It should also be pointed out that a key part of tactics is that tanks also have a weak spot in their rear (radiator), which very importantly YOUR tanks also have. And the AI will mercilessly bitchslap you down to a game over if you end your turn with the tank positioned so poorly the AI can take a shot at the radiator. When that happens, the AI *will* go and kill your tank, which is Game Over screen.
This is also something the player will also have to learn to exploit on the AI's end, because the AI also has this same weak spot that makes destroying a tank considerably easier (especially if you have to use an anti-tank soldier or your light tank instead of your own command tank). Commands can also boost (some AI named NPC commanders also use Commands IIRC) armor combating ability to the point that other means of destroying tanks through targeting radiators can be used in a pinch.
Overall the reason why I rank Valkyria Chronicles on par with Jagged Alliance 2 and Silent Storm is because it has a huge focus on positioning and mobile blitz combat and tactics, as well as an emphasis on very different unit capabilities (since every soldier is a very defined class with individual character's special traits added on top). VC AI is also a bit more capable of using the same tactical tools you've got available and countering your moves, since the AI will also demolish cover, exploit your radiators, use snipers, etc, so I find it often feels like a more worthy opponent than the tanktop wearing army of
Arulco Val Verde.
But it should definately be pointed out that due to the more pinpointed focus, the game doesn't have the kind of breadth that Jagged Alliance 2 and Silent Storm have, nor a tactical gimmick like their extent of destructible environment. You could say it relies more on having a solid tactical combat core, rather than all the options for amusement available in the prior two. Storming the capital of
Arulco Val Verde is always fun when I take my time to acquire all kinds of dumb bullshit and play around with sub-optimal tactics like mortar cover and the like; same thing with using wayyyyy too many huge explosions in Silent Storm. So in a way it's apples and oranges, but I'll gladly say that all three together represent the pinnacle of the subgenre to me.
Though VC1 does have a better story than the other two. Alluding to the prior mention of maturity, I'd say it's probably best shown with how VC1 approaches the subject of ethnic cleansing. Specifically, the contrast made between Rosie's and Zaka's reactions to it.
The game takes place in turns, which are really subdivided unto sub-turns. Each turn you get a number of command points. Each point can be used to activate a unit and then that unit gets it's turn. An activated unit has a limited amount of movement it can use and 1 attack per activation. As you are moving around, enemies fire at you in real time.
Should be pointed out that one attack OR one item/action use per activation, so you either attack, use a healing kit, repair tank, or whatever. Additionally it should be pointed out that the game's overwatch system stops firing at you/enemy (your own dudes also takes potshots, and the AI is very effective in minimizing number of potshots it takes) when you are aiming the attack or action, so you are granted a measure of time to calculate your actions. Which is important, since the game has a scatter radius for each attack and its component parts in case of multishot weapons, so you do still have to think between optimal chance to hit (torso most often, can change based on relative positions of the combatants) and headshots for maximum potential damage.