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After the success of Cannon Fodder, a sequel was inevitable. The basic gameplay remained the same – guide a team of soldiers through a succession of levels populated by trees, huts and lakes.

The major change is that the plot involves time travel, rather than straightforward war situations, and this means levels taking place in different scenarios including a strange ‘Alien Planet’.

The levels include a variety of vehicles such as jeeps, tanks and helicopters, which can be used to shoot or even run down enemy soldiers. Standard bullets are joined by collectible grenades and rockets – use these wisely, as nothing else can destroy huts or vehicles. Finding strategic defense positions can be vital as well.


Cannon Fodder 2 Amiga Hmm... Something went wrong. We are back in medieval times.
Cannon Fodder 2 DOS Enemy fortress
Cannon Fodder 2 DOS Heroes in victory.
Cannon Fodder 2 DOS Photo of developers

Promo Images

Cannon Fodder 2 Screenshot
Cannon Fodder 2 Screenshot
Cannon Fodder 2 Screenshot
Cannon Fodder 2 Screenshot

Part of the Following Groups

User Reviews

A decent sequel. DOS Tomer Gabel (4643)

Critic Reviews

Amiga Format Amiga Dec, 1994 90 out of 100 90
Amiga Power Amiga Dec, 1994 89 out of 100 89
CU Amiga Amiga Jan, 1995 88 out of 100 88
High Score DOS Feb, 1995 4 out of 5 80
Score Amiga Feb, 1995 75 out of 100 75
Secret Service / New S Service Amiga Feb, 1995 220 out of 300 73
Amiga Computing Amiga Jan, 1995 71 out of 100 71
Joystick (French) Amiga Jan, 1995 70 out of 100 70
Play Time DOS Feb, 1995 70 out of 100 70
The Retro Spirit DOS Dec 07, 2008 3 out of 6 50


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While converting the Amiga original to the PC, The Dome refused to speak to the game's level designer Stuart Campbell, as he had given their Last Action Hero license an extremely negative review while still working for Amiga Power magazine.


  • Amiga Joker
    • Issue 02/1996 – Best Strategical in 1995 (Readers' Vote)

Related Web Sites

  • Cannon Fodder 2: The Untold Story (One of the creators of Cannon Fodder 2 tells about how game was made, where the level names came and why levels are done the way they are.)
Contributed to by Sciere (689565), Plix (204) and MAT (217213)