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Army General Update

Hello Commander,

In last week’s DevBlog, we lifted the veil on some solo play content, the tactical OPERATIONS. Today, we will bring you some news about the long-awaited ARMY GENERAL mode.

In earlier DevBlogs, we already gave you a sneak peek of the two huge maps which will be the setting for our various scenarios: one centered on the Fulda-Frankfurt axis, the other on the Kassel-Paderborn axis. What have we been up to since then? Why the delay? Don’t worry, we haven’t been idle, far from it.

[h2]What is Army General?[/h2]
Let’s get back to basics for those among you who might have joined our community recently.
Army General mode will feature 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.



How many campaigns? We’ve planned four, but are considering more by creating smaller additional scenarios focusing on a specific theater, timeframe or units of the battlefield. See those as “Army General snapshots” with more specific, intermediary objectives.



[h2]But where is it?[/h2]
As of now, we’ve got a functioning campaign featuring the early stage of the Soviet assault on Fulda and through the Kinzig valley, based on Steel Division 2‘s Army General mode. Although it works well as it is, we do not consider it satisfactory enough to be released, because we want more than just porting SD2’s AG mode to WARNO. We want to improve it. We want to offer a new experience, as well as explore new movement and combat mechanics. Right now, starting over again, is when we can try new stuff.



[h2]Battle Plan[/h2]
One of the main improvement from SD2 lies with the Battle Plan phase, that is once a combat is engaged when each player selects which of his battalions will take part in it.
In SD2, we initially allowed only three battalions to take part in a combat, which we felt were too few, then increased it to five … which some considered too much. In WARNO, the Battle Plan will be split between several roles, meaning all battalions won’t be competing for the same slots as in SD2.

Battle slots will be divided 4 categories:
  • COMBAT BATTALIONS will be given two slots for either/both armor and infantry
  • ARTILLERY SUPPORT can only be filled with one artillery battalion
  • AIR SUPPORT can only be filled with one close air support squadron
  • AUXILIARY SUPPORT will get one slot to be filled with either recon, engineer, HQ, … or any battalion not included in the previous one


Therefore, most battle should be fought with 3-4 battalions, while only the biggest one will field 5 when all types of units are represented. And that way, the often shunned “auxiliary” battalions from SD2 will get a bigger role since they won’t be competing for the same slots with more powerful “combat” battalions.

[h2]Air Support[/h2]
Another improvement we’re bringing concerns the management of air assets.



Unlike ground (or hovering) units, air squadron will only be featuring a fragment of their real strength … but they will retain it throughout the campaign, the balance of force representing planes in reserve or in short repair to replenish it. Squadrons won’t be assigned permanently either: at the start of every turn, each side will be assigned a number of available air missions depending of their level of air superiority. You can use them in your phase or keep them for the enemy one, but they’ll be removed anyway at the end of the turn, giving way to others the next turn.



[h2]Strategical choices[/h2]
We also want the player to be more involved in devising the campaign’s strategy.
While in SD2, players would acquire reinforcements with Action Points; in WARNO reinforcements will be fixed, arriving according to schedule.
Some reinforcements though, can only be accessed through strategical decisions, and thus not all at once. For example, as a NATO commander planning a counter-attack against the tip of the Soviet offensive, will you rather be granted the entire 82nd Airborne Division to be dropped behind enemy lines, or the powerful 12. Panzerdivision to strike its Southern flank?
Other such choices will be given, some involving the use of technological (satellite, spy plane, SINGIT, …) or human (sabotage, special forces, …) assets, all with immediate effect on the strategic level.



[h2]See you on the battlefield[/h2]
All right! That’s the first batch of Operations done. We are still working on the next series; it might take some time before we can shine a light on these. Regardless, 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!

Operations First Look

Hello commander!

We hope you are well. In today’s DevBlog, we’ll look at an exciting new mode for WARNO: single-player, narrative-driven Operations.

Operations are playable as one-off missions and can be imagined as sitting in-between Tutorials and the strategic Army General campaigns, in terms of length, depth, and their place in our fictional World War III.

Each Operation focuses on a specific battle or combat event set in West Germany during our conflict, highlighting actions from both sides. Today, we can detail the first five (not necessarily in chronological order).

[h2]What are Operations?[/h2]
As you know, the base game of WARNO is focused on CENTAG’s area of operations, including the Fulda Gap. While our Army General campaign will give you the ability to experience a n operational level of the conflict, the Operations zoom in on specific battles which occur across a two-week period in the latter part of June 1989.



Whereas the Tutorials can be little vignettes of the very beginning of the war, with different (but at times recurring) call signs, locations, units, and characters, Operations take a wider (but still detailed) perspective. Army General, on the other hand, will give a bird’s-eye view of various large-scale attacks and counter-offensives which occur in our fictional timeline.

[h2]Some considerations[/h2]
A major difference with predecessor’s Steel Division 2 Historical Battles is that WARNO’s Operations will only be playable by one or the other side, not both. Why?

In Steel Division 2, we ran into developmental roadblocks when balancing Historical Battles to be playable for both sides, made worse if we increased the number of players, be it AI or humans, single-player or online. Instead, we wanted to focus on creating the best experience as much as possible, really polishing and making each Operation shine.

That’s why each of the missions only focuses on one side of a battle. On the other hand, it means most Operations have unique mechanics, battlegroup compositions, and other special features.



[h2]What can you expect?[/h2]
We currently aim to have X Operations in WARNO at its official launch out of Early Access. We can reveal details of the first five of them. Note that the Operations are still work-in-progress! The list is roughly in chronological order:

The Kitzingen Ruse
In this exciting operation, you take command of the VDV’s 900th Air Assault Battalion, part of the Soviet 8th Guards Army, in a surprise strike against the city of Würzburg in one of the very first actions of the war. Your mission will be to establish a bridgehead on the river Main and hold it against a mass of counter-attacking NATO forces, chiefly West German but also American, as you wait for reinforcements.



Will it be a “bridge too far,” or are you going to “bring everlasting glory to VDV and USSR”? It all depends on how you execute a hard-to-realize defense in depth, prioritizing which command zones to hold, which reinforcements to drop, and more.

Black Horse’s Last Stand
So, we all know that the American 11th Armored Cavalry Regiment, with the 1st Squadron being based in Fulda, was predicted to receive the brunt of any Warsaw Pact offensive into CENTAG. Well, we made that happen… and then some. Fulda was pretty much lost after a day, but the 11th ACR was not completely annihilated. As a matter of fact, some, including the 1-11th, performed heroic defensive actions, stemming the enemy invasion for as long as possible.



One of these, the so-called Black Horse’s Last Stand, occurred in the Kinzing Valley, near Bad Orb. You won’t have much time as you have to defend against the overwhelming Soviet steamroller pushing through the valley. Still, with some German territorial reinforcements and helpful A-10 air support, you might have a chance to hold back the enemy long enough.

Red Juggernaut
Comrade commander, you’ll lead your heroic tankmen in the Red Juggernaut operation all the way to the gates of Frankfurt. Foolish NATO thinks they can make a new defensive line near Hanau, but the might of the Soviet 79th Guards Tank Division will surely prove to be too much.



Red Juggernaut is one of maneuver and attack, and to keep going, even against stiffening resistance. You’ll have a sizable force at your disposal, but the command zones to be captured increase with distance, meaning the toughest battles will be at the end of the operation.

Götterdammerung
We focus on the Nationale Volksarmee, specifically the East German 11. Mot.-Schützendivision as it is defending the southern flank of the offensive into West Germany. Blocking NATO counter-attacks, the East Germans must perform a successful rearguard action to preserve their forces on the outskirts of Bamberg.



Like Black Horse’s Last Stand, this is a defense-in-depth operation but with some special mechanics. You can deploy in Defense Zones across a large valley floor, but they cannot be recaptured once lost. And trust us, with all the fighting that’s going to happen, you will be pushed back to the crucial hill pass you and your Genossen need to defend.

Backhand Blow
An operation that focuses on a NATO counter-offensive north of Hanau aimed at breaking the mass of Soviet armor threatening Frankfurt. This mission will see the 3rd Armored Division perform a lightning strike, with lots of tanks, against the Soviets.



Once again, the map is big, and the command zones need to be taken very quickly if you want a chance of success. Furthermore, the Soviets’ deployment zones are closer than yours, meaning they have the advantage of positioning. Let’s see if NATO’s superior firepower and mobility can inflict a devastating defeat on Ivan.

[h2]See you on the battlefield[/h2]
All right! That’s the first batch of Operations done. We are still working on the next series; it might take some time before we can shine a light on these. Regardless, 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.90879: Hotfix

PATCHLOG:


MAPS
  • Improvements in urban rendering, vision on plains, water borders, colorimetry and light processing, for maps Rift and Geisa


CODE FIXES:
  • Fixed division icon now visible on unit info panel in deck creation
  • Fixed vision issues and missile range


GENERIC:
  • HE and splah for howitzers and bombs raised by around 15%
  • Artillery rockets hit the target area at random
  • Cover in buildings and in forests reduced by around 15% each
  • HEAT splash damages' reduced

New maps

Hello commander,

We hope you are well. In today’s DevBlog, we’ll give you a quick status update on the next batch of maps (and revisions to existing maps) that will come to WARNO.
Keep reading to find out what’s in store!

[h2]Maps Pipeline[/h2]
With the OUDINOT milestone out in the wild, which brought its fair share of map updates, from Black Forest’s revision to the new Destruction variants of existing battlefields, we can give a sneak peek of what’s to come. The new Black Forest map was a great success, confirming to us the direction we want to take with our next maps.

Both Dark Stream and especially Twin Cities were received well as well.



We are focussing on three main goals for future updates:
  • Improving existing maps.
  • Creating and delivering new maps.
  • Polishing, balancing, and testing of Army General maps.


Improving existing maps

Based on various feedbacks - and plenty of it - we are continuously improving our WARNO maps. Many of these updates are done through the level build or design, such as adding roads, relaying fields or replanting forests, modifying command zones, etc. Next, we also fix bugs and visual oddities, boosting quality and performance and upgrading post-processing in terms of light and color rendering.

The following maps will be updated soon :
  • Geisa
  • Chemical
  • Iron Waters
  • Rift
  • Cyrus
  • Ripple
  • Two Lakes
  • Vertigo


[h2]New maps to be delivered[/h2]
We had planned to deliver the two new maps: urban Twin Cities and water-rich Dark Stream maps alongside this DevBlog, but for once we were a bit ahead on schedule. Hence why they were delivered with Monday’s patch.

Both map were introduced and detailed in previous DevBlog: Twin Cities is set to introduce urban combat with high-rise buildings and dense city-like sections, while Dark Stream lets the new Amphibious trait units shine.



Deliveries also concern multiplayer options. Crown, Loop and Geisa are now playable in destruction mode in 10 versus 10 dedicated servers. If you're more of a ranked player, we also thought about you. Two ways is coming back to 1 versus 1 ranked, as well as Loop 2vs2 and the new Black Forest.



[h2]Army General maps[/h2]
Besides the main Army General strategic maps, which feature the largest environments in the game, Army General will trigger a wide variety of tactical skirmishes. Each one will be launched on a tactical map picked from the existing pool based on the location and terrain the units find themselves in. We are very hard at work making these maps enjoyable, dynamic, and authentic: we aim to have a unique and fun experience for each Army General game. In the future, we will share more details!



[h2]See you on the battlefield[/h2]
That’s all for today. Next week, we’ll be back with another DevBlog!

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!

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