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

Armoured Commander II

Update 1.2.51

1.2.51 Changelog



ADD: Radio Operators can now use the Pass Ammo command
ADD: Driver/Gunner position, currently only used in the Char B-1 Bis

CNG: Revisions to the Char B-1 Bis (and similar revisions to the German Flammpanzer B2 F): Now fitted with a Radio; crew positions are now Commander/Gunner, Driver/Gunner, Loader, and Radio Operator; the latter two positions share access to one large hatch
CNG: Churchill III and IV now have limited APCR ammo April 1943 - June 1944, and Churchill III now has limited APDS ammo from June 1944
CNG: Tiger variants (including the T-VI) no longer have APCR ammo from January 1944, as Tungsten was too scarce by that time
CNG: Rare ammo available at start of day will now be at least half of the maximum possibly available (i.e. if max is 10, rather than roll 1-10 the game will roll 5-10)
CNG: Ballistic attacks (eg. rocket launchers and mortars) are now much less likely to score a critical hit (i.e. a direct hit on the target)

FIX: M18 Hellcat now has the correct Small unit size classification
FIX: Bug where a custom (alternate history) campaign starting in 1913 would have not appeared in the list of campaigns
FIX: Bug where maximum amounts of rare ammo were not being set properly if there were 2+ dates defined

Update 1.2.50 Hotfix

FIX: Incorrect loader data for main gun on Marder II

Update 1.2.50

ADD: New campaign option "ACs and TDs Only": Only Armoured Cars and Tank Destroyers will be available as vehicle options for the player. If a campaign has no such vehicle options, then the player will have access to the normal full vehicle list.
ADD: Co-Loader position, used in 8.8cm FlaK 18 Sfl., Jagdtiger, Sturmtiger, etc.; both Loader and Co-Loader can provide a RoF bonus if they are reloading; this change will not apply to already spawned vehicles in an ongoing campaign

CNG: D-Pad up/down input will now repeat when scrolling through lists
CNG: AI units will now be much more likely to reposition when they have no LoS to any enemy targets
CNG: If player ends bail-out early, all crewman actions will be set to display as None for clarity

FIX: Incorrect button display for controller inputs in Shooting Phase
FIX: Weapons should now no longer select a friendly unit as the first possible target unless it's firing Smoke, or if there are no enemy targets in the covered firing area
FIX: Minor changes to some German open-topped tank destroyers, changing positions and adding forward-facing AAMGs (thanks PowderTrail!)
FIX: In bailout sequence, crew that are in Open Topped positions will no longer be labelled as No Hatch
FIX: Player vehicles that had two Loaders in the same location made crew moving positions during the bailout sequence not work properly

Update 1.2.49

ADD: Extra display line for unit descriptions in Unit Gallery
ADD: Display of current combat day to Load Saved Campaign menu
ADD: New Commander skill: 'Logistician', reduces amount of time spent when resupplying during a combat day
ADD: Crewman levels of 5 or above now increase odds being being awarded a decoration

1.2.48 Hotfix

ADD: Display of current campaign VP to Current Campaign Info menu tab
FIX: A couple typos in the tutorial slides

Update 1.2.48

1.2.48 Changelog



ADD: Descriptions of campaign day missions and scenario terrain types to the English in-game glossary

CNG: AI units should now be much less likely to choose MG attacks on armoured targets when there is nearly no chance of penetration
CNG: Slightly increased odds of being awarded a medal

FIX: Added missing creator credits for Up the Irrawaddy and Jungle Rats campaigns (it was me all along)
FIX: Zone Info console on the Campaign Day layer not updating properly upon continuing a game or after reconning/moving on the map
FIX: Minor display issue in Glossary display

Update 1.2.47

CNG: Darkened appearance of PH indicator for visibility
FIX: A rare crash when resolving AP hits
FIX: Drive Into Terrain was not working when a Rear Driver drove a vehicle forwards
FIX: Issue with mouse location not being updated after the end of a scenario, and so displaying incorrect zone info on the Campaign Day layer

Update 1.2.46 Hotfix

Minor patch to fix a display error in the Shooting Phase

Update 1.2.44

1.2.44 Changelog



ADD: New portrait for the standard M4 75mm "Jumbo" (Thanks cjprince!)
ADD: New portraits for units with HVSS, which will be displayed if the unit has HVSS installed (Thanks cjprince!)

CNG: Decreased the odds that a vehicle type with fewer crew positions than the player's previous one will be offered as a replacement
CNG: Unit definitions that can have HVSS now also have an HVSS start date, no longer hardcoded
CNG: Increased base chance of infantry squads being armed with Demolition Charges

FIX: At the end of a campaign, if a player chooses not to continue on to a new campaign with their crew, instead of keeping the last saved campaign file, the game will now show a second confirmation before erasing the current saved campaign file. This fixes an issue where a Steam achievement could be gained just by declining to continue and then loading the save multiple times.
FIX: Improved system for selecting list of unit types to be offered to the player, it should no longer select unit types that were obsolete at that point in the calendar
FIX: Bug where spawned units eligible for HVSS but spawned without HVSS would still appear as having HVSS in their unit card
FIX: Inputs from controller / Steam Deck should now work better on the Scenario layer view mode

Update 1.2.43 Hotfix

CNG: Enemy trucks in a Convoy Attack scenario will now all be spawned in the same hex in front of the player, will all start off moving, and facing either to the left or right