1. Headquarters: World War II
  2. News

Headquarters: World War II News

Dev log #1 - Introducing new units in the Market Garden DLC

Hello!

It is Oleksandr from Starni Games with the new Dev log entry. I am excited about the Market Garden campaign announcement and want to share more information about it. Today, we will have a look at the new unit models.

[h3]NEW UNITS[/h3]

The operation Market Garden followed right after the end of the Normandy campaign, so there was a small time gap for us to introduce a lot of new models that would be historically appropriate. Still, we managed to add 10 new units. Here are all the new units:


As you can see, there are 5 British units, 3 German, and 2 US ones. Since in operation Market Garden, you will play as UK vs Germany, we focused more on these countries, but we also added a couple of US units for Skirmish and Multiplayer. Moreover, with the Staghound Tulip and Sherman Calliope addition, all 3 countries now have units capable of rocket fire.

[h3]UK UNITS[/h3]

AEC Mk III
This lightly armoured reconnaissance vehicle is armed with a 75 mm Ordnance QF 75 gun, similar to the one installed on medium tanks. This unit is highly effective both against medium armoured vehicles and enemy infantry. It can also deploy smoke screens.



A30 Challenger
This high-speed medium tank with 76 mm long-range anti-tank Ordnance QF 17-pounder gun is extremely effective against enemy armor but less useful against infantry.


This imposing tank has a great combination of mobility and firepower that is especially devastating on the battlefield, as you can have much more tactical options due to high Move points, while also being able to deal a lot of damage with each hit.



BL 5.5-inch medium gun
A medium 140 mm towed howitzer gun with intimidating firepower is a great addition to the UK artillery support capabilities. As with all artillery pieces, it is capable of indirect fire, but can only be moved via transport vehicle.



M7 Priest
Now UK troops can also boast the use of M7 Priest guns, alongside the US allies.
A mobile self-propelled artillery armed with a 105 mm howitzer M101 is capable of long-range artillery support.


Staghound Tulip
This light armoured reconnaissance vehicle is armed with a 37 mm M6 gun. It is also equipped with an RP-3 rocket launcher capable of indirect fire. This unit is suitable for infantry support and fighting lightly armoured enemy vehicles.


It is also the first UK unit in Headquarters: World War II with rocket artillery capabilities, so it could be very useful for suppressing the enemy infantry units, while also having great mobility and reconnaissance capabilities. Just look at it:



[h3]US units[/h3]

G.M.C. M12
This mobile heavy self-propelled 155 mm M1918 howitzer is capable of long-range artillery support. A great addition to the US long-range firepower.



Sherman Calliope
This Sherman tank with a T34 rocket launcher additionally installed on its hull is capable of indirect fire. It also has a mounted machine gun for close-range combat against enemy infantry.


It is the first US unit in Headquarters: World War II with Rocket artillery capabilities, so it could be very useful for suppressing the enemy infantry units, while also having regular Sherman tank fighting capabilities. Have a look at it firing its T34 rocket launcher:



[h3]German units[/h3]

Nashorn
A mobile lightly armored self-propelled 88 mm long-range anti-tank unit with a Pak 43/1 gun. It is extremely effective against enemy armor but less useful against infantry. Due to its weak armor, Nashorn is quite vulnerable, but its mobility could compensate for that.



Panzer IIL
This light tank is armed with a fast-firing 20 mm KwK 38 cannon. Panzer IIL is suitable for infantry support and fighting lightly armored enemy vehicles. It is less effective against tanks because of its small caliber gun.


This is the first Light tank in the game with a fast-firing cannon (there is a British CrusaderIII MkI AA variant, but it is technically considered a self-propelled AAA gun). It combines good mobility and high HE attack value due to its fast-firing cannon but is weak against enemy armor.



Hummel
This mobile heavy self-propelled 150 mm sFH 18 howitzer is capable of long-range artillery support. It is a great addition to the artillery units and offers decent protection and mobility for an artillery piece.


These are the new units we are going to add in the Market Garden DLC. In the next Dev log, I will tell you more about the new British campaign that awaits you in the Market Garden, and how we are working to deliver it to you.

See you next time!

New DLC Announcement: Headquarters: World War II - Market Garden

Attention, Commanders!

We are thrilled to announce the upcoming release of the next DLC for Headquarters: World War II - Market Garden.

Headquarters: World War II - Market Garden introduces a new British campaign with eight meticulously crafted battles covering the events of Operation Market Garden. Your force must reach the paratroopers holding the key bridges as soon as possible. However, nothing goes according to plan, and your troops have to deal with the ensuing chaos.

An 8-mission campaign with storytelling elements that will challenge your tactical skills. 10 new units to use in both campaign and skirmish/multiplayer modes. 3 new British heroes. Numerous new visual assets creating mesmerising locations of the WWII-period Netherlands.

Get ready to command, conquer, and liberate with the Headquarters: World War II - Market Garden DLC! Stay tuned for more updates and the official release date.

Headquarters: World War II - First Tournament Ever

Attention, Commanders!


We are excited to announce the launch of a new patch for Headquarters: World War II, which adds new features to the PBEM system and multiplayer. This update allows us to host a beta test for the very first Headquarters: World War II Tournament!

Do not miss the chance to sign-up to the Beta Speed Tournament which will feature 3 multiplayer maps:
#1 Riverside Battle
#2 Cannonade at Royal Chateau
#3 Military Base Takeover

You can sign-up here.

The tournament follows Swiss Tournament rules: you can find the full list of rules here.
The first round will commence on Thursday, 4th July 2024. No further entries can be accepted after the tournament has begun.

The tournament will last 3 rounds, 7 days each. Games are paired, so each matchup will be played both ways. All you need to do is sign up, then the system will pair you with opponents and create your PBEM games. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.

And now, a message from the devs.

Hello! It is Oleksandr from Starni Games.

First of all, I am sorry for the issues many players had with the 1.00.06 Update. We just released a 1.00.07 Update that should address all key problems - please make sure you are playing the most up-to-date version of the game. We will keep polishing the game and making sure it runs smoothly for everyone.

Secondly, we are starting to run regular tournaments for Headquarters: World War II. We did a number of internal tournaments for testing, and we found a few issues that were fixed with the 1.00.07 Update. So, we think it is time to start running the public tournaments. However, we would still treat the first couple of tournaments as Beta-tournaments to make sure everything works well for a larger number of players.

We are really excited to see Headquarters: World War II played more competitively, and looking forward to making more and more tournaments in due time.

If you have any questions about tournaments in Headquarters - do not hesitate to ask them in the comments below or at Slitherine forums and Steam Community hub.


Looking forward to hearing your feedback!

Update v1.00.07

Hi everyone,


There is a new update available. This update should fix a number of stability issues, including crashes and some problems players were experiencing with Multiplayer logins. It also improves AI, especially in Skirmish/Multiplayer modes.


The full changelog is:

v1.00.07 – 24th June 2024
  • Fixed a major issue that was introduced in the 1.00.06 Update, a crash that prevented from finishing the operation with a “TModule::IsStackable()” error message.
  • Fixed a major issue that disallowed new players to log in to the Multiplayer section.
  • Improved AI: AI now proceeds better from capturing one flag to another in Skirmish/Multiplayer and can capture more than one flag per turn. (We will continue improving the AI, and more improvements are in the making)
  • Fixed the Motion Blur setting being reset to default on each launch of the game.
  • Fixed bug with quick save / quick load sometimes creating extra units with 0 Crew.
  • Fixed bug with a possible crash if pressing F5/F8 fast enough.
  • Fixed Gamepad controls for the Awards tab. Now you can see the description of the awards.
  • Fixed a crash that would happen if damage to Morale exceeded 999. (Possible in Assault attacks)
  • Fix the Crew member description for Hero when it serves in a unit - it no longer displays the Hero
  • Bio instead of the Crew bonus.
  • Fixed the bug with the Transport icon not showing correctly when another unit was loaded into it.
  • Fixed a multiplayer crash due to the “Hit the track” skill negative effect.
  • Fixed the “Player eliminated” notification appearing on turn 1 for the “Closed” slots in Multiplayer.
  • Fixed a multiplayer bug that could lead to crashes sometimes after using the Scouting ability.
  • Fixed a bug that allowed the AA units loaded into Transport units to intercept the aircraft from inside the Transport.
  • Fixed the visual issue with unit highlights overlapping with unit models.
  • Corrected the order of the armor values in the hint: from back/front/side/top to front/side/back/top.

Headquarters: World War II - Update v1.00.06 is out Now

THE NEW UPDATES:

v1.00.06

Fixes:

• Fixed Auto Login system issues: some problems with Steam auto login, and GOG autologin not working.
• Now the “Stay logged in” button state is saved correctly and not reset on restarting the game.
• Now the “Stay logged in” button for Steam login works correctly.
• Fixed a major bug that was introduced in the 1.00.05 update, that caused crashes if there was a truck unit with level-up (that only could happen if the Skirmish/Multiplayer game was set with a
starting level higher than 0) on deployment.
• Fixed one of the most frequent multiplayer crashes (SendNetworkCustomizedChanged)
• Fixed bug with the Closed slots in Skirmish/Multiplayer, where the AI would try to make moves for the Closed slot player resulting in endless wait for your next turn.
• Fixed an issue in Multiplayer that caused crashes if the host took too long to connect to the game.
• Fixed bug in LIVE multiplayer that caused the “X Turns left” notification to show up when Player 1 turn started for all players, instead of showing up for each player when their turns started.
• Fixed crash (TApplicationInitializer::OnInitInWorkerThreadEnd)
• Fixed bug that prevented Fog of War update after using the Air Recon HQ Skill
• Now capturing the enemy HQ flag in Skirmish/Multiplayer yields an instant victory (it was victory after some delay before).
• Fixed a Multiplayer issue that caused the “Player eliminated” pop-up not to show up sometimes.

v1.00.05

Fixes:

• Fixed major bug with units camouflage bonus from buildings that happened in both singleplayer and multiplayer, but was causing a lot of crashes in multiplayer only, due to game events being desynchronized (calculated differently for different players). This should reduce the number of crashes in multiplayer significantly and also eliminate this issue in single-player, where it was hard to notice.
• Fixed serious issue with the game crashing is the player does not have access to the folder with save files for any reason. (Now you will get a warning telling you about that and you can play, but you cannot make save files and your settings will not be saved after you leave the game)
• Fixed missing option in Skirmish settings to set the cooldown reduction for HQ skills. (It was available in multiplayer, but was missing in Skirmish mode due to this bug)
• Added an option in Settings (Game) to disable the unit’s highlight. (A players-requested feature)
• Fixed bug with tile highlights sometimes disappearing if you selected an HQ skill and moved the cursor outside the playable zone on the map.
• Changed logic of unmoved units (and End turn button hint). Before: a unit was considered unmoved if it still had available tiles to go and/or attacks. Now: if the unit spent at least one move point or attack, it is considered “moved”. So, now unmoved units are only the units that have not moved or attacked this turn. The End turn button hint was changed accordingly.
• Fixed bug with mouse and keyboard scrolling speed Settings were reset to default values after each start of the game.
• Fixed bug with Review and Leave buttons sometimes being inactive after finishing a multiplayer match.
• Fixed Fog of War in Hotseat mode not updating after the next player’s turn starts, until the player did some action.
• Fixed UI in Map Editor and Map Generator map selection filters.
• Removed the Level up indicators for Truck units. (As they cannot level up)