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v.101679: MORTIER hot fix

[h3]Code Fixes[/h3]
  • Fix possible black screen when viewing old replay
  • Fix crash on Airport map occurring when destructing some specific buildings

v.101570: MORTIER Patch notes

[h3]Operations[/h3]
  • The Dieburg Salient: optional character specified in the wording of the "Destroy AA" objective
  • The Dieburg Salient: enemy T-80UK replaced with T-80BVK

[h3]Tutorials[/h3]
  • "Infantry - Basic Combat" : - The phase during which the player has to destroy two BMDs now starts when the advisors has endend its previous dialog sequence
  • "General - Basic I - Camera & Controls" : - Slight improvement of the fluidity of certain dialog sequences
  • Tutorial "General - Basic I - Camera & Controls" : - Hint : Addition of the mention of game pace control tools (arrows) in the UI.

[h3]Maps[/h3]
  • New 3x3 Airport map
  • The highway pathfind of Twin Cities has been enhanced
  • Delivery of the "1vs1 Duel" scenario for the Two lakes map
  • Delivery of 10vs10 tactical scenario for maps: Rift, Twin Cities and Triple Strike

[h3]Features[/h3]
  • New FXs for fuel explosion & helicopter crashes

[h3]Code fixes[/h3]
  • When a unit asked for supply has reached the supplier, it will follow the supplier if this one goes out of range
  • It is now possible to use the last day of the month for the anniversary date when creating an account.

[h3]Generic[/h3]
  • All tanks with reactive bricks now gets a new ERA trait, granting them +2 HP (10-->12) but their extra-armor is restricted to +1front & side armor value compared to their nonreactive counterpart, except T-80UD which get +2/+2 due to its next-gen reactive bricks being more efficient against kinetic rounds too. This affect the following tanks: T-62MV, T-64BV, T-64BVK, T-80BV, T-80BV Izd. 29, T-80BVK, T-80U, T-80UD, AMX-30B2 BRENUS
  • Very small splah damage added to infantry weapons
  • Small precision increase for autocanon around +5%
  • Change behaviour of MMG/HMG/Grenade tripod : 90° yaw angle and -40/+40° pitch angle, now allowing more firing situation
  • Change behaviour of ATGM tripod : 90° yaw angle and -40/+40° pitch angle, now allowing more firing situation (yes, they can have the high ground, Anakin)
  • All transport helicopter's price raised by +5 pts
  • All helicopter's max speed reduced by 10%
  • All ATGM jeep price increase +5 pts
  • +5% damage HE on autocanon and +6% on their splah area

[h3]Nato forces[/h3]
  • Increased M1 & M1IP ABRAMS' 105mm gun's range from 2100m to 2275m (AP changed accordingly)
  • Gazelle Canon price increase to 50 pts
  • Puma Pirate price increase to 60 pts
  • Puma Pirate now avaibale with 2 cards of 4 units each
  • Decreased all AMX-30 (but BRENUS)'s armor to 9/4/3/2
  • Decreased AMX-30B2 BRENUS' armor to 10/5/3/2
  • Increased all AMX-30 (and only AMX-30!)'s 20mm accuracy from 34% to 58%
  • AMX-30B price decrease to 90 pts
  • AMX-30B CMD price decrease to 120 pts
  • AMX-30B2 price decrease to 135 pts
  • AMX-30B2 CMD price decrease to 165 pts
  • AMX-30B2 BRENUS price decrease to 145 pts
  • M1 Abrams price increase to 185 pts
  • M1 Abrams CP price increase to 215 pts
  • M1P Abrams price increase to 205 pts
  • M1P Abrams CP price increase to 235 pts
  • AMX-30's M621 autocannon renamed M693 as fitting
  • Increased AMX-30 (all)'s autocannon loadout from 300 to 480
  • AMX AuF1 Canon modified to match IRL behaviour, with 6x6 round salvos
  • Chasseurs Paras price increase to 55 pts
  • Légionnaires Paras price increase to 65 pts
  • Paras S.A.S price increase to 65 pts
  • M40A1 price increase to 45 pts
  • L6 WOMBAT price increase to 45 pts
  • Rover Wombat price increase to 50 pts
  • S.A.S price increase to 85 pts
  • Arm. rifle price increase to 40 pts
  • HSF price increase to 25 pts
  • Réservistes price increase to 25 pts
  • FR.Polizeu-Reserve price increase to 25 pts
  • Airmobile Gun Group price increase to 40 pts
  • Dismount Troopers price decrease to 50 pts
  • Kanjagd price increase to 50 pts

[h3]Pact forces[/h3]
  • Increased T-64B, BV & BVK's armor from 14/7/3/3 to 17/9/4/3
  • Decreased T-64B, BV & BVK's AP from 18 to 17
  • Increased T-64B, BV & BVK's main gun accuracy from 55/45 to 65/55
  • Renamed T-64B, BV & BVK's main gu from 2A46M to 2A46-2
  • Decreased T-64BVK's number of auoloader "salvo" from 2 to 1 (halving main gun ammo)
  • Fix HE of RPO napalm launcher to 0.75 as intended
  • Fix armor error on T72M1 DDR, et to : 17/8/4/3
  • All T-72M armor set to 15/8/4/3
  • All T-72M range reduced to 2100m
  • All T-72M accuracy set to 55/45
  • All T-72M CMD ammo reduction to 22
  • All T-72M1 armor set to 17/8/4/3
  • All T-72M1 range reduced to 2100m
  • All T-72M1 accuracy set to 55/45
  • All T-72 armor set to 15/7/4/3
  • All T-72 range reduced to 1925m
  • All T-72 accuracy set to 55%/45%
  • Removed T-62MK's ATGM, as was the case with command variants
  • Replaced all T-62M's NSVT with a DShKM
  • Increased T-62M, M1 & MK's armor from 10/3/2/2 to 14/8/4/2 (it got better "real" armor protection than the "reactive" MV)
  • Increased T-62MV's armor from 12/6/3/2 to 12/9/4/3
  • Changed T-80U's armor from 20/9/3/2 to 19/9/5/3
  • Increased T-55AM2 & AM2B' 100mm gun's range from 2100m to 2275m (AP changed accordingly)
  • Increased 9M117 Bastion missile's accuracy from 40 to 60%, being IRL laser beam riding
  • Fupz T55AM2K3 price increase to 135 pts
  • Kpz T55AM2 price increase to 105 pts
  • Kpz T55AM2 base avaiability decrease to 8 per card
  • Kpz T55AM2B price increase to 135 pts
  • Kpz T55AM2B base avaiability decrease to 6 per card
  • Fupz T72M price increase to 195 pts
  • Kpz T72M price increase to 165 pts
  • Kpz T72M base avaiability decrease to 6 per card
  • Kpz T72 price increase to 140 pts
  • Kpz T72 base avaiability to 7 per card
  • Kpz T72M1 price increase to 190 pts
  • PAK MT-12 & MT-12 Rapira price increase to 85 pts
  • BMP-3 price increase to 85 pts
  • T62M1 price increase to 115 pts
  • T62M1 base avaiability decrease to 8 per card
  • T62MK price increase to 145 pts
  • T62M price increase to 145 pts
  • T62M base avaiability decrease to 7 per card
  • T62MV price increase to 145 pts
  • T62MV base avaiability decrease to 6 per card
  • T64B price increase to 210 pts
  • T64B base avaiability decrease to 6 per card
  • T64BV price increase to 245 pts
  • T64BV base avaiability decrease to 4 per card
  • T64BVK price increase to 275 pts
  • T80BV price increase to 250 pts
  • T80BVK price increase to 280 pts
  • T80BV IZD price increase to 255 pts
  • T80UD price increase to 350 pts
  • Gaz-66 ZU-23-2 price increase to 45 pts
  • Gaz-66 ZU-23-2 base avaiability decrease to 6 per card
  • SPG-9 price increase to 50
  • FS-SPG-9 price increase to 55
  • UAZ SPG-9 price increase to 50 / 55 pts (paras)
  • DESANT UAZ SPG-9 base avaiability decrease to 6 per card
  • Vopos price increase to 25 pts
  • K.D.A price increase to 50 pts
  • PT-76B price increase to 35 pts
  • T34/85 price increase to 35 pts

Milestone MORTIER Out Now

Hello!

We bring good news, commander. The latest WARNO milestone, MORTIER, is out now!

On the cusp of Eugen’s summer holidays, this major new update brings a host of new maps, from the new Airport map to 10vs10 variants, Duel type map, and a tank family rebalancing.

Keep reading to find out more, including a bit of history on MORTIER’s real-life namesake.

[h2]MORTIER’s Historical Namesake[/h2]
As always, for those not interested in a brief history lesson on Napoleonic military commanders - an Eugen tradition - you can skip this section and jump straight into the WARNO good stuff further below.



Édouard Mortier was another mediocre corps commander during Napoleon’s conquest of Europe. Like many other marshals, he performed well as a leader of men when being a direct subordinate of Napoleon, but once given an independent command, became much weaker. In Mortier’s case, three weeks before Austerlitz, at Dürrenstein, he almost got his corps destroyed, sustaining terrifying losses but saving what he could by sheer personal courage and charisma.

Apart from his unusual demise, see below, his length was also somewhat extraordinary, being very tall for the average stature of men in that era (between 1.95 to 2,02m).

From 1812, Napoleon kept Mortier close by, giving him the command of the entire Imperial Guard (including infantry, cavalry, and artillery forces). Our commander played it shrewdly in 1815 when Napoleon returned from his Elba exile. He pledged himself loyal but conveniently skipped the Waterloo campaign thanks to a rather well-timed illness.

Equally interesting are his years post-Napoleon. Out of favor, he returned to the armed forces before meeting his demise in 1835 by an “Infernal Machine” when inspecting troops in Paris. Essentially a homemade volley gun, being a row of muskets (twenty-five in total) arranged on a wooden frame that could be fired simultaneously. This particular device was aimed at King Louis-Phillipe, in an assassination attempt, but hit Mortier and a few others of the royal entourage instead. A fitting, explosive death for a commander whose name in French means mortar!

[h2]Milestone MORTIER[/h2]
So, what’s the new good stuff brought by the MORTIER milestone? First and foremost, the update will bring an always-top-of-the-list of new content: maps!

We lifted the tip of the veil of the Airport in a previous DevBlog. Check out all the new juicy details, including more info on new map assets and urban combat gameplay.



If you want to read more about the Duel map type, the new 10vs10 maps, or the updates to several tank series, check out this DevBlog here.

What does MORTIER ship?

  • The new Airport map.
  • 3 new 10vs10 maps, which are uprated versions of Twin Cities, Rift, and Triple Attack.



  • 1 new Duel scenario type (optimized for Ranked play) playable on the Two Lakes map.
  • Balance pass on several armored units, including the T-72 and AMX-30.


[h2]Less DevBlogs during August[/h2]
Alright, commanders, with the MORTIER stage in the wild, this is also a good time for you to say that the DevBlog rhythm will be much slower in August as many of the team are on vacation.

Don’t forget to 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!

BRUDERKRIEG Army General Preview

Hello commanders,

Another Thursday, another WARNO DevBlog! In today’s post, the time has come to preview one of our new Army General campaigns. Let’s take a look at the strategic, turn-based BRUDERKRIEG campaign.

Before we continue, a very very important disclaimer: this new campaign, detailed in today’s DevBlog, will not be featured in the upcoming MORTIER milestone. Instead, it might find its way in a next milestone, as soon as possible (but no guarantees on timing or which milestone - you know the drill). Clear? Clear!

[h2]A brief primer on Army General [/h2]
You might be unaware of what Army General entails. It was first introduced in Steel Division 2, emphasizing the “strategic” by offering a brand-new playing experience beyond the standard tactical battle. Army General is a turn-based strategic mode where you control dozens of formations on sprawling maps, from platoons to battalions and task forces.

Each turn represents a part of a day, with a campaign running for a number of set days. Within this period, you’ll be able to fight, defend, withdraw, call in reinforcements, decide on tactical options, call in aircraft, position your units for the best possible results, and ultimately achieve the objectives to win the Army General campaign. Once you do battle, you can select your forces and opt to have it resolved automatically or dive into tactical mode, which is our normal battle mode.

WARNO’s base Army General campaigns are all focused on NATO’s CENTAG area of operations, including the famous Fulda Gap. Each campaign will feature its array of formations and units, consistent with the order of battle for 1989, which each campaign playable by one side or the other. Each map focuses on a different sector of West Germany and the Inner German Border, and is massively detailed, based on actual satellite imagery and real-life maps.

You can play WARNO’s Army General campaigns either in single-player, versus, or cooperatively, and each will feature its own introductory video. Initially WARNO would have ship with four Army General campaigns, but we have increased this to five by updating and revising a test case campaign to be fully playable. And this new, smallest campaign - BRUDERKRIEG - we’ll detail today.

[h2]BRUDERKRIEG Campaign Detailed[/h2]
Bad Hersfeld lies north of Fulda, which in our World War III scenario is the main axis of advance of the Soviet 8th Guards Army gunning for Frankfurt-am-Main. The flank of this Warsaw Pact offensive piercing through CENTAG needs to be secured. This task falls on the East German National Volksarmee, specifically the 4. Mot.-Schützen-Division (4.MSD). They will attack Bad Hersfeld, a town guarded by the forward-deployed 3-11th Armored Cavalry Regiment. Once taken, the East Germans move on to secure Alsfeld, a critical crossroads with more easily traversable terrain further ahead. There, if the opportunity arises, the (4.MSD) would either dig in or continue to advance.

Most pressing would be a NATO counter-attack in this sector. And this threat would come chiefly from the West German 5. Panzerdivision set on not only taking back territory lost but threatening the whole Soviet offensive thrust further south. A series of pitched battles await in BRUDERKRIEG.

Check out a brand-spanking new video briefing we made for the BRUDERKRIEG Army General campaign:
[previewyoutube][/previewyoutube]

[h2]BRUDERKRIEG’s Gameplay[/h2]
As we briefly mentioned, the BRUDERKRIEG campaign pits the East-German 4. Mot.-Schützen-Division (4. MSD) versus the U.S. 3-11th Armored Cavalry Regiment and scattered West German battalions, holding out until the West German 5. Panzerdivision (5. PzD) can deploy.

Warsaw Pact
The Warsaw Pact player will be on the offensive. They must first force the defensive positions at Bad Hersfeld before rushing the crossroads at Alsfeld. Dense forests and rugged terrain make maneuvering close to the Inner German Border difficult, but beyond Alsfeld, the countryside opens up a bit. Speed is of the essence as NATO’s 5. Panzerdivision will likely launch a counteroffensive at their earliest convenience.



As you can see in the image, the 4.MSD is arrayed in two battlegroups: one vanguard featuring two infantry regiments (one made up of wheeled BTR, the other of BMP infantry fighting vehicles) with supporting artillery, an assault engineer battalion, and the divisional recon battalion. These are lined up directly in front of Bad Hersfeld. Behind it, the division’s second echelon. These forces are fixed until the town is captured and are composed of a second BTR infantry regiment, a tank regiment, as well as HQ forces, SAM, and MLRS battalions.




NATO
Facing them, the lonely 3-11th Armored Cavalry Regiment, the only American squadron (U.S. cavalry called battalions squadrons) in this scenario. Behind this force, a few scattered West German battalions while the first brigade of the 5. PzD hasn’t deployed yet. They will be unlocked over time (but not necessarily all at the same moment).

The unenviable task of delaying the entire East German offensive by itself in the first key turns rests on American shoulders. What to do? Fight and die alone in Bad Hersfeld but gain some crucial hours? Or fall back while they can, regroup with the West German reinforcements, and go on a risky counter-attack when the opportunity arises? By giving up the crossroads to 4.MSD, the East Germans can fan out and deploy out of their constricted attack column.



As you can see, the 3-11th ACR features an Attack Value of 18 and a Defensive Value of 11. A single squadron is quite a handful, almost as powerful as an entire East German infantry regiment with support.

The Americans have genuine prospects of holding their ground for a turn or two, even launching a local counter-attack on an overextended Volksarmee. But there is a considerable risk of being destroyed. Withdrawal is always an option, but it might give the Warsaw Pact an early advantage in subsequent fighting centered on Alsfeld.



If and once Bad Hersfeld has fallen, the 4.MSD’s second echelon of units will be made available. The whole division can now rush Alsfeld. Depending on the speed of the march, the East Germans can arrive in the town in about a turn before the first advanced elements of NATO’s 5. PzD reach the outskirts of Alsfeld. From then on, the tables turn. The Warsaw Pact becomes the defender under attack by a newly reinforced and much stronger West German task force.

[h2]Army General New Features[/h2]
As we keep smoothing out our Army General, a couple of new features and systems have made it into the mode. Such as?

Improved Army General UI
In the above screenshot of the 3-11th ACR, you might have spotted the Active label. This is one of the many minor improvements we have added to the UI in our strategic mode. It lets a player immediately see which battalions can engage the enemy and which do not. In this particular case, the only forces with enough Action Points left are the three formations with the Active label.



Battle Plan System
We have already lifted the tip of the veil on a new feature of WARNO’s Army General mode, the new Battle Plan system. Read more about the first reveal in this post here. We have continued working on it, allowing you to select any available battalion straight from the Battle Plan’s list, without having to click on them in the field directly. This is especially useful for air assets, which in Steel Division 2 required you to scroll to an airfield on the map to select them.



Depending on their role, battalions will not occupy the same slots:

  • COMBAT battalions can be placed in 2x slots. These include infantry, tank, and helicopter battalions.
  • AUXILIARY can be used in a 1x slot. These are recon, territorial or militia forces, and engineers battalions.
  • ARTILLERY battalions can also be placed in a 1x slot. These are towed or self-propelled gun battalions or Multiple Rocket Launcher Systems (MLRS), which can join the fight from afar.
  • AIR occupy 1x slot. These are ground attack, fighter, or SEAD squadrons.




New Tactical Choices
In each Army General campaign, we have introduced new “tactical choices.” At some point, you might be asked to choose between two options, each with its consequences. These can range from which reinforcement formation, to accepting help from a nearby operational command (or not), deploying heavy equipment, etc. Some will just give you new units, others grant you handy victory points, while others will cost you more.



[h2]Coming up next[/h2]
We are aware that the Army General mode is taking its time. Some of the community are growing restless, we dare say, but please keep in mind the significant undertaking of this major new WARNO feature. Everything from Steel Division 2’s era has been redone, from the introduction to the Battle Plan system, battalion categories, Action Points, the map, and UI. And a very big addition is this BRUDERKRIEG campaign, which we added on top of the four original Army General scenarios currently in the works.



We are talking about a serious amount of work. However, the hard part is out of the way. With BRUDERKRIEG, we established a lot of the new Army General foundations. This means that creating and updating the next ones will be much quicker (and hopefully easier too).

You might notice that BRUDERKRIEG uses only one-third of a much larger map. This is CENTAG’s northern flank, connecting it with NATO’s NORTHAG.



This map will be used in its entirety in our campaigns, with all likely wartime formations present. That’s a serious amount of gameplay right there!

[h2]Map Making Stream[/h2]
Before we leave you be, a brief message from our valued community member Protosszocker. This Friday, three members of the amazing Eugen map-making team will join the SDL stream for another Friday Night WARNO event. They will play games with the community while discussing WARNO’s map creation’s process and ongoing projects.

If you want to have the chance to interact, play with, or against WARNO devs, make sure to join the event.

You can find the stream by following the link below.
https://www.twitch.tv/sd_league

Streaming doors open this Friday, 21st of July, at 7:30 PM CEST.

[h2]See you on the battlefield[/h2]
That’s all for today’s deep dive into the BRUDERKRIEG Army General scenario. We can’t wait to hear what you think.

Don’t forget to 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!

A Status Update

Hello all!

We hope you are well. As you might know, last week saw the release of the latest WARNO milestone, VICTOR, bringing a bunch of exciting new features and improvements to our game. Check out this dedicated DevBlog to know all the ins and outs of this new milestone.

In today’s DevBlog, let’s lift the tip of the veil on the hodgepodge of new features you can expect to hit WARNO in the coming future, including the next milestone MORTIER.

[h2]The MORTIER milestone[/h2]
The Eugen team never rests on their laurels. We are busy with the next batch of updates. When? Let’s plaster the Eugen trademark of “when it’s done, it’s done” for the time being. But the What? is something we can answer today.



As part of our production pipeline, we are working on the upcoming milestone, codenamed MORTIER. Some of the new features listed further below might be part of this milestone, but only when finished, tested, and ready to ship. What we can say will be part of MORTIER is the following:

  • The new 3vs3 Airport map.
  • New 10vs10 versions of existing maps, namely Twin Cities, Rift, and Triple Attack.
  • A new 1vs1 Map Duel variant of existing maps, used to expand the number of Ranked maps for competitive play.
  • Other improvements, updates, and changes, including potentially some of those listed below.




Mind you, everything else described next is - in one way or another - very much work-in-progress. Likewise, the release date of MORTIER is still up in the air, but we hope to have it done soon (Eugen trademark).

[h2]New Maps[/h2]
As explained above, we will try to feature several new maps in MORTIER. The first one on the list is the previously revealed Airport map, set for 3vs3 play. Read more about it in this DevBlog here.



We mentioned this before, but the Airport map will feature several new assets and improvements in level design, gameplay, and balance. Dynamic urban combat is one of them!



New 10vs10 variants
As is a popular request for quite some time already, we’ve been hard at work at providing even more 10vs10 maps. Part of the work involves tweaking the AI so that they will accommodate the new player count. The next set of 10vs10 maps will be updated versions of the existing Twin Cities, Rift, and Triple Attack.



Let us know what you think. We will keep refining the 10vs10 format, depending on your feedback and comments!

New 1vs1 Map Duel
We have also listened to your feedback about wanting more 1vs1 maps, especially balanced ones for competitive play. A new series of maps are in the works, called Duel, which will be offered for Ranked play.



MORTIER will probably feature the first 1vs1 Duel scenario, playable on the Two Lakes map. Other maps of this new type should significantly increase the number of maps available in Ranked. We are also working on a 1vs1 Duel version of the Airport map.

[h2]New Operations[/h2]
We are working on two new Operations. We aim to include a host of single-player battle scenarios intimately tied to our overall fictional World War III. The current roster of Operations range from desperate rearguard combat Black Horse’s Last Stand, Soviet airborne assault in The Kitzingen Ruse to the devastating tank battles in Red Juggernaut.

In the next two Operations, one will take place at the far northern end of CENTAG with the British Army on the Rhine, while another zooms in on the Soviet efforts to breach the NATO defenses on the outskirts of Frankfurt.

[h2]Hold Until Relieved[/h2]
In the first scenario, the British Army on the Rhine will have its glorious appearance. While the British were chiefly responsible for NORTHAG, in our war scenario, a successful Soviet push on the operational boundary between NORTHAG and CENTAG sees several British Army units being pushed further south from the original positions.



In the upcoming Hold Until Relieved, forward-deployed elements of the British Army of the Rhine are hard-pressed by the Warsaw Pact spearhead aimed at Dortmund, with Soviet units first taking Kassel and then nearby Warburg. With only limited forces available, the British 33 Armoured Brigade at Paderborn, part of the 3rd Armoured Division, is rushed to the front to buy time for reserves to deploy in the rear. A battalion from the