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The French are back!

Salut commander!

It’s good to be back. We got plenty of exciting things to show in today’s DevBlog. Let’s go into detail of the next WARNO update - BESSIERES.

We brought friends! We proudly present the upcoming and first French division 5e Division Blindée, or for you who don’t speak this magnificent language of ours, in plain English, the 5th Armored Division.

There is more: we can even lift the tip of the veil of the very first “twilight” fighting map coming to WARNO. Keep reading to find out more!

[h2]Who is Bessieres?[/h2]
Before we kick off, let’s look at the name’s origin of the next update, BESSIERES. As always, our major milestones are named after known Napoleonic generals. Jean-Baptiste Bessières had a long and distinguished career as a military commander, getting his first taste of combat during the French Revolution in 1792 before fighting against the Spanish during the War of the Pyrenees.



Coming under Napoleon's command, he rose in the ranks, receiving more important postings along the way. During the Napoleonic Wars, Bessières was promoted to Marshal of the Empire. According to some of his rivals, this could solely be contributed to his friendship with Napoleon. As a cavalry leader, he commanded the prestigious Imperial Guard Cavalry, proving decisive during numerous battles. On the other hand, Bessières had his fair share of controversy on the battlefield and off, and he almost dueled with the rival commander Lannes (and fellow WARNO milestone namesake) during the battle of Aspern-Essling.

Like a true cavalryman, Bessières died in combat, struck by a cannonball while conducting reconnaissance during the Battle of Lützen in 1813.

[h2]5e Division Blindée[/h2]
There is even more good (French) stuff to unpack, this time coming in the form of an array of tank guns of the 5e Division Blindée (the 5th Armored Division). First, a brief history.

Formed in World War II in then-French North Africa, the 5e Division Blindée came to liberate its homeland, having landed in southern France during Operation Dragoon in the summer of 1944. Later, it played an essential role in the capture of Stuttgart in 1945. The 5e Division Blindée would continue to have a German link, being stationed in West Germany, Landau, for the duration of the Cold War, where it became part of the French Forces in Germany (FFG).



More precisely, the division served in the II. Corps d’Armée (CA), considered the FFG's frontline formation. Two out of the II. CA were based in Germany permanently, and the other divisions, part of I. and III. resided in France.

The strategic position of France during the Cold War was a significant influencing factor in the Soviet war plans. With the withdrawal of France from NATO’s integrated military command structure in the 1960s, a substantial part of the friendly forces allocated to the southern flank of CENTAG was also removed. However, French troops were very closely aligned with their NATO counterparts. It was determined that during a crisis, French reinforcements would be rapidly deployed to help the American and West German forces defend against a Warsaw Pact offensive. The French II. CA, and the 5e Division Blindée, would have played an important role in whichever World War III scenario.

[h2]Size does matter[/h2]
A disclaimer on the size of the French “divisions” (size doesn’t matter, we all know, but in this case… it does a little). They were much smaller than other NATO divisions, barely a brigade or regiment in reality. Representing the French in WARNO would prove to be a challenge: either we keep it a division, and it would be very limited, or we supersize it to a corps-level, but then it would be too lavishly stuffed with strategic assets.

Instead, we decided to stick to a single “division” format but with a few additional corps forces attached to beef it up. As such, the 5e Division Blindée, as an armored division, will have more expensive tank slots, offset by a more balanced unit availability in other categories, such as AA.



You can say that the 5e Division Blindée might not be the hardest-hitting armored division, but as a whole is more balanced thanks to the versatility of its units.

[h2]What to expect in-game[/h2]
So, what can you expect of the 5e Division Blindée in-game? Let’s look at the new division, category by category.

  • LOG - Standard for an armored division. The 5e Division Blindée, for ground Command Vehicles, has a choice between P4 PC jeep, VAB PC wheeled and AMX-10 PC tracked armored vehicles. Supply units come as the TRM-2000 truck and Puma Kangourou helicopter.
  • INF - The core of the division’s infantry comes in two flavours: 8-man Chasseurs squads in AMX-10P Infantry Fighting Vehicles and 10-man Grenadier-Voltigeurs in VAB APCs. All squads carry a mix of FAMAS assault rifles, ANF-1 medium machine guns and LRAC F1 AT weapons. Each infantry type brings its command variant, with the Grenadier-Voltigeurs also coming in the heavy APILAS format. Both VAB and AMX-10P can be deployed in vanilla and MILAN versions, with the former also sporting a T-20/13 autocannon variant.
  • Continuing with INF category - the division further contains MILAN 1 and 2 ATGM teams, Prévôté gendarmes, Sapeurs engineers squads (with older MAT-49 SMGs and MAS-49/56 rifles), Réservistes (also with older small arms), Groupe Antichar with two APILAS and Commandos fielding SIG-543 and FN Minimi squad automatic weapons.
  • ART - The artillery forces feature towed 120mm mortars, self-propelled VAB PM-81 mortars (brought to you in a VAB, of course), and the more powerful AMX-AUF1 155mm self-propelled gun. Slot costs are more generous compared to other armored divisions.
  • TANK - The French main battle tank is the AMX-30B2. Very lightly armored, it also lacks a stabilizer. In turn, it is very fast and can count on a very accurate round. Think of this tank as a “glass sniper cannon.” One card of an older variant, as well as one card of a more modern variant, are available. The older is the AMX-30B, with only HEAT rounds, but very cheap, and the newer version is the AMX-30B2 Brennus with ERA reactive armor bricks. To stay in the appropriate timeframe, this latter variant should have been called in-game the GOLFE (the first ERA experiment). The Brennus name was only made official post-1990, but since the Gulf War hasn’t taken place in our timeframe, for ease of understanding, we went with the later designation instead.
  • Continuing with TANK - Commanders can also deploy various ATGM carriers, such as the P4 Milan 2 or the VAB Mephisto and AMX-10 HOT, the latter two both featuring HOT 2 missiles. Slot costs in the TNK category are more expensive than other armored divisions. It also includes the rare engineering AMX-30 EBG with its demolition gun.
  • RECO - This category includes one card of Eclaireurs, deployable in either a Alouette III helicopter, P4 jeep or a VLRA .50 light truck, with the latter also being a recon/transport. Dedicated recon vehicles include the AMX-10 VOA, VAB RASIT (with radar, similar to the West German Fuchs RASIT) and AMX-10 RC and AMX-10 RC Surblindé heavy recon. This latter variant receives more armor but loses its amphibious capability.
  • AA - Anti-Air defenses are more generous compared to other armored divisions. A good array of options exist, from TRM-2000 Tarasque gun trucks with 20mm AA gun, to AMX-13 DCA with twin 30mm and radar, MISTRAL MANPADs, and Roland 2 and Roland 3 SAM. The former has less range and accuracy - being without radar - while the latter has more AP and accuracy, but turns into a juicy SEAD target thanks to its active radar guidance!
  • HELO - This category is rather light, with only a few slots and a handful of Gazelle HOT and Gazelle Canon helos available.
  • AIR - The last category of the division is decent, with a few Mirage 5 F and Jaguar ground attack planes (napalm and cluster for the former; SEAD, ATGM and HE for the latter). Several Mirage III E are available, as well as the much more capable Mirage F1C-200 flying top cover.


[h2]A fight in the twilight with Rift[/h2]
The next map for WARNO is the 3vs3 Rift battlefield, currently being tested by the Strike Team. It will be the first map with twilight lighting, a popular request from our player base!



The battlefield measures 83km² and features two huge plateaus in the south and the north. This elevated terrain runs along the center of the map, which is otherwise wholly flat and open with only a few defensive elements. Much like Cyrus, Rift offers extended sight lines with a drastic reduction in potential choke points.



[h2]See you on the battlefield[/h2]
Now, BESSIERES has more in store for you. Next to the French, the Brits will make their long-awaited debut in the form of the British 1st Armoured Division! Be sure to check in next week.

The new milestone will also introduce two new top-of-the-line tanks, the West German Leopard 2A4 and Soviet T-80UD, to bring 5. Panzer & 79th Guards Division some unique toys.



As always, join the passionate 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, commander!

v.79428 : crash fixes, performance optimization, artillery and mortars balance

PATCH NOTES


FIXES:
  • fixed a crash when using the "Smoke" order on a selection of units if one of them didn't have a smoke
  • fixed a crash when ordering "Unload at position" on the ghost of a unit being produced
  • added the missing "Move" button to helicopters and aircraft order panels


GENERIC:
  • Optimization of the AI performance
  • AI will play more carefully
  • fixed reco helicopters having no category displayed on their unit stats panel


NATO:
  • fixed M106A2 having a salvo length of 4 instead of the intended 5
  • fixed M109A2 ammo from 144 to 36
  • M109s price increased from 150 to 200
  • M110s price increased from 175 to 260
  • FH155 price increased from 120 to 135
  • M106 price increased from 65 to 90
  • M125 price increased from 45 to 80
  • AB M30 price increased from 50 to 60
  • Panzermorser price increased from 45 to 90 and ammo decreased from 90 to 60
  • HS.30 morser price increased from 45 to 85
  • Mrs. 120mm Tampella price increased from 30 to 45


PACT:
  • SPZ BMP-1 SP1 MMG ammo from 280 to 1960
  • fixed an issue with Vasilek's minimum range
  • fixed DESANT. KOM. (DSh) having no ammunition for its RPG-22
  • 2S1 Gvodzika price increased from 110 to 150
  • 2S3M Akatsiya price increased from 120 to 180 and ammo decreased from 36 to 24
  • 2S7M Malka price increased from 190 to 270
  • D-20 price increased from 90 to 125 and ammo decreased from 40 to 32
  • D-30 price increased from 90 to 130
  • 2S9 Nona price increased from 60 to 85 and ammo increased from 18 to 30

v.78984 : New map, artillery rework, one-click smoke and more...

A HEAVY UPDATE

Before the patch notes, a little disclaimer about this unusually heavy update :
Saves and replays made with previous versions of the game will no longer be playable on this version. However, you can still load them by switching to the compat_save_older_than_78984 beta branch.
Right-click on WARNO in your Steam library and choose "Properties". In the "Betas" tab, open the drop-down list, choose the compat_save_older_than_78984 branch and close the properties window. After a download of 13.5 GB, the old version of WARNO will be ready and you can load your replays and saves. Note that multiplayer will not be accessible until you return to the default branch. To do this, repeat the previous manipulation and choose the "None" option instead of compat_save_older_than_78984. After a download of 6 GB, you will be back on the most recent version of the game, ready to join mutiplayer again and enjoy the latest features and bug fixes.

Why did we do this?
We have changed the way we handle textures in our in-house engine. As a result, a big chunk of game data was changed on Steam and the game would have gone from 40GB to 54GB on your hard drive. We know that many of you already have pretty full disks and we took this opportunity to reduce the size of the game from 40GB to 23 GB. The only downside is that this update will need a 6 GB download.

TL;DR
Game got too big. We deported save/replay compatibility to compat_save_older_than_78984 branch in order to save 31 GB on your disk.

PATCH NOTES
FEATURES:
  • Ripple is a new 2vs2 map which covers an area of 72km² and is bordered by mountains to the east and west. These mountains all have roads that allow troops to move quickly. The design of the map is articulated around three main corridors: an elevated corridor, to the west, that features a plateau with a clear line of sight. A flat central corridor, where the main urban elements are positioned. A more chaotic corridor, to the east, with more winding roads in the mountains. We wanted to offer three different types of gameplay on this new map which will also be available in "ranked".
  • Artillery rework : complete howitzer rework that now has the corrected shot capacity! Recon units or other artillery units located within 2000 meters of the target can reduce the dispersion radius of howitzer fire by 30%. In addition, howitzer damage has been increased. To compensate for their newfound effectiveness, longer firing and reloading times have been applied. Mortars have shorter trajectories in order to give them a better reactivity more in line with their role in reality.
  • Equipped vehicles can now smoke in front of them in one click
  • AI will now react with the defensive RoE if its units can't retaliate : units will take cover and smoke
  • Improved general behaviour of AI
  • Deck editing buttons are back in the lobby
  • Improved player name lisibility on flares
  • In the armory, role filters are now reset when switching unit category
  • Line of sight animation (when clicking the "Line of sight" button or pressing C) sped up from 1.75s to 0.3s
  • Improved readability of information displayed on cursor


FIXES:
  • Fixed vehicles bumping into each other continuously instead of overtaking. Traffic jams are gone.
  • Fixed smokes sometimes not triggering while using Defensive RoE
  • Fixed a bug that would prevent ctrl+(zqsd/wasd) from controlling camera rotation and elevation
  • Fixed AI command units sometimes staying right outside of the command zone and not capturing it
  • Fixed AI using forward deploy only for recon units. It now uses it for any capable unit.
  • Fixed AI sometimes sending units to defend a zone it no longer controls, effectively sending them to a suicide mission
  • Fixed unit label sometimes not updating properly. For instance, a damaged unit would forever lose its "need repair" icon after being routed.
  • Fixed routed unit sometimes not fleeing when under fire
  • Fixed some static weapons that had a "on the move" accuracy
  • Fixed Damage and Penetration disappearing from the aiming cursor after having used the shoot on position order.
  • Fixed Aiming, Firing, Reloading, percentage not being displayed properly in the selected unit panel


GENERIC:
  • Howitzer rework in damage / shooting time and reload time
  • Adjustment of the trajectory of mortar shells to reduce their flight time
  • Howitzer corrected shot configuration
  • The impacts of mortar and howitzer rounds are no longer sorted!
  • The aircraft nose cannons can fire on armor
  • Refinement of ATGM missile aiming time and addition of a minimum range of 350m
  • Improved calculation of priority targets for tanks => decrease of infantry in favor of IFV
  • Infantry Ground To Ground Missiles Teams have their aiming time increased from 1 to 1.5 / 1.8 / 2
  • Increase stress of HE weapons (tanks and autocanons) by 10%, increase resistance of buildings +20%, reduction of shield provided by buildings against HE shells (tanks and autocanons)
  • Reduction of damage from infantry weapons using napalm (15%)
  • Distance letality bonus for assault rifles and small machine guns reduced
  • Assault rifles, Battle rifles ans SMG slightly rate of fire reduced
  • Buildings grant a 20% protection against rockets
  • Fire deals damages every second instead of every 0.5s


NATO:
  • Apache rocket turrets fixed. It could previously fire its rockets without aligning.
  • MK 20 Rh 202 and Zwillinge anti air guns aiming time raised to 2s
  • Bofors L/70 anti air gun aiming time raised to 2s
  • Increased rate of fire of the apache cannon


PACT:
  • ZU-23-2 aiming time raised to 1.5s
  • S-60 anti air gun aiming time raised to 1.5s
  • PULEMETCHIKI in 79GV.TD can use Gaz 66 truck
  • RBK 500 kg splash reduced
  • BMP 3 price raised to 55
  • RPK 74 Rof slightly reduced
  • l.MG-K rate of fire slightly reduced

British Army Preview

Hello commander!

Get ready for another preview day. As we showed off some upcoming new units for the French Army in our patriotic Bastille Day DevBlog, it is only fitting that today’s post will let our light shine on the British Army.

Hot on the heels of the MASSENA milestone (released this week), let’s find out what’s in store for this important NATO partner in WARNO. Tally ho, chaps!

[h2]Lots of Britishness[/h2]
During the Cold War, the United Kingdom’s ground contribution to NATO was focused on NORTHAG, the army group defending the North German Plain. Relatively flat terrain made it perfect tank country. That’s why British tank development, compared to other NATO allies, was chiefly concerned with heavily armored and armed, but slow main battle tanks.



In 1989, many variants of the older generation Chieftain were actively employed by the British Army, but also gradually replaced with the more modern Challenger tank. Most nations in WARNO feature arsenals of main battle tanks sporting 100 to 105mm tank guns, complemented with newer models featuring 120 to 125mm tank guns. However, the British Army is different as it only fields the heavier 120mm tank gun on its tanks.



The regular combat soldier of the British Army is equipped with the modern L85A1 assault rifle and the L86A1 SAW variant. They can also depend on the trusty but bulky MAG machine gun. Anti-tank weapons carried vary from the M72 LAW, recoilless Carl Gustav or the newer LAW-80.

The British Army Of the Rhine (BAOR) formation planned to stop any Warsaw Pact offensive with quick reinforcements from the United Kingdom, including quite a few Territorial Brigades from the Home Defence. These reservists would rapidly deploy, taking older, smaller arms with them, including the L1A1 SLR (the British version of the FN FAL) battle rifles and even some L2A1 (Sterling) SMGs.



British infantry ride into battle in the FV432 armored personnel carrier, which, much like other APCs, can be deployed on the battlefield in a great many variants (mortar, command, anti-tank, etc.). The brand-new Warrior infantry fighting vehicle, equipped with its RARDEN 30mm cannon, is also available. A terrifying killing machine, some might say it's NATO’s best IFV, if you exclude the Bradley, which was heavily armed but could only carry half a squad.

[h2]Death from above[/h2]
Of course, a preview wouldn’t be complete without British airpower. The mainstay of British heliborne comes in the form of the Lynx, used either as transport or HELARM (anti-tank) variants. Furthermore, the license-built Gazelle can be deployed in recon, light transport, and command roles.



The RAF also makes an appearance. Although Tornado fighter bombers and Harrier were already teased with the 2. Panzergrenadier, British air forces will also fly the F-4 Phantom, as well as the Jaguar GR.1A in bomber, rocket and SEAD variants.



[h2]See you on the battlefield[/h2]
That’s it for this week. Keep in mind that the Eugen offices will be closed this August!

Join the passionate 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 MASSENA is live



At long last, MASSENA, l’”Enfant Chéri de la Victoire is here!
Territorial divisions being something quite new, they’ve required more testing and changes than the previous ones. Besides, this patch also include the long expected "tank price rehaul".
We apologize the delay, but we hope you will enjoy the results.

TerrKdo Süd & K.d.A. Bezirk Erfurt have changed a bit compared to what we described in previous DevBlog:
  • Both divisions get access to a few Special Forces acting as counter-infiltrator unit. Spetsnaz & Spetsnaz GRU for KdA, Green Berets & German B1 commandos for TerrKdo.
  • Both divisions get access to some high-end “HE damage” dealer: BM-30 Smersh for KdA, F-111F LGB for TerrKdo.
  • More cheap tanks for KdA in the form of Soviet T-62 & DDR “combat” PT-76.
  • New DDR VPB (= Volkspolizei-Bereitschaft units as security troops.
  • And more …

[h2]DISCLAIMER :[/h2]
We are aware that there are still some issues needing to be fixed (there always are!) but we felt they didn’t warrant delaying MASSENA’s release even more.
Some of those issues include, and thus doesn’t need to be reported:
DESANT. KOM. excessive price increase
BURATINO being available in the same number in both veterancy level
KA-50 AKULA [AA] missing picture
KA-50 AKULA [AT] inverted picture with AA variant
• Some missing new weapons’ picture
• Transport helo not being capturable as other transport
• …
Most of those are already fixed on our end, and will be included in a next patch ASAP.

-------------------------

[h2]FEATURES:[/h2]
  • added a new NATO division: TerrKdo Süd
  • added a new WP division: K.d.A. Bezirk Erfurt
  • deck creation is no longer possible from the lobby
  • reworked the behavior of filters in the armory to be more intuitive
  • "Unarmed Vehicles" rule of engagement set to "Hold fire" will now target unarmed vehicles if they are transporting a unit
  • it is no longer possible to precisely know which unit an enemy transport is transporting


[h2]MAPS:[/h2]
  • A new 3v3 map: Volcano
  • A new 3v3 map: Cyrus
  • A new 3v3 version of the Two Ways map
  • A new 2v2 version of the Chemical map
  • A new 1v1 version of the Geisa map
  • A new 2v2 version of the Mount River map
  • A new 1v1 version of the Mount River map
  • A new 1v1 version of the Vertigomap which is available in ranked.




[h2]FIXES:[/h2]
  • fixed a localization error about RBK-250's weight
  • fixed the SPz BMP-1 SP-1, SP2 & P model
  • fixed unloaded canons sometimes being pushed too fast and way too far
  • fixed a crash that could happen when firing some missiles
  • fixed the "auto deploy" button being visible in replays
  • fixed command helicopters automatically landing in starting zones even though they are not capturable anymore
  • fixed a bug where AT planes would fail to target enemies higher in altitude
  • fixed planes sometimes not being able to pitch down after pulling up too much
  • fixed LARS rockets' damage
  • fixed BMP-3's 100mm ammunition loadout
  • fixed the GUV's swapped names
  • fixed some helicopters' wrong UI category/icon
  • fixed the T-72 (all of them) which had an HE range inferior to their AP one
  • fixed LARS rockets' damage
  • fixed 2.PzGr's Leo1A1A1's veterancy (one leve down)
  • fixed 5.Pz's Leo1A5's veterancy (one leve up)
  • fixed overlapping texts in the info panel of some aircraft
  • fixed Milan 2 now doing damage on MT-12 Rapira's


[h2]GENERIC:[/h2]
  • decreased Battle Rifles' accuracy
  • rehauled tank prices over the board
  • unarmed transports can be captured
  • enemy units in transport are no longer identified
  • RoE : firing on unarmed units now distinguishes between units with and without embarked units
  • increased 12,7mm & 14,5mm HMG ammo
  • increased all mono/twin 20mm & 23mm AA gun's anti-helo range from 1765m to 1945m
  • Autogrenade launcher's cursor fixed
  • decreased all "MG squads" (with 3x HMG)'s availability per card from 9 to 6




[h2]NATO:[/h2]
  • increased M47 Dragon II's AP from 16 to 19
  • changed M113 DRAGON's Dragon II with Dragon I (14 AP)
  • changed ENGINEERS (DRAGON)'s Dragon II with Dragon I (14 AP)
  • changed all M47 Dragon I & II-armed units' price accordingly
  • increased Stinger's range (anti-helo & planes) from 2297m to 2473m + renamed Stinger POST
  • Satchel charge damages reduced
  • changed M998 AVENGER's missile to Stinger RMP, with range increased as above + accuracy increased from 50 to 60%
  • all Stinger's price changed accordingly
  • decreased UH-60 SUPPLY's price from 85 to 60
  • decreased CH-47's price from 125 to 100
  • increased OH-58C CMD's price from 100 to 110
  • decreased OH-58C CMD's availability per card from 6 to 4
  • decreased AIRBORNE MP's price from 25 to 20
  • decreased MP's price from 20 to 15
  • decreased AIRBORNE MP (M67)'s availability per card from 9 to 6
  • decreased MP (M67)'s availability per card from 9 to 6
  • decreased AIRBORNE's availability per card from 9 to 6
  • decreased AB GUNNER's availability per card from 9 to 6
  • decreased AIRBORNE (Flash)'s availability per card from 9 to 6
  • increased AIRBORNE (Dragon)'s price from 55 to 60
  • decreased TOW-2 (airborne or not)'s availability per card from 6 to 3, number of cards changed accordingly
  • increased AB TOW-2's price from 85 to 90
  • increased TOW-2's price from 80 to 85
  • decreased all FIRE TEAM (airborne or not)'s price by -10, but Dragon II by -5 only
  • increased SHERIDAN CMD's availability per card from 2 to 3
  • decreased M1025 HUMVEE HMG's price from 30 to 25
  • decreased M1025 HUMVEE AGL's price from 40 to 45
  • decreased STINGER (airborne or not)'s availability per card from 12 to 9
  • decreased M167 VULCAN's price from 60 to 55
  • increased OH-58 C/S' availability per card from 2 to 3
  • decreased OH-58 C/S' price from 100 to 80
  • increased MECH. RIFLES from 70 to 75
  • decreased CH-53G MUN.'s price from 105 to 75
  • increased FELDJÄGER's availability per card from 6 to 12
  • decreased HEIMATSCHÜTZEN's price from 60 to 50
  • dzcreased JAGER's price from 60 to 50
  • increased all MILAN 2 teams (all nations, airborne or not)'s price by +5
  • increased PIONIER (Flam.)'s price from 35 to 55
  • decreased PIONIER (Armbrust)'s price from 55 to 50
  • decreased PZ.GRENADIER (CarlG)'s price from 45 to 35
  • decreased PZ.GRENADIER (Marder)'s price from 40 to 30
  • increased SCIMITAR's price from 30 to 35
  • decreased FUCHS RASIT's price from 50 to 30
  • decreased BO-105 PAH-1's price from 65 to 60
  • increased G.91R/3 GINA [HE]'s price from 60 to 85
  • decreased G.91R/3 GINA [RKT]'s price from 135 to 120
  • decreased G.91R/3 GINA [NPLM]'s price from 150 to 140
  • increased G.91R/3 GINA [NPLM]'s availability per card from 2 to 3
  • decreased F-104G [AT]'s price from 150 to 140
  • increased M48 (all variants) fuel range
  • fixed some Gazelle's fuel & range
  • (2PzG) decreased F-4F [HE]'s availability per card from 3 to 2, but with +1 vet level
  • (2PzGr) increased LEOPARD 1A1's number of card from 2 to 3
  • (2PzG) decreased LEOPARD 2A3's number of cards from 2 to 1
  • (2PzG) added one card of Bo-105 PAH-1
  • (82AB) decreased M1IP ABRAMS's number of cards from 2 to 1
  • (82AB) decreased M3A1 BRADDEY's number of cards from 2 to 1
  • (82AB) decreased M35 SUPPLY's availability per card from 9 to 6 (on par with others) + decreased number of cards from 2 to 1




[h2]PACT:[/h2]
  • changed DESANTNIKI (BMD)'s RPG-7VR into RPG-7VL + price changed from 50 to 45
  • decreased DESANTNIKI (DShB)'s RPG loadout from x15(!) to 6x RPG-7VR
  • changed MOTOSTRELKI (BMP)'s RPG-7VR into 7VL
  • decreased OTDELENIE's RPG loadout from x20(!) to 12x
  • changed Ka-50 AKULA's loadout to Vikhr & 80mm rocket pods, repainted & repriced accordingly
  • increased GUV (MG)'s efficiency by about 30%
  • replaced BTR-RD ROBOT's Kokon with Konkurs
  • decreased SPz BMP-1 SP1's price from 30 to 25
  • decreased SPz BMP-1 SP2's price from 35 to 30
  • decreased BTR-60 & BTR-70's price from 30 to 25
  • decreased MI-8T MUN.'s price from 80 to 60
  • decreased Fs-JÄGER (Metis)'s price from 60 to 55
  • increased MOT.-SCHÜTZEN's price (back) from 60 to 50
  • increased MOTOSTRELKI's price (back) from 50 to 40
  • decreased IGLA (airborne or not)'s availability per card from 12 to 9
  • decreased E-German Mi-24D [AA]'s price from 125 to 120
  • decreased E-German Mi-8MT [GUV]'s price from 150 to 135
  • decreased E-German Mi-8TV [RKT2]'s price from 210 to 160
  • decreased E-German Mi-8TB's price from 200 to 175
  • decreased E-German MiG-23MF [AA]'s price from 185 to 155
  • decreased E-German MiG-23MF [AT]'s price from 185 to 150
  • decreased E-German Su-22M4 [NPL]'s price from 310 to 265
  • set all Mi-9 at avail 2 per card, vet 2.
  • added GAZ-66 as MOTOSTRELKI transport options
  • decreased TUNGUSKA's price from 240 to 185
  • decreased Su-25 [RKT]'s price from 155 to 150
  • decreased Su-25 [AT]'s price from 190 to 180
  • decreased Su-25 [CLU]'s price from 230 to 190
  • decreased Su-24M [HE]'s price from 265 to 260
  • renamed DDR's ZU/ZSU units
  • decreased SCHWIM.PZ. PT-76B's price from 40 to 30
  • decreased PT-76B FÜH.'s price from 140 to 130
  • replaced DESANTNIKI (DShB)'s RPG-7 by RPG-7VL, and ammo reduced (well, fixed) from 15 to 6
  • (4MSD) decreased Fs-JÄGER (Metis)'s price from 60 to 55
  • (4MSD) increased KUB's veterancy by one level
  • (4MSD) increased Mi-24D [AA]'s number of cards from 1 to 2
  • (7Pz) added one card of T-55AM2
  • (7Pz) added one card of T-72GM
  • (39GvMSD) increased MOTOSTRELKI (Metis)'s availability per card from 6 to 9, but number of card decreased from 2 to 1
  • (39GvMSD) increased SAPERI (RPO)'s availability per card from 6 to 9
  • (79GvTD) increased MOTOSTRELKI (Metis)'s availability per card from 6 to 9, but number of card decreased from 2 to 1
  • (79GvTD) increased SAPERI (RPO)'s availability per card from 6 to 9
  • (79GvTD) increased MiG-23ML [AA]'s availability per card from 2 to 3
  • (79GvTD) replacing MOTOSTRELKI's BTR-60 with BTR-80
  • (79GvTk) added TOS-1 BURATINO
  • (35GvDShB) created a new Ka-50 AKULA variant, with Igla-V & GUV pod, repriced accordingly & moved to AA tab