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Scandinavia - Dev Diary #2

[p]Greetings, Commanders![/p][p]Following our first look at Scandinavia through Sweden, we now turn our attention southwest and northwest along NATO’s Northern Flank, to Denmark and to Norway. Both countries were historically neutral until the German occupation during World War II demonstrated the fallacy of this policy. They therefore became founding members of NATO in 1949, and as front-line members of the Atlantic Alliance their defence strategies and force structures grew increasingly similar. Both developed small yet balanced, conscription-based mobilisation forces designed to contain a territorial invasion until allied reinforcements could arrive. These were armies shaped by geography, demography, and a sober understanding of their place in a much larger conflict.
[/p][p]Unlike many Cold War armies, Denmark and Norway never planned to fight alone. Their defence concepts were inseparable from alliance warfare, and their national strategies were written with the expectation that the opening phase of any conflict would be fought under severe pressure, with limited margins for error.[/p][p][/p][p]Denmark’s strategic problem during the Cold War was brutally clear. It controlled the gateways between the Baltic and the North Sea, making it operationally vital far beyond its size. At the same time, this geography offered little depth and few natural obstacles. Danish defence planning therefore could not be limited to national territory alone. In the event of war, key parts of the Danish Army, most notably the Jutland Division, were expected to move south and integrate with German and allied formations to form LANDJUT, defending Schleswig-Holstein as part of a multinational corps. This meant that Danish units were not only preparing for a national last stand, but also for rapid mobilisation, movement under threat, and combat as part of a larger coalition on unfamiliar terrain.
[/p][p]Denmark even operated the F-35 (Draken) decades before it was fashionable, although this version solved its problems without stealth. Unlike the original Swedish interceptor, which had only limited air-to-ground capability, Denmark opted for a dedicated strike platform with excellent close air support performance.
[/p][p]Norway faced the opposite challenge. Vast distances, a long and broken coastline, and some of the most restrictive terrain in Europe defined Norwegian defence planning. The aim was not a decisive defensive battle at a single line, but a sustained national effort, delaying and disrupting an attacker across mountains, fjords, and narrow approaches, and surviving long enough for allied reinforcements to arrive. Light and medium forces, closely tied to their local areas, were expected to impose continuous friction rather than seek immediate resolution. Both approaches reflected the same underlying logic, but expressed through very different landscapes and operational assumptions.[/p][p][/p][h2]The Conscription Reality[/h2][p]Both countries shared one unavoidable constraint: small populations. Neither Denmark nor Norway could field large standing armies without exhausting their societies. Conscription and reserve systems were therefore not ideological choices, but necessities. This reliance on conscripts and reservists was both a strength and a vulnerability. On paper, it allowed the mobilisation of substantial forces. In practice, it meant that the early phase of a conflict would be fought by units still coming together, with varying levels of readiness and cohesion.
[/p][p]Material procurement was limited by the same small country constraints. The result was a force where older platforms were not anomalies, but integrated tools, used creatively to compensate for limited mass. In gameplay terms, Scandinavian units reward players who think in terms of roles and combined-arms cooperation, rather than brute force or technological superiority.[/p][p][/p][p]One notable contrast with Sweden lies in the use of air power. While Swedish air doctrine emphasized air defence and naval strikes, its western neighbours, operating as part of NATO’s integrated air structure, placed greater weight on direct battlefield support. Air assets were expected to shape the ground fight through strikes and interdiction. This has clear tactical implications. Air support is a tangible asset that must be timed, coordinated, and protected. Used well, it can compensate for limited ground mass. Used poorly, it is simply unavailable when most needed.
[/p][p]Yes, you are seeing that correctly. The presence of the F-16A reflects a broader reality of smaller European air arms during the late Cold War: standardisation. This left us little alternative but to include it, even if our design philosophy assumes that most air power would have been absorbed by deeper battles. As noted by contemporary air officers, tactical CAS would have been quite constrained, typically relying on dedicated platforms or helicopters rather than fast jets. It is likely that the F-16 will eventually trickle down to the US Air Force as well, though hopefully with a surprise or two along the way.[/p][p][/p][p]Taken together, Denmark and Norway complete the picture of Scandinavia as a region defined by defensive realism. These are armies built to operate outnumbered, accept limitations, and extract maximum effect from limited means. They are not about dominance, but about control of time, terrain, and escalation. And for commanders willing to think ahead, adapt quickly, and fight with restraint as well as resolve, Denmark and Norway offer some of the most rewarding challenges Armored Brigade II has to offer.
[/p][p]Alongside this DevDiary, we are opening a new beta build for the base game. This marks the beginning of a longer testing phase, and your feedback and suggestions will be essential. The update introduces a new camera mode, reworked air-to-surface missile behaviour, and an initial implementation of AI stances that influence how formations interpret orders, whether defensive, neutral, or aggressive. We are starting with the Defend order first, but these are early steps toward a broader set of tactical AI behaviours intended to better express commander intent and reduce unnecessary micromanagement over time.

This is currently STEAM ONLY, and can be accessed by: In Steam Library List [/p]
  • [p]Right Click Armored Brigade II (in list)[/p]
  • [p]Select Properties[/p]
  • [p]Select Betas[/p]
  • [p]In Beta Participation list (top right) select "beta - beta branch" [/p]
[p]Until next time, and best wishes for the holidays and the New Year,[/p][p]The Armored Brigade II Team[/p]

Scandinavia - Dev Diary #1

[p][dynamiclink][/dynamiclink]Greetings, Commanders![/p][p]Choosing to spotlight an army that hasn’t fought a major war since the Napoleonic era as the first nation of the ABII debut DLC might, at first glance, seem an eccentric decision. One could argue that more conventional European mainland armies would have been the predictable choice. But predictability is precisely why Sweden makes such a compelling starting point. Beneath its long stretch of neutrality lies an armed force shaped by geography, strategy, and a national mindset that produced some of the most distinctive military solutions of the Cold War. And for those keeping an eye on the base game itself, this diary also brings news of several major features arriving in the next beta build.
[/p][p]One of the few exceptions to Sweden’s otherwise domestically focused procurement was the British Centurion. It went on to have a long and successful career in Swedish service, undergoing continuous upgrades that culminated in the Stridsvagn 104 — featuring an American engine, a state-of-the-art fire control system, and making Sweden one of the earliest adopters of ERA.[/p][p]Sweden maintained a solid and sizable arsenal, though without the grandeur or global reach of the era’s superpowers. Its designs were not built to project power abroad, but to solve Sweden’s own strategic puzzles within a strict budget: a process that often led to solutions as unorthodox as they were effective. Swedish designers seemed to live by the principle that if something conventional worked well enough, then something unconventional could work even better. The result is a force structure that is well trained, efficient, and unmistakably Swedish in every sense—a military built not to impress on parade, but to make any potential invader think twice, then think again.
[/p][p]And there is no more iconic example of Swedish ingenuity than the Stridsvagn 103, better known as the S-tank. Designed and employed doctrinally as a true tank, it combined a turretless layout with the world’s first operational gas turbine in an armored vehicle and an autoloader capable of sustaining a remarkable practical rate of fire of 15 rounds per minute.[/p][p]This mindset ran through Swedish doctrine during the Cold War. Strategically, Sweden understood that any invasion would likely begin with the odds heavily stacked against them. The country’s defence planning was shaped by this sober assessment: the need to delay the enemy early, fight for as long as necessary, impose costs continuously, and, when conditions allowed, retake what had been lost. It was a patient, measured approach, built around resilience and depth.[/p][p]But as soon as the discussion shifted from the operational to the tactical level, caution gave way to a very different spirit. Swedish tactical thinking was built on aggression and initiative. Attacking and ambushing first, maintaining momentum, and refusing passivity were considered essential. A commander hesitating at the wrong moment was more dangerous than a commander choosing the wrong tactic. It was a philosophy that encouraged action, creativity, and occasionally a touch of audacity — perfectly aligned with the character of the machines Sweden produced.
[/p][p]While our first articulated vehicles in-game were Finnish tractors (also widely used by Sweden to motorize infantry in creative ways), the concept reaches its full expression with the Bandvagn series. Designed as all-terrain carriers for the challenging landscapes of northern Sweden, these vehicles offer the best terrain-traversing capability of any unit in the game, letting players slip through forests, swamps, and other difficult ground with far fewer constraints and opening up entirely new tactical possibilities.[/p][p]This blend of unique equipment and organization defines the army we are introducing as the first nation of the upcoming Scandinavia DLC for Armored Brigade II. Sweden brings a distinct rhythm to the battlefield: a force designed to absorb the opening blow yet constantly poised to counterattack, disrupt, and seize the initiative. Its equipment, doctrine, and overall posture come together to create a playstyle that feels distinctly different from other major armies in the game, and we are excited to finally show it.
[/p][p]The Swedes were also among the longest-lasting adopters of the “assault gun” concept. While older, StuG-like vehicles were eventually replaced by the more modern Ikv 91, the role remained the same: to deliver fire support and anti-tank capability to infantry brigades, whether as small attached sections or as concentrated formations committed to halt enemy breakthroughs.[/p][p]Alongside our DLC work, we are preparing a new open beta build for the base game. This update will introduce an experimental mouse-wheel zooming system for more fluid camera control, the first foundations of AI stances designed to make battlefield intent clearer and more expressive (more on them in separate DevDiary), and a revamped anti-air missile model where guidance types and countermeasures play a much more significant role. Some of these features are still young — embryonal, even — but they already pave the way for a more nuanced and reactive battlefield simulation.[/p][p]As mentioned in our previous diary, the patch will also include a brand-new Shadows over Giessen campaign, which utilizes the new branching campaign feature.[/p][p]In summary, Sweden arrives as a faction shaped by clarity of purpose and a very particular vision of national defence. The ongoing improvements to the base game will evolve alongside it. Together, they mark the next step toward the deeper, more flexible, and more characterful simulation we want Armored Brigade II to become.[/p]

Update v1.595

[p]The latest update for Armored Brigade II brings a series of refinements and adjustments. Check out what’s new in version 1.595 below:[/p][p]v1.595[/p]
  • [p]Fix: The key binding for 'Place markers & draw lines' did not work.[/p]
  • [p]\[database] Adjusted Mot-Schützen squads and formations (including dismounted infantry).[/p]
  • [p]\[database] Added Sniper and MANPADS Teams to DDR company HQ.[/p]
  • [p]\[database] Added DDR LAW, light MG teams, and medium MG teams.[/p]
  • [p]\[database] Aligned DDR dismounted ATGM teams.[/p]
  • [p]\[database] Added AT-7 to East German Fallschirmjäger.[/p]
  • [p]\[database] Added motorized formations for AGL and mortars (DDR).[/p]
  • [p]\[database] Added 85mm D-44 Field Gun, 122mm M-30 and D-30 Howitzers with transports (DDR).[/p]
  • [p]\[database] Fixed early T-64B coaxial machine gun, and W50 Truck exhaust.[/p]
  • [p]\[ui] Show no text instead of 'Undefined' for undefined key bindings.[/p]

Dev Diary #9 - Key Rebinding, New Units, and Beyond

[p]Greetings, Commanders![/p][p]
It’s been a while since our last Dev Diary, but we’re back with news following last week’s announcement of the first Armored Brigade II DLC, Scandinavia, and the release of our 12-month roadmap outlining the major features and improvements currently in development.

[dynamiclink][/dynamiclink]
Each of those topics will be explored in dedicated diaries, but today we want to focus on the just-released Patch 1.594 and several upcoming near-term improvements that haven’t been mentioned before. These are features we have been tirelessly working on behind the scenes.[/p][p]
One of the most notable additions in the latest patch is the highly requested key rebinding feature, allowing players to customize controls according to their personal preferences. AI counterattacks in defense are now more aggressive, and infiltration mechanics have been refined to make them a more rewarding tactic, particularly when executed by highly trained reconnaissance assets.[/p][p]
This patch is part of our continuous effort to enhance not only overall accessibility and usability but also sound effects, an area we began improving with the August update. The current focus is on ambience (nature, explosions, weather effects etc.), as well as a new distance delay DSP system, where sound delay matches visual distance for a more immersive experience, especially for hardcore players. In the same spirit of improvement, we are finalizing testing on a new camera system that introduces mouse-wheel zoom, which should feel more intuitive to players coming from mainstream RTS titles.[/p][p][/p][p]Wiesel, The Last Tankette: a remarkable armored vehicle with a rich history that makes it a highly coveted addition to Armored Brigade II. This compact and agile platform, equipped with a 20mm cannon or the formidable TOW anti-tank missile system, offers a unique blend of speed, versatility, and firepower for tactical scenarios.[/p][p]
Other than the large number of improved models, the update also introduces a completely new Giessen map, along with a selection of new units that bring a distinct air assault atmosphere. The Bundeswehr is now complete with the legendary airborne vehicles of the Fallschirmjägertruppe, including the Munga jeep with M40 recoilless gun, Kraka motor cart, and the Wiesel Armoured Weapons Carrier, available in both cannon and ATGM variants. You can put them to the test in the new Operation Steinbrücke scenario.[/p][p][/p][p]At the beginning of the 1960s, the German armed forces were seeking a cross-country, air-transportable weapon carrier for their airborne units. After nearly a decade of prototype testing and various mission kits, the Kraka was finally delivered to the Bundeswehr Airborne Troops in 1974, where it went on to serve for more than 20 years.[/p][p]
But that’s not all. Another exciting addition is the WP-8, a Polish airborne multiple rocket launcher. While the MRL class of units was introduced in the third Armored Brigade I DLC, it had not yet been functional in Armored Brigade II. The WP-8 now provides players with the ability to rapidly saturate an enemy position, offering new tactical possibilities on the battlefield and paving the way for additional multiple rocket launcher systems in the future, where historically appropriate.[/p][p][/p][p][/p][p][/p][h2]What’s Next[/h2][p]Looking ahead, the next patch will continue expanding the airborne theme with the addition of East German Fallschirmjäger and Luftsturm formations from the 1980s. It will also introduce more conventional forces, including Volkspolizei-Bereitschaften motorized and mechanized units, new Grenztruppen and KdA company formations with historically accurate structures, as well as East German Flamethrower Platoon and Pionier troops. This update will also come with a reworked East German support tab, featuring motorized transports and additional options.
[/p][p]Finally, a new linear Soviet campaign is in development, continuing the story of the 120th Motorized Rifle Regiment after the events of the first campaign. This time, players will face new operational challenges with a strong emphasis on combined-arms coordination, and a few surprises along the way.
[/p][p]In parallel, we are refining several systems that are less visible but essential to the overall experience. The most significant of these are exit objectives, which will enable new scripted scenario types such as evacuations and breakthroughs, along with the introduction of primary and secondary objectives, giving scenario designers greater flexibility to fine-tune their missions. Our goal is to make every update feel like a tangible improvement in both gameplay depth and overall polish.
[/p][p]As always, community feedback remains a cornerstone of our development process. Your reports, suggestions, and discussions help us shape Armored Brigade II into the most authentic and flexible tactical sandbox possible.[/p][p][/p][p]Thank you for your continued support, Commanders. Stay tuned for more updates, and see you soon on the battlefield.[/p]

Armored Brigade II: Scandinavia | DLC Reveal + Roadmap + Update v1.594

[p]Today at Home of Wargamers we had an interview with Nikola Sandic, one of the developers behind the Armored Brigade series. In the interview, he talked about the evolution of the series from ABI to ABII, shared future plans, and also announced the next DLC: Scandinavia.[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink] Here below you can find the roadmap with all the upcoming content:
[/p][h2]Matrix Games 25th Anniversary Free Content[/h2][p]To celebrate the 25th anniversary of Matrix Games, we are happy to release a free master map set in Germany, called Giessen.

Giessen’s terrain offers a mix of wooded ridges, river crossings, and open farmland, creating both obstacles and opportunities for maneuver. This combination of strategic importance and varied battlefield conditions makes Giessen a natural setting for high-stakes operations.[/p][p][/p][h2]UPDATE 1.594[/h2][p]Additionally, we released the latest update for Armored Brigade II. You can find the changelog below:[/p][p][/p][p]v1.594[/p]
  • [p]Fix: Clicking on the Mission Editor 'setup zones' button caused a click on the map, and moved the zone boundaries.[/p]
  • [p]Fix: Aircraft countermeasure sounds were never played if the aircraft was not spotted by the player side units.[/p]
  • [p]\[database] FK 20 and FK 20-2: added towed model with normal and specular maps for all models, reduced time to fire, increased ammo per burst on FK 20-2, adjusted tracer delay to synchronize with sound effect.[/p]
  • [p]\[database] Added GAZ-63 and replaced GAZ-66 as transport in early Soviet mortar sections.[/p]
  • [p]\[database] Added Polish WP-8z MLRS (static and towed).[/p]
  • [p]\[database] Added Munga 4x4 with M40 RCL mount.[/p]
  • [p]\[database] Added open top Iltis 4x4 with MG3 and MILAN mounts.[/p]
  • [p]\[database] Added West German jeep driver.[/p]
  • [p]\[database] Added Kraka airborne weapons carriers (20mm FK20, MILAN, TOW).[/p]
  • [p]\[database] Added Wiesel 1 AWC (MK carrier and TOW variant).[/p]
  • [p]\[database] Fixed Airmobile Infantry Company 1971 availability and West German M113A1G HQ availability; fixed minor inconsistencies.[/p]
  • [p]\[database] Lowered early Marder 1 and 1A1 visibility to average to reflect lack of thermal pointer/heat detector.[/p]
  • [p]\[database] Raised night vision detection to 1000m for Marder A1 variants (passive IR sight) and increased ready ammunition to 500 rounds for the 20mm double-feed cannon (versus 420 on single feed).[/p]
  • [p]\[database] Added a motorized Fallschirmjäger company under Heerstruktur IV.[/p]
  • [p]\[database] Added armed Unimog 435 and Iltis vehicles equipped with MG3 machine guns.[/p]
  • [p]\[database] Reduced Bo 105 loiter time to 2 hours for reconnaissance variants and 1.5 hours for anti-tank variants.[/p]
  • [p]\[database] Added East German reconnaissance assets from divisional reconnaissance battalions and regimental reconnaissance companies.[/p]
  • [p]\[database] Added BTR-60PA APC for East German forces and updated East German BMPs vehicle parameters.[/p]
  • [p]\[database] Increased rate of fire on ZU-23-2.[/p]
  • [p]\[database] Lowered Finnish T-54 AT platoon availability to limit AI purchases and reduced T-54 acceleration.[/p]
  • [p]\[database] Adjusted T-54/T-55 values for DDR, added T-54 model with turret stowage box; made T-55AM available from March 1987 and T-55AM2B from October 1989.[/p]
  • [p]\[database] Added T-72 ÜV-1 and updated DDR T-72 values and availability.[/p]
  • [p]\[database] Added DDR tank scout platoons.[/p]
  • [p]\[engine] The AI counterattacks are more aggressive.[/p]
  • [p]\[engine] The infantry unit icon follows the height of buildings more closely, and infantry stays closer to the center of the cell when in buildings or entering/exiting a building. This fixes the 'floating' infantry icon outside buildings.[/p]
  • [p]\[engine] Increase the infiltration attempt success chance.[/p]
  • [p]\[engine] Storm clouds put out fires more quickly, and more white smoke appears when it happens.[/p]
  • [p]\[engine] Rotate a driver with the turret if the driver position is in it.[/p]
  • [p]\[engine] Do not render a non-vehicle 'hybrid' weapon gunner when the unit is moving.[/p]
  • [p]\[graphics] Jaguar 2 model.[/p]
  • [p]\[graphics] Added GAZ-69 jeep model and textures for DDR, Poland and USSR.[/p]
  • [p]\[graphics] Added new ZU-23 and ZU-23 towed models.[/p]
  • [p]\[graphics] Added ZU-23 gunners for DDR, Poland, Finland, and Soviet Union.[/p]
  • [p]\[maps] Added the 'Giessen' map.[/p]
  • [p]\[scenarios] Added the 'Operation Steinbrücke' scenario.[/p]
  • [p]\[sounds] Added a soft vehicle movement sound, and improved existing vehicle movement sounds.[/p]
  • [p]\[sounds] Added a rocket artillery single shot sound effect.[/p]
  • [p]\[sounds] Reduce sound attenuation distances of incoming shells, rockets, and bombs.[/p]
  • [p]\[ui] Implement key rebinding.[/p]
  • [p]\[ui] Adjust various UI element sizes and positions to match the font size.[/p]
  • [p]\[ui] Show dynamic/linear campaign savegame types in the savegame menu.[/p]
  • [p]\[ui] Show a 'No terrain file' message when there is no terrain file in the map editor.[/p]