mythos wrote: ↑2020-08-08 06:59, Saturday
8) Sidi Rezegh
No goal missed, no unit lost, no medal

Two days later, instead of continuing my run, i got curious and watched actual Lets Play videos. By this i found out that
a) the lack of GER MG squads is a bug in the german game version
b) you can finish all missions with a medal
This got me all agitated and i restarted the run, beginning with the first HQ (to incorporate all experiences with units, and respectively allow to make new ones) and yep, it is doable
Interestingly, if finishing quicker and using auxiliary units, then the game/scoring is more forgiving if losing units.
I removed the AAR image links above to free up my account. New AARs added below.
Simplified walkthrough
1) Sidi Barrani
https://imgur.com/Nip3qHE
Tank Combat Badge ?
I couldn't find if this existed (but then again: me and search engines

).
2) Headquaters I
Sold
AT-Rifles
Handgrenades of both MGs
Downgraded
both M13/40 to Pz III
Bought
GER SMGs
2x GER Medic
Ammo Truck
GER Tank Crew
88mm Flak
2x Binoculars for MGs
Handgrenades for Sniper
Remaining Prestige
2
Core makeup (14 of 25 units)
* Tanks
2x Pz III
ITA Tank Crew
GER Tank Crew
* Infantry
ITA Sniper with Grenades and Binocs
2x ITA MGs with Binocs
GER SMGs
2x GER Medic
* Support
Repair Truck
Ammo Truck
Opel tractor
88mm Flak
3) Mersa Brega
Mostly equal strategy - just that the auxiliary units had more involvement in the battle and i didn't "farm" as much.
I still brought both Medics to 8 XP-stars.
https://imgur.com/RUJqf1K
War Cross for Military Valor - also called, it seems:
War Cross of Military Valor
4) Headquaters II
Sold
ITA Sniper
Binoculars of both MGs
Downgraded
2x Pz III to Semovente 75
Upgraded
2x Tank Crew to Semovente 75
Bought
2x GER Sniper with Binocs
GER Tank Crew
Remaining Prestige
4
Core makeup (16 of 25 units)
* Tanks
4x Semovente 75
GER Tank Crew
* Infantry
2x GER Sniper with Binocs
2x ITA MGs
GER SMGs
2x GER Medics
* Support
Repair Truck
Ammo Truck
Opel tractor
88mm Flak
5) Halfaya Pass
Mostly equal strategy - just that this time tanks and SPATs took part in the early phase, and overall more auxes took part in the scenario.
Core Loss
1x Semovente 75

(because i switched crews among vehicles for the final fight, it is actually possible that i "technically" only lost the core Tank Crew, but not the Core vehicle - however, game mechanics link a Crew to its vehicle, thus if the Crew is lost, the vehicle seems to be lost too

Anyway, since i didn't realize it until the next HQ, i didn't feel like replaying 2 tricky scenarios. Especially since 1 of them is aux-only)
https://imgur.com/jFl38dx
War Merit Cross
6) Operation Battleaxe
Equal strategy as before (though it didn't play out equally - in particular, i lost a tank during the second wave

).
https://imgur.com/2X12tL5
Order of the Roman Eagle
7) Headquaters III
Upgraded
3x Semovente to Pz III
Tank Crew to Marder II
Bought
Marder II
Repair Truck
4x GER Mortar with Binoculars
Binocs for both MGs
Binocs and Mine Detector for SMGs
Remaining Prestige
1
Core makeup (21 of 25 units)
* Tanks
3x Pz III
2x Marder II
* Infantry
2x GER Sniper with Binocs
2x ITA MGs with Binocs
GER SMGs with Binocs and Mine Detectors
4x GER Mortar with Binocs
2x GER Medic
* Support
2x Repair Truck
Ammo Truck
Opel tractor
88mm Flak
Sidenote:
I would have liked to add some Bazookas, but with only 2 Medics i go for long range infantry units.
Why Mortars in the first place ?
The advantage of Mortars over artilleries (either towed or self-propelled):
- fast (all infantry moves at about 14 Speed compared to vehicles), while guns are slower. Especially towed guns are noticeably slower
- unlimited ammo (like all infantry. Artillery guns are notoriously short on ammo)
- gain XP-stars (raising their damage, whereas towed guns don't... OTOH vehicles also grow XP)
- cheap (a sIG 33, plus Rifles as crew, plus cheapest tractor for towing costs 178 total, a Bison I or II including crew costs 239 or 250)
- good "bang for the buck": 2 Mortar teams, when considering firerates, have about the firepower of 1 towed/self-propelled sIG 33 (or comparable Allied gun)
The only disadvantage of Mortars is their "short" range of 50. Other units:
artillery = 75-100
Sniper = 55
88mm Flak = 60
other Flak and tank main guns = 45
tank MGs = 24
AT-Rifles/Bazookas/MGs = 34
Back to the actual walkthrough.
8) Sidi Rezegh
Main Goals
1) Take the airfield.
2) Secure the village.
--> 300 prestige total
Optional
1) Capture or destroy enemy howitzers. (50 prestige)
Secret
1) At least one enemy plane captured. (75 prestige)
Specials
1x Bomber
2x Fighter-Bomber (+1 for each plane successfully captured, +4 max)
3x Heavy Artillery
2x Recon Aircraft
Planning:
- the 3x Pz III (supported by a Repair Truck, Sniper, MG and Medic) should rush northwards, until they stumble over the enemy defense line (3 tanks, some rcns cars, a Repair Truck and infantry IIRC)
- at the same time, the Italians (3 Tanks, 2 Snipers, and a Medic + Rifles which were sitting in the trucks) should rush southwards up the ridge, then make a cut to the west to take out the enemy artillery (3 guns plus 3-4 Flaks, infantry and some Ammo trucks IIRC)
- meanwhile, the flak group (building up west of the airfield) with the Flak, auxiliary leadered tank, 2x Marders, second Sniper + MG + Medic, 4x Mortars, Ammo Truck and the other Repair Truck should lure enemy defenders away from the airfield
Execution...
The Pz III group took out the Crusader, then concentrated on the 2 Matildas - i had to move damaged tanks to the rear (blasted Matildas with their armour

) for in-combat repairs.
The Italians in the meantime took out the eastern flank of both, the artillery line (some inf, an Ammo truck and a flak) and the tank line (2 rcn cars).
Once the Pz III and Italian groups had connected, i let them repair.
Then i switched to the flak group, which would first have to deal with the "Matilda rush", before conquering the airfield.
The aux leadered tank was sent to the front to suck up blows (at least in the beginning: the AI quickly switches to targets with less defense, if available), but between the flak, Mortars and Marders the enemy armour hadn't much chance (especially since the Repair Truck here also helped out

).
Past that i switched between the groups, so that the inactive one would repair, until most of the airfield was conquered and most of the desert area was cleared.
I then sent the Mortars (airfield) around the hangar-side mountain, to get to the crossroads northwest of the airfield. They then advanced with Sniper and Medic support to the east, to take out remaining static defenses (for XP growing) north of the airfield.
Meanwhile, in the desert, the inexperienced Marder grabbed some XP, by taking pot shots on an enemy Ammo Truck, which was conveniently sitting besides an enemy Repair Truck

Once the Mortars were done, both Marders mopped up the remaining enemies (the Repair and 2x Ammo Trucks).
Preparing for the last part of the scenario, i sent out a Recon Aircraft to the northwest. Once i had spotting, i dropped a Fighter-Bomber strikes on the last enemy artilleries.
Then i build a roadblock with the
- on the left: flak, mortars, 2 Medics (1 core, 1 aux), an MG
- in the center: aux tanks in front, core Marders behind (i let the "heroes" man the Marders, not so much for the damage but for the defense bonus)
- on the right: core snipers, 1 Medic and the other MG, the 3xPz III behind and a little to the right (not that the tanks mattered much: there was a lake in front of this flank)
(sorry, i forgot to take a screenshot
)
Once setup, the first battle for the village occured.
I had to retreat the inf group from the right flank, since it got under suppression fire from enemy Mortars (i was babysitting core Mortars, so that by the time i realized the trouble, the 2 Snipers were almost dead, the Medic worse than halfdead. Only the MG was still in ok shape, since it got healed by the Medic). Other than that, this half of the fight was not tricky.
Past that i repaired vehicles and then slowly advanced into the village. Overruning/rushing doesn't work (i try, due to impatience), since the enemy still has a lot of firepower (AT-Rilfes hidden in buildings (which can really hurt these early war ITA+GER tanks), a couple Mortars and 3 Matildas).
Finally i settled for a couple tanks in front, with Snipers, Medics and Mortars following. In between i dropped Fighter-Bomber strikes on occupied buildings (to get those AT-Rifles out) and circled tanks in and out for repairs - the reason i didn't send the SMGs in this time: the enemy was positioned slightly differently than the last time.
https://imgur.com/yaBxjwg
Panzer Badge in silver with Tank Destruction Badge
9) Headquarters 4
Sold
Binoculars of all Mortars
Flak (with heavier tank guns available, i decided to remove the micromanagement involved with towed guns)
Upgraded
2x Marder to Pz IV F2
3x Pz III to StuG III F (they have the most armour of available vehicles)
Bought
Mine Detector for both MGs (the briefing warns you)
Bison II (called ingame: sIG 33 auf PzKpfw II - i had no idea what else to buy, thus i followed the golden rule
Buy more artillery !)
Remaining Prestige
4
Core makeup (21 of 25 units)
* Tanks
3x StuG III F
2x Panzer IV F2
Bison II
* Infantry
2x GER Sniper with Binocs
2x ITA MGs with Binocs and Mine Detectors
GER SMGs with Binocs and Mine Detectors
2x GER Medic
4x GER Mortar
* Support
2x Repair Truck
Ammo Truck
Opel tractor
10) The Cauldron
Main Goals
1) Support the Italians in their attempt to break through the British lines.
2) Secure the supply depot.
--> 250 prestige total
Optional
1) Do not let the Fort sentries spot you before the attack. (50 prestige)
Secret
1) At least one enemy tank captured. (50 prestige)
Specials
2x Paratroopers
2x Fighter-Bomber
2x Heavy Artillery
2x Recon Aircraft
Sidenotes:
Despite not having a towed gun anymore, i kept the tractor - just in case i capture a gun in the field.
This here is onne of the few night scenarios of both games - the game displays some hints about night combat at scenario start, the tutorial explains more, so i won't blubber about that.
And it seems that i lied earlier: i said that i played the game a longer while ago, but a) i was totally confused about playing at night and b) i had no memories about this scenario (some expectations from all the playing in the previous weeks, yes, but no memories, which i usually still have after 2-3 years), thus it is actually very possible that i didn't play any of the 6 campaigns (among both games) to the end for quite a while - maybe even a decade

But back to business.
IMO, the most important units here are 2+ Binocular equipped infantries (and having them in the area of your vehicles - no, seriously: after finishing this scenario i saw a Let's Player who had these infs, but left them behind at the starting position all the way in the southwest... and then wondered from where his units got attacked from and why they were getting bloody noses - despite having said in a nearlier scenario "i will later get me Snipers with Binocs for spotting, because they have the largest spotting radius"

).
Keep them, and your repair trucks, close to your combat vehicles and roll over the second enemy line from the northeast to the west - until the first primary objective gets completed, but let's start at the beginning.
I started by sending my Mine Detector infantries, 2x MGs and the SMGs, forward (the scenario offers 3 aux inf with Mine Detectors, but they are basically just for spotting the mines due to having only 1 soldier per unit - and fun fact: taking out the crew of a bunker gains you 0 XP, while taking out AT-mines grants XP

thus i left the auxiliary infs behing), all 4x Mortars followed - this 7 units also cleared the Minefield.
Meanwhile i formed groups of the tanks, SPATs and support vehicles and slowly moved them forward.
The intro wasn't joking, there is a minebelt of 3-4 rows spanning rougly from the fort to the mountains.
There is enough time to clear the minefield and emerge a little south of the enemy lines (there are 2: the actual line which the non-controllable Italian units will attack, and another one behind that which stands in your way to helping out the Italians).
Push forward, take out some units, if needed retreat units to the rear for repair/healing and if you have Bisons, keep your Ammo Truck close to them.
Once Dario has pushed southeast enough, the first goal will be completed.
I then sent a rcn plane over the southeast map area (which isn't covered by your goals, very suspicious

), meanwhile i cleaned up many more enemy units in the northern area (dunno if i got all, very possibly not) for a couple minutes, until collecting all infantry and a tank, and sending them all south.
Before the entrance to the large valley in the southeast i left the tank behind, while infantry slowly advanced into the valley. There are 4 enemy tanks (without crews) south of the tents, their Tank Crews are near the tents.
Dunno if it is possible to capture all 4 tanks, but 2-3 is easily possible - while only 1 is required for the Secret Goal.
Slaughter the Tank Crews, any tank that gets manned, and the 2 nearby trucks.
Then i dropped the crew of my own tank, manned 1 of the Crusaders (completing the goal), re-manned my own tank and finally moved everything back north.
When the units were nearing the Oasis in the northeast, i spread them along an imagined frontline, sent a rcn plane over the blue Objective Symbol and once i had spotting, dropped Heavy Arty on each of the enemy Snipers (yep

) and the Fighter-Bombers on each of the towed arty.
Then i advanced slowly on the oasis - repairing/healing a little, advancing, and so on.
https://imgur.com/JA6RK4G
Italo-German Campaign Medal in Africa (sidenote: that's the official name, it seems)
11) Tempest
Main Goals
1) Breach the walls and occupy the supply depot inside the Fort.
--> 150 prestige total
Optional
1) Surround the Fort and hold the strategic locations. (50 prestige)
2) Von Grobel's panzer repaired. (25 prestige)
Secret
1) Detect the secret entrance. (100 prestige)
Specials
1x Heavy Artillery
1x Recon Aircraft
Aux-only scenario :flame
You start with
1x Repair Truck
1x Opel tractor
1x 105mm leFH18
1x Dario
and infantry with varying XP-lvls (many have Handgrenades, some additionally have Molotov Cocktails or Mine Detectors, some have nothing at all)
There are also some uncontrollable auxiliary units, which do nothing as far as i'm concerned
First things first:
- send 1x SMGs close (but not on) to each of the 3x blue Objective markers
- around the fort (the road circling around the fort is a good indicator) are a lot of mines
- take care of the Secret Goal, else you will face an endless stream of enemy infantry entering the map
Collect all infantry (except the SMGs) into a single group and send it straight west, let the Opel Blitz (towing the leFH) and Repair Truck follow.
When past the fort, turn north and move all the way to the oasis in the far nothwest. Once there, take out enemy units to complete the Secret Goal (sidenote: it is safe to ignore the missions hint "keep units here", because once the goal is completed, there will be zero new respawns).
Now travel along the northside of the fort. Not fully to the northeastern end, but a little east of the northern portal - this is the about spot where your reinforcements will arrive, but still leave you with a safety distance. Position infantry and artillery, and let the arty start doing its job (taking down the fort walls). Meanwhile, let the SMGs occupy the Objective Markers - you will receive an Ammo Truck as bonus, send it to north your other units.
I recommend to first take down 2-3 outer wall segments, then damage 2-3 inner wall segements, then finally take 1 inner segment down (taking down an inner wall segment triggers Axis and Allied reinforcements).
When the tanks appear, take down the most damaged enemy tank - meanwhile splitting your own group up: the tank in the center might get destroyed otherwise (in fact, i failed to save it anyway).
The enemies flee to the northeast, so send your tanks to the Repair Truck for refit. A second group of enemy tanks will be heading for your artillery position, prepare for it.
Once the second group is dealt with and your tanks are repaired, chase down the first group which retreated earlier.
Past that, send one of your tanks into the fort to lure some infantry out. Defeat that and repeat.
If the enemy infantry stops following out, then storm the fort with all your tanks and once you have spotting into the fort, drop the Heavy Artillery bombardment and the defenders won't hold out much longer.
https://imgur.com/XpK4gHB
Arditi Cross
12) Headquarters 5
Sold
Opel tractor (i expected that i wouldn't capture guns in the field anymore)
SMGs (i didn't really use it in its intended role as "bunker busters", and now i had enough artillery to not needing them anymore)
4x Mortars (not because i was unhappy with their performance, but just because in first attempt they got slaughtered around the friendly Depot)
Bought
2x Bison II
Pz IV F2
Repair Truck
Ammo Truck
Upgraded
3x StuG to Pz IV F2
Remaining Prestige
7
Core makeup (20 of 25 units)
* Tanks
6x Panzer IV F2
3x Bison II
* Infantry
2x GER Sniper with Binocs
2x ITA MGs with Binocs and Mine Detectors
2x GER Medic
* Support
3x Repair Truck
2x Ammo Truck
13) Tel El Eisa
Main Goals
1) Defend the supply depot.
2) Occupy and hold the railway station.
3) Secure and hold the checkpoint.
4) Occupy and hold the oasis.
--> 350 prestige total
Optional
1) Occupy the railway station before enemy reinforcements arrive. (75 prestige)
Secret
1) Enemy air defense weakened. Additional airstrikes gained. (50 prestige)
2) Minaret entrance discovered. (25 prestige)
Specials
4x Paratroopers
1x Heavy Bomber (+3 from first secret objective)
1x Fighter-Bomber (+3 from first secret objective)
1x Heavy Artillery
4x Recon Aircraft
First things first, a little northeast of the Axis Supply Depot is a big pile of enemy tanks, paks and artillery (lets call it the "central army" ), which is extremely difficult to wear down (actually, i don't remember if i ever tried).
To the north is a path leading into the mountains, which is wide enough for vehicles - and probably the best starting route.
I left the new 2x Pz IV, 2x Bisons, 1x Repair Truck and 1x Ammo at the Supply Depot for defense - the enemy charges at the Depot regularly and the uncontrollable auxes are not quite up to the job on their own.
Rest of units went up the mountain road - or lets say "hill road", since there is a path leading further into the mountain, and a path leading back down. You will get in touch with some enemy units, and when following the path further into the mountain, you will find an enemy artillery and some infantry (i sent some of my infantry up).
Once everything was dealt with i left damaged tanks behind for reprairs, while rest of units moved to the railway station. If captured before the timer runs out, instead of the Brits it is you who will get some reinforcements: 2x Pz IV F2, 1x Rifles, 1x Sniper, 1x Medic, 1x AT-Rifles.
I let the Rifles occupy a building of the railway station and added the rest of units to my groups.
After rearming and refitting i sent all units to the east of the railroad, to avoid getting too close to the "central army".
East of the railway station is another wide path into the mountains. Underway is some infantry, on top 3 flaks and 2 artys. Killing those grants additional air strikes.
On first attempt i had troubles achieving the second Secret Goal, due to the scenario ending (all Main Goals achieved), thus i left the Main Goal no.3 (occupy the checkpoint) aside for the moment, even though it is nearby.
Instead i went southeast for the oasis.
The oasis has quite a bit of defenders, including Bazookas (hidden in buildings

).
I pushed forward for a little skirmish, waited for defenders coming out, retreated damaged tanks to the rear, advanced a little futher...
After conquering the oasis i left the "railway" Sniper and 2x Pz IV F2 behind - rest of units turned around and went for the last goal, the checkpoint.
Underway i ran into the arms of large group of Stuarts, infantry and 2 Priests, which were heading towards the Oasis.
Caught by surprise, i lost a Pz IV here

The checkpoint itself was rather weakly defended.
After a long (and Chris-style-confused (r)(tm) ) ride, i finally got to watch the outtro videos (i really liked those in both games) and finally also got to see all Axis CPP2 medals
https://imgur.com/Hq2S2aK
Il Duce Badge on ribbon ?
I couldn't find if this existed (but then again: me and search engines

).
Campaign core losses
Sidenote: above i alwas meant "1 unit lost = total loss of 1 unit". However, 1 infantry unit is actually made up of individual soldiers.
Thus for example, a Rifles unit has 5 soldiers, as long as there is still 1 soldier left you didn't lose the unit - and when advancing to the next scenario, your Rifles unit will be refilled to 5 soldiers (for free and without XP loss, no matter the difficulty).
In the listing below, i detail individual soldiers lost, unless otherwise noted.
4x Tank Crew -> total loss of unit
1x Semovente 75 (together with the above)
1x Medic
1x MG
1x Pz IV F2 (the crew jumped out and survived)
Conclusion
With hindsight, after restarting the campaign yet another time i should have tried the "infantry-only" approach again, since i then knew i could and should use auxiliary units, but i just wanted to finally finish without worrying

I had fun anyway with my mixed group.
Also, i guess that writing up every single step so to say, is a bit much (i watched Lets Plays over the years and guys saying "i take this arty and attack that enemy, then i take this StuG and attack that enemy, then i take this tank and overrun" all the while this was cleanly visible on the screen, because he was commenting on the stuff he was actually doing this very moment, were not exactly interesting to watch at).
OTOH, as a "text Lets Play" putting together lots of text is inevitable.
Anyway, i also have troubles deciding in AAR threads what to write and what to leave out, maybe i will learn in the future to filter it better.
But to the actual game/campaign conclusion.
What i dislike about the game is:
1) the 25 unit cap. If you somehow spend all prestige with a unit mix of up to 25 units, okay, but if you want to play with cheaper units (like including more infantry), you start swimming in prestige - and at some point lack power due to not fielding enough units (i.e. 2x Mortars = 1x regimental field gun (25 Pounder, leFH 18) and 4x Mortars = 1x heavy gun (sIG 33, OBL 5-inch)).
The campaigns are short anyway, so either increasing the cap a little in the second half of the campaign or actually a bigger cap to begin with, would have been preferable
2) micromanagement around artillery. A towed gun is at least 2 units (the gun and its crew - in comparison, a tank or SParty (which is the vehicle and its crew) counts as 1 unit), and if you want to be remotely "fast" in moving it around the map, then you need a third unit, the tractor. That, the unit cap and the inaccuracy of guns (they see an enemy and no matter if it is moving or not, they shoot - if the target was moving then in 4 of 5 cases they only deal minor splash damage or no damage at all) really detracts from their potential
3) infantry cannot be upgraded to a different model (well, Tank Crews can, but only to tanks) - only and units from the Tank class can be upgraded to something different (either down to Tank Crew or up to a unit from the Tank class)
4) the squishiness of infantry, before they reach their first XP-star (at that point they gain a considerable boost to their Health Points) - and reaching their first star can be tricky, because some infantry types don't gain much XP by usual means (putting an SMG/Bazooka/anything except Tank Crews into a towed gun, they grow XP faster. Tank Crews only grow XP fast when manning a tank). Not to mention that Mortars and Bazookas arrive very late. I understand the reasoning for squishiness (players shall be able to get rid of enemy infantry), but find it suboptimal
5) Italian infantry gets portrayed with weaker damage stats, in turn they are cheaper...the 5-15 prestige saved doesn't counterbalance their lower damage in any way, because lower damage means that the enemy has more time hitting your units - you want the enemy dead as fast as possible. And as said above, there is the unit cap, thus saving some prestige here or there means little in the long run - just use the Pz III or Semovente a little longer when you absolutely want to buy a new unit "now", and get German inf instead
6) i didn't really play with infantry attachments other than Binoculars and Mine Detectors, because against weaker targets (infantry, unarmoured and low-armoured guns and vehicles) you often deal enough damage with normal means. And against stronger targets the Molotovs and Grenades don't deal enough damage (if they hit in the first place, because they are like Mortar/artillery shots), that and their low "ammo" supply (which cannot be refilled during a scenario). I confess that i didn't really try, for example i later found a use for Mortars (about which i originally said "don't know what to do with them" )
What i liked is the many options you have at hand:
1) buildings and bunkers can protect your infantry during combat and allows both sides to do some nasty surprises
2) using Snipers to clear enemy towed guns and then manning these with own infantry can add serious firepower (despite my whining above...yes, i'm a hypocrite

)
3) tanks, in front of infantry, adds some realism: enemy tanks concentrate on yours, thus your infantry may have "bodyguards" (as seen in documentaries and movies/series)
4) flanking enemy tanks, to get to their weaker side and rear armours
5) artillery (Mortars, actual artillery units, Handgrenades) hits the roof armour of vehicles, which seems to be a weakspot
6) if units get hit by flames (Flamethrower infantry, Flammpanzer I, Churchill Crocodile, Molotov Cocktails), the fire lingers around (usually on the unit, but in case of infantry and misses also on the ground, which then can hit other units passing through) and deals damage for several seconds
7) using flames to burn enemy Tank Crews out of their vehicles (or just finding abandoned vehicles in the field) and then taking these tanks for yourself. Just watch not to put to much "fire" on the vehicle, else it explodes anyway
x) and surely more which i have forgotten
Also, contrary to other realtime strategy games, Codename Panzers Phase 2 (and 1) is rather slow-paced.
And instead of "just get 100 of the strongest unit" you need some variation in troop mix, otherwise you endlessly chase infantry around (if using only tanks) or get slaughtered by enemy tanks and artillery (if having no means to deal with these units - and if having no Repair Trucks and Medics), etc.
Overall, i like
I'm not sure when i will play the CPP2 Allied campaign. At the moment i want to finally focus on and finish my run of CC50, me and Major Heinz have some behind-the-scenes collaboration going on - and randowe and me have started a collab on a new campaign for the Atomic Efile

But i can promise that i will also do an "all Allied medals" run, implement core infantry, try to capture some enemy vehicles - and maybe i manage to write that thread up with less chaos than here
