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Backhand Blow Highlight

Hello there!

Today is the day we’ll look at another Operation to be featured in WARNO in the near future: Backhand Blow.



This Operation focuses on a daring NATO counter-attack close to Hanau, east of Frankfurt, during our fictional World War III.

Let’s look at what’s in store!

[h2]A bit of imagined history[/h2]
The Operations currently playable in WARNO, Black Horse’s Last Stand, and Red Juggernaut, or having been revealed (Backhand Blow, The Kitzingen Ruse, and Götterdämmerung), all take place in the same World War III timeline.

WARNO’s Operations, planned to be included before and at launch, are all battles that occurred across a two-week period in June 1989, chiefly centered on CENTAG’s area of operations, including Fulda, Frankfurt, Würzburg, Bamberg, and other locations.

However, because of our development pipeline, we are not releasing the Operations chronologically. As our war begins on June 21st, 1989, one of the first battles is depicted in Black Horse’s Last Stand. Two days after the invasion, on June 23rd, we switch our perspective to Warsaw Pact, with the Soviet armored attack in Red Juggernaut, northeast of Frankfurt.



Backhand Blow is even later, almost a week after the Soviet offensive into West Germany, taking place on June 26th. After heavy fighting and the surge of NATO reinforcements directed toward V Corps, the Warsaw Pact attacks aimed at encircling Frankfurt have ground to a halt - for the time being. Some ferocious defensive fighting and NATO counter-attacks to the south have frustrated the Soviet planned encirclement. But time is still of the essence, as the Soviet pause will probably not last long.

Taking advantage of this lull, NATO command organized a lightning counterstrike near Hanau. This will regain the initiative, at least locally, and inflict a crushing defeat on the concentrated Soviet armor found in the region.

[h2]Backhand Blow[/h2]
We love our history. And with WARNO, this is not any different. When looking at names for Backhand Blow, we focused on a famous counter-offensive on the Eastern Front in 1943, the so-called Third Battle of Kharkiv. Led by the German Field Marshal Erich von Manstein, this counterstrike eliminated the threat from the Soviet offensives in the wake of the Battle of Stalingrad. The German attack destroyed the Soviet spearheads south of Kharkiv and led to the city's and Belgorod's retaking.

This offensive would later be known as the “Backhand Blow” from von Manstein, referring to the German strategy of letting the Soviets penetrate the lines, take ground, overextend themselves, and then strike. This was subsequently presented as the “reactive” option for the Battle of Kursk and the strategic conduct in the summer of 1943. Instead, the real-life “active” option was taken by Hitler, which resulted in the massive Operation Citadel and the success of the Soviets.

Back to more modern times. Different actors and battle conditions are at play, but the essence of Backhand Blow is the same as its historical namesake. A counterstrike aimed at an enemy that (by the looks of it) is overextended. This time, the parts will be played by NATO’s American 3rd Armored Division and the Soviet 79th Guards Tank Division. The battlefield is northeast of Frankfurt, at Hanau and the recently occupied Bruchköbel.



[h2]Backhand Blow in-game[/h2]
In this Operation, as NATO, you will have to strike fast and hard. The Soviet tank forces in the field are reorganizing after their head-long dash from Fulda. Destroying the mass of armor, or at least damaging them, would allow local NATO units to regain the initiative and keep Warsaw Pact units threatening Frankfurt off-balance.



To accomplish this mission, you’ll have access to heavy-hitting tank forces of the American 3rd Armored Division, specifically the 2-32nd Armored Battalion, as well as a recon company from the 4-7th Cavalry.

At your disposal are plenty of M1A1 Abrams, M3A1 Bradley CFV recon units, some Scouts, and several supporting units, including M163 Pivads AA, M48A1 Chaparral, and M106A2 Mortars. A drawback is that your air forces are limited, two A-10A Thunderbolts (AT), as is your infantry, which includes some Mechanized Infantry, as well. Don’t get bogged down in drawn-out urban fighting.



Backhand Blow will require commanders to focus on speed and mobility to control the battlefield, which is relatively open. In this Operation, Command Zones give you Command Points, which both sides need to win the scenario. These Zones are located in the middle of the map. There is just one minor issue: you start with zero Command Zones and the enemy with all. And the clock is ticking.

That means that if you want to have a shot at success in Backhand Blow, you will have to use your tank forces’ mobility and superior firepower to take each of the three Command Zones as quickly as possible. The Command Zones themselves are on small settlements surrounded by scattered woods.



A silver lining is that in Backhand Blow, you have the element of surprise, at least in the beginning. Move swiftly, use your M1A1 Abram’s to dominate the battlefield at long ranges, and defeat the Soviet's armor in a lightning counterstrike.



[h2]WARNO’s Operations in more detail[/h2] Backhand Blow is in development, but we have already released two Operations in the recent SOULT milestone: Black Horse’s Last Stand and Red Juggernaut. Read more about these Operations by clicking their name. You can also find an in-depth intro video in their dedicated DevBlogs.

In case you missed it: what are Operations? They are single-player scripted tactical battles, playable from one side only, NATO or Warsaw Pact. These World War III scenarios contain historically realistic formations, special gameplay objectives, and mission parameters. Not only are we working on quite a few more

A Little Divisional Love

Hello commander,

We hope you are well! The Eugen team is never idle. While busy getting even more Operations in tip-top shape and working on the upcoming Army General campaigns, we always keep an eye out for our existing features and how to improve them.

We love all things historical, especially when they are accurate. That’s why some of our Divisions are getting a bit of Eugen-branded attention in making them even more realistic.

In today’s DevBlog, let’s look at some changes and new units coming to some of the new divisions.

[h2]Battle for Berlin Revisited[/h2]
We are never afraid to go back and improve our older work. It was brought to our attention - with our never-ending gratitude to our passionate and knowledgeable community - that our “Berlin” battlegroups (from the OUDINOT milestone) needed a bit of care. In our latest patch, courtesy of the SOULT, both NATO and Warsaw Pact already received some missing units, transferred from existing divisions.

But there is more!

[h2]Berlin Command[/h2]
First up is NATO’s Berlin Command. The biggest change to this division is the federal border police of the Bundesgrenzschutz, or the BGS. By 1989, these troops were demilitarized, but not in the eyes of the international treaties governing the presence of military forces in West Berlin. And since West Germany was banned from having any such troops, BGS did not serve in the enclave city. Rather, frontier security and border portal were left to NATO military police or the regular West German polizei units.

As such, we will remove the BGS as a deployable unit from Berlin Command. They will find another lease on life in the Territorialkommando Süd division, since in the case of war, light frontier troops would have been withdrawn from the border and used in the rear as security units instead.



In Berlin Command, the BGS will be replaced by the SEK (for Spezialeinsatzkommandos), a West German SWAT counterpart. Or, the civilian version of the more famous GSG 9 (which, being part of the BGS, is considered military police, much like the GIGN in France).



Used in a recon role, as more experienced 6-man teams, the SEK will field MP-5s and a PGS-1 (a police sniper rifle, which we replaced in other military squads by the G3A3ZF). The SEK specialized in tactical urban operations, including assault, which gives them the Shock trait.

Some more changes
As a side note, the SEK trained with the U.S. Green Berets’ Detachment “A”, with whom they had close ties. The latter unit was disbanded in 1987, likely to disrupt Soviet surveillance, and a similar unit (possibly the same) was recreated. This new outfit was the rather unusually named Physical Security Support Element - Berlin, a supposed military police unit. Considering all this, we renamed Detachment “A” to PSSE-B.



Another minor change, related to some chromed firepower, concerns the French AML-60 from the local West Berlin garrison. These older armored cars were actually from the Gendarmerie (French military police), which didn’t use the same models as the army. The West Berlin AML-60 featured two 7,62mm coaxial guns instead of a single 12,7mm machine gun. We also took the opportunity to reskin the existing AML-60 in 3-tone Army camouflage, while the new AML-60 Gendarmerie keeps the military police’s green paint job with specific markings.



Regarding the U.S. Light Infantry battalion in West Berlin, even though they will retain their M67 RCL (recoilless rifles), they weren’t only equipped with this weapon. That’s why we created a separate Light Rifles (LAW) unit, dividing the current load-out of the RCL between the existing units and the new variant.

[h2]Berliner Gruppierung[/h2]
As you surely have noticed by now, the Warsaw Pact’s battlegroup has been renamed from Unternehmen Zentrum to the new Berliner Gruppierung. The reason was that the East German NVA (Nationale Volksarmee) had several divisions, including two “special groups”: Besonderen Gruppierung I (Berlin) and Besondere Gruppierung II (Rügen). Simply said: Berliner Gruppierung and Rügen Gruppierung.

The former regroups all the forces already described in taking part in Unternehmen Zentrum, the Warsaw Pact’s assault on West Berlin during the opening days of our World War III conflict. Hence Berliner Gruppierung, which was the correct name for the division. The latter formation was a much smaller, brigade-size battlegroup tasked with defending the Volksmarine’s strategic naval infrastructure on Rügen island in the Baltic sea.



In the last patch, we already added quite a few missing units to Berliner Gruppierung, especially artillery. But there was one unit that wasn’t ready, but we can add now. The Grenztruppen surrounding West Berlin covered the flanks during Unternehmen Zentrum, as well as mobbing up any remaining NATO pockets. These forces had a special unit for these missions, equipped with flamethrowers. One of the unit cards of Grenzer will be converted to Grenzer (Flam.). These will be the first recon troops fielding flamethrowers!



[h2]K.d.A Bezirk Erfurt[/h2]
As mentioned in the Warsaw Pact’s K.d.A Bezirk Erfurt description back with the release of the MASSENA milestone, one of the Kampfgruppe der Arbeiterklasse’s (K.D.A.) missions was to screen the regrouping area of reservist mobilized divisions, which we represented by some Mot.Schützen in the division. However, that left the East German battlegroups with no reserve troops, an oversight compared to other nations. That’s why we replaced some of the division’s Mot.Schützen with the new but lesser experienced Reservisten.



Since one of East Germany’s defining features in WARNO is to have the Resolute trait in-game (thanks to the severe drilling and political conditioning), and we already have the K.D.A. troops with the Reservist trait, this new unit will be neither one nor the other - just plain ‘ol regular infantry with more soldiers but wielding the older AK-47.

Another change is the removal of BTR-50 as transport options for the Mot.Schützen (and Reservisten), which will now only be able to choose between BTR-60 and BTR-152.

[h2]Some other new units[/h2]
The fun doesn’t end here. We have also added some other new units to other divisions. These include the new Soviet Afgansky elite paratroopers, to be found with the 35th Guards Air Assault Brigade. A nickname given to Afghanistan War veterans (which still happened in our timeline), one additional card of these hardened soldiers has been added to the VDV battlegroup. They come equipped without any AT weapons but carry two light machine guns and a sniper rifle, as well as sporting the Resolute trait.



Another new unit are Sicherung troops. These are the NVA counterpart to the Bundeswehr namesakes and fill the same role as security troops. Patrolling the rear and guarding key infrastructure, these soldiers lack AT weapons but feature the Security trait and are transported in the SPW-60PB. One card of this new unit is added to both the East German 4. Motorisierte Schützendivision and 7. Panzerdivision.



And finally, a new NATO unit, to be homed with the British 2nd Infantry Division. The HSF (Home Service Force) are “true” reservists, pretty much like “Dad’s Army.” While the British TA - Territorials - or Terriers in-game are army reserves or former servicemen recalled to active duty, the HSF are closer to civilians with a few weeks training under their belt. Some were attached to Territorial brigades to act as security troops. In-game, they’ll field Sterling SMG, L1A1 SLR and receive the Security as well as Reservist trait.



[h2]See you on the battlefield[/h2]
That’s all for this little round of divisional updates. Let us know 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.95852: Patch notes

[h3]Operations[/h3]
  • Black Horse's Last Stand : main objective increased from 2500 to 2800 conquest points
  • Fixed video inserts subtitles translations

[h3]Code fixes[/h3]
  • Fixed a crash when closing the game during a video in operations
  • Fixed a crash that occurred when capturing an area in Geisa 10v10
  • Fixed a bug that displayed a large number of available units in some cases
  • Improved AA played by the AI, which no longer goes to the front alone

[h3]Data fixes[/h3]
  • Fixed display of DDR flag in ingame chat
  • Improved visibility of a unit's availability in the production menu

[h3]Generic[/h3]
  • Improved detection and vision ranges of SEAD planes. Seads can detect and fire fron better distance
  • Fixed an issue with some Mi-8 armed transport not being targeted by AA

[h3]Nato forces[/h3]
  • PzGrenadier CarlG back in the 5 Panzer Div
  • Fix FV721 Fox reco avaiability to 4 per card

v.95764: Patch notes

[h3]Maps[/h3]
  • Volcano and Vertigo have been reworked. Cities have been improved to have a more realistic visual aspect. Colorimetry and light processing have also been improved. Inconsistencies in maps reported by players have been corrected. The level design has also been improved. The visual treatment of the forests was also improved to be more credible.


[h3]Code fixes[/h3]
  • Fixed a bug in Operations preventing dialogues audios and victory/defeat animations audios from playing
  • Fixed a crash in Operations in deployment while selecting units with the shift key
  • Fixed Steam Achievements unlocking for Operations

[h3]Data fixes[/h3]
  • Fixed wrong speed settings on M981 FISTV, max speed set to 79 kph
  • fixed AT-4's caliber

[h3]Nato forces[/h3]
  • (Berlin) changed M109A2's base veterancy from -/-/2/- to -/ 2/-/- on par with other divisions
  • removed AML (both) the Amphibious trait

[h3]Pact forces[/h3]
  • TO-55's : Fixed issue with NSVT hmg not working
  • TO-55's : price from to 45 to 50
  • removed SPW-152K the Amphibious trait

Reworked models

Hello!

Hot on the heels of SOULT, the latest milestone to grace WARNO, we keep on ever-advancing forward. If you need a break from the two new Operations, you’ve come to the right place. A fresh DevBlog awaits!

SOULT did deliver not only a duo of single-player scenarios but also a balance patch and the first in a series of reworked models: the T-55 and T-72.

In today’s post, let’s take a closer look at what this latest visual overhaul entailed!

[h2]A rework of some classics[/h2]
So, what’s the deal? A number of 3D models of our tanks, specifically found in the Warsaw Pact’s arsenal, were a little bit lacking in the visual department. This was pointed out to us by the community. Some of the most iconic tank models were not up to scratch, with details missing or incorrect or certain features not modeled correctly. We went back to the (virtual) drawing board. The armor most affected were the T-55, T-72, T-64, and T-80 series.



One reason why the quality was lower compared to other vehicle models was that these Soviet tanks were one of the first made for WARNO. Teething issues were common back in the day, with the process much improved with later tanks.

With SOULT, we updated the East German KPz. T-72 and T-72M, including command variants, as well as the Soviet (also to be found with the East Germans) TO-55. Over time, other tank models will make their way through the visual overhaul workshop in future milestones!



[h2]A work of art (and science)[/h2]
Quite a bit of (very detailed) work goes into making our WARNO 3D models not only accurate but also the most visually impressive. As you can imagine, we don’t go about it halfheartedly.



In order to achieve only the best results, we need to find high-quality reference material. And the internet is both a friendly and, at times, a dangerous and confusing place. We tread as carefully as possible.

Soviet tanks, in particular, are known to have a dizzying array of odd geometry and bits and bops not represented in blueprints or photos. Again, this is a decades-old problem. It extends beyond WARNO, with scale modelers and other games encountering the same issue.



The only way to get models completely right and accurate is to use a technology called photogrammetry. It is an art and science wrapped in one complex package, but in essence, it means gaining detailed 3D information from 2D images, essentially by taking hundreds of photos of an object by walking in circles around it. Specialized software is then employed to assemble all this data into a picture-perfect 3D model, which then can be used by an artist to create a high-quality game-ready model.



[h2]Remaking history[/h2]
To get the best and most realistic models, the knowledge of history and tank design is appreciated. Armored vehicles change, with various new attachments and devices, relocation of armor plates or ERA bricks, optics, and communication antennas added or removed at different points in time. But, as we are with WARNO only interested in 1989, we need to be very aware of upgrade projects of a wide variety of tank models from all nations before 1989… and of course, after. At Eugen, we consult various subject matter experts, a network that has grown over the last few years. Their expertise is invaluable.



[h2]Layers of art[/h2]
Getting the perfectly crafted 3D model is only the beginning. The steps after include adjusting the textures and decals to the highest standards possible. Eugen’s art and history teams cooperate closely; we compare historical color and military paint references. We also look at hundreds of photos to adjust the color performance of various lighting conditions while considering the decay and color calibration of old photos (and even our monitors). Nowadays, there is a massive encyclopedia of over 600 corrected color codes used by various armed forces covering different historical periods.



Markings are another point to consider. Research on ex-military or scale model forums can direct us in the right direction, for instance, in terms of a particular font, but we are not always that lucky. The Eugen art team has created custom fonts (even in Cyrillic) to achieve the highest quality stenciled markings. Others are painstakingly drawn by hand, following photos as a guideline. In this way, we create a massive library of stencils to be used on our models as we see fit.

[h2]Example work flow[/h2]
The specifications that we write are highly detailed. This lets us avoid any potential misunderstandings, with the documentation - all in English - as accurate and comprehensive as possible. It also means that if the workload is too much for our internal 3D art wizards, we can easily shift parts of the tasks to dedicated and trusted outsourcing teams.





All of this hard work leads to a massively improved new 3D model. What do you think? Yah, or nah?

[previewyoutube][/previewyoutube]
[h2]See you on the battlefield[/h2]
That’s all. How are you enjoying SOULT? Leave us your feedback!

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!