Genre: Real Time Strategy (RTS), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Indie
Warno
LANNES reveal #1: 82nd Airborne
Hello commander!
We hope you are well. Though we were officially off for a couple of days, we haven’t been sitting on our hands - and neither have you!
Let’s get to it. Today’s post will all be about the next WARNO milestone, LANNES, and the U.S. 82nd Airborne Division.
A whirlwind of feedback
We turn away one minute and a whole brouhaha explodes about units that should be included WARNO, units that shouldn’t be included, prototypes, more rocket launchers, fewer rocket launchers, Humvees. Guys… relax!
Let’s take a breather together. WARNO’s development continues at pace, and lots of the improvements, suggestions, feedback, or comments are being taken into account. We kindly ask you to keep it calm, cool, and collected - to us, and your fellow players. And keep in mind: certain units. mechanics or features make the grade, while others may not. At the end of the day, we aim to make a kick-ass World War III battle simulator that is realistic, authentic AND fun to play.
But for those clamoring for AT-4s and Humvees... we got you covered. Let’s welcome to the stage the daring-do troops of the U.S. 82nd Airborne Division.
A little history
Up to the release of the (excellent) Band of Brothers series placing the 101st under the spotlight, the 82nd Airborne Division was THE American airborne formations to wargamers and History buffs.
Raised for WW1, 82nd Infantry Division fought with distinction at St-Mihiel & the Argonne. Not disbanded, it was placed in reserve after WW1, but only really reconstituted in 1921. It was therefore among the few professional standing divisions of the USA when it entered WW2 in late 1941. For six months, it trained back to war shape under command of Omar Bradley, future American field commander in Europe right under Eisenhower. On August 15th, 1942, the 82nd Infantry Division was converted to 82nd Airborne Division, the first of its kind in the US Army.
From then on, 82nd AB will perform almost all American combat jumps in the European ETO: Sicily, Italy, Normandy & Netherlands. The only one it missed was Operation Varsity in March 1945, performed by the less-known 17th Airborne Division. It also took part in the battle of the Bulge where it famously turned German weapons against their former owners. By all account, 82nd AB was the best American division in the entire ETO. Its assault crossing of Rhine river at Nimjegen was regarded by many witnesses as the single greatest feat of arms on the Western front.
After WW2, its was briefly deployed in the Dominican Republic, then sent its 3rd Brigade in Vietnam. Aside from this detached brigade, 82nd AB was almost the only combat ready division left in the USA during the Vietenam War, alongside a few understrength divisions, while the rest were deployed in Korea, Vietnam or Europe. It was basically the USA’s last reserve stateside. With the 101st Airborne being reorganized as an Airmobile, then Air Assault (meaning heliborne) division from 1968, 82nd AB was also the last true US airborne division.
It is in that role that the 82nd AB made its last two combat jumps in Granada (1983) & Panama (1989).
Bringing new weaponry to the Americans
We all know that the U.S. divisions in the late 80s were in the process of replacing their LAW rocket launchers and M151 jeeps with the newer, superior AT-4 and Humvee respectively. The big question remains the actual scale of this replacement in WARNO’s timeline of 1989.
As a result, we have decided to make a clear distinction between light and rapid reaction forces, such as the 82nd and 101st Airborne, 10th Mountain, and 9th Motorized, based in the U.S. and mechanized formations in West Germany. The former received a higher priority in new equipment, while the latter were at the tail of the replacement programm. From a gameplay perspective, it allows us to classified all Humvees as “para” regarding the Forward Deployment trait (see below).
This means that the new 82nd Airborne Division will be lavishly equipped with both AT-4 and Humvees. Our boxy light utility vehicle will come in many shapes and sizes, including:
Command
Transport
Recon with HMG
Recon with Mk.19 automatic grenade launcher
ATGM carrier (TOW-2)
... and a SAM variant in the form of the M998 Avenger (equipped with a quad Stinger launcher and a .50 cal). Although not part of any TO&E in 1989, the Avenger had been in production since 1987 and was in operational testing in 1989. Right on time for our “two years of march to war” timeline that we have laid out in WARNO.
And even more weapons!
Another unique feature of 82nd Airborne Division was that it was the last formation to retain the light M551 Sheridan tank. This armored vehicle could be airdropped, last used in this role during the U.S. invasion of Panama in 1989. During this short conflict, ten Sheridan were delivered by parachute (one failing to open!), and four others were airlifted by a C-5 Galaxy.
With barely any armor, only designed to withstand 20mm rounds, it came with a low-velocity 152mm gun. Perfect for infantry support, this gun was much less effective against tanks. As a solution, the problematic Shillelagh ATGM was developed, which could be fired, much like Soviet tanks, from the gun barrel.
As a parachute and airdroppable formation, the 82nd Airborne Division also relies on light towed weapon systems for support. These include:
M102 105mm howitzer
M30 107mm (4,2-inch) mortar
M167 Vulcan AA. This is basically an M163 PIVADS’ turret on a trailer.
Airborne’s air support
Like most U.S. divisions after 1986, the 82nd Airborne Division featured its own small, organic helicopter wing, deploying the usual OH-58, AH-1 and AH-64 helis.
We have included a few original load-outs to these helicopters, in the form of the AH-1 Heavy Hog (with Zuni 127mm rockets) and the AA AH-1 ATAS (which stands for Air-To-Air Stinger), as well as the lightly armed AH-6 Little Bird.
Heavier aircraft support includes F-111F bombers, most of the F-16C family (including SEAD), F-15C and F-4E fighters, as well as the new A-10A with rockets.
Forward Deployment
As an airborne division, the formation’s infantry and some of its crew-served weapons will be available in Forward Deployment. This means you will be able to push fast and grab some ground ahead of the enemy.
With most divisions of this type being lightly equipped, they will have a hard time pushing forward. As such, with Forward Deployment, they start out with an advantage but might find it more challenging holding the ground, or even pushing forward.
The few heliborne paras of the division are classified as Aerorifles much as the mechanized divisions. This avoids having these units access to Forward Deployment with helicopters - which we all agree is a recipe for unsportsmanship behaviour. All units that can Forward Deploy will be identified by a parachute symbol in their labels.
Like recon units, this is a deployment-only advantage: once the game is launched, any remaining airborne units will come as reinforcement as any other.
Please note that due to recent feedbacks with the previous milestone, recon units’ forward deployment has been reduced, leaving only paras units able to deploy as far away as recon could before.
Some heavy-hitting support
The quick reaction force XVIIIth Airborne Corps of which the 82nd Airborne Division was part of had two “separate” heavy brigades attached to it, the 194th Armored Brigade and the 197th Infantry Brigade (Mech.).
In order to give the 82nd Airborne Division some armored teeth, we’ve attached a few elements from the former. The 194th Armored Brigade was (alongside the U.S. Berlin Brigade) one of the few outfits identified as transitioning from M1 to IPM1 (uparmored M1 Abrams, but retaining the original 105mm gun) instead of directly to M1A1.
As such, the 82nd Airborne Division will have access to a handful (rarely more than a single card) of IPM1, M125 mortar, M109 SPG and mechanized infantry in M113. None of these heavy units will have access to forward deployment.
We hope you are well. We are busy prepping the way for the next milestone, LANNES, and as such, today’s blog post focuses on some general quality of life improvements coming to WARNO.
One important housekeeping note: the Eugen team will have some much-needed holidays next week, with the offices closed on Thursday the 19th and Friday the 20th of May. There will be no blog posts these days.
Once we return, we’ll reveal all the good stuff to be brought with LANNES.
Some new models
Models, models, models. We can’t get enough of them! We continuously update and implement new or revised unit models into WARNO. Our excellent 3D artists are hard at work, for instance, on the MiG-25.
There is more, though. The designers are likewise perfecting the towed weapon’s animations. Howitzers are one unit type, but they are not alone in WARNO. We will also feature mortars, towed SAM (such as the Hawk), and even old-school anti-tank guns firing both rounds and ATGMs (guess…). Each of these requires its own special animation set.
Unit pricing
The cost of things - it’s a non-stop discussion. Fear not: we keep active track of all community feedback on units being too cheap or too pricey when considering their performance. With every batch of units we add to WARNO, though, some new additions might interfere with the parameters of the original pricing system, meaning that it will require some back and forth before we find the best place.
As such, we compare your feedback with our intricate calculation system, which we constantly refine to reflect better the balance we intend with our game.
To give you an idea of what we are working with:
We simulate each type of weapon. When we do that, we consider the characteristics the team thinks are most relevant to the scale of the game. For example, with a grunt’s assault rifle, we simulate the firing of a salvo, not each bullet.
On the other hand, for a weapon such as an autocannon, we simulate each individual shell. Depending on what we simulate, we add variables and parameters that define the weapon's power.
For ATGMs, for instance, the weapon’s characteristics are its power, penetration value, range, accuracy, speed, stabilization quality, and type of guidance.
We have developed variables for each type of weapon. This lets us check if a weapon is properly configured or not and gives us an objective indicator of the combat power and value of the weapon. This significantly helps when adjusting prices.
However, keep in mind that we are planning a MAJOR price overhaul in the near future. This will happen from category to category, starting very soon with self-propelled anti-aircraft guns (SPAAGS) and planes before moving to main battle tanks, and so on. Expect some massive price changes!
Forward Deployment
Getting the jump on your opponent is fun, but we are taking into account the latest community feedback on the Forward Deployment mechanic. Comments mention that this deployment option has more and more (or too much) influence on the course of the game. Players seem particularly eager to use the new 2. PzGren. and 4. MSD, thanks to the addition of airborne troops.
We have been discussing this internally and we agree that Forward Deployment poses some issues. In our opinion, the problem is not so much the new airborne units but rather the current roster of recon units. These are present in every deck, usually mobile and armed, and are perfect for rushing forward from the Forward Deployment line. Our airborne units, be it paratroopers or air assault chopper-born squads, we foresee as less of an issue. After being back on the ground, they are generally more static or only possess very light transports.
As such, we are planning to rebalance recon units, either through a more limited Forward Deployment of their own (different from airborne troop), price or card availability, or a combination of all the above measures.
See you on the battlefield
All right, at ease, soldier. That’s all for this week. As mentioned before, we won’t be in next week. Afterward, we’ll be back with all the juicy details on the next WARNO milestone, LANNES!
Here is an update to WARNO with a whole bunch of important additions, fixes and adjustments. Be sure to check out the list below.
FEATURES:
introducing the new T-62 tank line
introducing the new Su-27S
introducing the proper GAZ-66 model
updated the style of the "Outdated mod" window
improved readability in the air wing panel
improved navigation with arrow keys in the armory and in the battlegroup builder
improved the movement behavior of the helicopters when using a move&attack order
BUG FIXES:
fixed AR and the MMG weapons that were ineffective against light vehicles
fixed aircraft's aggro
fixed some discrepancies with veterancy choices, allowing to chose a single same plane at two different levels
AI artillery (and smart orders) won't shoot on flying helicopters anymore
AI will focus less on the forest in Mount River
AI will no longer send units to their death when it realizes it lost control of a sector
fixed AI (on Chemical) that would ignore some bridges for its vehicles
GENERIC:
overhauled aicrafts' prices
overhauled SPAAGs' prices and RoF
MMG no longer have an accuracy bonus based on distance + accuracy on the move removed from the info panel
minimum range increased on MMGs
reduced bomb damage against armor
reduced the distance between the planes' bomb release point and their target
reduced the rockets' supply costs
increased HE damage on infantry from tank guns & IFV's autocannons
NATO:
decreased G3A4 RoF
PACT:
decreased Mi-24V [AA]'s price from 170 to 135
removed all T-64 from both Soviet divisions
(39GvMSD) added one card each of T-62MK (= command), T-62M, T-62M1 & T-62MV
(39GvMSD) added one card of Su-27S fighter
(79GvTD) added one card of T-62M1
Post-Murat Update
Hello!
We’ll keep it brief in today’s post as we know you are surely playing WARNO to your heart’s content thanks to this week’s MURAT release.
Game development is always a see-saw in balancing, tweaking, and fixing bugs. MURAT is no difference! That’s not the only thing, though: we are also very busy getting you new content. Let us tell you what we are working on.
A new tank family, and more
As we are wrapping up on MURAT and getting busy behind the scenes on the next milestone, LANNES, we have a couple of features and units which will launch sooner.
You can expect the following units, itching to deploy and reinforce the Soviet divisions:
The T-62 family tree
T-62M: the basic variant with the gun-fired 9M117 ATGM
T-62MK: command variant of the above tank
T-62M1: same as the T-62M but without ATGM
T-62MV: same as T-62M, but with additional armor
The T-62 will replace in its entirety the stock of T-64 in both Soviet divisions. This leaves with a more realistic line-up of armored forces, as there weren’t any T-64 in the 8th Guards Army arrayed in Eastern Germany. This also means that the Warsaw Pact player will get access to cheaper armor to augment the already existing heavier, more expensive tanks.
The 79th Guards Tank Division will only get one card of T-62M1. In real life, this formation didn’t have any officially in 1989 but kept some “off the records” for training.
The 39th Guards Motorized Rifle Division gets the full arsenal, with one card of each variant. Historically, in 1985, this formation had more T-62s than T-80s, but by 1989 had replaced the older variant with the more modern advanced tank. It is unclear if all were replaced, hence our line-up.
That’s not all. We are also working on implementing the gorgeous Su-27S fighter into WARNO. It will be added to the 39th Guards Motorized Rifle Division, totting quite the load-out with no less than 10(!) anti-aircraft missiles. This includes 6x R-73 short-range and 4x R-27R long-range missiles.
Lastly, the GAZ-66 transport will finally receive its proper model.
We don’t stop
Of course, on top of the new content coming in, we also are actively reviewing the community feedback and comments, specifically, if a unit is too cheap or too expensive. We are working on a more refined way of calculating a unit’s price tied to combat power. For instance, the Leopard 2A3, although inferior to the U.S. and Soviet direct counterparts (the M1A1(HA) and T-80U), should not have such a significant price disparity. Expect a massive overhaul on unit prices soon, starting with planes & SPAAG first, then MBT, and so on …
Furthermore, we are still working on completing all of MURAT’s towed weapons animations. Once these are done, they are done and though it might take some more time and work now, it will speed up implementing new units in the future!
See you on the battlefield
That’s it all for now. Have fun and see you on the battlefield!
Here comes MURAT, arriving (much) later to WARNO, bringing you two new divisions among others!
Modding!
We've added a little surprise with the (early) arrival of Modding (or Steam Workshop)! For the most DIY enthusiasts among you, you can now freely modify or add units, weapons, ammunitions, divisions and more. You can also change all the gameplay settings, such as the damage system, the rate at which you earn money or even the behavior of the AI. Those with an artistic flair can also modify the style of the interface, its colors or its positioning.
To create your first mod which will increase the activation points of a Battlegroup from 50 to 100, follow the "Creating your first mod, step-by-step" paragraph in the modding documentation which is available in the "Mods" subfolder of your WARNO's installation (or here). All published mods will then be available for download in WARNO's Steam Workshop
You can find help and share your knowledge with other modders on the dedicated Discord channel or on the dedicated Steam forum. We are sure you will create some very interesting and unique mods and we can't wait to see the result.
We know you've been looking forward to this update, as it brings a great batch of fixes. So while you're waiting for the downloads and updates feel free to check out the recap of all the good things that are coming with MURAT!
MURAT patchnotes
Check out MURAT’s patchnotes here!
FEATURES:
added two new divisions: West-German 2. Panzergrenadier & East-German 4. Mot.Schützen-Division
all para units (currently Germans and identified by the prefix "Fs-" in their name) have access to Forward Deployment
replaced the BTR-60 placeholders with their proper models.
adding new visual & sound feedbacks when a sector is captured or lost
improving the ruins mechanics: fixing a bug which made units inside invisible + adding a new LoS system allowing units to hide in ruins although not completely blocking the LoS of units outside the ruins
players will no longer be able to act after surrendering.
added some sounds while creating a deck
AI now correctly land supply helicopters to supply other units
AI will focus less on forests on Death Row
when using right click, units will now use their own RoE to interpret the order instead of previously using the RoE of the first selected unit
BUG FIXES:
fixed some hints which weren't explicit enough
fixed the TO-55's main gun which wouldn't fire on infantry units
fixed LARS 2 rocket's damages which were too high
fixed a visual bug in the command zone influence feedback when you started to capture from within an enemy controlled zone. (e.g. landing a command helicopter in the middle of an enemy zone)
fixed flares not disappearing after the aircraft evacuated
fixed the line of sight tool not matching the "shoot on position" cursor information for ground units. We still need to fix some issues for helicopters.
fixed vehicles not always stopping/landing when they are out of fuel
GENERIC:
added anti-tank teams (ATGM and/or RCL) to all divisions (according to TO&E)
overall pass on infantry weapons (see DevBlog)
overall pass on SPAAG to make efficiency more in line with IRL caliber & firepower (see DevBlog)
increased Tank Destroyer vehicles' stealth
decreased all CAS (HE, napalm, cluster, rocket) planes coming x4 per card to x3
restricted all CAS (HE, napalm, cluster, rocket) planes to 1 card only per deck
decreased the fastest plane's speed by ~20%
increased SPAAG rounds' travel speed by ~15% to reduce the cases of them hitting a target PAST their max range
added critical hits on helicopters
added SMG's 1s aiming time
bombers drop bombs closer to target
NATO:
reduced UNIMOG's optics on par with other unarmed transport (forgotten from previous patch)
reduced M163 PIVADS's anti-plane range from 2825m to 2650m
increased Gepard's anti-helicopter range from 2475m to 2825m & ant-plane one from 2825m to 3005m
increased Fuchs' price from 20 to 25
increased Fuchs MILAN's price from 25 to 30
decreased M113A1G's price from 25 to 20
added smoke launchers on Marder IFVs
decreased M113A3 DRAGON's price from 35 to 30
(8ID) added GUNNERS squad
PACT:
integrated proper BTR-60 (all variants)'s models
removed SAPERI (RPO)'s access to UAZ as transport option, replaced with GAZ-66
reduced ZSU-23-4's anti-helicopter range from 2825m to 2475m
decreased TUNGUSKA's anti-helicopter range from 2825m to 2650m & ant-plane one from 3005m to 2825m
increased TUNGUSKA's (gun) stabilizers from 5% to 35%
decreased BM-27 Uragan's price from 270 to 250
decreased BRDM-2's optics from Very Good to Good
decreased SPEZIALAUFKLÄRER's price from 90 to 75
increased Fs-EINSATZGRUPPE's price from 65 to 70
increased FLA-RAK. STRELA-2M's price from 20 to 25
decreased Fs-JÄGER (Metis)'s price from 65 to 60
decreased PIONIER (Flam)'s price from 70 to 65
increased MOT.-SCHÜTZEN's price from 45 to 55
increased PANZERJÄGER's price from 40 to 55
increased MOT.-SCHÜTZEN (BTR)'s price from 50 to 55
(39GvMSD) added PULEMETCHIKI squad
(79GvTD) added PULEMETCHIKI squad
(7Pz) increased 2S1's number of cards from 1 to 3
See you on the battlefield
Enough reading, time for some much-wanted action! Get ready to deploy, commander. Let us know what you think of MURAT. We can’t wait to hear your feedback and comments.
Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.
See you on the battlefield, commander. Over and out!
Murat upcoming patch
Commander, make ready!
The latest update for WARNO is coming in hot! The new MURAT milestone is right around the corner. We hoped to deliver it by the end of this week, but there's some last-minute tweaks to bring to it. Therefore, we're delaying it to early next week, but you'll be able to see some streaming of the current version over the week-end.
Apart from all the new goodies you get to play with, including two new divisions, we have also taken the time to address some recurring player feedback and make the necessary changes. Infantry combat, how self-propelled anti-aircraft guns (SPAAGs) work, and Close Air Support planes have all gotten a little Eugen love.
Read on to find all the good stuff MURAT brings!
Infantry Combat Redux
First up is infantry combat. We hear your comments on this type of combat being too deadly and too fast, especially with the introduction of the über-Germans (the latter, not by design, mind you).
Our intention with the current infantry settings, specifically the unified ranges, was to make infantry combat easier to handle, chiefly for new players. Considering your feedback, we have come to understand a different way forward might be best.
Now, game design is a tricky beast, and the perceived problem by the player might not always benefit from the most obvious solution (how it interacts with other elements, maybe changes might cascade too deep into the rest of the game).
Having discussed infantry combat in-depth within the team, we spotted two main issues: weapon lethality is currently (way) too high; unified ranges make too little difference between weapon categories (assault rifles, medium machine guns, etc.).
We decided to overhaul small arms to increase the “time to kill” factor, making infantry combat more interesting and providing more tactical options. As such, we have reworked the infantry weapons’ suppression and weapon damage values with a collection of new guidelines:
We are introducing (or if you are a Wargame or SD2 veteran, reintroducing) a more varied set of ranges for infantry weapons. This allows small arms to be better differentiated, in order from longer to shorter ranges: medium machine guns (M60, PKM, MG-3, etc.) , assault rifles (M16, AK, etc.) and SMGs (Uzi, MP-5, etc.).
Medium Machine Guns will only shoot when immobile and produce a very high volume of fire. Their accuracy won’t be modified by distance, since an MMG’s role is to throw a (very) generous amount of bullets across a large area of effect, not to be accurate. A medium machine gun’s role is more to suppress than kill.
Assault Rifles will have shorter ranges and slower rates of fire, as well as a minimal area of effect. Their role is to kill, not necessarily to suppress. Their accuracy won’t be very high at maximum range, but an assault rifle’s accuracy will increase when closing in on a target. Weapons under 350m (considered Close Quarter Combat) will have their damage and accuracy greatly improved.
SMGs will be very effective in Close Quarter Combat ranges and be more accurate than assault rifles. They will barely deal suppression, however, just focusing on damage.
SAW or Squad Automatic Weapon (M249, RPK, etc.) will be considered “super-assault rifles.”
The upcoming patch with MURAT includes the suppression and kill ratio changes, but not yet the range updates. These will be introduced separately in the very near future.
Self-Propelled Anti-Aircraft Guns Updated
SPAAGs, those anti-aircraft vehicles with autocannons or guns (but not those vehicles equipped with missiles), have been commented to be somewhat random in efficiency. The Soviet Shilka/Byryusa over-perform, while others are lackluster, especially the Soviet Tunguska. A separate issue identified was that the SPAAGs rounds “follow” the targets beyond the weapon’s official maximum range.
We have overhauled the anti-aircraft autocannons to ensure their in-game efficiency reflects their real-life caliber and volume of fire. A “puny” Vulcan 20mm gatling wouldn’t be able to match the double wham-bam of the Gepard’s 35mm guns. Based on caliber, ranges were also reevaluated: a Shilka won’t fire as far as a Tunguska, for instance. The Shilka will still be very effective within its range due to its quad 23mm guns, but the range will be less than the previous iteration.
On top of this, the fastest airplane speeds have been decreased by about 20%. This means that the SPAAG will have more time to aim and align on a plane before aircraft exit the combat envelope. On the other hand, AA autocannon round speed has been increased by 15%, meaning they will hit within the vehicle’s max range, not beyond.
Close Air Support Planes Revised
Cheap Close Air Support (CAS) planes have been a hindrance since the release of 5. Panzer, due to the large number it could call in. This led to… ungentlemanly air spam tactics.
The number of cheap CAS, and their availability, was originally made for a specific reason. As you can check, West Germany in-game lacks in terms of gunship helicopters. Its sole armed helicopter is the light (and purely anti-tank) Bo-105 PAH. Therefore, as we are benevolent French, we made more trainer planes (fragile and thus cheap) available to the West German division as compensation. These play the role of gunships. However, the idea was not very thought-out, as unsportsmanlike behavior of German assets (unseen since the football finale of the infamous Night of Seville of 1982 - never forget) reared its ugly head.
Therefore, cheap CAS planes will both see their availability per card reduced and also restricted to no more than one card per type. Further gameplay restrictions on these types of aircraft may come in the future if still required.
Placeholder replacements
Some units currently in-game use placeholder models. In certain cases, these have been replaced by their proper model, like the BTR-60. Several new T-62 and MiG-25 models and variants are almost ready. They are still being polished and will be introduced soon after this patch.
What else is MURAT bringing
Next to the changes highlighted above, a bunch of new stuff is coming WARNO’s way.
We hope you are well. Good news! We know you have been waiting eagerly for the next WARNO milestone; we are happy to tell you that MURAT is going to drop very, very soon!
However, to make this happen, we had to take out one particular category of units: towed weapons. They proved to be even more troublesome than previously noted. This does mean the MURAT update is coming shortly!
What can you expect? Keep reading to find out all the details.
Update on MURAT
You know the drill: game development is at times waylaid by delays and reschedules. Such is the way of life. In MURAT’s case, we had issues getting the towed weapon systems to work. To speed things up, MURAT will release without them as we take the time to iron out the kinks of this feature. Instead, ATGM crewed units will make their official debut (even though they were originally planned for LANNES, the milestone update after). Therefore, be ready for 2. Panzergrenadier & 4. MSD, as well as some Royal Air Force and even Belgians!
Towed weapons such as howitzers and gun pieces will launch soon after MURAT! There is more. Another feature we are delivering in advance is the correct BTR-60 model, which we initially set to ship after MURAT but have been made ready earlier.
New units coming with MURAT
So, let’s take a detailed look at all the crew-served weapon systems (and towed weapons) that are going to be delivered with MURAT or shortly after.
Anti-Tank Teams
You read that right: anti-tank teams feature not only ATGM units but also recoiless rifles. All these new units will be released with MURAT.
MILAN 1 and 2 ATGM The French-German (but clearly more French…;) Missile d’Infanterie Léger ANtichar or MILAN system was designed in the 60s and introduced into operational service in the early 70s.
Fast forward to the Afghan War in the 80s. While everybody remembers the clandestine-delivered Stinger MANPAD as a potent opposer of Soviet airpower, the MILAN proved its worth in the Mujahideen’s hands as the defeater of armored columns. The MILAN 2 saw a major warhead improvement, including increased armor penetration. In general terms, the MILAN systems pack more of a punch than era-appropriate ATGM counterparts from other nations, but with a shorter range.
In-game, the MILAN 1 and MILAN 2 will be found in both West German divisions. The MILAN 1 will also be deployable in the U.S. 8th Infantry Division courtesy of its attached German Jäger battalion.
9K111 Fagot ATGM The Fagot (meaning “Bassoon” in Russian) is a light Soviet ATGM system, similar in performance to the MILAN 1, but with less penetration. Known in NATO parlance as the AT-4 Spigot, it entered service in 1970, eventually finding its way into the arsenals across the Warsaw Pact. In WARNO all Soviet and East German divisions will have access to Fagot ATGM squads.
9M113 Konkurs ATGM Developed alongside the Fagot, the Konkurs looks visually very similar but packs a heavier punch and flies a greater range compared to its lighter cousin. Introduced in 1974, it carries the NATO designation AT-5 Spandrel. In-game, the Konkurs can be deployed in all Soviet and East German divisions.
BGM-71 I-TOW and TOW-2 ATGM First produced in the 1970s, the original TOW anti-tank guided missile was followed up by the enhanced I-TOW in the early 80s. This variant was subsequently further improved by the TOW-2, deployed in the late 80s. This latest version was larger, bigger, and more deadly than any comparable weapon system. The TOW-2 is one of the most powerful ATGMs, save for some airplane-delivered ordnances. In WARNO, both TOW variants will be featured with the U.S. divisions.
M40A1 recoilless rifle The recoilless rifle finds its origins in World War II, much like the rocket-propelled grenade. This weapon was designed to give infantry and light troops, for example, paratroopers and mountain forces, an easily transportable, ranged mobile anti-tank gun. The recoilless rifle subsequently found its hour of glory in early Cold War conflicts, such as Korea, Indochina, and Vietnam, before being replaced by more advanced ATGMs.
The light and mobile M40A1 106mm recoilless rifle, with its large array of ammunition, retained a place in some units’ Table of Organisation and Equipment (T&OE). While mostly obsolete against main battle tanks, the recoilless rifle is still a versatile system as it can be used as a fire support weapon firing both HEAT & HE rounds. In WARNO, the M40A1 will be found in both German divisions as part of their Sicherungs (security) battalions.
SPG-9 recoilless rifle The Soviet 73mm SPG-9 was developed in the early 60s and is closely related to the Grom main gun fitted to the BMP-1. It shares ammunition with this weapon. Lighter and less powerful than its American counterpart, the system’s overall low weight and mobility made it a perfect fit for Warsaw Pact airborne troops, which kept the recoilless rifle in operation until the end of the Cold War. In WARNO the SPG-9 is included with the Fallschirmjäger attached to upcoming 4. Motorisierte Schützendivision (4. MSD).
Towed gun systems
Next up are the towed guns and howitzers. These will NOT be featured in MURAT, but will come shortly after.
D-30 122mm howitzer The workhorse of the Soviet and Warsaw Pact divisional artillery since the 60s, the D-30 120mm howitzer was made to be reliable and robust. It could be found in almost all the arsenals of the Warsaw Pact, either as the towed variant or the self-propelled version (the 2S1 Gvozdika). Decked out in the latter unit, in true Soviet fashion, it keeps some AT rounds for self-defense.
In WARNO the D-30 will be deployable in both Soviet divisions, as well as the upcoming 4. MSD, but not the 7. Panzer. The reason why is the East German division, as one of two armored formations of the NVA, concentrated all the army’s available 2S1 Gvozdika to make the divisional artillery entirely self-propelled.
D-20 152mm howitzer Another venerable system: the D-20 152mm howitzer. The towed D-20 was still widely used throughout the Warsaw Pact as an army-level heavy artillery battalion asset. Cheaper to produce than the self-propelled 2S7 Malka’s gun of the same caliber, it had less range. In WARNO, the D-20 will provide artillery support for the Soviet 39-ya Gv. MSD.
MT-12 Rapira 100mm AT gun In an interesting turn of development, the MT-12 Rapira 100mm AT gun stayed relevant until the end of the Cold War (and longer… actually being in service until today). As a 1970s modernization of the older 60s T-12 anti-tank gun, the MT-12 is cheap, mobile, and accurate. The 100mm gun can quickly engage most APCs, IFVs, and older generation main battle tanks. The unit might have more difficulties with advanced armored units, however. It is not entirely without teeth, as it can fire the Bastion ATGM shell.
Think of the MT-12 as a more fragile, but stealthier (and cheaper) towed version of a T-55AM2B tank gun. The unit will be featured with both Warsaw Pact rifle divisions, the Soviet 39-ya Gv. MSD and the upcoming DDR’s 4. MSD. In these formations, the anti-tank battalions can count on the anti-tank gun, at least in equal numbers compared to ATGM-equipped vehicle carriers.
FH-155-1 155mm howitzer NATO’s standard divisional gun, FH-155-1 155mm howitzer (also designated the FH-70) was used by many of its members, such as West Germany, the UK, Italy, the Netherlands, etc. The howitzer was part of all TO&Es of all Bundeswehr divisions, even when armored or mechanized, serving alongside the M110A2 in “heavy” artillery battalions. A much more modern artillery piece compared to Soviet (or even other NATO counterparts), the FH-155-1 outranged most other 152-155 mm guns, being on even turns with NATO’s M110A2 203mm range, though bested by the powerful Soviet 2S7. In WARNO the unit will be deployable with both West German divisions.
120-PM-43 and 2S12 120mm mortars We are going back again in time with the PM-43 mortar, this being the very same Soviet weapon used in the last part of World War 2 (and also featured in WARNO’s cousin Steel Division 2!). Infinitely reliable, this particular mortar soldiered on until the end of the Cold War. The 2S12 is a modernized variant, made lighter (phew) and gaining in firing range. The 120mm mortars have a better rate of fire compared to howitzers. In-game, the 120-PM-43 will be featured as the Gr.Wfr. M43 120mm in both East German divisions; the 2S12 is deployable in both Soviet divisions.
M30 4,2-inch mortars The M30 4,2-inch mortar (107mm for reasonable people) was designed shortly after the Korean War and is forever associated with the Vietnam War. It is the same mortar as the one used by the M106A2 (which can be dismounted to be fired outside the vehicle). After the end of the Cold War, in 1991, the U.S Army finally came to its senses and adopted a 120mm metric system mortar to replace this unit. ;)
In-game, the M30 can be encountered in both U.S. divisions. Unlike Warsaw Pact mortars, the one card of M30 will come at the expense of some of the self-propelled M106A2’s. This represents the M-30 being used as dismounted units.
Tampella 120mm mortars The Tampella 120mm was designed and built as the Soltam M-65 by Finland from 1953. It might be one of the neutral Nordic country’s most successful export products. While an old design, the mortar features a shorter range than other 120mm units. In WARNO it will be featured in both German divisions. Just like the U.S. M30 mortar, the Tampella 120mm will replace some self-propelled PzMörser 120mm.
MIM-23B I-Hawk anti-aircraft missile The MIM-23B I-Hawk is the improved version of the venerable MIM-23A Hawk SAM produced in the early 60s. It saw service in most NATO nations. This SAM unit can be regarded as a counterpart to the Warsaw Pact’s Kub system, with both units being armed with three missiles of roughly comparable performance. The main difference is that the Soviet unit is self-propelled, while the American one I-Hawk is fired from a towed trailer. In WARNO, the unit will be deployable with U.S. 8th Infantry Division and the German 2. Panzergrenadier.
See you on the battlefield
All right! We will leave you be. Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.
See you on the battlefield, commander!
WARNO - Update and Maps Sneak Peek
Hello commander!
We’ve got quite a few things to unpack in today’s post. While some news might be bitter sweet, we have quite a few sneak peeks into upcoming features for WARNO. Some coming sooner, rather than later!
Let’s start by taking the “bitter” bandage off in one go: the MURAT milestone is proving a tougher nut to crack and is encountering a longer delay before we feel it's ready.
Yes, yes, we know you are desperately wanting (and waiting), but we sincerely believe that if we can’t deliver real quality on time, we rather postpone and reschedule until we can.
However, we don’t come empty-handed. Onwards to the sweet news: while certain features are taking longer than expected, others, including some new maps, might actually be ready before!
Let’s welcome to the stage: Black Forest and Iron Water. An intermediary patch with these two maps, releasing before MURAT, is in the works and should come shortly!
MURAT being rescheduled
First off: why is MURAT milestone taking longer than expected? We anticipated that the new crew-served missile platform systems would take much longer, but this turned out to be the opposite. However, what is throwing a real wrench into the works are towed units. Still, we are working as hard as we can to get you MURAT as soon as possible!
In the meantime, do we have something exciting for you to play with until MURAT arrives? Oh yes, we do!
Two new maps coming
WARNO’s Steam Early Access gives us the opportunity to actively adapt our battlefields considering your most recent feedback. These last few weeks, we have analyzed your various comments on the WARNO maps currently in play. What you liked, what didn’t work, etc.
Several topics became clear: many of you ask for maps with fewer choke points and clearer lines of sight. In essence, more open battlefields. Another point raised was that when a map contains dense forests and mountainous areas, paths through these environments to allow for faster movements should be considered.
Rest assured, we have taken the feedback to heart when producing our new battlefields! And we'll be coming back to you soon with new map proposals which will incorporate your feedback.]!
Black Forest and Iron Water offer two very different gameplay experiences. What makes them unique?
Black Forest
First to be previewed is Black Forest, which features a total surface of 54 square kilometers, designed for 2vs2 battles. In particular, the map has four contrasting corridors or attack lanes.
A corridor with flat terrain in which the command zones are grouped together.
Additionally, there are two corridors with mountainous terrain. Good mastery of aviation assets will be needed if you want to control these sectors.
A corridor with flat terrain but without the presence of command zones. If used wisely, this attack lane is a bypass to the enemy's rear. Use it to launch devastating surprise attacks!
Iron Water
With the Iron Water map, we introduce more “urban combat” into WARNO. It covers an area of 81 square kilometers, and as such, Iron Water will be available for 4vs4 play and 10vs10 battles!
The battlefield features a high density of buildings. Expert use of infantry, coupled with artillery, will be essential to exert any control over the map. Numerous command zones crisscross Iron Water; commanders need to plan their advance carefully, from urban area to urban area, in order to win the game
What can you expect from MURAT?
After all this talk about MURAT, you might wonder which towed and crew-served units and systems we are talking about in particular? The following are all planned for MURAT, to be included in the existing and new divisions.
(SOV and DDR) AT-12 Rapira 100mm anti-tank gun.
(SOV and DDR) D-30 122mm howitzer
(SOV) D-20 152mm howitzer
(DDR) M-43 120mm mortar
(SOV) 2S12 120mm mortar
(BRD) Tampella 120mm mortar
(BRD) FH155-1 155mm howitzer (a.k.a FH-70)
(US) M30 4,7-inch mortar
There is more. We will make sure that the following missile units, initially scheduled for LANNES milestone, will be featured earlier in the MURAT milestone.
(SOV and DDR) Fagot anti-tank team (AGM)
(SOV and DDR) Konkurs anti-tank team (AGM)
(DDR) SPG-9 fire support team (RCL)
(BRD) MILAN 1 anti-tank team (AGM)
(BRD) MILAN 2 anti-tank team (AGM)
(BRD) M40A1 fire support team (RCL)
(US and BRD) I-Hawk towed anti-aircraft launcher (SAM)
(US) I-TOW anti-tank team (AGM)
(US) TOW-2 anti-tank team (AGM)
A small note before bidding you adieu until next week. Some missing units or just models (currently placeholder in-game) are in the developmental pipeline. You can expect the T-62 tank family, MiG-25 (Soviet SEAD), GAZ-66 truck, BTR-60 APC and more to drop in the near future.
See you on the battlefield
That’s it! Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.
See you on the battlefield, commander!
Milestone Murat Preview - 2. Panzergrenadier
Hello commander!
Time for some action again. We will take another look at the upcoming MURAT milestone. In today’s post, we put the spotlight on our West German friends and the new 2. Panzergrenadier-Division.
Before we continue, a brief message from the team. Game development takes time and sometimes schedules slip. We wanted to highlight that with MURAT we are adding in features from future milestones - case in point being… a certain set of missile platforms and units. These are ready earlier than expected. Now, several other game elements are still in the Eugen workshop and come a bit later than predicted.
As we stated in our Early Access roadmap for WARNO, delays might be encountered along the way with timelines difficult to predict. Such is the reality of life. Please keep this in mind.
Now onwards to panzergrenadier business!
2. Panzergrenadier
You might think that panzergrenadier is a decidedly World War II name. Make no mistake, as a catch-all German term for mechanized infantry, so too did the West German Bundeswehr used the name for its mobile foot soldier accompanying main battle tanks. Not only that, the panzergrenadier act as escorts for armor while being transported on the battlefield (and supported while dismounted) by APCs or IFVs.
As a mechanized infantry formation, the 2. Panzergrenadier division was formed in 1956 in Kassel, West Germany. It was first established as a grenadier formation, made up of volunteers and a cadre of West German border troops, before being designated a panzergrenadier division in 1959, featuring brigades. Primarily based in Hesse, a central German region, the division’s coat of arms features the Hessian lion in red and silver. For a moment in the early 70s, it was known as the 2nd Jager Division and moved headquarters before returning to Kassel and ultimately regaining its original name in the 1980s.
As part of III Corps, it served alongside 5. Panzer and 12. Panzer in CENTAG’s area of responsibility. Interestingly enough, the 2. Panzergrenadier was situated in the far northern reaches of the command zone, above the U.S. 11th Armored Cavalry in Fulda. This placed it in an enclave in NORTHAG’s area. After the Cold War, the 2. Panzergrenadier was disbanded in 1994.
What to expect in-game?
Using the same brigade structure as the 5. Panzer, the 2. Panzergrenadier obviously features more panzergrenadier infantry brigades than armored ones. That means more soldiers on the battlefield and fewer tanks, though both types of Bundeswehr division rely on the same equipment and vehicle pool. There are some notable differences, though. What can you expect from the 2. Panzergrenadier in WARNO?
Though the 2. Panzergrenadier receives its share of Leopard 2A3 tanks, the mainstay of the division is the older Leopard 1 (both Leopard 1A1A1 and Leopard 1A5 variants).
No Marder Roland SAM, as these were not divisional but corps assets. In our wartime scenario, these have been attached to 5. Panzer.
Instead of Alpha Jets, close air support will be provided by the older G.91 R/3 Gina light CAS jets.
Being so near to NORTHAG, some reinforcements will come 2. Panzergrenadier’s way from nearby NORTHAG nations.
As the 2. Panzergrenadier was the vital link between the two NATO commands, the division will receive additional troops from a Belgian recon regiment securing NORTHAG’s right flank.
Practically, this means that we will feature some units from other NORTHAG nations. This includes Belgian Scimitar and Scorpion recon tanks, Spartan’s scout APC, Sultan CV and Striker ATGM launcher, plus some light Eclaireurs (scout). They will get their own infantry models and camo, but acknowledgment dialogue will be French or German until the time we fully release the Belgian army.
The 2. Panzergrenadier will also benefit from NORTHAG’s air cover, in the form of some RAF planes (first British units unveiled!). This support comes as Harrier GR.3 and Tornado ADV F.3 fighter planes, as well as the Tornado ADF F.3 SEAD.
Situated close behind the division was the Luftlandebrigade 27, a West German paratrooper and special forces formation. Much like the Luftsturmregiment 40 from our NVA’s 4. Motorisierte Schützendivision, it means the 2. Panzergrenadier will have access to some heliborne support units. This might be either Fs.-Jäger Füh. and Fs.-Jäger in UH-1D, and the CH-53G heavy supply chopper.
Short but sweet: yes, we will also include new German plane loadouts.
And we will feature the Fuchs RASIT radar recon to both the 2. Panzergrenadier and the 5. Panzer.
See you on the battlefield
That’s all for this week.
Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on either the excellent Discord server, Reddit page, or our Instagram.
See you on the battlefield, commander!
Milestone MURAT Preview - 4. MSD
Hello, hello, hello!
It is good to be back. From the whole Eugen team, while we are busy chipping away on our next milestone, we hope you are enjoying the fruits of our hard labor - DAVOUT. Today is the day, however, we are going to take a look at MURAT, and the two new German divisions - from either side of the Iron Curtain.
There is more: we can finally lift the tip of the veil on an exciting new gameplay feature coming soon to WARNO.
Before we continue, MURAT is named after Joachim Murat, the dashing, brave military cavalry commander and “Marshal of Egypt” who eventually married a sister of Napoleon. Napoleon even bestowed the honorable “First Horseman of Europe” on Murat… the man, the legend!
Back to WARNO. First up is the East German 4. Motorisierte Schützendivision (4. MSD), also known in English as the 4th. Motorized Rifle Division.
Keep reading to find out more!
4. Motorisierte Schützendivision
We already deep-dived into East Germany (the Deutsche Demokratische Republik, or DDR) and its armed forces, the Nationale Volksarmee (the NVA) in the post detailing the 7. Panzer. In 1989, the East German Army featured two tank divisions and four motor rifle divisions, modeled after the Soviet structure (tank divisions exploited breakthroughs made by the motor rifle divisions).
Created in the 1950s, the 4. Motorisierte Schützendivision found itself frequently in military exercises, or in the 80s, as support for industrialization projects in the country, disaster relief, or providing troops for state infrastructure works. Regardless, stationed in Gotha and Erfurt, opposite Fulda, the 4. MSD was initially based on the Soviet motorized rifle division model. Later, the division’s organization changed, resulting in no organic helicopter support and less armor than its Soviet counterparts. In 1990, after the fall of the Berlin Wall, the 4. Motorisierte Schützendivision was disbanded.
What to expect in-game?
The 4. MSD was the closest NVA division to the Inner German border, positioned right behind the Soviet 39th Guards Motor Rifle Division (in turn, the closest of all Warsaw Pact divisions to the frontier). In case of war involving the NVA in a direct conflict with NATO, the 4. MSD would have found itself rather quickly on the frontline and in the heat of the battle.
We already touched upon this with 7. Panzer preview, but in 1989 the T-72 was still considered rare in the East German armed forces. The main battle tank was limited to tank divisions. This is why the 4. MSD has to rely on the aging T-55 only for its armored firepower.
Also noted, but NVA divisions could not count on their own helicopter assets. Nonetheless, we have decided to attach some additional airborne assets to the East German divisions. In the 4. MSD’s case, being at the tip of the spear in the opening stages of World War III, the heliborne forces of Militärbezirk III (3rd Army)’s sole helicopter regiment will be made available.
This means that the division will feature a large amount of HELI slots, with plentiful choices, including MI-24D AA variant with R-60 missiles or the Mi-24P anti-tank version with its 8x Kokon ATGM missile loadout. There will also be the Mi-8 gunship with GUV pods (which will also find its way to Soviet divisions later) and the wonderfully nicknamed ”Ghetto Gunship”Mi-8TB. This is a rare, specifically East German variant of the Mi-8, armed with 6x 80mm rocket pods, 6x Malyutka guided missiles, and a nose-mounted 12,7mm HMG.
As part of the spearhead of a Warsaw Pact invasion into the Fulda gap, the division will be reinforced with elements of the Luftsturmregiment 40 (LStR-40), the NVA’s elite airborne regiment. These special forces will be deployable as assault infantry in helicopter transports (either unarmed Mi-2 or heavily armed Mi-8 as Fs-JÄGER FÜH., Fs-JÄGER and Fs-JÄGER (Metis) variants.
There is more… these elite East German paratroopers will also deploy with two unique and secretive recon units: the regiment maintained a “false flag” company dressed as and equipped with American equipment and speaking American-English fluently. You know, think Skorzeny’s “Operation Grief” commandos during the Battle of the Bulge in World War II and you get the idea. Don’t be surprised to find some recon troops modeled after Americans in the 4. MSD armory. They will be featured in the RECON category as Fs-EINSATZGRUPPE heavy recon squads, or Fs-SPRENGTAUCHER “saboteur” squads with explosives.
The 4. MSD will also gain access to one specific Soviet unit: the BM-30 Smerch, the biggest MLRS so far in the game, available in the ART category.
AIR additions to the 4. MSD will be the introduction of the streamlined MiG-29A fighter plane, as well as the ubiquitous MiG-23MF and a better armed variant of the MiG-21bis. Note that 7. Panzer will also receive a new, and better equipped, MiG-23ML.
So, how best to describe the 4. Motorisierte Schützendivision in WARNO? It will have access to fewer (and lesser) tanks compared to the 7. Panzer, which makes sense of its status as a motor rifle division. To counter this, the division will feature a much more powerful and versatile roster of INFANTRY forces, as well as HELO units. Furthermore, the aerial top cover is provided by a more than decent fighter plane force in AIR.
A major new gameplay feature
We saved the best for last! We know what you must be thinking: all this talk about East Germans and Ghetto Gunships, MiG-29s, yadayada, but the most exciting feature in the WARNO works is… drumroll maestro...
Dynamic mustaches! No Cold War game would be complete with fabulous lip foliage, ever-so-popular during the 80s until sadly falling out of fashion, like M.C. Hammer pants and oversized shoulder pads. At Eugen, we got you covered. WARNO will not only include painstakingly modeled handlebars and realistic whiskers on its infantry models, but also tie it with the perfect gameplay implementation: mustaches link to veterancy! The more veterancy you take your INF squads, the bigger the hairy caterpillar!
It makes perfect sense: you can now quickly check, at a glance and zooming in, the veterancy status of the infantry forces of your opponent. Investigate their facial hair real estate, and you know if these are mousy recruits or battle-hardened macho men. As a result of the overwhelmingly positive feedback, we have decided to fast-track this feature to be included in WARNO at the earliest possible date! At Eugen, we pride ourselves on our attention to detail. Let us know if you agree! ;)
See you on the battlefield
We know your head must be spinning with our la moustache reveal this week, but a small note before we adjourn for the week. The West German M113 models (from DAVOUT) are done and ready, and should already have found their way to you by the time you read this.
Join the awesome (and passionate) growing WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get to together with other players on the excellent Discord server and the new Reddit page, as well as our Instagram.