Second Front is a tactical WWII turn-based strategy game. Craft & share your own scenarios and maps or use your strategic prowess in 48 scenarios set in iconic locations. Command over 40 types of infantry and 216 tanks, vehicles and guns. An infinite tactical sandbox experience.
Hello fellow tacticians! Here we are with a new patch!
[h3]Rules change:[/h3]
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[*] Any form of possessing, dropping, assembling, disassembling, limbering, or unlimbering in the Fire Phase is no longer possible. (suggested by player )
[*] TNT can only be placed in an adjacent hex where the placing infantry can theoretically move, for example not across a cliff hex-side. TNT can no longer be thrown out of the window. TNT vs Vehicle is still not implemented. Throwing TNT is not implemented.
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[h3]Additions to the game:[/h3]
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[*] AI can now use TNT
[*] Improved AI target selection. AI will prefer adjacent targets. AI will now prefer unprotected infantry over tanks with open hatches.
[*] 'Stealthy' impacts the ambush event. Heroes and ANZAC are stealthy
[*] Leader creation can happen when fighting against a Vehicle in the Melee Phase
[*] The chance of creating a better Leader is raised when fighting against an AFV, and also when having very low chances in Melee.
[*] In an ambush, the ambushed unit loses its concealment so the close combat vs this concealed unit has more chances for a kill.
[*] Heros or Leaders generated by fanatic units are also fanatic
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[h3]Other Additions:[/h3]
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[*] The background scenes in the main menu are now 3d, partially animated. this will be improved in the future
[*] On loading the game the loading progress at the start is now removed. No more than 90% on a grey background. (suggested by player)
[*] All 240 Gun Barrels will recoil (to see this there is a new button in the garage)
[*] Adding a tank commander to the Tiger in the scenario 'Tiger 131 '
[*] Adding some TNT to the scenario 'Last Stand at the Grain Elevator'
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[img]{STEAM_CLAN_IMAGE}/37041279/7f9e268cdb209e43e91de5e673de90fd229108c3.png[/img]
[h3]Fixes[/h3]
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[*] A leader with disrupted infantry in the same hex will not rout (suggested by player)
[*] Leader behavior when the Leader is disrupted
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