Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Forged Battalion
Supply Drop One - Live Now!
Hello Commanders,
Supply Drop One has arrived. The war with The Collective has intensified, bringing with it new weapons of war to turn the tide of battle.
https://www.youtube.com/watch?v=TNnTavhutTU
This update brings the following to Forged Battalion:
Tier 4 attachments and mods for infantry, vehicles and buildings are now available for unlock.
Added 5 brand new campaign missions – take the battle for freedom to Europe as you go on the offensive against The Collective.
Balance tweaks – We’re looking at you, artillery!
Fixes and content – Squishing bugs and adding some polish to the UI!
Full update notes for Supply Drop One can be found below:
Five new campaign missions!
The battle for Europe begins…
A new ally appears from the shadows, Dr Olivia Mendelson, a former Collective scientist turned resistance leader.
Having contacted your forces, Dr Mendelson requests your aid in liberating Europe from The Collective and its barbaric overseers, General Abernathy the Serpent and General Olmacher the Salamander.
Heed the call and prepare to fight across France, England, Poland and Russia in your mission to free Europe from The Collective’s grasp.
New Technology
Prepare to upgrade your faction with new technology!
Harness the powers of gravity, quantum and sonic upgrades to reign supreme over your enemy.
Tier 4 Weapons
Disintegration Beam – Light channelled damage over time for six seconds. If the target is still in the beam after six seconds, it is instantly killed. Instant kill does not work on building.
Sonic Pulse Gun – In addition to damage, the pulse stuns infantry for a few seconds.
ELF Field – When stationary, the unit generates an extreme low frequency field in a radius around itself. All enemy infantry in the area are slowed 50% and cannot attack. Does like sonic damage to all ground targets. Cannot hit aircraft.
Disruptor Cannon – Applies channelled sonic damage over time.
Reverberation Field – When stationary, the weapon charges. Once powered, all structures in a large radius around the unit take damage over time. Does not affect units.
Gravity Beam Cannon – Long build up; when beam fires, all objects along path of beam are damages and slowed 50%. Aircraft caught in the beam are pulled to the ground and destroyed. The beam can hit aircraft, but can’t target them directly.
Tier 4 Support Mods
Energy Shield (Units/Turret) – Reduces all incoming energy, gravity and quantum damage by 50% and reflects the blocked amount back to the attacker.
Energy Shield (HQ) - Reduces all incoming energy, gravity and quantum damage by 50% for all non-turret structures and reflects the blocked amount back to the attacker.
Kinetic Shield (Unit) – Reduces all incoming ballistic damage by 50% and increases movement speed by 20.
Kinetic Shield (Turret) - Reduces all incoming ballistic damage by 50% and increases health by 40.
Kinetic Shield (HQ) - Reduces all incoming ballistic damage by 50% for non-turret structures and all harvesters gain a move speed bonus of 10/
Quantum Sensor (Unit/Sensor) – Disrupts stealth fields in a radius around the chassis.
Quantum Sensor (HQ) – Disrupts stealth fields in a radius around all non-turret structures.
Predictive Radar (HQ) – All non-turret structures gain long-range quantum radar that reveal enemy blips under the fog of war.
Gravity Field Generator (HQ) – All non-turret structures gain a field that slows enemy aircraft and hover units by 50% and all other units by 25%.
Gravity Compensators (Aircraft) – Reduces all incoming gravity damage by 50%, Prevents the aircraft from being instantly killed by strong gravity effects. In addition, enemy aircraft around the unit are slowed by 30%.
New Locomotor Mods
Hover Chassis (Land Vehicles) – Replaces wheels with hover movement. Hover is slower than wheels but can pass over shallow water terrain.
Jumpjet Frame (Infantry) – Adds jumpjet capability to the infantry frame, allowing infantry to jump up/down cliffs and increasing base speed by 50.
New Superweapons
Quantum Stasis – All units and turrets in the area are encased in a quantum field; they are invulnerable but cannot move or use weapons. Does not affect base or civilian structures. Can target enemy or allied objects.
Singularity Cannon – Launches a small black hole at the target area, pulling units in and causing damage over time until it closes.
Balancing
AI have been balanced to react more intelligently in certain situations.
All Artillery (includes Ballistic Artillery for HV and Proton Artillery for HV and Tur)
- Projectile speed reduced to 500 (was 600)
- Weapon Cooldown increased to 3.2 (was 2.2)
REASON: The damage for artillery is where it needs to be, but the shot speed and rate were a bit too high to highlight their flaws. With this change, artillery should still be devastating to stationary or clumped targets, but it should now be easier to dodge their shots if you are paying attention.
Map Desiccated Coast:
- Added outpost positions in corners (skirmish version only)
- Added one additional resource node in each base location.
REASON: This map had an issue with resources being hard to get to after the initial burst. These changes make it easier to take control of the resources in the corners without having to base creep across the water.
Toxic Missile Superweapon – Base damage increased by 25%
Caustic Grenade (Infantry) – Base damage increased by 25%
Gas Disperser (Turret) – Base damage increased by 30%
Gas Bomb Rack (Aircraft) - Base damage increased by 66%
General fixes and content
Adjustments to tactical HUD to display the actual units instead of iconic representations – please let us know what you think!
Mission 2 – AI no longer build barracks on top of resource node.
Mission 1 – Fixed a softlock that occurred at the end of the mission if the player saves and loads at specific points in the game.
Superweapons – Rocket Bombardment attack duration now matches the visual effects.
Canyon Ruins – Edge of map can no longer be seen.
Multiplayer – If a lobby host disconnects when a client user is joining the lobby, the client does not need to restart the game to play multiplayer again.
UI – Tweaks to icons displayed on the HUD minimap.
Power bar tooltip is now in place. It shows current draw out of max, and it color-tints gradually from green to yellow to orange to red.
Surround sound settings added to options screen.
Fixed a bug where the game may freeze for all users in a multiplayer lobby, when adding and removing AI players.
Fixed a bug where the Comm Centre tooltip showed the wrong build prerequisites.
Fixed an issue where the harvester icon would be overlapped by resource node icons on the minimap.
The numpad 5 button now appears as a bindable setting in the Key Bindings options.
Chat lobby logs can now be scrolled by mouse wheel.
SFX now always plays when unlocking tech in the tech tree.
The “ADVANCED TACTICS: ARMOR AND DAMAGE TYPES” section of the game manual has been updated.
It’s now possible to exit out of the Key Binding process.
Tweaks to accented characters appearing capitalized in French and German.
Fixed cut off text for some tech tree descriptions in multiple languages.
That’s Supply Drop One, Commanders!
We hope the 300% increase in Research Points earned, from our previous update, aids you in your journey to unlock Tier 4 and everything inbetween.
We’d love to hear what you think of the new content and balance changes, so feel free to share your feedback with us here on the Steam Forums, drop us a tweet to the Forged Battalion Twitter and join the conversation over on Discord!
Commander Clash 1v1 Tournament Three - Saturday 3rd March - £20 Steam Wallet Code Prize!
This tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.
Players MUST check-in to the tournament on Saturday 3rd March prior to 18:00 GMT. Check-in opens at 17:30 GMT on the day.
Prize: 1 x £20 Steam Wallet Code
Commander Clash – The Rules
Rule One – Technology and Units
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 3rd March. Players should aim to arrive no later than ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby.
In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Rail Town
Mode: Standard
Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Commander Clash 1v1 - Tournament Two Winner Interview!
Hey community,
Today we’re celebrating the continued success of Commander xRetri, who claimed his second consecutive tournament win and took home the prize of a £20 Steam Wallet Code!
xRetri led his faction into battle, coming across his most formidable opponent since Forged Battalion launched on Early Access. Yet, he prevailed, showing his grit and determination, even when the tide of battle wasn’t in his favour.
We also took this opportunity to get xRetri’s top tips on the best units to use in your army
Congratulations on your second consecutive win! Was victory comfortable or hard earned this time round?
Thanks! I felt a lot less pressure this time around. I was only worried in one game.
One game is all it takes in a knockout tournament! Were you close to losing? What happened
The Semi-Finals against Netput was probably the hardest game I’ve played since release. He used a unique build order and composition which no-one had even thought of, I was definitely not expecting the rush. I only won because of how strong turrets are and a small misclick by Netput.
I highly recommend everyone watch the match between myself and Netput! - https://www.youtube.com/watch?v=xn-7FkP49HE&t=16s
Did you deploy a different army for tournament two than tournament one? If you made changes, what were the defining factors?
Just two.
Laser is gone thank God, so a current popular tactic is Tier 1 rocket buggies. Through some testing we realised MG buggies actually beat rocket buggies 1 on 1 in Tier 1, so I use MG now since it's more cost effective.
I also started to mix in proton artillery with my normal artillery, proton debuff stronk at the moment.
What are the top three units/mods that you feel players should be using in their faction?
Ballistic Artillery with Improved Armour - Nerf or buff other area-of-effect please.
Healing Infantry with Improved Armour - With the prevalence of artillery, backing up and healing is a necessity.
I can't decide on the third one so I’m going to cheat and give two more.
Proton Artillery Turret with Improved Armour - Best base defence in the game and allows you to base crawl and put pressure on at the same time.
Rocket Air with Improved Armour - Most versatile air unit that allows air control and harassment.
Do you think you can make it three tournament victories in a row?
The Tier 4 tech tree will change everything. So, ¯\_(ツ)_/¯
Commander Clash 1v1 - Tournament Three
That wraps up our tournament two feedback from Commander xRetri!
Will xRetri make it the triple, or will another player take his crown? We look forward to finding out when we announce the next Commander Clash 1v1 tournament!
We’ll be announcing all the details of the next tournament here on Steam as well as the official Forged Battalion Facebook, Twitter and Discord when the time comes.
Patch Three - Bug Fixes and Unit Balancing!
Hey community,
Headquarters has deployed a third patch based on your feedback over the last week.
The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.
So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!
BUGS & GENERAL CHANGES
GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.
Fixed issue with unit control groups, where the lowest group number was being displayed instead.
Tactical Build Tree in the Game Manual has been updated.
Users can no longer block the entrance to their refinery with structures or turrets.
Audio: Support for surround sound!
Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.
Mission 3: Green AI's infantry return to their spots now after combat.
Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.
Scroll bar can now be interacted with in Faction Select screen.
Text fixes in Korean and Chinese.
BALANCING CHANGES
<*>Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.
<*>Harvester - Build cost reduced to 400 (was 500)
<*>Harvester - Max Health reduced to 700 (was 1000)
(Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)
<*>Refinery - Build cost reduced to 800 (was 900)
(Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)
<*>Barracks - Power Drain increased to 150 (was 100)
<*>Light Factory - Power Drain increased to 150 (was 100)
(Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)
<*>Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.
(Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)
<*>Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.
(Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)
<*>Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)
<*>Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers
<*>Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)
<*>Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)
<*>Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers
(Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)
Sign-up for Saturday's Tournament!
Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.
Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
Sign-up: Saturday 10th 1v1 Tournament. Prize: 1 x £20 Steam Wallet Code
Commander Clash – The Rules
Rule One – Technology and Units
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Mountain Settlement
Mode: Standard
Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Beyond Tournament Two
Moving forward we’ll be building our competitive tournament events around the 1v1 format.
If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.
Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.
Following feedback from members of our competitive PvP community we have decided to change this Saturday’s advertised tournament from a 2v2 competition to 1v1.
If you signed up for this Saturday’s 2v2 tournament and wish to participate in the new 1v1 tournament you’ll need to register again with the sign-up link below in the next section.
Welcome to the second official 1v1 tournament for Forged Battalion!
This tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.
Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Mountain Settlement
Mode: Standard
Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Beyond Tournament Two
Moving forward we’ll be building our competitive tournament events around the 1v1 format.
If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.
Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.
Today we're excited to announce a special livestream with Frank Klepacki - Composer, musician and creator of iconic pieces of video game music that any veteran RTS player will recognise.
Tomorrow's stream will give you the chance to watch us take on Frank at Forged Battalion, the very game he composed!
Not only that, we'll be taking viewer questions and hopefully give you the chance to either team up, or take him on!
Will you take this unique opportunity to learn more about the origins of the renown 'Hell March' track?
<*>Attachment Balancing: Laser Rifle (Infantry) - Tech value increased; this will mean that laser infantry will be build level 2 by default and will have slightly higher build cost and time modifiers.
<*>Attachment Balancing: Laser Gun (Light Vehicle) - Tech value increased; this will mean that laser light vehicles will be build level 2 by default and will have slightly higher build cost and time modifiers.
<*>Attachment Balancing: Sub-Atomic Restructuring (Infantry) - Heal over Time rate reduced to 4 (was 6) per second (note: turret rate remains the same).
<*>Attachment Balancing: Acid Jet Weapon (Infantry) - The arc of effect on the jet has been increased to 15 degrees (was 10)
<*>Attachment Balancing: Acid Jet Weapon (Infantry) - Base Damage increased to 10 (was 8)
<*>Attachment Balancing: Caustic Grenade Weapon (Infantry) - Base Damage increased to 8 (was 6)
<*>Attachment Balancing: Gas Disperser Weapon (Turret) - Arc of effect increased to 20 degrees (was 15)
<*>Attachment Balancing: Gas Bomb Rack Weapon (Aircraft) - Duration of gas cloud increased to 5 seconds (was 4)
<*>Attachment Balancing: Gas Bomb Rack Weapon (Aircraft) - Damage over time of gas cloud increased to 12/sec (was 8/sec)
<*>Attachment Balancing: Fusion Beam Weapon (Heavy Vehicle and Turret) - Damage over time increased to 8 per second (was 6)
<*>Attachment Balancing: Artillery Weapon (Heavy Vehicle) - Area of effect radius increased to 200 (was 150)
<*>Attachment Balancing: Artillery Weapon (Heavy Vehicle) - Base damage increased to 16 (was 12)
<*>Attachment Balancing: Proton Artillery Weapon (Heavy Vehicle/Turret) - Area of effect radius increased to 150 (was 100)
<*>Attachment Balancing: Proton Artillery Weapon (Heavy Vehicle/Turret) - Base damage increased to 10 (was 9)
DAMAGE TYPE CHANGES
Damage Balancing: Light Energy Damage - Bonus vs. turrets reduced to 0.75 (was 1.0)
Damage Balancing: Light Energy Damage - Bonus vs. heavy vehicles reduced to 0.75 (was 1.0)
Damage Balancing: Heavy Energy Damage - Bonus vs. infantry reduced to 0.25 (was 0.5)
Damage Balancing: Heavy Energy Damage - Bonus vs. Light vehicles reduced to 1.0 (was 2.0)
Damage Balancing: Light Thermal Damage - Bonus vs. Infantry increased to 2.0 (was 1.5)
Damage Balancing: Light Thermal Damage - Bonus vs. Light vehicles increased to 1.25 (was 1.0)
Bugfixes
Faction Creator no longer displays incorrect options after looking at HQ or Superweapon.
Unit production is now halted when Turtle mode super weapon is activated.
Factions created with an incomplete number of blueprints can no longer be saved.
Health bar for heavy vehicles is now always displayed.
All users team colours are now displayed on match results screens.
Repositioned Team Number drop-down box in lobby screens, text is no longer cut off across all languages.
Repositioned “Host only Changes” padlock for clients in lobby screens.
Build level is now correctly applied to units with Walker chassis attachments.
The Faction selection now defaults to the last faction loaded or edited.
Rail Town: Edge of map is no longer visible.
Rail Town: Water particle animation is now consistent across all bodies of water.
Dessicated Coast: z-fighting between rocks and foliage no longer occurs.
Dessicated Coast: The eastern and western ramps around player starting areas can now have structures built closer to them.
Various localisation fixes across all languages.
Known Issue
In-progress Campaign mission data will be lost. Any successfully completed progress with Campaign is unaffected.
That wraps up today’s patch!
Your thoughts and comments are directly shaping the development of Forged Battalion through Early Access, we’re excited to hear what you think over on the Steam forums.
Commander Clash 1v1 - First Tournament Winner Interview!
Hey community,
Today we’re celebrating the success of Commander xRetri, Forged Battalions first official 1v1 tournament winner!
xRetri commanded his faction through four intense rounds of battle to come out on top, so we decided to catch up with him to learn more about his tournament journey.
We also took this opportunity to gather some intel and learn his top tips on how to rise through the ranks in Forged Battalion’s online multiplayer.
Congratulations on winning! How does it feel to be the first Forged Battalion tournament winner?
Thanks! It feels pretty good, i'll admit there was a fair bit of pressure going into the finals with people watching.
How did you feel your faction composition held up during the tournament? Anything you’d change in your faction for the next one?
I think what gave me my edge over everyone was my faction composition. I use proton infantry and light vehicles with ballistic heavy vehicles and air, with the synergy I feel like i'll always come out ahead on every trade. The only thing I would change is building a few proton bombers, it's all just dependent of the map.
Did you ever come close to defeat in the tournament? If so, how did you pull the match back into your favour?
Haha, yeah quite a few times! There was one time in the finals where I saw all my opponent’s light vehicles and you could see me going 'Sh*t'. If he attacked then I would've lost, but making sure I had all the base entrances scouted there was no possibility of surprise flanks.
What are your top three tips for players wanting to improve at PvP in Forged Battalion?
a.) Learn to base crawl, resources make units, units win games, make sure to get to every resource node you can. Make sure to use your turret to expand too!
b.) The second would be go in with an idea of what you want to do with your build order and create your faction around that, if you like the tech early put a lot of Tier 2 units in your army, if you like to play more aggressive put a lot more T1 units.
c.) The third would be to play! The best way to get better is to play and look at your mistakes made in the game and think 'How could I have played that better?'.
Which Forged Battalion unit is currently your favourite and why?
Anti-material infantry hands down. Having 20-30 of them fire off at one time is incredibly satisfying.
Where can the community watch you play Forged Battalion?
You can find me on https://www.twitch.tv/iretri. I don't stream very often but I will for future tournaments and here and there. I'd recommend two other channels.
https://www.twitch.tv/jwokesy spends most of his time making maps and usually gives good advice on how to use the map editor!
There we have it!
Wise words from a battle proven Commander. Well played xRetri, we look forward to seeing if he can keep his crown in the next tournament…
Want to get a taste of the action? Be sure to watch the tournament final which saw xRetri reign victorious -> Tournament final.
Introducing Commander Clash - 1v1 Tournament!
Welcome to the First Official Tournament for Forged Battalion
Hello community,
The time has come to launch the competitive scene for Forged Battalion!
Prepare to face your toughest battles in the Commander Clash Tournament Series. The aim of this series is to provide our PvP focused players with a competitive outlet outside of the in-game matchmaking queue.
Tournament One - 1v1
The first tournament will challenge Commanders to 1v1 combat as you fight for ultimate glory and bragging rights on the battlefield. Not only that but the winner will receive a Steam Code for Forged Battalion, allowing them to bring a friend into the action!
The Details
Date & Time: January 27th at 6pm GMT/10am PST/12pm CST.
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 27th January. Players should aim to arrive ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Canyon Ruins
Mode: Standard
Victory Conditions: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Beyond Tournament One
The announcement of this weekend's tournament is just the start for competitive Forged Battalion. Before the first Commander Clash even begins we're already working on a 2v2 tournament for next week.
We'll be treating our tournaments in a similar fashion to our Early Access ethos - listening to and working closely with our players to develop the format.
Headquarters have deployed a patch to address some quality of life feedback and squish some bugs.
Tweaks and Changes!
Fixed Audio Crash related to more than one default sound device being selected.
Harvesters should no longer become stuck when unloading resources in Refinery after queuing a move command.
Harvesters are no longer invincible after the Refinery they are unloading resources in is destroyed.
AI now rebuilds HQ in single-player campaign mode.
Plasma Bolt Rifle & Laser Rifle rate of fire has been re-balanced.
Mission 2: Turrets around the Comms Centre now have a listed base damage.
Game Manual: The tactical build tree has been updated.
Bomb Crater: Added resource nodes in certain locations, to balance out resources at player starting positions.
Pause menu alignment adjustments to 4K monitors.
Results screen alignment adjustments for various resolutions.
Online player count is now displayed in the correct menu position across all resolutions.
HQ upgrade UI icon is no longer affected by graphics quality setting changes.
Proton Bazooka Infantry tooltip revision.
Existing profanity in chat is filtered when profanity filter is enabled.
Stealth units now make a 3D SFX when they enter stealth mode.
Negative GUI SFX plays when try to add a 5th unit to a factory.
Harvester movement SFX volume reduced.
Reduced Napalm loop volumes a bit, since were becoming overwhelming.
Various text fixes throughout non-English languages.
Plasma Bolt Rifle & Laser Rifle – Weapon Changes
As mentioned in the patch notes above, we’ve re-balanced both the Plasma Bolt Rifle and Laser Rifle:
Laser Rifle – The Laser is now a rapid fire, low damage weapon specialising in taking down lightly armoured targets and promoting useage by groups of units.
Plasma Bolt Rifle – The Plasma weapon now hits harder, but with a slower rate of fire. This makes it perfect for hit and run attacks on an enemy backline and bigger targets as well as promoting skirmishing tactics.
The DPS for these weapons is still relatively the same, however you should notice some changes to how these weapons are used and where they are most effective. The aim of these changes are to provide players with more meaningful choices in the weaponry they choose.
Marching on!
That wraps up the patch notes Commanders!
This is just the start of our support for Forged Battalion.
We’re pleased to see the amount of feedback and discussion being shared on the Steam forums and we want to let you know we’re taking note of what’s being said.