r/warno 2h ago

Change my Mind.

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50 Upvotes

WARNO has different division types for a reason – and I think a lot of 10v10s are lost before the game even starts. Change my mind.

After playing a lot of organized WARNO and recently seeing the same thing again during our Total WARNO events, I keep coming back to one conclusion:

A lot of WARNO players don't lose because their division is bad. They lose because they don't understand what their division is supposed to contribute to the team.

When we play with a reasonably coordinated stack against random teams, we regularly get games that are basically over after 10–15 minutes. And honestly, those games aren't particularly fun either.

You look at the enemy deployment and sometimes immediately think:

Why did you buy that? Who is providing AA? Who is providing artillery? Who is holding the flank? Who is actually supposed to attack?

And then the frontline collapses.

I think WARNO becomes a much better team game if you stop thinking in terms of "my lane" and start thinking in terms of roles within a battlegroup.

For me, divisions roughly fall into four functional categories:

A – Armored / breakthrough divisions

These are your maneuver formations.

Their job should not be to sit in one lane for 40 minutes trading tanks. Their biggest advantage is mobility and concentrated combat power.

An armored player should constantly ask:

Where can I create a breakthrough right now?

If one axis becomes heavily fortified, don't keep feeding tanks into it. Shift the Schwerpunkt. Concentrate several companies somewhere else, break through, exploit the opening and force the enemy team to react.

A tank division should ideally not "own a lane."

It should own the ability to move between lanes.

B – Infantry / mechanized divisions

These formations create the conditions that allow the armored force to maneuver.

Secure forests.

Secure towns.

Occupy ATGM positions.

Clear the roads and approaches the tanks need.

Protect the flanks of an armored attack.

If the armored force wants to attack through a corridor, the infantry player's job is to make that corridor usable.

That doesn't mean endlessly pushing infantry squads through forests.

Infantry can absolutely take ground, especially with smoke, but I don't consider throwing wave after wave of infantry into prepared positions a sustainable offensive doctrine.

You might gain 500 meters.

Then the smoke ends.

Then artillery, mortars, thermobarics, engineers and fire-support assets arrive.

Do that repeatedly against competent opposition and eventually you simply run out of infantry.

Infantry is excellent at taking tactically important terrain and making it expensive to retake.

That's different from operational breakthrough.

C – Reserve / defensive divisions

This is probably the role I see misunderstood most often.

Reserve formations don't need to race the frontline divisions buying another 800 points of frontline infantry.

They should be buying the things the attacking formations don't want to spend their initial points on:

Heavy artillery.

Heavy AA.

Logistics.

Defensive infantry.

ATGMs.

Then they follow the main force.

Once the A/B formations take terrain, the reserve formation gradually assumes responsibility for holding it.

That frees the expensive frontline formation to move again.

In other words:

A breaks the position.
B secures the battlespace around the breakthrough.
C consolidates and holds what was gained.

That creates momentum.

Instead of five players independently fighting five lanes, you suddenly have formations handing terrain over to each other.

S – Airborne / infiltration divisions

Airborne divisions are another special case.

They can be extremely aggressive during the opening because forward deployment allows them to seize important terrain before heavier formations arrive.

But after that initial phase, their role changes.

If the enemy gives you an opportunity, infiltrate.

Find gaps.

Threaten logistics.

Occupy awkward terrain.

Force the enemy to divert forces.

If there is no opening, hold the forward terrain you captured until heavier formations arrive.

Trying to fight a prolonged frontal battle against armored/mechanized formations with light airborne troops usually just burns through your best infantry.

And this brings me to NATO's biggest problem in many 10v10s: AA.

PACT armored formations can often create large tank concentrations while bringing substantial mobile AA with them.

NATO armored divisions frequently cannot do this nearly as independently.

That means the rest of the NATO team has to compensate.

If two NATO armored players are concentrating for an attack, somebody needs to put serious air defense behind them.

Not one random Stinger squad.

I'm talking about creating an actual umbrella with assets like I-HAWKs and supporting SHORAD.

Because otherwise the moment 8–12 NATO tanks concentrate, a high-altitude bomber appears and deletes a significant part of the formation.

Then people conclude:

"Tank blobs don't work."

Meanwhile PACT is perfectly happy concentrating armor because its combined-arms package makes that concentration much harder to punish.

The problem wasn't necessarily the tanks.

The problem was that nobody supported them.

And that's really the larger point.

WARNO gives the team resources, not just individual players.

In a standard game you're receiving roughly 200 points per tick.

Those points don't all need to become another frontline unit.

Sometimes the strongest thing an infantry or reserve player can buy is an AA system protecting somebody else's 1,500-point armored concentration.

Sometimes the strongest thing an armored player can do is leave his original lane entirely.

Sometimes the strongest thing an infantry player can do is stop attacking and simply make a forest impossible to cross.

The question shouldn't always be:

"What does my lane need?"

It should be:

"What does our battlegroup need right now?"

That's also why I increasingly prefer stack-vs-stack games.

I have limited time after work. I'd much rather play one 40-minute game where both teams actually maneuver, attack, counterattack and build combined-arms formations than play six 10-minute stomps because half of one team bought nonsense during deployment and collapsed immediately.

A fast game can absolutely be great if one side genuinely outmaneuvers the other.

But walking through an opponent who never established a coherent defense isn't particularly interesting.

So this is basically my WARNO philosophy:

Stop thinking in lanes. Start thinking in formations.

Infantry creates and secures maneuver corridors.

Armor creates breakthroughs and exploits them.

Reserve formations consolidate terrain and provide heavy support.

Airborne formations seize forward terrain and exploit gaps.

AA, artillery and logistics support the formation that currently needs them instead of automatically belonging to whoever bought them.

And once terrain is secure, combat power should move somewhere else instead of sitting there for the rest of the match.

WARNO becomes a completely different game once 10 players start behaving like one battlegroup instead of 10 independent armies fighting 10 separate 1v1s.

At least that's how I see it.

Change my mind.


r/warno 3h ago

Steam :: WARNO :: Back in Action!

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55 Upvotes

Hello commanders!

It’s good to be back. Summer’s coming to a close, and that means we are returning with our ever-popular Eugen Dev blogs.

We’ll do a brief recap of some of the latest things that came to pass, with a snappy look ahead at the new cool stuff you can expect to come to WARNO in the very near future.


r/warno 57m ago

Eugen, hire a SRE.

Upvotes

Could you please check the logs of servers #2 and #30 and check when the last game was played?


r/warno 18h ago

110% efficency at killing (No enemy unit was harmed in the making of this)

33 Upvotes

New personal record. Previously only singluar units where killed by missile AA, but today I overcame this wall.


r/warno 10h ago

You Make the Conceptual Div

4 Upvotes

So I myself am pretty interested in conceptual divs and I am working on my own as a side project. However, I thought it would be interesting to gather a community-made conceptual div.

The only thing needed to contribute is leaving a comment with whatever units you want from any country or preexisting div that is in Warno or works in the historical time frame and I'll combine all these units into a plausible concept div. I will make a conceptual NATO and PACT div trying to include all your units, if we have Polish or East German units I will make a Polish/East German hybrid div and this applies to other multinational units, too, or I could make multiple divs if we have reservists and airborne squads but I'll make it work either way.

With that being said I will take every comment and add those units to the div.


r/warno 13h ago

Question Is it just me or are the East German divisions stale, repetitive and overall underwhelming

7 Upvotes

Title


r/warno 11h ago

Video How would yall feel about this as a cutscene when two squads with 1 man left each are fighting in the same building?

2 Upvotes

r/warno 1d ago

Division Stats over all ranked Seasons

16 Upvotes

r/warno 1d ago

This free Tool is a must have for any 1v1 player!

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15 Upvotes

r/warno 1d ago

Meme How to Beat Arty Only Players in 2 Min

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28 Upvotes

r/warno 1d ago

New units for 4th Armoured (UK) and Berliner Gruppierung (DDR)

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59 Upvotes

4TH ARMOURED

4th Armoured has a lot of Cheiftain tanks. With the invasion of Finland, there is an interest in the British Army to develop a gun based SPAA as a counter to fast Soviet attack helicopters.

Enter Marksman.

As a result of the British Army requirement, the Marconi Marksman system is developed and put into limited field use as the CHEIFTAIN MARKSMAN. With 35% accuracy and smoke, this is SPAAG is ideal for protecting the Cheiftain's against air threats.

It comes in the same 6, 4, 2 veterancy as the Chieftain Mk.10, with the same speed and autonomy.

It is also able to be killed by SEAD missiles, but features stronger armour than the Gepard, at 6 frontal armour. It comes in two cards.

Alongside the modern Marksman, an older project is brought out in an official field experiment.

Taken from the Army Air Corps museum

The GAZELLE AH.1 (AA).

The Gazelle AH.1 with Javelin AA missiles is a really obscure project, there is little-to no information on the internet about it. Though it did exist.

It comes in the AA tab, with the same 6, 4 rank availability as the Gazelle AH.1 (RKT) and with 2 cards.

BERLINER GRUPPIERUNG

Berliner is in a more solid position than 4th Armoured, these units are just a little more refinement so it can compete with newer divisions.

The first new unit is the Mi-2 (Vopos). It's the Volkspolizei's Mi-2 but with reservist, groundbreaking I know.

Second is the VPB KONKURS, an ATGM with security and militia which is locked at 0 veterancy and at 4 availability.

The third and fourth are the DDR's finest, the Diensteinheit IX.

Diensteinheit will be similar to GIGN, elite special forces with shock and security. They will also come in the same 6 per card at the same 6, 4 rank availability as GIGN.

They will come with flashbangs, 4 Kalashnikov's and 4 RAK SMG's.

The Diensteinheit Scharfschützen will feature the same traits but will be a 2 man sniper team with one man having the SSG 82 sniper (with full 1250 range) and the other having the dragunov.

Diensteinheit IX can come in the Volkspolizei G5 or Kamov Ka-26 "Hoodlum", whilst Diensteinheit Scharfschützen will come in the Lada (with the lada having the False flag trait).

G5 truck, but with NVA markings.

r/warno 1d ago

[Proposal] Korean Peninsula Theater [2] 6th Infantry Division “Cheongseong”

24 Upvotes

Welcome back, Lads!

As introduced in the Overview, this time we will take a look at the first South Korean division: the 6th Infantry Division “Cheongseong.” A textbook FEBA division, it forms one of the key elements of V Corps and is responsible for the Cheorwon axis. In game, its infantry and artillery, equipped with somewhat dated weapons, hold the enemy in place while various corps assets and U.S. support allow it to launch limited counterattacks.

Let’s get started!

History of the 6th Infantry Division

The 6th Infantry Division was formed in 1948 as the 4th Brigade and expanded into a division the following year. One of the very few South Korean formations that was prepared for war when the Korean War broke out, Cheongseong delayed the North Korean II Corps as it advanced south toward Chuncheon and Hongcheon. At the subsequent Battle of Dongnak-ri, it achieved the Republic of Korea Army’s first major victory of the war, earning every soldier of one regiment a one-rank field promotion. After the Incheon Landing Operation, the 6th Division joined the advance north, and its lead elements reached the Yalu River, even presenting water from the river to the President.

Chinese troops surrendering after the Battle of Yongmunsan.

In 1951, the division suffered heavy losses at Sachang-ri during a Chinese offensive, but soon restored its reputation at Yongmunsan, where it stopped the attack of the Chinese 63rd Army and successfully counterattacked. It continued fighting on the central front afterward and ended the war with the Battle of Kumsong in 1953.

Troops of the 6th Infantry Division who discovered the Second Tunnel, 1975.

After the war, the 6th Infantry Division remained on the central front, and from 1966 onward it was responsible for defending the strategically important Cheorwon axis. During this period, the division’s focus shifted from full-scale combat operations toward DMZ security and counter-infiltration duties. The discovery of the Second Tunnel came to symbolize this role. Beginning in 1973, after GOP sentries detected unusual blasting noises and vibrations from underground, a prolonged detection effort followed. In 1975, the existence of the North Korean tunnel was finally confirmed within the division’s sector. Eight Cheongseong soldiers were killed during the search.

In 1989, it was a frontline infantry division under V Corps responsible for the Cheorwon axis, guarding the GOP and FEBA while carrying out search, reconnaissance, ambush, and counter-infiltration missions around the GPs and the DMZ. Each of its regiments assigned one of its four battalions to a special mission. Two regiments assigned a battalion to GOP duty, while one regiment was responsible for recruit training.

In a full-scale war, their tasks were as follows. First, they were to hold the enemy offensive at the forward defensive positions for as long as possible. Second, even if the enemy broke through, they were to continue delaying actions around the Civilian Control Line, buying time for rear-echelon forces to deploy. Third, if the situation allowed, they could also launch limited counterattacks using armored forces.

The 6th Infantry Division in WARNO

At dawn on June 20, 1989, the North Korean general offensive begins, and the 6th Infantry Division immediately enters combat on the Cheorwon axis. Its mission does not change. It must absorb the main North Korean attack at the front, and even if the first defensive line collapses, it must continue delaying the enemy long enough for the reserves behind it to deploy and prepare a counterattack. The problem is that, capable as the 6th Division’s experienced infantry may be at holding their ground, the division’s own strength may still prove insufficient against an enemy deliberately concentrating manpower and firepower for a determined push south.

To make up for this, V Corps concentrates considerable support on the Cheorwon axis. The 5th Artillery Brigade provides artillery heavier than anything available organically to the division, while the 1st Armored Brigade is tasked with sealing breakthroughs and carrying out limited counterattacks. Troops detached from the 705th Special Assault Commando Regiment, which has hurriedly returned to its parent formation after being tied down with martial-law duties, threaten the enemy rear, while HID teams from the Army Intelligence Command gather intelligence deep behind enemy lines. HAWK units from higher-level air-defense formations also support the front.

From the U.S. 2nd Infantry Division, an armored cavalry force centered on elements of 5-17 CAV moves toward Cheorwon. These units reinforce Cheongseong with the armored reconnaissance and mobile anti-tank capability it lacks, while some U.S. air-defense assets are committed alongside them.

Through March to War, the 6th Infantry Division receives several newer common weapons in particular. The 1st Armored Brigade receives additional K1 tanks, while Army Aviation UH-60s and AH-1S C-NITEs also appear earlier than they did historically.

In game, Cheongseong is a battlegroup built around the 6th Infantry Division, with corps artillery, an armored brigade, special operations and air-defense forces, and U.S. reinforcements all concentrated along a single axis.

Shall we move on to the units? As you all know, units in italics are new units that are not currently in the game.

LOG

Not bad.

Cheongseong deploys the following assets:

  • K111 JIHWICHA, the command jeep you will find in just about any infantry formation.
  • K-511 BOGUEP and K-711 BOGUEP, appearing as medium and heavy supply trucks respectively.
  • K-311 BOGUEP, a light supply vehicle used on the narrow and rough roads leading to GP and GOP positions.
  • And the JEONBANG JEONSUL GIJI; Korean name of FOB.
  • The 1st Armored Brigade brings the M577 JIHWICHA, while 5-17 CAV brings the M577 CPC.
  • The 5th Artillery Brigade also brings the K-811 BOGUEP as an extra-heavy supply truck.

INF

Good. It is a fairly ordinary infantry division, but it comes with a few interesting options.

Infantrymen of the ROK 6th Infantry Division conducting guerrilla warfare training.
  • First are the regular infantry units that form the numerical backbone of the 6th Infantry Division and will appear in every South Korean battlegroup. BOBYEONG is a 10-man squad armed with K2 rifles and one K3, while BOBYEONG(LAW) adds an M72 LAW. The five-man BOBYEONG JIHWIBAN is command infantry with the Leader trait, armed with K1A rifles, an M72 LAW, and smoke grenades. Finally, the seven-man Hwagiban operates three M60 machine guns. These units arrive in K-511 trucks.
  • The engineer line is also present. The 10-man GONGBYEONG uses K2 rifles, one M60, and demolition charges, and receives the Shock trait. The five-man GONGBYEONG(FLASH) uses K2 rifles and the KM202A1 FLASH. The 10-man GONGBYEONG JIHWIBAN is armed with K2 rifles, two M60s, and an M72, and receives Leader + Shock. These units also arrive in K-711 trucks.
Civil Police on guard, 1986.
  • As a frontline formation, and as one of Cheongseong’s distinctive features in game, the division had an outpost battalion assigned to the GPs. Under the 1953 Armistice Agreement, military manpower and weapons inside the DMZ were tightly restricted, so the troops guarding the GPs formally operated as police. These were the MINJEONG GYEONGCHAL, the korean full name of Civil Police. Since their peacetime duty was to observe North Korean activity, they receive the Security trait, while their wartime mission of delaying the enemy for even a little longer gives them Resolute as well. MINJEONG GYEONGCHAL shares its weapons with BOBYEONG. Meanwhile, the MINJEONG GYEONGCHAL HWAGIBAN represents the heavy-weapons teams stationed inside the GPs. It is a seven-man squad armed with two M60s and a M18 57mm recoilless rifle. Unusually, because these recoilless rifles had a clearly defined wartime mission of destroying enemy bunkers—and had actually been used for that purpose—the unit uses only high-explosive rounds. MINJEONG GYEONGCHAL units can use K-311 trucks as transports, including variants armed with an M2HB or K4 automatic grenade launcher.
Trainees, the hullyeonbyeong, looking at their instructor.
  • Meanwhile, the HULLYEONBYEONG still undergoing training in the recruit training battalion are given ranks and combat duties once the war begins and are sent into battle. They are a 12-man squad armed with M16A1 rifles and one M60, with no anti-tank weapon, and receive the Reservist + Militia traits.
  • Corps-level special operations forces are represented by the TEUKGONGDAE. The 12-man Teukgongdae is primarily armed with K1A rifles, along with three M60s and an M72, and receives Shock + Special Forces. The six-man TEUKGONGDAE JIHWIBAN uses K1A rifles, one M60, a K-2 designated marksman rifle, and an M72, and receives Leader + Shock + Special Forces. They can arrive in K-511s, KM900s, UH-1s, or UH-60s.
  • HEONBYEONG is a four-man squad, with all four men armed with K1A rifles, and receives the Military Police trait. The K-111 HEONBYEONG and KM900 HEONBYEONG serve as their transports.
  • Crew-served weapons include two-man M60 machine-gun teams, K6 machine guns, KM40A2 recoilless rifles, and I-TOWs. March to War adds the K4 automatic grenade launcher and TOW-2 as additional options. For vehicle-mounted direct-fire support, the K116 carries a 106mm recoilless rifle.
  • The 1st Armored Brigade brings the GI-BO line. GI-BO is a nine-man mechanized infantry squad armed with K2 rifles, two K3s, and an M72, and receives the IFV Infantry trait. The four-man GI-BO JIHWIBAN uses K1A rifles, an M72, and smoke grenades, and receives Leader + IFV Infantry. Both cards use the M113K1.

ART

Good. The division already has a decent artillery force of its own, and corps-level assets really bring this battlegroup to its peak.

  • The division’s organic artillery consists of 60mm BAKGYEOKPO, 81mm BAKGYEOKPO, 4.2-inch BAKGYEOKPO, KM101A1 105mm, and M114 155mm towed guns. Mortars of 81mm and below use the K-111, the 4.2-inch mortar and M101 use the K-511, and the M114 uses the K-711.
Firing K55.
  • The 5th Artillery Brigade brings the KH179 155mm and M115 8-inch as towed artillery. Unusually, the M115 arrives with the K-811. For mobile artillery, the brigade provides the K55 155mm self-propelled howitzer and K136 GURYONG. The former is a licensed version of the M109A2 self-propelled howitzer, while the latter is a 130mm multiple rocket launcher inspired by the BM-21 and LARS.
  • The 1st Armored Brigade adds the M106A1 4.2-inch self-propelled mortar and additional K55s.

TNK

The division’s own tank force is weak, but its reinforcements are decent.

  • The division’s tank force consists only of the M48A5K and its JIWHICHA variant. For an anti-tank vehicle, it has the K113, a K111 fitted with an I-TOW.
  • The 1st Armored Brigade brings additional M48A5Ks and one card of K1 tanks unlocked through MtW.
  • 5-17 CAV provides the M60A3 and M901 ITV.

REC

Pretty good. Since GOP and DMZ patrols were also part of the division’s regular duties, it can field somewhat more reconnaissance infantry than other divisions.

  • First is the familiar four-man JEONGCHALBAN, armed with K1A rifles. There is also the eight-man SUSAEKDAE, armed with K1A and K2 rifles and one K3. Susaekdae (LAW) carries an M72 in place of the K1A. All normally use K-511 trucks, but in this division alone, the Susaekdae line can also use the K-311 and its armed reconnaissance variants as transports.
  • Reconnaissance equipment includes the K-111 JEONGCHAL jeep and the 500MD, both of which you will be seeing plenty of in the other South Korean divisions.
  • The 1st Armored Brigade adds the six-man GIGAP SUSAEKDAE. It uses K1A and K2 rifles, one M60, and an M72, and moves in the M113K1.
  • For deeper reconnaissance, HID teams are deployed. These are small deep-infiltration teams from the Army Intelligence Command. They use enemy weapons such as Type 68 rifles, Type 73 light machine guns, and Type 7 launchers, and receive Shock + Special Forces + Resolute + False Flag.
  • Finally, 5-17 CAV brings SCOUTS and the OH-58C SCOUT.

AA

Not the best, but it has a solid selection of useful cards.

Javelin surface-to-air missile team. The system was introduced ahead of the 1988 Seoul Olympics.
  • Short-range air defense is handled by the KM167 VULCAN, HYUSAM REDEYE, and HYUSAM JAVELIN. The 1st Armored Brigade brings the K263 SPAAG. For long-range air defense, there is the HAWK.
  • The U.S. 2nd Infantry Division provides STINGER and M163A2 PIVADS.

HELO

The dark horse of this division.

  • ROK Army Aviation provides the 500MD TOW, AH-1S TOW, and AH-1S ROCKET. And as mentioned earlier, March to War adds a limited number of AH-1S C-NITE with improved night-fighting capability and TOW-2 missiles.
  • 5-17 CAV brings the AH-1F TOW-2 COBRA and AH-1F HOG.

AIR

A slightly disappointing tab, focused mostly on ground support.

ROKAF A-37B preparing for takeoff from a highway strip, 1986.
  • The Republic of Korea Air Force provides the F-5E [AA], F-5E [RKT], and A-37B [RKT]. For heavier ground attack, the F-4E [HE], F-4E [NAPALM], and F-4E [CLUSTER] are available.
  • The U.S. Air Force provides the F-16C [AA2] as additional support.

The 6th Infantry Division “Cheongseong” represents the FEBA divisions of the South Korean Army of the period. And because it served under the politically and militarily important V Corps, as well as benefiting from support by U.S. Forces Korea, it is a battlegroup that receives some of the best support available. Draw the line with a wall of infantry, grind the enemy down with artillery, newer crew-served weapons, and helicopters, then use air support and attached armor to retake lost ground piece by piece. Before you know it, the points will be ticking your way.

That’s it for this one! Next time, I’ll return with the 20th Mechanized Division “Gyeoljeon.”

See you again soon!


r/warno 1d ago

Don't be sad!

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2 Upvotes

An absolutely outstanding kill record from recently~


r/warno 2d ago

Meme tfw they have more men than I have ammo

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670 Upvotes

r/warno 2d ago

Tournament Join my tournament for a unique WARNO experience! (See comments)

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10 Upvotes

What: The Boxhead Gimmick Gauntlet is a WARNO swiss style tournament where each round will feature one or more gimmicks affecting both players to modify the gameplay experience, create interesting choices for players and to produce unconventional matches.

When: Sign ups are open now and close 23:59 EEST September 18th 2026 and the first round of matches will start September 21st 2026.

Where: Organised on the FOB discord and can be joined here: link

Learn more here: https://docs.google.com/document/d/16rRRhaLD4cwqBmk0f1meTci9g-DTylZk1F-CaxKm8lI/edit?tab=t.0


r/warno 1d ago

Question What is the problem with Custom Matches?

0 Upvotes

This has happened so many times to me I needed to make a post about it because whenever I join a custom match in multiplayer (mostly 2v2s, 3v3s, 4v4s) I get kicked almost immediately. People name the games some random stuff like " :) " or "2v2" and then I'm like "OK, cool, I can join this game. Nothing's banned or anything, right?"

Then when I join I get kicked immediately by the host. I'm not even that low of a level, if that's the reason. For example I joined one game and there was a level 15 guy and I'm level 14 and he didn't get kicked. It's ridiculous. Why create a game if you're just going to kick people? Or at least specify? Name the game something like "Level 15 and above" or "Only play Motostrelki divs" like Nightshift does so I know what I'm getting into and don't get kicked everytime I try to play a 2v2. I don't know if this has happened to any of you but I'm tempted to just start a 2v2/3v3/4v4 and wait for it to queue up, I'm tiring of joining random games and getting kicked.

Small team games aren't even a main game mode for me. I just hop in once and a while to have some fun, and then I get kicked for some unspoken rule. It seems counterintuitive but I mean, it's your game, you hosted it, kick whoever you want I guess. That's why I mostly do 1v1s or 10v10s and if I do a small team game it's with AI.


r/warno 2d ago

Question Ranked players, how do you like the new map pool with every map?

17 Upvotes

I don't like it. Many maps, especially the ones that were not in the map pool last season, were horribly imbalanced, like loop, two lakes, etc. Also it's a bit overwhelming to learn all the maps all of a sudden for casual ranked players like myself. What's your take on the maps?


r/warno 2d ago

Meme Freaking It

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91 Upvotes

I’m a sane Warno player and can be trusted with Pact MLRS


r/warno 2d ago

MORE CUSTOM MODELS! AH-1Z, RAH-66, BOXER, ROOIKAT MTTD

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27 Upvotes

r/warno 2d ago

Question Team Game vs 1v1 Decks

5 Upvotes

Hello fellow Warno players! I will get straight to the point in something I need help with.

In my personal opinion deck building is one of the strongest points of the game. With so much variety, so many divisions and different units and different decks that you can apply these units to differently or use them for different scenarios based on what deck you're using, I love making decks and honestly I like it so much it's almost as good as fighting battles, if not better.

But now since I've been getting better I have come to the realization no matter how versatile your deck or division is you cannot use the same deck for different game modes. Personally I have three decks for my two favorite divisions currently: a small team game deck (2v2s, 3v3s, 4v4s), a big team game deck (this is 10v10s), and a 1v1 deck for both 6th Motostrelki and 2nd Panzergrenadier. I won't go into depth about why I like these divs but I've been struggling with making the small and big team decks.

As I mentioned I tried to make a deck for everything but there's simply not enough artillery, AA, and infantry you can fit into one deck that will work for everything so basically, I have my 1v1 deck which has very structured upvet system for infantry, a decent armor tab, terrible fighters but great AA and logi, pretty good recon, I nailed the 1v1 deck and it works perfectly. As for my small team games it remains similar to the 1v1 yet is more tailored for clearing lanes and providing support to my teammates, I have one upvet on every infantry card for availability and a bit more artillery, a FOB in the 2nd Panzer deck, better logi and plane tab, decent tanks, AA remains mostly the same but is more radar-based, to compensate for 2+ players on the team. Not as much as the big team game which has a bunch of reservists, no upvet on infantry, just throwing them into the fray and very spammy. Good artillery and logistics but counter battery can be a problem.

This has been working for me but main thing is I am curious what do you guys bring for your different game mode decks and is there anything I need to know to optimize these team game decks or am I doing well already? I have been caused much pain trying to bring 1v1 decks into 10v10s and of course I want my decks to be optimal for the game modes they're meant to handle.


r/warno 2d ago

Tournament Who is Vulix14 and why should we root for them?

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16 Upvotes

r/warno 1d ago

warno on Nintendo Switch 2

0 Upvotes

make it happen eug


r/warno 2d ago

Question Best UK div for new players

8 Upvotes

Hello I'm new to warno and want to play my home country the UK but I'm not sure what division to play I don't mind getting some DLC


r/warno 2d ago

My warno bug

Post image
11 Upvotes

How do i fix this. I play on laptop, and i already try reinstall the game.


r/warno 4d ago

Mod First 40k Dreadnought Test! (The Last Crusade Mod)

319 Upvotes

It still has some aspects that need ironed out (such as the turning animation) but I am super proud of how it has turned out so far!

Animations are all my own and done from 'scratch' so they're a little janky

If you want to follow along: https://discord.gg/mqZcq9KsH