$14.99Codename: Panzers, Phase One Tanks, tactics and no base building
Command armour and infantry through three campaigns, where every battle rests on the force you bring and the calls you make.
Is Codename: Panzers, Phase One worth it?
Codename: Panzers, Phase One is worth it if…
- you like commanding a hand-picked force instead of building a base
- you want tank combat where armor plates and captured vehicles matter
- you enjoy World War II strategy with three playable sides
- you miss the classics and want one that runs on modern screens
Screenshots
Tanks that take damage where you let them take it
Armor here is not a health bar you whittle down. Every plate on a tank is its own target: knock out the front armor and the crew can simply turn the hull, forcing you to chew through the side before the body gives in. It gets better. Heat a tank with a flame-throwing squad until the crew bails out, then move your own tankers in and drive off with it. Captured anti-tank and anti-air guns can be towed, manned and turned against their former owners. Between missions you assemble your battalion, buying units and selling old ones within set limits, so the force you field is the force you chose. Keep the repair truck and the ammo truck close; a veteran tank out of shells is just expensive scenery.
Three campaigns, one war from every side
You play the German, Allied and Soviet campaigns, each with its own missions and its own feel; the German one in particular is a favorite. Maps move from towns with bullet-riddled buildings to bleak mountains and treacherous swamps, with primary and secondary objectives that earn the prestige you spend on your army. Missions are well designed and varied: some want a careful sweep, some want a plan before the first shot. A word of warning from the battlefield: scouts report light infantry, and then two 70-ton Königstiger tanks roll over the hill. Aim the bazooka, bring up the armor, and only a direct hit will do.

















