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Armored Brigade II at Home of Wargamers 2025

[p][dynamiclink][/dynamiclink]
The wait is almost over: Home of Wargamers 2025 is coming on September 25th, bringing you the biggest updates from the world of strategy and wargaming.

Home of Wargamers 2025, the yearly live showcase that we stream on Twitch and YouTube, is coming on September 25th. It will bring you the biggest announcements, updates, Spoilers and behind-the-scenes insights from the world of Matrix Games.[/p][p]This year’s edition will showcase some of the most beloved franchises in our catalog, as well as exciting new projects. Developers and producers will take the stage to share exclusive previews, reveal upcoming expansions, and discuss the future of their series. Be ready to know more about Shadow Empire, Combat Mission, Armored Brigade, Strategic Command, WEGO, Rule the Waves 3 and more.

During the event, the developers will share new details and future plans for Armored Brigade II, don't miss it.[/p]

Update v1.591

[p]Hi everyone,

a new update for the game has been released, here below you can find the changelog.
[/p][h3]Changelog[/h3][p]v1.591[/p][p]IMPORTANT PLEASE NOTE - Due to updates to the Database, some savegames involving battles with Polish and East German troops may not work anymore.[/p]
  • [p]Fix: If a platoon position and other states were set in the Mission Editor, but the formation was not given any waypoints, it was not automatically detached from its company when the scenario was loaded, so it copied some states (e.g. rotation) from the company level formation.[/p]
  • [p]Fix: An initial mounted/dismounted state in a scenario script was not used, only the state in scenario.xml.[/p]
  • [p]\[campaigns] Tweak 'Beyond Water', 'Over the Hills', and 'Defending Fulda'.[/p]
  • [p]\[database] Alouette II helicopter model added.[/p]
  • [p]\[database] Added H-34 Choctaw transport helicopter for the US and West Germany (CH-34 and H-34G).[/p]
  • [p]\[database] Added Soviet, East German, and Polish Mi-2 helicopter models.[/p]
  • [p]\[database] Added Polish armed Mi-2 model variants.[/p]
  • [p]\[database] Added British GPMG and gunner models.[/p]
  • [p]\[database] Fixed MMG Team in British Light MG sections.[/p]
  • [p]\[database] Fixed Jaguar flight configurations.[/p]
  • [p]\[database] Reduced TPN-1-49-23 night sight vision range to 800m, and to 1000m for TPN-3-49 and K13 sights (T-64, T-72, and T-80 tanks).[/p]
  • [p]\[database] Added Mi-2 and Mi-4 transport flights to Poland.[/p]
  • [p]\[database] Added Robur light truck (DDR).[/p]
  • [p]\[database] Adjusted penetration and range values for 85mm ammunition in the T-34-85 tank and D-44 gun.[/p]
  • [p]\[database] Revised East German T-34-85M (postwar additions and removed HEAT shell).[/p]
  • [p]\[database] Increased air-to-air missile speed and reduced minimum range.[/p]
  • [p]\[database] Added TS-11 Iskra model.[/p]
  • [p]\[engine] Turreted vehicles do not rotate their hull if the angle to a target is less than 30 degrees.[/p]
  • [p]\[engine] Increase the chance of a mine going off.[/p]
  • [p]\[engine] Small arms are not fired at buttoned-up medium/heavy tanks or MBTs.[/p]
  • [p]\[engine] Increase on-map artillery unit cost by +20%.[/p]
  • [p]\[engine] Reduce towing speed by -20%.[/p]
  • [p]\[engine] Read selectable windowed mode sizes from a resolutions.ini file in the Documents folder.[/p]
  • [p]\[graphics] Removed IR spotlight on Finnish T-54 tank.[/p]
  • [p]\[graphics] Fixed SU-122-54 texture issue.[/p]
  • [p]\[graphics] Corrected Leopard 1 and 2 model scale.[/p]
  • [p]\[scenarios] Tweak 'Twin Valleys'.[/p]
  • [p]\[sounds] Implement a new wind sound system.[/p]
  • [p]\[sounds] Add a sound distance delay DSP effect and an option for toggling it on/off.[/p]
  • [p]\[sounds] New or improved sounds: dogs, church, separate vehicle/infantry pop smoke, end of round, cinematic hits, insects, varied individual soldier footsteps, aircraft countermeasures, water splash, autocannon metal impact, thunder, birds, infantry grunts and close combat, projectiles, wind, DPICM, cannons, autocannons, mortar, explosions, fire, DP-27 MG, illumination flare.[/p]
  • [p]\[sounds] Gradually changing dawn/dusk bird and insect sounds.[/p]
  • [p]\[sounds] In accelerated time, play a sound effect for the last shot of an artillery volley only.[/p]
  • [p]\[ui] Formation Join is automatic after using Split and then loading units into transports.[/p]
  • [p]\[ui] The 'Load' order is available for a passenger unit.[/p]
  • [p]\[ui] Add a 'Loading/Unloading' status text for transport passengers, and show the remaining time.[/p]
  • [p]\[ui] Edit camera movement/rotation/speed option and hotkey text labels to be more understandable.[/p]

Update v. 1.588

[p][dynamiclink][/dynamiclink]A new update for Armored Brigade II is out now, packed with fixes, quality-of-life improvements, and a host of new database additions. The dev team has been working tirelessly to polish and expand the experience, and we're incredibly excited to showcase something new this September. It's shaping up to be a great winter for all Armored Brigade II fans.

--- Changelog ---[/p][p]v1.588[/p]
  • [p]Fix: A Windows user folder non-ASCII character issue prevented from deleting save files and editing scenario files.[/p]
  • [p]Fix: Weapon wrecks were rendered twice, potentially causing performance and other issues.[/p]
  • [p]Fix: Vehicles were set on fire too often when destroyed.[/p]
  • [p]Fix: Detached AI squads always used a Contact waypoint instead of Advance, so they were not advancing anywhere if player units were in sight.[/p]
  • [p]Fix: The AI side platoon-level waypoint syncing did not always work.[/p]
  • [p]Fix: The defending AI rotates its units to observe player units, and this sometimes prevented scripted waypoints from being used. Now it is not done if a platoon/company has waypoints.[/p]
  • [p]Fix: The AI loaded infantry back to their transports even after the script had made a formation split.[/p]
  • [p]Fix: Now the AI should never 'hijack' a formation to guard a captured objective, if the formation or its attached company formation have any disabled waypoints. This way the AI does not ruin the script.[/p]
  • [p]Fix: Use a different drawing function for on-map colored squares (e.g. the LOS tool), hopefully fixing their misplacement on some systems.[/p]
  • [p]Database: Fixed the Towed Rapier (lacked the passenger trait).[/p]
  • [p]Database: Updated the Rapier and Roland 1 & 2 missiles with revised data.[/p]
  • [p]Database: Fixed Panzerfaust 3 formation with the correct unit.[/p]
  • [p]Database: Added IFA W50 truck for East Germany.[/p]
  • [p]Database: Aligned East German BTR-50, BTR-60, BTR-60 values with Soviet vehicles.[/p]
  • [p]Database: D–442 and D-944 models added.[/p]
  • [p]Database: Weapons and crew added for East Germans (AGL, ATGMs, MMG, HMG, MT-12, mortarmen, SPG-9 and ZSU-23).[/p]
  • [p]Database: Added MG3 weapon model and gunner.[/p]
  • [p]Database: Added model for Pak-40, adjusted emplacement time and added a towed version.[/p]
  • [p]Database: Increased PaK 40 combat load to 40 rounds.[/p]
  • [p]Database: Reduced 100mm gun muzzle flash on BMP-3 to 36.[/p]
  • [p]Database: Added D-44 and D-30 gun models; added East German artillery commander.[/p]
  • [p]Database: Added D-44 field gun and D-30 howitzer for the USSR (both static and motorized variants).[/p]
  • [p]Database: Lowered traverse rate of emplaced AT and field guns; added emplacement times.[/p]
  • [p]Database: Added M-30 howitzer model and Finnish artillery commander, including Finnish towed sections for both M-30 and D-30.[/p]
  • [p]Database: Added Valmet 365 tractor (with and without trailer) for the Finnish Army.[/p]
  • [p]Database: Finnish 82mm mortars and PaK-40 now use tractors for transport.[/p]
  • [p]Database: Added Finnish ATGM gunners and ZU-23 gunner.[/p]
  • [p]Database: Added Finnish gunners for mortars, indirect artillery, and PaK gun.[/p]
  • [p]Database: Added Finnish infantry formations with tractors.[/p]
  • [p]Database: Added smaller motorized Plt HQ squads for Finnish infantry and Jaeger troops to account for employed drivers.[/p]
  • [p]Database: Finnish early 1970s infantry platoon was using Lt RCL Squad instead of Team.[/p]
  • [p]Database: Added B-10 and B-11 recoilless rifle models.[/p]
  • [p]Database: Eliminated Cyrillic "A" in Soviet cannon names.[/p]
  • [p]Database: Added Maxim MG model and respective gunner.[/p]
  • [p]Database: Added Marder 1A3 model.[/p]
  • [p]Database: Added 95 S 58 recoilless rifle model with respective gunner.[/p]
  • [p]Database: Added West German models for FK 20-2, Cobra ATGM, M40 RCL and TOW missile with respective gunners and commanders.[/p]
  • [p]Database: Added ZPU-2 model.[/p]
  • [p]Database: Adjusted ZPU-2 and ZU-23-2 emplacement times.[/p]
  • [p]Engine: Implement vehicle trailers and towing.[/p]
  • [p]Engine: Implement contour lines.[/p]
  • [p]Engine: Implement trails for aircraft, missiles, and rockets.[/p]
  • [p]Engine: 'Limited elevation' limits an indirect fire weapon elevation to 30 degrees instead of the standard 45 degrees.[/p]
  • [p]Engine: Improve tracer colors.[/p]
  • [p]Engine: Adjust bloom and color saturation.[/p]
  • [p]Engine: Improved the drifting pattern of particles from destroyed vehicles, so now it is more like a sphere instead of a cube.[/p]
  • [p]Scenarios: Improve 'Winter Desolation'.[/p]
  • [p]Scenarios: Improve 'Frontal Assault'; the AI opponent now uses its tanks to support infantry.[/p]
  • [p]Scenarios: 'Midsummer Inferno': Replace the 3rd mission Finnish heavy RCL sections with motorized ones.[/p]
  • [p]UI: Increase the maximum scroll speed setting.[/p]
[p][/p]

Armored Brigade II - Out Now on Steam

Armored Brigade II has released on Steam.

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1934300/Armored_Brigade_II/

Since our Matrix release in November, we have been very busy working on Armored Brigade II. Finland received some major attention with the addition of new 3-D models of the StuG III, Charioteer, Comet, and XA-180. We have also added unique West German infantry formations like Gebirgsjägers, Fallschirmjägers, Aufklärungstruppes, and Pionieres.

With the addition of FXAA and night-vision effects, Armored Brigade II is also looking better than ever.

Major Update

In addition, we also have a major update going live today. V1.585 brings you two entirely new linear campaigns designed by the devs - Western Guard and Midsummer Inferno.

New Finnish formations have also been added with full TO&E tables for Finnish infantry, Jäger, Border Jäger, and Security infantry formations.

v1.585 Changelog
  • Fix: Units in the march formation drove into minefields and other dangerous map cells.
  • Fix: A unit carried by a transport helicopter appeared on-map in the AAR phase if the unit was never unloaded and the 'show hidden' option was enabled.
  • Fix: The square kilometer grid flickered when moving the camera in the top-down position.
  • [campaigns] Add the 'Western Guard' and 'Midsummer Inferno' linear campaigns.
  • [database] Added new dismounted Finnish infantry formations according to historical TO&E tables (infantry, Jäger, Border Jäger, and Security infantry).
  • [database] Added motorised Jäger formations (truck).
  • [database] Added KB-45 and A-45 light trucks.
  • [database] Revisited Finnish reconnaissance formations.
  • [database] Added Finnish pioneer units (dismounted and mounted).
  • [database] Replaced Finnish pillbox unit with a Maxim MMG instead of a generic LMG.
  • [database] Revisited XA-180 mech formations.
  • [database] Added BTR-60 with Jägers post-1989.
  • [database] Revisited Panssarijääkäri (BTR-50 extended post 1971 until 1991, BTR-60, BMP-1, and BMP-2).
  • [database] Added wartime MT-LB PsJ formations from 1989.
  • [database] Finnish support unit revisited and updated with mounted options.
  • [database] Added AT-5 section for Finland.
  • [database] Revisited and updated Finnish tank units and formations.
  • [database] Added Finnish PT-76 Light Tank Company.
  • [database] Added West German FK-20 AA Gun model.
  • [database] Inserted German F-4F flight with 2x Mavericks (not yet used).
  • [engine] Improve Return Suppressive Fire, multiple units in a formation can fire back at suspected enemy positions.
  • [engine] Implement foxholes and improve dug-in positions.
  • [engine] Implement building damage textures, windows, and snowy roofs.
  • [engine] New models and textures for some buildings.
  • [sounds] Added KK 62 LMG and PPSh/Suomi SMG sound effects.

Armored Brigade II - West German Vehicle Trailer

Hello everyone, Armored Brigade II’s West German Vehicle Trailer is out now.

[previewyoutube][/previewyoutube]
Armored Brigade II is out on Steam April 8th.

With the founding of the Bundeswehr in 1955 West Germany was permitted to rearm and join NATO. A large West German army would substantially add to NATO’s conventional forces. A hot war would inevitably mean heavy fighting across Central Europe and right on West Germany's doorstep.

As usual most of the sources for this article came from tank-afv.com, reference books like Osprey Publishing’s vehicles series including this book on the Leopard I, and the realistic data on vehicles already featured in Armored Brigade II. These vehicle reference books are fantastic if you have a historical interest in Cold War vehicles, or want to make your own games and need reference materials.

To start off we need a bit of context. Early in the Cold War, a mobility-focused tank design philosophy emerged, based on the idea that increased armor thickness did not necessarily enhance crew survivability due to the ever-increasing power of tank ammunition and high-explosive anti-tank (HEAT) weapons. These designs prioritized speed, firepower, and survivability in a nuclear-threatened battlefield over heavy armor, reflecting NATO’s belief that agility and dispersion could counter Soviet numerical superiority.​

An alternative approach, which eventually prevailed after extensive development, involved the creation of advanced protection forms, such as composite armor and explosive reactive armor (ERA). Additionally, tank armaments transitioned from high-explosive anti-tank (HEAT) projectiles to a new generation of armor-piercing, fin-stabilized, discarding-sabot (APFSDS) projectiles.

A Leopard I engages Soviet armor

Leopard I – Leopard I – At the core of the mobility-centric approach was the Leopard 1. Developed in the late 1950s as part of a joint Franco-German project, it became the Bundeswehr’s iconic main battle tank. Entering service in 1965, its approximately 40-ton frame featured relatively thin armor, sufficient only up to 85mm tank-gun frontally and low-caliber autocannons all-around, but it compensated with excellent mobility and a highly effective 105mm gun.

Upgrades such as applique armor, thermal imaging, and fire control improvements kept the Leopard 1 relevant well into the 1980s. Combined with the adoption of APFSDS ammunition for the 105mm gun, later Leopard variants remained viable—if dated—main battle tanks throughout the Cold War, though they relied on striking first and retreating before the enemy could retaliate.

The Leopard 1 is immune to most autocannon fire, small arms, shell fragments, and nearly all threats short of dedicated anti-tank weapons. However, a direct hit from a Soviet main battle tank or anti-tank guided missile would likely be catastrophic.

This relative lack of protection is offset by its mobility; the Leopard 1 is capable of reaching road speeds of 65 km/h. It offers cross-country performance that was unmatched by other designs of the era. Even early variants like the 1A1 were equipped with a stereoscopic rangefinder and a stabilizer, making them surprisingly accurate and effective on long range.

Marders have the firepower to brush aside light resistance

Marder IFV – The Marder Infantry Fighting Vehicle (IFV) is widely regarded as the first true IFVs to enter NATO service. Building on the experiences of the Wehrmacht’s Panzergrenadiere during World War II, the Bundeswehr sought to maintain armored infantry units. After the less successful experience with the Schützenpanzer Lang HS.30, the Marder was introduced into service in 1971, to operate seamlessly alongside the Leopard 1 main battle tank, ensuring that mechanized infantry could effectively support armored units in various combat scenarios.​

Equipped with a 20mm Rh202 autocannon and a coaxially mounted 7.62mm MG3 machine gun, the Marder provided robust firepower. Between 1977 and 1979, the integration of the MILAN anti-tank guided missile system further enhanced its capability to engage and neutralize armored threats, including Soviet tanks and BMPs. ​

The Marder's design prioritized crew protection, mobility, and firepower, effectively addressing the challenges faced by mechanized infantry. Its MTU MB 833 diesel engine delivers 600 horsepower, enabling the Marder to reach road speeds of up to 65 km/h. Notably, the vehicle's transmission allows for reverse speed nearly equal to its forward speed, limited only by the driver's rear visibility as directed by the commander. ​

In terms of protection, the Marder's welded steel hull offers frontal defense against 14.5mm machine gun fire, and protection from armour-piercing discarding sabot (APDS) rounds up to 20mm caliber. However, it remains vulnerable to dedicated anti-tank weapons like RPG-7s and tank cannons from any angle, as well as to the 30mm autocannon of the Soviet BMP-2.

By the standards of its time, the Marder featured advanced optics, including night vision capabilities and multiple periscopes, enhancing situational awareness. With a dedicated gunner and commander, the crew workload was effectively managed. While the vehicle accommodates six to seven dismounts, the additional firepower and protection it provides make the Marder a significant asset to mechanised infantry operations.

Raketenjagdpanzers have good road speeds to intercept Soviet attacks

Raketenjagdpanzer 2 (Rktjpz-2) – The advent of guided missiles revolutionized the tank destroyer concept. Rather than relying only on fixed forward guns, as seen in the Jagdpanther, or open-topped turrets like the American M18 Hellcat, designers began mounting large anti-tank guided missiles (ATGMs) on fast, mobile platforms. HEAT warheads, when scaled up for vehicle-mounted ATGMs, offered greater penetration than infantry-portable systems, while the missiles themselves provided significantly extended engagement ranges.

German tank destroyers developed after World War II prioritized high mobility and a compact profile, optimized for defensive hull-down combat. These vehicles boasted effective engagement ranges of 2,000 meters with conventional guns and up to 4,000 meters when equipped with guided missiles. Within the Bundeswehr, they operated alongside tanks and infantry fighting vehicles, forming a cohesive armored force. Their primary role was to intercept and degrade advancing enemy armored units before they could breach key defensive positions.

The Raketenjagdpanzer 2 replaced its predecessor, the Raketenjagdpanzer 1, featuring a more reliable chassis and NBC protection. While not heavily armored by tank standards, its 30–50mm frontal armor provided protection against autocannon fire and artillery fragments—sufficient for its role as a long-range ambush platform. However, it remained vulnerable to direct hits from Soviet tank guns, emphasizing the need to avoid close combat.

Equipped with a manually guided SS-11 ATGM (range from 800m to 3,000m) and 14 reloads, the RakJPz 2 prioritized mobility, reaching speeds of 70 km/h to reposition after strikes. Two MG3 machine guns offered limited self-defense against infantry.

The vehicle’s design evolved further with the Jaguar 1, which replaced the SS-11 with HOT missiles—a significant upgrade. The HOT system featured semi-automatic guidance (SACLOS), 4,000m range, and almost double the armor penetration. The Jaguar also received modest armor improvements, though it retained the RakJPz 2’s emphasis on speed and stealth. In parallel, Jaguar 2 variants adopted TOW missiles. Both Jaguar models served until the mid-2000s, leveraging their low profile and thermal sights to ambush enemy armor from concealed positions.

The Luchs's wheeled suspension and supercharged engine give it good speeds on and off road

Luchs Armored Car – The Luchs is a superb reconnaissance vehicle that relies on speed, stealth, and agility far more than firepower. A turbocharged Daimler-Benz engine propels this 8x8 wheeled vehicle to speeds of up to 90 km/h on roads. As a unique feature, it includes a rear-facing driver position, allowing the vehicle to retreat from skirmishes as quickly as it arrives.

Much like the Marder, the Luchs’s primary armament consists of a 20mm rapid-fire autocannon paired with a coaxial MG3. Its fire control system is not stabilized, meaning shooting on the move is not practical. Equipped with both high-explosive and armor-piercing ammunition, the Luchs poses a significant threat to BTRs from the front and can target BMPs with flanking shots. Similar to the Marder, it is armored to withstand 20mm AP (armor-piercing) rounds from the front and high-calibre machine gun fire from other angles.

With that said, you don’t want to park this vehicle on the frontline and expect it to shrug off 20mm autocannon rounds effortlessly. Every hit risks degrading the vehicle, panicking the crew, or disabling critical components. In the Luchs’ case the value of this vehicle lies first in reconnaissance, and second in harassment.

The Luchs’s speed and robust suspension grant it exceptional mobility, allowing it to traverse wooded terrain or off-road environments rapidly. Use it to scout Soviet reserves or identify the direction of their main offensive. The 20mm autocannon ensures that even if you stumble into a column of BMPs or BTRs, you still have a fighting chance to escape while dealing damage.

Once you are confident you have detected where the main thrust is, you can either have your Luchs spot for artillery fire or try and harass rear enemy units like artillery or ATGM carriers. The Luchs true value are the eyes and radio of it’s crew, rather than it’s main armament.

Gepard can project an umbrella of air defence over your forces

Gepard SPAA – Gepard is an excellent self-propelled anti aircraft gun. Armed with two 35mm Oerlikon cannons, Gepard is equipped to shoot down low flying aircraft and helicopter gunships. A target tracking radar allows Gepard to detect enemy air units from several kilometers away, and helps improve the accuracy of her cannons.

A road speed of 65 km/h means the Gepard can keep up with your Leopards and Marders. A small number of armor-piercing rounds for the 35mm Oerlikons also means that Gepard can threaten Soviet ground vehicles like BMPs and BTRs. Gepard is still a dedicated AA gun, so don’t expect the vehicle’s armor to hold up against direct enemy fire.

The one real downside of the Gepard is it’s weapon range. While the 35mm Oerlikon is a great anti-aircraft gun, the Gepard doesn’t carry any anti-air missiles. The Soviet 2K22 Tunguska is equipped with AA missiles that – depending on the variant – can hit enemy aircraft 8-10 kilometers away. By comparison, Cold War era Gepards have an effective range of 3.5 kilometers. You really need to keep your Gepard’s forward and close to friendly units to protect them from air attacks.

Need to get infantry to an objective quickly? Use the Fuchs!

Fuchs APC – Finally we have the Fuchs APC. The Fuchs is a little mundane compared to previous vehicles, only being armed with a single MG3 for self-defense, and occasionally a MILAN mount. Fuchs also has fairly thin skin, proofed against rifle fire, artillery fragments, and not much else.

The value in the Fuchs is it’s road speed of 95+ kilometers per hour. With a carrying capacity of nine dismounts, you have a very fast wheeled infantry transporter.

On the rapid mechanized battlefield foot infantry might have limited eff ectiveness. The mobility of mechanized units means that light infantry can be outmaneuvered, isolated and destroyed by overwhelming firepower. If you want to get infantry into an urban or forest environment to intercept a Soviet tank thrust, you need to get there first. Fuchs gives you a relatively cheap option of inserting lots of infantry quickly into built-up areas.

What you want to avoid with the Fuchs is running into the enemy while still mounted. Marder can defend itself with an auto cannon and has some protection. The Fuchs in comparison is basically an up armored truck. A Soviet 14.5 mm machine gun or RPG will quickly turn a Fuchs loaded with infantry into a burning wreck full of a lot of dead infantry.

Plenty of ATGM's and auto cannons give German Panzergrenadiers a very sharp bite

Throughout its existence the Bundeswehr viewed battlefield agility as the only way to combat the more numerous, but far less responsive, Soviet divisions. Its battlefield doctrine was animated by the concept of Auftragstaktik, or mission-based orders that permitted (indeed, expected) considerable initiative on the part of junior commanders. West Germans can muster a strong forward defence, with a mobile reserve left to deal with any other incursion routes identified by a recce screen across the more difficult approach routes.

The West Germans have a great tool set to strike fast and strike hard.