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Re: Order of Battle goes global
« Reply #15 on: January 26, 2017, 04:44:08 PM »


Order of Battle to feature the Kriegsmarine!

Order of Battle returns to its roots with this DLC and it expands to the icy waters of the North Sea and the Atlantic Ocean, pitting the Kriegsmarine against the might of the Royal Navy and its allies.

Order of Battle: Kriegsmarine features a subject rarely touched upon by other games and never with such level of detail: you will follow the German navy in its years-long campaign to challenge the Allied supremacy of the sea.

This will put you in situations which you’ve never faced before in the Order of Battle. You will fight as the underdog and support land operations, perform convoy-raiding missions, lure enemy ships into deadly ambushes and make extensive use of submarines. Fight through historical and what-if scenarios alike and demonstrate you are the real master of the seas!

The game will feature iconic ships such as the Bismarck and the Scharnhorst, introduces a wide range of submarines, naval bombers, flying boats, gun boats, destroyers, cruisers, and it’ll be even possible to make use of the Graf Zeppelin carrier!

Kriegsmarine will start its beta soon. We are looking for willing and active beta testers to help us finding bugs and give us suggestions. We need your help, so if you’re interested  join the beta. http://www.slitherine.com/beta/cnda.asp?gid=677, This beta will also be the first testing phase of the new skirmish mode, a much-anticipated feature in Order of Battle.

Product page:
http://slitherine.com/products/677/details/OrderofBattle:Kriegsmarine

« Last Edit: September 07, 2017, 05:30:35 PM by Asid »

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Re: Order of Battle goes global (Free)
« Reply #16 on: March 29, 2017, 04:27:50 PM »
A look at the new features of Order of Battle: Kriegsmarine


Kriegsmarine is the upcoming DLC for the Order of Battle series and it covers the German Navy’s efforts to challenge Allied superiority at sea. From the shores of the Baltic to the deep waters of the Atlantic Ocean, you will lead a smaller varied fleet of destroyers, cruisers and battleships, submarines, seaplanes tenders and carriers, as well as Marines units specialized in amphibious assaults.

This DLC marks, of course, a return to naval mechanics. The team has put a lot of focus in expanding the naval aspects of the series with Kriegsmarine, and to best represent naval warfare they implemented several new features. Let’s look at them, shall we?



Firing efficiency & Hit avoidance

 
This new mechanic will completely alter how naval combat is played out in the Order of Battle series. Now both movement and range will play a role in damage calculation.

The mechanics already existing in the game dictate that, in order to maximize your damage output, a ship that moves before firing must keep the same distance between itself and its target at the start of the turn and after the move. Basically, if the range stays the same before and after you move your ship, you will have maximized your firing efficiency as you won’t need to calibrate your guns and present the full broadside to the enemy at all times.

This is now combined with new mechanic: By keeping your ship on the run, you make it harder to hit. The more movement points you spend in a turn, the more hit avoidance you will have, and the enemy will deal less damage to you.

The trick is to try to keep the same range between you and your target when firing, but move as much as you can so that you won’t be a sitting duck! In a larger scale naval battle, the trick is to move as much as possible and outside of the effective range of most enemy warships, while still maintaining the same distance to specific targets for maximum firing efficiency.



New Submarines Mechanics

 
First off, surfaced submarines are now much harder to spot. Previously, they could be spotted by any surface ship or aircraft as long as they were in visible range. Now, they will only be spotted by adjacent ships: this allows brave submarine captains to take risks and gamble. Surfaced submarines can move at a higher speed to close in on merchant convoys or stalk enemy fleets. On the other hand, while a submerged submarine is slower, it can only be detected by sonar.

We also introduced a limited submersion time: now submarines have a battery which they use when they are submerged. For most submarines, it’ll last 3 turns, although for some later models (like the German XXI) it will last 4. Then, the submarine will have to resurface and recharge the battery for a number of turns.

These new mechanics make submarines way more interactive and interesting to play.



The number to the right indicates the battery duration – how long your submarine is allowed to stay submerged!



Primary & Secondary guns split



We decided to split the primary and secondary armaments for battleships and battlecruisers to more accurately portray these vital ships of the era.

Primary guns can only be fired once every 2 turns. Their range and firepower is far greater, meaning that you want to save that when it’ll truly have a significant impact or when a good target is available. That offers an interesting choice to players and adds depth to naval combat. In addition, the secondary guns armament is often equally effective at close range against smaller enemy ships.

Each ship now feels more unique and specialized as well as historically accurate, and there are big differences between various BB types. For example most BB/BC have destroyer calibre guns (100-128mm) but some like the Yamato are armed with (light) cruiser calibre guns (150mm).



Seaplane tenders

 

In Kriegsmarine we have an entire new class of units, seaplane tenders.

These allow the German Navy to carry and resupply seaplanes (in fact giving it some sort of “prototype-carrier” capability). While floatplanes and flying boats used to be limited to the reconnaissance role, Kriegsmarine adds new types in the offensive role, including floatplane fighters and (torpedo) bombers.



The ship to the left is the AV Greif: it can carry armed floatplanes (like the Arado AR 196 A-3) and resupply floatplanes and seaplane torpedo bombers (like the Heinkel He 59) alike.
The one to the right is the AV Bussard. It can carry and resupply floatplanes and torpedo bombers!


 

And more!



Kriegsmarine has a lot more to offer, but we don’t want to give away too much info at once. We’re looking forward to you trying the game and finding all the nice little touches that the Artistocrats left there for you to find. But let’s say bye, for today, with one of my favorite new ships.



Everyone who guesses the name of that ship wins a cookie!

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Re: Order of Battle goes global (Free)
« Reply #17 on: April 19, 2017, 01:51:38 PM »
Kriegsmarine is coming out tomorrow - don't miss the Twitch!

It's been a long wait but it was worth it: Kriegsmarine is going to be released tomorrow and personally I am really looking forward to playing it.

I am sure that you are like me, and you want to watch some of the game, and see those ships and u-boots in action. Am I right?

If the answer is YES then you shouldn't miss our live stream on our Twitch channel this Friday, April 21st, at 3 PM GMT.


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Re: Order of Battle goes global (Free)
« Reply #18 on: April 21, 2017, 12:01:52 AM »
Order of Battle: Kriegsmarine is out!

 In Order of Battle: Kriegsmarine you'll brave heavy enemy fire while at the lead of powerful battleships and cruisers - true beasts of steel! You will command silent predators, marvels of German engineering, the U-Boots, in their lethal hunt for Allied convoys. You will build and employ massive new Carriers, platforms from where to launch your newest aircraft, and gain a devastating edge over your enemies.

Kriegsmarine is all of this, and more. Your efforts will decide the fate of the war. Are you up to the task?

The new DLC for the Order of Battle series releases today on our store and on Steam. It features the exploits of the Kriegsmarine, the German Navy, in its effort to fight Allied supremacy at sea. It adds many new units, and it presents players with the intriguing possibility of exploring “what-if” scenarios: what if Germany had developed, built and deployed aircraft carriers? What if Germany had fully executed Plan Z and built the next-generation battleships? You have the choice.

That’s not all! Kriegsmarine is accompanied by several new features which have an effect on naval gameplay in general: new mechanics such as fire efficiency and hit avoidance, new submarine rules, primary and secondary guns for ships, new unit types, a first look at the Skirmish mode, and more! It is truly a massive update.

And if you’re still unconvinced, we’ll stream the game tomorrow on our Twitch channel!

So what are you waiting for? Get Kriegsmarine now, and give us your feedback on the forum!



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Re: Order of Battle
« Reply #19 on: September 07, 2017, 05:33:13 PM »
Order of Battle - Version 4.1.7

Hello everyone,

Big news for all the Order of Battle fans! Today is the update day!

We’ve now reached version 4.1.7, that brings a lot of fixes to some well-known problems.
You can download the patch from our members area or directly from this link !

Here’s the list of changes for patch 4.1.7:
• Quit India fixed: Ghandi will now always be positioned somewhere on the main peninsula
• Missing French text added for Burma campaign
• Waffen SS unit carry-over in Blitzkrieg campaign fixed
• Missing custom campaigns button fixed
• Yugoslavia scenario (Blitzkrieg) fixed
• Gurkhas have the "guerrilla" trait
• British QF 40mm Bofors costs fixed
• Bug fixed that could cause framerate drop after several turns into a scenario
• Kriegsmarine and Burma DLC bonus units unlocking fixed
• New PBEM++ account registration fixed

That’s it! We hope you keep playing and having fun with our game![/quote]

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Re: Order of Battle
« Reply #20 on: December 13, 2017, 04:13:44 PM »
Auto-patch 5.2.2

A patch has been released using the in-game automatic updater. This will fix a number of the main issues introduced since update 5.2.0 (mostly affecting naval maps).

NOTE: Due to a bug in 5.2.0 the game will crash after downloading the update. This is "normal". After manually restarting the game it should correctly be updated to 5.2.2 and a popup with patch notes will appear.

Patch notes:

• A number of bugs fixed that could cause certain scenarios turn freeze when ending a turn
• Objective fixes in Sevastopol, Voronezh and Winterstorm scenarios (Panzerkrieg)
• Resource bonuses set for playing Panzerkrieg scenarios outside of the campaign
• Minor issues fixed with some of the new units (SU-152, Soviet M4 Sherman, Sturer Emil)
• Fixed game crash after (successfully) applying automatic patch

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Re: Order of Battle
« Reply #21 on: February 21, 2018, 11:34:28 PM »
Order of Battle - Update 5.2.9 and First Round of the Tournament

Today we are releasing the new update for Order of Battle: World War II, bringing the game to version 5.2.9.

You can download it from the Members Area.

Furthermore, it's time for the Tournament to begin!

You will be contacted and sent an e-mail containing all the info you need to know to start playing. We're really looking forward to see the outcome of this first round. Good luck!

Changelog:

• Shader fixes
• Waffen SS II description fixed to reflect its effect
• Tweaks to some unit costs and stats
• Updated Engine version and renderer
• Missing railroad urls fixed
• Rising Sun, Guadalcanal scenario missing event picture added
• US Pacific, Leyte campaign fix for Japanese fleet spawning
• Panzerkrieg scenario fixes now actualy implemented in patch
• Fixed bug where music would not play
• Fixed the duplication of Specialisation units
• Battle of Britain mod compatibility fixed
• Snow effects on attacker and defender on some terrain types corrected
• Fixes bug that could cause all units' strength or experience to be reduced in certain scenarios
• Fixes to Panzerkrieg scenarios Kharkov, Operation Zvezda/Star, Voronezh and Stalingrad
• Missing sharp turns in railroad textures added
• Fixed a bug in the Field Medics specialization that could prevent importing a core force from the Boot Camp into the US Pacific campaign.
• Several unit stats tweaked or fixed (Flammpanzer III, Il-2M3, T34 series, Ki-15, ...)
• Missing destroyed textures added for Bohler 47mm gun and 20mm Flak 36.
• Added 41-45 versions of the "canoe version" of the British SBS units.
• Disbanding aircraft inside a hangar will now corrected change the strength points of that hangar - or remove it entirely.
• Core units can only be disbanded if they have not yet moved or attacked in the current turn
• Texts in campaigns fixed for non-English languages

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Re: Order of Battle
« Reply #22 on: March 08, 2018, 02:17:45 PM »
Order of Battle: Sandstorm is coming!




1941. Erwin Rommel is appointed commander of the newly created Deutsches Afrika Korps, with the goal of supporting Italy in their campaign against the Allied forces in North Africa.
It is the beginning of a great military campaign which will show the world the military genius of Rommel, a series of great accomplishments which will earn him the immortal nickname of the Desert Fox.

Order of Battle: Sandstorm, the new DLC in the Order of Battle series, will let you relive those years.

You will need exceptional strategical ability to succeed in the brand new campaign – one of the longest ever in Order of Battle, 14 scenarios! Beware, you will be outnumbered and time is against you. Deceive your enemy, then outmaneuver and vanquish them before you run out of supplies.

Sandstorm greatly expands the roster of Italy, adding many unique units as well as specializations. It also introduces a brand new terrain type to Order of Battle, Arid, as well as new terrain rules to represent the hazards of fighting in a desert environment (has anyone mentioned sandstorms?).

Sandstorm is currently in development and it’s about to enter Beta. If you would like to follow its development and give us a hand in testing it, please apply for the beta here.

We will show you more of the DLC soon, so stay tuned!








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Re: Order of Battle
« Reply #23 on: April 12, 2018, 02:31:14 PM »
Order of Battle: Sandstorm - Check the new screenshots




The Beta for Sandstorm, the new upcoming DLC in the Order of Battle series, goes on, and we are gathering some tremendous feedback from the community.

We're really busy balancing the scenarios right now, but we're getting there. We will start to publish more information on the expansion very soon.

In the meantime, we captured a few new screenshots to tease you while you wait. We're really curious to hear what you think of them, and what can you make out of them. Let's put your observation skill at test!






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Re: Order of Battle
« Reply #24 on: April 16, 2018, 03:26:30 PM »
Order of Battle: Sandstorm - A look at the new scenarios



Sandstorm is the new upcoming expansion in the Order of Battle series, bringing the game to the sands of North Africa.

We asked the developers to talk of the new campaign and tell us about some of the new scenarios.


Campaign

In 1940 Italy joined World War II on the Axis side. In the same year, an offensive was launched with an aim of defeating the British forces in Egypt. Disaster followed, with a British counterattack where Italian forces were defeated in detail and lost part of their Libyan colony. Germany hastily sent a small blocking force to prevent the loss of all of North Africa and it is here that the player enters!

The Campaign starts with first the German clashes with British and Commonwealth forces over the Cyrenaica region. The Campaign in North Africa was characterized by a high degree of motorization on both sides, leading to dynamic and mobile warfare. This feature is included in the game as well where you will need lots of trucks for your army to keep up with your tanks.

Another characteristic of war in the desert was its dire supply situation. Partly due to delivery across the sea, partly to distances on the ground and of course partly due to enemy action, there was never enough of it for all ambitions. Order of Battle’s supply mechanics shine in this respect and a variety of situations related to supply are a watchword of the Sandstorm Campaign.

Historically Axis forces were defeated and expelled from Africa, but many what-if speculations have arisen since. The Sandstorm Campaign will allow you to explore some of those what-ifs by exploring semi-historical situations without going too much into fiction. But most importantly, based on your success of achieving secondary objectives, the next scenarios could feature significant territorial and tactical changes.


Scenarios


Tobruk


Historical setting:

After the crushing defeat of the Italian army, Rommel arrived in Africa in February 1941. After his troops were unloaded they staged military parade in Tripoli and were immediately sent to front. They were followed by more troops via the same route.

Their task was to establish a defensive line at El Agheila and protect Tripolitania from further British advances. This proved to be unnecessary because the British had outrun their supply capacity and were diverted to Greece to counter incoming attacks there.

At the end of March, Rommel decided to launch probing attacks and since the British had insufficient strength remaining they ordered a retreat. This only motivated Rommel to push even harder disobeying orders and neglecting all supply difficulties.

In a very short time all of Cyrenaica was in Axis hands. All but one harbour - Tobruk.


Scenario description:

Immediately at start of campaign player can fill his core with German and Italian units.

The map itself provides for several routes of advance once the first line is breached and all require use of motorized transportation for Infantry. Your Supply dwindles with time and it is imperative to acquire your opponent’s supply bases in order to keep the offensive going.

Many historical events could repeat themselves, like the blowing of supply bases during the British retreat, capturing General O’Connor, Australian units moving towards Tobruk while the rear-guard is protecting their retreat. Additionally some things could go differently than the historical operation, like the capture of Tobruk.

Since the capture of Tobruk is a secondary objective and is a very challenging one to achieve, the player is allowed to fulfil their primary objectives first before proceeding to secondary ones.




Crusader


Historical setting:

The British plan to relieve Tobruk was to send armoured groups through the desert with an aim to attract Axis armour and defeat it in one big tank battle. Their Infantry was to swing behind the frontier positions, seal it and continue down the road supported by slower infantry tanks. The Tobruk garrison was to break out when circumstances became favourable.

The Movement of the tank groups did not attract Axis armour because Rommel thought it was a faint and an Axis planned attack on Tobruk was just about to start. At this moment British separated their tanks into three columns. One going to Bir el Gubi, other one to Sidi Rezegh and the third one was kept in reserve. Soon enough the fiercest battles emerged around Sidi Rezegh and units from both sides were rushed there, creating a confusing battle with shifting frontlines and layers of enemy units running into each other.

Two things saved the British, Rommel’s idea to turn his armour into the British rear in an attempt to destroy their supply and the intervention of Commander-in-Chief Middle East to relieve the British commander and prevent the British units from retreating. New replacements were poured into battle and the British continued the battle at Sidi Rezegh whilst the Axis were driving deep into their rear.

The Battle of attrition went in favour of Allies, connection with Tobruk was established and Rommel ordered a retreat, leaving frontier garrisons to their fate.

Scenario description:

The player cannot be utterly defeated in this scenario. You can either crush the Allied forces and change history or, if the pressure becomes to strong, you can authorize a strategic withdrawal and fight another day at the Gazala line. This means that this is the spot where the campaign branches before it rejoins again in semi-historical invasion of Malta.

This scenario also has two variant setups depending on whether Tobruk was captured in the previous scenario. If Tobruk is already held by the Axis, then the Allies will not try to relieve it but just to recapture it. This brings different starting positions and a few tricky changes in strategy by the British.

The Scenario itself is intense and demanding with many areas to cover. Will you form a defence line in front of Allies or will you rush into their rear to destroy supply and hamper all of their army? If Allies establish connection to Tobruk, don’t worry, you will get a second chance to nullify their gains but in a tight time limit.

Do you want to feel that you are making an influence on the battlefield? Well this one is for you.




Gazala
 

Historical setting:

After the see-saw battles of late 1941 and early 1942, the frontline had stabilized at the so-called Gazala Line. Both sides were preparing an attack on the other. Rommel was faster. The Northern sector was heavily defended and the Axis only staged a feint attack there while their main force swept across the desert and outflanked the line to the South.

Finding itself behind Allied static positions and minefields and confronted by armour on the other side, Rommel realized that he needed to shorten his supply routes before proceeding further. This sequence of events is known as the Cauldron battles where the main Axis force resisted British armour with an anti-tank screen while, at the same time, reducing the British 150th Brigade in their rear and clearing extensive minefields for their supply convoys to pass.

When the shortening of their supply route was complete, and British armour was destroyed, the Axis mobile columns hurried towards the Allied supply bases. The Base at Belhamed rail station was blown up whilst Tobruk surrendered! The Capture of fuel at Tobruk allowed the Axis forces to move forward.


Scenario description:

The Allied unit dispositions, including minefields, were made based on historical sources. Rommel’s greatest victory will ask nothing less of you. As long as you avoid heavy defenses on the north momentum can be maintained. The Southern part of the map, as well as the rear, provides more approaches.

The Secondary objectives are lined up in a way to facilitate your path to victory and maintain focus, as well as being historically inspired. Transporting cargo trucks will give you actual supply output to help fight against dwindling supply over time.

Also, besides controlling territory you are tasked to destroy the British Army. But do not worry, if they are cut from their rear this will cause units to abandon heavily dug in positions and make them easier to destroy. Who knows, if you get lucky maybe the Tobruk garrison will surrender to you, Herr General!




Herkules
 

Historical setting:

This is actually a semi-historical setting because Operation Herkules, the Axis invasion of Malta, was planned and could have happened, but didn’t. The Germans had reservations about it due to heavy losses of Fallschirmjäger on Crete and because a seaborne operation would depend upon the Italians. When Rommel captured stocks of fuel at Tobruk he was eager to continue with his offensive and Operation Herkules was called off.


Scenario description:

This Scenario features airborne and seaborne amphibious landings followed by land combat, while the Regia Marina holds the Royal Navy at bay and on top of this there is a need to control the skies.

But, before the scenario escalates into full scale battle involving all military branches, its elements are introduced gradually and in subsequent phases.

The first phase is the airborne invasion with the task of establishing an operational airfield. The player can select the difficulty of this task. They can aim for more airfields at the same time at the expense of a dispersed and more vulnerable force or they can concentrate on fewer objectives but with stronger force concentration. Higher the risk, higher the reward!

The Second phase includes seaborne landings but, in order for it to start, certain coastal batteries need to be neutralized first. There are several landing places to choose from and it is wise to destroy the coastal batteries covering those approaches.

In the third phase of attack you are to proceed to your objectives whilst at the same time protecting the supply routes of the land forces on the island. The Royal Navy will be alerted by this time and only thing between them and your invasion force is the Regia Marina.




Kasserine Pass


Historical setting:


Tunisia is characterized by mountainous terrain and while those mountains had several passes those that had road and railroad networks were more important than the others.

Kasserine was one such important pass with two rail-lines from the Tunisian coast meeting there before proceeding inland and further, to the Algerian coast.

If the Axis were to destroy the Allied forces in Tunisia, then they needed to get through the Kasserine Pass then break out toward Algerian coast and encircle the Allied armies, leaving them with no major port to resupply.

Logistics and Axis strength at the time was what made such plans impracticable.

Higher levels of command had disagreements about the scope and purpose of forthcoming Axis offensives. Various plans were laid down. A less ambitious one called for the capture of Thala and Sbiba as prerequisites for an attack on Le Kef to disrupt the Allied flank and gain time. A more ambitious plan called for capture of Tebessa as a prerequisite for an attack on Bone at Algerian coast.

In such unclear conditions Rommel tried too much with too little probing along all lines and eventually retreated.


Scenario description:

The objectives in this scenario depict this strategic dilemma.

The Victory objectives are contradictory to one another, meaning you can achieve only one and never both.

Whatever choice you make, it will make a difference in the subsequent scenarios. Will you wait for an Allied attack on the Tunisian bridgehead or bring battle to the enemy? Great ambitions always bring great challenges. Do you have what it takes to become ...Sun Hero?


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Re: Order of Battle
« Reply #25 on: April 27, 2018, 03:35:16 PM »
Order of Battle: Sandstorm - The Italian armed forces

In Sandstorm, the upcoming new expansion for Order of Battle, the Italian army obviously plays a very important role.

As commander in chief of the Axis forces in North Africa, you will be leading a joint army of German and Italian troops. Today we'll look at some of the new units available to Italy coming with Sandstorm.


Tanks



In the first years of the war, Italian tanks are lightly armored and undergunned to complete with their heavier British and American counter-parts. By bringing some more modern tanks designs into production however, you will have access to a number of effective medium tank types.
 
- L6/40: While useful for reconnaissance and attacking unprepared infantry positions or lightly armored vehicles, its armament and armor is inadequate for dealing with tanks or entrenched positions.
- M14/41: A minor upgrade over the M13/40 medium tank, but still lacking the armor thickness and gun calibre to compete with all enemy tank types.
- P26/40: The first tank design with decent armour and a capable 75mm gun, roughly comparable with the Panzer IV and M4 Sherman.
- P43 bis: This vehicle forms the pinnacle of Italian tank design, inspired by the German Panther tank and armed with a powerful 90mm anti-tank gun.


Fighters




- CR.42: While maneuverable in dogfighting, this biplane fighter cannot compete with boom-and-zoom attacks by more modern monoplane fighter designs.
- MC.200: In the hands of an experience pilot the Macchi C.200 Saetta is a match for the British Hurricane fighter it will frequently meet over the deserts of North Africa.
- MC.202: With the "Folgore" fighter the Italian Airforce has an excellent fighter design capable of matching enemy aircraft in combat.
- G.55: The "Centauro" is probably one of the best fighter aircraft available to the Axis, with powerful armament and excellent flight characteristics.


Artillery



The Italian Army has access to a large variation of towed and motorized artillery units.
 
- Obice da 75/18: This light mountain gun can be moved quickly and through difficult terrain, allowing short range artillery support in all environmental situations.
- Semovente da 75/18: Carrying the same gun as above, this self-propelled gun offers good firepower and protection for its crew in a fully enclosed casemate.
- Semovente da 105/25: Effectively a heavier version of the previous SPG, this unit carries a powerful 105mm gun and thicker frontal armour.
- Semovente da 149/40: This machine does not offer much protection to its crew but can keep its distance from the enemy thanks to the powerful 149mm artillery gun.


Regia Marina



The Italian Navy has been expanded in Sandstorm with a ship type of every class to match the enemy fleets in all types of engagements.

- MAS torpedo boat: These fast and light boats are armed with two torpedoes for hit & run attacks against enemy warships, and one machine gun to defend against enemy aircraft.
- Soldati destroyer: Ideally suited for reconnaissance, shielding larger warships from enemy torpedo attacks and engaging enemy ships with its own torpedoes or battery of four 120mm guns.
- Bolzano cruiser: This heavy cruiser is armed with a powerful array of guns, capable of providing fire support during naval battles and coastal attacks.
- Littorio battleship: This class of battleships is the most modern and powerful available to the Italian Navy. It is equipped with impressive primary and secondary gun batteries.


Hotwheels & Bersaglieri



Besides the common lines of unit classes, the Sandstorm campaign also adds a number of more unique units to the game:

- Bersaglieri: These units are composed from above-average recruits and have received intensive physical and marksmanship training. The Bersaglieri form the elite of the Italian infantry arm.
- AS.42 Sahariana: Similar to the transport vehicles of the British "Long Range Desert Group", the low-profile Sahariana reconnaissance vehicle is easily concealed and can track enemy units undetected to strike vulnerable targets at the right time.
- AB 41: Armed with a 20mm autocannon and two machine guns, this reconnaissance vehicles is effective at harassing enemy infantry and light vehicles. It can also be converted to run on railway tracks for even faster but more restricted movement.
- QF 2-pounder Portee: This British truck carries a 2 pounder anti-tank gun in the back. While vulnerable to infantry, air and artillery attack, it does provides a mobile platform to rapidly set up defenses against Axis armor.

Sandstorm has many more new units to offer: we're looking forward to releasing the expansion and hearing your thoughts on them. Until then, stay with us, for we have more stuff to show you!

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Re: Order of Battle
« Reply #26 on: May 02, 2018, 03:24:18 PM »
Order of Battle: Sandstorm will hit the shelves on May 16th


We have the release date all Order of Battle fans were waiting for: Sandstorm is going to be released on May 16th!

In Order of Battle: Sandstorm you're going to lead a whole new range of units in a series of new exciting scenarios. Will you manage to earn the title of Desert Fox?

We have something else to show you until then - including something that is new to the Order of Battle expansions, so stay tuned!

Until then, you can kill the time by joining us on the forum to discuss the upcoming DLC.

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Re: Order of Battle
« Reply #27 on: May 09, 2018, 03:58:06 PM »
Order of Battle: Sandstorm - Preview stream announced


We have lots of news for Order of Battle today.

First off we will be streaming Sandstorm for the first time ever on our Twitch channel next week! Be with us on Monday May 14th at 5 pm CEST on our Twitch channel for an exclusive first look at the expansion! General Agrippa Maxentius will do his best to do better than Rommel, the desert fox.





Secondly we prepared something extra special for you. Sandstorm has a branching dynamic campaign tree which means that the outcome of battles or managing to fulfill certain optional objectives will affect the campaign later on.

We have drawn an infographics to show you how the system works!



The arrows connecting specific scenarios mean that the result in one scenario affects the other. For instance, the Crusader scenario will be different depending on whether or not you managed to capture Tobruk in the first scenario. This will allow for greater replaybility and more variety as your choices and accomplishments will actually matter.

Sandstorm is going to be released next week on May 16th, don't miss it!

Last but not least, the Order of Battle online tournament is over and a432 is declared champion, having defeated 13obo in the final! Congratulations to him and thanks for everyone who took part!

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Re: Order of Battle
« Reply #28 on: May 16, 2018, 03:48:49 PM »
Order of Battle: Sandstorm is out!



The new expansion in the Order of Battle series, Sandstorm, is now out!

Watch the trailer!



Relive the deeds and battles of Erwin Rommel in North Africa in a new dynamic branching campaign spanning all of the North African theater. Command tons of new units from the Italian army, navy and air force. Learn how to master a new type of battlefield: the desert is merciless and only those who know it well will triumph.

Get Sandstorm now!

This is a big day for the Order of Battle franchise: on top of the release of Sandstorm we're proud to announce that the whole Order of Battle saga lands on GOG.com!

And to celebrate this day, we're about to launch a new sale on all Order of Battle products! Starting from today until May 23rd, the following games will be discounted:

U.S. Pacific – 75% off
Rising Sun – 75% off
U.S. Marines – 50% off
Morning Sun – 50% off
Blitzkrieg – 50% off
Winter War – 50% off
Kriegsmarine – 50% off
Burma Road – 34% off
Panzerkrieg – 34% off

Don't miss this amazing chance to complete your Order of Battle collection! The offer is only valid for a few days, until May 23rd!

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Re: Order of Battle
« Reply #29 on: May 16, 2018, 08:32:57 PM »
OOB 6.1.7 Upgrade

New Features

New Arid climate, desert terrain and desert towns
Escarpments prevent ground units to enter or attack hexes from specific directions
Sandstorm weather reduces LOS and combat performance
60+ new units types, mostly expanding the roster of the Italian army, navy and air force
9 new German and Italian commanders
Scenario editor: Set Unit Skin trigger effect allows scenarios to use unique skins for ground units such as desert camouflage
Implemented Restart feature for Replays
Updated functionality of End Turn "autosave" checkbox. Uncheck to keep a single set of autosaves per campaign. Check to keep autosaves for every turn

Fixes

Roads no longer distort by the sea
Kharkov Secondary Objective Bug ("Destroy 2 SU-122 units in 5 turns") fixed
Unit Bugs from 5.29 & 5.30 fixed
Downgrading units no longer give free replacements
Waffen SS specialization matches text
Location labels no longer disappear after removing a unit
Flags are now rendered above scenery
Steam Achievements are now properly rewarded for campaign completion.
Pink explosion particles material fixed
Flak 88 will no longer switch their original type after being transported.
Churchill AVRE and Churchill Crocodile stats fixed
Naval units no longer stop land reinforcements
Fixed issue where Event popups were not shown at turn start
Fixed bug in check unit counter in Editor
Camouflage skins are no longer broken
Bug where AI heals for zero hp fixed
Fixed stuttering in Intro Video
Fixed issue where you couldn't cancel a link in dialogue trigger in editor
Added a missing string to Yugoslavia scenario from Blitzkrieg
Strength plates interfering with Town Names
Bug with Destroyers where they could get infinite attacks
Scroll bar should now work in Dialog popups
Fix for odd behaviour of replays for MP games
Added unit textures for British Paras
Added some missing French text for Panzerkrieg
Fixed issue in Panzerkrieg Caucasus mission
Named the British Paras
Fix for combat prognosis showing for troops using transports
Fixed Pins on campaign maps

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