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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%

v:93411: Introducing AUGEREAU

Hello commander,

It took its sweet time, but here's come milestone AUGEREAU and the long-awaited FOBs.
Or more exactly FIELD SUPPLY POINTS as they are now called ingame (and localized in every language).

[previewyoutube][/previewyoutube]
Keep reading to find out more.

[h2]But first ...[/h2]
... we wish to offer our apologies for the delay it took to deliver this feature. FOBs weren't something we had intended for WARNO, and thus buildings weren't part of the code anymore. We resurrected them to grant a community request and they had to be brought back from scratch. This took longer than we expected.

Then the FOB's design also delayed us, for we researched what an actual Field Supply Point would look like IRL, instead of reproducing WRD's hard concrete infrastructure. Our 3D artists put such heart in that task that the new model was so detailed it became too CPU-heavy and had to be optimized several times to fit the game properly.
Finally, the final tests brougtht back some minor but time-consumming little issues to fix before rebuilding an entire version each time. Each time delaying release by forty-eight hours or more, quickly bringing us back to a Friday. And for this, we wouldn't do a Friday launch ...



This DevBlog has been waiting for publication this past two weeks for we had hoped to release the FOB for some time already, but always delayed at the last minute with no ready replacement to take its place. Hence the silence.

[h2]A little bit of historical context[/h2]
Each WARNO milestone is named after a famous French marshal active during the Napoleonic wars. Pierre AUGEREAU is quite typical of most of Napoléon's marshals: a formidable leader of men, a decent tactician but a poor commander-in-chief.

Born in 1757 of modest origins, he enlisted in the royal army at 17. He soon became famous for his swordmanship, and in one of many duel he was to fight in his lifetime, Augereau killed a noble officer, forcing him to desert and go into exile! For the next 13 years he traveled accross Europe, working as a mercenary for the Russians and Prussians. He then settled briefly in Saxony, Naples and Portugal, usually earning a living as a fencing master.



He returned to France, then in full Révolution, in 1792 and enlisted again but this time in the Republic's armies. A young army, lacking officers and military talents due to the emigration of the nobles. Augereau knew everything there was to know about military life and his rise was meteoric: in about a year, he was promoted from sergeant to général de division. That's the rank he held when young general Napoléon Bonaparte took command of the Army of Italy, in which he served.
Augereau's division played a key role in most of Napoléon's First Italian Campaign's major victories: Loano, Montenotte, Lodi, Arcole ... but especially Castiglione, which Napoléon later granted him as a ducal title.
But in 1797 his military career was already at its zenith.



Rallied to Napoléon's Empire, he was among the very first generals to receive his marshal's bâton. He took part in Napoléon's lightning campaigns of 1805-1806 in Moravia & Prussia, but always as the commander of the reserve, under Napoléon's direct command.
Nearly killed ar Eylau in 1807, it would take him three years to recover from his wounds and be fit again for command. Sent to Spain in 1810, he proved there as incompetent as most of his colleagues (Suchet excepted), yet established himself as one of the greatest looter of a Grande Armée in which it was quite a national sport. In 1812, he was to garrison Germany while the Grande Armée was freezing to death in Russia but fought well at the battle of Leipzig in 1813.
Well enough that Napoléon gave him a major independant command in 1814, the Armée de Lyon which was to prevent an invasion from the Alps and Italy. Although his army was far weaker that expected on paper, his complete lack of activity in this campaign brought suspiscion that he had been bought by the Allies. When Napoléon abdicated, he rallied to the Bourbons monarchy immediately.

Augereau and Napoléon met one last time, just after the Emperor's abdication. On its way to Marseille to board a ship for his exile in Elba, Napoléon decided to stop and bid farewell to his old friend from 1797. But as soon as Napoléon stepped out of his car, Augereau subjected the deposed Emperor to a barrage of insults and reproaches. Such was the end of their friendship.

In 1815, when Napoléon returned during the Hundred Days, Augereau obsequiously tried to regain Napoléon's favors, but the latter wouldn't even meet him, had him striken from the list of marshals and labelled a traitor for his poor 1814 performance. Nonetheless, his failed attempts at ingratiating himself the favors of the "Impostor" didn't suit Louis XVIII well when he returned on his throne three months later: Augereau was stripped of all military titles and pensions. He died a year later on his estate.

[h2]Words have meaning[/h2]
But let's get back to 1989!
In Wargame: Red Dragon (and previous Wargame title), the term FOB was standing for Forward Operation Base. Although FOBs would provide logisitical support to local troops as they did ingame, a real FOB would also be housing troops, sometimes even artillery or mortar support, helipad, ... That is a much bigger role than our ingame FOBs were actually providing.



Therefore, FOBs in WARNO are called Field Supply Point (FSP), referring to a provisional field depot or "ammo dump" (although containing more than just ammunition).
The model has also been designed in order to look more realistic, that is like a provisional infrastructure established close to the frontline to supply combat troops with ammunition, fuel, rations, ...



[h2]But what is a FOB?[/h2]
But to hell with all the semantics: what do FSP do ingame, shall you ask? If you're new to Eugen games, you might be at loss understanding what some people are clamoring for about them ...

An FSP is a unique unit in WARNO, for it is the only building you can deploy.
You will be allowed to take one, and one only, in your deck, occupying one LOG slot. Since it is a building, it can only be deployed during the deployment phase: if you don't use it then, you won't be able to deploy it later! So, make sure to plan ahead if you will need one in your deck, or if not deployed from the start it will just fill one precious slot for naught.



FSP are basically a HUGE reserve of supply, which you can use to resupply other units with ammunitions, fuel or spare parts/replacements, as any supply unit. You just have to bring another unit close by, and it will be resupplied.
But of course, the best use you can make of it is to refill more mobile supply vehicles. Once empty, the latter can be brought to your FSP and then supply will be transferred from the building to the mobile units, refilling them before sending them back to the front. And then you've got a supply chain!
Supplies only go from the FSP to a unit, not the other way around. You can't resupply an FSP! But don't worry, they hold a lot of supply.



Of course, FSP will become a prime target for the enemy! Since they can't be moved, once spotted you can expect heavy shelling and air bombardment, hence you better keep some AA nearby.
Yet, they won't go boom at the first enemy round: FSP are very resilient! It will take a lot of firepower to take them down ... but when this happen, make sure not to have friendly units in the vicinity: no one want to be nearby when an ammunition depot detonates!



Another way, and shall we say the most enjoyable one, to neutralize an enemy FSP is of course to capture it!
As any supply unit ingame, an undefended FSP will surrender to the enemy, who will then be able to use it to supply his own troops. If you don't want your FSP to end up feeding the enemy, make sure to guard it well against sneaky special forces on the hunt. That's what security troops are meant for.



[h2]Map updates[/h2]

But FSP aren't the only thing coming with this milestone: Iron Water and Ripple maps have been upgraded

During WARNO's Early Access, we made significant improvements to the existing maps. In this instance, we worked on Iron Water and Ripple, which received significant fixes & changes, including:
  • Fixing bugs identified by players
  • Improved vegetation
  • Improved cities
  • Improved water and riverbank treatment (Iron Water)
  • Optimization of visual effects (lights and colors)
  • Improved game performance




We hope these updates will improve the gameplay experience for our players. We remain committed to continually working to provide a superior gaming experience.

[h2]Patch notes[/h2]
With the milestone comes other changes & fixes, listed below.
[h3]Features[/h3]
  • introducing FIELD SUPPLY POINTS (aka FOB), with one added per battlegroup

[h3]DATA OPTIMIZATION[/h3]

  • We have optimized the disk size of Warno from 56 GB to 25 GB.
    If you need to replay old replays, it is necessary to switch to the Steam branch compat_save_older_than_93194.

[h3]MAPS[/h3]
  • Ripple and Iron Water maps have been reworked:
  • improvements in urban rendering, colorimetry and light processing

[h3]CODE FIXES[/h3]
  • fixed the button at the end of the tutorials, which restarted the same tutorial
  • fixed Puma HC.1 supply, which no longer uses fuel
  • fixed feedback placement in game
  • fixed the loss threshold in the lobby, which sometimes showed huge numbers
  • fixed the voiceline of some infantry talking continuously
  • fixed feedbacks that were offset from the minimap

[h3]DATA FIXES[/h3]
  • Polish translation improved thanks to GreenHD
  • improved sniper FX's speed
  • fixed the orientation of the barrels of some mortars
  • fixed display of HE values of S-13 and S-24 rockets
  • fixed M107A2's salvo length

[h3]GENERIC[/h3]
  • standardizing LRRP avail/vet

[h3]NATO[/h3]
  • (Berlin) adding one card of British SNIPERS

[h3]PACT[/h3]
  • decreased E-German MIG-29's price from 245 to 215, on par with its Soviet counterpart
  • (Zentrum) adding one card of Fs-SCHARFSCHUTZE
  • Swap the VSS Vintorez for the Dragunov sniper rifle, for the Spetsnaz using them
  • Add a more realistic version of the VSS Vintorez for the SNAYPERI SPETSNAZ (short range, but better aim and reload time)


[h2]See you on the battlefield[/h2]
All right! That’s it for the FSP, 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!