$39.99Panzer Corps 2 Outthink the Wehrmacht's enemies, hex by hex
A turn-based Second World War wargame on a hex grid, with over 1000 modelled units, a branching campaign of about 60 scenarios, and battles decided by planning rather than clicking. Outsmart the enemy, encircle his divisions, and carry your veterans from Poland to the bitter end.
Is Panzer Corps 2 worth it?
Panzer Corps 2 is worth it if…
- you like slow, deliberate planning where one good encirclement beats ten hasty attacks
- you want to grow a veteran army from 1939 to 1945 and grieve when it loses a unit
- you enjoy historical detail and a roster of over 1000 authentic vehicles to collect and command
- you want a wargame to play against or alongside a friend, online or by email
Screenshots
A campaign that grows with you
Lead the Wehrmacht through the whole European war in a branching campaign of around 60 scenarios. The core of it is your core: the army you build in 1939 follows you to 1945, and a unit that survives France with a row of medals becomes something you protect like an old friend. Lose it in Russia and you feel the loss for scenarios to come. Between battles you spend prestige on replacements and new equipment, so every scenario is also a decision about the next one. Historical and alternative paths branch the campaign, and four extra single player scenarios round it out. It is slow, deliberate play, and the kind that stays with you.
Over 1000 ways to lose a tank
Every major power of the European theatre is playable, and the roster runs past 1000 unique units, each modelled and animated in detail. Infantry, artillery, tanks, fighters, bombers, recon: each type does one job well and fails badly at the others. Zoom in and the little soldiers are worth a look; the anti-air gun really tracks its target at an angle. Captured equipment can be pressed into your own army, which is both a reward for encirclements and a temptation: a shiny captured unit may not fit your line as well as you hoped. New units unlock as the war moves on, so your shopping list changes every scenario.
Outthink, don't outclick
Turns are unhurried, and the outcome rests on the quality of your decisions, not your reflexes. The mechanics model movement, spotting, weather, supply and encirclement, and they interlock. Airfields matter: your fighters operate from them and must return each turn, so seizing a forward airfield extends your air cover and denies it to the enemy. Recon units sharpen your artillery and air strikes. The satisfying move is the pocket: split your force, close the ring behind an enemy position, and watch whole units surrender instead of dying hex by hex. Rain, snow and mud slow everything down, and a plan built for dry ground falls apart in a thaw.
A war better fought with friends
Multiplayer comes in several shapes: hot seat for one computer and two egos, play-by-email for long-running duels, and true online play. For the Co-op mood, the good part is teaming up against the AI or facing off with a friend, and the online mode lets you and your co-op partner take your turns simultaneously, which cuts the waiting to practically nothing: you plan together, argue about where the artillery should go, and keep moving. Ten scenarios are designed specifically for balanced multiplayer matches. Joining a lobby, coordinating, and pushing a joint offensive is exactly the social, straightforward session this game does well.
What else should you know?
Can you play it solo?
Yes, and that is the main way to play. The branching campaign, four extra single player scenarios, and a skirmish mode with an advanced random map generator (six map types, four mission types) all work against the AI. There is also a built-in scenario editor for making your own campaigns or trying what other players have created, which keeps fresh maps coming long after the built-in content.
How long does a session take?
A single scenario is a self-contained battle you can finish in one sitting, and the turn-based pace means you can think as long as you like between moves. The full campaign is a long project of dozens of scenarios, but you do not need to commit to it in one stretch: your army carries over, and each battle stands on its own.
























