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OUDINOT “Berlin” Preview and New Divisions!

Hello commander!

We have a little surprise for you! We will bring two new, previously undisclosed, divisions to WARNO, courtesy of the next WARNO milestone, codenamed OUDINOT. What’s more, the milestone will focus on a rather special theatre in our World War III scenario: the Battle for Berlin! All Early Access owners of WARNO will get these two divisions for free!

Thanks to the new divisions, the total of divisions of the base game will rise to eighteen! OUDINOT is Eugen’s present to all of you players who supported WARNO’s development by getting the Early Access version of the game.

We will detail the two divisions in later DevBlogs. We can say that the NATO battlegroup will call on the arsenal and men of three different brigades stationed in Berlin, while the Warsaw Pact’s formation will be formed by the tens of thousands of soldiers surrounding Berlin.

Now, you’ll be clamoring to know more, but first: after whom did we name our next milestone?

[h2]A little bit of historical context[/h2]
Each WARNO milestone is named after a famous French marshal active during the Napoleonic wars. Nicolas Oudinot’s claim to fame was that he got wounded so many times (34, half of them serious!) that a chronicler, who came across the former commander later in life, remarked that “he looks like a colander”. Oudinot was, and remained for the duration of his whole military career, a true “Grenadier” (Napoleon’s elite assault infantry).



Whatever his rank or distinction, Oudinot was never a better man than in the thickest of the fight, known as an excellent leader of soldiers, rather than a great tactician. Given an independent command, he was usually beaten; but when acting under Napoléon or other more able commanders, Oudinot’s led assaults could tip entire battles, such as the one at Friedland (1807). In 1814, he led “Marie-Louises,” a nickname for the year’s levies, which were very young and sent into battle with barely any training. In that year, decrees were signed by the Empress in the absence of Napoléon, hence the name. Oudinot, in a sign of strength, during a battle, would place himself in the middle of the firing line, showing the young soldiers around him how to load, aim, and fire their muskets.

Oudinot rallied behind the new French government after Napoléon’s deposition and remained loyal even after Napoleon’s return. He continued active military service for many years before dying of old age in Paris in 1847.

[h2]A (new) Battle for Berlin[/h2]
Let’s return to the matters at hand: WARNO’s next milestone! The Battle for Berlin (1989) is an exciting war scenario that plays out far beyond the front lines centered on the Inner German Border. Being situated away from the expected theaters of battle, the divided Berlin occupies a special place within our World War III storyline.



Considering the array of forces focused on NATO’s urban outpost, the battle would have been lopsided. However, disregarding this thorn in Warsaw Pact’s side (or rear) would have been foolish: restricted by international treaty, NATO still had considerable combat troops placed in West Berlin.

A brief history: after World War II, the four great powers divided Berlin into separate occupation zones (much like the rest of Germany). With the deterioration of relations between the West and the Soviet Union, the three Western Allies (France, the United Kingdom, and the United States) merged their sectors: West Berlin was born. East Berlin became part of the DDR, and in the 1961, the famous Berlin Wall was constructed to stem the flood of East Germans escaping to West Germany. From then onwards, West Berlin was tenaciously connected to West Germany through several highways and rail corridors. The distance to the border was more than 160 kilometers.



[h2]A supersized garrison[/h2]
In the 70s and 80s, treaty limits put restrictions on the size of the four occupiers' garrisons. None of them could have more than a mechanized brigade (and a company’s worth of tanks) within the city in Berlin. Having tens of thousands of Warsaw Pact troops on the outer perimeter of Berlin, the Soviets in East Berlin had no reason to try to stray from the rules. Meanwhile, the Americans, British, and French did their darnedest to bend the rules (or discreetly break them) and increase their forces.



For example, the U.S. tank detachment in West Berlin, as part of the U.S. Berlin Brigade, was officially a company yet, with an “upgraded” Table of Organisation and Equipment, increased its size by 50% compared to a regular armor company. As the Berlin Infantry Brigade, the Brits had the appropriate number of tanks in their company. Still, they tinkered with most of their APCs, adding RARDEN turrets, and turning the battle taxis into an additional company of light tanks.



As for the French, with the French Forces Françaises à Berlin, they got off lightly by placing a tank battalion instead of a tank company in West Berlin. Maybe the Soviets didn’t think too much of the paper-thin AMX-30B that formed the core of this formation? Supposedly, the French garrison should have turned in its older AMX-13/90 tanks in 1985, but some say they kept them in storage in the city.



[h2]Warsaw Pact forces[/h2]
While a single Soviet Motorized Rifle Brigade was stationed in East Berlin, an immense force of Warsaw Pact troops was arrayed around West Berlin, mostly made up of East German units. In case of a World War III, it was planned to reinforce them with additional Soviet forces, including engineers and artillery. East German police, frontier troops, KdA soldiers, and other specialized units would have been present as well.



As promised, more information about the two new divisions will come in future DevBlogs! Safe to say that both divisions will be internationally mixed battlegroups.

[h2]Join the Army[/h2]
At Eugen, we have a special tradition allowing players to have their name featured in-game. This is the “Join the Army” event, and one will come soon for WARNO. We’ll have some limitations and restrictions in place, but you’ll be able to propose a personal name of your choice to be featured in-game in the appropriate army, such as American, Soviet (not only Russian), East and West German (which will use the same list), British and French. More details to come in the near future!



[h2]See you on the battlefield[/h2]
Enough for this week! Tune in to next week’s DevBlogs for more details on the new WARNO milestone OUDINOT. One last detail: OUDINOT will release before the full launch of WARNO out of Early Access.

As always, we ask you to join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander!

Tutorials & Operations Preview

Hello there!

We hope you are well. After some great feedback and comments in last week’s WARNO Army General preview, we are back with some more exciting insights into big new features of WARNO.

This week, we’ll continue our single-player focus by looking at two major features coming to WARNO: the Tutorial and Operations. Let’s detail both of these much-awaited modes.

[h2]Tutorials[/h2]
So, first up, the Tutorials - every game should have one, right? Truth be told, a complex real-time strategy as WARNO needs a comprehensive tutorial or training missions, something the Eugen team is more than aware of. As a matter of fact, the rather cruel lack of tutorials in our titles has been brought up by the community in the past. An injustice we amend with WARNO!

With WARNO, we went full out to ease new and beginning players, and veterans from our other titles, into our game. We currently have around fifteen tutorial missions lined up, each detailing an important gameplay mechanic, unit type, or experience. But we wanted to go further, beyond teaching basic mechanics; we want to make sure everyone will feel comfortable playing WARNO, both solo or online, after finishing our Tutorial missions. There are many details to WARNO easily overlooked, even for experienced players.



WARNO features an in-game manual (accessible through the pause menu when in tactical combat). The new Tutorial missions are loosely based on the layout of this manual. We have designed very short missions that will teach you, step-by-step, everything you need to know for each specific feature or type of tactical combat. Most of the tutorials don’t last longer than 5 minutes, and not one exceeds 10 minutes.

[h2]Everything has a beginning[/h2]
We decided to make each tutorial more enticing by focusing on small scenarios and vignettes of potential real-life combat situations and events. These are envisioned as happening around Fulda, West Germany, during the opening stages of the World War III conflict between NATO and the Warsaw Pact.

The Tutorials showcases each event, such as tank combat or capturing command zones, in the most instructive way possible. The Tutorials themselves will be playable through the Solo (single-player) menu, and will be displayed in a specific order. You can always switch things around or replay certain missions. And, of course, a small reward awaits those who complete the tutorials: Steam achievements!

[h2]Operations[/h2]
Let’s look at the second new WARNO mode: Operations. These are scripted tactical battles, placing the player in the boots of a battlegroup during a 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 reality. There is another major difference: while Historical Battles could be played from both sides, Operations will be playable with one side only and versus the AI.

The reason why we made this change is that in Steel Division 2’s Historical Battle’s case, by balancing them, they ended up being too close to regular Skirmish battles. With just one side, in WARNO’s Operations, we have much more freedom, flexibility, and creativity to create unique combat scenarios. This will make them more intense and realistic. Think of an “Alamo” situation, with one side needing to delay the enemy for a set amount of time or inflict crippling losses in order to win.



[h2]Exciting real-life battle scenarios[/h2]
Each Operation starts with its historical setting, briefing, and specific objective(s). The player takes charge of a fixed battlegroup (so they will not make their own division). With these units, a player will have to complete the objectives, which can vary from keeping a command unit alive to holding a designated command zone or accumulating enough command points. The same goes for the opposing side, with the AI also being assigned fixed battlegroups. Operations will use existing maps, but with each battlefield featuring tailored command zones, economy, deployment points, etc.

There will be between fifteen to twenty Operations planned for WARNO, ranging from the 11th Armored Cavalry Regiment’s desperate rearguard actions around Fulda, to escorting supply columns en route to the front, to the Soviet VDV capturing and holding key bridges deep beyond enemy lines. More details and information to come in the future!



[h2]Armory rework[/h2]
We have also made some changes to the Armory, specifically how units are displayed. The hangar has been reworked with:

  • Lightning modifications.
  • New FX & 3D assets added.
  • An updated atmosphere, making it more lively.


Additional Armory enhancements are planned.

[h2]WARNO League Zero[/h2]
Before we leave, a message about the WARNO’s competitive online play. This 4th of November, we have the 3rd Friday Night WARNO 2v2 Tournament coming up. The League’s organizer, Protosszocker will join the competition. If you want to hear more about WARNO’s development, as well as see some nice team games, be sure to tune in! More info can be found by following this link.

There is more. WARNO League Season ZERO will also begin and see 32 of the best 1v1 players, including some well-known names such as VulcanHD and karma duke it out to be crowned the very first ever WARNO League Champion. The Group Stage will start on the 24th of October. The Group Reveal and Pre-League Show will be on the 23rd of October at 5 pm GMT+2. More info can be viewed here.

Please note that the tournament is not organized by Eugen. We support it by sharing the message and putting Eugen’s stamp of approval for guaranteed fun - but that’s it!

[h2]See you on the battlefield[/h2]
That’s it for this week. Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander!

Army General Preview

Hello commander!

We are back again! In today’s DevBlog, we are going to take a good look at an eagerly awaited major feature of WARNO: the strategic turn-based Army General mode!

Keep reading to find out more about WARNO’s hypothetical World War III scenario, focused on the battlefields of West Germany’s CENTAG theatre.

[h2]A new kind of warfare[/h2]
Before we continue with our Army General preview, please keep in mind that all the following is still very much work in progress. Our new strategic campaign mode, especially some visuals, is not final and subject to change. Don’t forget this when commenting or interacting with other players - as some of you can do so well and passionately. More details will come in the future!

Now, what is this new-fangled Army General campaign? Steel Division 2 fans should be knowledgeable of this strategic mode, but for you unaware, here are some basics.



Army General contains various turn-based wargame campaigns, playable in single-player, versus, or cooperatively. You’ll play on massive maps with a host of different formations and units, simulating a particular offensive or large-scale operation. We used the historical order of battles, with each division portrayed as they were in 1989, including corps or army assets. These orders of battle (formational structures) will be realistic and accurate down to the platoon level. In comparison, Steel Division 2 only went down to the company level.



Each Army General map will range from 75 square kilometers to 150 square kilometers, covering real-life areas of Cold War-era Germany. The maximum size will be the same as the biggest map featured in Steel Division 2, but WARNO’s maps will actually be 33% bigger thanks to the level of detail and playable hexes. Each “pawn” on the map will either be a battalion or battalion-strength battlegroup. The stats of each pawn depends on its type, so think armored, mechanized, or motorized infantry, airborne, helicopter, artillery, recon, etc., and of course, considering their historical table of organization and equipment.

[h2]Army General in action[/h2]
How does a turn-based Army General campaign work? Each turn can represent half a day or a period of time; within a turn, you can move your pawns, attack the enemy, order artillery bombardments, air strikes, and reinforcements.

Each pawn has several action points they spend on movement and combat. Depending on the terrain (semi-urban, plain, forest, etc.), you spend more or less action points. Of course, you should also consider what kind of unit the pawn is; a helicopter group might not need to worry about a dense forest, while an armored unit would need to spend more time and effort crossing the trees.



If two opposing pawns come into battle, you can either auto-resolve it (saving you time) or go tactical. The latter option will start a random map, with a selection of nearby battalions able to join in, depending on the combat parameters such as distance, remaining action points, and status. When you choose to resolve the battle tactically as its commander, you can also assign the AI to control some or the majority of the battalions.

The result (and losses) of the battle will be permanent. Of course, there will be fresh battalions that can be brought in as reinforcements, but you need to conserve your forces over multiple turns.



[h2]WARNO and Army General mode[/h2] Warno will ship with four separate Army General campaigns at release, detailing various aspects of our World War III war scenario. We can’t go into too much detail yet, but one of them will feature the commonly held and frequently discussed hypothetical Fulda gap offensive. This campaign will see the Soviet 8th Guards’ spearhead breaking through the 11th Armored Cavalry Regiment’s defensive lines, with the latter holding on for as long as possible as NATO reserves assemble in the rear.



To reiterate, each Army General campaign will be playable on both sides, NATO and Warsaw Pact. Each campaign will also be playable versus the AI (single-player), cooperatively against the AI, or versus (online multiplayer). Each campaign will cover a specific sector or war scenario, with its own briefing, intro video, setting, units, and formations, etc.

[h2]See you on the battlefield[/h2]
That’s all for today. We’ll be back next week. Until then, we bid you adieu.

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

And as always: see you on the battlefield, commander!

v.82436 : SUCHET Hotfix

CODE FIXES:
  • fixed some ATGM units being virtually unkillable while in some buildings


DATA FIXES:
  • removed the buildings that were spawned in the trees on the Black Forest map


GENERIC:
  • fixed some errors in how the supply cost were calculated. This implies plane reloading time is back to normal. This fix also affected the supply cost of some other weapons : some AP/HE canons, some AA canons, most aircraft rockets, some artillery rockets. We are still working on improving our system for the supply cost so it will most likely change all over someday.

Maps preview : Dark Stream & Rock

Hello commander,

How you rockin’ with WARNO’s latest milestone SUCHET? A ton of new toys to play with, many updates, and two new divisions, the French 11e Division Parachutiste and British 2nd Infantry Division. Let us know what you think!

Development for WARNO continues at pace. Two new maps are in the works, and today’s DevBlog takes a closer look at both: Rock and Dark Stream.

[h2]Between a Rock and a hard place[/h2] Rock is our new 83km² map, playable in 3vs3 by default, and features many plateaux bringing a distinctive verticality to this battlefield. A river runs along the length of this map. This waterway serves to channel a number of choke points in the area. Each player’s army will be able to cover the whole battlefield lengthwise without having to cross the river. However, to control Rock is to control the bridges - much like real-life - which makes these infrastructure elements important (but not the main gameplay element).



We also took care to place the command zones carefully on the map. For instance, we avoided generating too many “marked” corridors. The current layout on Rock necessitates a commander to move their forces on various axes, not only on a single straight line. We also left part of the level with no command zones. To control these sectors will be the player’s choice; our aim is to let the commander’s tactical creativity run free as they try to win the battlefield. Be sure to make good use of recon units - it might mean the difference between victory or defeat.



[h2]A Dark Stream meanders[/h2]
Our second new map is Dark Stream, aimed at 4vs4 games. It is specifically designed for units with amphibious capabilities. A 72km² map, one of the main features is the huge river that winds across the entire battlefield. The location of the command zones on Dark Stream is deliberate; most of them include river or estuary zones. Make good use of amphibious units if you want to control these sectors. The remaining terrain of the map alternates between defensive positions and open areas.



We are very much looking forward to hearing what you think. Dark Stream features a new type of gameplay with a new type of amphibious unit functionality. We will adapt future maps, currently in production, based on your feedback!



[h2]More good stuff[/h2]
The Eugen team is also busy testing and polishing up some other new features currently in the works:

  • Laser-Guided Bombs (LGB). We are reworking Laser-Guided Bomb mechanics. This will apply to both existing LGB-equipped planes (F-111F, Mirage F1-CT, etc.) and new load-outs, which will be introduced with the milestone (F-16C, and MiG-27K).
  • Amphibious units. The new functionality to cross water for some units is working, but we want to make sure the new feature is optimized in all aspects (visual, sound) and that it doesn’t affect the game’s performance.
  • HMG teams.The new type of unit, the Heavy Machine Gun team, works well. They are still being tested and balanced as we speak, however. In this developmental process, we are reconsidering all machine guns as a whole (infantry, vehicles, helicopter, etc.). Some weapons feature too disparate settings, having been worked on at different times in WARNO’s development. Now, while we are at it, we are balancing all.




[h2]See you on the battlefield[/h2]
That’s it for this week. Let us know what you think. Can’t wait to hear your feedback on SUCHET.

Join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander!