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Headquarters: Cold War News

Headquarters: Cold War - Dev Diary #2 is out now

[h2] Red Army units take up arms, turning the Cold War into a really hot one [/h2][p][/p][p]In today’s Dev log, we will have a look at the Red Army units available in Headquarters: Cold War and talk about the dev team's design logic for the units’ line-up. There are several things we usually take into account when coming up with the exact unit lists for each participating country or faction - in our case, NATO and USSR forces. [/p][p][/p][p][/p][p][/p][p] Key elements of the developers’ logic behind the units’ selection[/p][p][/p][p]First of all, we look at the units' introduction dates, numbers built, and so on - basically all the historical data available to see what was available in our selected time period. [/p][p]Secondly, we try to look for units that have somewhat similar adversaries on the other side. For example, if we add a NATO heavy tank, we would look into the USSR’s heavy tanks to look for something at least remotely similar. Although in the case of the Cold War era, there were mostly Main Battle Tanks, instead of the Light/Medium/Heavy classification of the WWII period. Still, in case of any unit class or type, we would try to find its “mirrored version” in the opposing faction, even if they are not very close in terms of combat parameters. The key thing is that they fulfill the same combat role on the battlefield. [/p][p]Thirdly, we try to pick a more well-known or widespread unit, if it fits the requirements above. [/p][p]In the end, we make a list of unit types and subtypes we plan to have for both sides and try to find unit pairs from each faction to fit the list. This way, we end up not with a random assortment of well-known units but with two rosters that are more or less evenly matched to fight each other, which is especially important in multiplayer games. [/p][p]This does not mean that in each pair there could not be a “stronger” unit, as we try our best to make sure that the unit’s parameters reflect the real-life combat capabilities of the units. So, if one unit was historically better, it would be better in the game. However, the “imbalance” would be different for each pair, and in the end, both sides would be more or less evenly balanced overall.[/p][p][/p][p][/p][p]An increase in the attack range[/p][p] [/p][p]The most notable difference in terms of gameplay when comparing the WWII units lineup with the Cold War units lineup is the significant increase in the attack range for many units. This includes tank guns and all types of small arms shooting range. Also, the anti-tank weapons have become more advanced since WWII, so man-portable AT rocket/grenade launchers also now have a solid range, making infantry units an even bigger threat to armored units. While the armored units, in turn, also have an increased attack range.[/p][p][/p][p][/p][p]Anti-aircraft units now make more sense[/p][p] [/p][p]While in the Headquarters: WWII, AA units were used to defend against the enemy HQ skills, and in fact mostly fired against land units as additional fire support, in Headquarters: Cold War, they have a much more important role of dealing with the enemy helicopter units as well. If you read our previous Dev log 1, you probably realise that the helicopter units are a real game-changer. So, you cannot ignore the threat they represent. Which means more attention will go towards their counter - the anti-aircraft units. On top of the familiar machine guns and autocannons, we introduce the rocket-based (or SAMs - surface-to-air missiles) anti-aircraft units, which can only attack aerial targets but excel at the task. [/p][p][/p][p][/p][p]The introduction of the Main Battle Tank doctrine[/p][p][/p][p]Unlike the World War II period, the Cold War saw the unification of the light, medium, and heavy tanks into a single class named main battle tank, with few exceptions. That meant that both sides were trying to find the best balance between weight, mobility, armor, and firepower. The USSR was developing a fairly successful line of tanks, initially started as T-54/T-55, and later developing into the T-64, T-72, and finally the T-80. On top of that, there is one light tank - PT-76, and one heavy tank model T-10M, both of which belong to an earlier period of post-WWII design logic, but are still capable at the time.[/p][p][/p][p][/p][p]Infantry - always at the forefront[/p][p][/p][p]Infantry units take assault rifles instead of the regular ones, while all man-portable anti-tank weapons have improved greatly compared to their WWII-era predecessors. In Headquarters: Cold War assault rifles and machine guns generally have a larger attack range, allowing engagement at longer distances. The USSR’s elite infantry is represented by the Soviet Airborne Forces (also known as “VDV”) - elite units with better training and equipment than the regular infantry units. [/p][p][/p][p][/p][p]Artillery + Rocket artillery[/p][p][/p][p]The most notable thing about the artillery units in Headquarters Cold War is the introduction of rocket artillery. Despite the first rocket artillery units being available during World War two, those lacked precision and worked mostly for a massed suppression fire. The newer rocket artillery units allowed for more precise strikes against the enemy forces.[/p][p] [/p][p]USSR helicopters[/p][p][/p][p]We have already discussed the helicopter units in the previous Dev log, however, I would like to mention them here as well, to present a fuller picture of what you could expect from the USSR units' composition. Helicopters act both as additional fire support and mobile transport. The rapid redeployment of infantry units could play a pivotal role in the outcome of any engagement. [/p][p][/p][p][/p][p]Trucks and APCs[/p][p][/p][p]In terms of regular means of transportation for the Infantry units and towed artillery pieces, the Red Army has a Ural-375D truck, and two types of APCs - MT-LB and BMP-1, that could provide better protection and fire support to the infantry they carry. [/p][p][/p][p][/p][p]Recon vehicles[/p][p][/p][p]When it comes to the recon units, the USSR forces have a small mobile 4x4 vehicle Uaz 469, and a heavier and better armed BRDM-2. Both have their strengths and weaknesses, while keeping their main advantage - mobility and situational awareness. [/p][p][/p][p]A missile tank is the best anti-tank[/p][p][/p][p]We have already talked about the tanks, but what about the means to stop their advance? The anti-tank means have evolved greatly during the Cold War era, resulting in various anti-tank missile weapons. One such unit is an AT missile launcher mounted on top of a T-62 chassis, resulting in the appearance of a so-called missile tank. This mobile and well-protected anti-tank unit can launch deadly AT missiles from a solid range and keep enemy tanks at bay. Its only downside is its limited effectiveness against infantry units. [/p][p][/p][p]Conclusion[/p][p][/p][p]The Red Army units are all set to launch a hypothetical invasion of West Germany. In our next Dev log, we will look at what units the NATO forces there have at their disposal to repel such a serious threat, and discuss how evenly matched both sides were at the time.[/p][p][/p][p]See you next time![/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p][p]
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Headquarters: Cold War - Helicopters take flight and join the fight

[p]One of the most striking (pun intended) features of Headquarters: Cold War, compared to its predecessor, is that for the first time in the series, the player has direct control over aerial-type units - Helicopters, some of which are also capable of transporting infantry units. This is a massive change in terms of the tactical capabilities of the opposing forces. It brings lots of new considerations to keep in mind when building your strategy and tactics for each battle.[/p][p][/p][p][/p][p][/p][p]Now, let us look into every facet of the helicopter units and what exactly they are bringing to the battlefield: 
[/p][p]Unprecedented mobility[/p][p]
With the highest Move point parameter in the game and the ability to move through the air, ignoring the terrain limitations, obstacles, and land troops, the helicopter units can reach any nook and cranny of the battlefield with unprecedented speed. It allows both sides to make unexpected and swift tactical moves to challenge the control of the key points.[/p][p][/p][p][/p][p][/p][p]Rapid troops redeployment [/p][p][/p][p]Not only can helicopters move swiftly across any terrain, but they can also carry infantry units and deploy them at the designated locations. This allows for rapid strikes against key points without sufficiently strong garrison forces. You can catch the enemy guard by moving in fast across significant distances and establishing control, or laying an ambush for its advanced troops, while waiting for your own heavier reinforcements to arrive and strengthen your control over the area. [/p][p][/p][p][/p][p][/p][p]Mobile firepower[/p][p][/p][p]On top of carrying troops, helicopters boast solid firepower that can be used as fire support for the ground forces they just dropped off, or as supporting firepower that can be easily redeployed across the battlefield. Most helicopters are capable of rocket strikes, while some are also fitted with a gun. Keeping a safe distance and using terrain and line of sight to their advantage, helicopter units can sneak in on the enemy forces and, after a quick strike, follow up with an even swifter retreat. Although it could only work with a proper reconnaissance in place. [/p][p]
[/p][p]Counter measures[/p][p][/p][p]However fearsome and irreplaceable the helicopters may look on paper, they all have one big caveat - they are quite fragile with only 3 HP and low defence parameters. This means any enemy ambush could very well be fatal. All sorts of anti-aircraft units will be hunting the sneaky helicopters, trying to ambush them and make them land for good. Often time sall it takes is one good hit, and the helicopter is down. This means sending in your helicopters without the reconnaissance and support is more of a gamble than a solid strategy, but a surprise move could also give you an edge sometimes. So, you will always have to think about when to allow a risky move, and when it would be better to play it safe. [/p][p][/p][p]
NATO helicopters[/p][p]
Boeing AH-64 Apache[/p][p]The legendary attack-type helicopter that excels in the attacking and fire support roles, having the best attacking capabilities in the game across both factions, but lacking the ability to transport troops. [/p][p][/p][p][/p][p]Sikorsky UH-60 Black Hawk[/p][p]The utility-type helicopter is capable of both transporting the troops and providing fire support. [/p][p]
[/p][p]USSR helicopters[/p][p]
Mil Mi-8[/p][p]The transport helicopter, which is also capable of providing fire support with its rocket weaponry. [/p][p]
[/p][p]Mil Mi-24[/p][p]Generally classified as an attack helicopter, it nonetheless has transport capabilities, thus combining solid attacking power with the utility features.[/p][p]
[/p][p]Key mechanics[/p][p][/p][p]The key mechanics for helicopters are their ability to land and take off. [/p][p]When the helicopter lands, it hovers close to the ground and is unable to move or attack, but can land troops on board, or deploy them to the ground. It can also be attacked by all types of units while in this state. Landing ability takes all the remaining Move points, so the helicopter cannot land and immediately take off again in one turn, allowing the other player to take action against it. [/p][p][/p][p][/p][p]When the helicopter takes off, it can move freely and attack all types of units, while only units with AA capabilities can attack the helicopter. It cannot drop off or take on board units until it lands again. Taking off costs 50% of the helicopter’s maximum Move points.[/p][p][/p][p][/p][p][/p][p]The key idea behind this design was to make the helicopter units vulnerable when they deploy troops in remote areas, so that the opponent can use this opportunity to ambush them, creating a risk vs reward dynamic. [/p][p]
Conclusion[/p][p][/p][p]While the helicopters may look overpowered, we look forward to seeing all sorts of tactical know-how and countermeasures the players’ community would come up with when playing the multiplayer matches using the helicopter units. Despite the obvious powerful capabilities, those units are quite fragile and have a high cost, so losing them could hurt a lot. Yet, even with this in mind, the tactical opportunities they provide are just too good to pass up. [/p][p][/p][p]See you next time![/p][p][/p][p]Wishlist now:[/p][p][dynamiclink][/dynamiclink][/p]

Headquarters: Cold War is coming soon

[p]During Slitherine Next, we officially announced Headquarters: Cold War, the next entry in the Headquarters series.[/p][p][/p][p]Set in a fictional 1984 conflict between NATO and the USSR, the game brings the Headquarters formula into a new era of modern warfare, expanded tactical options, and updated battlefield technology.
[/p][previewyoutube][/previewyoutube][p]One of the key additions is the introduction of Utility and Attack Helicopters. These aircraft can fly at low altitude, land to pick up or deploy infantry, and provide new offensive and reconnaissance capabilities. The update also expands the HQ skill trees, introduces new officer abilities, and adjusts overall game balance to better reflect Cold War–era military developments.[/p][p][/p][p]A new range of environments, 3D assets, unit models, and UI elements further distinguishes this entry from its World War II predecessor while maintaining the core structure of the Headquarters system.[/p][p][/p][p]Wishlist now:[/p][p][/p][p][/p][p]Join now the Beta[/p][p]
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