Reservist & Militia Traits - Upcoming Changes Explained
Hello commanders!
Today, we are interested in sharing with you a new rework we have been developing, which will soon be available in the game.
The rework of the Reservist trait and the creation of the Militia trait.

[h2]Why this change?[/h2]
This question has come up frequently, aren’t reservist units too heavily penalized? Currently, the Reservist trait comes with the most severe set of penalties in the game: +50% received suppression, -5% accuracy, +20% aim time, and +15% reload time. These cumulative drawbacks significantly reduce the effectiveness of reservist units on the battlefield.
As a result, decks that rely on a large number of reservists often struggle to remain attractive or competitive compared to those built around regular or elite troops.
[h2]The Rework[/h2]
The goal is to make reservists more effective and, at the same time, create a real distinction between certain units that are fundamentally different and shouldn’t have the same penalties. Some units are reservists who receive regular military training, while others are simply freshly enlisted troops with no training and who have never handled a weapon. That’s why we want to create the “Militia” trait for the latter.

Here is how we will assign the traits:
Reservists: Former servicemen recalled into service after they have returned to civilian life for a prolonged time, or national guardsmen. They know how to use military equipment, but military discipline isn't their way of life anymore. i.e. American National Guardsmen.
Militia: Organized and disciplined units on active duty in peacetime, but not used to handle military-grade weapons or act as infantry. Most often law enforcement units. i.e BGS
Reservist + Militia: Draftees just called to war or militias.
[h2]The Change[/h2]
So, what’s actually going to happen?
Units that are Reservists will have their trait updated to:
Units with the new “Militia” trait, will penalize them with:
There will be exceptions that could receive both traits, for example, the KdA Schützen.
The effects of the Military Police trait will remain unchanged, the MP trait cancels the penalties of nearby Reservist units. However, nothing will be able to cancel the penalties imposed by the Militia trait.
Here is the list of divisions affected by these changes:
NATO: 4e Divisie, 152e DI, 16de PD ; 6th, 9th, 24th (N.G.), 35th ID ; 11th ACR ; 2. PzGD & 5.PzD, TKS ; 2nd ID & Berlin Command.
PACT: KdA, Berliner Gruppierung, 6-ya Gv.OMSB & 157-ya MSD.

What are your impressions of these upcoming changes?
Please feel free to discuss or ask any questions, we will do our best to answer them.
Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.
Today, we are interested in sharing with you a new rework we have been developing, which will soon be available in the game.
The rework of the Reservist trait and the creation of the Militia trait.

[h2]Why this change?[/h2]
This question has come up frequently, aren’t reservist units too heavily penalized? Currently, the Reservist trait comes with the most severe set of penalties in the game: +50% received suppression, -5% accuracy, +20% aim time, and +15% reload time. These cumulative drawbacks significantly reduce the effectiveness of reservist units on the battlefield.
As a result, decks that rely on a large number of reservists often struggle to remain attractive or competitive compared to those built around regular or elite troops.
[h2]The Rework[/h2]
The goal is to make reservists more effective and, at the same time, create a real distinction between certain units that are fundamentally different and shouldn’t have the same penalties. Some units are reservists who receive regular military training, while others are simply freshly enlisted troops with no training and who have never handled a weapon. That’s why we want to create the “Militia” trait for the latter.

Here is how we will assign the traits:
Reservists: Former servicemen recalled into service after they have returned to civilian life for a prolonged time, or national guardsmen. They know how to use military equipment, but military discipline isn't their way of life anymore. i.e. American National Guardsmen.
Militia: Organized and disciplined units on active duty in peacetime, but not used to handle military-grade weapons or act as infantry. Most often law enforcement units. i.e BGS
Reservist + Militia: Draftees just called to war or militias.
[h2]The Change[/h2]
So, what’s actually going to happen?
Units that are Reservists will have their trait updated to:
- +50% received suppression
- -5% accuracy
Units with the new “Militia” trait, will penalize them with:
- +20% aim time
- +20% reload time
There will be exceptions that could receive both traits, for example, the KdA Schützen.
The effects of the Military Police trait will remain unchanged, the MP trait cancels the penalties of nearby Reservist units. However, nothing will be able to cancel the penalties imposed by the Militia trait.
Here is the list of divisions affected by these changes:
NATO: 4e Divisie, 152e DI, 16de PD ; 6th, 9th, 24th (N.G.), 35th ID ; 11th ACR ; 2. PzGD & 5.PzD, TKS ; 2nd ID & Berlin Command.
PACT: KdA, Berliner Gruppierung, 6-ya Gv.OMSB & 157-ya MSD.

What are your impressions of these upcoming changes?
Please feel free to discuss or ask any questions, we will do our best to answer them.
Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.