, can now hold down either trigger to scroll lists by 5/10 items
ADD: Panzer 35(t) now also has ability to fire CMG independently of main gun

CNG: Updated portraits for the Mk VIb and c (thanks Vera Zasulic!)
CNG: When a crewman in the player's unit spots an enemy, its portrait is now displayed along with the message
CNG: Highlight colour for broken weapons to make them more obvious for the player

FIX: Default crew commands and hatch status are now applied before a scenario begins, so that CE crewmen can help avoid an ambush
FIX: HULL DOWN SAVED message now only appears when the HD modifier actually resulted in a miss

Update 1.2.62

CNG: Increased the fatigue reduction effect of resting in place

FIX: Units that are Overrun by the player now only get one attempt at defensive fire, and won't trigger multiple messages when doing so
FIX: M13/40 and M14/41 (and captured variants) now properly have Commander/Gunner and a Loader rather than Commander and Gunner/Loader
FIX: The Panzer 38(t) can now fire its CMG separately from the main gun, as it could be unlinked and aimed independently
FIX: The AAMG on the Rolls Royce Armoured Car is now a standard AAMG with 360 degree field of fire
FIX: When controller is active, menu tab numbers and numbers in Increase Stat menu will no longer appear; buttons to cycle through menu tabs will appear
FIX: Was possible for list of modifiers in attack console to overflow beyond vertical limit
FIX: Mk VI C tanks and Humber II armoured cars now have their 15mm Besa machine guns represented by 15La guns, as they were only effectively used as single-shot weapons
FIX: CTD when an exception was caught prior to the game session being generated

Update 1.2.61 hotfix 2

ADD: Glossary entry for Attack my Target
CNG: Defensive fire message now only appears when the unit is successful at doing an attack
FIX: Typo in one of the campaign option descriptions
FIX: When a partial HE hit takes out the exposed crew of a vehicle, the game still waited for the player to continue and showed the attack console

ArmCom2 Wargames Fest 2025 Community Challenge

The Steam Wargames fest is just around the corner, so on the Discord we are doing a Community Challenge, where players try their hand at a campaign and attempt to finish with the highest final VP score. For more info and to join in, please head over to the ArmCom2 Discord.

1.2.61 Hotfix

FIX: If the player vehicle broke down during travel on the Campaign Day map, the animation location of the player glyph was not being reset, meaning that if the player continued into a new day during the same play session, it would appear incorrect
FIX: Some characters were not being properly encoded in the name input menu

Update 1.2.61

ADD: 'reliable' tag for vehicles
ADD: New movement classes: Very Slow Tank, Very Fast Tank, Very Slow Wheeled, Very Fast Wheeled, Fast Infantry
ADD: Check during game save to avoid a CTD when game cannot write to saved campaign folder, will display a warning instead

CNG: Slight change to how movement class is are displayed in game
CNG: Pass Ammo command can now be used to increase RoF chance for MG weapons (Shell Tosser and Shell Pitcher skills do not apply)

FIX: Changed some vehicle rarity factors from 110% to 100%
FIX: Cavalry movement class had incorrect data
FIX: More positions can now gain the Shell Tosser and Shell Pitcher skills (thanks for the spot, PowderTrail!)

1.2.60 Hotfix

FIX: Goliath teams now properly show Germany as origin nation
FIX: Demolition Charges can now no longer maintain Rate of Fire

Update 1.2.60

ADD: Distinct armour save sound effect for attacks from molotov cocktails
ADD: New sound effect for demolition charge attacks
ADD: Inputs to switch between crewmen from within the crewman menu (thanks for the suggestion, Sinner6!)
ADD: When spending advance points in increasing crew stats, current value and value after spending the point are now displayed in the menu (thanks for the suggestion, Sinner6!)
ADD: 'very_reliable' stat for units, greatly decreases base chance of breakdown
ADD: Goliath 302 and 303 teams; no to-hit penalty for being a small team, lower base to-hit chance, cannot attack top armour, and only one attack before withdrawing (thanks for the suggestion and the portraits, Tesserakt!)

CNG: Replaced AT Rifle firing sound effect
CNG: Movement class modifiers now centrally defined in the game code
CNG: Unarmoured vehicles now display nothing in the armour section of the unit card, rather than 'Unarmoured' (was running into text from the movement class display)
CNG: Slightly increased the chance for very unreliable and unreliable vehicles to break down

FIX: When a HE hit was resolved on an armoured unit and the result was that the crew was taken out, the effect was not applied and the attack console remained visible
FIX: If the game is unable to load the campaign records file, it will display a message and return to the main menu instead of crashing
FIX: Panzer VD and Panzer VG renamed to Panzer V D and Panzer V G; older names will still appear in saved campaigns

Update 1.2.59

ADD: Ability for mods to supply custom fonts
ADD: Ability for campaigns to define custom player squad sizes, between 0 and 9 additional units
ADD: If the player waits in place and is attacked, they will now have a significantly higher chance of starting the battle Hull Down, representing the extra time to set up a defensive position

FIX: Units no longer get a free HD attempt bonus upon spawning if they don't spawn HD
FIX: Bug where the menu select sound would play upon any input when the Battlegroup menu tab was open in the Campaign Day layer

Update 1.2.58

ADD: Base AP score for 90LL gun (such as on the T26E1-1)
ADD: BT-42 as playable vehicle in Finnish Continuation War, but only available if ahistorical availability is turned on

CNG: Ultrawide fullscreen setting now divided into three settings for fullscreen aspect ratio - 16:9, 16:10, and 21:9
- note: if you previously had ultrawide fullscreen enabled, you will need to manually set this to 21:9
CNG: In Campaign Day crew menu, the 'Clear Default' controller input has been changed from clicking the left stick to clicking the right stick
CNG: Advancing fire option now resets after use

FIX: If a crewman were knocked unconscious during a defensive fire, they could still operate weapons during the overrun attack
FIX: Issue with modded nation definitions