1. WARNO
  2. News

WARNO News

Milestone MURAT ... and more!


Rejoice, commander!

Here comes MURAT, arriving (much) later to WARNO, bringing you two new divisions among others!

[h2]Modding![/h2]
We've added a little surprise with the (early) arrival of Modding (or Steam Workshop)!
For the most DIY enthusiasts among you, you can now freely modify or add units, weapons, ammunitions, divisions and more. You can also change all the gameplay settings, such as the damage system, the rate at which you earn money or even the behavior of the AI. Those with an artistic flair can also modify the style of the interface, its colors or its positioning.

To create your first mod which will increase the activation points of a Battlegroup from 50 to 100, follow the "Creating your first mod, step-by-step" paragraph in the modding documentation which is available in the "Mods" subfolder of your WARNO's installation (or here).
All published mods will then be available for download in WARNO's Steam Workshop

You can find help and share your knowledge with other modders on the dedicated Discord channel or on the dedicated Steam forum.
We are sure you will create some very interesting and unique mods and we can't wait to see the result.

We know you've been looking forward to this update, as it brings a great batch of fixes. So while you're waiting for the downloads and updates feel free to check out the recap of all the good things that are coming with MURAT!

[h2]MURAT patchnotes[/h2]
Check out MURAT’s patchnotes here!

FEATURES:
  • added two new divisions: West-German 2. Panzergrenadier & East-German 4. Mot.Schützen-Division
  • all para units (currently Germans and identified by the prefix "Fs-" in their name) have access to Forward Deployment
  • replaced the BTR-60 placeholders with their proper models.
  • adding new visual & sound feedbacks when a sector is captured or lost
  • improving the ruins mechanics: fixing a bug which made units inside invisible + adding a new LoS system allowing units to hide in ruins although not completely blocking the LoS of units outside the ruins
  • players will no longer be able to act after surrendering.
  • added some sounds while creating a deck
  • AI now correctly land supply helicopters to supply other units
  • AI will focus less on forests on Death Row
  • when using right click, units will now use their own RoE to interpret the order instead of previously using the RoE of the first selected unit
BUG FIXES:
  • fixed some hints which weren't explicit enough
  • fixed the TO-55's main gun which wouldn't fire on infantry units
  • fixed LARS 2 rocket's damages which were too high
  • fixed a visual bug in the command zone influence feedback when you started to capture from within an enemy controlled zone. (e.g. landing a command helicopter in the middle of an enemy zone)
  • fixed flares not disappearing after the aircraft evacuated
  • fixed the line of sight tool not matching the "shoot on position" cursor information for ground units. We still need to fix some issues for helicopters.
  • fixed vehicles not always stopping/landing when they are out of fuel
GENERIC:
  • added anti-tank teams (ATGM and/or RCL) to all divisions (according to TO&E)
  • overall pass on infantry weapons (see DevBlog)
  • overall pass on SPAAG to make efficiency more in line with IRL caliber & firepower (see DevBlog)
  • increased Tank Destroyer vehicles' stealth
  • decreased all CAS (HE, napalm, cluster, rocket) planes coming x4 per card to x3
  • restricted all CAS (HE, napalm, cluster, rocket) planes to 1 card only per deck
  • decreased the fastest plane's speed by ~20%
  • increased SPAAG rounds' travel speed by ~15% to reduce the cases of them hitting a target PAST their max range
  • added critical hits on helicopters
  • added SMG's 1s aiming time
  • bombers drop bombs closer to target
NATO:
  • reduced UNIMOG's optics on par with other unarmed transport (forgotten from previous patch)
  • reduced M163 PIVADS's anti-plane range from 2825m to 2650m
  • increased Gepard's anti-helicopter range from 2475m to 2825m & ant-plane one from 2825m to 3005m
  • increased Fuchs' price from 20 to 25
  • increased Fuchs MILAN's price from 25 to 30
  • decreased M113A1G's price from 25 to 20
  • added smoke launchers on Marder IFVs
  • decreased M113A3 DRAGON's price from 35 to 30
  • (8ID) added GUNNERS squad
PACT:
  • integrated proper BTR-60 (all variants)'s models
  • removed SAPERI (RPO)'s access to UAZ as transport option, replaced with GAZ-66
  • reduced ZSU-23-4's anti-helicopter range from 2825m to 2475m
  • decreased TUNGUSKA's anti-helicopter range from 2825m to 2650m & ant-plane one from 3005m to 2825m
  • increased TUNGUSKA's (gun) stabilizers from 5% to 35%
  • decreased BM-27 Uragan's price from 270 to 250
  • decreased BRDM-2's optics from Very Good to Good
  • decreased SPEZIALAUFKLÄRER's price from 90 to 75
  • increased Fs-EINSATZGRUPPE's price from 65 to 70
  • increased FLA-RAK. STRELA-2M's price from 20 to 25
  • decreased Fs-JÄGER (Metis)'s price from 65 to 60
  • decreased PIONIER (Flam)'s price from 70 to 65
  • increased MOT.-SCHÜTZEN's price from 45 to 55
  • increased PANZERJÄGER's price from 40 to 55
  • increased MOT.-SCHÜTZEN (BTR)'s price from 50 to 55
  • (39GvMSD) added PULEMETCHIKI squad
  • (79GvTD) added PULEMETCHIKI squad
  • (7Pz) increased 2S1's number of cards from 1 to 3


[h2]See you on the battlefield[/h2]
Enough reading, time for some much-wanted action! Get ready to deploy, commander. Let us know what you think of MURAT. We can’t wait to hear your feedback and comments.

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

See you on the battlefield, commander. Over and out!

Murat upcoming patch

Commander, make ready!

The latest update for WARNO is coming in hot! The new MURAT milestone is right around the corner. We hoped to deliver it by the end of this week, but there's some last-minute tweaks to bring to it. Therefore, we're delaying it to early next week, but you'll be able to see some streaming of the current version over the week-end.

Apart from all the new goodies you get to play with, including two new divisions, we have also taken the time to address some recurring player feedback and make the necessary changes. Infantry combat, how self-propelled anti-aircraft guns (SPAAGs) work, and Close Air Support planes have all gotten a little Eugen love.

Read on to find all the good stuff MURAT brings!

[h2]Infantry Combat Redux[/h2]
First up is infantry combat. We hear your comments on this type of combat being too deadly and too fast, especially with the introduction of the über-Germans (the latter, not by design, mind you).

Our intention with the current infantry settings, specifically the unified ranges, was to make infantry combat easier to handle, chiefly for new players. Considering your feedback, we have come to understand a different way forward might be best.

Now, game design is a tricky beast, and the perceived problem by the player might not always benefit from the most obvious solution (how it interacts with other elements, maybe changes might cascade too deep into the rest of the game).

Having discussed infantry combat in-depth within the team, we spotted two main issues: weapon lethality is currently (way) too high; unified ranges make too little difference between weapon categories (assault rifles, medium machine guns, etc.).



We decided to overhaul small arms to increase the “time to kill” factor, making infantry combat more interesting and providing more tactical options. As such, we have reworked the infantry weapons’ suppression and weapon damage values with a collection of new guidelines:

  • We are introducing (or if you are a Wargame or SD2 veteran, reintroducing) a more varied set of ranges for infantry weapons. This allows small arms to be better differentiated, in order from longer to shorter ranges: medium machine guns (M60, PKM, MG-3, etc.) , assault rifles (M16, AK, etc.) and SMGs (Uzi, MP-5, etc.).
  • Medium Machine Guns will only shoot when immobile and produce a very high volume of fire. Their accuracy won’t be modified by distance, since an MMG’s role is to throw a (very) generous amount of bullets across a large area of effect, not to be accurate. A medium machine gun’s role is more to suppress than kill.
  • Assault Rifles will have shorter ranges and slower rates of fire, as well as a minimal area of effect. Their role is to kill, not necessarily to suppress. Their accuracy won’t be very high at maximum range, but an assault rifle’s accuracy will increase when closing in on a target. Weapons under 350m (considered Close Quarter Combat) will have their damage and accuracy greatly improved.
  • SMGs will be very effective in Close Quarter Combat ranges and be more accurate than assault rifles. They will barely deal suppression, however, just focusing on damage.
  • SAW or Squad Automatic Weapon (M249, RPK, etc.) will be considered “super-assault rifles.”

The upcoming patch with MURAT includes the suppression and kill ratio changes, but not yet the range updates. These will be introduced separately in the very near future.



[h2]Self-Propelled Anti-Aircraft Guns Updated[/h2]
SPAAGs, those anti-aircraft vehicles with autocannons or guns (but not those vehicles equipped with missiles), have been commented to be somewhat random in efficiency. The Soviet Shilka/Byryusa over-perform, while others are lackluster, especially the Soviet Tunguska. A separate issue identified was that the SPAAGs rounds “follow” the targets beyond the weapon’s official maximum range.



We have overhauled the anti-aircraft autocannons to ensure their in-game efficiency reflects their real-life caliber and volume of fire. A “puny” Vulcan 20mm gatling wouldn’t be able to match the double wham-bam of the Gepard’s 35mm guns. Based on caliber, ranges were also reevaluated: a Shilka won’t fire as far as a Tunguska, for instance. The Shilka will still be very effective within its range due to its quad 23mm guns, but the range will be less than the previous iteration.

On top of this, the fastest airplane speeds have been decreased by about 20%. This means that the SPAAG will have more time to aim and align on a plane before aircraft exit the combat envelope. On the other hand, AA autocannon round speed has been increased by 15%, meaning they will hit within the vehicle’s max range, not beyond.



[h2]Close Air Support Planes Revised[/h2]
Cheap Close Air Support (CAS) planes have been a hindrance since the release of 5. Panzer, due to the large number it could call in. This led to… ungentlemanly air spam tactics.

The number of cheap CAS, and their availability, was originally made for a specific reason. As you can check, West Germany in-game lacks in terms of gunship helicopters. Its sole armed helicopter is the light (and purely anti-tank) Bo-105 PAH. Therefore, as we are benevolent French, we made more trainer planes (fragile and thus cheap) available to the West German division as compensation. These play the role of gunships. However, the idea was not very thought-out, as unsportsmanlike behavior of German assets (unseen since the football finale of the infamous Night of Seville of 1982 - never forget) reared its ugly head.



Therefore, cheap CAS planes will both see their availability per card reduced and also restricted to no more than one card per type. Further gameplay restrictions on these types of aircraft may come in the future if still required.

[h2]Placeholder replacements[/h2]
Some units currently in-game use placeholder models. In certain cases, these have been replaced by their proper model, like the BTR-60. Several new T-62 and MiG-25 models and variants are almost ready. They are still being polished and will be introduced soon after this patch.



[h2]What else is MURAT bringing[/h2]
Next to the changes highlighted above, a bunch of new stuff is coming WARNO’s way.


[h2]See you on the battlefield[/h2]
Enough for now. Get ready and jump into the game!

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

See you on the battlefield, commander!

Murat Preview - Crewed Weapons Update

Hello commander!

We hope you are well. Good news! We know you have been waiting eagerly for the next WARNO milestone; we are happy to tell you that MURAT is going to drop very, very soon!

However, to make this happen, we had to take out one particular category of units: towed weapons. They proved to be even more troublesome than previously noted. This does mean the MURAT update is coming shortly!

What can you expect? Keep reading to find out all the details.

[h2]Update on MURAT[/h2]
You know the drill: game development is at times waylaid by delays and reschedules. Such is the way of life. In MURAT’s case, we had issues getting the towed weapon systems to work. To speed things up, MURAT will release without them as we take the time to iron out the kinks of this feature. Instead, ATGM crewed units will make their official debut (even though they were originally planned for LANNES, the milestone update after).
Therefore, be ready for 2. Panzergrenadier & 4. MSD, as well as some Royal Air Force and even Belgians!



Towed weapons such as howitzers and gun pieces will launch soon after MURAT!
There is more. Another feature we are delivering in advance is the correct BTR-60 model, which we initially set to ship after MURAT but have been made ready earlier.



[h2]New units coming with MURAT[/h2]
So, let’s take a detailed look at all the crew-served weapon systems (and towed weapons) that are going to be delivered with MURAT or shortly after.

[h2]Anti-Tank Teams[/h2]
You read that right: anti-tank teams feature not only ATGM units but also recoiless rifles. All these new units will be released with MURAT.

MILAN 1 and 2 ATGM
The French-German (but clearly more French…;) Missile d’Infanterie Léger ANtichar or MILAN system was designed in the 60s and introduced into operational service in the early 70s.

Fast forward to the Afghan War in the 80s. While everybody remembers the clandestine-delivered Stinger MANPAD as a potent opposer of Soviet airpower, the MILAN proved its worth in the Mujahideen’s hands as the defeater of armored columns. The MILAN 2 saw a major warhead improvement, including increased armor penetration. In general terms, the MILAN systems pack more of a punch than era-appropriate ATGM counterparts from other nations, but with a shorter range.

In-game, the MILAN 1 and MILAN 2 will be found in both West German divisions. The MILAN 1 will also be deployable in the U.S. 8th Infantry Division courtesy of its attached German Jäger battalion.

9K111 Fagot ATGM
The Fagot (meaning “Bassoon” in Russian) is a light Soviet ATGM system, similar in performance to the MILAN 1, but with less penetration. Known in NATO parlance as the AT-4 Spigot, it entered service in 1970, eventually finding its way into the arsenals across the Warsaw Pact. In WARNO all Soviet and East German divisions will have access to Fagot ATGM squads.



9M113 Konkurs ATGM
Developed alongside the Fagot, the Konkurs looks visually very similar but packs a heavier punch and flies a greater range compared to its lighter cousin. Introduced in 1974, it carries the NATO designation AT-5 Spandrel. In-game, the Konkurs can be deployed in all Soviet and East German divisions.

BGM-71 I-TOW and TOW-2 ATGM
First produced in the 1970s, the original TOW anti-tank guided missile was followed up by the enhanced I-TOW in the early 80s. This variant was subsequently further improved by the TOW-2, deployed in the late 80s. This latest version was larger, bigger, and more deadly than any comparable weapon system. The TOW-2 is one of the most powerful ATGMs, save for some airplane-delivered ordnances. In WARNO, both TOW variants will be featured with the U.S. divisions.

M40A1 recoilless rifle
The recoilless rifle finds its origins in World War II, much like the rocket-propelled grenade. This weapon was designed to give infantry and light troops, for example, paratroopers and mountain forces, an easily transportable, ranged mobile anti-tank gun. The recoilless rifle subsequently found its hour of glory in early Cold War conflicts, such as Korea, Indochina, and Vietnam, before being replaced by more advanced ATGMs.

The light and mobile M40A1 106mm recoilless rifle, with its large array of ammunition, retained a place in some units’ Table of Organisation and Equipment (T&OE). While mostly obsolete against main battle tanks, the recoilless rifle is still a versatile system as it can be used as a fire support weapon firing both HEAT & HE rounds. In WARNO, the M40A1 will be found in both German divisions as part of their Sicherungs (security) battalions.

SPG-9 recoilless rifle
The Soviet 73mm SPG-9 was developed in the early 60s and is closely related to the Grom main gun fitted to the BMP-1. It shares ammunition with this weapon. Lighter and less powerful than its American counterpart, the system’s overall low weight and mobility made it a perfect fit for Warsaw Pact airborne troops, which kept the recoilless rifle in operation until the end of the Cold War. In WARNO the SPG-9 is included with the Fallschirmjäger attached to upcoming 4. Motorisierte Schützendivision (4. MSD).



[h2]Towed gun systems[/h2]
Next up are the towed guns and howitzers. These will NOT be featured in MURAT, but will come shortly after.

D-30 122mm howitzer
The workhorse of the Soviet and Warsaw Pact divisional artillery since the 60s, the D-30 120mm howitzer was made to be reliable and robust. It could be found in almost all the arsenals of the Warsaw Pact, either as the towed variant or the self-propelled version (the 2S1 Gvozdika). Decked out in the latter unit, in true Soviet fashion, it keeps some AT rounds for self-defense.

In WARNO the D-30 will be deployable in both Soviet divisions, as well as the upcoming 4. MSD, but not the 7. Panzer. The reason why is the East German division, as one of two armored formations of the NVA, concentrated all the army’s available 2S1 Gvozdika to make the divisional artillery entirely self-propelled.

D-20 152mm howitzer
Another venerable system: the D-20 152mm howitzer. The towed D-20 was still widely used throughout the Warsaw Pact as an army-level heavy artillery battalion asset. Cheaper to produce than the self-propelled 2S7 Malka’s gun of the same caliber, it had less range. In WARNO, the D-20 will provide artillery support for the Soviet 39-ya Gv. MSD.

MT-12 Rapira 100mm AT gun
In an interesting turn of development, the MT-12 Rapira 100mm AT gun stayed relevant until the end of the Cold War (and longer… actually being in service until today). As a 1970s modernization of the older 60s T-12 anti-tank gun, the MT-12 is cheap, mobile, and accurate. The 100mm gun can quickly engage most APCs, IFVs, and older generation main battle tanks. The unit might have more difficulties with advanced armored units, however. It is not entirely without teeth, as it can fire the Bastion ATGM shell.

Think of the MT-12 as a more fragile, but stealthier (and cheaper) towed version of a T-55AM2B tank gun. The unit will be featured with both Warsaw Pact rifle divisions, the Soviet 39-ya Gv. MSD and the upcoming DDR’s 4. MSD. In these formations, the anti-tank battalions can count on the anti-tank gun, at least in equal numbers compared to ATGM-equipped vehicle carriers.



FH-155-1 155mm howitzer
NATO’s standard divisional gun, FH-155-1 155mm howitzer (also designated the FH-70) was used by many of its members, such as West Germany, the UK, Italy, the Netherlands, etc. The howitzer was part of all TO&Es of all Bundeswehr divisions, even when armored or mechanized, serving alongside the M110A2 in “heavy” artillery battalions. A much more modern artillery piece compared to Soviet (or even other NATO counterparts), the FH-155-1 outranged most other 152-155 mm guns, being on even turns with NATO’s M110A2 203mm range, though bested by the powerful Soviet 2S7. In WARNO the unit will be deployable with both West German divisions.

120-PM-43 and 2S12 120mm mortars
We are going back again in time with the PM-43 mortar, this being the very same Soviet weapon used in the last part of World War 2 (and also featured in WARNO’s cousin Steel Division 2!). Infinitely reliable, this particular mortar soldiered on until the end of the Cold War. The 2S12 is a modernized variant, made lighter (phew) and gaining in firing range. The 120mm mortars have a better rate of fire compared to howitzers. In-game, the 120-PM-43 will be featured as the Gr.Wfr. M43 120mm in both East German divisions; the 2S12 is deployable in both Soviet divisions.

M30 4,2-inch mortars
The M30 4,2-inch mortar (107mm for reasonable people) was designed shortly after the Korean War and is forever associated with the Vietnam War. It is the same mortar as the one used by the M106A2 (which can be dismounted to be fired outside the vehicle). After the end of the Cold War, in 1991, the U.S Army finally came to its senses and adopted a 120mm metric system mortar to replace this unit. ;)

In-game, the M30 can be encountered in both U.S. divisions. Unlike Warsaw Pact mortars, the one card of M30 will come at the expense of some of the self-propelled M106A2’s. This represents the M-30 being used as dismounted units.



Tampella 120mm mortars
The Tampella 120mm was designed and built as the Soltam M-65 by Finland from 1953. It might be one of the neutral Nordic country’s most successful export products. While an old design, the mortar features a shorter range than other 120mm units. In WARNO it will be featured in both German divisions. Just like the U.S. M30 mortar, the Tampella 120mm will replace some self-propelled PzMörser 120mm.

MIM-23B I-Hawk anti-aircraft missile
The MIM-23B I-Hawk is the improved version of the venerable MIM-23A Hawk SAM produced in the early 60s. It saw service in most NATO nations. This SAM unit can be regarded as a counterpart to the Warsaw Pact’s Kub system, with both units being armed with three missiles of roughly comparable performance. The main difference is that the Soviet unit is self-propelled, while the American one I-Hawk is fired from a towed trailer. In WARNO, the unit will be deployable with U.S. 8th Infantry Division and the German 2. Panzergrenadier.



[h2]See you on the battlefield[/h2]
All right! We will leave you be. Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.

See you on the battlefield, commander!

WARNO - Update and Maps Sneak Peek

Hello commander!

We’ve got quite a few things to unpack in today’s post. While some news might be bitter sweet, we have quite a few sneak peeks into upcoming features for WARNO. Some coming sooner, rather than later!

Let’s start by taking the “bitter” bandage off in one go: the MURAT milestone is proving a tougher nut to crack and is encountering a longer delay before we feel it's ready.

Yes, yes, we know you are desperately wanting (and waiting), but we sincerely believe that if we can’t deliver real quality on time, we rather postpone and reschedule until we can.

However, we don’t come empty-handed. Onwards to the sweet news: while certain features are taking longer than expected, others, including some new maps, might actually be ready before!

Let’s welcome to the stage: Black Forest and Iron Water. An intermediary patch with these two maps, releasing before MURAT, is in the works and should come shortly!

[h2]MURAT being rescheduled[/h2]
First off: why is MURAT milestone taking longer than expected? We anticipated that the new crew-served missile platform systems would take much longer, but this turned out to be the opposite. However, what is throwing a real wrench into the works are towed units. Still, we are working as hard as we can to get you MURAT as soon as possible!



In the meantime, do we have something exciting for you to play with until MURAT arrives? Oh yes, we do!

[h2]Two new maps coming[/h2] WARNO’s Steam Early Access gives us the opportunity to actively adapt our battlefields considering your most recent feedback. These last few weeks, we have analyzed your various comments on the WARNO maps currently in play. What you liked, what didn’t work, etc.

Several topics became clear: many of you ask for maps with fewer choke points and clearer lines of sight. In essence, more open battlefields. Another point raised was that when a map contains dense forests and mountainous areas, paths through these environments to allow for faster movements should be considered.



Rest assured, we have taken the feedback to heart when producing our new battlefields! And we'll be coming back to you soon with new map proposals which will incorporate your feedback.]!

Black Forest and Iron Water offer two very different gameplay experiences. What makes them unique?

[h2]Black Forest[/h2]
First to be previewed is Black Forest, which features a total surface of 54 square kilometers, designed for 2vs2 battles. In particular, the map has four contrasting corridors or attack lanes.



  • A corridor with flat terrain in which the command zones are grouped together.
  • Additionally, there are two corridors with mountainous terrain. Good mastery of aviation assets will be needed if you want to control these sectors.
  • A corridor with flat terrain but without the presence of command zones. If used wisely, this attack lane is a bypass to the enemy's rear. Use it to launch devastating surprise attacks!




[h2]Iron Water[/h2]
With the Iron Water map, we introduce more “urban combat” into WARNO. It covers an area of 81 square kilometers, and as such, Iron Water will be available for 4vs4 play and 10vs10 battles!



The battlefield features a high density of buildings. Expert use of infantry, coupled with artillery, will be essential to exert any control over the map. Numerous command zones crisscross Iron Water; commanders need to plan their advance carefully, from urban area to urban area, in order to win the game



[h2]What can you expect from MURAT?[/h2]
After all this talk about MURAT, you might wonder which towed and crew-served units and systems we are talking about in particular? The following are all planned for MURAT, to be included in the existing and new divisions.



  • (SOV and DDR) AT-12 Rapira 100mm anti-tank gun.
  • (SOV and DDR) D-30 122mm howitzer
  • (SOV) D-20 152mm howitzer
  • (DDR) M-43 120mm mortar
  • (SOV) 2S12 120mm mortar
  • (BRD) Tampella 120mm mortar
  • (BRD) FH155-1 155mm howitzer (a.k.a FH-70)
  • (US) M30 4,7-inch mortar

There is more. We will make sure that the following missile units, initially scheduled for LANNES milestone, will be featured earlier in the MURAT milestone.



  • (SOV and DDR) Fagot anti-tank team (AGM)
  • (SOV and DDR) Konkurs anti-tank team (AGM)
  • (DDR) SPG-9 fire support team (RCL)
  • (BRD) MILAN 1 anti-tank team (AGM)
  • (BRD) MILAN 2 anti-tank team (AGM)
  • (BRD) M40A1 fire support team (RCL)
  • (US and BRD) I-Hawk towed anti-aircraft launcher (SAM)
  • (US) I-TOW anti-tank team (AGM)
  • (US) TOW-2 anti-tank team (AGM)




A small note before bidding you adieu until next week. Some missing units or just models (currently placeholder in-game) are in the developmental pipeline. You can expect the T-62 tank family, MiG-25 (Soviet SEAD), GAZ-66 truck, BTR-60 APC and more to drop in the near future.

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

See you on the battlefield, commander!

Milestone Murat Preview - 2. Panzergrenadier

Hello commander!

Time for some action again. We will take another look at the upcoming MURAT milestone. In today’s post, we put the spotlight on our West German friends and the new 2. Panzergrenadier-Division.

Before we continue, a brief message from the team. Game development takes time and sometimes schedules slip. We wanted to highlight that with MURAT we are adding in features from future milestones - case in point being… a certain set of missile platforms and units. These are ready earlier than expected. Now, several other game elements are still in the Eugen workshop and come a bit later than predicted.



As we stated in our Early Access roadmap for WARNO, delays might be encountered along the way with timelines difficult to predict. Such is the reality of life. Please keep this in mind.

Now onwards to panzergrenadier business!

[h2]2. Panzergrenadier[/h2]
You might think that panzergrenadier is a decidedly World War II name. Make no mistake, as a catch-all German term for mechanized infantry, so too did the West German Bundeswehr used the name for its mobile foot soldier accompanying main battle tanks. Not only that, the panzergrenadier act as escorts for armor while being transported on the battlefield (and supported while dismounted) by APCs or IFVs.



As a mechanized infantry formation, the 2. Panzergrenadier division was formed in 1956 in Kassel, West Germany. It was first established as a grenadier formation, made up of volunteers and a cadre of West German border troops, before being designated a panzergrenadier division in 1959, featuring brigades. Primarily based in Hesse, a central German region, the division’s coat of arms features the Hessian lion in red and silver. For a moment in the early 70s, it was known as the 2nd Jager Division and moved headquarters before returning to Kassel and ultimately regaining its original name in the 1980s.

As part of III Corps, it served alongside 5. Panzer and 12. Panzer in CENTAG’s area of responsibility. Interestingly enough, the 2. Panzergrenadier was situated in the far northern reaches of the command zone, above the U.S. 11th Armored Cavalry in Fulda. This placed it in an enclave in NORTHAG’s area. After the Cold War, the 2. Panzergrenadier was disbanded in 1994.



[h2]What to expect in-game?[/h2]
Using the same brigade structure as the 5. Panzer, the 2. Panzergrenadier obviously features more panzergrenadier infantry brigades than armored ones. That means more soldiers on the battlefield and fewer tanks, though both types of Bundeswehr division rely on the same equipment and vehicle pool. There are some notable differences, though. What can you expect from the 2. Panzergrenadier in WARNO?

  • Though the 2. Panzergrenadier receives its share of Leopard 2A3 tanks, the mainstay of the division is the older Leopard 1 (both Leopard 1A1A1 and Leopard 1A5 variants).
  • No Marder Roland SAM, as these were not divisional but corps assets. In our wartime scenario, these have been attached to 5. Panzer.
  • Instead of Alpha Jets, close air support will be provided by the older G.91 R/3 Gina light CAS jets.

Being so near to NORTHAG, some reinforcements will come 2. Panzergrenadier’s way from nearby NORTHAG nations.
  • As the 2. Panzergrenadier was the vital link between the two NATO commands, the division will receive additional troops from a Belgian recon regiment securing NORTHAG’s right flank.
  • Practically, this means that we will feature some units from other NORTHAG nations. This includes Belgian Scimitar and Scorpion recon tanks, Spartan’s scout APC, Sultan CV and Striker ATGM launcher, plus some light Eclaireurs (scout). They will get their own infantry models and camo, but acknowledgment dialogue will be French or German until the time we fully release the Belgian army.
  • The 2. Panzergrenadier will also benefit from NORTHAG’s air cover, in the form of some RAF planes (first British units unveiled!). This support comes as Harrier GR.3 and Tornado ADV F.3 fighter planes, as well as the Tornado ADF F.3 SEAD.
  • Situated close behind the division was the Luftlandebrigade 27, a West German paratrooper and special forces formation. Much like the Luftsturmregiment 40 from our NVA’s 4. Motorisierte Schützendivision, it means the 2. Panzergrenadier will have access to some heliborne support units. This might be either Fs.-Jäger Füh. and Fs.-Jäger in UH-1D, and the CH-53G heavy supply chopper.
  • Short but sweet: yes, we will also include new German plane loadouts.
  • And we will feature the Fuchs RASIT radar recon to both the 2. Panzergrenadier and the 5. Panzer.


[h2]See you on the battlefield[/h2]
That’s all for this week.

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

See you on the battlefield, commander!