We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!
This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!
Soviets
Characterized as a versatile faction, the Soviets have with a wide variety of units available in their base arsenal. The envisioned faction playstyle revolves around being more static and defensive early on and transition into an offensive powerhouse as the game progresses.
However, this versatility was heavily restricted as many units and upgrades were locked behind an array of highly specific and unique upgrades. The sheer amount of available teching options made it difficult to transition between units, especially when falling behind your opponent. These restrictions limited the amount of viable strategies, leading to repetitive army compositions as certain unit and tech choices were strongly favoured over others. At the same time this allowed the Soviets to snowball massively when getting ahead of their opponent in terms of resourcing. This became most evident in team games, where Soviet players would often out-scale other factions quickly throughout the course of a game.
Many of the faction's units featured a similar playstyle as most infantry squads wield Mosin Nagant rifles. This meant that units often lacked a clear identity and would often fulfill the same roles in battle. A notable example here was the dynamic between Ingenery, Conscripts, Strelky, and the Command Squad. A secondary effect of this was that these units lacked their own distinct audio characterization, making engagements feel unexciting and non-immersive.
Our goal was to improve the versatility and flexibility of the faction by reorganizing the base arsenal, simplifying the teching options, and clarifying unit roles while also reducing unit overlap. Additionally, we aimed to permit a broader range of strategies while tweaking the overall power scaling potential to be more in line with the other factions. Alongside the revised core faction design, all Command Trees have seen significant changes and balance tweaks with the primary goal to improve the synergy with the core faction, while also offering unique playstyles and progression choices.
The basic tech tree is as follows:

The revised Command Trees:

[h2]Headquarters[/h2]

[h3]Ingenery (4)[/h3]
Primary Builders equipped with PPD-38 Sub-Machine Guns. Construct all Base Structures and defenses, and can repair Vehicles/Structures. Can be upgraded with Minesweepers, or a Flamethrower for increased combat effectiveness. Ingenery are good at close range combat.

[h3]Observers (2)[/h3]
Specialized soldiers trained for reconnaissance. Good against Snipers and targets at range. Capable of detecting camouflaged units. Can be upgraded with SVT-40 rifles for increased firepower. May use Flares to reveal areas in the Fog of War.

[h3]Conscripts (7)[/h3]
Light infantry with little combat experience. Can be equipped with DP-28 Light Machine Guns for increased overall firepower. A variety of equipment can be unlocked to handle various threat types, including Molotov Cocktails and VPGS-41 Anti-Tank rifle grenades.
Conscripts now come fully equipped with Mosin Nagant Rifles by default, are generally more effective at combat, and can now gain veterancy. This enables the Soviets to more reliably use this unit throughout the course of a game instead of being phased out completely when Strelky or elite infantry become available.

[h3]Medical Truck[/h3]
The unarmed ZiS-44 Medical Truck can deploy into an Aid Station to heal nearby troops.
[h2]Mustering Tent[/h2]

[h3]SG-43 Heavy Machine Gun Team (3)[/h3]
The air-cooled SG-43 Goryunov is capable of laying down devastating suppressive fire. Good at holding positions or supporting advancing infantry.

[h3]Sniper (1)[/h3]
Specialised anti-infantry unit. Equipped with a Mosin Nagant sniper rifle, Snipers eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.

[h3]Strelky (6)[/h3]
Versatile soldiers equipped with Mosin Nagant rifles that form the backbone of the Red Army. Can be upgraded with PTRS-41 Anti-Tank Rifles or PPSh-41 Sub-Machine Guns to enforce combat effectiveness against all various threat types. Can throw Fragmentation Grenades and be upgraded globally for increased overall combat efficiency.
Strelky are now much more rounded right from the get-go, no longer requiring a multitude of unique upgrades to unlock additional utility and squad upgrades. This enables Strelky to fulfill their intended role as iconic mainline infantry when they first become available, and scale more smoothly throughout the course of a game.
[h2]Support Barracks[/h2]

[h3]Command Squad (4)[/h3]
Commander unit. Imparts global Offensive or Defensive Bonuses towards Infantry with gained veterancy. The Command Squad is an effective combat unit equipped with SVT-40 rifles that also provides additional utility. Can use Mark Target to induce prioritized firing against a selected target. Reduces global Manpower upkeep costs that improves with gained veterancy. Can be equipped with a DP-28 Light Machine Gun for increased overall firepower.

[h3]Mortar Team (3)[/h3]
The M1936 82 mm Mortar provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.

[h3]ZiS-3 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. Penetration capabilities can be upgraded globally for increased effectiveness against heavily armored targets, and to initiate Focused Firing to trade rate of fire for greatly increased accuracy, penetration chance, and damage per shot.
The ZiS-3 has received a significant boost in base penetration capabilities versus armored targets, making it an overall much more reliable tool to counter heavy tanks.

[h3]BA-64D Armored Car[/h3]
The BA-64D is a lightly armored but agile vehicle that mounts a DT Machine Gun in a fully traversable turret. Can be upgraded with a DShK Heavy Machine Gun for increased firepower. Good for hunting down snipers or flanking weapon teams.
[h2]War Factory[/h2]

[h3]T-60 Light Tank[/h3]
Agile light tank mounting the rapid-firing 20mm TNSh autocannon and a coaxial DT machine gun. Highly efficient against Infantry and other soft targets, but ineffective against armored threats. Can be upgraded with a Tank Commander for increased sight range.

[h3]BT-7 Cavalry Tank[/h3]
Mounting the 45mm L/46 tank gun, the BT-7 Cavalry Tank is a versatile platform capable of engaging infantry and light vehicles. Can be upgunned with a 76 mm gun for increased firepower against soft targets.

[h3]SU-76[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 76 mm ZiS-3 Field Gun that is capable of both direct and indirect fire. Good against tanks and vehicles. High-Explosive shells are available for long range indirect fire support that is effective against soft targets and defensive locations.
[h2]Tank Hall[/h2]

[h3]T-34-85[/h3]
Versatile medium tank outfitted with the 85 mm ZiS S-53 tank gun. The T-34-85 is a formidable platform that combines good mobility with solid firepower and reasonable armor protection. Can be upgraded with a Tank Commander for increased sight range, Mine Rollers to clear minefields, and a Flamethrower for added firepower against soft targets and defenses. The T-34-85 excels at using its mobility to flank heavily armored threats.

[h3]SU-100[/h3]
Tank Destroyer that combines the powerful 100 mm D-10S tank gun with sloped armor protection, forming an effective platform capable of handling armored threats at very long range. Can be upgraded with a Tank Commander for increased sight range.

[h3]IS-2[/h3]
Mounting the massive 122 mm D-25T tank gun and thick all-round armor, the IS-2 is a formidable heavy tank capable of handling any threat type. Can be upgraded with a DShK Heavy Machine Gun for added firepower against infantry and soft targets.
Ostheer
The Ostheer can be described as an aggressive faction that relies on building up momentum early on. The faction has a wide range of units available in their base arsenal, and their mainline infantry squad, the Landsers, are adaptable to most combat situations.
Although the faction has the versatility to react to combat situations, the proactive things that players could do to put themselves ahead were restricted due to the underwhelming performance of basic infantry units. This led to a specific issue where the faction was built around using shock units to succeed in battles.
We have further shifted the core design of the Ostheer to feature a
push-and-hold type of gameplay. What this means in practise is that the faction excels at early and mid game aggression, while having to transition into more defensively orientated tactics as the game progresses. The faction now has access to a wide array of defensive options in their core arsenal that further help emphasizing this type of gameplay. These include the mightly 8,8 cm PaK 43 Anti-Tank Gun, garrisonable emplacements, and support weapons.
Likewise the Soviet faction, our goal was to improve the flexibility of the faction by reorganizing the base arsenal, clarifying the teching options, and introducing distinct unit roles with minimal unit overlap. Additionally, we aimed to introduce a broader range of possible strategies that players can apply while playing as the Ostheer.
Several new units were added to bolster army composition choices and increase the diversity of combat situations created when fighting with and against the faction. While certain units like the Panther and Tiger were cut from the faction or moved into a command tree option, other iconic units such as the Elefant were reintroduced. The faction also received completely new units in the form of the Jagdpanzer IV tank destroyer and Wespe mobile artillery!
Alongside the revised core faction design, all Command Trees have seen significant changes to a point of being complete overhauls. The aim here was to improve the overall synergy with the core faction while also offering unique playstyles and progression choices.
The basic tech tree is as follows:

The revised Command Trees:

[h2]Headquarters[/h2]

[h3]Sturmpioneers (3)[/h3]
Combat pioneers equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Construct all Base Structures and defensive tools, and may repair Vehicles and Structures. Can be equipped with Minesweepers or Granatbuchse 39 Grenade Launchers. Blendkorper 2H Smoke Grenades may be utilized to slow down vehicle threats.
Available defensive tools include the powerful 8,8 cm PaK 43 Anti-Tank Gun and Concrete Emplacements. Concrete Emplacements are neutral structures that may be garrisoned by Infantry, Machine Guns, and Mortar Teams. While garrisoned, Ostheer players can also upgrade these structures to an Anti-Air Battery or Field Hospital.

[h3]Kübelwagen[/h3]
Fast and agile, the unarmed Kübelwagen is ideal for capturing Territory and other Reconnaissance tasks. Can be upgraded with an MG34 Light Machine Gun for fire-support.

[h3]Krankenwagen[/h3]
The unarmed Opel Blitz Krankenwagen can deploy into a stationary Aid Station to heal nearby Infantry.
[h2]Schützen War Camp[/h2]

[h3]Landsers (5)[/h3]
Versatile mainline infantry equipped with Gewehr 43 rifles that excel at medium ranged combat situations. RPzB. 43 Panzerschrecks can improve firepower and provide utility against vehicle threats. Landsers can be upgraded globally with a MG34 Light Machine Gun for increased overall firepower, and Stielhandgranate 39 Grenades for added utility.
Despite losing a squad member, Landsers received a boost in overall squad survivability. They can be a formidable force that can be further emphasised by upgrading squads globally with an MG34 Light Machine Gun. On the contrary, the close range specialty upgrades were removed, giving Landsers are more pronounced unit role overall.
The revised Landsers offer a dynamic which requires allied factions to stay at range or utilize brute force. This gives the overall Ostheer early game infantry dynamics a very different feeling compared to the Wehrmacht and Panzer Elite. All-in-all, Landsers are now able to fulfill their intended role as backbone infantry squad for the Ostheer, while also now having clear boundaries and combat preferences.

[h3]Marksman (1)[/h3]
Specialised anti-infantry unit. Equipped with a Kar98k sniper rifle, Marksmen eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.

[h3]Mortar Team (3)[/h3]
The Kz 8 cm GrW 42 provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.
[h2]Ordnance Depot[/h2]

[h3]MG34 Heavy Machine Gun Team (3)[/h3]
The MG34 Heavy Machine Gun can provide devastating suppressive fire, both great for holding positions and supporing advancing infantry.

[h3]Skirmish Commander (3)[/h3]
Commander unit. The Skirmish Commander imparts global bonuses towards Infantry; all Infantry squads gain veterancy faster and are tougher to suppress while present on the battlefield.
The Skirmish Commander is an effective close-range combat unit equipped with Beretta Modello 38 Sub-Machine Guns that also provides additional utility. Can initiate Sector Overwatch to saturate a targeted sector with mortar fire, and initiate Prioritized Defense to defend a selected Territory sector.

[h3]7,5 cm PaK 97/38 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. The PaK 97/38 can fire HEAT shells, trading rate of fire for increased penetration and stopping power.

[h3]Sd.Kfz. 251 Halftrack[/h3]
Armoured troop transport that offers great early and mid-game synergy with infantry orientated tactics. Infantry loaded into the halftrack will visibly occupy the open-top compartment and can independently target enemy units with their own weapons. It can be upgraded with a MG151 "Drilling" autocannon to provide anti-air support and firepower against soft targets.
[h2]Panzer Recon Company[/h2]

[h3]Panzer II Luchs[/h3]
Agile light tank that combines great mobility and reasonable armor protection with a rapid firing 2.0 cm KwK 38 cannon and secondary MG34 Light Machine Gun. Capable of effectively engaging infantry and soft targets.

[h3]Panzer 38(t)[/h3]
Light tank that combines decent armor and good mobility with the 3.7 cm KwK 38(t) L/48.5 main gun. Can effectively engage infantry and lightly armoured threats. Can be upgraded with a Turbocharger for increased overall mobility.

[h3]Panzerwerfer[/h3]
The Panzerwerfer 42 mounts the 15 cm Werferrohren Rocket Launcher, capable of providing effective long range indirect fire support. Can be upgraded with Incendiary Rockets for increased area of effect effectiveness.

[h3]Panzer III Infantry Support Tank[/h3]
Agile medium tank mounting the 7.5 cm KwK 37 L/24 tank gun, capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can fire HEAT shells for good capabilities against vehicles and tanks. Can be upgraded with a MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.
[h2]Mechanized Command[/h2]

[h3]Sd.Kfz. 9 "Famo"[/h3]
The Sd.Kfz. 9 can repair and recover Vehicles and Tanks. Additionally, it can also recover some destroyed enemy tanks and turn these into Beutepanzers. These include the American Sherman, the Commonwealth Cromwell, and the Soviet T-34-85. Unlike the Bergetiger, the Famo cannot recover heavy tanks like the Panther or Tiger.

[h3]Panzer IV[/h3]
Versatile medium tank outfitted with the long barreled 7.5 cm KwK 40 L/48 tank gun, capable of adapting to most combat situations. Can be upgraded with an MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

[h3]Jagdpanzer IV[/h3]
Tank Destroyer that combines the powerful 7.5 cm PaK 42 L/70 tank gun with thick sloped armor protection. The Jagdpanzer IV is a formidable tank destroyer that can tackle heavily armored target at very long ranges. Can be upgraded with a Tank Commander for increased sight range, and Coated Optics for improved accuracy on the move. May fire APCR shells for better capabilities against heavily armoured tanks. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.
[h2]Panzer Elite[/h2]
The Panzer Elite core design revolves around mobile and vehicle orientated gameplay, with limited defensive options. While the tech tree is open and non-linear, the overall base arsenal is cluttered with highly specific and unique vehicles that have little to no purpose in practise. In addition, their main infantry squads lack singular identity, often favoring the base Panzergrenadier unit.
The sheer abundance of impractical and highly situational light vehicles lead to repetitive army compositions that limit gameplay options. This in turn puts a heavy emphasis on other specific and oppressive units.
To summarize the issues:
- Main infantry lacking singular identity, and are essentially three of the same unit.
- Main infantry are cluttered with abilities, upgrades and roles they have to fulfill.
- Main infantry having to fulfill engineer tasks; constructing base structures and repairing vehicles and structures.
- Lack of proper suppression utility in the base arsenal.
- Overabundance of highly specific and impractical vehicles.
- Lack of versatile vehicles and tanks.
- Lack of basic defensive tools.
These issues combined result in an overall low diversity of possible strategies for the player. A specific issue that emerges is that the faction is built around specific shock units and having access to late game tech much sooner than other factions. This resulted in tendencies in army compositions that are hard to balance and play around. Furthermore, the main infantry unit of the faction served as an engineer unit, which in turn made the faction too flexible at the frontline. This enabled the faction to quickly put itself ahead and it was common to see it snowball massively into the mid and late game.
Our goal was to address all the aforementioned issues, increase the versatility and depth of the faction, while preserving some of the unique faction features. The aim here was to retain the defining faction style intact, while addressing the limited gameplay options and forced playstyles that the faction was experiencing. Lastly, the revised faction remains fully compatible with the Operation Market Garden campaign!
To summarize these changes:
- Panzergrenadiers, Assault Grenadiers and Tank Busters are now three distinct and unique unit.
- The main tech tree was reorganized to offer more diverse gameplay options.
- Removed or revised some of the light vehicles that were cluttering the base arsenal without providing any practical utility.
- Some upgrades were revised to offer more interesting teching options.
- Implemented basic defensive tools into the base arsenal.
- Revised and enhanced Command Trees to synergize with the redesigned faction and offer additional playstyles and interesting progression choices.
The basic tech tree is as follows:

The revised Command Trees:

[h2]Headquarters[/h2]

[h3]Panzergrenadiers (3)[/h3]
A small but adaptable combat pioneer unit equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Panzergrenadiers synergize well with backbone infantry and early game light vehicles. Construct all Base Structures and some basic defenses, and can repair Vehicles/Structures. Can throw Incendiary Grenades when upgraded globally. Can be upgraded with a Minesweeper, or Gewehr 43 Rifles for improved overall firepower.
The role of Panzergrenadiers was shifted from mainline infantry to support infantry. They can no longer be upgraded with STG44 Assault Rifles or Panzerschrecks. Received an overall reduction in squad survivability, but their deployment cost was also reduced. This makes it easier to field multiple engineer units without also providing the player with a strong infantry unit.

[h3]Kettenkrad[/h3]
An unarmed but agile reconnaissance vehicle. While its primary function is capturing territory, additional utility is unlocked through Command Tree unlocks. With Scorched Earth Tactics, the Kettenkrad can deploy S-Mines, Luftwaffe Tactics enable the vehicle to deploy a concealing smoke screen, and Tank Destroyer Tactics allow for the repairing of structures and vehicles.
[h2]Logistik Kompanie[/h2]

[h3]Scout Car[/h3]
An agile but lightly armored reconnaissance vehicle equipped with an MG42 Light Machine Gun. The Sd.Kfz. 221 can effectively engage infantry and capture Territory. Can lockdown for increased detection capabilities.
The Scout Car will no longer be able to secure territory, but can instead serve as detector unit, spotting units at very far ranges and even through the Fog of War.

[h3]Mortar Halftrack[/h3]
The Mortar Halftrack mounts the Granatewerfer 34 81 mm Mortar in the rear of the vehicle, offering great capabilities for indirect fire support.
The Incendiary Barrage was redesigned to now fire a salvo of three shells to reduce efficiency against weapon teams without reducing the total effectiveness of the ability. The vehicle can now also deploy a smoke barrage to screen units from incoming fire.

[h3]Pioneer Halftrack[/h3]
A Sd.Kfz. 251/7 equipped to conduct Repairs and deliver munition supplies. Can deploy into a stationary Repair Station. Specially trained Pioneers will then automatically repair vehicles within the vicinity of the vehicle. Infantry and vehicles within the support radius will rapidly recharge any abilities that make use of munitions. Can deploy Goliaths.
[h2]Kampfgruppe Kompanie[/h2]

[h3]Assault Grenadiers (4)[/h3]
Versatile mainline infantry equipped with Kar98k Rifles. Excel at long range combat. Can be upgraded with MP44 Assault Rifles to transition into specialized assault infantry. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.

[h3]Infantry Halftrack[/h3]
A light Halftrack capable of transporting and reinforcing troops. Infantry inside the Halftrack can use it as mobile fire platform. The base effectiveness of the MG42 Light Machine Gun was reduced significantly, but vehicles may now be upgraded with Optical Sights to improve firepower and enable suppressive fire.

[h3]Light AT Halftrack[/h3]
The Sd.Kfz. 250/10 combines good mobility with the accurate 37 mm PaK 36 Anti-Tank Gun. Capable tackling infantry and lightly vehicles. Can use Focused Fire, and may utilize Stielgranate 41 shells for increased stopping power against vehicles and structures.
[h2]Panzerjäger Kommand[/h2]

[h3]Tank Busters (5)[/h3]
Heavy mainline infantry equipped with Kar98k Rifles and a RPzB. 54 Panzerschreck. Tank Busters are formidable backbone infantry that excel at long range combat and handling armoured threats. Received an overall boost in squad survivability by gaining an extra squad member. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.

[h3]Armored Car[/h3]
The Sd.Kfz. 222 combines all terrain mobility with a rapid firing 2,0 cm KwK 38 main gun and secondary MG42 Light Machine Gun, capable of effectively engaging infantry and soft targets.
The Armored Car has seen an increase in overall durability against small arms, and a cost increase to go with that. The vehicle now also requires the Advanced Jäger Kommand upgrade to push back the initial appearance of the vehicle.

[h3]Marder III[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 7,5 cm Pak 40 Anti-Tank gun. Capable of tackling armored threats at long range. Can lock down to increase weapon performance at the cost of mobility.
The Marder, like all non-turreted tank destroyers, can now fire on the move for improved usability. But the main gun also reloads slower to off-set this increased overall versatility.
[h2]Panzer Support Kommand[/h2]

[h3]Hotchkiss Light Tank[/h3]
Light Tank that combines decent mobility and armor with the SA-37 3,7 cm tank gun. Can be upgraded with a long-barreled 3,7 cm SA-18 gun for increased effectiveness against armored threats. The Hotchkiss can also be equipped with the Wurfrahmen 40 Rocket Launcher , enabling it to provide effective long-range indirect fire support.
The Hotchkiss is a flexible light tank that can pose a formidable threat due to its fairly large hitpoint pool and armor that is impervious to small arms fire. The long-barreled upgun enables the Hotchkiss to effectively engage armored targets.

[h3]Panzer IV Infantry Support Tank[/h3]
A versatile platform outfitted with a short barrel 7,5 cm KwK 37 L/24 main gun that is capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can be upgraded with an MG42 Light Machine Gun for added firepower, and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons. Can lock down for increased weapon performance at the cost of mobility.
The Panzer IV Infantry Support Tank can be upgraded globally with the long-barreled 7,5 cm KwK 40 L/48 tank gun for increased weapon range and firepower and effectiveness against vehicles and tanks.

[h3]Bergetiger[/h3]
Repair and Recovery vehicle. A heavy-lift crane and reconfigured turret turn this Tiger chassis into a Bergetiger, enabling it to repair tanks and other vehicles, and recover destroyed vehicles so they can be returned to action.

[h3]Panther[/h3]
The Panther is a highly efficient machine that sports excellent overall dynamics with regards to mobility, survivability and firepower. The Panther can be upgraded with an MG42 Light Machine Gun for added firepower and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.
The Panzer Elite no longer has access to the Panther Battlegroup, but may intead field Panthers from this structure at a regular deployment cost. The Panther Battlegroup was deemed too efficient and oppressive, while also forcing the Panzer Elite player to fully unlock their entire tech tree in order to gain access to this late game powerhouse unit.
Part 2
Global balance changes, visuals & sound design, Maps enhacements, quality of life improvements, bug fixeshttps://store.steampowered.com/news/app/317600/view/3328745165989795116