Artillery Rework Update
Hello commanders,
As we announced in the previous DevBlog, it’s gameplay talk again! In today’s DevBlog, we’ll specifically focus on the upcoming artillery rework.
Our intention is to roll out a general free-to-all update containing the artillery rework, along with the launch of the WARNO - LANDJUT expansion. Both are just around the corner.
Let’s go!
[h2]Artillery Rework[/h2]
Why is the artillery overhaul in WARNO necessary? Which gameplay issues do we aim to address with the update? Check out our initial announcement from a few months back below for some more of the dirty deets.
https://steamcommunity.com/games/1611600/announcements/detail/497196316182447458
In brief: we wanted to make artillery gameplay more fun, while giving all players extra tactical options - either how to use artillery systems or how to counter them.
So, have there been any changes between the original reveal and the soon-to-be-released update?
Not many: we have stayed close to the previous set of updates we intended to implement.
There are a few adjustments, however. Let’s go through the different elements we proposed, and let’s see how things have progressed.

[h3]Counter-Battery Radar[/h3]
One of the new traits coming with the artillery rework is the Counter-Battery Radar, a new unit type that can detect incoming enemy artillery fire within its area of operations. You can already do this in WARNO - eyeballing trajectories - but what this particular radar-based unit does is reveal the shooting location while also allowing you to identify the type of unit firing at you.
Now, technically, an observant and experienced WARNO player can see what kind of incoming fire is threatening his positions by looking at the explosion, as well as the trajectory to see what kind of projectile is hurtling towards their units. But it takes time, and you need to zoom in on a potential firing location to see where the enemy unit is located. A tough task, taking valuable seconds in the middle of a war zone.
The new Counter-Battery Radar will make this operation much quicker. You've got to act quickly, though, as the moment the unit ceases to fire, the enemy position will be gone.
[h2]Artillery Commanders[/h2]
We previously mentioned that we wanted to introduce a new unit type to WARNO, the so-called Artillery Commanders. This concept was taken from Steel Division 2.
For now, we have put this introduction on hold. Why? We don’t want to buff artillery further and risk a return to the original situation where artillery units would become too hard to counter.
The Eugen will first check how the general update and new gameplay mechanics work with artillery units, before we decide on a go-no go for Artillery Commanders.
[h2]Trajectories[/h2]
As we said in the initial announcement, mortars would receive new trajectories. This is still part of the plan.
The work on these high-parabolic short-range systems also gave us the opportunity to review the trajectories of all artillery pieces. So we took to tinkering to improve both realism and the tuning of a weapon’s accuracy across the board.
This means that all artillery trajectories will be affected by these changes. See below for some before-and-after shots.
Mortars: will feature a major change to their trajectories at short range.

Howitzers: more realistic trajectories that are less flat and form a clearer arc.

MLRS: fewer changes overall, but their trajectories will be more arched and much less flat.

[h2]Set-up and Displacement Timer[/h2]
We are still planning to include a set-up and displacement timer.
In case you forgot: artillery will have a set-up delay before firing and a displacement timer to pack up the system in order to move out again. This delay will be identical for all artillery types, whether towed or self-propelled.
This change means that towed artillery, being more fragile, isn’t further penalized, and self-propelled guns don’t become even more dominant. This update will make artillery more vulnerable, but not useless, with the delay creating windows of opportunity for counterplay.
[h2]When is it coming?[/h2]
The big elephant in the room: when is the artillery rework coming? We intend to release it at the same time as WARNO - LANDJUT. Once live, we’ll keep a close watch and make any necessary adjustments pronto if needed.
Everything we mentioned above is subject to change, and it still needs to run the gamut of our QA team and Strike Team testing.
On a slightly related note, our tests with the Danish HE version of the Carl Gustav recoilless rifle and the USMC SMAW have proven explosively successful. They will also receive the Demolition trait, plus we’ve added Canada (another user of the HE variant of the Carl Gustav) to the weapon’s roster. They will also receive the new unit - same as Denmark - called the PIONIER (CarlG).

[h2]WARNO - LANDJUT[/h2] WARNO - LANDJUT will bring 8 new Divisions to WARNO, playable in Skirmish and Multiplayer, with one brand-new nation, Denmark.
Check out the previews for the LANDJUT Division list below:
[h2]Until Next Time[/h2]
Before we check out, a little sneak peek at what our artists are working on (which is… hint…Nemesis #7) and our surprise Tribute-style next expansion. More info to come soon!

Don’t forget to check out the vibrant WARNO community. Find 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.
See you on the battlefield, commanders.
As we announced in the previous DevBlog, it’s gameplay talk again! In today’s DevBlog, we’ll specifically focus on the upcoming artillery rework.
Our intention is to roll out a general free-to-all update containing the artillery rework, along with the launch of the WARNO - LANDJUT expansion. Both are just around the corner.
Let’s go!
[h2]Artillery Rework[/h2]
Why is the artillery overhaul in WARNO necessary? Which gameplay issues do we aim to address with the update? Check out our initial announcement from a few months back below for some more of the dirty deets.
https://steamcommunity.com/games/1611600/announcements/detail/497196316182447458
In brief: we wanted to make artillery gameplay more fun, while giving all players extra tactical options - either how to use artillery systems or how to counter them.
So, have there been any changes between the original reveal and the soon-to-be-released update?
Not many: we have stayed close to the previous set of updates we intended to implement.
There are a few adjustments, however. Let’s go through the different elements we proposed, and let’s see how things have progressed.

[h3]Counter-Battery Radar[/h3]
One of the new traits coming with the artillery rework is the Counter-Battery Radar, a new unit type that can detect incoming enemy artillery fire within its area of operations. You can already do this in WARNO - eyeballing trajectories - but what this particular radar-based unit does is reveal the shooting location while also allowing you to identify the type of unit firing at you.
Now, technically, an observant and experienced WARNO player can see what kind of incoming fire is threatening his positions by looking at the explosion, as well as the trajectory to see what kind of projectile is hurtling towards their units. But it takes time, and you need to zoom in on a potential firing location to see where the enemy unit is located. A tough task, taking valuable seconds in the middle of a war zone.
The new Counter-Battery Radar will make this operation much quicker. You've got to act quickly, though, as the moment the unit ceases to fire, the enemy position will be gone.
[h2]Artillery Commanders[/h2]
We previously mentioned that we wanted to introduce a new unit type to WARNO, the so-called Artillery Commanders. This concept was taken from Steel Division 2.
For now, we have put this introduction on hold. Why? We don’t want to buff artillery further and risk a return to the original situation where artillery units would become too hard to counter.
The Eugen will first check how the general update and new gameplay mechanics work with artillery units, before we decide on a go-no go for Artillery Commanders.
[h2]Trajectories[/h2]
As we said in the initial announcement, mortars would receive new trajectories. This is still part of the plan.
The work on these high-parabolic short-range systems also gave us the opportunity to review the trajectories of all artillery pieces. So we took to tinkering to improve both realism and the tuning of a weapon’s accuracy across the board.
This means that all artillery trajectories will be affected by these changes. See below for some before-and-after shots.
Mortars: will feature a major change to their trajectories at short range.

Howitzers: more realistic trajectories that are less flat and form a clearer arc.

MLRS: fewer changes overall, but their trajectories will be more arched and much less flat.

[h2]Set-up and Displacement Timer[/h2]
We are still planning to include a set-up and displacement timer.
In case you forgot: artillery will have a set-up delay before firing and a displacement timer to pack up the system in order to move out again. This delay will be identical for all artillery types, whether towed or self-propelled.
This change means that towed artillery, being more fragile, isn’t further penalized, and self-propelled guns don’t become even more dominant. This update will make artillery more vulnerable, but not useless, with the delay creating windows of opportunity for counterplay.
[h2]When is it coming?[/h2]
The big elephant in the room: when is the artillery rework coming? We intend to release it at the same time as WARNO - LANDJUT. Once live, we’ll keep a close watch and make any necessary adjustments pronto if needed.
Everything we mentioned above is subject to change, and it still needs to run the gamut of our QA team and Strike Team testing.
On a slightly related note, our tests with the Danish HE version of the Carl Gustav recoilless rifle and the USMC SMAW have proven explosively successful. They will also receive the Demolition trait, plus we’ve added Canada (another user of the HE variant of the Carl Gustav) to the weapon’s roster. They will also receive the new unit - same as Denmark - called the PIONIER (CarlG).

[h2]WARNO - LANDJUT[/h2] WARNO - LANDJUT will bring 8 new Divisions to WARNO, playable in Skirmish and Multiplayer, with one brand-new nation, Denmark.
Check out the previews for the LANDJUT Division list below:
- We already (briefly) detailed three showcased Nemesis divisions which will reprise their role in WARNO - LANDJUT. Some changes between their original showcase and their LANDJUT appearance can be gleaned in this updated preview here.
- Check out more historical info on the West German 6. Panzergrenadier.
- And the same for the Soviet 94-ya Gvardeyskaya Motostrelkovaya Diviziya.
- The preview for the East German 20. Motorisierte-Schützen-Division can be checked here.
- Check out more historical info on the West German 6. Panzergrenadier.
- The U.S. 2nd Marine Division rushes to join the fight in Denmark. Check out all the juicy details on the Jarheads’ inclusion in this detailed preview here.
- The Soviet “Black Death” naval infantry spearheads the amphibious assault as the 336-ya Otdel’naya Gvardeyskaya Brigada Morskoy Pekhoty or the 336th Separate Guards Naval Infantry Brigade with more details in this preview.
- The Danish Jyske Division defends its homeland with all its might. Read more about this new NATO division in this DevBlog preview.
- The second wave of Polish mechanized infantry and East German marines land to full effect in Warsaw Pact’s 15 Dywizja Zmechanizowana. Read more about this division here.
- The Danish Home Guard defends their country in the Østre Landsdelskommando, which you read more about here.
[h2]Until Next Time[/h2]
Before we check out, a little sneak peek at what our artists are working on (which is… hint…Nemesis #7) and our surprise Tribute-style next expansion. More info to come soon!

Don’t forget to check out the vibrant WARNO community. Find 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.
See you on the battlefield, commanders.