Second Front Patch Notes — March 10, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Your units will now be able to throw or place TNT to attack adjacent armored* vehicles, infantry & gun targets.
*Non-armored vehicles should be attacked with small arms fire or close combat.
PLACING TNT vs Vehicles.
Placing is generally more accurate than throwing.
Such an action needs the placing unit to stand an anti-tank bravery test (exceptions: Leader, Hero, or fanatic).
Placing gives a better chance to hit the vehicle on its weaker top armor.
The placement is influenced positively by:-
• vs immobilized AFV
• vs open topped AFV
• through rear hull armor facing
and negatively by:-
• hatch is open (they see you coming)
• vehicle engine is on
• vehicle has moved this turn
• the placing Infantry is running
• through frontal hull armor facing
THROWING TNT v Vehicles
TNT can be thrown to a same or lower level adjacent hex in line of sight (not uphill or upstairs).
There is no Bravery test when throwing.
There is a lower chance to hit the vehicle on its weaker top armor.
Throwing is influenced positively by:-
• elevation advantage (stronger vs an open-topped AFV)
• vs immobilized AFV
• vs open-topped AFV
• through rear hull armor facing
and negatively by:-
• throwing is less accurate
• vehicle engine is on
• vehicle has moved this turn
• the throwing Infantry is running
• through frontal hull armor facing
WARNING!! - TNT attacks always cause a backblast that hits the placing/throwing hex (and levels** above)
In general, the backblast effect roll gets a plus 2 + the TEM of its hex (plus 2 for a wooden building, +1 for woods, etc).
When the throwing unit is 2 levels** higher it gets an additional +1 but no bonus for just a one-level** difference. The idea is the blast area of such an explosion is bigger than the throwing distance.
USE WITH CAUTION!
Better, if possible, to place/throw and move out of harms way.
New supplementary features included in the Patch 1.373
o Updated to new Unity 6 game engine.
o Corrected a mistake in the Axis Close Combat result calculations.
o Added opportunity fire on passengers unloading from a vehicle.
o Routing units can ignore the building they are in to evaluate their safest escape route.
o Changed hex coordinate display (top right) to white. Clearer to read.
o Added adjacent broken infantry (!) become desperate (!!) after loading the scenario.
o Added two workers to the Soviet main background scene.
o TNT Entry now included in Player Help.
o Added more TNT to the 'Italian Village' and 'Last Stand at the Grain Elevator' scenarios.
o When a gun is destroyed as a result of a repair attempt, it is removed from play leaving the crew in the hex.