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Army General “General” Update

Hello commander,

We hope you are well! Army General: it’s clearly one of the most frequently asked topics featuring high on your wishlist. So, what’s the deal?

In today’s DevBlog, we will give you a rundown of what is happening with WARNO’s upcoming massive strategic campaign mode. And what to expect in the coming future!

Please note that the localization and text writing within Army General is still a work in progress. Yes, there are a couple of typos and mistakes in the screenshots, but we are in the process of ironing them out.

Let’s dig in.

[h2]The Promise[/h2]
First things first, let’s go back to the original promises we made when we kicked off the Early Access of WARNO. The launch of a game like WARNO, with the small team that is Eugen, means a big chunk of game development time, resources, and lots of fine-tuning and balancing.



When we launched WARNO, we gave you a tentative look into the development of our game. As you can see, we have delivered everything we initially promised… and then some.

We took the time to add a whole bunch of features that went beyond the original scope. Such as:

  • More divisions.
  • More maps.
  • New mechanics (including urban warfare).
  • New Traits.
  • etc.


From the “might be” section, we delivered the Tutorials and the Operations (scripted scenarios), which leaves us the Army General campaigns.

We can confirm that WARNO will ship with at least one campaign (but potentially more) before the full, official launch out of Early Access.

[h2]Why so Long?[/h2]
Sure, you might say, you kept your promise. But why is the Army General campaign taking so long? For that, let’s reveal a bit of development history.

From day 1, we were explicit in saying that we couldn’t start working on WARNO’s Army General campaign until most (not all) units were developed and implemented, as the AI and the autoresolve mechanic would need to be designed to use them properly. Of course, next to that, we were busy researching maps, Order of Battles (OOB), and potential campaign ideas. But, work on Army General’s scripting and balancing wasn’t able to start before milestone MASSENA (mid-July 2022).



As you might recall, our first Army General “Reveal” DevBlog was from September 2022. We had a rough first playable prototype by this time, featuring a full OOB and unit and formation pawns. However, it was a straightforward port of Steel Division 2’s Army General mechanics into WARNO. We could have been marginally content in just wrapping this up and shipping it, but it would have been counter to our vision.

In our perspective, WARNO’s Early Access is the opportunity to be ambitious and massively improve our Army General campaign. To go beyond and upgrade what we can do with a turn-based strategic mode.

Teeth versus Non-Teeth
We got to work. One of the first things we did was to rework the combat system, to define better and separate “teeth” and “non-teeth” battalions, meaning infantry and armor for the first versus artillery, air support, and auxiliary formations (recon, security, engineers) for the latter. We wanted the “non-teeth” battalions to be more relevant, letting them compete only alongside themselves but still bringing bonuses to the fight. As such, artillery, air support, and auxiliary now have their own category in the new Battle Plan phase (detailed in this DevBlog). Though it might sound like a mere UI reorganization, this change carried some serious AI tinkerwork to use this new system fully.



Scale
Another thing we wanted to resolve in our strategic mode was scale. While operations in World War II could last several weeks, maybe even months, within a six-year war, World War III in Europe was planned to be very short. The Warsaw Pact had about ten days to win an invasion, or else NATO would have been able to bring too many reinforcements (including REFORGER) to the battlefield after two weeks of fighting. Many studies and plans on both sides of the Iron Curtain envisioned the use of nuclear and chemical weapons in a myriad of ways: as a first strike, to break a stubborn NATO defense, or to contain successful Warsaw Pact breakthroughs.



Either way, at least in a conventional sense, World War III in Europe would not have been planned to last more than two to three weeks. In WARNO, that is our working hypothesis: a conventional conflict being played out over a limited amount of time.

That’s why in WARNO’s Army General, we have switched to a three-turn-a-day ratio (Morning, Afternoon, Evening). Which meant recalculating all units movement range to match the shorter turns. And of course, we’ll make sure that in future NORTHAG Army General campaigns, British troops won't fight in the evening, being tea time!



Reinforcements
In Steel Division 2, reinforcements could only be brought in by using Command Points. In WARNO, we stepped away from this economy. Instead, scheduled reinforcements are due at specific moments and will all arrive, regardless. Other types of reinforcements may or may not be granted, depending on events and strategic choices.



Urban Warfare
Urban warfare is another significant difference with Steel Division 2. In WARNO’s World War II cousin, this type of combat could only be settled through auto-resolve (as it lacked urban maps). We have decided to do things differently with WARNO, especially after hearing your feedback for more urban maps.



This is why urban maps will be integrated into WARNO’s campaigns, to be triggered when fighting on a specific section of the strategic map. WARNO’s Army General campaign will have its own set of small-scale maps for just such opportunities.

Each new mechanic we added, even if only for multiplayer, has repercussions in Army General. We have to “teach” the AI new battle plans, new traits, how to best use urban maps, strategic choices, units, etc. This takes time. To integrate and test all of it, we created a special campaign, smaller in scale. This testbed campaign proved fun enough to be added to the game (after a touch-up and update) as a fifth campaign on top of the four original campaigns: BRUDERKRIEG. You can read more about this campaign in this dedicated DevBlog.



[h2]Order of Battle[/h2]
The Order of Battle mechanic has also been improved compared to Steel Division 2. We can now zoom in to platoon level, not just company level, in terms of formation detail. The user interface has been upgraded to follow suit, allowing you to navigate from strategic army level all the way down to platoon level.



Another element we changed was reworking specific formations that were too small or weak, with their equipment and personnel being distributed to other battalions as detachments. For instance, the lone motorized rifle battalion in a Warsaw Pact tank regiment was pretty weak and almost unusable as a pawn in its own right. We removed an infantry battalion from each regiment but buffed each tank battalion with an infantry company instead. Sounds complex, but it means that this infantry battalion is now split between three tank battalions as accompanying infantry. We have also reworked the display of pawn labels, allowing them to be more readable (but also a little bit sexier), looking more akin to those labels found in good ‘ol board wargames.

[h2]If at first you don’t succeed, try again[/h2]
Once we integrated all our new features, the painstaking task of fine-tuning and balancing everything began. As they say, the last 10% of the work is the hardest; we had to try, change, update, and try again countless times.

At the latter stages of development of BRUDERKRIEG, the first campaign we will deliver, any gameplay change could have major consequences. For instance, changing core game mechanics, such as reinforcements, meant rewriting and re-recording audio lines, as this campaign features a full video intro, briefing, voice lines, etc. for each side.



Taking all the above into consideration, we hope you can understand why developing Army General took some additional time.

What we can say is that BRUDERKRIEG is in the final testing phase and will soon be delivered to the Strike Team for the ultimate round of testing. You should be able to see them stream it soon. In the meantime, not being idle, the game designers are working on fleshing out the next four major Army General campaigns.

Army General took its sweet time. We are on the home stretch for all campaigns. We can’t argue that it took longer than expected, and hence our sincere apologies!

[h2]WARNO LEAGUE SUPER TOURNAMENT[/h2]
Before we leave you be, a message from our valued community member and online tournament creator Protosszocker. Mind you, these events are not organized by Eugen. Much like previous editions, and other player initiatives, we wholeheartedly support the event. If you have any questions, please contact the organizers directly.



SDL might have been in a bit of a slumber, but two major events are making their way to the community.

First up is the third edition of the WARNO LEAGUE SUPER TOURNAMENT to be played the 28th and 29th of October. Once again, get ready for some ruthless fast action over two days in a single elimination action.

After this event, things will get even bigger. Another WARNO league: WARNO LEAGUE SEASON 0.5! The Group Stage will start on the 30th of October.



In all our leagues, players will be put into different divisions, based on skill level. It shouldn’t matter if you have 10 hours or 1000! What’s more, both events have a cash prize pool. Be sure to sign up through the links below. You’ll also find more info.

WARNO LEAGUE SUPER TOURNAMENT
https://playsdl.com/tournament/warno-leagueST3

WARNO LEAGUE SEASON 0.5 https://playsdl.com/tournament/warno-leagueST3

[h2]Until next week[/h2]
That’s all for this week. Tune in again next week! Let us know what you think.

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.

Miscellaneous Incoming Updates

Hello, hello!

We hope you are well, commander. In today’s DevBlog, we wanted to shine a light on three miscellaneous updates coming to WARNO hot on the heels of the BRUNE milestone (released last week).

Before diving in, a quick word about Army General. For those who really really want to know when to expect this new mode, the simple answer is: “It’s done when it’s done.” Make no mistake, we are working very hard to get the campaigns out to you as soon as possible. As a matter of fact, we’ll be able to tell you much more about Army General in next week’s DevBlog! Until then, hang tight!

So what’s coming to WARNO?

[h2]Rank Reboot[/h2]
First up is a Rank Reboot. We will reboot the leaderboards and start several rounds of testing to see the best possible ranked format before WARNO’s official release out of Early Access. What can you expect?



Map Pool Improvement
We will select a pool of six maps. Limiting the number of maps gives novice players - or those returning after a while - the advantage that they will not have to relearn all the maps. Depending on the season, we change the map pool to make the experience more interesting and diverse.

Our first pick should include:
  • Airport Duel
  • Vertigo Duel
  • Two Lakes Duel
  • Black Forest Duel
  • Black Forest
  • Death Row
Balancing
Our current plan is to aim for Ranked Seasons lasting six to eight weeks. The shorter seasons will allow us to check the meta for each season. This gives us a good indication to analyze online game strategies and ensure that none becomes too overpowered or dominant. All for the best possible mix of playstyles. We will fine-tune the gameplay with each Ranked season.



[h2]New Trait: Tandem[/h2]
No, this new trait doesn’t refer to a tandem bicycle beloved by the Dutch but rather to tandem-charged HEAT rounds. The introduction of reactive armor in the late 1970s and '80s, designed to defeat standard HEAT rounds and missiles, saw the development of new types of warheads. These were specifically created to deal with reactive armor by using two separate charges. Tandem-warheads’ first charge would detonate the reactive bricks, while a second one would punch through the resulting hole and explode on the (hopefully exposed and much weakened) steel armor.



As you might know, we introduced the new ERA (Explosive Reactive Armor) trait, applicable to vehicles equipped with these bricks. This trait grants units featuring reactive armor a +2 HP bonus. However, when targeted by a shell or round (either tank rounds, infantry rocket launchers, or missiles) with the Tandem trait, ERA-traited vehicles will be dealt +1 damage. This represents the tandem-charges grinding through the reactive bricks. Mind you, the Tandem trait doesn’t undo reactive armor but destroys part of it on successful hits. Against non-ERA vehicles, the same rounds will perform as regular HEAT.



Next to retrofitting the new Tandem trait to existing ammunition, we will also introduce a new one: the TOW-2A. This new round will be used on the (refurbished) Bradley M2A2 and M3A2 (see further below).

Updated weapons
  • Panzerfaust 3
  • RPG-7VR
  • RPG-27
  • RPG-29
  • 9K121 Vikhr
  • 9M113 Konkurs-M
  • ... and the new TOW-2A

As exemplified in the list above, the Soviets were not only much bigger implementers of ERA on their armored vehicles but also users of tandem-charge weapons compared to NATO. For being major reactive armor users, they believed NATO would do the same. In reality, only a very few NATO tanks (right now, only one present in-game, the AMX-30 BRENUS) used reactive armor. Of course, if you pit Soviet-made vehicles against each other though, the ERA bricks and tandem-charge rounds would fly around your ears.



Meanwhile, NATO only belatedly developed tandem charges. The ones in-game will likely see plenty of use against ERA-clad Soviet main battle tanks.

[h2]The Return of the Bradley[/h2]
Did they ever leave? No! But after our BRUNE milestone, in which we introduced the reworked and expanded Bradley series, we have replaced the M2A2 Bradley IFV with the new but identical state-wise M2A1.
This means that the M2A2 will be updated in-game as the jacked-up IFV it was, with not only a major armor upgrade giving it more resilience to infantry AT weapons but also the ability to fire the newest TOW-2A tandem-warhead charge missile (see above for more details).



The M2A2 was still a rarity in 1989 compared to other models. Only around 10% of the Bradley fleet deployed in Europe featured this specific model. Some say up to 20% of the 3rd Armored Division were M2A2. As a result, we have retrofitted this particular Bradley model to the 3rd Armored Division (but not the 24th Infantry Division) and only as a transport to the FIRE TEAM LEADERS and a single “combat” FIRE TEAM. We will also take the opportunity to introduce a new M2A2 BRADLEY LDR., replacing one of the two cards of M2A1 BRADLEY LDR.



Another, even rarer variant than the M2A2 in 1989 was the M3A2 BRADLEY CFV. This model contained the same upgrades as the M2A1 (so, armor and ATGM). This recon variant of the American IFV will be featured only in the 11th Armored Cavalry Regiment. In this division, one of two cards of M3A1 will be replaced with the M3A2.

[h2]Until next week[/h2]
That’s all for this week. Tune in again next week! Let us know what you think.

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.106789: Hot fix

[h3]Code fixes[/h3]
  • Fixed a crash that occurred in operations and tutorials
  • Fixed water color sometimes being a random color


Note: This patch contains important fixes, which are quite recurring and which could alter the gaming experience.

v.106171: BRUNE Patch notes

[h3]Features[/h3]
  • Add two new divisions : 24th Infantry (USA) & 27-Ya GvMSD (SOV)
  • Add a subselection feature in a group of unit, using CTRL+TAB or SHIFT+TAB

[h3]Maps[/h3]
  • Add two new maps : Airport 1v1 DUEL & Airport 10v10

[h3]Operations[/h3]
  • Blackhorse's Last Stand : Slight corrections of the camera paths during the introduction of the mission.

[h3]Code fixes[/h3]
  • Fix a crash issue when launching the game
  • Fix an issue with command area not being totally captured

[h3]Data fixes[/h3]
  • AGL accuracy set to 50%, suppression according to caliber (x2), and 30mm HE increased to 0,6.

[h3]Nato forces[/h3]
  • Fixed FIRETEAM LDR.'s Colt Commando's ammo loadout
  • Removed CHALLENGER (both)'s L37 AA MG, which isn't modeled and which FX were firing from nowhere
  • Decreased both CHALLENGER's price by -5 (to accomodate the removal of one MG)
    3Ad
    • All M2A2 (IFV & leader) have been replaced with M2A1 variant. This is mostly a cosmetic change, since they have the same stats aas before, but an improved model.

[h3]Pact forces[/h3]
  • Reverted BRDM-2's price from 50 to 40
  • Reverted BRDM-2's base availability from 6 to 9
  • Increased all MiG-29's price by +10

    39GvMSD
    • Removed OTDELENIE PODDERZHKI from division, replaced with a card of SPG-9 dual-purpose RCL.

BRUNE Milestone Out Now!

Glorious news, commander.

The latest milestone for WARNO has hit the digital shores, with BRUNE being available now!

Teased in last week’s DevBlog, we bring a couple of exciting new features with milestone BRUNE, first and foremost two new divisions and two new maps (variants).

But first, a little historical recap about the milestone’s namesake: Guillaume Brune.

[h2]A little bit of history[/h2]
Eager beavers not interested in Napoleonic military history can skip this section. For you keen to read on Eugen’s tradition of naming major milestones after military commanders from the Napoleonic wars - you found yourself in the right spot! You have been warned. Let’s dive in!

Guillaume Brune might be one of the least known marshals, as he was mostly left unemployed by Napoléon. Morbidly enough, his death seems to be most well-remembered (and documented).



His reputation as a staunch Republican, much like his fellow marshal Macdonald, brought him into conflict several times during his career, resulting in Brune being employed as an ambassador to the Ottoman Empire. If we rewind a bit, it should be noted that Brune served with distinction under Bonaparte in Italy, and while Napoleon was campaigning in Egypt, Brune successfully took command in Switzerland and the Netherlands, where he repelled a British-Russian invasion.

A checkered career
After Napoleon’s return from Egypt and during the subsequent coup, Brune was one of his closest advisors. However, even though he was a capable military commander, administrator, and diplomat, he seemed to keep on getting in the Emperor’s way. He, for instance, signed important documents with the “French Army” instead of the required “His Imperial Majesty’s Army.” Napoleon took this as a personal affront and sacked Brune.

Brune returned only in the end stages of Napoleon’s career, in the Hundred Days in 1815. Left unemployed and ignored by the new monarch, during Napleon’s last hooray, Brune rallied to him, gaining the command of the Armée du Var, defending Southern France against Austrian-Sicilian troops. With Napoleon’s defeat at Waterloo, Brune surrendered before being forced to return to Paris.

Going down fighting
During this ill-fated final trip, Brune was recognized by a royalist mob, who caught up with him at the gates of Avignon. Despite interventions from the mayor and local prefect, the monarchist population was intent on blood and followed the once-Republican military commander from house to house. Brune’s fate was doomed; not once losing his calm and even asking for weapons to fight back, the lynching mob at last cornered him in a hotel. As ladders were placed against the windows and the first rioters entered his room, Brune put ink on paper and wrote a last letter to his wife.



What happened next has been well documented. Pushing away a pistol with his bare hands, another one misfires before a third is pushed against the back of his neck and kills him. Brune’s body is snatched and dumped in the river, where it is used as target practice. Only two days later, the marshal’s corpse is recovered and buried. An inglorious but battling-to-end finish to a Napoleonic marshal.

[h2]Milestone BRUNE[/h2]
Back to WARNO. What can you expect from the next milestone?



Two New Divisions
  • The U.S. 24th Infantry Division (Mechanized) with its contingent of National Guard units and vehicles.
  • The Soviet 27-ya Gv. Motostrelk. Div. (or in English, the 27th Guards Motor Rifle Division) brimming with the latest Soviet Army equipment.
  • Read more about the two new divisions coming with BRUNE in this dedicated DevBlog.




New Airport Variants
  • The first of the new maps will be a new 1vs1 variant of the popular Airport map.
  • The second will be a massive 10vs10 version of Airport.
  • Check out more details about these new variants in the dedicated DevBlog here.




[h2]Until next week[/h2]
All right, commanders, let’s get to it. We are keen to hear your thoughts on the BRUNE milestone. As always, keep the comments constructive and the feedback respectful.

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.