1. WARNO
  2. News

WARNO News

Update on Milestone SOULT

Hello commander,

Some unfortunate news. While we tried our darndest, we weren’t able to lock down and deliver the latest WARNO’s milestone - SOULT - to you today, as initially planned. Our apologies!

[h2]ASAP means ASAP[/h2]
Our intention was for SOULT to be ready, checked, and tested, before today’s DevBlog, but due to unforeseen technical hurdles, we didn’t manage. We want you to play with the new Operations. We are sorry!



We are very hard at work getting SOULT out of the door. However, we can’t say for sure - which by now you should know as a trademarked “soon” - in the milestone’s case, it will be ASAP. And ASAP means ASAP! This doesn’t mean weeks, but rather days (though not hours or minutes). Which day exactly is difficult to tell, but… shortly.

[h2]The details of SOULT’s Operations[/h2]
In case you missed what’s coming with SOULT, check out the following details.

Black Horse’s Last Stand
The battered American 11th Armored Cavalry Regiment needs to hold the line near Bad Orb and successfully resist the Soviet spearhead of the 39th Guards Motor Rifle Division. You’ll need to conduct a fighting withdrawal while establishing your new HQ. As you continue to defend, you can call in a pair of A-10 Warthogs with West German territorial reserves deploying later.



If you want to read some more details on the first Operation, Black Horse’s Last Stand, check out this previous DevBlog here.

Red Juggernaut
Comrade commander, you’ll lead the heroic tankmen of the Soviet 79th Guards Tank Division to smash NATO concentrations on the outskirts of Frankfurt. Nothing can stand in the way of the full might of the Soviet Army after the hard-earned breakthrough north of Fulda. Frankfurt lies in your grasp, but to claim the prize, the improvised NATO defenses close to Hanau need to be destroyed.



Check some more details on the second Operation, Red Juggernaut in this dedicated DevBlog here.

[h2]See you on the battlefield[/h2] SOULT is just around the corner. Hold on until then. Keep the talk, comments, and feedback friendly and respectful, commander!

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!

Introducing Operation: “Red Juggernaut"

Hello commander!

We hope you are well. Hot on the heels of last week’s reveal of WARNO’s first Operation, we have even more to share. Today we’ll unveil Operations numero dos: Red Juggernaut.

But there is more: both Operations will be released in a new milestone, codenamed SOULT, which should hit pretty soon!

[h2]What can you expect with WARNO’s Operations?[/h2]
Now, for the meat of SOULT: our new Operations. The milestone will contain two missions, accessible in the single-player menu. These scenarios can only be played from one side, NATO or Warsaw Pact, and are scripted tactical battles with special objectives and battlefield conditions.



SOULT’s Operations are only the beginning; many more Operations are in the works! Expect more details to drop in the coming weeks. And, we will update and improve our Operations, taking the community’s feedback into account!

In last week’s DevBlog, we detailed the very first of these Operations, Black Horse's Last Stand. Make sure to check out the post, and the accompanying video, if you want a more detailed sneak peek of what to expect.



[h2]Red Juggernaut[/h2]
Comrade commander, you’ll lead the headstrong tankmen of the Soviet 79th Guards Tank Division in an effort to smash the improvised NATO defenses on the outskirts of Frankfurt. Nothing can stand in the way of the full armored might of the Soviet Army after the hard-earned breakthrough north of Fulda.



Frankfurt lies in your grasp, but to claim this grand prize, NATO concentrations close to Hanau, scattered 3rd Armored Division and 11th Armored Cavalry Regiment forces, must be swept away. Be aware, superiors at the 8th Guards Army will monitor the progress of your armored spearhead with the utmost interest. Failure is not an option, comrade commander.

[h2]The 79th Guards Tank Division[/h2]
We had a great amount of fun thinking of a title for this Operation, before settling on Red Juggernaut. For instance, also in the running was March of the Tankmen, a link to a famous Soviet World War II song, very apt for this particular scenario.



The 79th Guards Tank Division occupied a special place within the hierarchy of the Soviet Group of German Forces’ 8th Guards Army, being the only armored division available to this formation in the southwest of East Germany. As such, it would have undoubtedly led the breakthrough deeper into CENTAG territory. The vast tank forces would have likely clashed with the armor of the 3rd American Division, the nemesis of this Warsaw Pact formation.



The division itself was stationed in Jena and could count on some of the most advanced Soviet tank vehicles in its ranks. This includes T-80, BMP-2, Tunguska, 2S3 Akatsiya and more. It was a Ready Division - First Line, meaning its staffing and equipment allocation was close to 100%, even in peacetime.

[h2]Red Juggernaut explained[/h2]
During our hypothetical World War III scenario, after very heavy fighting near Fulda, the 79th Guards Tank Division managed to fight its way into West Germany and rush through the Kinzing Valley on June 23 - the objective: Frankfurt.



However, NATO reinforcements started coalescing to the north of this important logistical and military hub close to the town of Hanau. Smashing this array of 3rd Armored Division tanks and remnants of the 11th Armored Cavalry Regiment became paramount. The key to the Soviet armored doctrine was to exploit any breakthrough as quickly as possible and, most of all, to keep moving as fast as possible. Red Juggernaut will be an exciting example of this strategy and either result in the Soviet tankman in everlasting glory or provide a most shameful defeat. The outcome lies in your hands.

[h2]Red Juggernaut in-game[/h2]
In this Operation, as the Warsaw Pact, you’ll be attacking through a broad valley with the wide variety of armor of the 79th Guards Tank Division at your disposal. You’ll start with many more Command Points than the enemy, but you’ll only gain new Command Points by controlling Command Zones.

The most valuable zones will be closest to where the enemy NATO forces are assembling and the furthest from your deployment sector. The goal is simple: take control of the battlefield and destroy all enemy troops before they have the chance to reorganize.

[previewyoutube][/previewyoutube]

Taking the first Command Zones might be quick, but the more you push, the heavier concentration of enemy troops you will encounter. You need to keep the momentum going; even the armored fist of the Soviet Army gets blunted after too many hits.

Red Juggernaut is a tough fight, especially in the later stages of this Operation.

[h2]See you on the battlefield[/h2]
That’s all for this week’s reveal. Next up: SOULT release. We hope you are excited as we are!

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!

Introducing Operation: “Black Horse’s Last Stand”

Hello commanders!

We hope you are well. Today we have something exciting for you. As you likely noticed, there wasn’t a DevBlog last week. Instead, we were busy preparing today’s special one with dedicated videos to accompany it.
As you might recall, we already teased Operations in a previous DevBlog. In today’s DevBlog, we will introduce more thoroughly our first upcoming Operation: Black Horse’s Last Stand.

Before we continue, a small housekeeping note. We’ll be switching around the days we publish our DevBlogs for WARNO and Steel Division 2. This is easier from a production point of view. From now on, barring anything unforeseen or, you know, “nononoroofisonfire” game development, we will publish WARNO posts on Thursday and Steel Division 2 on Friday.

Keep reading for more ...

[h2]What are Operations?[/h2] Operations in WARNO are scripted tactical battles, placing the player in command of a battlegroup during a hypothetical World War III scenario. These are akin to Steel Division 2’s Historical Battles, which in WARNO’s case are clearly ahistorical, but based on grounded reality and detailed research. There is another major difference: while Historical Battles could be played from both sides, Operations will be playable with one side only and solely versus the AI.

With just one side you can take command of, in WARNO’s Operations we now have much more freedom, flexibility, and creativity to create unique combat scenarios with special conditions. This will make them more intense and realistic.



Operations will be delivered with three difficulty levels: the 1st one should be reserved for beginners, the 2nd for WARNO (or at least Eugen Systems’ seasoned players). The 3rd level provides the ultimate challenge and should only be attempted at one's own risk!

And today, we will get a look at the first one of those Operations.

[h2]Black Horse’s Last Stand[/h2]
The "Black Horse" here refers, of course, to the 11th Armored Cavalry Regiment’s coat-of-arms, giving the formation’s nickname “Black Horse Regiment”. The 11th ACR is a famous and key outfit in any Germany-centered World War 3 scenario, for it would have had the dubious honor of being the first one to engage (and likely be destroyed by) any invading Soviet forces.



Its mission in peacetime was to watch over the inner-German border around Fulda, dispersed across several barracks and watchpoints, including Observation Post Alpha. An armored cavalry regiment, it had a special TO&E mixing Abrams tanks and Bradley CFV scouts with its organic AA, artillery and helicopter assets. You could call the regiment a “miniature division” but with barely any infantry.
In the case of a Warsaw Pact offensive, the 11th ACR's mission was to delay the Soviet advance through the Fulda Gap (one of two major invasion routes from East to West) long enough for American and Bundeswehr heavy reinforcements to muster their strength and counter-attack.

However, nobody was fooled by the potential outcome: this defensive action was considered a sacrificial mission.



[h2]Briefing[/h2]
Our Operation opens on June 22nd, 1989: the day World War III kicks off. The 11th ACR was hit hard in the depth of night and fought a ferocious delaying action half of the day on the border and beyond, ultimately forced to retreat through the Kinzig River valley. Near Bad Orb, the remnants of the 1st squadron need to hold and defend, being promised air support and some German territorial reinforcements by NATO high command to establish a critical new line of defense just East of Hanau. They have to make a last stand at the gates to Frankfurt.

The Operation’s goal is to keep control of Bad Orb at all times and to hold long enough for the V. Corps in Frankfurt to be ready to counter-attack.



[h2]Order of Battle[/h2]
The 1st Squadron of the 11th ACR (1-11), the force at the player’s disposal at deployment, is down to roughly company-size with two mixed Bradley CFV/M1A1 Abrams platoons, one AA, and one recon platoon. Infantry is very sparse, with only a few engineers and scouts.
Forming a light screen, this force is the only one available to prevent any pursuing Soviet troops from 39th Guards Rifle Division to break through. As you defend, command will establish a new HQ in Bad Orb. In the meantime, between deployment and the HQ reaching its new location, you won’t be able to call in further reinforcements. You have to choose and place your first units carefully!



[h2]Deployment[/h2]
You will be understrength and overextended, and the enemy will come at you with APC and IFV infantry, supported by some T-80 and the occasional Mi-24 gunship. Deprived of reinforcement in the first phase of the game, you will have to get the best from your deployed units until you are able to call on new forces to fill the inevitable gaps in your frontline. Enemy penetration isn’t a death sentence as long as you can stop them before they reach your HQ. Therefore, organize a defense in depth and use your forces wisely.

[h2]Reinforcements[/h2]
Hold on long enough and two mighty A-10 (callsign WRATH 1 and 2) will be made available. A sight for sore eyes, the pair of “Devil’s Cross” will soon become your best friend, able to terminate a Soviet spearhead incursion on their own - if you can spot the targets on the ground for them. But be wary not to send them too far over enemy-held territory, for the Soviets have brought their own AA!

[previewyoutube]{color:#d04437}(Video *Panzer*){color}[/previewyoutube]

Finally, German reinforcements will be at your disposal in the last stage of the battle, in the form of a territorial defense company made up of Jäger, Sicherungs, some retreating BGS border Guards, and a few 120mm mortars and 20mm AA guns. Unfit for a counter-attack, they are very useful to secure Bad Orb against a Soviet coup de main if your front crumbles in the last stage of the battle.

[h2]See you on the battlefield[/h2]
All right! That’s it for this first Operation Black Horse's Last Stand. We are looking forward to hearing 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!

v.94077: Update

Patch notes


[h3]Code fixes[/h3]
  • Fixed FX and visual effects on missile and rocket fire
  • Fixed acknows on French units that had disappeared
  • Fixed too frequent death sounds in replays

[h3]Data fixes[/h3]
  • Reduced the number of attack helicopters released by the AI
  • Improved variety of scout unit type sent by AI

[h3]Nato forces[/h3]
  • (Berlin) Added supply unit UH-1H Supply

v.93663: Hotfix AUGEREAU

Patch notes


[h3]Code fixes[/h3]
  • Fixed FOB, which no longer blocks LoS
  • Fixed supplies not always resupplyling at a FOB with the autosupply order
  • Fixed a crash that occurred when importing a deck
  • Fixed a crash that occurred when capturing a unit or producing a unit
  • Fixed clicking on the empty edge of the in-game feedback window moving the camera

[h3]Data fixes[/h3]
  • Increase of the damage values on the effect areas (from 30 to 35% at the periphery of the splash)
  • Stun effect duration +1 second of duration, decrease of thresholds to pass stun by 15%.
  • Correction of reload time effect on mediocre and low cohesion that were applied 2 times
  • Autocanon aiming time raised to 2.5s
  • Automatic grenade launcher aiming time raised to 2.5s
  • Increased repair time x100%
  • MLRS supply cost raised by 20% (all but NPLM and CLU ones), aiming and reload time by 20%
  • Howz 120 to 175mm, suppression raised by 10%