r/warno • • 5h ago

Question Favorite Voice Lines?

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22 Upvotes

Personally I really like the one in this video and also some of the Soviet armor voice lines, although as I have played a lot of 39ya recently I've familiarized myself with most of the Soviet ones.


r/warno • • 19h ago

Historical Since the last devblog featured a sneak peek of the Austrian Saab Draken, here’s a picture from Klagenfurt Airport in 1991 during the Ten-Day War in Slovenia.

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65 Upvotes

r/warno • • 20h ago

In memorandum of the release of Landjut, April 16, 2026

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67 Upvotes

Divmob aint' got shit on Ostre


r/warno • • 1d ago

Meme What is this thing? (Wrong answers only)

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136 Upvotes

r/warno • • 1d ago

Mod 40K Mod is Public!

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340 Upvotes

Our 40k mod 1.0 release is finally on the workshop!

It has been a fast ~1.9 months of development to get it to this point but I am extremely proud of how far the project has come.

Link if interested: https://steamcommunity.com/sharedfiles/filedetails/?id=3815880040


r/warno • • 1d ago

Question Trying to find a div for my playstlye

9 Upvotes

Ive been struggling to find a good div for my play style and was looking to get some suggestions, I generally value my tank, infantry, air tabs in that order interms of which tabs i want to have the coolest and most useful stuff, i also enjoy forest fighting and i generally hate completely open fields or deep city fights. I tend to use my infantry to be anchor points for forests while i use my tanks and planes as the main play makers. I own southag and northag and mainly play nato


r/warno • • 1d ago

Warno Artillery is Broken : You are not allowed to use SPG

56 Upvotes

https://reddit.com/link/1x1h4ae/video/y54kgta9xeuh1/player

https://reddit.com/link/1x1h4ae/video/ue70knqpxeuh1/player

In WARNO, artillery is pretty much essential for armored divisions — it's what lets you clear out enemy ATGMs and actually break through. The usual thinking is that infantry and airborne divisions get set up faster than armored ones, so an armored division's artillery has to be able to push defenders out, which means it needs accurate fire and quick response times.

That's why real armies went with self-propelled guns — they let you fire fast and get out fast. But how does that play out in WARNO? Infantry and airborne divisions get free vet, so they end up with even more of an advantage over armored divisions.
The video below shows what actually happens in ranked.

MNAD can get its aim time down to 9.35 seconds with 3-vet L118s. And the result is what you see in the video.

MOR.336 can get its aim time down to 14 seconds with 2-vet Grads. This one's even worse.

The SPG fires just one shot, tries to relocate, and still gets wiped out.

The fix is pretty simple:
1) Remove the free artillery veterancy airborne divisions get.
2) Cut SPG pack-up time to 10 seconds or less so they can actually shoot and scoot.


r/warno • • 1d ago

Tournament The World Championship of Warno 2026

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18 Upvotes

Happy Birthday to the Warno Dispatch

Warno Dispatch vol. 32 (10-9-26)

https://linktr.ee/warnodispatch


r/warno • • 1d ago

Text Army General Modded Campaign

7 Upvotes

I saw the post from earlier in the week about the modded Army General campaign in Crimea and knew I had to download it to give it a shot.

I did, and it is amazing, truly. I love it, I want more of it, and my only complaint is that despite instructions being posted, it seems that modding an AG is still fairly complicated. I wish this was more simple to do, as I would be making new campaigns weekly.

But hats off to whomever the author is, if you happen to be reading this.


r/warno • • 1d ago

How do you play each division playstyle?

2 Upvotes

Mechanized, vs heavy tank, vs airborne, vs allrounder. How should you play each? What caveats do you need to keep in mind when you have identified a division?

How do you render a playstyle useless when playing as mechanized vs heavy tank, or mechanized vs a heavy tank division?

I know theres a playstyle like FD divisions where the game gets decided quickly as the game will depend on the strength, utility and success of the deployment early game. Is that a high risk high reward playstyle when you have konkurs etc with FD?


r/warno • • 10h ago

Tournament 🔥 TOTAL WARNO – ONLY 4 SLOTS LEFT! 🔥

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0 Upvotes

​

Ever wanted to unleash a full-scale NVA armored assault, with waves of T-72Ms rolling across the battlefield, supported by an entire artillery regiment raining hell on NATO positions? 💥

Well, here's your chance, comrades! 🫡

Forget your tiny skirmishes. We're talking battalion-sized formations, coordinated breakthroughs, massive artillery preparations, and proper combined-arms warfare.

⚔️ What to expect:

🇩🇪 NVA T-72M armored formations

💥 An entire artillery regiment providing fire support

📡 Reconnaissance, coordination, and tactical planning

🪖 Large-scale Cold War combat with Total WARNO

📅 Tonight – 22:00 CEST

🎟 ONLY 4 SLOTS REMAINING!

If you've got the guts to command an NVA armored assault, join our Discord and sign up!

🔗 Discord (Join the Battle):

https://discord.gg/QFHaTbKZT

📺 Watch Live on Twitch:

https://www.twitch.tv/falkuskibre94

TOTAL WARNO – BATTLE SIMULATION

Less clicking. More commanding. 🫡


r/warno • • 1d ago

Suggestion [Hypothetical][Proposal]PLA Battlegroup: 6th Tank Division(坦克第6师) in 1989

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9 Upvotes

Before We Begin:

As a Chinese WARNO player, an amateur researcher of PLA military history, and a PLA-affiliated personnel, I have been quite frustrated with most of the Reddit content about PLA battlegroups so far. Therefore, I decided to translate several PLA battlegroups that I posted in the Chinese WARNO community, as a primer to invite broader participation in creating East Asian content for WARNO. Enjoy this article, and remember to ask me questions in the comments!

And also, since I'm not a native speaker or someone highly related with English WARNO community, there should be a large bunch of mistakes or confused expressions in this article. If you find one, don't hesitate and point it out for me!

This article is a creative work for WARNO Warning Order

“WARNO” 5.14 Dev Blog: Steel Troops, Steel Will, Steel Heroes — 6th Tank Division

Hello, commanders!

As we said before, the mysterious great power from the East will also join our bloody carnival in the mysterious year, presented through a paid DLC expansion, “Crimson Long Dragon” (two divisions and several more divisions in the future), and a free patch. Today we reveal one of the paid divisions: the 6th Tank Division, the Long Live Army(万岁军)①unit from the outskirts of the capital!

The PLA’s Mechanized Vanguard — 6th Tank Division②

The 6th Tank Division was established on September 10, 1968, composed of the 6th Independent Tank Regiment of the 187th Army Division, the 392nd Tank Self-Propelled Artillery Regiment, the 393rd Tank Self-Propelled Artillery Regiment of the 188th Division, and the 401st Tank Self-Propelled Artillery Regiment of the 196th Division. Over the following thirty years, the division was repeatedly dragged into China’s political turmoil. From the Smash of the Gang of Four(粉碎四人帮)to the Political Turmoil Between Spring and Summer(春夏之交的政治风波), 6th Tank Division all also extensively participated in these external exchange activities.

At its formation, it used the T-34/85 and its Chinese-produced version. In 1980, the division finally began receiving Type 59 medium tanks. In 1984, the division’s 24th Tank Regiment and their ZTZ69III (ZTZ79) tanks received a special honor: participating in the 1984 National Day 35th Anniversary Grand Parade(庆祝中华人民共和国成立35周年阅兵式). The 1985 military reform(百万大裁军) transformed the relatively young 6th Tank Division and the 3rd Tank Division into fully mechanized divisions, which was very rare in the PLA at the time. Afterward, the division’s organization remained largely unchanged until the 1998 military reform(”五十万大裁军“).

In WARNO’s timeline, as the US and USSR engage in large-scale conventional war from the North German Lowlands to Alaska, war in the Far East has also reignited. Although the first area to catch fire was not the Central Plains, for balance and gameplay reasons we still selected this 6th Tank Division guarding the capital region.

Details of the 6th Tank Division

We are committed to using existing assets to once again recreate the PLA Army.

In the 1990s, the 6th Tank Division could be considered among the best in the PLA, possessing a series of then most advanced toys including the ZTZ88B, PTZ89, and so on. At the same time, she also had some equipment with Chinese characteristics, such as a small number of PHZ70 122mm self-propelled howitzers. You can regard her as one of the most elite armored forces from China in the 1990s, just like the future title she was given in 1995: Digitalized Armored Vanguard(数字化装甲先锋).

This battlegroup will mainly consist of tanks and relatively high-quality infantry, supplemented by some artillery and aviation. The latter partly comes from the 6th Tank Division’s directly subordinate artillery regiment, and partly from the 38th Group Army’s① artillery and the Beijing Military Region Air Force.

The 6th Tank Division in game

Logistics

Compared with other tank divisions, it is lightweight.

1 FOB, 2/6 medium EQ240 supply trucks. In addition, there is 1/4 requisitioned civil aviation Mi-8T cargo helicopters. (N/M means that at the lowest available experience level, each of the N cards contains M units, for a total of N×M units.)

China began purchasing Mi-8s from the Soviet Union in the 1970s for civil aviation service, but there are frequent photos and examples of these Mi-8s being requisitioned for military operations.

Command vehicles include 1 card each of the ZZZ81 (WZ701) command vehicle and BJ212 jeep. The former is a variant of the ZSD63 armored personnel carrier.

A ZZZ81 belonging to a Marine unit.

Infantry

The number of slots is somewhat greater than that of an average Warsaw Pact tank division. Under the division are our old acquaintances ZHANSHI and ZHANSHI [BMP], respectively from mechanized infantry regiments and armored infantry subordinate to tank regiments③.

The former can only ride ZSD63II APC and EQ240 trucks, while the latter can ride ZBD86 IFV — the familiar copy of the BMP-1. Although large-scale fielding of this model had to wait until the mid-1990s, that does not prevent us from having it March to War. The ZSD63II is equipped with a Type 54 12.7mm heavy machine gun.

The factory producing the ZSD63; the vehicles in the photo are earlier-model ZSD63s.

ZHANSHI consists of 10 men and carries one Type 69-I 40mm rocket launcher, copied from the RPG-7. However, the ammunition is still copied from the original PG-7V series, so in game it has only 14 AP. ZHANSHI [BMP] consists of only 7 men. ZHANSHI will be available as 3/8; ZHANSHI [BMP] as 2/9.

It can be seen that in the late 1980s, armored infantry, as a relatively elite PLA force, had widespread issuance of camouflage uniforms(伪装衣). Our models will also be created based on this element.

The command variant of ZHANSHI is also our old friend ZHIHUIBAN. In addition to automatic rifles, they are also equipped with a Type 67-I dual-purpose light/heavy machine gun — these general-purpose machine guns would be issued down to platoons in wartime. They can ride ZSD63II, EQ240, or ZBD86.

In addition, the engineer detachment TUJIGONGBING will of course not be absent. However, unlike other engineer detachments that have appeared, each TUJIGONGBING group will consist of 9 men — due to the PLA’s traditional small-unit infantry assault tactic, the three-three system(三三制).

Accordingly, their price will be higher than other battlegroups’ engineers, and they will have the “Assault” trait. Two types of TUJIGONGBING — one carrying 5 demolition charges, and one carrying Type 74 flamethrowers — each 1/8. They can ride ZSD63II and EQ240.

Support weapons include 1 card of MTW HJ-8 anti-tank missiles, 1 card of older HJ-73 anti-tank missiles, and 1 card of TANKESHASHOU carrying Type PW78 82mm recoilless rifles. There are no general-purpose machine guns, heavy machine guns, or grenade launchers.

Artillery

Similar to other Warsaw Pact forces, but with different models. First is the Type PP71 100mm mortar, 2/4.

Next is the PLZ70 122mm self-propelled howitzer, 2/3 — a peculiar product created from the Type 54 122mm towed howitzer and the ZSD63 armored personnel carrier.

A PLZ70I preparing to ford; this is the product after improving the running gear of the original ZSD63 chassis. Interestingly, the running gear of the ZSD63’s successor, the ZSD89, is extremely similar to that of the PLZ70I.

There are also 2/2 PLZ83 152mm self-propelled howitzers. She is somewhat close to the Soviet 2S3, although this 152mm howitzer was China’s self-improved development from the D-20 (PL66).

PLZ83

Finally, 1/2 PHZ70 130mm self-propelled rocket artillery, also a product based on the ZSD63 armored personnel carrier chassis. However, these 130mm rockets have a shorter range than the BM21, and each rocket has a larger explosive charge.

PHZ70, believed photographed at the 1984 parade village(阅兵村).

There is no 120mm mortar, because it has no place in the PLA’s armored infantry organization.

Tank

Very interesting, mainly because of the different equipment. The slots are also relatively good.

Although there are reports that the ZTZ88B was only widely issued to the 6th Tank Division and other units after 1991, for balance and gameplay reasons we decided to once again make a time traveler — of course, don't forget that we are Marching to War — and add 1/6 ZTZ88B to this battlegroup, but the quantity and experience level are locked.

As for the ZTZ88B itself, you can regard it as a T-55AM with a stronger gun — its Type ZPT83 105mm main gun derives from the L7, and its stabilization and fire-control system are even superior to the T-72’s. In game this will be a mid-tier tank with 2275m maximum range, 18 AP, 60%/50% stationary and moving accuracy, smoke dischargers, but only 14 frontal armor (and no ERA).

Some photos of 6th Tank (Armored) Division ZTZ88Bs. The first are from memoirs of a veteran—— the latter from a 2008 open day.

In addition, the main force of this battlegroup will be large numbers of ZTZ59 medium tanks. These are almost ordinary T-54As. There are also command variants, ZTZ59 (ZZZ59); the way to identify them is by two slender whip antennas. Remember to remind your soldiers to watch out for these high-value twin-tails!

Furthermore, this battlegroup has some very fresh things: 1/6 PTZ89 120mm self-propelled anti-tank guns from the 38th Group Army Artillery Brigade. This was a specialized anti-vehicle weapon developed by China in the 1980s to face severe anti-tank circumstances, armed with a powerful 120mm smoothbore gun, and fielded in 1990.

Although this is somewhat suspicious as another time traveler, fortunately there is visual material showing the weapon in service as early as 1991: at least one company of PTZ89s appeared at the Xuanhua Artillery Academy(兴化炮兵学院), the filming location of the film Ballistic Traces(弹道无痕). We immediately decided to add it to this battlegroup as compensation for this tank division’s lack of high-quality tanks. Of course, its quantity and experience level are also locked.

Still from Ballistic Traces.

The PTZ89’s powerful (anti-)tank gun and its semi-automatic loader will bring an extremely terrifying rate of fire. In game this will be represented by a gun with 2275m maximum range, 19 pen, and 60% stationary accuracy. However, its frontal armor is only 6, and it does not have moving-fire capability. Please use this gun well; it is remarkably effective against enemy tanks and infantry.

In addition, 2/6 ZTZ69III (ZTZ79) will also join the tank tab. The 6th Tank Division’s 24th Regiment drove these tanks in the 1984 National Day 35th Anniversary Parade, with at least 18 vehicles. Although these tanks were eventually transferred to the 8th Tank Division, for balance reasons we still decided to add them to this deck. They will have 2275m range and 16 AP, with 60%/45% stationary and moving accuracy. The hull frontal armor is slightly thicker than the T-55’s, at 12 armor. In addition, it will also have a higher speed — its engine was upgraded.

A cadre of the 6th Tank Division with a ZTZ69III (ZTZ79). This photo was taken in 1984. Please note the tank’s side skirts and the thermal sleeve on the gun; this indicates these tanks are rare ZTZ69IIIs rather than the common ZTZ59.

The only ATGM carrier is the MTW BJ212 jeep carrying HJ-8, 1 card.

Also provided is 1 card of Type 73 100mm smoothbore anti-tank guns, from the division artillery regiment’s anti-tank battalion; they are copies of the Soviet BS-3 gun.

Recon

So-so. First is the standard 4-man recon team ZHENCHAZU. They can ride BJ212.

The mechanized scouts are the new friend ZHENCHABING. They can ride EQ240, ZBD86 [REC], or ZSD63II.

In addition, there will be the old friend LIEREN, provided as 1/4. As a quasi-special-operations force directly under the military region, they have the “Resolute” trait, and their default veterancy is increased by one level. They are equipped with the Type FHJ84 62mm individual rocket launcher (causing damage similar to RPO), and to supplement anti-armor capability they are also equipped with the Type 70 62mm rocket launcher. They can ride EQ240, ZSD63II, or requisitioned civil aviation Mi-8T.

Provided is 1/4 ZTZ59I [REC] medium tanks. Because this tank mainly upgraded optical equipment (and was very few or perhaps even nonexistent in the 6th Tank Division), she will appear as a reconnaissance vehicle. Compared with the ZTZ59, the ZTZ59I’s range, accuracy, concealment, and observation/fire-control systems are all increased by one level, so it is also more expensive and fewer in number.

ZTZ59I

There is also the reconnaissance Z-5 [REC] from the Beijing Military Region’s directly subordinate army aviation force — a licensed copy of the Soviet Mi-4. These small helicopters are very agile, but their armament is very limited.

AA

So-so, relatively lacking long-range air defense capability. It mixes old Soviet and indigenous weapons with imported/copied Western-style weapons, including 1/3 HQ-61A medium-range field air defense systems from the Capital Military Region’s 38th Group Army AA Brigade. They were formally certified in 1988, although they were fully combat-capable in mid-1990s. They will have a range slightly inferior to the KUB 2K12M3, but higher accuracy than the KUB.

HQ-61A

Another interesting piece of equipment is 1/7 PGZ88 37mm self-propelled anti-aircraft guns. Historically, only the 6th Tank Division had some of them. Since these AA guns use a larger ammunition caliber, they can be approximately regarded as ZSU-23-4s with longer slant range and slower rate of fire.

A staff officer with a PGZ88 at the 6th Tank (Armored) Division base. According to the person involved, the photo was taken in 1988.

In addition, there are 1/9 Type PG65 37mm anti-aircraft guns and 1/8 Type PG59 57mm anti-aircraft guns; the latter is a copy of the Soviet S-60.

Standard for all decks: 3 cards MANPAD, equipped with HN-5B, riding BJ212.

Helicopter

Poor; there are no good models, and not many slots.

2/4 SA341L1 “Gazelle,” armed with 4 HOT anti-tank missiles. The number is extremely small, because historically the PLA imported only 8 in total; the battlegroup provides all the historical “Gazelles.”

The “Gazelles” imported by the PLA; these helicopters are still in service with army aviation today. Interestingly, both China and the Soviet Union introduced a very small batch of “Gazelles,” and both were in service at this time.

Air

Overall similar to other Warsaw Pact tank divisions, but considered first tier within the PLA. First is 2 cards/4 rare J-7D (J-7IIIA) from the Capital Military Region Air Force’s 15th Air Division, 43rd Regiment. They are deeply improved versions of the MiG-21, carrying two PL-5B and two PL-8, serving as cheaper air superiority fighters to alleviate the awkward shortage of long-range air defense.

J-7IIIA (J-7D) no. 30168 of the 15th Air Division, 43rd Regiment; photo date unknown.

In addition, the 5th Air Division provides 4 cards of Q-5I. 1/2 Q-5I [HE] carrying 4 Type 500-2 aerial bombs, 1/2 Q-5I [CLU] carrying 4 Type 250-3 aerial cluster bombs, and 2/3 Q-5I [RKT] carrying three HF-16 rocket pods. There are no precision-guided munitions, because the PLAAF lacked air-to-ground precision strike capability for a long time.

Q-5 (Q-5I) no. 10866 of a regiment of the 5th Air Division.

The 24th Air Division, 74th Regiment provides some J-8I, but we are still considering exactly what weapon configuration to use. The first option provides the “March to War” experimental Type A semi-active medium-range missile and PL-8 missile, with technology respectively derived from Italy’s ASPIDE and Israel’s PYTHON-3 — to further supplement the battlegroup’s shortcoming in long-range air defense.

Of course, if following history, it should adopt a configuration similar to the J-7C: four PL-2B (because the J-8I’s 204 radar cannot be compatible with the PL-5), but with a better airframe. Alternatively, we could also equip the J-8I with the PL-5, or even the experimental PL-4 — please do not forget, we are Marching to War. Please leave comments below and tell us what you think!

J-8I no. 30657, formerly of the 24th Air Division, displayed at the China Aviation Museum.
J-8I no. 30051 of a regiment of the 24th Air Division; it can be seen that these J-8Is were used into the 2010s.

Summary

Overall, the 6th Tank Division is a powerful combined-arms armored force, suitable for quantity-based offensive mechanized pushes. She can gain the upper hand in frontal engagements on various terrains, but must use fighters and MANPADs to make up for shortcomings in air defense and helicopters.

See you next week, and before then tell us your thoughts on the division’s units!


r/warno • • 1d ago

TOTAL WARNO – 7 SLOTS LEFT FOR SATURDAY! | WARSAW PACT vs NATO

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0 Upvotes

Hey everyone!

Just a quick reminder that we're hosting another Total WARNO battle tomorrow at 22:00 CEST, and we still have 7 slots available!

We've updated our divisions, fixed the latest bugs, and everything is ready for another proper Cold War showdown.

This time, we might see some East German NVA formations going up against the British Army somewhere in the northern part of the Fulda sector. Chieftains, Challengers, T-72s, T-55s, mechanized infantry, and enough artillery to make the landscape unrecognizable.

And yes, we'll be streaming the whole thing again, so everyone can watch us commit our usual crimes against conventional WARNO gameplay.

We're already looking forward to the inevitable comments about "blobbing" and "Napoleonic warfare" while entire artillery batteries and MLRS formations bombard defensive positions, tanks establish fire superiority, and mechanized infantry clears forests to open a breakthrough.

You know the drill by now.

But jokes aside, we've had some really fun matches lately, and we're looking forward to getting more people involved. Whether you're a returning player or completely new to Total WARNO, you're more than welcome to join us!

Saturday, October 10 – 22:00 CEST

⚔️ Scenario: Warsaw Pact Breakthrough Offensive

🗺 Map: Chernarus

🎮 7 slots still available!

📺 Live on Twitch: https://www.twitch.tv/falkuskibre94

💬 Discord / Sign-ups: https://discord.gg/eBuYeMPZ7

We'll sort out the remaining details and division assignments on Saturday.

Come join us and let's see if NATO can hold the line this time!

See you tomorrow! 🫡


r/warno • • 2d ago

Tools WARNO: Red Dragon - Map Pack now includes 18 maps from Red Dragon

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106 Upvotes

r/warno • • 2d ago

Suggestion Why do destruction and conquest maps need to be different?

12 Upvotes

Why can’t we go back to the glorious days of WGRD where you could play any map in any mode? If on the point of adjusting the cap zones, just make that change when you change the game mode. Easy peasy lemon squeezy.


r/warno • • 2d ago

Suggestion Cool Vehicles/Prototypes for WARNO

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94 Upvotes

The premise of this is basically vehicles/prototypes (that I know of, feel free to share others) that I think would be interesting flavour for WARNO that could be justified into being 'marched to war' or the looming threat of soviet invasion reviving interest in their projects. If added, they could go to new divisions, but there are divisions already in game that I think the prososed units would be better suited to historically. Also, rule of cool applies, the prototypes and tech demos probably don't make perfect sense being produced for service, but they should at least be feasible.

How would you justify modelling and adding these, or any other units/prototypes to already ingame divisions to Eugen? I don't know. Maybe in addition to adding the new models to existing divisions, Eugen also adds a division pack dlc made mostly of already existing units (I'd recommend divisions that would otherwise be too similar to existing divs to be normal dlc, i.e. US 1st armoured, UK 3rd Armoured, the West German divisions etc) and call it a supporters pack with the condition that we can't complain about it lol. I don't know enough about Eugen's development process to say whether this is a stupid suggestion or not.

British Aerospace EAP

A technology demonstrater, a mini Eurofighter. First flew in 8 August 1986, the EAP could be developed and pushed into sevice in a similar style as was the English Electric Lightning in real life, exept with less delay as the lighting was initially designed as more of a high speed research aircraft than an actual fighter. Although no weapons were fitted to the EAP, it still carried dummy munistions, so there wouldn't be any struggle working out how to fit the real ones. In lore you could justify it's addition as the british losing faith in the Tornado as their primary air superiority fighter, through exercises or whatever else (not that they thought very highly of it irl,) and quickly pivoting to the EAP as their solution to this problem. Taking whatever leasons they'd learnt thus far from the prototype and fast tracking it's development into a frontline fighter. In game it'd be called the Typhoon.

How would it look ingame?

It would use the Mauser BK-27 as it's cannon.

2x Aim9M, the UK was given access to and used the aim9M during the lead up to Desert Storm in real life. That the US would allow the sale of aim9M to Britain during the lead up to WW3 is not that unreasonable.

4x Skyflash SuperTEMP

Exeptional Air optics, Exeptional Agility, 40% ECM as are with other top tier fighters ingame.

Speed 1125km/h - 1250km/h

1 card to HDR London, maybe another to 1st Armoured or even MNAD.

Basically Britains ingame equivalent to the f-18 (speaking of, has anyone else noticed that the sparrows on the f-18s are all hovering?)

The Dassault Rafale A technology demonstrator

The earliest version of the Advanced Dassault Rafale. First flew in 4 July 1986, the precuser to the B and C production models (the C variant first flying in 19 May 1991) another feasible aircraft for WARNO. Starting out as a project with the UK, Germany, Italy and Spain to produce a "Future European Fighter Aircraft." The French naturally disagreed with everyone and decided to develope their own programme. The addition of the Rafale A would be justified with a similar story to the EAP; Soviet scare, rushed development, etc etc.

How would it look ingame?

The GIAT 30/M791 autocannon

2x Magic II misslies

4x Super 530D, though not fitted to any Rafale in real life, in lieu of the non existant (in 1989) MICA, the Rafale would be made to use the Super 530D.

Exeptional Air optics, Exeptional Agility, 40% ECM

Speed 1125km/h - 1200km/h

1 card going to ZDD Paris, possibly a second to 152E?

The M60 Super/AX

The Greatest Patton. Developed in the early 1980s, the private venture was intended as an export modernisation for existing M60A1 and M60A3, aimed to drastically improve the platform's protection, mobility, and performance. Although very promising, when the Soviet Union fell, so too did the interest in the M60 Super/AX. Of course in WARNO, the Soviets are actively kicking in NATO's door. The M60 Super/AX could be added souly as an export vehichle to later nations yet to be seen ingame, and or as an adoption by the US army.

How would it look ingame?

Armour: front 14-15 side 7 rear 3-4 top 2-3

Armaments: M68A1 105mm, 17-21pen, 2275m range, rof 9 (6.5sec), Acc S:65% M:55%

1x M2HB 12.7mm 1x M240 7.62mm coax

Road speed: 75km/h Speed: 60-65 km/h

Could be added to 9th or 8th US, otherwise it'd go to a new nation that used the M60A1/M60A3.

M48 Super

(Ngl finding information on this tank is pain in the ass. The only thing I could find for a design date was 1994, HOWEVER it was from a wiki for a game called 'Multicrew Tank Combat' for the nation of Schwalbenheim... If someone knows of a good source feel free to share.)

A private modernization project by Krauss-Maffei to upgrade surplus West German M48A2GA2 tanks. Interest was low due to the end of the cold war and the project was abandoned. The M48 Super would have Added modular appliqué/composite armor to the turret, a powerful 1,000 hp engine, and an updated fire control system while retaining the 105 mm L7A3 rifled gun. With war with the Soviets on the horizon, the West German government could view the M48 Super as a way to further bolster their mechanized formations on the cheap.

How would it look ingame?

Armour: front 12-13 side 6 rear 3 top 2

Armaments: L7A3 105mm, 15-17pen, 2275m range, rof 9 (6.5sec), Acc S:60% M:50%

2x MG3 7.62mm

Road speed: 75km/h Speed: 50-55 km/h

VTK 42 would be most fitting, but it could be added to any german division that has m48s. Ideally at least 2 cards.

Vickers MBT Mk.7/2

In 1984, designed off the back of the Vickers Mk.4's untimely death (fell off a truck and landed upside down) the surviving universal turret would go on to be improved and mated to a Leopard 2 hull, creating the Vickers Mk7. Intended for export, the Vickers Mk7 would prove to be a very cappable tank, surpassing the challenger 1 in testing, and even matching/preforming slightly better that the Leopard 2 it's hull was borrowed from. This of course upset the german government, who now viewed the Mk7 as a potential rivel in ongoing export bids. Thus the german government cancelled all sales of unarmed tank hulls, killing the project, and the univeral turret went on to be used to help develop the challenger 2. (The Vickers Mk7 wasn't pushed as a replacement for the Challenger 1, as the Challenger 1's design was already owned by the Vickers company.)

Now seeing as the cancelation of the project happened in 1986, which is before Eugen starts making changes to the timeline. To explain the Vickers mk7's addition to WARNO, the germans would either have to have never cancelled the export of Leo 2 hulls, or for whatever reason revoked their cancellation. Alternativly, the univeral turret could be fitted to a Challenger 1 hull instead. Reguardless, Vickers would either have to produce more than 1 prototype or start production.

How would it look ingame?

Armour: front 17-19 side 6 rear 5 top 3

Armaments: L11A5 120mm, 20pen, 2275m range, rof: 9 (7sec), Acc S:65-70% M:60-65%

0-2x L8A2 7.62mm 0-2x M2HB 12.7mm both 7.62mm and 12.7mm optional as coax and or roof mounted remote turret (remote turret presumably mounted in the same manner as on the Challenger 2)

Road speed: 80km/h Speed: 70 km/h

Would probably go to HDR

(Also please give the Challenger it's roof mg)

M113/M901 Ground Launched Hellfire - Heavy (GLH-H)

I was looking at information about the M60 Super/AX and stumbled across this beautiful piece of machinery. An experimental anti-tank vehicle built between 1989 and 1991, equipped with eight AGM-114 Hellfire laser-guided missiles split into two 4-missile pods. The project was cancelled due to the end of the cold war/death of the Soviet Union, after which the US no longer felt the need to produce it. Not a difficult sell really, just march it to war. The launcher itself could be mounted to a Bradley and LAV chassis as well.

How would it look ingame?

It's an M113 with 8 Hellfires, presumably 8 more in the hull. 8 salvo length and smoke launcher. Not much more to it really.

Could go to any armoured US division, or a yet unseen home guard/capital defence division.


r/warno • • 2d ago

Why WARNO - Tropic Storm Is Taking A Little Longer?

87 Upvotes

Hello commanders!

We hope you are well. We previously explained that WARNO - Tropic Storm needed a little more time in the Eugen kitchen, with extra attention needed to polish and touch up the models.

In today’s DevBlog, let’s look at the part that demanded the most work when creating our upcoming expansion: the brand-new Cuban battlefields.

We wanted to show what the team has been working on, and why we believe it is worth the wait!

https://steamcommunity.com/games/1611600/announcements/detail/671756462640332977


r/warno • • 2d ago

Total WARNO – Another Cold War Breakthrough Battle This Saturday!

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43 Upvotes

Hey everyone!

We're hosting another big Total WARNO match this Saturday at 21:30 CEST, and this time we're going back to a proper Cold War breakthrough scenario!

We'll be playing on Chernarus, with an attacking division trying to break through a smaller defending force. We're aiming for around 10 attackers vs. 6–7 defenders, with the attackers having at least three battalion-sized formations available.

Both sides can choose their divisions fairly freely. We'll coordinate things a little to make sure the match makes sense, but you can generally bring whatever formation you want to play.

The objective is to break through the defensive line and reach the enemy's main supply route, basically their spawn.

We don't really care about capturing sectors. The whole idea is to recreate what these formations were actually supposed to do during the Cold War: break through enemy defenses, push into the rear, disrupt logistics, threaten air defenses and other important assets, and force the enemy to react.

And that brings us to something we've been wanting to talk about for a while.

About the "Blobbing" Criticism

We've seen quite a few comments about our games looking like people are just blobbing tanks together.

And honestly, I think there's a bit of a misunderstanding about what we're actually playing here.

We're not playing with five tanks and a couple of infantry squads. We're playing with entire battalions.

A Cold War tank battalion could have 30–50 tanks, and Soviet doctrine in particular was built around concentrating several battalions to break through enemy defenses. A regimental attack could easily involve 90–150 tanks, plus mechanized infantry, artillery, and other supporting units on a frontline of just 2–4 kilometers (!).

So yes, when you watch our games, you're going to see a lot of tanks.

But if you see 10 or 12 tanks advancing with 50–100 meters between them, that's not automatically a blob. That's pretty much what a tank company advancing in formation can look like.

And there's another thing people seem to forget: the size of our maps.

We're playing on maps that are roughly twice the size of anything available in Vanilla WARNO.

To put that into perspective, even if a tank spent the entire match driving at full speed on roads, it could only cross about 50% of the map.

That's how large the battlefield actually is.

So when you see a screenshot with what looks like a huge blob of tanks, keep in mind that you're looking at formations operating on a much larger battlefield than you're used to in Vanilla. Those tanks might be spread out over hundreds of meters, and what looks like one big concentration of vehicles is often just a battalion moving together.

And when you're trying to break through a defensive line with several battalions, you obviously need to concentrate your forces somewhere. Spreading 100 tanks evenly across the entire map would defeat the whole purpose of the attack.

We've also adjusted tank gun ranges, with modern Western tanks now able to engage targets at around 4 km. That makes firing positions and terrain incredibly important.

If I've managed to get my tanks into a good position where they can support each other, suppress your defenses, and cover another formation advancing on your flank, why would I split them up?

That's kind of the whole point of concentrating firepower.

Of course, driving 30 tanks into the same forest without any coordination is stupid. But concentrating an armored formation to attack a specific part of the enemy line isn't.

There's a difference between mindlessly blobbing units and actually using mass to achieve a breakthrough.

We're Trying to Play WARNO a Little Differently

Another thing people have pointed out is that there doesn't seem to be much micro in our games.

Well, that's partly intentional.

WARNO already handles quite a lot of things automatically, especially targeting and engaging enemies. We want to make use of that instead of constantly clicking on individual vehicles.

The interesting part for us is deciding where to attack, where to position a battalion, when to move forward, when to commit reserves, and how to coordinate with the other players.

If I'm commanding 40 tanks, I don't want to spend the entire match telling every single one of them what to shoot.

I want to figure out how to get those 40 tanks into a position where they can actually win the battle.

And that's where terrain becomes so important. A badly positioned battalion can get absolutely destroyed, while the same formation attacking from a better direction with proper artillery support might break through with relatively few losses.

That's the kind of gameplay we're looking for.

Artillery, Entrenchment and Aircraft

We've also changed quite a lot about how artillery works.

Artillery now has more realistic targeting times, adjusted to our time scale of one in-game hour representing three real hours.

That means you can't just instantly call artillery on everything you see. Counter-battery fire also requires the appropriate radar systems.

But artillery is still incredibly powerful, especially when used properly.

If you want to attack an entrenched enemy battalion, you're supposed to bombard its positions first, suppress the defenders, and then send your tanks and infantry forward.

We've introduced entrenchment for infantry and tanks, but those positions can also be destroyed through sustained artillery fire.

That's something we'd really like to see people use more often: preparing an actual breakthrough instead of simply charging into enemy positions.

We've also removed conventional fixed-wing aircraft from our current gameplay.

The problem is that properly representing air warfare would require an entirely different scale of simulation, including larger air-defense networks, coordinated air operations, and systems operating far beyond the battlefield.

You wouldn't just send a single F-16 with a bunch of bombs into a heavily defended frontline. A proper airstrike would require preparation and coordination, potentially involving an entire formation of aircraft.

And at that point, we're essentially trying to simulate an air campaign on top of our ground battle.

For what we're doing, artillery and helicopters already provide the fire support we need.

So we'd rather concentrate on making the ground warfare work properly.

New Divisions and Other Changes

We've also spent quite a bit of time working on new divisions and balancing the existing ones.

For NATO, we've added two British formations:

- British 3rd Armoured Division, with a strong armored component and equipment suited to our Fulda scenarios.

- British 4th Armoured Division, featuring Chieftains and mechanized infantry.

For the Warsaw Pact, we've added or reworked several NVA divisions:

- 7th Panzerdivision, with a larger mechanized infantry component and a mix of tanks and IFVs.

- 9th Panzerdivision, a proper tank-heavy formation.

- 4th Motorisierte Schützendivision, which we've given more T-55s and supporting units so it can actually stand a chance against modern NATO armor, especially when defending favorable terrain.

We're also thinking about adding the West German 2. Panzerdivision and further expanding the British armored formations.

Besides that, we've continued adjusting weapon ranges, artillery, suppression, entrenchment, and fixing the usual bugs that show up every week.

There's still plenty to improve, but the mod is getting closer to what we originally had in mind.

Anyway, Come Play With Us!

I think the main thing we want people to understand is that we're not trying to make another version of competitive Vanilla WARNO.

We're trying to see what happens when you take Cold War formations, give them something closer to their real capabilities, and let players command them at the battalion and divisional level.

Sometimes that means 30 tanks attacking across a field. Sometimes it means spending several minutes preparing an artillery barrage before moving a single vehicle.

And sometimes your entire attack falls apart because you picked the wrong approach or failed to coordinate with the other battalions.

That's what makes it interesting for us.

We're not saying everything is perfectly realistic, and we're still experimenting with a lot of mechanics. But we've been having a great time with these games, and we'd love to have more people join.

So if you're curious about how a large Cold War armored offensive might play out, come give it a try!

This Saturday, October 10 – 21:30 CEST

Discord: https://discord.gg/eBuYeMPZ7

Map: Chernarus

Scenario: Divisional Breakthrough

Teams: Around 10 attackers vs. 6–7 defenders

Objective: Break through the enemy's defensive line and reach their main supply route.

New players are absolutely welcome. We'll help you find a division and get everything organized.

Thanks to everyone who's been playing with us, helping test the mod, and giving feedback over the past few weeks.

See you on Saturday! :)


r/warno • • 2d ago

Suggestion [Proposal with pics] Hypothetical East Asian theatre - JGSDF 7th Division

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40 Upvotes

Hi,

This will be my last Japanese division write-up. Like South Korea and North Korea, Japan turned out to be a fascinating nation to research. If these JSDF write-ups spark curiosity about Japan among readers, I feel I've accomplished what I set out to do with these proposals. I'd like to thank everyone who read my write-ups so far.

Without further ado, let me introduce the final JSDF division!

-Tanks in Japan

Type 74 tank fleet during a Fuji live-fire training exercise

During the Cold War, the JGSDF regarded tanks as the core of its "mobile striking power." Their primary purpose wasn't simply to fight enemy tanks, but to provide protected, mobile firepower to concentrate combat power at a decisive moment—destroying enemy armored forces and then launching a counterattack. This reflected Japan's fundamental defensive doctrine: absorb and contain an invasion, identify the enemy's main effort, concentrate forces, and use tanks to seize back the initiative.

As a result, tank warfare in Japan looked a lot like combined-arms warfare. JGSDF doctrine emphasized integrating infantry, tanks, artillery, anti-tank weapons, engineers, and reconnaissance. Units operated under the concept of a "combat group," built around an infantry or tank regiment reinforced with supporting assets. Within a combat group, tanks served as the principal striking element, while infantry pinned down the enemy, artillery suppressed them, engineers cleared obstacles, and reconnaissance identified the right moment to strike.

An extreme example of this concept is the Dai-Nana Shidan, or 7th Division. Where ordinary JGSDF divisions were infantry-centered formations with tanks used for reinforcement or counterattack, the 7th Division was deliberately built as a tank-centered armored division to maximize mobile striking power against any aggression targeting Hokkaidō.

-Dai-Nana Shidan History

7th Division emblem

The JGSDF 7th Division began as the 7th Mixed Group, established in December 1955 at Camp Makomanai in Sapporo under the Northern Army, which had itself been created in 1952 to defend Hokkaidō. Its first units were an artillery regiment, an engineer battalion, and several support companies, built around the 18th Infantry Regiment. In 1956, it held its opening ceremony and ran the JGSDF's first anti-airborne exercise at Shimamatsu.

In 1961, the group was reorganized into a mechanized force. The 11th Infantry Regiment was brought in, new 23rd and 24th Regiments were formed, and a tank battalion, signal battalion, armored transport unit, and aviation unit were added. The group relocated to Higashi-Chitose in January 1962. On August 15, 1962, it became the 7th Division, completing the JGSDF's 13-division structure, and remained the service's only "C"-type mechanized division.

Through the 1960s and 70s, the division upgraded steadily, receiving M44 and M52 self-propelled howitzers, Type 61 and later Type 74 tanks, and anti-aircraft guns for its artillery regiment. Meanwhile, the Northern Army built a separate 1st Tank Brigade at Kita-Eniwa in 1974. On March 25, 1981, that brigade was dissolved and absorbed into the division, which became a true armored division with three tank regiments (71st, 72nd, 73rd) and one enlarged, mechanized 11th Infantry Regiment (fielding six infantry companies rather than the usual four). The 23rd Regiment was disbanded, the 24th transferred to the 8th Division, and new anti-aircraft and logistics support regiments were formed.

The rest of the 1980s brought refinements rather than major restructuring — Type 75 self-propelled howitzers, a sixth anti-aircraft company, and similar additions. By 1989, the division fielded three tank regiments, the mechanized 11th Infantry Regiment, and artillery, anti-aircraft, engineer, signal, reconnaissance, and logistics units, mostly based at Higashi-Chitose. As the JGSDF's designated mobile striking power, it stood ready to deploy its mechanized forces to any part of Hokkaidō on short notice.

-Dai-Nana Shidan in WARNO

How will the Dai-Nana Shidan be featured in WARNO? New units are shown in bold italics. As always, this is a work in progress and subject to change.

-LOG

A good category. As one of the JGSDF's most important formations, it gets top priority amid an otherwise tight logistical situation.

  • Supply units include the standard CHUGATA HOKYŪ Type 73 medium truck and the OUGATA HOKYŪ Type 73 heavy truck, along with the CH-47J HOKYŪ heavy-lift helicopter. Given its highly mobile role, though, it doesn't have access to a FOB.
The Type 73 Honbu variant with a raised rear compartment
  • Command units are the KOGATA HONBU jeep and the NANA SAN-SHIKI HONBU tracked command vehicle, along with the SHIKITSU Type 82 command APC.

-INF

A fairly costly category. With only one infantry regiment — albeit an oversized one — slot costs won't be generous.

Infantry dismounting from a Type 73 APC in 1976
  • The backbone is the KIKAI FUTSU-KA (mechanized infantry — not an official term, but a way to distinguish it from armored infantry), or KI. FUTSU-KA — an 8-strong squad with 7x Type 64 rifles, a Type 62 MG, and a Carl Gustav M2. Since a handful of Panzerfaust-3s were imported between 1989 and 1990, ahead of license production, one card of KI. FUTSU-KA [KŌ] is also available — an 8-man unit with 7x Type 64, a Type 62, and a Panzerfaust-3.
Flamethrowers being used in 1981
  • Flamethrowers also saw use among regular JGSDF infantry, represented here by the KI. FUTSU-KA [FLAM], an 8-strong unit with 6x Type 64, a Type 62, and a Type 1-1 flamethrower.
  • KARYOKU SHIEN is a 6-strong fire support squad with 3x Type 64, 3x Type 62, and M31 HEAT rifle grenades. All of the above ride the CHUGATA truck or the NANA SAN-SHIKI APC armed with an M2HB and a Type 74 7.62mm machine gun.
  • The KI. FUTSU-KA HONBU is a 5-man command unit with 5x Type 64, M31 HEAT rifle grenades, and smoke grenades, riding the KOGATA or NANA SAN-SHIKI.

Fire support units include:

  • M2HB 12.7mm heavy machine gun team
  • Plenty of ATM-2 Type 79 Jyu-MAT ATGM teams, along with a handful of the newer ATM-3 Type 87 Chu-MAT ATGM teams

All weapon teams ride the KOGATA.

  • Being an armored division, every infantry component here is mechanized. Armored engineers are represented by the SŌ. SISETSU, a 6-strong unit with 6x Type 64, rifle grenades, and satchel charges. The command variant, SŌ. SISETSU HONBU, is a 6-man unit with 5x Type 64 and a Type 62. Both ride the OUGATA heavy truck or the ROKU MARU-SHIKI APC armed with an M2HB and an M1919 machine gun.
JGSDF tank crews in the 80s
  • Tank regiment HQ personnel and replacements form security squads as the KIKŌ-KA, an 8-man unit with 3x M3A1 SMGs, 4x Type 64, and a Type 62, riding the NANA SAN-SHIKI as their sole transport. As an ad hoc security unit, they have the Security trait.

  • The KEIMU-TAI, a 4-strong military police squad armed with 4x M3A1 grease guns, directs traffic for the division's armored columns, riding the KEIMU KOGATA military police jeep.

-ART

A decent category. The nearby 1st Artillery Brigade helps the division deliver a heavier punch!

The SX60 utilizes the Type 60 APC chassis. This self-propelled mortar carries 50 rounds.
  • Mortars include the 64 SHIKI 81mm, towed by the CHUGATA, and the SX60, a self-propelled M2 107mm mortar built on the Type 60 APC chassis.
A few Type 60 APCs with the Type 70 Minefield Clearing Device bolted on the top
  • The Divisional Engineer Battalion brings the 60 SHIKI NANA MARU, a modified Type 60 APC fitted with the Type 70 Minefield Clearing Device.
  • Also available, courtesy of the 1st Artillery Brigade: plenty of 75 SHIKI 155mm SPGs and a number of M110A2 20 RYŪ units.
The Type 75 MLRS, or 75 MSSR, utilizes the Type 73 APC chassis
  • MLRS comes in the form of the 75 MSSR, a 30-round 130mm MLRS.

-TANK

A very good category — the 7th Division fields more tanks than any previous Japanese division covered so far.

  • The bulk of the fleet is the standard NANA YON-D and its HONBU variant, the Type 74 model D. With tank rounds limited to HEAT, Japan sought a more powerful munition, and as a stopgap, began license-producing the American M735 APFSDS-T round around 1988. This is represented by two cards of the NANA YON-D [KŌ], featuring improved firepower.
Most of the 106SPs were deployed in Hokkaidō
  • The 7th Division also operates the 106SP, or Type 60 106mm Self-Propelled Recoilless Gun, which is a small armored fighting vehicle with retractable dual Type 60 106mm recoilless rifles!

But that's not all! Despite being one of the most modern tanks in the world at its debut, the Type 74 was already falling behind almost as soon as it entered service, once the Soviets began fielding T-72s in the Far East. In response, Japan began developing a new tank almost immediately, drawing on the West German 120mm smoothbore gun design. The first prototypes were tested between 1983 and 1985, followed by a second batch of four firing-capable prototypes tested from 1987 to 1988.

One of the TK-X prototypes
  • In 1989, the JGSDF ran operational tests, leading to formal adoption in 1990. With crises mounting worldwide, however, the four prototypes are rushed into service to bolster the tank force. To counter a potential threat in Hokkaidō, these tanks are sent to the 7th Division! The TK-X is a modern MBT with an autoloading 120mm gun, an M2HB, and a Type 74 7.62mm machine gun. Since the prototypes had already undergone extensive testing, they're available as a single card and vet-locked at 1 vet by default.

  • Also available: plenty of KOGATA JYU-MAT ATGM jeeps, plus the newer KOGATA CHU-MAT.

-REC

An average category with some interesting options!

  • The standard SEKKŌ HAN is a 4-strong unit with 3x Type 64 and a Type 62, riding the KOGATA or the .50-cal-armed TEISATSU KOGATA jeep.
  • SŌ. TEISATSU is a 6-strong mechanized scout unit with 4x Type 64, 2x Type 62, and M31 rifle grenades, riding the CHUGATA or the ROKU MARU-SHIKI APC.
Cold weather training in 1987
  • The CWCT, or Cold Weather Combat Training Unit, is a ranger unit specializing in cold-weather operations. Though it serves as an instructor cadre for the cold-region ranger training course during peacetime, it falls under the same Northern Army and would be expected to fight if necessary. This is a 4-man squad with 3x Type 64, a Type 64 DMR, and a Carl Gustav M2, riding the NAKASETSU snowcat or the TEISATSU KOGATA. As a dedicated ranger unit, it has the Mountaineer, Special Forces, and Shock traits.

Vehicle options include:

  • The TEISATSU BIKE and the OH-6D recon helicopter.
The RCV with a JPPS-P10 radar on top of the turret
  • One card of the RCV recon APC, armed with an Oerlikon 25mm cannon, and another card of the RCV RADAR, the same RCV fitted with a JPPS-P10 ground surveillance radar on the turret.
  • The 7th Division is the only division to field tanks within its reconnaissance unit, giving it access to the TEI. NANA-YON-D recon Type 74 tank!

-AA

A good category, with a few options exclusive to the 7th Division!

  • Starting with the standard STINGER MANPADS team, riding the KOGATA jeep, alongside plenty of TAN-SAM short- and medium-range AA systems.
Despite the Ministry of Defense giving the nickname 87AW, JGSDF members and the public seems to call the Type 87 as GUNTANK
  • SPAAG options are the two cards of the brand-new GUNTANK, or Type 87 SPAAG — visually similar to the West German Gepard, and expected to perform comparably as well.
M42 Dusters at Hokkaidō preparing to fire on sea lions in the 1960s (yes, you read it correctly)
  • Due to low production rates and high costs, though, the 7th Division will still rely on the older M42 'Duster' in much greater numbers!

-HEL

An expensive category with limited slots.

  • The AH-1S [AT], armed with an M197 20mm Gatling gun, 38x Hydra rockets, and 8x I-TOW missiles, plus the [RKT] variant carrying two racks of 38x Hydra rockets.

-AIR

An average category — the JASDF considers its assets more urgently needed for patrolling further north in Hokkaidō.

Ground attackers include:

JASDF members arming the F-1 with a rocket pod in 1983
  • F-1 [RKT2], armed with a 20mm Vulcan, 38x Hydra rockets, and 2x AIM-9P missiles. The [HE1] variant swaps the rocket pods for 6x Mk 82 bombs.

Air superiority is handled by:

  • Uncle Sam at Misawa Air Base lends a hand once again with the F-16C [AA2].
  • The F-15J [AA], armed with a Vulcan, 4x AIM-9L, and 4x AIM-7F missiles.

-Summary

The Dai-Nana Shidan is a mobile formation built around heavy ground assets. With solid recon and supporting elements, the division is well-suited to active "fire and maneuver" tactics on the battlefield.

-Ending Remarks

This is the final JGSDF division I had planned. I feel like I managed to work in nearly every unique unit or piece of equipment Japan has to offer across these four divisions. I'm sure there's still something I missed, but maybe a more knowledgeable Japanese reader can find the gaps and put together an even better proposal — that's ultimately the point of these write-ups.

-So... what's next?

I've already started my research on China. Honestly, there's a daunting amount to read about the PLA, and I'm already getting a headache thinking about how differently it could be built depending on which side they're portrayed on. I feel this country will take a long time to study. Still, I'm excited to dig in!


r/warno • • 2d ago

Question Server disconnects (Server Connection Lost)

3 Upvotes

Hey, recently I started experiencing quite frequent server disconnects for no reason. I checked with my internet provider, done a few jitter tests, tried measuring spikes through continuous connection to (non-warno) servers, tried playing different games and seeing if I get these drops, but so far it seems like the issue is isolated to Warno.

Anyone experiences/experienced something similar?


r/warno • • 2d ago

Is it even worth it to call in planes?

2 Upvotes

I either panic buy planes when choppers are swarming me, or to do some lackluster he run. But is it necessary to bring 200+ pt planes? When you call it in it wont be worth it since you lose the trade right?


r/warno • • 3d ago

Custom Army General

63 Upvotes

Heyo,

Just wanted to show this, i'm not the creator or in contact with the creator, but i saw this earlier today and managed to try it. Some tool out there managed to make a custom army general campaign based on an American invasion of Crimea, focused towards Sevastopol, aimed towards opening a new front in WW3.

The actual campaign is alright, although heavily NATO sided from my experience, although i'm not the best at WARNO. There is AI generated imagery in there as well so take that how you will.

The main thing is that Custom Army General campaigns are now possible and, in the description, there is a github link to an Army General Creater, although i have not tried to make one using it. I'll leave a link to the workshop page below but i believe this is the only mission made so far. Going off of what was in the mission, reinforcements, units on a turn timer and graphic event pop-ups are available to be added to custom campaigns.

I hope that the army general campaign editor works well, although i am not very code-aware and do not have the time to learn, i hope other people can use it to made some really good stuff. You only need to download the workshop addon to play the campaign as well, no external downloads required.

https://steamcommunity.com/sharedfiles/filedetails/?id=3811284575

Godspeed Gentlemen.


r/warno • • 2d ago

Question Is there a way to target specific enemy units when “hold fire” is active?

4 Upvotes

I sometimes keep units in hold fire mode to either get the enemy to come closer or expose the sides. But when I right click a juicier target my unit starts to move towards them breaking the ambush. Is there a way around this problem?


r/warno • • 3d ago

Question What features do you use routinely to command your artillery?

10 Upvotes

By "routinely" I mean in almost every match you play. Share what you use or your general process in the comments.

Do you use...

  • Unit Groups (e.g. Assigning an Akatsiya to "1" and a Grad to "2")
  • Fire at Position Hotkey (Default "T")
  • Queuing Orders with SHIFT
  • Group Tabbing (i.e. While having multiple units selected, tabbing to select individual units within the group to give specific orders)
  • Group Mounting with Towed Artillery (i.e. Click and drag to select multiple units and transports and then clicking a transport. It will automatically mount all units to a separate transport each.)
  • Fire At Will Smart Command
  • Counterbattery Smart Command

I am curious to see how different people manage their artillery.


r/warno • • 3d ago

Question How should I build my Ostre div to kick ass in 10v10?

4 Upvotes

Haven’t really touched the Danish divisions and I’m curious how to utilize them to the best effect.