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Panzer General: Allied Assault

Panzer General: Allied Assault Achievement Guide

Guide By: Creech
There are 12 achievements with a total of 200 points.


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Overview
- Estimated achievement difficulty: 1/10
- Offline: 4/12 (60/200)
- Online: 8/12 (140/200)
- Approximate amount of time to 200: 4-6 hours
- Minimum number of playthroughs needed: 1
- Number of missable achievements: None 
- Do cheat codes disable achievements?: No Cheats
- Does difficulty affect achievements?: No
- Glitchy achievements: None
- Unobtainable achievements: None
- Extra equipment needed?: None

Introduction:
Panzer General: Allied Assault is a turn based strategy game that is played much like a board game, using a deck of cards and die rolls to introduce variability. Many of the achievements can be unlocked in either MP or SP, but the guide and road map are written on the presumption that you will unlock them in MP as that is an easier and more guaranteed approach. It is strongly recommended that you play the tutorial mission before attempting any of the MP or SP achievements. The tutorial should take less than 15 minutes to go through.

Multiplayer:
The multiplayer achievements include some that are simply grinding out wins and a variety of specific actions. The wins are fast and easy, if a bit boring, as you can have the losing player quit as soon as all units are placed on the board. Both ranked and player matches count for all of the multiplayer achievements. Every victory and each achievement unlocked will give you a card with which you can customize your decks in both MP and SP. Get 15-20 wins initially to unlock cards for your deck, and then play a longer game where you unlock all the achievements that are marked as either MP or SP. Finish up your multiplayer wins and then move on to the campaign.

Campaign Walk-through:
The campaign consists of the tutorial and 12 missions, followed by 2 bonus missions that are not required for any achievement. You can play on normal or hard, although the guide below is written based on the normal difficulty. You cannot move on to the next mission until you get at least a Standard Victory on the prior mission, so from that aspect the campaign is very linear. The three campaign achievements will unlock at the end of missions one, six, and twelve. There is a walk through for each campaign mission in the guide to make this fast and easy. You can also save at any point in the campaign as long as it is your turn.

General Game Advice:
Adjacency:The game heavily rewards the use of adjacent units, so try to never leave units without someone by their side. When attacking, you will get a support bonus from all other units that are adjacent to the target. If you are facing a tough unit, it may be a good idea to surround it with a C shape so that you have five units adjacent to it, plus any artillery you can bring to bear. Note that the terrain type "Bocage" will prevent any unit on that tile other than artillery to provide support in a battle.

Artillery:Artillery is very influential in the game, so the more artillery units you can bring the better off you are. Ensure you check their range by pressing  when moving them, especially if you have multiple types of artillery on the board. Note that there is a Combat Card that cancels artillery support for the combat in question.

Combat Cards:
Combat cards take effect prior to any actual combat. They require prestige points to use and can range in effect from cancelling this particular battle (a fun card to play if you get to attack first but don't kill the opponent), cancel or modify support from other units, inflict damage, etc. These are played by taking turns until both players pass.

Sacrificing a Battle Card:
After all the combat cards are played, each player has a chance to pick one card from their hand to sacrifice. The cards are revealed simultaneously, and you can choose to not sacrifice. The sacrifice value of the cards varies with units typically being worth more than action or combat cards. These can be very decisive, but if you don't have many cards you will need to be cautious as running out of cards can leave you crippled on your next turn.

Action Cards:
Action cards are played outside of combat (although they can be sacrificed as a battle card) and can bring units back from the discard pile, provide additional movement or prestige points, let you place units for free, damage enemy units with off-map artillery or planes, etc. In many of the campaign missions the Enemy has a flak cannon rendering all airplane based Action Cards useless for anything other than sacrificing during the last phase of battle.

"Prep Fire" is one of the most valuable action cards that should never be sacrificed. It permits you to remove the "dug in" status of an enemy, which ensures you can attack it first without having to survive an initial attack. Similarly, "Prepared Positions" enables you to dig in one of your own units at the end of movement rather than have to wait a turn. "Smoke Screen" is great for avoiding combat if you are racing toward a tile and are not 100% certain of victory in a battle.

Editing the Deck:
Prior to starting a mission you can press  to edit the deck. Cards are unlocked by earning achievements, winning MP games, winning missions, and earning superior victories in missions. To have the most selection, you should complete all the MP and non-mission specific achievements prior to starting the campaign. When selecting cards, you have to remove cards to make room before you can add new cards. Most missions you don't need to do anything, but there are a few missions detailed below where it is highly advantageous to make certain changes to the deck.

Overall Strategy:
Advancing your units as a group as much as the terrain allows, with artillery behind them, is generally a good approach. Trying to eliminate all of the enemy units is usually the hardest way to win, so look at the map and choose an easier victory condition and work toward that.

You also can make a manual save at the beginning of each turn, and if things don't work out how you like, load up the save. Die rolls in particular can be manipulated this way, although it does add a lot of time to each mission since the game engine is extraordinarily slow and there does appear to be some kind of seed number system that prevents radically different results without changing some of the actions involved.

Manipulating the Enemy to use his cards in battles that don't matter is an approach that works consistently in most of the missions. There is no display showing you how many cards the Enemy has left, but if he has them, he will use them. If you go through a battle and the Enemy plays no cards it is a good sign that he is out of cards and therefore safer to engage in battle with your primary units.

Conclusion:
This is a fun little strategy game and easy to boot. For challenge and replay value, bump it up to Hard, but that is not needed for the achievements.

[XBA would like to thank Creech for this Roadmap]



D-Day Ribbon10
Successfully complete the Campaign Mission One - Utah Beach. 

This achievement unlocks at the end of the first campaign mission, Utah Beach. You can play on Normal or Hard, and either a Superior or Standard victory will suffice.

Utah Beach
Objectives: 

  1. Destroy All Enemy Units; or
  2. Occupy 3 Adjacent Tiles on the Enemy's Home Row

Superior Victory by Turn 4
Standard Victory by Turn 10
Mission Failure at End of Turn 10

This battle is just a slug fest. Power forward with all units, but focus on the left side where the Enemy Home Tile is. Once you capture any tile on the Enemy's Home Row, the key is to spawn another unit on that tile after moving to one side so that the Enemy can't recapture it without a fight. If the cards fall your way and you get some extra movement cards such as Double Time you can pretty easily get a Superior Victory, but if not even a Standard Victory is straightforward in 6 turns or so with this approach.

Normandy Ribbon10
Successfully complete the first six Campaign missions. 

This achievement unlocks at the end of the sixth campaign mission, Operation Cobra. You can play on Normal or Hard, and either Superior or Standard victories will suffice. A walk through for each mission is below.

St. Mere-Eglise
Objectives: 

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Destroy All Enemy Units

Superior Victory by Turn 4
Standard Victory by Turn 6
Mission Failure at End of Turn 6

You start with two paratrooper units in the middle of the map. On turn one move them directly forward and pay the price to place two artillery from your hand in the tiles they were in. If you don't spawn with two artillery, start the game over. Easy Superior Victory on turn 3 with this approach by capturing 3 tiles on the Enemy's Home Row. Use your units that start on your Home Row to defend those artillery from the armor to the left if needed.


Ste. Marie-du-Mont
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Destroy All Enemy Units; or
  4. Gain control of 4 out of 4 Vital Territories

Superior Victory by Turn 4
Standard Victory by Turn 7
Mission Failure at End of Turn 7

This is a good map to get the "Legendary Commander" achievement on. In order to do this, you will need to capture and retain control of all three Vital Territories in the third row, capture two tiles adjacent to the Enemy's Home Tile, and then finally, capture the Enemy's Home Tile. This will satisfy objectives 1, 2, and 4 above, unlocking the "Legendary Commander" achievement. 

I would suggest throwing as many armored units up the left side as possible, with all the artillery you can muster behind them. You start with two paratroopers on the map that can move diagonally, so get them dug in on the center Vital Territories. There are a lot of Bocage tiles that will interfere with adjacent support, so artillery is more critical than prior battles. This approach took me 6 turns since I was focused on getting the achievement. I could have won in 4 (Superior Victory) since I killed his unit in his Home Tile with armor that could have advanced, but I hadn't captured any other Home Row tiles yet so I had to wait.


City of Carentan
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Destroy All Enemy Units

Superior Victory by Turn 4
Standard Victory by Turn 8
Mission Failure at End of Turn 8

This map can be won on your first turn. Restart until you get a Double Time action card in your hand. Deploy your three starting units anywhere in your home row, then select the Double Time and play it. Choose the Airborne unit on the middle row to the left. If you move it diagonally up and to the right twice, you will capture the German Home Tile which is undefended, and win the game.


Port of Cherbourg
Objectives

  1. Destroy All Enemy Units; or
  2. Gain control of 2 out of 4 Vital Territories

Superior Victory by Turn 4
Standard Victory by Turn 9
Mission Failure at End of Turn 9

In this mission the enemy seem to never advance on you or get reinforcements. You start with controlling tiles that are only three (or two if your unit can move diagonally) away from the unoccupied Victory Territories. I placed a medium tank at the far left upper tile that I controlled, and then used Double time to move it two tiles so it was next to the Victory Territory. I then dropped two more infantry up there on the two closest tiles. From the home row I moved everything forward in an attempt to get the AI to use as many cards as possible, and I used none, saving all my cards and prestige points to defend the tank at the top of the map. I also gave it three extra health with an action card. I ended up losing every battle at the bottom of the map and both infantry units at the top, but the armor made it through fine and I got a superior victory on turn three when I captured the second Victory Territory. 


Operation Cobra
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Destroy All Enemy Units; or
  3. Gain control of 2 out of 3 Vital Territories

Superior Victory by Turn 6
Standard Victory by Turn 10
Mission Failure at End of Turn 10

Blitzing up the right side is the easiest win on this map. Ignore the armor on the right and head up the second column from the right with armor. Use a Double Time to reach the second to last row on the first turn, and drop in artillery on the town you pass through. I moved all my other starting units forward to get the AI to use his cards and prestige points against them and did not defend them at all, although I did successfully avoid combat with my medium artillery since it could be useful against the back row. On turn two I moved into the back row, killed one of the units and captured that Vital Territory. I dropped in a Heavy Armor on the other Enemy Home Row spot I controlled and ended my turn. The AI attacked and killed my armor on the Vital Territory, but did not capture the tile which was a fatal mistake. I used my heavy armor to kill the howitzer on the Enemy Home Tile and won the game with a Superior Victory on turn three.

Battle of the Bulge Ribbon10
Successfully complete the entire Campaign. 

This achievement unlocks at the end of the twelfth campaign mission, Operation Lumberjack. You can play on Normal or Hard, and either Superior or Standard victories will suffice. A walk through for each mission is below.

Operation Market Garden
Objectives:

  1. Occupy Enemy's Home Tile; or
  2. Gain 100 Prestige points and control 16 territories; or
  3. Destroy All Enemy Units

Superior Victory by Turn 3
Standard Victory by Turn 7
Mission Failure at End of Turn 7

This mission can be won on the first turn as long as you start with a Double Time action card. If you don't, simply restart. Place your starting units on your Home Row, then select the Dug In infantry unit on the second row to the right. Move it forward one tile, then play the Double Time action card and select that unit. Move up and to the left diagonally twice, and you will capture the undefended Enemy Home Tile and win the game with a Superior Victory.


City of Metz
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Destroy All Enemy Units; or
  4. Gain control of 3 out of 3 Vital Territories

Superior Victory by Turn 6
Standard Victory by Turn 9
Mission Failure at End of Turn 9

This map could be used to earn the "Legendary Commander" achievement, but you would have to destroy all but one Enemy unit which would need to be on the Enemy Home Tile, and this is quite difficult to arrange. As such, I recommend instead that you attempt that as detailed on the guide for Ste. Marie-du-Mont.

Most missions you don't need to modify the deck at all, but this one it is likely a good idea. Get rid of all the non-mandatory air-based action cards (the Enemy has flak, so they can't really be used) and load up any extra Double Time and Prep Fire action cards you may have. Prepared Positions is also a good card to add in. I also chose to swap out a couple combat cards to add in two more Smoke Screen cards. Finally I swapped out a Mechanized Infantry for a 105mm Howitzer.

The easiest objective to fulfill is to occupy three adjacent tiles in the Enemy Home Row, aiming for the right most tiles. I ran a M4A3 Sherman 76 up the right side with one infantry unit behind it and my three artillery (two M12 Howitzers and one 105mm Howitzer) dug in on the second row since they could hit the Enemy Home Row from there. I used Smoke Screen to cancel combat from the 2nd column the one time the Sherman was the target, and otherwise used my remaining units as cannon fodder to use up the Enemy's cards. At the beginning of turn 4 I captured the right most tile on the Enemy Home Row. To the left were two units with health of 2 each and I simply used two Free Attack cards to advance to the left and two Prep Fire cards to remove the Dug In status of the units there. The enemy had no cards to bolster his defenses on the Home Row, not that it would have done him any good since I was doing 24 attack and his units were Light Artillery and a Command Car, neither of which have good defense. Overkill by 8 in all three cases. Superior Victory in 4 turns.


Ardennes
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Destroy All Enemy Units; or
  3. Survive for 5 turns; and
  4. Prevent capture of 3 out of 3 Vital Territories

Superior Victory by Turn 3
Standard Victory by Turn 5

Getting a Superior Victory on this would be truly impressive, and this is one of two maps where I did not get a Superior. Probably the only way would be if the Enemy opened a hole in his lines in front of one of your starting forward units. You could theoretically move forward one tile and if you had a Double Time card you could play to reach his Home Row and then move sideways to capture a second tile, and then a Truscott Trot would let you capture the third tile for a Superior Victory. I could not get him to open a hole that worked for me despite multiple tries.

A more likely Standard Victory approach is to survive for five turns without giving up all 3 Vital Territories. To do this, I edited the deck to add one more Engineer (auto dig in) and a few more defensive cards such as Smoke Screen. I then did not move the entire game, paying the price to spawn my units on the row with the three Vital Territories and artillery behind it, and dug in all of my units when I could. I used Smoke Screen to cancel combat AFTER my dug in unit got to attack. Not because I was going to win (I didn't kill a single one of his units the entire game) but to get him to use his cards so that when I ran out of Smoke Screens I would have a slightly better chance of surviving. 

I never used a card to defend a unit that was NOT on a Vital Territory other than my Howitzer that was the end unit to the right of row 2. On turn 5 I did finally lose two tiles on that row, including my Howitzer retreating, but neither one was a Vital Territory so I earned a Standard Victory at the end of Turn 5.


City of Bastogne
Objectives:

  1. Destroy All Enemy Units; or
  2. Survive for 4 turns; and
  3. Prevent capture of 1 out of 1 Vital Territories

Superior Victory by Turn 4
Standard Victory by Turn 4

For this mission, you get no reinforcement units in your deck. You start with eight units on the field and your deck has only action cards and combat cards. Edit the deck before you start the game, adding in any additional Smoke Screen and Prepared Positions cards you may have unlocked.

Survival is best accomplished by encircling your Howitzer to form a C-shape with the opening facing left. Stay dug in and keep the Howitzer alive at all costs. You only need to survive four turns for a victory, and the conditions are the same for Standard or Superior Victory. Use your cards on defense only, never when your units are attacking. I lost the two left most units, but managed to keep everyone else alive. I went on the offense once when the Enemy moved an artillery unit next to an infantry unit at the top of the formation. I killed the artillery, did NOT advance, and used an action card to dig the infantry back in. 


Battle of the Bulge
Objectives:

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Gain 100 Prestige points and control 16 territories; or
  4. Destroy all Enemy Units

Superior Victory by Turn 5
Standard Victory by Turn 9
Mission Failure at the end of Turn 9

You can win this on your first turn with a Double Time card and a Truscott Trot card if you place your opening units correctly. Place a Medium Tank on the hill on your Home Row, the next Medium Tank to the right of that, and the two Heavy Tanks in the two spots all the way to the right. The Enemy moves first and should move units such that it leaves the left-most column open to his Home Row and the left 3 Home Row tiles unoccupied. Move your left forward infantry forward one tile, then play Truscott Trot to move each of your infantry forward one. You now have control of the left most tile in the Enemy Home Row. Play Double Time and move to the right twice, getting a Superior Victory in one turn.


Operation Lumberjack
Objectives:

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Gain 100 Prestige Points and control 16 territories; or
  4. Destroy All Enemy Units

Superior Victory by Turn 4
Standard Victory by Turn 8
Mission Failure at End of Turn 8

If you want a Superior Victory, the only chance is occupying the Enemy's Home Tile. You could get a Standard victory via Objective 3 if you capture three tiles on the other side of the bridge and then dig in and hang on until you have 100 Prestige Points (it appears you need to have 100 available, not just earn 100 across the game).

One path to a Superior Victory is detailed below. Note that particular cards and die rolls you and the Enemy get will create some variation, but this is a general approach that should provide guidance to victory the majority of the time.

Start with your initial armor closest to the bridge, the two artillery to the left, and the rangers directly to the right. Move everything forward one tile, used Prep Fire to get rid of the Dug In status of the enemy unit on the bridge, and then captured the bridge.

On turn two move the rangers to the right and pay the price to spawn a heavy armor on the town square in your Home Row to fence in and later deal with the enemy infantry back there. Captured the +6 town square on the far side of the bridge, put an artillery on your Home Tile, and pay to put another heavy armor on the bridge.

On turn 3 capture the tile to the left of the town tile you control on the far side of the bridge and move the armor off the bridge onto the +6 tile, then attack and capture the tile to the right. End your turn after spawning a unit on the +6 tile. If you are able to use Smoke Screen to cancel some of the combat (your units will likely not be dug in), focus on saving the center and right units.

On turn four you will want to capture the Enemy Home tile. In my game I used an artillery Action Card to damage the unit on his home tile, Prep Fire to attack first, and played a Combat Card that did the final 2 damage. Moving my armor forward gave me the Superior Victory in four turns.

Training Ribbon15
Win your first Multiplayer game on Xbox LIVE. (1) 

This achievement simply requires one victory in the multiplayer on LIVE. Both ranked and player matches are acceptable. Your opponent can quit the game after all units are placed and the game will count as a victory.

Bronze Star15
Win a total of 15 Multiplayer games on Xbox LIVE. (1) 

This achievement simply requires fifteen victories in the multiplayer on LIVE. Both ranked and player matches are acceptable. Your opponent can quit the game after all units are placed and the game will count as a victory.

Fifty Mission Crush20
Win a total of 50 Multiplayer games on Xbox LIVE. (1) 

This achievement simply requires fifty victories in the multiplayer on LIVE. Both ranked and player matches are acceptable. Your opponent can quit the game after all units are placed and the game will count as a victory.
If you are having trouble doing this, organize to boost the achievement with a partner here.

Silver Star15
Destroy a unit with 6 or more health in one combat. 

This achievement can be unlocked in either Single Player or Multiplayer mode. When this achievement is earned you will unlock a card that can be used to customize your decks, so it is recommended that you unlock it in MP prior to starting the campaign.

"Silver Star," "Air Commander," "Artillery Commander," "Iron Cross" and "Panzer General" can all be unlocked in the same multiplayer game. 

Start up a ranked or player match on any map (although smaller maps without rivers will make this go quicker). Prior to readying up, both sides need to customize their deck to include all of the air, artillery, Good Supply, and increasing health cards you have available. When you start the game, the person unlocking the achievements needs to use the first few turns to set up a tile with units on seven of the eight edges, and any extra artillery in range (a minimum of four artillery need to be in range for "Artillery Commander," although some can be directly adjacent). The losing player needs to move 12 units into that target tile and have them destroyed for "Panzer General," which is easily done if they never use a card defensively. Always attack the units with the same unit to unlock "Iron Cross." At least one unit being destroyed needs to be at six or greater health to unlock "Silver Star," so use a health card if necessary. This will take quite a few turns which gives you plenty of time to play six air cards to unlock "Air Commander." If you don't have six air cards, you can play Good Supply to pull two out of the discard pile and play them again.

Air Commander15
Play 6 or more "Air" cards in one game. 

This achievement can be unlocked in either Single Player or Multiplayer mode. When this achievement is earned you will unlock a card that can be used to customize your decks, so it is recommended that you unlock it in MP prior to starting the campaign.

"Silver Star," "Air Commander," "Artillery Commander," "Iron Cross" and "Panzer General" can all be unlocked in the same multiplayer game. 

Start up a ranked or player match on any map (although smaller maps without rivers will make this go quicker). Prior to readying up, both sides need to customize their deck to include all of the air, artillery, Good Supply, and increasing health cards you have available. When you start the game, the person unlocking the achievements needs to use the first few turns to set up a tile with units on seven of the eight edges, and any extra artillery in range (a minimum of four artillery need to be in range for "Artillery Commander," although some can be directly adjacent). The losing player needs to move 12 units into that target tile and have them destroyed for "Panzer General," which is easily done if they never use a card defensively. Always attack the units with the same unit to unlock "Iron Cross." At least one unit being destroyed needs to be at six or greater health to unlock "Silver Star," so use a health card if necessary. This will take quite a few turns which gives you plenty of time to play six air cards to unlock "Air Commander." If you don't have six air cards, you can play Good Supply to pull two out of the discard pile and play them again.

Artillery Commander20
Use 4 or more artillery units in support of a single combat in one game. 

This achievement can be unlocked in either Single Player or Multiplayer mode. When this achievement is earned you will unlock a card that can be used to customize your decks, so it is recommended that you unlock it in MP prior to starting the campaign.

"Silver Star," "Air Commander," "Artillery Commander," "Iron Cross" and "Panzer General" can all be unlocked in the same multiplayer game. 

Start up a ranked or player match on any map (although smaller maps without rivers will make this go quicker). Prior to readying up, both sides need to customize their deck to include all of the air, artillery, Good Supply, and increasing health cards you have available. When you start the game, the person unlocking the achievements needs to use the first few turns to set up a tile with units on seven of the eight edges, and any extra artillery in range (a minimum of four artillery need to be in range for "Artillery Commander," although some can be directly adjacent). The losing player needs to move 12 units into that target tile and have them destroyed for "Panzer General," which is easily done if they never use a card defensively. Always attack the units with the same unit to unlock "Iron Cross." At least one unit being destroyed needs to be at six or greater health to unlock "Silver Star," so use a health card if necessary. This will take quite a few turns which gives you plenty of time to play six air cards to unlock "Air Commander." If you don't have six air cards, you can play Good Supply to pull two out of the discard pile and play them again.

Iron Cross15
Have a single unit be promoted 3 times by victory during combat in one game. 

This achievement can be unlocked in either Single Player or Multiplayer mode. When this achievement is earned you will unlock a card that can be used to customize your decks, so it is recommended that you unlock it in MP prior to starting the campaign.

"Silver Star," "Air Commander," "Artillery Commander," "Iron Cross" and "Panzer General" can all be unlocked in the same multiplayer game. 

Start up a ranked or player match on any map (although smaller maps without rivers will make this go quicker). Prior to readying up, both sides need to customize their deck to include all of the air, artillery, Good Supply, and increasing health cards you have available. When you start the game, the person unlocking the achievements needs to use the first few turns to set up a tile with units on seven of the eight edges, and any extra artillery in range (a minimum of four artillery need to be in range for "Artillery Commander," although some can be directly adjacent). The losing player needs to move 12 units into that target tile and have them destroyed for "Panzer General," which is easily done if they never use a card defensively. Always attack the units with the same unit to unlock "Iron Cross." At least one unit being destroyed needs to be at six or greater health to unlock "Silver Star," so use a health card if necessary. This will take quite a few turns which gives you plenty of time to play six air cards to unlock "Air Commander." If you don't have six air cards, you can play Good Supply to pull two out of the discard pile and play them again.

Panzer General25
Destroy 12 or more units in a single game. (2) 

This achievement can be unlocked in either Single Player or Multiplayer mode. When this achievement is earned you will unlock a card that can be used to customize your decks, so it is recommended that you unlock it in MP prior to starting the campaign.

"Silver Star," "Air Commander," "Artillery Commander," "Iron Cross" and "Panzer General" can all be unlocked in the same multiplayer game. 

Start up a ranked or player match on any map (although smaller maps without rivers will make this go quicker). Prior to readying up, both sides need to customize their deck to include all of the air, artillery, Good Supply, and increasing health cards you have available. When you start the game, the person unlocking the achievements needs to use the first few turns to set up a tile with units on seven of the eight edges, and any extra artillery in range (a minimum of four artillery need to be in range for "Artillery Commander," although some can be directly adjacent). The losing player needs to move 12 units into that target tile and have them destroyed for "Panzer General," which is easily done if they never use a card defensively. Always attack the units with the same unit to unlock "Iron Cross." At least one unit being destroyed needs to be at six or greater health to unlock "Silver Star," so use a health card if necessary. This will take quite a few turns which gives you plenty of time to play six air cards to unlock "Air Commander." If you don't have six air cards, you can play Good Supply to pull two out of the discard pile and play them again.

Legendary Commander30
Win any game with 3 or more Victory Conditions simultaneously. 

This achievement is best earned on the third campaign mission, Ste. Marie-du-Mont. The walk through from the campaign is duplicated below for your assistance in unlocking this achievement.

Ste. Marie-du-Mont
Objectives

  1. Occupy 3 Adjacent Tiles on the Enemy's Home Row; or
  2. Occupy Enemy's Home Tile; or
  3. Destroy All Enemy Units; or
  4. Gain control of 4 out of 4 Vital Territories

Superior Victory by Turn 4
Standard Victory by Turn 7
Mission Failure at End of Turn 7

This is a good map to get the "Legendary Commander" achievement on. In order to do this, you will need to capture and retain control of all three Vital Territories in the third row, capture two tiles adjacent to the Enemy's Home Tile, and then finally, capture the Enemy's Home Tile. This will satisfy objectives one, two, and four above, unlocking the "Legendary Commander" achievement. 

I would suggest throwing as many armored units up the left side as possible, with all the artillery you can muster behind them. You start with two paratroopers on the map that can move diagonally, so get them dug in on the center Vital Territories. There are a lot of Bocage tiles that will interfere with adjacent support, so artillery is more critical than prior battles. This approach took me six turns since I was focused on getting the achievement. I could have won in four (Superior Victory) since I killed his unit in his Home Tile with armor that could have advanced, but I hadn't captured any other Home Row tiles yet so I had to wait.


 
 
 
Game Info
Developer:
Petroglyph
Publisher:
Ubisoft
Genre:

Release:

US October 21, 2009

Collection:152
Wishlist:8
 
 
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