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Milestone BERNADOTTE Out Now!

Commanders, are you ready?

WARNO’sp latest milestone BERNADOTTE has launched! This major update brings not only a new division (and another heavily updated) but also much-anticipated Army General online Coop and Versus functionality, Command & Control optional game setting, additional divisional “housecleaning,” plus a big balance patch.

BERNADOTTE is the last milestone before WARNO’s official launch out of Early Access!

Keep reading to find out more.

[h2]BERNADOTTE Explained[/h2]
All right, you know the drill. All WARNO milestones are named after famous (and not so famous) French military commanders from the Napoleonic era. If you want to know more about the man behind the name, read our historical perspective coming up.



If your personal preference is to dive straight into war, skip ahead and check out what BERNADOTTE brings further below.

[h2]Milestone’s historical namesake[/h2] Jean-Baptiste Jules Bernadotte, better known to the Swedes as King Karl IV Johan, was a French military commander who became the first of the dynasty of monarchs ruling modern Sweden to this day. He has a long and convoluted history with Napoleon, being a rival not only as a political and army leader and in war, but also in love.

While initially serving well, there were frequent clashes between Bernadotte and Napoleon, including in politics (Bernadotte was a Republican) and battlefield conduct, and shared the same love interest (who would ultimately choose Bernadotte over Napoleon). Bernadotte would never regard himself as anything but equal to Napoleon, never an underling. He had been one of France’s leading military and political figures, and he would not content himself to be just one out of eighteen marshals of the first promotion. The seeds for Bernadotte’s ascension to the Swedish throne would be planted during the siege of Lübeck, in which his courteous behavior won the respect of the Swedes.

Different objectives
However, his less-than-stellar performance at Wagram saw him stripped of command by Napoleon and sent back to Paris. Under house arrest, he was thrust into the spotlights again due to the British landings at Antwerp. With no one else at hand, Bernadotte was given overall commanded by Fouché (the Minister of Police) and showed so much energy in getting rid of the British with a bunch of second-rate troops it was difficult for Napoleon to punish him afterwards.

The next thing is an even bigger surprise. The specter of an administrative spot in occupied Spain hanging over him, Bernadotte instead moved to Sweden as its new crown prince. He didn’t have any say in this position, having been elected by the Swedish nobility (with Napoléon's approval), but all parties could see the benefits of Bernadotte’s new job. Napoleon saw this as an opportunity to get rid of a political rival and create a potential new European ally. However, Bernadotte followed his own plans, putting Swedish interests first. He turned into the enemy, going to war against France and even successfully defeating the French on numerous occasions.

After Napoleon’s final defeat in 1815, Talleyrand’s scheming in Paris brought the old Bourbon dynasty back to the throne, despite the Russian Tsar Alexander’s support to Bernadotte’s claim. In 1818, at the Swedish king’s death, he was crowned the new king as Karl IV Johann. His dynasty still endures today.



In France, Bernadotte was widely regarded as a traitor, having turned against his former nation. Yet, Napoléon refused to label him as such. Even when Bernadotte was at war with France, Désirée Clary, Bernadotte’s spouse, was left in peace, even acting as a discreet channel between the two men. Love conquers all - ha!

[h2]Milestone BERNADOTTE features[/h2]
Enough about cuddly feelings, let’s go to war! What can you expect from the BERNADOTTE milestone in WARNO?

  • Army General’s Coop and Versus functionality. From now on, you’ll be able to play with or against your friends or other players online. For more details on Army General’s, check the DevBlog here.




  • A new Warsaw Pact division, the Soviet 6-yaOG Motostrelkovaya Brigada (6th Guards Separate Motor Rifle Brigade) and revised Berliner Gruppierung as part of the The Big Split divisional ”housecleaning.” Read all about it in this dedicated post here.




  • Even more “housecleaning” specifically “Part V”, more details here, updating the US 24th Infantry Division (Mechanized), French 11e Division Parachutiste, and UK 2nd Infantry Division.




  • The new Command & Control setting for multiplayer lobbies, an optional “upkeep” system that decreases a player’s income depending on the amount of reinforcements they deploy on the battlefield. More information in this DevBlog as well.




  • This is a major balance patch, with all the juicy details in the corresponding milestone BERNADOTTE patch notes




[h2]Until next week[/h2]
All right. We hope you enjoy the fruits of our labor. As always, we are keen to hear what you think. The Eugen team is small but passionate and very dedicated to making the full launch of WARNO out of Early Access a success. This does mean we won’t have time to address all comments or suggestions, but we will keep an eye out for all feedback. We kindly ask you to be respectful of the developers and your fellow community members. We are all in together to make WARNO the best possible game. Play it cool, calm, and collected, commanders.



Join the 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.

See you on the battlefield, commander!

v.119280: BERNADOTTE Patch notes

[h3]Army General[/h3]
  • Versus and co-op modes added
  • Helicopters can no longer capture territory
  • IFV and APC impact moral when destroyed
  • Artillery feedback is easier to see

    [h4]Bruderkrieg[/h4]

    • Fixed a bug making it possible to skip the whole pact introduction dialog sequence by pressing ESC. Now, and as expected, the ESC input only skips the ongoing dialog.
    • The airforce pawns that are only available one turn no longer count as casualties if they are not actually destroyed.

[h3]Features[/h3]
  • Introduction of a new game option: upkeep. The option can be set from 0% (as at present) to 7%.
    The percentage corresponds to the percentage of the price of units placed on the field that is subtracted from the revenue per minute.
    7% upkeep seems a good compromise. In fact, it reduces the mental load during games, allowing you to concentrate more on tactical action and, of course, making it easier for the losing team to get back into the game.

[h3]Tutorials[/h3]
  • Tactical tutorial 4 Infantry - Advanced combat: the player now controls classic green berets rather than PSSE-Bs

[h3]Code fixes[/h3]
  • Fixed the number of battles displayed in "Casualty list" when loading a game, which was displayed at 0
  • Improved AI not purchasing attack choppers in certain cases
  • Fixed the Military Police trait which now also affects reservists
  • Added the display of the Reservist trait in game next to the unit label, like for other traits
  • Fixed the visual of the BM-24M rockets which were still displayed on the model even after firing
  • Fixed a freeze when you wanted to watch a game with the "Spectate" button
  • Fixed the tactical combat preparation screen, which now displays one HQ unit for each pawn engaged
  • Fixed the display of maps when the game is launched at low graphics
  • Optimized unit label codepath : up to 12% gain in CPU processing under heavy load
  • Fixed the chat scroll bar remaining permanently displayed

[h3]Data fixes[/h3]
  • Decreased BMP-3's 2A70 100mm gun's range to 2275m
  • Fixed all EW helicopters' optics at Very Good
  • Fixed helo variant of R-60 missile's suppression values on par with its plane counterpart (nerfed)
  • Fixed helo variant of R-60M missile's suppression values on par with its plane counterpart (nerfed)
  • Fixed helo variant of R-60M missile's damage on par with its plane counterpart (buff +1 HE)
  • Fixed Kokon missiles' x8 salvo' aim time on par with other Kokons
  • Fixed BM-21V GRAD-V's ammo display, from 24 to 12 (display issue only)
  • Fixed the ZPU-4's missing weapon picture + wrong sound FX
  • Fixed naming of some missiles
  • Fixed flamethrower units ammo loadout (harmonized to 60)
  • Fixed ALPHA JET A [NPLM]'s bombing pattern
  • Fix the AA canon 53T2 being able to garrison into buildings
  • Fix Javelin LML able to garrison into buildings
  • Overall increase in aircraft maneuverability of between +10% and +20%.

[h3]Generic[/h3]
  • Replacing AIM-9M on British planes with AIM-9L, the RAF didn't used the former in WARNO's timeframe.
  • Fixed the MiG-23BN [RKT]'s rocket firing angle, as well as other similar rocket-only planes
  • All FAGOT missiles are changed for FAGOT-M (+1 AP)
  • BMD-1's Faktoriya missile renamed Fagot-M for consistency
  • Limited the number of cards of low-tech MANPADs (FLIEGERFAUST, BLOWPIPE & STRELA-2M) to 2 max per deck to prevent exploits (decreased when there were more, untouched otherwise)
  • Re-classified FOX & SAGAIE from 'Recon Vehicle' to 'Recon Tank' (on par with M1047, Luchs, ...), meaning decreased Stealth from Good to Mediocre
  • Renamed Malyutka-P into Malyutka-M
  • Re-roled (both) M1025 HUMVEE AGL from recon vehicle by itself, to recon/transport for SCOUTS
  • Decreased all ERA tanks' HP from 12 to 11
  • All AA guns, currently type-classified HEAVY MACHINE-GUN (including 2x57mm!) have been relabelled ANTI-AIRCRAFT GUN
  • Replaced ADEN 25 (2x25mm) with ADEN Mk.4 (2x30mm) on all British JAGUAR GR.1 & HARRIER GR.3

[h3]Nato forces[/h3]
  • Decreased AIM-9P's HE damage from 5 to 4
  • Increased GBU-12's HE AoE and suppression's AoE & damages
  • MIRAGE IV [SEAD] will now "winchester auto evac" only when both sead and bomb loadout were used

    [h4]USA[/h4]

    • AB M1025 HUMVEE AGL : Price decreased 45 to 40, Base Availability decreased 6 to 0
    • AB M998 AVENGER : Price increased 100 to 110
    • AH-1F ATAS : Price decreased 140 to 130
    • AH-1F COBRA : Price increased 120 to 130
    • AH-1F HEAVY HOG : Price increased 120 to 130
    • AH-6F LITTLE BIRD : Base Availability increased 4 to 5
    • AIRBORNE (DRAGON) : Price increased 75 to 80
    • CH-53G SEA STALLION : Price decreased 75 to 70
    • EH-60A QUICK FIX II : Price increased 50 to 60
    • ENGINEERS (FLASH) : Price decreased 45 to 40
    • ENGINEERS : Price decreased 45 to 40
    • F-16C [AA] : Speed increased 976 km/h to 1124 km/h
    • F-16C [AT] : Speed increased 976 km/h to 1124 km/h
    • F-16C [CLU] : Speed increased 976 km/h to 1124 km/h
    • F-16C [HE] : Speed increased 976 km/h to 1124 km/h
    • F-16C [NPLM] : Speed increased 976 km/h to 1124 km/h
    • F-16C [SEAD] : Speed increased 976 km/h to 1124 km/h
    • F-16CG [LGB] : Speed increased 976 km/h to 1124 km/h
    • F-4E PHANTOM II [AA] : Speed increased 976 km/h to 1124 km/h
    • F-4E PHANTOM II [CLU] : Speed increased 976 km/h to 1124 km/h
    • F-4E PHANTOM II [HE] : Speed increased 976 km/h to 1124 km/h
    • F-4E PHANTOM II [NPLM] : Speed increased 976 km/h to 1124 km/h
    • F-4G WILD WEASEL V [SEAD] : Speed increased 976 km/h to 1124 km/h
    • FOB : Price decreased 235 to 175
    • GREEN BERETS : Price increased 55 to 60
    • M1 ABRAMS CP : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
    • M1 ABRAMS : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
    • M1025 HUMVEE AGL : Price decreased 40 to 35, Base Availability decreased 6 to 0
    • M1047 LAV : Price increased 70 to 75, Optics increased Good to Very Good, Stealth decreased Good to Mediocre
    • M106A2 MORTAR : weapon Range increased 4925m to 5625m
    • M1A1 ABRAMS CP : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
    • M1A1 ABRAMS : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
    • M1A1 ACAV : Base Availability increased 1 to 2, Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
    • M1A1(HA) ABRAMS CP : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
    • M1A1(HA) ABRAMS : Side Armor decreased 9 to 8, Speed increased 58 km/h to 68 km/h, Stabilizer increased 55% to 60%
    • M1IP ABRAMS CP : Side Armor decreased 9 to 8, Stabilizer increased 55% to 60%
    • M1IP ABRAMS : Side Armor decreased 9 to 8, Stabilizer increased 55% to 60%
    • M551 ACAV : Price increased 70 to 80
    • M551 TTS SHERIDAN CP : Price increased 90 to 105
    • M551 TTS SHERIDAN : Price increased 60 to 75
    • M577 CPC : Price decreased 65 to 60
    • M981 FISTV : Base Availability increased 5 to 6
    • MP LEADER : Price decreased 95 to 80
    • N.G. FIRE TEAM LDR. : Price decreased 80 to 75
    • N.G. M1 ABRAMS : Side Armor decreased 8 to 7, Speed increased 67 km/h to 72 km/h, Stabilizer increased 55% to 60%
    • OH-58C/S : Price decreased 80 to 70
    • RANGERS (DRAGON) : Price decreased 85 to 80
    • RANGERS LDR. : Price decreased 125 to 85
    • A-10A THUNDERBOLT II [AT] renamed A-10A [AT]
    • AB FIRE TEAM (AT4) renamed AB FIRE TEAM (AT-4)
    • M1025 HUMVEE AGL renamed AB M1025 HUMVEE AGL
    • M270 MLRS cluster renamed M270 MLRS [CLU]
    • M270 MLRS renamed M270 MLRS [HE]
    • M551 TTS SHERIDAN renamed M551 TTS SHERIDAN CP
    • MECH. RIFLES renamed MECH. RIFLES (DRAGON)
    • PARA. M998 AVENGER renamed AB M998 AVENGER

      11TH ARM. CAVALRY REGT.

      • F-16C [AA] : cards decreased 2 to 1
      • M1A1 ACAV : cards decreased 2 to 1, Fixed Veterancy ratio
      • Changed one 2-pt LOG slot into a 1-pt one
      • Added EH-60A QUICK FIX II, F-16C [AA2], MECH. RIFLES (DRAGON)
      • Removed M1025 HUMVEE AGL, MECH. RIFLES (LAW)
      24TH INFANTRY DIVISION (MECH.)

      • M981 FISTV : Fixed Veterancy ratio
      • Removed OH-58D KIOWA Wr.
      3RD ARMORED DIVISION

      • M981 FISTV : Fixed Veterancy ratio
      82ND AIRBORNE DIVISION

      • Replaced one 3-pt ART slot (unusable) with one 2-pt RECO one
      • Added STINGER
      • Removed AB M1025 HUMVEE AGL
      8TH INFANTRY DIVISION (MECH.)

      • M981 FISTV : Fixed Veterancy ratio
      • Reintroducing the EF-111A RAVEN in a new EW (electronic warfare) role
      • Added EF-111A RAVEN [EW]

    [h4]United Kingdom[/h4]

    • AIRMOBILE LDR. : Price increased 75 to 80
    • AIRMOBILE SCOUTS : Price decreased 50 to 45, Base Availability decreased 8 to 7
    • ARM. RIFLES : Price increased 40 to 45
    • ASSAULT PIONEERS : Price decreased 50 to 45
    • BLOWPIPE : Base Availability decreased 15 to 12
    • CHALLENGER MK.3 : Side Armor decreased 10 to 8
    • CHIEFTAIN MK. 10 CMD : Price decreased 215 to 210, Top Armor decreased 3 to 2
    • CHIEFTAIN MK. 10 : Price decreased 185 to 180, Base Availability increased 5 to 6, Top Armor decreased 3 to 2
    • CHIEFTAIN MK. 11 CMD : Price decreased 215 to 210, Top Armor decreased 3 to 2
    • CHIEFTAIN MK. 11 : Price decreased 185 to 180, Base Availability increased 5 to 6, Top Armor decreased 3 to 2
    • CHIEFTAIN MK. 9 : Price decreased 145 to 140, Base Availability increased 7 to 8, Top Armor decreased 3 to 2
    • FOB : Price decreased 235 to 175
    • FV101 SCORPION : Price decreased 45 to 40
    • FV105 SULTAN : Price increased 70 to 80
    • FV107 SCIMITAR : Price increased 50 to 55
    • FV721 FOX : Price increased 60 to 65, Stealth decreased Good to Mediocre
    • JAVELIN LML : Price increased 50 to 55, Stealth decreased Exceptional to Mediocre
    • M270 MLRS : Base Availability increased 0 to 1
    • PHANTOM F.3 [AA] : Speed increased 976 km/h to 1124 km/h
    • ROVER WOMBAT : Stealth increased Mediocre to Good
    • SAS : Price increased 90 to 100
    • TERRIERS : Base Availability decreased 12 to 10
    • TORNADO F.3 [AA] : Price decreased 255 to 250
    • TRACKED RAPIER : Price increased 100 to 110
    • LYNX AH.1 MK.1 renamed LYNX AH.1
    • RAPIER FSA renamed RAPIER FSB1
    • RAPIER renamed RAPIER FSA

      BERLIN COMMAND

      • CHIEFTAIN MK. 10 : Fixed Veterancy ratio
      • GRENADIER-VOLTIGEURS : cards decreased 3 to 2
      • TERRIERS PIONEERS : Veterancy locked
      • Added BERLIN RIFLES, GREN.-VOLTIGEURS (FR-F2)
      • Removed RIFLES
      1ST ARMOURED DIVISION

      • CHIEFTAIN MK. 11 : Fixed Veterancy ratio
      • CHIEFTAIN MK. 9 : Fixed Veterancy ratio
      • PARA. MILAN 2 : base Veterancy changed from 0 to 1
      • PARA. ROVER MILAN : base Veterancy changed from 0 to 1
      2ND INFANTRY DIVISION

      • AIRMOBILE PIONEERS : base Veterancy changed from 1 to 0
      • AIRMOBILE SCOUTS : base Veterancy changed from 1 to 0
      • FV721 FOX : cards decreased 3 to 2
      • JAGUAR GR.1 [CLU] : cards decreased 2 to 1
      • LYNX AH.1 HELARM : cards decreased 2 to 1
      • M107A2 175mm : Veterancy locked
      • ROVER MILAN : cards increased 2 to 3
      • TERRIERS : Veterancy locked
      • TERRIERS AT GROUP : Veterancy locked
      • TERRIERS GUN GROUP : Veterancy locked
      • TERRIERS PIONEERS : Veterancy locked
      • TERRIERS SCOUTS : Veterancy locked
      • TORNADO GR.1 [HE] : cards decreased 2 to 1
      • Added (new) LYNX AH.7 MK.1 [RKT] as transport option for AIRMOBILE, AIRMOBILE GUN GROUP & AIROBILE PIONEERS
      • Added GAZELLE as transport option for BLOWPIPE
      • Added GAZELLE as transport option for JAVELIN
      • Locked all TERRIERS' veterancy to vet0
      • Added MOT. AIRMOBILE LDR., MOT. AIRMOBILE, LYNX AH.7 FITOW, M270 MLRS, ROVER 101FC SUPPLY
      • Removed HEIMATSCHÜTZEN, ILTIS MILAN, JÄGER AUFKL., JÄGER FÜH., JÄGER (PzF), PZ.BEF. M48A2GA2, M48A2GA2, M577GA2, Mrs. 120mm Tampella

    [h4]Federal Republic of Germany (Bundesrepublik Deutschland)[/h4]

    • ALPHA JET A [CLU] : Price increased 85 to 90
    • ALPHA JET A [HE] : Price decreased 130 to 90
    • ALPHA JET A [NPLM] : Price decreased 120 to 90
    • ALPHA JET A [RKT] : Price increased 85 to 90
    • CH-53G MUN. : Price decreased 75 to 70
    • F-104G [AT] : Price increased 125 to 145
    • F-104G [HE] : Price increased 135 to 145
    • F-4F [AA] : Speed increased 976 km/h to 1124 km/h
    • F-4F [AT] : Price decreased 205 to 195, Base Availability decreased 4 to 3, Speed increased 976 km/h to 1124 km/h
    • F-4F [HE1] : Speed increased 976 km/h to 1124 km/h
    • F-4F [HE2] : Speed increased 976 km/h to 1124 km/h
    • F-4F [RKT] : Price increased 135 to 145, Speed increased 976 km/h to 1124 km/h
    • FERNSPAHER : Base Availability decreased 5 to 4
    • FLIEGERFAUST : Base Availability decreased 15 to 12
    • FOB : Price decreased 235 to 175
    • Fs-JÄGER : Price increased 60 to 65
    • G.91R/3 GINA [HE] : Price decreased 85 to 75
    • G.91R/3 GINA [NPLM] : Price decreased 85 to 75
    • G.91R/3 GINA [RKT] : Price decreased 85 to 75
    • JÄGER : Price decreased 45 to 40
    • LARS 2 : Price decreased 155 to 130
    • LEOPARD 1A1A1 : Price decreased 85 to 80
    • LEOPARD 1A5 : Price decreased 130 to 120
    • LEOPARD 2A3 : Speed increased 63 km/h to 72 km/h, Stabilizer increased 50% to 55%
    • LEOPARD 2A4 : Speed increased 63 km/h to 72 km/h, Stabilizer increased 55% to 60%
    • LUCHS A1 : Price increased 55 to 60
    • M48A2CGA1 : Side Armor decreased 5 to 4, Rear Armor decreased 3 to 2, Top Armor decreased 2 to 1
    • M48A2GA2 : Side Armor decreased 5 to 4, Rear Armor decreased 3 to 2, Top Armor decreased 2 to 1
    • M577GA2 : Price decreased 65 to 60
    • PIONIER (Armbrust) : Price decreased 45 to 40
    • PIONIER : Price decreased 45 to 40
    • PZ.BEF. LEOPARD 1A1A1 : Price decreased 115 to 110
    • PZ.BEF. LEOPARD 1A5 : Price decreased 160 to 150
    • PZ.BEF. LEOPARD 2A3 : Speed increased 63 km/h to 72 km/h, Stabilizer increased 50% to 55%
    • PZ.BEF. M48A2GA2 : Side Armor decreased 5 to 4, Rear Armor decreased 3 to 2, Top Armor decreased 2 to 1
    • RESERVE PIONIER : Price decreased 20 to 15
    • SICHERUNGS : Price increased 30 to 35, Base Availability decreased 12 to 10

      TERRITORIALKOMMANDO SÜD

      • Replaced one 3-pt HELO slot (unusable) with one 2-pt LOG one
      2. PZ.GRENADIER-DIVISION

      • F-16A [AA] : Fixed Veterancy ratio
      • FLIEGERFAUST : cards decreased 3 to 2
      • Fs-JÄGER AUFK. : Fixed Veterancy ratio
      • Fs-JÄGER FÜH. : Fixed Veterancy ratio
      • Fs-JÄGER : Fixed Veterancy ratio
      • Fs-MG-3 7,62mm : base Veterancy changed from 1 to 0
      • Fs-PALR MILAN 2 : cards decreased 2 to 1
      • TORNADO F.3 [AA] : cards decreased 2 to 1
      • Decreased FS-JÄGER FÜH.'s base vet from vet3 to vet2, on par with other airtborne troops
      • Decreased FS-JÄGER's base vet from vet2 to vet1, on par with other airtborne troops
      • Increased FS-MG-3's base vet from vet0 to vet1, on par with other regular airtborne troops
      5. PANZERDIVISION

      • F-4F [AA] : cards decreased 3 to 2
      • F-4F [AT] : Fixed Veterancy ratio
      • FERNSPAHER : Fixed Veterancy ratio
      • FLIEGERFAUST : cards decreased 3 to 2

    [h4]France[/h4]

    • 53T2 20mm : Speed decreased 20 km/h to 9 km/h, Stealth decreased Exceptional to Mediocre
    • AMX AuF1 : Price increased 210 to 260
    • AMX-30 B CMDT : weapon Range decreased 2274m to 1925m
    • AMX-30 B : weapon Range decreased 2274m to 1925m
    • CHASSEURS-PARAS : Price increased 55 to 60, Base Availability increased 8 to 9
    • ERC-90 SAGAIE : Price increased 80 to 90
    • FOB : Price decreased 235 to 175
    • GAZELLE CELTIC : Price decreased 80 to 70, Base Availability increased 2 to 3
    • JAGUAR [SEAD] : Price increased 175 to 185
    • LÉGIONNAIRES-PARAS : Price increased 65 to 70
    • MIRAGE F1 CT [LGB] : Base Availability decreased 2 to 1
    • MIRAGE F1C-200 : Price decreased 190 to 185
    • PARA. 53T2 20mm : Speed decreased 20 km/h to 9 km/h, Stealth decreased Exceptional to Mediocre
    • PUMA HET : Price increased 45 to 55, Optics increased Normal to Very Good
    • SAPEUR- PARAS : Price decreased 50 to 45, Base Availability increased 6 to 8
    • SAPEURS (Flam.) : Price decreased 55 to 50
    • SAPEURS-PARAS (FLAM.) : Price decreased 60 to 55, Base Availability increased 4 to 6
    • SAPEURS : Price decreased 45 to 40
    • AML-90 LYNX renamed AML-90

      11E DIVISION PARACHUTISTE

      • CHASSEURS-PARAS : Fixed Veterancy ratio
      • ERC-90 SAGAIE : cards decreased 3 to 2
      • GAZELLE CELTIC : Fixed Veterancy ratio
      • MIRAGE F1 CT [LGB] : cards increased 1 to 2
      • Added one 2-pt RECO slot
      • Changed one 2-pt HELO slot into a 3-pt one
      • Added ERC-90 SAGAIE PC, ERC-90 SAGAIE RECO, MISTRAL
      • Removed FOB

    [h4]Belgium[/h4]

    • CVR(T) SCIMITAR : Price increased 50 to 55
    • CVR(T) SCORPION : Price decreased 45 to 40
    • CVR(T) SULTAN : Price increased 70 to 80
    • F-16A [AA] : Base Availability decreased 4 to 3, Speed increased 976 km/h to 1124 km/h
    • MIRAGE 5BA [NPLM] : Price increased 220 to 230, ECM increased 10% to 30%

[h3]Pact forces[/h3]
  • Increased MOTOSTRELKI (RPG-22)'s base availability from 8 to 9
  • Increased SPW 40P2 MALYUTKA-P's number of salvo from 2 to 3 (hence 12 to 18 missiles total)
  • Decreased T-34/85's range from 1925m to 1750m
  • Decreased all UAZ AGS-17's base availabity from 12 to 8
  • Decreased DDR MIG-23BN [HE, CLU & NPLM]'s price from 185 to 175
  • Increased DDR SPW-40P2(K)'s price from 90 to 100, on par with other BRDM-2U (forgotten last patch)
  • Decreased PIONIER's price from 45 to 40
  • Decreased PIONIER (Flam.)'s price from 55 to 50
  • Increased MOT.-SCHÜTZEN (BMP variant)'s base availability from 9 to 10
  • Decreased BM-21V GRAD-V's price from 145 to 135
  • Decreased SAPERI's price from 45 to 40
  • Increased DESANT. SAPERI's base availability from 9 to 10
  • Fixed M-43 mortar displaying the wrong weapon name in its info panel
  • Standardized MIG-23BN [AT]'s flight pattern with other such planes
  • Fixed T-62's main gun HE damage to match its caliber (it was slighty too low)
  • Increased T-64B, BV & BVK's AP from 17 to 19
  • Added all SU-24 their missing nose gun
  • Added MIG-31B its missing nose gun
  • Change BRDM2 Malyutka equipment, now using 9M14 MalyutkaP, accuracy 50% and AP17
  • Self-Propelled Nona mortar now benefit from corrected shot

    [h4]URSS (СССР)[/h4]

    • 2A45M Sprut-B : Price decreased 80 to 75
    • 2S3M1 AKATSIYA : Price decreased 270 to 260
    • 9K37 BUK-M1 : Price decreased 180 to 155
    • BELOZOR : Base Availability decreased 3 to 0
    • BM-21V GRAD-V : Price decreased 145 to 135
    • BMD-1K : Base Availability increased 2 to 3
    • BMD-1KSh SOROKA : Price decreased 75 to 65
    • BRDM-2U : Price increased 90 to 100
    • BRM-1 : Price decreased 60 to 55
    • D-44 85mm : Price decreased 50 to 45
    • DESANT. D-44 85mm : Price decreased 55 to 50
    • DESANT. KOM. (DSh) : Price decreased 90 to 85
    • DESANT. SAPERI : Base Availability increased 8 to 10
    • DESANT. UAZ-3151 AGS-17 : Price decreased 45 to 35, Base Availability decreased 12 to 8, Stealth increased Mediocre to Good
    • DESANT. UAZ-3151 SPG9 : Stealth increased Mediocre to Good
    • FOB : Price decreased 235 to 175
    • KrAZ-225B SNAB. : Price increased 65 to 70
    • Mi-24VP : Price decreased 240 to 215
    • Mi-8MT ESKORTNIY : Base Availability increased 0 to 2
    • Mi-8MTPI : Price increased 50 to 60, Optics increased Normal to Very Good
    • MiG-27M [AT] : Price increased 175 to 185, Base Availability decreased 3 to 2
    • MiG-27M [CLU] : Base Availability increased 0 to 2
    • MiG-29 [AA] : Price increased 205 to 210
    • MiG-29 [AA2] : Price increased 195 to 200
    • MOTOSTRELKI (RPG-22) : Base Availability increased 8 to 9
    • MT-12 Rapira 100mm : Price decreased 85 to 80
    • MT-LB STRELA-10M : Price increased 80 to 90
    • MT-LB STRELA-10M3 : Price increased 110 to 125
    • RAZV. BMP-1P : Price increased 40 to 45
    • RAZV. BMP-2 : Price increased 65 to 75
    • RKhM : Price decreased 65 to 55
    • SAPERI : Price decreased 45 to 40
    • T-55A : Side Armor decreased 7 to 5
    • T-55AK : Side Armor decreased 7 to 5
    • T-62M : Side Armor decreased 8 to 6
    • T-62M1 : Side Armor decreased 8 to 6
    • T-62MK : Side Armor decreased 8 to 6
    • T-62MV : Side Armor decreased 8 to 6
    • T-64B : Base Availability increased 0 to 4, Side Armor decreased 8 to 6
    • T-64BV : Side Armor decreased 8 to 6
    • T-64BVK : Price decreased 280 to 270, Side Armor decreased 8 to 6
    • T-80B : Side Armor decreased 8 to 6
    • T-80BK : Side Armor decreased 8 to 6
    • T-80BV IZD. 29 : Side Armor decreased 9 to 7
    • T-80BV : Side Armor decreased 9 to 7
    • T-80BVK : Side Armor decreased 9 to 7
    • T-80U : Price decreased 310 to 305, Side Armor decreased 9 to 7
    • T-80UD : Price decreased 340 to 330, Side Armor decreased 9 to 7
    • T-80UK : Price decreased 340 to 330, Side Armor decreased 9 to 7
    • T-8M : Price decreased 215 to 195
    • TO-55 : Side Armor decreased 7 to 5
    • UAZ-3151 AGS-17 : Price decreased 40 to 30, Base Availability decreased 12 to 8, Stealth increased Mediocre to Good
    • UAZ-3151 SNAB. : Price decreased 15 to 10
    • UAZ-3151 SPG9 : Stealth increased Mediocre to Good
    • Mi-24V renamed Mi-24V [AA2]
    • SPETSNAZ (O.P.) renamed O.P. SPETSNAZ

      27-YA GV. MOTOSTRELK. DIV.

      • Added GAZ-66 as transport option for all MOTOSTRELKI
      • Removed BMPs as transport options for MOTOSTRELKI (Metis)
      119-Y ODT. TANK. POLK

      • Replaced MI-24V [AA] with (new) Mi-8MT ESKORTNIY
      • Added Mi-24P, Mi-8MT ESKORTNIY, Mi-8MT [RKT 3]
      • Removed Mi-24V [AA], Mi-24VP
      35-YA OG DESANTNO-SHTURMOVAYA BRIG.

      • BMD-1K : Fixed Veterancy ratio
      • DESANT. SAPERI : Fixed Veterancy ratio
      • Added DESANT. NSV 12,7mm, IGLA, MiG-27M [CLU], MiG-27M [AT]
      • Removed NSV 12,7mm, Su-25 [CLU], Su-25 [AT]
      39-YA GV. MOTOSTRELK. DIV.

      • MOTOSTRELKI (RPG-22) : Fixed Veterancy ratio
      • Add BTR-D as transport option to DESANT. PKM team
      • Add BTR-D as transport option to DESANT. AGS team
      • Added BTR-60 as transport option for MOTOSTRELKI KOM.
      • Increased DESANT. NSV's base veterancy on par with other paratroopers
      • Replaced "army" NSV team with a new DESANT. variant, with proper model and FD, but no access to transport helicopter. Replacing it means the new unit has to be reselected in your deck.
      • Replaced Su-25 [AT] & [CLU] by their MiG-27M counterparts
      • Replaced BTR-60 with BMP-1 RAZV. as transport option for MOT.RAZVEDKA
      • Added Su-24MP [EW]
      79-YA GV. TANK. DIV.

      • MOTOSTRELKI (RPG-22) : Fixed Veterancy ratio
      • Replaced MiG-31 with (new) MiG-29 [AA3] (MiG-31M being moved to Berlin)
      • Added MiG-29 [AA3]
      • Removed MiG-31B [AA]

    [h4]German Democratic Republic (Deutsche Demokratische Republik)[/h4]

    • AUFKL. BMP-1 : Price increased 40 to 45
    • AUFKL. PT-76B : Base Availability increased 5 to 6
    • AUFKL.Pz BRM-1 : Price decreased 60 to 55
    • BTR-50PU : Price decreased 65 to 60
    • FLA-RAK. STRELA-10M : Price increased 80 to 90
    • FLA-RAK. STRELA-2M : Base Availability decreased 15 to 12
    • FlamPz. TO-55 : Side Armor decreased 7 to 5
    • FOB : Price decreased 235 to 175
    • Fs-EINSATZGRUPPE : Price decreased 65 to 60
    • Fs-FLA-RAK. STRELA-2M : Base Availability decreased 15 to 12
    • Fs-JÄGER (Metis) : Price increased 70 to 80
    • Fs-JÄGER : Price increased 60 to 65
    • Fs-SPRENGTAUCHER : Price decreased 65 to 60
    • Fs.-UAZ-469 SPG9 : Stealth increased Mediocre to Good
    • FÜPZ. T-54AMK : Side Armor decreased 7 to 5
    • FÜPZ. T-55AK : Side Armor decreased 7 to 5
    • FÜPZ. T-55AM2K3 : Side Armor decreased 8 to 6
    • FÜPZ. T-72MK : Side Armor decreased 8 to 6
    • GRENZER (Flam) : Price increased 55 to 60
    • K.d.A. AUFKLÄRER : Price decreased 25 to 20
    • K.d.A. FÜH. : Price decreased 80 to 75
    • KPZ. T-34/85M : Price decreased 45 to 35, Side Armor decreased 4 to 3, weapon Range decreased 1925m to 1749m
    • KPz. T-54AM : Side Armor decreased 7 to 5
    • KPz. T-55A : Side Armor decreased 7 to 5
    • KPz. T-55AM2 : Side Armor decreased 8 to 6
    • KPz. T-55AM2B : Side Armor decreased 8 to 6
    • KPz. T-72 : Side Armor decreased 7 to 5
    • KPz. T-72M : Side Armor decreased 8 to 6
    • KPz. T-72M1 : Side Armor decreased 8 to 6
    • L-39ZO [RKT] : Price decreased 100 to 80, Base Availability increased 0 to 3
    • M-46 130mm : Price decreased 115 to 110
    • MFRW BM-24M : Base Availability increased 1 to 2
    • Mi-24P [AT 2] : Price decreased 190 to 170
    • MiG-21bis [AA2] : Price decreased 145 to 140
    • MiG-21bis [HE] : Price increased 135 to 145
    • MiG-23BN [AT] : Price increased 145 to 155
    • MiG-23BN [CLU] : Price decreased 185 to 175
    • MiG-23BN [HE] : Price decreased 185 to 175
    • MiG-23BN [NPLM] : Price decreased 185 to 175
    • MiG-23MF [AT] : Price increased 140 to 155
    • MiG-29A [AA] : Price increased 205 to 210
    • MOT.-SCHÜTZEN (Metis) : Base Availability increased 0 to 7
    • MOT.-SCHÜTZEN : Base Availability increased 9 to 10
    • PaK D-44 85mm : Price decreased 50 to 45
    • PaK MT-12 100mm : Price decreased 85 to 80
    • PaK ZiS-2 57mm : Price decreased 40 to 35
    • PIONIER (Flam) : Price decreased 55 to 50
    • PIONIER : Price decreased 45 to 40
    • RESERVISTEN (S.MG) : Price decreased 35 to 30
    • RESERVISTEN FÜH. : Price decreased 95 to 80
    • SPW-40P2 MALYUTKA-P : Price increased 20 to 40
    • SPW-40P2(K) : Price increased 90 to 100
    • T-72M1K : Side Armor decreased 8 to 6
    • UAZ-469 SPG9 : Stealth increased Mediocre to Good
    • VOPOS FÜH. : Price decreased 70 to 60
    • WACHSCHÜTZEN (RPO) : Price decreased 50 to 45
    • 2S1 GWOSDIKA renamed SFL-H 2S1 122mm
    • 2S3M AKATSIYA renamed SFL-H 2S3M 152mm
    • BM-24M renamed MFRW BM-24M
    • FÜPZ. T-54BK renamed FÜPZ. T-54AMK
    • KPz. T-54B renamed KPz. T-54AM
    • L-39ZO renamed L-39ZO [RKT]
    • MiG-23BN CLU] renamed MiG-23BN [CLU]
    • WACHSCHÜTZEN renamed WACHSCHÜTZEN (RPO)

      4. MOT.-SCHÜTZEN-DIVISION

      • AUFKL. PT-76B : Fixed Veterancy ratio
      • FLA-RAK. STRELA-2M : cards decreased 4 to 2
      • Replaced DDR transports with captured "Beute" ones for 'False Flag' units. BEWARE: this means you need to reselect a transport for those units.
      • Added MOT.-SCHÜTZEN (SVD)
      • Removed MOT.-SCHÜTZEN (s.MG), FlamPz. TO-55
      7. PANZERDIVISION

      • FLA-RAK. STRELA-2M : cards decreased 4 to 2
      • FÜPZ. T-55AK : cards increased 1 to 2
      • FÜPZ. T-72MK : cards increased 1 to 2
      • KPz. T-55A : cards increased 1 to 3
      • KPz. T-72M : cards increased 2 to 3
      • Added MOT.-SCHÜTZEN (SVD)
      • Removed MOT.-SCHÜTZEN (s.MG), FÜPZ. T-55AM2K3, KPz. T-55AM2, KPz. T-55AM2B, FlamPz. TO-55
      K.d.A. BEZIRK ERFURT

      • AUFKL. PT-76B : Fixed Veterancy ratio
      • MFRW BM-24M : cards decreased 2 to 1
      • MiG-27M [AT] : cards increased 1 to 2, Fixed Veterancy ratio
      BERLINER GRUPPIERUNG

      • FLA-RAK. STRELA-2M : cards decreased 3 to 2
      • Fla-SFL 23-4 SHILKA : cards increased 1 to 2
      • FÜPZ. T-55AK : cards increased 1 to 2
      • Gr.Wfr. M43 120mm : cards increased 1 to 2
      • K.d.A. SCHÜTZEN. : cards increased 1 to 2
      • KPz. T-55A : cards increased 1 to 3
      • M-46 130mm : cards increased 1 to 3
      • Mi-8TV [RKT 2] : cards increased 1 to 2
      • MOT.-SCHÜTZEN FÜH. : cards decreased 4 to 2
      • WACHSCHÜTZEN (RPO) : cards decreased 2 to 1
      • Added WACHSCHÜTZEN (RPO) access to the SPW-70 as transport option
      • Added WACHSCHÜTZEN (STOSS) access to the SPW-70 as transport option
      • Added SFL-H 2S1 122mm, SPG-9, SPW-60PU, ZPU-4, WACH. PANZERJÄGER, D-20 152mm, M-30 122mm, L-39ZO [CLU], L-39ZO [RKT], L-39ZO [HE1], MiG-21bis [AA2], MiG-21bis [AA3], MiG-21bis [NPLM], MOT.-SCHÜTZEN (Metis), MOT.-SCHÜTZEN (Strela), MOT.-SCHÜTZEN (SVD), K.d.A. AUFKLÄRER, WACH. AUFK., FlamPz. TO-55, UAZ-469 FÜH., URAL-4320 MUN., WACHSCHÜTZEN

Army General Preview “Kassel Axis”

Hello, hello, hello!

Welcome back. After last week’s mini-insight on “what’s to come”, in today’s DevBlog, we’ll circle back to WARNO’s Army General campaigns.

We will focus on the so-called “Kassel Axis” of our World War III scenario in West Germany. Contained within are the Airborne Assault - chronologically speaking, the first campaign - plus the follow-up larger Left Hook campaign.

Let’s go!

[h2]Army General explained[/h2]
Once again, to make things clear: WARNO will ship with five campaigns, of which one—Bruderkrieg—has already been released. The remaining four campaigns will be part of WARNO’s upcoming official launch out of Early Access. Bruderkrieg is an extra campaign we managed to add on top of the four promised initially.

The base game’s campaigns are set in central West Germany during the first week of the Warsaw Pact invasion. These can be divided into either the Frankfurt axis or the Kassel axis. If you want to read more about the Frankfurt campaigns, check out this DevBlog here, detailing the Fulda Gap and the massive Highway 66 campaigns.

The incoming milestone BERNADOTTE will add new functionality to the Army General campaign mode, allowing you to play with or against other players in either Versus or Coop mode. This means that Bruderkrieg will be - once more - our testing grounds for a little while, while the other four campaigns will be playable both in single-player and online at launch!

Each Army General campaign will feature strategic options, from bringing extra reinforcements or choosing between two different units.

[h2]Airborne Assault[/h2]
The first shots of the war happen on the Kassel axis, specifically the Kassel-Calden airport, which is seized in a daring but risky covert operation by Soviet and East German special forces before daybreak. With more and more Soviet VDV air assault troops being ferried in, an airhead is established in the rear of NATO’s West German 2. Panzergrenadier-Division in the northern sectors of CENTAG.

[previewyoutube]{color:#d04437}insérer vidéo{color} https://youtu.be/4LO1tgdSfX0?si=JHcWCvJoO6x0wUjH[/previewyoutube]

With CENTAG’s attention focused on the Fulda Gap, the communist threat on this part of the front was considered secondary by NATO command. Call it faulty intelligence, Soviet misdirection, or complacency. At dawn, massive artillery bombardments and continuous aerial strikes descend on Bundeswehr forces in the Kassel sector. Arrayed in front of the NATO defenses is the Soviet 1st Guards Tank Army, a powerful force keen to join up with friendly paratroopers. For the hard-pressed Bundeswehr defenders, the communists seem to attack from all sides. A Warsaw Pact breakthrough threatens to rip a dangerous gap between NATO commands, bisecting the lines of communications between the north and the south of West Germany.



The Airborne Assault campaign calls on historical air assault landings made by the Soviets and, more recently, Russian forces on airports behind enemy lines. Kassel-Calden’s mission also reflects the use of elite special forces and saboteur squads, with inspiration drawn from the Soviet Operation Storm-333 in 1979.

[h2]Airborne Assault Insights[/h2]
In this campaign, unlike Bruderkrieg or Fulda Ga, NATO starts with an entire division - the Bundeswehr’s 2. Panzergrenadier-Division - already deployed. Some additional smaller formations are on the map as well. However, the West German brigades are spread out, while some require a few turns before they are ready to move.



The Warsaw Pact forces are all Soviets except for a single Nationale Volksarmee battalion. Their attack on Kassel and Göttingen is full-on. A key aspect of this campaign is the communist coup de main behind NATO lines, smack in the middle of the 2. Panzergrenadier-Division’s deployment area. The West German mechanized infantry is torn between performing two missions at the onset of the Pact’s invasion: safeguarding CENTAG’s flank at Fritzlar in the south or maintaining the vital link with NORTHAG in the east.

Not only that, they need to muster forces as soon as possible and crush those pesky paratroopers, sowing chaos in the rear. Aside from a single advanced Belgian recon battalion, the only help CENTAG can spare is air support from USAF and Luftwaffe air squadrons.



Having to focus on two different combat missions while the full weight of the invading Soviet 1st Guards Tank Army bears down on you… NATO is clearly stuck between a rock and a hard place.

Market Garden Revisited
For the Warsaw Pact, the situation on the ground echoes a Market Garden-style operation. A pocket of paratroopers is isolated behind NATO lines and needs to be relieved by friendly armored forces trying to break through the enemy frontline as soon as possible. As long as the communists hold on to Kassel-Calden airport and thus maintain the air bridge, fresh battalions of the 35th Guards Air Assault Brigade will be fed into it. This increases your chance of holding on to the pocket and maybe even increase its size. However, the paratroopers are lightly equipped and armed, and will have a difficult time standing against a concerted attack.



On the ground, the 20th Guards Motor Rifles Division is supported by an armored regiment from the 9th Tank Division, as well as independent helicopter and Spetsnaz forces. This is a powerful formation, but it has to break through the West German defenses, clear the Kassel urban sector, and then split between two distant objectives: either Diemelstadt in the east or Fritzlar in the south. Not an easy task!



[h2]Left Hook[/h2]
The initial Soviet offensive on Kassel didn’t create the breakthrough envisioned by high command, but did result in a large salient in NATO lines. The fighting has been hard for both sides and after a momentary pause, more and more units are being deployed. The front is far from stable. A new phase in the war begins around Kassel after four days of intense fighting. Success for the Warsaw Pact can only come from seizing their objectives, while NATO needs to defend tooth and nail both West German territory and their allies on the battlefield.

[previewyoutube][/previewyoutube]

A regrouped and reinforced Soviet 1st Guards Tank Army will push again and try to break out of the Kassel bulge. The objective is Dortmund. However, unlike the chaotic first hours of the war, NATO has rallied. Under British command, the Belgian I (BE) Corps is being deployed with additional British units. The Bundeswehr is also reforming. As such, both sides are planning their own counter-attacks.



Both sides see the stakes raised in Left Hook. NATO did not collapse as easily as predicted by the Soviet high command, while the Soviet Army was far from being a spent force with a vast number of soldiers and equipment still available to resume the attack.



[h2]Left Hook Insights[/h2]
This larger campaign takes place a few days after Airborne Assault. Kassel has fallen, the heavily mauled 2. Panzergrenadier-Division pushed back towards NORTHAG. This isolates the West German formation from its parent Bundeswehr’s III Korps in CENTAG. However, the Soviets have failed to achieve a decisive breakthrough.



The timely intervention of a British brigade plugging the line and holding along the Diemel River (the battle depicted in theWARNO’s Operation Hold Until Relieved, linking the two Army General campaigns), has given NATO critical time to regroup and reorganize.



While most of the forces from Airborne Assault have suffered losses, the Soviet 1st Guards Tank Army and NORTHAG are fielding reinforcements. For NATO, it means the whole Belgian I (BE) Corps plus the British 3rd Armoured Division and other smaller formations. The Pact fields the additional 9th and 11th Guards Tank Division. Both sides plan to launch a new offensive to regain the initiative before their opponent can launch their own operations.



The Belgians were initially only meant to be featured as a teaser for the future NORTHAG expansion, but they ended up being added in strength to represent almost half of the campaign’s NATO forces. Other units will be featured more as cameos, including a strategic choice that lets you deploy heavy Buccaneer bombers.



[h2]Until next week[/h2]
That’s it for this deep dive into Army General. Let us know what you think! We’ll be back soon!

Join the passionate 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.

See you on the battlefield, commander!

What's Next? Milestone BERNADOTTE

Hello commanders!

In today’s DevBlog, we’ll look ahead at what’s coming to WARNO soon. This will include the next major milestone, BERNADOTTE. And… it will be the final milestone before the official launch of WARNO out of Early Access!

Milestone BERNADOTTE will feature:
  • Army General will gain Versus and Coop mode (see below).
  • Previously detailed latest batches of divisional ”Housecleaning”. Read more about them here, specifically Part V and The Big Split.
  • The new Command&Control setting (more on that below)




This last milestone will not feature the remaining Army General campaigns. These will come with WARNO’s launch out of Early Access.

[h2]Army General’s Coop and Versus Modes[/h2]
As it says on the tin, the Army General’s upcoming Coop and Versus update will allow you to play any Army General campaign with or against other human players. It will retroactively apply to Bruderkrieg, already featured in WARNO, but will be - of course - a standard setting with the launch of the remaining Army General campaigns.



There will be some restrictions to both the Versus and Coop mode.
  • Four human players max.
  • Three human players top on the same side.




In Coop, all players will be able to perform all the game’s actions. So, be sure to be on the same page and have a plan - hence “cooperation,” commanders.

Once a battle is met in Army General, but before a tactical game is launched, players can distribute the battalions among them. Then, if needed, you’ll be able to switch companies from one to another to make things more balanced. Note that battles featuring fewer companies than human players on one side will be autoresolved.



[h2]Command & Control[/h2]
What’s the new Command & Control (C2) setting? In short, the more units you call in as reinforcements, the less income you get. It is an “upkeep” system adapted to WARNO, bringing several key elements:

First, it offers the advantage of letting commanders focus more on the tactical aspect of the game. It limits the number of units a commander can control on the battlefield at any time. This is especially useful for players wanting to deal with fewer units simultaneously.



Another element is that it releases players from constantly bringing reinforcements to use up their Command points. As we know, in a regular game, you are forced to spend your points as fast as possible; otherwise, you’ll field fewer units than an opponent, which puts you at a disadvantage.

Lastly, the new setting prevents an over-dominant player from increasing their lead during a battle in an insurmountable way, giving a real chance for the underdog to make a comeback.

[h2]A Setting Not a New Game Rule[/h2] Command & Control is a setting, not a new game rule. It can be applied on top of the classic Conquest and Destruction Combat Rules, only affecting the players’ income, not the victory conditions.

Your income is reduced by an amount of Command Points equivalent to a percentage of the cost of each unit deployed on the battlefield. Hence, the more units called in, the less income. Currently, we have three settings: 0% (no upkeep, the current setting), 5%, and 7%.



There are a few caveats:
  • LOG units are not counted in this upkeep. This means that maintaining your logistic lines will be crucial in the battle. As the famous quote goes, “Amateurs talk strategy, professionals talk logistics.”
  • AIR upkeep is half that of ground units, regardless of the setting you choose.
  • You can’t accumulate more than 5.000 Command Points.


The new Command & Control setting will be included in the next milestone BERNADOTTE, both available in Skirmish and multiplayer game creation lobbies (but not in Ranked). We will also convert 10vs10 lobbies to feature this new setting.

[h2]British Textures[/h2]
Last but not least, some British Army textures! In the wake of the CHIEFTAIN MK.9 remodeling, which we talked about previously, we made a pass on several British vehicles, giving them brand-new textures and markings!



[h2]Until next week[/h2]
All right, that’s all for this DevBlog. As always, until next week.

Join the passionate 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.

See you on the battlefield, commander!

Army General Preview “Frankfurt Axis”

Hello commanders,

Welcome to a new DevBlog, your favorite thing besides wreaking havoc on the WARNO battlefields!

Starting today, we’ll be taking a good look at the upcoming Army General campaigns, which will be featured in the WARNO’s launch out of Early Access.

We have divided the four campaigns into two pairs, following the two different axes of attack of our fictional World War III in West Germany.

In today’s post, we detail the “Frankfurt Axis,” which contains both the Fulda Gap and Highway 66 campaigns (and Bruderkrieg, but this one is already out in the wild).

Let’s go!

[h2]The Frankfurt Axis[/h2]
As you know, WARNO will feature five Army General campaigns at launch, all set in central West Germany during the first couple of days of the Warsaw Pact invasion. These can be divided into either the Frankfurt axis or the Kassel axis. One of the campaigns, Bruderkrieg, has already launched, part of the Frankfurt axis.



Chronologically, Kassel will go first with the Airborne Assault campaign before we transfer the action to Frankfurt with Fulda Gap and Bruderkrieg. We return to Kassel before finishing after a week of hard fighting with the colossal Highway 66. Be warned that some of these Army General campaigns are massive in scale and will take many hours to complete. Of course, you can play these campaigns in whatever order you prefer and across both sides, whether in single-player or online (versus or cooperatively).

Note that each Army General campaign will feature its own set of strategic options, chiefly about which unit or formation to deploy. We highlight a few examples in each section.

[h2]Fulda Gap[/h2]
Ah, the famous Fulda Gap. What Cold War source about a potential World War III conflict has not written about this location? Due to the constricted terrain in this part of West Germany, the actual axis of advance would be narrow, with the offensive corridor running through the Kinzig Valley.

[previewyoutube][/previewyoutube]

The Fulda Gap Army General campaign centers on the initial Warsaw Pact assault on Fulda, including their efforts to break out of the valley. The Soviet's overarching objective on this part of the front is Frankfurt-am-Main, a key logistical hub and military target, housing the American V Corps HQ. The immediate aim of the campaign is to breach NATO defenses around Fulda, enter the Kinzig Valley, and break out towards Frankfurt.

In Fulda Gap, you will see the full might of the Soviet 8th Guards Army arrayed against a light screen of American and West German forces. You might have guessed, and you guessed right, that the biggest among these troops is the 11th Armored Cavalry Regiment manning posts such as the infamous O.P. Alpha.



With devastating air attacks, continuous artillery bombardments, and wave after wave of Soviet motorized riflemen, the NATO defenses must be pried open. Warsaw Pact tank divisions wait to exploit the success and use their mobility and firepower to tear through NATO’s rear areas.

In Fulda Gap, both sides race against time, as the longer NATO can resist, the more reinforcements can be brought to shore up its defenses. On the other hand, the Warsaw Pact’s war plans underline the critical importance of speed and initiative in their attempt to break out of the Kinzig Valley; getting bogged down on the frontier would be considered a disastrous failure.

[h2]Fulda Gap Insights[/h2]
In the campaign, NATO’s battalions are clearly outnumbered. Yet, remember that the 11th ACR squadrons are each worth a small brigade and can beat back several enemy attacks - even by numerically superior forces. The American cavalrymen Achilles' heel is Fatigue, however. They might win a few fights, but they’ll end up spent and unable to continue to do battle.

You must preserve them as much as possible. Fight only the “good fight,” even if you can win more. By chance, a few of the forward NATO battalions, whether West German or American, are close enough to support the ACR’s squadrons or replace them on the line if needed. Besides, additional reinforcements are rushing to the front. In some instances, you’ll be able to select which fresh units you want to deploy, including Green Berets from the 1-10th Special Forces Group.



Although the 11th ACR will have to prevent the enemy from reaching Frankfurt, you can trade some space for time. If you must, fall back. It would be suicide to try to hold back the Soviet Army on the Fulda-Bad Hersfeld line.

The Soviets
For the Warsaw Pact, the numbers are in your favor, but a tight schedule hamstrings you. Your superiors are breathing down your neck for not falling behind the operation’s strict timetable. You can choose your combat units from the start, forming your strategy to overcome NATO defenses in the Fulda Gap. For instance, select the 21st Independent Flame Battalion (with its Buratino and TO-55) to immolate NATO resistance at close range, or opt for the powerful 303rd Guards Artillery Brigade (2S5 Giantsint-S) instead. If you can’t break NATO’s resolve, further reinforcements will come at a cost.



Time is of the essence. Losses are irrelevant. Don’t let NATO delay you too long, especially the 11th ACR. Crush the Americans quickly, even if it will cost you dearly. If you don’t achieve a breakthrough, reinforcing NATO units will undoubtedly hamper or even halt your advance through the Kinzig Valley.

[h2]Highway 66[/h2]
Let’s skip ahead a couple of days of very tough fighting. When we return to the Frankfurt-Fulda axis a week later, World War III is well underway. Highway 66 is a massive showdown on the CENTAG front. Both sides will have access to a large number of units and formations spread out across a map that stretches from Bad Hersfeld in the north, Fulda in the middle, and Würzburg in the south.

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The Soviet offensive through the Fulda Gap has penetrated far through the Kinzig Valley, along Autobahn 66. However, the communist forces failed to seize Frankfurt, being held at the gates by a solidifying defense of American and West German forces. A deadly stalemate has descended on the front.

One more push by the Soviet 8th Guards Army will be made to seize Frankfurt, throwing the last Warsaw Pact reserves into combat. However, NATO is stronger than ever, with elements from U.S. V Corps and VII Corps backed by part of the Bundewehr’s III. Korps getting ready to take the fight to the enemy. Powerful NATO forces are concentrated on the flanks, choosing to attack north or south of Frankfurt.



This means that Highway 66 is, by far, the largest Army General campaign in WARNO. Furthermore, it is the culmination of all the CENTAG campaigns that came before, with commanders able to play out their own strategy to achieve victory. NATO has a chance of success attacking over the flanks, while the Warsaw Pact can strike - in one massive push - through Hanau and seize Frankfurt in a frontal attack.

[h2]Highway 66 Insights[/h2]
This is the big one. Highway 66 lets you play with most of NATO’s US V and VII Corps and West-German III Korps, plus other elements, versus the whole of the Soviet 8th Guards Army and East German III Armee.



Many of the battalions have already been engaged in the opening phase of the campaign (featured in Fulda Gap and various WARNO Operations) and are now a shadow of their former selves. Battalions from the Soviet vanguard divisions and most of the U.S. V Corps start the campaign with losses, depleted units, and some Fatigue.

Aside from the size of Highway 66, the first turn of the campaign allows you to plan the axis of your main thrust. This increases replayability, especially online versus players of flesh and blood.



Where does the main blow land?
NATO receives the U.S. 1st Armored Division from the VII Corps. You can choose where to deploy it when the formation becomes available. An option is Miltenberg, behind the main battle line, which can be used as a reserve to reinforce or even counter-attack the center. However, there it might encounter some of the Soviet Army’s strongest units. Or select Würzburg, at the extreme right of your front. While a more isolated location, it is still a good place to strike the Soviet 8th Guards Army line of communications, defended by weaker units ... but that will leave your battle-weary center to fend for itself.

For the Warsaw Pact, you have the choice to deploy the Nationale Volksarmee’s 7. Panzerdivision, the last fresh armored reserve. It can be posted on the right flank, the shortest way to combat, where the West and East Germans are still fighting for control over Alsfeld (see Bruderkrieg). Or deploy them more centrally, near Fulda, where they will have to travel but have more flexibility in which part of the front they can reinforce.



Unlike Fulda Gap, which has an attacking and defending side, Highway 66 will be a head-on clash, with the choice of where to attack left to the player. The Soviet 8th Guards Army’s momentum is almost spent, but it can still throw its remaining reserves into a last assault on seizing its objective. Meanwhile, NATO’s first units in action have taken horrible casualties and are close to breaking point; however, more fresh troops are poised to reach the front. This is the tipping point of the Fulda campaign, but which side will be victorious?

[h2]A Chieftain rework[/h2]
Apart from all these glorious tidbits on WARNO’s Army General, some other news as well. We have been reworking the CHIEFTAIN Mk.9 model. Currently, it is a reskinned Mk.10 model, despite the turret having a different shape from the earlier version due to a lack of Stillbrew armor. Not happy with this oversight, we have redone the Mk.9 model, complete with new texture and markings, to be shipped in WARNO’s next update.



[h2]Until next week[/h2]
That’s all for this DevBlog. We will be back soon!

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See you on the battlefield, commander!