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TWIN CITIES available

Finally, TWIN CITIES & DARK STREAM are available.
We hope you will enjoy them.

MAPS News maps
  • Twin cities 6P CONQUEST
  • Twin cities 6P DEST
  • Dark Stream 8P CONQUEST


[previewyoutube][/previewyoutube]

Maps improvements
Many improvements on maps (Bugs fix, global optimization, Lighting improvements, add roads, command zones adjustment) :
  • CROWN
  • TRIPLE STRIKE
  • MOUNT RIVER


FEATURES:
  • Improved LoS tool : the new version of the vision line tool is available!
  • supply chain : it is now possible to transfer the supply between logistic vehicles
  • improved the individual selection of labels in the Smart Group panel
  • improved the display of statistic gauges in the units' information panel
  • added the players' avatar in the kills/losses' list in the end game screen
  • added a detection range in the line of sight feedback
  • added _5x2_crown_10vs10_DEST & _4x3_geisa_10vs10_DEST to the 10v10 servers


CODE FIXES:
  • fixed stats affected by veterancy in the units' info panel
  • it is no longer possible to add the left click as a shortcut in the options


GENERIC:
  • Anti-air combat: SAM missiles suppress damages increased (quite a lot) and range against helicopters/aircraft increased
  • Better distinction between HE and suppressed damage for artillery (note that some improvements on terrain defense bonus will come very shortly in order to improve artillery damage there)
  • Splash and HE damage reduced for HEAT weapons.
  • Reduction of the bonus for successive shots
  • Damage reduction and area of effect of HE / cluster and napalm bombs
  • improved stun mechanic
  • MMGs inflict more suppressive damages
  • HMG range +175m
  • Resolute trait suppress reduction is now 15%
  • SMG HE damage reduced (div per 3)
  • Slight adjustments around stress resistance
  • decreased thermobaric/incendiary infantry launchers (RPO, Flash, AGI 3x40 & Handflammpatrone)'s HE damage by 50%
  • fixed Handflammpatrone's caliber, further decreasing its HE & suppress damages
  • increased all RCLs (M40A1, SPG-9, M67, WOMBAT)' aim time from 1,5 to 2s
  • decreased M40A1, WOMBAT & SPG9's accuracy from 40 to 35


NATO:
  • decreased M67's accuracy from 40 to 30
  • decreased PIONIER (FLAM.)'s price from 55 to 40
  • increased GAZELLE CANON's price from 30 to 35
  • increased GAZELLE HOT's price from 40 to 45
  • increased GAZELLE HOT 2's price from 50 to 55
  • increased PUMA PIRATE's price from 30 to 40
  • decreased AMX-30B2's price from 135 to 130
  • decreased AMX-30B2 BRENUS' price from 175 to 165
  • decreased FV510 WARRIOR MILAN's price from 45 to 40
  • increased ENGINEERS [FLASH]'s price from 25 to 40
  • increased AB ENGINEERS [FLASH]'s price from 35 to 45
  • increased FIRE TEAM [AT4]'s price from 30 to 35
  • increased AB FIRE TEAM [AT4]'s price from 35 to 40
  • decreased MECH. RIFLES' price from 80 to 75
  • increased AIRBORNE (DRAGON)'s price from 75 to 80
  • increased F-117A NIGHTHAWK's price from 175 to 265
  • decreased JAGUAR [SEAD]'s price from 190 to 175
  • increased AH-1F ATAS' price from 130 to 140
  • increased AH-1F COBRA's price from 110 to 120
  • increased AH-1F HEAVY HOG's price from 100 to 120
  • decreased AH-1F HEAVY HOG's availability per card from 4 to 2, number of cards increased accordingly
  • decreased AH-64A [RKT]'s availability per card from 2 to1, number of cards increased accordingly
  • decreased FV721 FOX's availability per card from 2 to1, number of cards increased accordingly (but in 2ID which had too many already)
  • decreased (British & Belgian) SCIMITAR's availability from 9 to 6
  • decreased (British & Belgian) SCORPION's availability from 9 to 6
  • (1AD) removed MAG 7,62mm's acces to WARRIOR as transport
  • (1AD) removed GUN GROUP's acces to WARRIOR as transport


PACT:
  • decreased RPG-29's accuracy from 60 to 50
  • decreased T-80U's price (back) from 320 to 305
  • decreased T-80UD's price from 350 to 320
  • increased Mi-24V [AA]'s price from 135 to 140
  • increased Mi-24V [RKT]'s price from 135 to 140
  • decreased Mi-8MT [RKT2]'s price from 145 to 125
  • increased Mi-8MT [RKT3]'s price from 100 to 115


FOB, LoS & Balancing

Hello commander!

In today’s DevBlog, let’s go full ACRONYM and take a deep dive into FOBs and LOS. Yup, we got some interesting details to share both about a new structure and an updated (and very important) game mechanic coming to WARNO.

Both the FOB and revised LOS system will deploy in a patch soon!

Keep reading to find out more.

[h2]First up: FOB[/h2]
Let’s begin with the new Forward Operating Base. This structure was introduced back in Wargame: European Escalation. Many of you veterans of our earlier games have been asking for the FOB’s inclusion into WARNO.

We are getting very close to introducing FOBs in the game, so let’s get down to brass tack logistics and explain what’s moving, where, when, and how.

The FOB in WARNO is a single supply depot that can be placed at the beginning of a game in your deployment zone. And ONLY during the deployment phase. Supply vehicles will be able to enter a FOBs area of effect and automatically receive supplies (“health” repair, ammo, fuel). Not only that, FOBs can resupply any type of unit if they are close enough.

There is more: you have to be careful defending a FOB. These are very hardy structures, but they can still be destroyed. But a greater prize is to capture one! If an opposing player places enough units in the zone of influence of a FOB, they will gain control. If you want your FOB back, you need to have more units than your opponent in its radius.



Visually, we wanted to ensure WARNO’s Forward Operating Base was a bit more realistic than its Wargame: Red Dragon predecessor. Gone are the reinforced concrete walls and watchtowers (which, realistically, would take several days to build).

Instead, the new FOBs are made of weapon and ammo stock, military equipment, and fuel barrels, all urgently transported to the forward edge of the battlefield. This reinforces the core theme of WARNO, pushing the idea that the FOB is a scratch-built base of operations deployed in a rush when your game - the battle - begins.

Let us know what you think!

[h2]A new Line of Sight tool[/h2]
We have also worked on an updated and revised Line of Sight tool. As you know, during a tactical battle in WARNO, a player can press “C” to display the Line of Sight, either on the cursor (useful to check locations on the map) or centered on a unit.

We have improved the Line of Sight tool to make it faster to use, easier to understand, and more accurate. We have done this by differentiating better what cannot and what can be viewed.

Faster to use
With the updated tool, when selecting a unit in the game, you will see how their field of view holds up.

If we compare two examples:



We have here an M1A1 Abrams tank, with poor vision, and a dedicated recon M3A1 Bradley CVF.

The former can see more of the battlefield than the latter.

Easier to understand
Check out the screenshot. As you can see, the new Line of Sight tool now displays two different colors:



  • In white transparency, the “true” Line of Sight. That is to say, the unit cannot see beyond the white line. A unit’s field of view on the battlefield is cut by buildings, forests, or other obstacles or simply limited by distance.
  • In blue, we show intermediate areas in which your unit is unable to detect any potential enemies. However, if an allied unit detects a hidden enemy, they will appear in this region, even if the selected unit can’t see any foe directly.


More accurate
We have also incorporated the functionality to simulate the detection of any type of unit by clicking on the LoS icon. By doing this, you can immediately tell which units can be detected in the blue area depending on their level of Stealth.



Wondering if you can spot that towed AT gun? Click. Or an enemy Spetnaz recon team? Click.

The tool also lets you distinguish all the environmental elements that influence vision and detection. See how it works in the screenshot below.



[h2]What we are aiming at[/h2]
Our main objective is a high Time to Kill (TTK), promoting a more deliberate and tactical pace of playing WARNO, which would appeal to all of our players, regardless of level.

That’s not all: we also want to reduce as many cheesy tactics as possible. On a strategic level, nothing should come for free or be done in such a way that it is annoying. We wish to create a comfortable, worthwhile atmosphere in WARNO that doesn’t promote any feelings of injustice or frustration.

WARNO is a game of strategy and tactics, brains and daring, set in the late Cold War, and we would loathe seeing simplistic techniques that allow players to win effortlessly with no thought.

Make no mistake, we are on a never-ending quest to provide you with the deepest, most fun, and most authentic experience possible in WARNO!

What can you expect to be rebalanced in the near future?



Aircraft, helicopter, and AA

When it comes to aircraft, helicopters, and anti-air adjustments, we will enter a cycle of experimentation. At the moment, we are not fully satisfied with this aspect of WARNO.
We are studying various ways how we can update the mechanics involved. Planes are too often used as suicide “jokers” that prevent the deployment of heavy tanks, while also allowing some players to win a game within the first few minutes.

Please be patient, as the coming weeks will see some different meta-approaches being implemented. It will take time, and we will consult your feedback and comments on the official Discord server. If problems arise, we’ll react as soon as possible!



Artillery and MLRS changes

Much like helicopters and aircraft, we will also take a good look at artillery and MLRS. Some recurring issue with multiple rocket launcher systems is the tactic in bombarding access routes and spawn points at the start of a game. We need some time to find the right balance here. And, once more, we can use your feedback to identify the most useful gameplay solutions possible.

In the next patch, we will preemptively decrease the damage output of a howitzer while increasing the area of suppression. This would allow team games, from 2vs2 to 10vs10, to be less dependent on artillery. Once this change is in, we’ll likely slowly adjust the damage and suppression variables until we find the right balance.



Stabilizing the meta

Once we have addressed the above gameplay areas, our aim is to get a stabilized meta that is viable and fun over the long term. This will guarantee a fair and strategic experience, and to make WARNO a balanced and exciting game, for beginning players to veterans and military experts alike!

[h2]See you on the battlefield[/h2]
That’s it. As mentioned before, the new FOBs and updated LoS tool should make it to WARNO shortly, maybe even as quickly as next week!

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, commander!

More infantry units & new traits

Hello, hello!

It’s good to be back. We are very happy to see the positive (and constructive) feedback on our latest milestone, OUDINOT. Of course, the Eugen team is never finished tinkering, improving, and rebalancing WARNO. We take all comments to heart!

We also have to thank you, the player and the community, for all the heartwarming messages and words of encouragement. Let’s keep making a great WARNO together!

The Unit Traits were one of the major new elements introduced in the OUDINOT. Seeing the success, we decided to introduce a couple of new infantry units, as well as expand the Traits system to vehicles. Keep in mind, most of what you read is still work in progress.

[h2]New units and their traits[/h2]
As mentioned before, we are planning some more (new) infantry units to take advantage of the new Unit Traits. You can check out the detailed list of traits newly added to WARNO in this DevBlog.

Warsaw Pact nations have no units with the Military Police trait. This is due to these armies not having a single large, dedicated military law enforcement organization similar to NATO ones within their ranks. They were usually spread out across different functions, such as traffic control, rear security, etc. As a result, these types of units don’t appear in any divisional Table of Organization & Equipment (TO&E).

  • The above made identifying suitable units harder, but not impossible. After diligent research, we found some fitting counterparts to NATO MPs.
  • For the Soviets, these are the Komendatura or “Commandant’s Service” troops, easily identifiable by their sci-fi white and red helmets and the letter “K” patch embroiled on their sleeves. Komendatura units were one of the last units to retain the older UAZ-469. We will take this opportunity to make a special in-game skin for this jeep.
  • The East Germans will get Militärstreife squads.


A few nations also lack a GSR trait (Ground Surveillance Radar) unit. These are recon units equipped with a portable radar, such as the American AN/PPS-5B or the Soviet PSNR-5.
  • The Soviet Spetsnaz GRU and East-German Specialaufklärer units will be reworked to accommodate them.
  • This means that only the French would be left without a GSR unit. As such, we created a new Dragons-Paras squad to feature it. The 13e Dragons-Parachutistes were the French First Army’s LRRP unit.

And last, 2-man sniper teams with the Sniper trait will be added to all nations.
Can you recognize them all?



[h2]And new Unit Traits[/h2]
The first batch of Unit Traits has been well received by the community. As this series mostly concerns infantry, the next one will focus more on vehicles. We are still designing and seeing how some of these traits would behave, so please keep this in mind. Some others are on the drawing board, but we are assessing their feasability before disclosing them.

  • EW. No, it's not something disgusting; EW stands for Electronic Warfare. We would add this trait to EW aircraft, giving them an “ECM area of effect.” This would entail that the plane would affect all radar units in its vicinity and inflict accuracy penalties on them, even if they are not targeting the EW unit directly. A case in point would be the (recently much-discussed, we know) EF-111 Raven aircraft. Unarmed, but with the EW Trait, it would be a great opener to breach an AA defense net, rendering them more infective against the following bomber raid. If it works as expected, it could pave the way for introducing EW helicopters, such as the EH-60A and Mi-8PPA.
  • Jammer. A unit with the Jammer trait would disrupt recon radar (the one getting the Expectional Optics level) and reduce their effectiveness to Very Good if within the jamming unit’s area of operations.


  • Smoke launcher. This would be used for identifying purposes, much like the Transport trait. The Smoke launcher trait allows for quick identification of vehicles featuring smoke grenade launchers.


[h2]See you on the battlefield[/h2]
Besides all the above, we are always working on balancing and updating our game. As some of you are desperately keen to know when X will come/changed/nerfed, be patient: all will be revealed in due time.

We hope you like what’s in store for WARNO. What can you expect for the future DevBlogs? We will have an update on the new maps incoming, as well as the new FOB, which we wish to detail in the near future. You can also expect sneak peeks into the new Operations coming soon!

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!

Mea culpa and what's next?

Hello commander!

Our latest milestone, OUDINOT, is out in the wild, and we sure hope you are enjoying the fruits of our hard labor.

Being in slightly quieter waters, we want to take the opportunity with today’s DevBlog to give you, first, an apology, and, second, a first look at what is coming to WARNO in the very near future.

Keep on reading!

[h2]An mea culpa moving forward[/h2]
We hear you loud and clear. And we would like to apologize for the delays in development and releasing updates for WARNO. This is not something that we do on purpose. Keep in mind that the Eugen team is not that big, and delays, technical issues, roadblocks and whatnot typically beset game development.



Please, understand that WARNO, or our other titles, or even the studio, is not “a scam,” or that we are trying to piss off our community, or that we don’t want our games to succeed. That’s silly. We are as passionate as you about our games, the genre, and the industry, and we want to ensure we deliver the best possible experience to our players. And this might mean we need some extra time. We only ask for your understanding.

[h2]Our players are all[/h2]
We listen to you, and we take all feedback on board, reviewing each and every comment before we decide to act on it (or not). As game designers, the solution comes from unexpected places, and we always try to be thoughtful about our changes and updates.

We are fulfilling everything we promised at the beginning of WARNO’s Early Access, and more, including two free divisions (OUDINOT), urban maps, etc. We have already included many, many, many unplanned additions and updates, all improving and enhancing what WARNO can offer, in many cases directly addressing wishes or requests from our community. All these take extra resources and time, which can lead to unscheduled delays or issues.



Instead of seeing this as a negative, we are thoroughly happy about how Early Access allows us a direct communication channel with you, our players. Does that mean we will stop implementing new, cool, or updating existing mechanics? Of course not! But it means everyone needs to understand that game development can be a fickle beast, and some flexibility and understanding are appreciated.

[h2]A final thing[/h2]
Before we get to an update on all things WARNO, one last thing. We have mentioned this before, but we’ll do it again: we kindly ask all of you, our players and community, to remain civil. We treat each other with respect, even when voicing our opinions and putting forth constructive feedback.

Important: we do not tolerate hate speech, trolling, spamming, racism, misogyny, or other childish behavior. We will come hard on those that do. We want an inclusive, constructive, healthy WARNO community, from new players to grizzled veterans. We all play a part in making this vision a reality.

If there is any fighting, keep it to the WARNO battlefield. Calm, cool, and collected are the keywords, commander. Thanks!

[h2]So what’s next?[/h2]
So, with that out of the way. What can you expect for WARNO in the very near future?

  • The inclusion of Forward Operating Bases or FOBs. We are still tweaking the implementation of the FOB concept, but expect a hardened structure that allows for a certain amount of supply transfer. More details to come soon!
  • The new urban map Twin Cities. Check out some of the preliminary visuals in this DevBlog here. The map is done, and we were only waiting for OUDINOT's hotfix patch to ship before we test it with the Strike Team. It should be streamed in no time.
  • On top of this, we are also working on a smaller urban map. Initially designed only for Army General, to replace SD2’s urban autoresolve, it will finally be released for multiplayer. Expect some setting restrictions due to its small size.
  • The map Dark Stream, which we presented in this DevBlog will also be released very shortly. It was created, and intended to be released, with the new amphibious ability in WARNO.
  • Map builders are also collecting all the community feedback, using this to improve or enhance all existing maps.
  • A host of new infantry units - where historically possible - to take advantage of the new Unit Traits. See below for a sneak peek into some examples.


[h2]New units and their traits[/h2]
As mentioned previously, we are planning a series of new infantry units.

  • Missing Soviet & East-German Military Police.
  • Adding or reworking existing units to give USSR, East-Germany & France their missing GSR units.
  • Adding all nations Sniper teams.
  • A new MiG-29 load-out and associated skin. Look below for the nice new paint job. It’s gorgeous and because of that, we really wanted to add it in-game!
[h2]WARNO’s latest release[/h2]
So, in case you missed all the above, don’t forget to check out an overview of all the latest updates brought to you by the OUDINOT milestone and associated (but separate) major game patch.

  • OUDINOT’s two new divisions focused on the fictional Battle for Berlin (1989): NATO’s Berlin Command and Warsaw Pact’s Unternehmen Zentrum.
  • OUDINOT also contains a host of new units including F-117 stealth fighter-bomber, FV432 Rarden, SPW PZH, Wachtschützen, etc.
  • New tutorials.
  • A new map, Rock, a 83km² battlefield playable in 3vs3.
  • A new 2v2 version of Loop map.
  • The Black Forest map rework.
  • New Destruction mode variant of:
    • Mount River
    • Vertigo
    • Danger Hills
    • Triple Strike
    • Death Row
    • Cyrus
    • Volcano
    • Iron Waters
    • Chemical
    • Geisa
    • Crown
  • New Unit Traits system.
  • New Amphibious ability for certain land vehicles.
  • New destruction textures.
  • Major combat system rework, increasing the importance of Suppression.
  • New hit points/suppression UI display.
  • Command unit overhaul.
[h2]A new tournament[/h2]
Lastly, our excellent Protosszocker has organized a new WARNO tournament. With OUDINOT out of the workshop, it’s time to test the latest version of the game under “battle conditions.”

The Simulate Divisions League will host the WARNO League Super Tournament this weekend. Make sure to put in the calendar: January 28th and 29th will showcase who has best adapted to the new way of doing war!

Games will be streamed live on the SDL Twitch channel. The first match starts at 16:00 Central European Time.

Get together to find the best new, cool strategies for WARNO. Eager commanders can sign up at this dedicated page, on a first-come-first-serve basis. Get registered before the spots run out!

Games will be streamed live on the SDL Twitch channel.



[h2]See you on the battlefield[/h2]
That’s all for today. We won’t keep you any longer. Start up WARNO and get playing!

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.88939: Oudinot

PATCHLOG


FEATURES:
  • new PACT division: Unternehmen Zentrum (classified as DDR since its main component was NVA's 1. MSD)
  • new NATO division: Berlin Command (classified as British since West-Berlin was, at least administratively, attached to NORTHAG)
  • added amphibious capacity
  • QoL improvement regarding the way zones controled by a player are displayed
  • it is no longer required to a CV to stay on a zone to control it after it was secured
  • game mode is now displayed in the replays' list
  • the RETURN key now allows to validate some windows (nickname change, invite code's validation, ...)
  • adding a screen accessible from the lobby displaying detailed informations about the map scenario
  • adding a a health & moral gauge in units' label
  • improving the available supply remaining in supply units' label
  • better conquest points' distribution between players depending on the number of zones controled by each one
  • it is now possible to change the shortcut for helicopters' altitude change


MAPS:
  • MOUNT RIVER 6P DEST
  • VERTIGO 4P DEST
  • ROCKS 6P
  • ROCKS 6P DEST
  • DANGER HILLS 6P DEST
  • TRIPLE STRIKE 6P DEST
  • DEATH ROW 4P DEST
  • CYRUS 6P DEST
  • VOLCANO 6P DEST
  • IRONWATERS 6P DEST
  • RIFT 6P DEST
  • CHEMICAL 8P DEST
  • GEISA 20P DEST
  • CROWN 20P DEST
  • LOOP 4P CONQUEST
  • DEATH ROW 4P CONQUEST : Many improvements on Deathrow (Bugs fix, global optimization, Lighting improvements)
  • BLACK FOREST 4P CONQUEST : Many improvements on BLACK FOREST (Added many roads, removed many cover areas, bugs fix, global optimization, Lighting improvements)
  • TWO WAYS 4P CONQUEST : Many improvements on TWO WAYS (Added many roads, slight command zones adjustments, bugs fix, global optimization, Lighting improvements)
  • DANGER HILL 6P CONQUEST : Many improvements on DANSGER HILL (Reinforcements arrow deletion, bugs fix, global optimization, Lighting improvements)
  • LOOP 20P CONQUEST : Many improvements on LOOP (Central command zones rework, bugs fix, global optimization, Lighting improvements)


CODE FIXES:
  • fixed an AI behaviour when it takes over from a human players in replaces, which made it move away from zone the former was securing
  • fixed various hints in units' info panel
  • fixed a crash occuring when the C key was pressed when the selected unit died
  • fixed an exploit allowing to keep tracking an ennemy unit when mainting the C key pressed after in was selected
  • when a group of enemy units is selected, those becoming invisible are removed from the selection
  • fixed a window mentionning a deconnection which kept reappearing every time one returned to the intro menu
  • deactivating supply now also deactivated health points & fuel supplies
  • the destruction mode's feedback displaying the number of VP won by destroying an enemy unit is now displaying taking in account the game's resolution
  • fixed the Reinforcement option for Smart Group when they are in a city block
  • fixed a crash occuring when some invalid deck code were importeed
  • fixed some AA units' hint being displayed in the artillery units' production menu
  • stunned units now can't aim until they have recovered
  • while watching a replay, messages indicating that the game is about tot be lost/won aren't displayed anymore when observing as "neutral"
  • the "i" key press when an enemy transport is selected doesn't allow to see what it transports anymore
  • fixed a mortar bug stucking them in "alignement" stance when they were positioned on a slope
  • fixed an IA bug preventing it from spending all its money in some cases
  • fixed a bug which stop the resupply of units being targeted BUT MISSED by enemy fire
  • fixed one rare desync


DATA FIXES:
  • fixed the (E-German) MiG-23MF loadout's position
  • fixed HARRIER GR.3's air optics, on par with other fighters
  • fixed some mortar smoke trajectory errors
  • corrected a typo witht RAPIRA's calibe (100m --> 100mm)


MODEL FIXES:
  • fixed the x19 rocket pod model on British JAGUAR [RKT]


GENERIC:
  • changed Satchel charges as Static weapons
  • decreased the veteancy bonuses (stress shield, RoF & accuracy increase)
  • decreased SPAAG's accuracy, but increased their suppression AoE (they are now less lethal, but stres more)
  • HEAT & AP's damage AoE's size are now depending on their power
  • reworked combat system, as previously described here.


CV OVERHAUL:

  • decreased the availability of CVs (vehicles, infantry or helos) coming by 3 or 4 per card by -1
  • decreased American ENGINEERS LDR. (both AB and not)'s availability per card from 3 to 2, on par with other nations' engineer leaders.
  • (3AD) decreased M151 MUTT CP's number of cards from 2 to 1
  • (8ID) decreased M1 ABRAMS CP's number of cards from 2 to 1
  • (8ID) decreased M151 MUTT CP's number of cards from 2 to 1
  • (8ID) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (2PzG) decreased LEOPARD 2A3 FÜH.'s number of cards from 2 to 1
  • (5Pz) decreased PZ.GREN. FÜH.'s number of cards from 4 to 2
  • (5Pz) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (TerrKdo) decreased JÄGER FÜH.'s number of cards from 3 to 2
  • (TerrKdo) decreased M48A2GA2 FÜH.'s number of cards from 2 to 1
  • (4MSD) decreased KPZ. T-55AM2 FÜH.'s number of cards from 2 to 1
  • (7Pz) decreased MOT-SCHÜTZEN FÜH.'s number of cards from 4 to 2
  • (KdA) decreased KdA FÜH.'s number of cards from 2 to 1
  • (KdA) decreased KShM R-149's number of cards from 2 to 1
  • (KdA) decreased VOPOS' number of cards from 2 to 1
  • (39GvMSD) decreased T-80BVK' number of cards from 2 to 1
  • (79GvTD) decreased MOTOSTRELKI KOM.'s number of cards from 4 to 2
  • (35DShK) decreased DESANT. KShM R-149's number of cards from 2 to 1
  • (5eDB) decreased CMDT CHASSEURS' number of cards from 2 to 1
  • (5eDB) decreased CMDT GREN.-VOLTIGEURS' number of cards from 3 to 2
  • (11ePara) decreased PAC PC's number of cards from 2 to 1
  • (1AD) decreased RIFLES LDR.'s number of cards from 3 to 2
  • (2ID) decreased JÄGER FÜH.'s number of cards from 2 to 1
  • (2ID) decreased TERRIER LDR.'s number of cards from 2 to 1


NATO:
  • all US M113s set as non-amphibious and 2/2/1/(1 or open-top) armor
  • increased GAZELLE CANON's price from 25 to 30
  • increased PUMA PIRATE's price from 25 to 30
  • added CHAPARRAL the option to be taken at vet3
  • decreased M67 RCL ammo per squad from 8 to 6
  • decreased TRACKED RAPIER's price from 110 to 95
  • increased F-16E [SEAD]'s ECM from 30% to 40% + price increased from 260 to 280
  • increased AIM-9L missiles' damage from 4 to 5
  • increased (all mechanized) FIRE TEAMS' number of SAW from 1 to 2
  • increased FIRE TEAMS (LAW)'s strength from 5 to 6
  • increased ENGINEER (FLASH)'s availability from 6 to 9, on par with other divisions
  • (8ID) changed EF-111 RAVEN with F-4G WILD WEASEL
  • (3AD) added 2 cards of FIRE TEAM (AT4)
  • (3AD) reduced FIRE TEAM (LAW)'s number of cards from 3 to 2
  • (3AD) added M2A2 BRADLEY LDR.
  • (3AD) replaced RIFLES LDR. with new Bradley-borne FIRE TEAM LDR.
  • (3AD) increased all (non leader) FIRE TEAM's number of cards to 3
  • (3AD) decreased MECH. RIFLES' number of cards from 3 to 1
  • (TerrKo) added one card of F-16C [AT]
  • (2PzGr) added one card of JAGUAR 1
  • (2PzGr) added one card of JAGUAR 2
  • (5Pz) added one card of FH M1A2 (A2) 105mm


PACT:
  • changed SPW-152K's MG from NSV to SGMB
  • increased UAZ SPG-9's price from 30 to 35 (and 40 accordingly for airborne units)
  • decreased UAZ SPG-9's availability from 12 to 9
  • (4MSD) added one card of FLA-RAK. IGLA & removed one of FLA-RAK. STRELA-2M
  • (4MSD) added one card of D-20 152mm howitzer
  • (7Pz) added one card of FLA-RAK. IGLA & removed one of FLA-RAK. STRELA-2M
  • (7Pz) added one card of ZU-23-2
  • (35GvDShB) added one card of 1V119 REOSTAT
  • (35GvDShB) added Mi-8MTV as transport option, with better protection (ECM & flares) against AA to distrupt Stingers
  • (39GvMSD) added one card of Mi-24K


DISCLAIMER:
  • we are aware that command helicopter, although they work properly in regards to caping zones, do not currently grant a veterancy bonus around as other CVs do. It will be fixed shortly.