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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

Milestone VICTOR Available Now!

Happy days, commander!

We are the bearer of good news. Are you ready for a new major WARNO update? Then get to it, as we have released the new VICTOR milestone today!

VICTOR brings a new 10v10 map, updated T-64 models, quality of life improvements, the new Dieburg Salient Operation, and significant balance changes.

You want all the juicy deets? Keep on reading!

[h2]Milestone’s namesake[/h2]
Before we continue, here is a little historical primer on the VICTOR milestone. For you complainy pants who don’t like to know more about military history (especially the Napoleonic Wars, as is Eugen’s tradition), you can skip this section and dive right into the meat of the WARNO update further below.



Let’s welcome to the stage, Claude Victor Perrin. The only French Marshal who has gone to posterity with his nickname Victor (meaning Victorious in Latin). Pretty gnarly. But Victor is a bit of a red herring because, despite this name, like many others in the top echelon of la Grande Armée, he was not up to leading an army corps. Becoming a marshal was less about his skills and more because, for a very long time, he was Napoleon’s friend.

Always the sub-par commander, one particular battle saw the fate of the whole army rest on Victor’s shoulder, and for once… he transcended his own mediocrity. November 28th, 1812, which is the fateful day of the Berezina Crossing after the long retreat from Moscow. The remains of the French Army were using the makeshift bridges, with Victor’s corps, being the least mangled, used to cover the eastern bank. Greatly outnumbered and lacking any manpower for a defense, he did the only thing he could do in the face of the Russian push… he attacked.



Victor did this so skillfully, switching regiments with each advance, that the Russians thought the whole Grande Armée was coming for them. Our commander stove off the Russians long enough to save many French soldiers. That was Victor’s claim to fame. Afterward, personal blunders in 1813 and 1814 made Victor’s position untenable in Napoleon’s army. He played no further part in the subsequent fighting and political maneuvering of Napoleon’s first exile, return, and fateful last battle. Victor died in 1841.

[h2]Milestone VICTOR’s features[/h2]
Now, back to World War III business. What will the new WARNO milestone bring to the table?

  • The Dieburg Salient Operation.
  • A new 10vs10 map, which is an updated variant of Darkstream.
  • T-64 visual rework, including both T-64B and T-64BV.
  • The deck editor has a new unit card drag-and-drop feature.
  • Major balance changes.


[h2]Dieburg Salient[/h2]
A new single-player scenario, a French set-piece called The Dieburg Salient, has dropped. In a scripted defense-in-depth battle, you’ll get to play the rapid French 7e Division Blindée as it is redirected from the south to CENTAG to hold the crucial forward positions near Dieburg against a Soviet armored attack a week into the invasion.

[previewyoutube][/previewyoutube]

The Soviets are knocking on Frankfurt’s doors, and any relief efforts of this important NATO city will depend on your expert defense of the Dieburg salient, acting as a springboard for a further drive north. As a commander, deploy swiftly and use the full battle space for maneuvering. The open terrain is tank country, but as enemy mobile SAMs are wreaking havoc on French air support. Take care of them first, defeat continued heavy (armor) attacks, and wait for further French reinforcements to claim victory.



Let’s see what you think of the Dieburg Salient Operation!

[h2]New 10vs10 map[/h2]
We unveiled the new 10vs10 map version of Darkstream in our DevBlog last week, together with the new Airport map. As mentioned, it is an uprated version of the 8vs8 Darkstream, with new deployment zones and AI behavior.



[h2]New drag-and-drop feature[/h2]
It’s the small things that make all the difference, right? A quality-of-life improvement has made its way into WARNO’s deck creation editor. The new drag-and-drop feature in the user interface allows you to rearrange your unit cards easily and with the order you set faithfully reflected within the actual game. Rejoice!



Organize your units by priority, combined arms, subcategories, or using the first card as a panic button; the choice is yours. And no fear: fans of the auto sort by price feature can still apply it to your entire deck with a single click of the sort option in the editor.

[h2]Balance changes and T-64 model[/h2]
Like we did with other Soviet tank models, including the T-72 and the T-80, so too the T-64 is getting a much-needed visual overhaul. A remodel, a lick of paint, and this battle tank is ready to shine again on the WARNO battlefields.



Moreover, a host of balance changes and improvements have made their way into WARNO. Be sure to check out the patch log notes when you can!

[h2]WARNO League Super Tournament[/h2]
That’s all for the Victor milestone. But before we leave you, a reminder about the upcoming WARNO League Super Tournament, which will take place on the 8th and 9th of July. To sign up for the second edition of this WARNO tournament, organized by none other than our esteemed community member Protosz, or to check for more details, be sure to visit here.

The two-day event will see the best of the WARNO’s best duel it out across a series of competitive online matches. The competition is a 32-player single-elimination format. There is even a small pot of prize money. Check out the SDL Twitch stream at https://www.twitch.tv/sd_league to follow all the WARNO League Super Tournament action!



[h2]See you on the battlefield[/h2]
That’s it for today. Let us know your thoughts on the VICTOR milestone.

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!

v.99982: VICTOR Patch notes

[h3]Features[/h3]
  • A new 10vs10 map, which is an updated variant of Darkstream
  • T-64 visual rework, including both T-64B and T-64BV
  • It is now possible to organize the order of the cards in your deck

[h3]Operations[/h3]
  • Operation The Kitzingen Ruse: after choosing "Fight to death", the mission will end on a victory when the player has no unit left on the battlefield
  • In game videos are now smaller in Black Horse's Last Stand and Red Juggernaut

    Götterdämmerung
    • Airplane platoons are now correctly named PAAR
    • Replaced main sections of Mot.-Schutzen (METIS) with Mot.-Schutzen (BTR), remaining Mot.-Schutzen (METIS) in HQ sections will now use SPW-70 instead of BMP
    • Fixed miscellaneous typos

[h3]Code Fixes[/h3]
  • Fixed helicopter and plane corpse textures when loading a game
  • Fixed the display of the number of smarts groups.
  • Fixed AI no longer hesitating between multiple targets
  • Fixed the display of some models in low graphics in the armory
  • Fixed a bug that allowed foot infantry to stress a nearby vehicle.
  • Units that have satchel charges will no longer melee a tank they cannot destroy
  • Disabling the weapons of an armed vehicle now stops the hunt order
  • Fixed a bug that no longer allowed to give a smart order to a unit during its production
  • Fixed a crash that occurred in multiplayer mode
  • Command zone are more transparent

[h3]Data fixes[/h3]
  • Improved Polish translation
  • Helicopter transported infantry now suffer damage as ground transported ones when vehicle is destroyed
  • At canon armor changed to infantry category. Health points reduced accordingly
  • Removed sorting impacts for HMG and MMG
  • Removed sorting on automatic grenade launcher
  • Fixed an issue with Abrams Reco threat level
  • Typo fixed in multiplayer menu
  • Fixed MAN KAT trucks not using fuel

[h3]Generic[/h3]
  • All ATGM missile speed +10%
  • All ATGM suppression +120%
  • All infantry AT launcher get +200% suppression & +10% suppress splash
  • All tank gun -10% suppression
  • All tank gun +10% dispersion
  • All tanks rotation speed +10%
  • All autocannons (except planes) -10% HE
  • Ground and Helicopter Autocannons accuracy divided by 3, accuracy now display salvo accuracy instead of shot accuracy
  • Max AP of Helis autocannons modified for: 20mm = AP6, 25mm = AP7, 30mm = AP8
  • Change effectiveness of several light munition and autocannons on helis
  • AGS17 and Mk.19 grenade launcher splash reduce to 2 & 3 m
  • All spaag at 5% accuracy up to 10%
  • All spaag suppression +5%
  • All spaag ground range +175m
  • Time between shots set to 4s for Buks, Kubs, Hawks & Rapier FSA
  • Time between shots set to 3s for all other missile AA
  • Inf weapons are not harmonized anymore, HE and supp based on caliber
  • Small weapons HE modified: 9mm = 0,0375 / 5.56mm = 0.04 / 7,62mm = 0.0475
  • MMG HE & suppression modified: 5.56mm = 0.375HE and 6 suppression / 7.62mm = 0.13HE and 8 suppression
  • Stress radius of all 5,56 and 7.62mm set to 6 and 8 m
  • Reduce splash damage of MG and MMG from 20 to 7 meters
  • All vehicle / tanks 7.62mm MMG +175m range ground and air
  • Overall pass on helicopter maneuverability
  • Shock trait aura reduced to 145m
  • Major pass on pricing (130+ prices slightly modified)
  • CMD infantry overall price decreased
  • Smoke grenade duration reduced to 20 seconds
  • Decreased inf AT range 850m to 750m
  • +5% accuracy for all infantry AT
  • Sniper bolt -175m range / HE decreased to 0.13HE / 100 suppression / 60 ammo
  • Sniper semi-auto -350m range / HE decreased to 0.13HE / 50 suppression / 100 ammo
  • Semi Auto sniper rifle Rof set to 20
  • All Engineers, sapeurs... avaliability reduced
  • All engineers costs +5 pts
  • Satchels AP & HE reduced to 1, supply cost x30
  • Flamethrower HE & suppression decreased to 0.5 HE & 125 suppression
  • FLamethrower range set to 350m
  • Flamethrower accuracy reduced to 45%
  • Infantry napalm launcher supply cost x2
  • Flash napalm launcher HE decreased to 0.5 HE and 100 suppression
  • RPO napalm launcher HE decreased to 0.6 HE and 125 suppression
  • Satchel Charge RoF decreased from 15 to 4
  • Sniper caracteristics changed: Sniper units gain a +500% damage bonus, +1 Stealth level and Accuracy bonus when not moving. The sniper must remain still for 10 seconds.

[h3]Nato forces[/h3]
  • Gepard 1A1 & AMX-13 DCA get more ammunitions
  • Increased all Pivads price from 55 to 75 pts
  • UH1 transport set to 35 pts
  • Alouette III transport set to 30 pts
  • Gazelle transport set to 30 pts
  • Puma's transport set to 40 pts
  • Lynx transport set to 40 pts
  • UH60 transport set to 55 pts
  • CH-47C transport set to 45 pts
  • Decreased CHIEFTAIN Mk.9's availability per card from 9 to 8
  • Decreased AMX-30B's availability per card from 12 to 9
  • Decreased AMX-30B2's availability per card from 9 to 8
  • Changed M60A3 (TTS)'s base veterancy from XP2 to XP1
  • Decreased M1A1 ABRAMS's availability per card from 6 to 4, number of cards changed accordingly where required
  • Decreased M1A1(HA) ABRAMS's availability per card from 3 to 2, number of cards changed accordingly
  • Decreased LEOPARD 1A1's availability per card from 12 to 10
  • Decreased LEOPARD 2A3's availability per card from 6 to 3, number of cards changed accordingly
  • Decreased LEOPARD 2A4's availability per card from 3 to 2, number of cards changed accordingly
  • Decreased PANZERGRENADIER (CARL G.)'s availability per card from 9 to 8
  • Removed MIRAGE F1C-200's XP1 choice
  • Increased TORNADO F.3 [AA]'s base veterancy from XP1 to XP2
  • Decreased CHAPARRAL's s availability per card from 6 to 4, number of cards changed accordingly
  • Decreased PIVADS' availability per card from 9 to 8
  • Decreased AB M167 VULCAN' availability per card from 9 to 8
  • Moved AH-1F ATAS from AA to HELO tab
  • Increased AIRMOBILE SCOUT's availability per card from 6 to 8
  • All JAGUAR GR.1A renamed GR.1

    5Pz
    • Decreased PZ.GRENADIER (M113)'s number of cards from 3 to 2
    • Decreased PZ.GRENADIER (Marder)'s number of cards from 6 to 5
    all
    • Decreased AH-64A APACHE [ROCKET]'s number of cards from 4 to 2

[h3]Pact forces[/h3]
  • Decreased Tunguska price from 185 to 175 pts
  • D44 AT guns price increased to 50 pts
  • AT12 AT guns price increased to 70 pts
  • Zis2 AT guns price increased to 40 pts
  • Mi-2T transport set to 30 pts
  • Mi-8T transport set to 40 pts
  • D44, T12 Rapira, and Zis2 AT guns accuracy down to 45%
  • Decreased 2K12 KUB's availability per card from 4 to 3
  • Decreased OSA's availability per card from 6 to 4, number of cards changed accordingly
  • Decreased D-30 12mm's availability per card from 4 to 3
  • Moved KA-50 AKULA [AA] from AA to HELO tab
  • Decreased KPZ. T-55A's availability per card from 12 to 10
  • Increased KPZ. T-55AM2B's availability per card from 6 to 8
  • Decreased FUPZ. T-55M2K3's price from 120 to 125
  • Decreased KPZ. T-62M1's availability per card from 12 to 10
  • Increased KPZ. T-62MV's availability per card from 6 to 8
  • Decreased KPZ. T-72's base veterancy from XP2 to XP1
  • Decreased KPZ. T-72M's availability per card from 9 to 8
  • Decreased KPZ. T-72M1's availability per card from 9 to 6
  • Decreased T-80B's availability per card from 9 to 8
  • Decreased T-80BV's availability per card from 6 to 4, number of cards changed accordingly
  • Decreased T-80BV IZD. 39's availability per card from 6 to 4
  • Reduced ammo count on Su 22 UPK Pod

First Look at New Airport Map

Hello, hello!

What’s on the menu for today? Well, a fresh WARNO map is ready to be unveiled in today’s DevBlog. Previously teased as the feature project of a novel landmark, let’s welcome the new Airport map to the stage.

[previewyoutube][/previewyoutube]

[h2]The Kassel Airport Battleground[/h2]
The map-building team has been hard at work on the upcoming Airport map, set to highlight a typical military objective during the Cold War. In the new map’s specific case, we are looking at the Kassel-Calden Airport, a prime target during our World War III scenario.



The Airport map is a battlefield designed for 3vs3 fights, taking up 80km², chiefly centered on the operations of a military airfield, including runway, taxiways, hangars, hardened shelters, and surrounding terrain.



[h2]What makes Airport special?[/h2]
As you know, we keep a close watch on your feedback on existing maps (and wishes for new battlefields). We always analyze what works, what does not, and what could be changed to fit our vision of WARNO. As we mentioned in last week’s DevBlog, urban combat, in particular, is one special area we are busy developing and improving.



The Airport map brings not only a military airfield but also new built-up areas featuring the upcoming novel approach of close-quarter combat. Players wishing to occupy cities or towns must be able to quickly identify strategic points and determine which sections to deploy to. We want to impart to the players the feeling that their decision-making will directly impact the gameplay.
As such, Airport features the new urban “blocks”; they will have certain advantages when it comes to vision and endurance of the buildings themselves. The new map will be the first to contain this type of revised urban combat.

When we published our previous DevBlog, we clearly noted that the size of the districts and the empty areas in between were still a work in progress, and subject to change. We have reworked these particular elements to bring them more in line with player expectations.



Districts will be smaller than initially planned, which will result in denser cities. This process doesn’t stop; we are still working around the clock to improve the gameplay experience within built-up areas.

Please note that the new urban combat mechanics in Airport is just a slice. As we mentioned before, following Airport’s release, other (new) maps will feature even more extended built-up terrain.

Other gameplay changes
We have done many internal tests on Airport, all to fine-tune the placement of sectors, assets, and the like. The different Command Zones have been positioned in such a way that it provides an exciting experience to all sides without becoming too symmetrical.

Enhanced Atmosphere
We took extra steps to enhance Airport’s atmosphere by introducing a host of “war” events on the map. These include plane crashes, to give the impression of an ongoing conflict unfolding in the background. Our idea really was to say: “Okay, this airport has just been attacked - now it is our turn, guys!”



New Assets
Specifically for Airport, we developed a series of new assets (twenty new 3D models, to be exact). The city on the map also features new buildings, structures, and assets. Our 3D artist and level-building teams have redoubled their efforts to create immersive and realistic environments.



[h2]A new 10vs10 map[/h2]
The Airport map is not the only new battlefield coming to WARNO. Also in the works has been a new version of Darkstream, to be playable in our 10vs10 mode. This comes on the back of a popular request to supersize the 8vs8 map. To make this a reality, we had to rewrite the AI to consider this number of players. Now, if any player leaves the match mid-game, in order not to unbalance the session, the AI will try its best to continue playing in the most optimal way.



[h2]WARNO League Super Tournament[/h2]
Before we bid you adieu, a message from our esteemed community member Protosz about the second edition of the upcoming WARNO League Super Tournament.

The WARNO League Super Tournament will take place on the 8th and 9th of July. To sign up, or check for more details, be sure to visit the dedicated page for the competition here. Limited spots are still open!

Once again, the two-day event will see the best of the WARNO’s best duel it out across a series of competitive online matches. The competition is a 32-player single-elimination format. There is even a small pot of prize money for the bestest of WARNO commanders. Who will take the crown?

Prefer to watch the battle unfold from the sidelines? Be sure to check out the SDL Twitch stream at https://www.twitch.tv/sd_league to follow all the WARNO League Super Tournament action!



[h2]See you on the battlefield[/h2]
The map team is, as always, happy to share their latest works. We hope you’ll enjoy the new Airport map - “when it comes out”, Eugen trademark - as much as the team enjoyed creating it. Stay tuned!

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!