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v.106171: BRUNE Patch notes

[h3]Features[/h3]
  • Add two new divisions : 24th Infantry (USA) & 27-Ya GvMSD (SOV)
  • Add a subselection feature in a group of unit, using CTRL+TAB or SHIFT+TAB

[h3]Maps[/h3]
  • Add two new maps : Airport 1v1 DUEL & Airport 10v10

[h3]Operations[/h3]
  • Blackhorse's Last Stand : Slight corrections of the camera paths during the introduction of the mission.

[h3]Code fixes[/h3]
  • Fix a crash issue when launching the game
  • Fix an issue with command area not being totally captured

[h3]Data fixes[/h3]
  • AGL accuracy set to 50%, suppression according to caliber (x2), and 30mm HE increased to 0,6.

[h3]Nato forces[/h3]
  • Fixed FIRETEAM LDR.'s Colt Commando's ammo loadout
  • Removed CHALLENGER (both)'s L37 AA MG, which isn't modeled and which FX were firing from nowhere
  • Decreased both CHALLENGER's price by -5 (to accomodate the removal of one MG)
    3Ad
    • All M2A2 (IFV & leader) have been replaced with M2A1 variant. This is mostly a cosmetic change, since they have the same stats aas before, but an improved model.

[h3]Pact forces[/h3]
  • Reverted BRDM-2's price from 50 to 40
  • Reverted BRDM-2's base availability from 6 to 9
  • Increased all MiG-29's price by +10

    39GvMSD
    • Removed OTDELENIE PODDERZHKI from division, replaced with a card of SPG-9 dual-purpose RCL.

BRUNE Milestone Out Now!

Glorious news, commander.

The latest milestone for WARNO has hit the digital shores, with BRUNE being available now!

Teased in last week’s DevBlog, we bring a couple of exciting new features with milestone BRUNE, first and foremost two new divisions and two new maps (variants).

But first, a little historical recap about the milestone’s namesake: Guillaume Brune.

[h2]A little bit of history[/h2]
Eager beavers not interested in Napoleonic military history can skip this section. For you keen to read on Eugen’s tradition of naming major milestones after military commanders from the Napoleonic wars - you found yourself in the right spot! You have been warned. Let’s dive in!

Guillaume Brune might be one of the least known marshals, as he was mostly left unemployed by Napoléon. Morbidly enough, his death seems to be most well-remembered (and documented).



His reputation as a staunch Republican, much like his fellow marshal Macdonald, brought him into conflict several times during his career, resulting in Brune being employed as an ambassador to the Ottoman Empire. If we rewind a bit, it should be noted that Brune served with distinction under Bonaparte in Italy, and while Napoleon was campaigning in Egypt, Brune successfully took command in Switzerland and the Netherlands, where he repelled a British-Russian invasion.

A checkered career
After Napoleon’s return from Egypt and during the subsequent coup, Brune was one of his closest advisors. However, even though he was a capable military commander, administrator, and diplomat, he seemed to keep on getting in the Emperor’s way. He, for instance, signed important documents with the “French Army” instead of the required “His Imperial Majesty’s Army.” Napoleon took this as a personal affront and sacked Brune.

Brune returned only in the end stages of Napoleon’s career, in the Hundred Days in 1815. Left unemployed and ignored by the new monarch, during Napleon’s last hooray, Brune rallied to him, gaining the command of the Armée du Var, defending Southern France against Austrian-Sicilian troops. With Napoleon’s defeat at Waterloo, Brune surrendered before being forced to return to Paris.

Going down fighting
During this ill-fated final trip, Brune was recognized by a royalist mob, who caught up with him at the gates of Avignon. Despite interventions from the mayor and local prefect, the monarchist population was intent on blood and followed the once-Republican military commander from house to house. Brune’s fate was doomed; not once losing his calm and even asking for weapons to fight back, the lynching mob at last cornered him in a hotel. As ladders were placed against the windows and the first rioters entered his room, Brune put ink on paper and wrote a last letter to his wife.



What happened next has been well documented. Pushing away a pistol with his bare hands, another one misfires before a third is pushed against the back of his neck and kills him. Brune’s body is snatched and dumped in the river, where it is used as target practice. Only two days later, the marshal’s corpse is recovered and buried. An inglorious but battling-to-end finish to a Napoleonic marshal.

[h2]Milestone BRUNE[/h2]
Back to WARNO. What can you expect from the next milestone?



Two New Divisions
  • The U.S. 24th Infantry Division (Mechanized) with its contingent of National Guard units and vehicles.
  • The Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division) brimming with the latest Soviet Army equipment.
  • Read more about the two new divisions coming with BRUNE in this dedicated DevBlog.




New Airport Variants
  • The first of the new maps will be a new 1vs1 variant of the popular Airport map.
  • The second will be a massive 10vs10 version of Airport.
  • Check out more details about these new variants in the dedicated DevBlog here.




[h2]Until next week[/h2]
All right, commanders, let’s get to it. We are keen to hear your thoughts on the BRUNE milestone. As always, keep the comments constructive and the feedback respectful.

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.

Two new maps!

At ease, commanders!

We hope you are well. In today’s DevBlog, we will look at some more cool stuff coming to WARNO.

As you might know, we detailed two new divisions coming to WARNO in last week’s DevBlog: the U.S. 24th Infantry Division (Mechanized) with its sizable National Guard, and the Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division) brimming with the latest Soviet Army equipment.

The new divisions will come as part of the next milestone, named BRUNE. More details on this update in the near future. This milestone will also feature two new maps, which we will get their spotlight in today’s DevBlog!

[h2]A new battlefield[/h2]
We continue to expand the range of battlefields on offer. A case in point is the recent Airport map, which we released a few weeks back. You guys seem to like it!



We take as much as possible community feedback on board when creating, updating, or improving existing maps. As is our practice, after each new delivered map is to check if any changes are needed.

Now, with Airport it is pretty clear the community’s desire to play the same map in 1vs1 and 10vs10 modes. Lo and behold!

[h2]Upcoming Airport variants[/h2]
The next milestone, BRUNE, will feature both a 1vs1 and 10vs10 variants of Airport, with each of the versions designed explicitly for 20-player matches and do-or-die one-on-one duels.

Airport 1vs1
Creating a balanced 1vs1 experience is more challenging than it looks. It's a complex challenge in terms of level design, especially when we aim to provide a realistic environment that goes beyond simply mirroring the map into two parts. The 1vs1 version of Aiport required a complete reconfiguration of the Command Zones. Also, we needed to tailor the AI to use the new Airport variant in a 1vs1 setting.



There were a couple of key criteria:

  • Providing a sufficiently large play area allowing for tactical maneuvering and the possibility to outflank the opponent.
  • Smaller Command Zones that focus the player on key strategic points, such as buildings and industrial installations.




As always, we are keen to hear your comments. Depending on the feedback, we’ll integrate the new Airport variant into the maps available in Ranked mode.

Airport 10vs10
Now to the biggest new version of Airport: the 10vs10 variant! After some intensive rounds of internal testing, we found that the current layout of Command Zones for the 3vs3 Conquest version of Airport was pretty much ideal for the 10vs10 mode. We enlarged the deployment areas to accommodate more players.



The most challenging aspect of this variant was designing the AI behavior. We need to consider the optimal behavior to replace those who leave mid-game to ensure the smoothest experience for all those who remain.



Let us know what you think!

[h2]A finishing touch[/h2]
The two new divisions we revealed in last week’s post are getting a final touch-up in the Eugen workshop. The Strike Team is testing them as we speak and will be allowed to stream them soon. Check out some of the upcoming new units below!





[h2]Until next week[/h2]
That’s all for this week’s DevBlog. Tune in again 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.

Two new divisions!

Hello commanders!

We hope you are enjoying the fruits of our latest WARNO labor, a patch that addressed some of the most recent community feedback and player comments.

Of course, we would have loved to give you a bit more visibility of the hotfixes coming out of the Eugen kitchen, but as development and coding speeds along, things moved quicker than this weekly DevBlog could cover.

Regardless, with the latest patch out in the wild, let’s return to some other important WARNO matters at hand. As teased in our Roadmap, today is the day we’ll get to dive deep into the two new divisions coming to our World War III battle simulator! These new divisions will be added to the Pre-Order pack, free for all participants in the Early Access.

Strap in because this DevBlog will be a chunky one!

[h2]Introducing two new division[/h2]
All right, plenty of speculation has been going the rounds, but unfortunately (or fortunately for us), this time you sleuths didn’t catch on to the divisions being tinkered with in the workshop.

Let’s welcome to the stage the U.S. 24th Infantry Division (Mechanized) and the Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division).



Both new divisions use a mix of existing units, new variants, and some fresh units held in reserve for the upcoming Army General campaign. They will also feature their own slot cost and availability per category. We aim to make these divisions distinct in their playstyle (more on that below).



So, without further ado, let’s check out what both NATO’s 24th Infantry Division and Warsaw Pact’s 27th Guards Motor Rifle Division have to offer.

[h2]U.S. 24th Infantry Division (Mechanized)[/h2]
Unlike most of the other American divisions featured in WARNO, the 24th Infantry Division (Mechanized) wasn’t stationed in West Germany but across the pond in the good ‘ol United States. Earmarked for duty in Europe in case of war, the formation itself wasn’t a REFORGER division either (Return of FORces to GERmany), meaning it didn’t have any pre-positioned equipment waiting for it in the Federal Republic of Germany. Instead, this division would travel with all their materiel on ships, and this would have taken a few weeks.



For budgetary reasons, the 24th Infantry Division wasn’t kept at full strength. It only featured two regular infantry and tank brigades instead of the usual three. This means that the formation was kept at 60% strength. In case of war deployment, it would have been reinforced by an additional National Guard brigade, the 48th Mech. Infantry Brigade, Georgia National Guard.

[h2]A real-life example[/h2]
A short intermission, but in real life, when the 24th Infantry Division and the 1st Cavalry Division (another reinforcement formation with a National Guard brigade) deployed for Desert Storm in Iraq in 1991, both divisional commands decided to not take their part-time soldiers with them. They considered them unfit for duty.



However, in our timeline to war, the Georgia National Guard will join the 24th Guards Infantry Division in their duty in West Germany. All the National Guard units will receive the Reservist trait and no veterancy. This not only concerns infantry squads and weapon teams, but also vehicles, including Abrams tanks, Bradley IFV, and the M109 self-propelled howitzer. To bolster the National Guard’s morale (or perhaps keep them in line), an entire military police battalion will be attached to the division, featuring larger new Command and “combat” MP squads.



[h2]U.S. 24th Infantry Division (Mechanized) in-game[/h2]
What makes the 24th Infantry Division stand apart from its closest comparison, the in-game 8th Infantry Division (Mechanized)? The 24th ID’s infantry has been reorganized around the Bradley IFV (National Guard detachment included). Likewise, the division had already transitioned in its entirety from the M60 Patton to the M1 Abrams and was one of the few formations to use the M1IP Abrams during the Gulf War (but not the M1A1). This makes the 24th Infantry Division sort of “missing link” between the 8th Infantry Division (Mechanized) and the 3rd Armored Division.



The division itself only receives the AH-1A Cobra as helicopter support, but the Florida National Guard will reinforced the division with an attack helicopter unit containing AH-64A APACHE.



The 24th Infantry Division can call on strong air support, including a new variant of the F-15C air superiority fighter with AIM-7 Sparrow missiles, as well as the brand-new F-15E Strike Eagle with a tremendous LGB loadout! These very capable aircraft are supported by F-4 Phantoms (including Wild Weasel SEAD variants) and F-111 tactical bombers.

[h2]The National Guard in-game[/h2]
As explained above, all new National Guard units will feature the Reservist trait and be veterancy locked. These new vehicle units are:

  • NAT. GUARD M1 ABRAMS.
  • NAT. GUARD M109A2.
  • N.G. M151A2 I-TOW.
  • N.G. M2 BRADLEY IFV.
  • NAT. GUARD AH-64A APACHE.


Most of the above vehicles will get a new camouflage scheme based on the paint job used by the actual 48th Mech. Infantry, Georgia National Guard during a training exercise in the Mojave desert in 1991.

New National Guard infantry units, be it recon, leader, or weapon teams including MANPAD, also deploy with Reservist trait and veterancy locked:

  • N.G. FIRE TEAM LDR.
  • N.G. FIRE TEAM (DRAGON).
  • N.G. FIRE TEAM (LAW).
  • NAT. GUARD SCOUTS.
  • NAT. GUARD M60 7,62mm.
  • NAT. GUARD STINGER.


National Guard units were usually at the bottom of the priority list for replacements, so they would go to war with older equipment. This includes M16A1 assault rifles (with smaller magazines, hence lower RoF), M60 squad machine-gun (same here), Dragon 1 ATGMs, I-TOW, M14 battle rifle, Stinger A, etc.

[h2]Other new units[/h2]
The 24th Infantry Division will also feature a bunch of new units, including:

  • M548 armored supply carrier.
  • MP LEADER. A large infantry squad with Leader, Security, and Military Police traits, fielding a mix of M16 and M14. Lacks AT.
  • MILITARY POLICE. Likewise, a large fire support infantry squad with Military Police trait, armed with M16 and M14, plus two M60 machine guns. No AT.
  • F-15C [AA2]. As mentioned before. Armed with 4x AIM-7M Sparrow and 4x AIM-9M missiles.
  • F-15E STRIKE EAGLE. This state-of-the-art plane comes with 4x GBU-10 and 4x AIM-9M missiles.


[h2]U.S. 24th Infantry Division (Mechanized) in short[/h2]
One of the 24th Infantry Division’s key features is that about a third of its strength is made up of National Guard units. This makes the division to closest to a “reserve” division as found with our other nations in WARNO.

For instance, you’ll get to choose between regular Fire Teams with the M2A1 Bradley or the less experienced, but cheaper, Nat. Guardsmen fielding older small arms in M2 Bradley (both of the latter units featuring the Reservist trait).

The U.S. 24th Infantry Division (Mechanized) will feature a mix of quality and quantity. Ample access to Infantry and Tank, but less promising in the AA and ART tab compared to the 8th Infantry Division. Air, however, will prove to be more than capable.



[h2]Soviet 27-ya Gv. Motostrelk. Div.[/h2]
NATO had its turn, now onwards to the Warsaw Pact, specifically the Soviet 27-ya Gv. Motostrelk. Div. or in plain English, the 27th Guards Motor Rifle Division.

Together with the in-game 39th and the 79th Guards Tank Division, the 57th Guards Motor Rifle Division, the 27th was part of the Soviet 8th Guards Army. This strategic formation would be the one to strike first in any Warsaw Pact offensive through the Fulda Gap.



Although this happened during Perestroika and the subsequent reduction of forces, the 27th Guards Motor Rifle Division was scheduled to be reorganized by the end of the Cold War. The formation was designated a testbed for the “Division ‘90” concept. This was a Soviet prototype Order of Battle, including an adapted Table of Organisation & Equipment. It would serve as a model for all Soviet divisions going into the next decade. Of course, this never came pass; in our history, however, things took a different path, and the transition to a “new style” 27th Guards Motor Rifle Division did take place.

[h2]”Division ‘90”[/h2]
The “Division ‘90” concept implied a reduction in divisional strength, with one out of three infantry regiments being disbanded. This would mean minus three infantry and one tank battalions compared to a than a standard motor rifle division. But a single independent motorized infantry battalion equipped with BTR-80 wheeled APCs would replace one of the removed infantry battalions. So, the total reduction would be two infantry and one tank battalion. We will represent this in WARNO with the availability of slots in each category and their costs.



Reducing the manpower meant that 27th Guards Motor Rifle Division could get rid of most of its obsolete equipment, concentrating its soldiers on the most efficient pieces of materiel. This includes state-of-the-art new weapon systems available or given for testing, or the latest improved variants of existing ones.

[h2]Soviet 27-ya Gv. Motostrelk. Div. in-game[/h2]
Several new units will find their way into the division in WARNO. This includes:



  • 2S3M1 Akatsiya. The same self-propelled howitzer but with the ability to fire Santimetr CLPG (Cannon Launched Guided Projectile). This capability results in a corrected shot with pinpoint accuracy. The division keeps the same number 2S3 as any other Soviet division, but half will be the new 2S3M1 variant.
  • 2S29 Nona-SVK. The same 120mm gun-mortar as the 2S9 Nona, but mounted on a faster (and more fragile) BTR-80 chassis.
  • 2A36 Giantsint-B. This is the new 152mm howitzer entering service in the Soviet Army in the late ‘80s. Although restricted to dedicated artillery divisions or brigades, the 27th Guards Motor Rifle Division got to replace its older divisional D-20 howitzers with these newer pieces.
  • 2A45 Sprut. A 125mm tank gun used as a towed anti-tank gun, replacing the MT-12 Rapira 100mm. Let’s say that not all new equipment is always better. In this case, the new gun was unable to shoot ATGM rounds, plagued with bad aiming sights, and featured limited range. The 2A45 Sprut does have the ability to fire the T-80U’s DU rounds. This means that this gun can still be a (very) nasty surprise for anybody getting too close for too long!
  • Konkurs-M. Although no archive clearly states that the 27th Guards Motor Rifle Division welcomed the improved Konkurs-M within our timeframe, this upgraded variant was tested at the time and was to be adopted soon after 1989, despite the fall of the Soviet Union. The new ATGM variant shares the same stats but improved accuracy and a significant increase in penetration.
  • BRDM-2 Konkurs-M. The dedicated ATGM carrier is like its predecessor but fires the improved Konkurs-M as described above.
  • MT-LB Strela-10M3. The same vehicle as its predecessor, but with a missile that is more accurate, more powerful, and with extended range.
  • Tor. The 27th Guards Motor Rifle Division was one of the first divisions to receive this brand-new SAM. The Tor would replace the Osa SAM vehicle, improving on it in many ways: more missiles, higher accuracy, greater anti-helicopter range, and more resilience because of its tracked chassis.And we create a special FX (visual and sound) to feature its specific vertical missile launch.




The 27th Guards Motor Rifle Division also features a bunch of other changes, new weapons, unit variants, and more.

  • A general change to the infantry weapons fielded in the division means that disposable RPGs replace the old RPG-7. All the formation’s infantry will be armed with either the small RPG-18 or RPG-22 (for Engineers, Scouts, and Leaders) or the more powerful RPG-26 and heavy RPG-27 (BMP and BTR infantry).
  • Although the division features some BMP-1, most of the 27th Guards Motor Rifle Division IFVs are BMP-2 and variants. Some dedicated “assault” versions have been included: the BMP-2AG with an AGS-17 grenade launcher and the BMP-2D, up-armored but lacking its amphibious ability. The Mot. Razvedka will also have access to the new Razv. BMP-2.
  • There will be BMP-2K and BTR-80K Command variants.
  • Finally, we have attached a new aircraft to the division. This plane would only gain fame a decade later, in real life, but had already gone through testing and been approved for service in 1989. A dozen models had been built by this time. After the fall of the Soviet Union, and the fact that the factory building the aircraft was located in Georgia, delayed the production by a decade. This plane is the T-8M, later renamed the Su-25T. This reshaped variant of the Su-25 was dedicated to anti-tank warfare, carrying 16 Vikhr AGMs (firing them in pairs ingame) as well as two AA self-defense missiles.
  • Some of the new equipment found in the ranks of the 27th Guards Motor Rifle Division were only cosmetic, with the division’s soldiers entirely dressed in the new TTsko camouflage uniforms. All infantry and crew-served units will feature these new redesigned models.
  • Note that all the above “same vehicle as predecessor” will feature the new three-tone camouflage paint job to set them apart from other units in the same series.




[h2]Soviet 27-ya Gv. Motostrelk. Div. in summary[/h2]
As you can see, the 27th Guards Motor Rifle Division will have access to some of the latest hardware to be deployed in the Soviet Army. The division’s major strengths will be its strong infantry and potent artillery. Armor is basic, with all the tanks being the T-80BV variant.



In terms of slot availability and cost, INF features powerful new variants and armored vehicles, but with category slot availability, although better than the 79th Guards Tank Division, below the 39th Guard Motorized Infantry. ART will have plenty of slots. AA will likewise have good availability and very powerful medium SAM units, especially useful against helicopters. However, long-range heavy SAMs are lacking, and no cheap short-range AA, except for MANPADs.
REC, TANK, LOG. AIR are pretty standard, and the HELO is rather basic.

[h2]WARNO Armory[/h2]
Before leaving you, we wanted to spotlight another community-made website that is very useful for unit and weapon comparison purposes, patch notes, division analysis, and more!

WARNO-Armory (www.warno-armory.com) is developed by a passionate WARNO fan by the name of Reaktor 4. Starting as a basic tool, it has grown steadily over the last year, intending to help new and veteran players better understand the game.



Providing insight into WARNO is done through several major features.

Patch History
Players can view every iteration of WARNO since v85396 Suchet. You can even compare units across different patches to see how they changed.



Unit List
A comprehensive list of units is included in the WARNO-Armory, which you can filter by nation, division, role, or name. Unreleased units or units available only in scenarios can also be viewed. Hidden and calculated stats can be checked as well.



Stat Ranks
Furthermore, every stat in WARNO-Armory is ranked and compared to other weapons and units of its type.



In case you want to know more, WARNO-Armory provides a host of information. Just hover over something for more details.

Deck AnalyzerTM
Apply the cumulative knowledge of some of the best WARNO players to help you make a better deck. Deck Analyzer shows a breakdown of your division’s deck capabilities while also telling if you overstuffed your build with too many high-cost units.



WARNO-Armory is still under active development, so expect things to change and improve. If you’d like to support the site, consider joining our Discord at https://discord.gg/qtEupF69Ct.

[h2]Until next week[/h2]
We love to hear and read your constructive and knowledgeable commentary and feedback! The positive comments made by many of you, across all our channels in recent weeks, towards the game and our development team, have helped us make a better WARNO. Thanks! Keep it calm, cool, collected, commanders!

You can always 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.

As always, see you on the battlefield, commander.

v.104884: Patch notes

[h3]Code fixes[/h3]
  • Fix bug with airplanes staying Routed after evacuation
  • Fix launch battle timer not showing
  • Fix some issues with airplanes gatling not firing on ground targets

[h3]Data fixes[/h3]
  • Recon values fixed

[h3]Nato forces[/h3]
  • FistV no longer get the GSR trait
  • Fixed Leopard 2A4 availability to 2/1/- as intendend

[h3]Pact forces[/h3]
  • Change BM30 weapon trait to CLUSTER instead of HE as intended