This week we're delving further into the arsenal that will be available to Soviet forces when Update 10 arrives later this year. We're also in a position to give a first peek at what we're moving towards with the upcoming armour overhaul. This is still in progress dev side, so as we move towards finishing this substantial task we'll share more details and depth on the changes with you!
Right then, lets take a look at the first primary weapon that will be available for the Soviet Machinegunner role, the DP-27!
The DP-27
The DP-27, developed by Vasily Degtyarov, was the primary light machine gun of the Soviet Union in WW2. An earlier light machine gun designed in the inter-war period, the DP-27 nonetheless proved itself capable on the battlefield and served with the Soviet armed forces for over 30 years.
The DP-27 fed from a 47-round pan-shaped magazine and shared its full-power ammunition with the Mosin-Nagant family of rifles. Affectionately known as the “record player,” it put reliable automatic firepower in the hands of rifle sections. Tankers would also use the Degtyarov machine gun in a form modified to fit the cramped fighting compartments of Soviet armor. This DT variant used a different type of magazine and featured a collapsible stock.
Fierce combat on the eastern front made apparent some of the weaknesses of the DP-27. The bipod was relatively flimsy and the recoil spring was awkwardly placed, causing the weapon to malfunction as it heated up. Furthermore, while the pan magazine was successful in reliably feeding rimmed ammunition, it did so at the cost of being both awkwardly shaped and somewhat fragile. Being magazine fed also limited its firepower compared to the opposition's MG34 and MG42 belt-fed machine guns.
The reliability issues of the DP would be addressed in the wartime DPM variant, and the design would finally be converted to feed from belts in the post-war RP-46.
In Hell Let Loose, the DP-27 will be the backbone of the Soviet Machinegunner role. Due to it’s relatively low capacity magazine compared with its German counterparts, the DP-27 is best used from the deployed position. With a clean sight picture and lower rate of fire, it’s an easy weapon to move from target to target while delivering pinpoint accuracy. The DP-27 will be the first primary weapon for the Soviet Machinegunner role.
Video Content Competition Reminder
We continue to get some great submissions for the video content competition. Again If you are unsure what that is, you can find all the details in Developer Briefing #124.
We want to thank everyone who has made a submission so far. A reminder that the last day for submissions is May 17th! So one more weekend to get these in. We will start to share these via our channels shortly.
If you have made a submission, you may receive an email asking for the original file, so please make sure to save this.
Armour Update
We want to share with you some insight into what the Armour rework will involve. We will have a more in depth view in an upcoming Dev Brief, but this is a total overhaul to remove the instances where projectiles will clip on smaller external geometry and cause one hit kills or points of invulnerability.
Here you can see what the new hitboxes look like.
25% Off Hell Let Loose in the Team17 Publisher Sale!
Join the frontline for less until May 14th with a tasty 25% discount on Hell Let Loose! It's a great time to jump in, join the community and get a feel for the game ahead of the Eastern Front coming to the game for all players as part of Update 10.
If you're fresh on the front feel free to stop by the following locations to squad up with other players, join a clan or just chat with the team and other players:
If you're looking for something to do between battles you can check out the full Team17 Steam Publisher Sale here.
Onwards to the weekend!
That wraps up this week's Dev Brief, thanks for taking the time to check it out!
As always, let us know your thoughts and feelings in the comments below, we really appreciate hearing what you think.
Have a great weekend everyone!
See you on the frontline.
Developer Briefing #126 - Soviet Sidearms!
Hey everyone,
Welcome to Dev Brief #126!
Last week we took a look at the Soviet T-34, so this week we thought we'd take a look at something a little lighter - sidearms!
When the Eastern Front arrives as part of Update 10 the Soviets will launch with two sidearms to choose from, full details of which can be found below...
Soviet Sidearms
1895 Nagant
One of the main sidearms to serve the Soviet armed forces, the M1895 Nagant was a simple and robust revolver. Instead of utilizing a break-open or swing out cylinder, the M1895 had its cartridges ejected and reloaded individually from a loading gate. Initially only firing in single-action and needing to be cocked after every shot, most were converted to double-action by WW2.
The main unique feature of the M1895, the gas seal, was achieved with proprietary ammunition which seated the bullet deep in the cartridge case. These cartridges would then be pushed into the barrel at the moment of firing, eliminating the gas leak found on other revolver designs. Because of this, the M1895 is one of the few revolvers capable of effectively utilizing a suppressor.
The M1895 Nagant served both the Russian Empire and the Soviet Union with distinction. The revolver was known to be a brutally reliable weapon, though its trigger pull was quite heavy.
In Hell Let Loose, the Nagant will be one of the most numerous side-arms available. Although slower to reload and difficult to use with it’s minimal sight, we’ve buffed the damage to enable the Nagant to have a slightly higher stopping power than the TT-33.
TT33
The TT-33 was a Soviet designed combat pistol intended to replace the aging M1895 Nagant. It used the same robust operating mechanism as seen on the M1911, but was simplified in all aspects to be as simple to produce as possible. It fired the powerful 7.62x25 millimeter round which it shared with the PPSh-41 and PPS-43 submachine guns.
To increase reliability and to maximize interchangeability of magazines between different factories, feed lips were machined as an integral part of the pistol instead of as part of the magazine. Instead of a safety lever, the TT-33 had a half-cock notch.
The TT-33 served concurrently with the M1895 and was a reliable and effective sidearm.
In Hell Let Loose, the TT-33 is the mainstay of the Soviet side-arms. With a faster reload and clear sight picture, the TT-33 has a slightly lower stopping power than it’s slower older brother - the 1895 Nagant revolver.
Onwards to the weekend!
That wraps up this week's Dev Brief!
We hope you enjoyed your first look at the Soviet sidearms you'll be wielding on the Eastern Front. We'll be revealing more of the Soviet arsenal over the coming week's as we march closer to Kursk and [Redacted].
Have a great weekend everyone.
We'll see you on the frontline!
Developer Briefing #125 - The Soviet T-34!
Hey everyone,
Welcome to Dev Brief #125!
This week we're excited to officially reveal the Soviet T-34 medium tank. Alongside that we've got a small update on how the armor reworking is coming along too!
We've got plenty of information and screenshots for you today, so let's get stuck in...
The Soviet T-34
The T-34 was the primary medium tank design fielded by the Soviet Union in World War 2. Tracing its design lineage from the BT series of fast light tanks, the T-34 added additional armor and a larger gun to form a balanced and effective tank design.
The T-34 utilized the Christie type of suspension, which in conjunction with its wide tracks afforded the tank good off-road performance on the muddy roads of the rasputitsa season. Additional fuel tanks were mounted externally, extending the operating range of the T-34 significantly and often allowing it to drive directly into battle.
One of the most distinct characteristics of the T-34 was its usage of steeply sloped armor plates on the front, side, and rear. This gave it excellent protection given its weight and speed, and contributed significantly to its legendary reputation. The T-34 was equipped with a 76 millimetre gun, which was more than adequate for the targets it was facing at its introduction.
The type was not without its shortcomings, however. The bulky suspension and sloped armor limited space inside the tank, causing no shortage of discomfort for crews. The transmission was difficult to operate, sometimes needing to be hammered between gears.
The turret was barely enough for two men to squeeze in with the 76 millimetre gun, and thus the commander of the tank also had to fire the main gun. Optics were generally poor, and visibility out of the tank was much worse than the German equivalents of the time.
Overall, the T-34 was a well-armed, well-armored, manoeuvrable vehicle which performed valiantly as the mainstay of Soviet armor. Though suffering from a number of ergonomic issues for the crew, these tanks were solid vehicles able to be built in vast quantities by Soviet industry.
In-Game
As we redesign the vanilla vehicle roster, the T-34 will function as the staple medium tank for the Soviet forces - alongside the soon-to-be-introduced Panzer 4 and 75 mm gun M3 / M4 Sherman tank variant.
Player’s will need to learn to use the distinct armor angles of the T-34 to best effect in their positioning and orientation of the tank.
Armor Rework
The second and bulkier half of the armor rework is currently underway, with all tank handling performance being addressed, as well as an entire re-write of the angle and collision detection system of the heavy weaponry within the game. We’re also currently testing different interior components to give greater variation in the ways vehicles can be dealt with - beyond just a simple “catastrophic kill”. We’re very excited to show more of this in the near future.
Video Competition Reminder
We have had some fantastic submissions so far for the video content competition. If you are unsure what that is, you can find all the details in last week's developer briefing.
We want to thank everyone who has made a submission so far. A reminder that all submissions must be made by May 17th, so get recording and we look forward to watching them!
That’s all for this weeks Dev Brief, have a great weekend everyone.
We'll see you on the frontline!
Patch 15 - Live Now!
Hey everyone,
We're pleased to announce that Patch 15 is live now and deployed to all servers!
This patch came together thanks to all of your feedback and bug reports following the launch of Update 9, so thank you!
The main focus of Patch 15 is on the following areas -
Quality of life
Bug fixes
Crash fixes
Terrain collision
The full notes are below for your reading pleasure!
Please note: If you have any missing servers after you've downloaded today's patch, please verify the integrity of your Hell Let Loose game files!
Patch 15 Changelog
Quality of Life
Outposts belonging to your Unit and Garrisons now appear green on the deploy menu and tactical map.
Anti-Aliasing Method no longer ignores the user’s settings and defaults to Standard AA when launching the title.
Building and Tree LoD improvements across various maps.
Updated a large number of assets and materials to correctly work with bullet penetration.
Updated textures for the Garand and Carbine.
Updated Game Credits.
Restored the ability to continue an input while opening the scoreboard or map.
Padre's M1 is no longer locked behind Rifleman lvl 3.
The M40 Side Cap now unlocks for Assault, Automatic Rifleman and Medic correctly.
A large number of community reported map bugs have been fixed.
Bug Fixes
[Fixed] On the Enlist screen, clicking a server scrolls the server list [Fixed] Players can join a team which should be locked by the Auto-Balance threshold [Fixed] The 'Favourites' list in the Enlist screen updates causing servers to appear as duplicates of other servers [Fixed] The map will close and chat will be dismissed after having the Map opened and tapping the Map Keybind (M) in chat [Fixed] Commander can establish an airhead in the water outside of playable zone in Utah [Fixed] Weapons sometimes showing pixelated edges [Fixed] Hedgerows have no collision with rockets and tank shells [Fixed] Collision issues on several assets [Fixed] Blood VFX color appears black and has rendering issues [Fixed] On Offensive maps, all barbed wires that are located in the Attackers HQs turn back area are observed to be missing VFX, SFX and do not affect the player in any way. [Fixed] On Offensive maps, water does not slow or prevent prone when the player is in the Attackers HQ turn back area. [Fixed] Empty enlist screen after putting in an incorrect password under certain conditions [Fixed] The "No bandages" message is displayed for a split second when switching between their equipment when the player is damaged [Fixed] Holding the breath before aiming will cause the player to be unable to shoot [Fixed] Reviving a player that is on a terrain seam may cause them to fall through the map [Fixed] In some cases the deploy screen remains up after deploying [Fixed] Updated minor incorrect main menu text [Fixed] Being killed during a melee animation locks the camera on the attacker [Fixed] After confirming the "wrong password" message when joining a server, the password prompt's buttons lose functionality [Fixed] US "Sherman Jumbo 75MM" and "Sherman Jumbo 76MM" treads have no bullet collision nad are not affected by the blowtorch [Fixed] A server launched with an "Offensive" map variant will display as the "Warfare" game mode on the Enlist menu until someone joins [Fixed] Replaced the “Cancel” button with “Back” on the change role screen [Fixed] The "Spawn Location" list will display 3 HQs even if only 1 HQ is currently available
Crashes [Fixed] 3 types of client crashes [Fixed] 2 types of server crashes
Servers [Fixed] The "Set Vote Kick Enabled" and "Set Vote Kick Threshold" setting is reset after a Map change. [Fixed] Transitioning from any map resets the Team Switch Cooldown to 0 if changed during the round.
Foy [Fixed] Shooting through a specific window caused stone PFX and SFX
Hill 400 [Fixed] Barbed wire placed under the ground [Fixed] A barbed wire asset has no functionality
Hurtgen [Fixed] Barbed wire placed under the ground [Fixed] Rock with no collision [Fixed] A preplaced Belgian Gate can be destroyed with firearms
Purple Heart Lane [Fixed] Multiple tree models produce concrete PFX when shot [Fixed] Water has no functionality in a part of the map
Utah [Fixed] Certain small bushes have Player collision [Fixed] Players can travel through the water outside of the playable zone [Fixed] On German Bottom HQ there are two repair stations [Fixed] Text can be seen on the landscape [Fixed] Players can drop an airhead outside of the playable area [Fixed] Players can fall from a specific boat when deploying on the Top HQ on the US team [Fixed] Players are pushed through the spawn boat if they remain on it when it leaves the map boundary [Fixed] The spotlights found throughout the map have no collision
Sainte Mere Eglise [Fixed] A house has no player or bullet collision
That wraps up today's patch notes!
Once again thank you all for your patience, feedback and bug reports - they really go a long way.
We'll be back again later this week with Developer Briefing #125!
See you on the frontline!
Developer Briefing #124 - HLL Video Content Competition
Hell Let Loose Video Content Competition
Hi everyone,
We want to let you know that the U9 patch is just around the corner, and will have several significant bug & server crash fixes coming. We will provide a full changelog and update the community early next week on the planned patch release date. We are currently very hard at work on U10 and eastern front content, as well as lots of QOL improvements that we feel will move the game forward in a big way. We will follow up in the coming weeks on more U10 goodness, but for now something a little different:
We are happy to announce the first HLL video content competition, and are extremely excited to see what the community will create and share with us. We’ve seen huge amounts of incredible content created since our launch into Early Access, and we want to officially showcase some of the best!
We’ve outlined the two video-specific categories this time around - but don’t worry, we'll have future competitions with different categories - especially if screenshots, photoshop and fan art is more your thing. Lastly, please keep bad language to a minimum, we are keen to share this content and large amounts of bad language will make that harder!
Here are the following categories for this competition:
FILMING PRIVATE RYAN - Community/Clan Cinematic
Create a Hell Let Loose cinematic incorporating your community & multiple community/clan members. Be as creative as you want.
- One submission per community/clan - Duration: 1 to 10 minutes (please don't exceed 10 minutes!) - If using voice lines, english speaking is preferred (so we as judges can understand) but all languages are welcome.
FILMING PRIVATE RYAN Winners Prize: Representation of your Community/Clan in the game. This could be a street sign, poster or other asset in game, that subtly references your clan/community in a new or existing map. Your community will also get 12 HLL STEAM game keys.
Runner Up Prize: 6 Hell Let Loose STEAM game keys.
WE WANT YOU! - First person perspective Individual Highlight / Proudest moments reel
A video showing your proudest moments. It must be all original content, recorded by you.
- One submission per person - Duration: 20 seconds to 2 minutes
WE WANT YOU! Winners Prize: An in game portrait painting done by our very own DannyArt. And 5 HLL STEAM game keys.
Runner Up Prize: 3 HLL game keys.
Submissions
Please upload your video to youtube and complete the form below including your full name, email address and Discord name & ID.
We will be doing further content competitions in the coming months. If you have any issues or questions about your submission, feel free to DM Spono in the official HLL Discord.
All submissions must be uploaded to Youtube, and submissions must be made using this form by 2pm GMT, May 17th.
*Please note: We may ask for your original file if you are a winner or runner-up so we can ensure good quality when we share it across our channels, so please don't delete them! Prize/Reward will be discussed with the submitter and contacted by email, original content only will be considered and proof will be required. All submissions may be considered for highlighting on our social channels.
ICYMI Dev Brief 123 - Introducing Kursk! http://bit.ly/DevBrief123
That’s all from us this week.
See you on the frontline! o7
Developer Briefing #123 - Introducing Kursk!
Hey everyone,
Welcome to Dev Brief #123!
This week we are showing off one of the two new Eastern Front maps added with Update 10, Kursk!
An Overview of Kursk
The Battle of Kursk was one of the largest battles of World War 2. Some of the most intense armoured combat occurred at Kursk, with Germany fielding its newly introduced Panther tanks in an attempt to encircle and destroy the Soviet salient. Fighting was fierce, with heavy casualties on both sides. Fighting on the Steppe
The terrain encountered by the advancing German forces were the familiar rolling hills and grasslands of the East European steppe. They were resisted by layers of soviet defences heavily fortified with all types of anti-tank emplacements and manned by prepared and well-equipped Soviet units. The relatively flat terrain aided in the fielding of armour and air power, and both played a major role in the engagement.
Armour
The Battle of Kursk saw the first combat action for the new German Panther tanks, and in fact the offensive itself was delayed to ensure that the Panther would be available for the battle. Nevertheless, the rushed implementation resulted in a worrying number of mechanical breakdowns. Discounting reliability issues, the type performed well in its intended role against enemy armour.
Soviet forces would primarily field sizable numbers of T-34 medium tanks, an effective and well-rounded design which was capable of engaging all but the heaviest of German armour at its introduction. The gun would show its age in the intense combat, however, having difficulties defeating many of the up-armoured German tanks at the longer engagement distances seen at Kursk. The T-34 would eventually be upgraded with a larger 85mm gun in subsequent variants, though the initial 76 millimetre version would serve through to the end of the war.
A summer offensive intended to retake the initiative for the Germans on the Eastern Front, stiff resistance and a rapid Soviet counterattack slowed German momentum to a halt. Ultimately, developments elsewhere would force the withdrawal of German units from the area. After Kursk, the Soviets would dictate the pace of the fighting.
In-Game
In Hell Let Loose, Kursk is an open map of dominating ridge lines and trench networks that house the “defence in depth” positions that the Soviet forces made famous in their attempts to halt the German armoured advance. You’ll fight from the concealment of the forest out into the small Russian hamlets that scatter the treeline before pushing into the majority of the map - the famous yellow fields of the steppe.
While the open map places heavy emphasis on armoured tactics and success, infantry will be able to manoeuvre via the trench networks that link ridges, hamlets and old windmills that dominate the centre of the map.
U9 Patch PTE
We have a pending U9 patch, and will likely be having a play test tomorrow. This will essentially be a smoke test for fixes we have implemented. We will be grateful for those who have the playtest downloaded if they can jump in and help us test for a couple of hours to check the stability of the patch. If you wish to join in and have not downloaded the PTE, search and install the Hell Let Loose (public testing) app in your steam library. We will let you know when the PTE servers are live via Discord.
We will follow up with the patch notes, which include a bunch of bug and crash fixes.
That wraps up this week's Dev Brief!
We'll see you on the front line!
Community AMA with Lead Developer Max - This Thursday, April 15th!
Hey everyone,
Just a quick post today to let you know that we're hosting an AMA especially for you, the community, with Lead Developer Max this Thursday on the HLL Subreddit!
We know many of you have important questions around different areas of the game, from the meta to how tanks will change with the armour overhaul and much more!
As such we're keen to use this opportunity to answer those questions for you AND have an active discussion on multiple community hot topics with you - door's open, come in style.
If you can't make it yourself please feel free to give your question to someone else to field.
Please note: we will try to answer as many questions as possible from as many of you as possible, as such we will likely begin by answering only one question per person.
Time & Date
Starts 2pm BST / 3pm CET / 9am ET on Thursday 15th April and will run for 12 consecutive hours.
Developer Briefing #122 - The PPSh-41 & Soldiers of the Soviet Union!
Hey everyone,
Welcome to Dev Brief #122!
This week we're going to preview the PPSh-41 and show off some of the faces that will represent the Soviet Union in-game!
The PPSh-41
The PPSh-41 was one of the Soviet Union's primary submachine guns of the Second World War. A simplified design made to be built rapidly with limited machining operations, the PPSh-41 used a heavy gauge steel stamping for most of its construction. It was originally issued with 71 round drum magazines copied from a Finnish design, but these were phased out in favor of more traditional stick type magazines.
Reliability was generally high even with the drum magazines, though these were complex and difficult to load. In addition, issues with manufacturing tolerances meant drum magazines were not readily interchangeable between guns. Drums needed to be properly "fitted" to their assigned submachine guns to feed reliably, though this was resolved somewhat by the introduction of the smaller 35 round stick types.
In combat, the PPSh-41 performed admirably. Soldiers appreciated the high fire rate and reliability in close-quarters combat, though the Soviet Union would eventually supplement the PPSh-41 in production with the even simpler PPS-43. The submachine gun as a class would form a major component of Soviet unit composition. Entire platoons would be equipped with PPSh-41s to spearhead an offensive action.
In Hell Let Loose, the PPSh-41 comes in two variants - one with a 35 round stick magazine and the other with the iconic 71 round drum magazine. While the stick magazine benefits from a faster reload and faster transition to ADS, it suffers from slightly increased recoil over time due to its lighter stick magazine. The drum magazine variant benefits from the increased magazine size and slightly lower sustained recoil due to its weight, but has a slower ADS transition and reload time.
Soldiers of the Soviet Union
In designing the faces of our Soviet faction, we endeavoured to take into account the historically broad array of different people groups that were brought together to fight a common enemy. Because of the need to muster every able man for the war effort, soldiers were conscripted from all over the USSR, from the Baltic sea to the Baikal.
Regardless of their origins, each and every Soviet soldier was equal in the face of combat.
That wraps up this week's Dev Brief!
What other weapons would you like to see in-game? Who's your favourite Soviet soldier so far? Let us know in the comments!
This one is for real and not an April Fools joke, so stand easy!
This week we're looking back at out most recent free weekend and looking forward to U10 with some initial information on our plans for the 'Armour Overhaul'.
To take you through this I'll be handing over to Lead Developer Max!
A Message From Max - Free Weekend & Armor Overhaul
Before we begin we'd like to give a big thank you to everyone who tried Hell Let Loose over the weekend. Thanks to you, we've managed to set our new record, hitting a peak player-count of over 13,000! Seeing so many of you trying out our game for the first time was very gratifying for us as a team.
Of course, we also have to thank our veteran officers, commanders, and grunts for showing the new recruits the ropes. Hell Let Loose wouldn't be what it is without you, and we appreciate your ongoing support.
Last week we saw the release of Update 9, which focused on delivering a number of long-requested features, adding new options for players and additional functionality for admins.
Update rollouts are not always as smooth as we'd like them to be, but with your feedback and input we were able to identify a number of issues and push out two hotfixes to deal with the most pressing concerns.
As we continue into the weeks following U9, we’re closely monitoring your responses as we work towards a patch later this month that will look to address any outstanding nuisances. Below is a brief preview on some of the things we plan to include to give you an idea of what to expect. As usual, this isn't an exhaustive list of what we are currently working on and will look to provide a full changelog on the day of release.
Removing Outposts not belonging to your Unit from the Spawn List
Restoring the green icon for Outposts that belong to your unit on the deploy screen and tactical map
Bullet penetration pass on various assets across maps
Performance optimizations
Fixing a Client and Server crash
Duplicate servers showing on the Enlist screen
Many more various bug fixes
Moving Forward, U10 Armor Overhaul
As we look towards our next major update, we'd like to take the time to outline some of what we're working on in regards to armor. We acknowledge that Armor gameplay has been an unsatisfactory position, and we'd like to dedicate a significant portion of U10 to taking the Armor experience to the next level.
Here are just a few of the improvements and fixes we have planned:
Fixing point of impact shifts depending on tank angle
Vehicle and environment collision improvements
Vehicle Physx improvements
Hitbox adjustments
Adjusting Anti-tank effectiveness
Vehicle availability adjustments
FX - including muzzle and hit
This isn't to say that tanks are the only thing we're working on! Take a look at the roadmap for what else is on the docket for 2021.
We thought we'd take the opportunity today to share with you a new feature coming to Hell Let Loose that aims to further deepen the meta and highlight the importance of leadership on the frontline...
An Introduction to Heroes
Heroes will be coming to the frontline in Hell Let Loose!
We’ve often thought about how we can deepen the meta around the leadership roles in the game. We know that many are keen for a push for authenticity, and to not dilute the core premise of the experience. As a result of this, we felt that Heroes would be a perfect fit - enabling you to take to the field as one of the iconic and powerful leaders who shaped the course of the war.
Obviously, we feel that it’s a very careful balance to make sure we respect the historical authenticity of the battles themselves, but also integrate this powerful new feature. We’ll talk through their functionality below.
How do they work?
At the 45 minute mark, the Commander is given the choice of a selection of powerful heroes who they can deploy to the battlefield - effectively taking control of them. While many of these leaders never actually deployed to the front line, we felt that dropping them into the action would provide an immersive experience. A humble GI taking up arms beside Tommy-wielding Winston Churchill, or an Engineer laying mines with Friedrich Paulus. Hell Let Loose has always been about mixing different leadership styles and tiers in the chaos of frontline combat.
Heroes perform much like Commanders - each with their own benefits and drawbacks. Will your tank column be led into Foy by Teddy Roosevelt and his iconic dual-wielded Colts, or will Stalin use his “Iron Will” to remove suppression from the Soviet Forces for the next 30 minutes?
We’re looking forward to showing off the unique skill set and weaponry for each hero, and the way in which you’ll be able to use them to shape the battlefield and the course of World War Two itself!