Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on February 25, 2017, 12:23:32 AM

Title: Armored Brigade Is Officially Announced!
Post by: Asid on February 25, 2017, 12:23:32 AM
Armored Brigade Is Officially Announced!

Innovation in wargames is a hard thing to achieve. New ideas are rare and it’s even rarer to find new development studios willing to bring these ideas to life. Nevertheless, once in a while, someone comes along with an innovative concept, a different approach.

Armored Brigade is one of these rare projects that are the best candidates to evolve an entire market.

“Wargaming is one of the longest running genres out there”, says Iain McNeil, Development Director of Matrix Games. “We have been in this market for so long that we know how hard it is to capture a new idea, a new concept and bring it to life. Armored Brigade is definitely a title that aims to keep itself true to the complexities of a traditional wargame, but also tries to enhance the experience with new gameplay ideas. We are very proud to be working with Veitikka Studios on this project and we are looking forwards to helping make this game the success it deserves to be”.

The game uses a real-time engine and focuses on maximising the realism of mechanised warfare during a possible escalation of conflict between NATO and the WARSAW pact countries during the cold war.

Large maps, modelled upon real terrain make each battle a true test of wits. Weather and visibility all play a role and with several munition types, including air to air combat and artillery, no battle will be the same. Exciting and challenging tank warfare only adds to the level of realism.

There are a variety of different nationalities within the game including US, USSR, West and East Germany, UK, Finland and Poland. Everything is modelled to a high level of detail to achieve a truly original game.

But this is just the beginning!

Get more information about Armored Brigade from its official Product Page: http://www.matrixgames.com/products/product.asp?gid=685

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/AB_Spotlight.jpg)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 13, 2017, 02:01:45 PM
(http://www.matrixgames.com/files/spotlight/736_image.jpg)

Armored Brigade Developer Interview



Juha Kellokoski is the main programmer and game designer of Armored Brigade. Together with his three fellow comrades Sam, Nikola and Dmitriy, they form the team developing the game.
We met Juha and we had the chance to ask him some questions about its latest work.

First off, thank you for answering these questions about upcoming game,  Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685)


Matrix. Would you like to tell us what has been the driving force behind its design?

Juha Kellokoski. The starting point was to make a game I like to play. I've combined elements from games that I have enjoyed, including wargames and simulations, and even flavors from outside these genres. I've been an avid gamer since the mid-80's. The original Steel Panthers is perhaps the greatest inspiration, if I had to name just one, but I'm sure that the players of many other PC wargame classics will feel like home when they try Armored Brigade. Also, especially in the earlier days, I did a lot of research about what the players think is missing from other games, and did my best to make sure Armored Brigade won't be lacking in those respects.

M. When it was available for free, Armored Brigade got a strong reputation among wargamers. What is the story behind this incredible project?

J.K. Armored Brigade was actually my first game project. The initial steps were taken as early as 2004 when I decided to do something else than just modding the games of others. I considered different ideas, including a “Roguelike” game concept, but with real graphics. A bit later it evolved into making a Steel Panthers clone, with turn-based gameplay. I think the current real-time concept matured in late 2005, and later the '87 equipment became the data set. Since then it's been expanding and expanding in all directions. Basically, everything has been redone several times, and even now we're ditching old stuff we know can be done better. The first freeware version was made public in March 2008. It was a very sincere effort, like “Hey, I made a game, do you want to try it?” I was fairly ignorant about the “grognard scene” and all that. I started receiving emails from the grognards, (ex-)servicemen and established publishers, saying very positive things about the game, even in its early, crude form. Unfortunately, I wasn't very responsive those days, and even left some of the emails unanswered. Hopefully I've improved from that. Around the same time the discussion forum was opened, and I got feedback and help from the players, and kept developing the game. All of the current team members were “recruited” from the forum. I'm still the only programmer and the project leader. Sam is mainly responsible for the textures, Dmitriy makes the maps and additional artwork and Nikola is building the database. In 2016 I decided to work on this project full-time, to give it all the polish and chrome it deserves. For that purpose, I established my company, Veitikka Studios, and signed a contract with Matrix Games. That's where we're now.

M. How is Armored Brigade different from other Real Time Tactical Wargames?

J.k. I think the uniqueness comes from the combination of detailed combat, and from being able to zoom in and see the tank commanders scanning around and the individual men and casualties, and then zoom out and witness the tactical map that has enough space to cover a full 122mm artillery range. The game is very flexible and supports multiple ways of playing it; in pausable real-time or in custom-length “rounds”. All that comes with a dynamic AI opponent and unlimited replayability. There are features rarely seen in wargames, such as asymmetrically placed objectives (different for both sides), identifying enemy units as hostile before engaging, fake “neutral” units etc. It's a very unique package, never before seen in computer wargaming.

M. I’ve seen some maps and they look fantastic! How have you created them? Are you using real topographical and geographic settings?

J.K. Not many strategy games can boast of their realistic maps (and the number of RTS games with such maps is even smaller), so realistic that you can easily compare the real map and the map in the game. I have not seen such maps of this size yet. These maps are based on real terrain, real elevation and real details, and also, on original military maps of the era: in the game, you'll see roads that are not there today, and learn that some of today's roads did not exist in the 80's. Abandoned factories and railways are in their correct places.
Map creation is done in stages and with the help of several tools: geo-programs, graphic editors and even in-game developer tools. The process of using these tools together is rather difficult, but we hope that in the future we can develop a full-fledged and self-sufficient map creation tool for newcomers.
Our goal was not only to make the units and their behavior as realistic as possible, but also to create terrain as realistic as possible. Forest has different types and densities, there are different types of roads, rivers and lakes, bridges, houses, factories, warehouses, even churches, all with real elevation data, and with support for all seasons of year! Of course, creating maps of such size and detail is extremely resource intensive and requires a lot of effort, but we're doing our best and feel confident about meeting our ambitious goals.

M. The “Cold War turning Hot” situation has always been an intriguing setting. What fascinates you the most about this fictional confrontation?

J.K. Personally, I admit that the main attractiveness of the era, especially the 80's, may come from its nostalgic feeling. Tom Clancy stuff, MicroProse games and so on, especially flight simulations such as Gunship and Stealth Fighter play their role here. I spent countless of hours loading the missions from the Commodore 64 cassettes! One of the aspects I want to simulate in Armored Brigade is the gradual (or sudden) destruction of environment into debris, with burnt forest for miles around. You can turn the map into a “post-nuclear” battlefield by changing a few scenario parameters. I think this important feature has always been missing from “Cold War turned hot” simulations. After all, it's perhaps one of the first things that come up in WW3 nightmares.

M. If you could list three game’s unique and main features, what will you include?

J.K. Even if they perhaps cannot be fully considered as never-before-seen features in wargames, if taken out of the context, I think the combination of huge selection of units and equipment, combined with the ability to pick tactical maps from large master maps, and the dynamic AI opponent make Armored Brigade a unique “sandbox” wargame. That's how I like my wargames, and that was the starting point when the system was designed, even if now the game has much more to offer than just generated skirmishes.

M. Another important element of this game is the AI ‘s responsiveness and adaptability. Could you give us more details on it?

J.K. The AI is fully dynamic, meaning that you can throw in any combination of map, forces and scenario parameters, and the AI is able to handle it. No scenario plays the same way twice. One very interesting feature in the game is the so-called “dummy objectives”, which is a very rare feature in wargames. Just like in the real world, the opposing forces don't always have the same goals. In most wargames, both parties are trying to control the same piece of ground or hexes. So, in Armored Brigade you can have a “dummy objective”, which both sides see in a different location. That makes the AI behavior less predictable. On top of that, such objectives don't even affect scoring. That should make you think twice (or more) before stacking your units to defend one single objective. The AI opponent may not even be coming that way! Overall, the AI is certainly above the average wargame AI level. It can be aggressive and knows how to synchronize the land, air and artillery assets.

M. Most Cold War wargames are set in central Europe for obvious reasons, and Armored Brigade is no exception. Will we see other scenarios?

J.K. One of the master maps and branching campaigns will be set in South-East Finland, which can be seen as a fairly exotic Cold War location by the majority of players. There's at least one desert map planned, but it probably won't feature campaigns. We haven't really reached the phase where we will focus on producing scenarios, so there are still open questions in the air. Nothing prevents the community from making and sharing additional maps and scenarios, because they have a very open and easily editable format. Armored Brigade features a full-blown in-game data editor, making it easy to modify and add factions, units, weapons etc.

M. I guess that designing a wargame like this hasn’t been simple, with so many elements to consider. What has been the most challenge so far? And what, on the contrary, pleased you the most?

J.K. I think from the game design perspective the AI is probably the most challenging aspect. Making it realistic, unpredictable and challenging is a challenge indeed. Unlike in many other wargames, which have a scripted AI, the Armored Brigade AI is fully dynamic, and that brings in its own nuances. For example, I can say that it's almost impossible to make the AI conduct a river crossing in a “realistic, unpredictable and challenging” manner. The game should take into account all the complexities, planning and synchronization at the tactical level that we have in the game, without making it a turkey shoot for the human player. So, because we want the AI to be very good, we need to consider it in other elements that we incorporate into the game. As a basic rule, if the game has a piece of equipment then the AI must know how to use it properly. I don't want it to be like in some other wargames, where you may perhaps have all the equipment in the world, but all the AI can do is to drive them straight into a minefield, without any coordination with other forces.
I think the most pleasing thing has been to see how it all comes together. The game is more than the sum of its parts and has massive depth under the relatively simple user interface. We're working on the branching campaign system, the top-level layer that merges it all into an epic wargaming experience.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 13, 2017, 02:03:09 PM
Armored Brigade Developer Interview : HERE (http://dogsofwarvu.com/forum/index.php/topic,4467.0.html)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 10, 2017, 05:07:27 PM
Armored Brigade Screenshots


Hello everyone!

It's been a while since we last talked about Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685), but today we finally have some news about it!

The development is proceeding pretty well, and we're really happy to see that the developers are proud of their game.
This is why today we're here to show you a bunch of screenshots from the game!

Although these screenshots are from an early-development stage of the game and do not represent the finished product, they do show how interesting this game will be when it comes out nonetheless.
We hope you like them and that now you're waiting for Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) even more!

These new Alpha version screenshots show off elements of the new UI design and the new Finland map

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture1.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture2.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture3.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture4.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture5.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture6.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture7.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture8.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Picture9.jpg)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Beef on October 10, 2017, 06:05:01 PM
This looks extremely interesting. I will be paying attention to future updates from here on with great interest.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 10, 2017, 07:07:36 PM
I remember playing this when it was free  :thumbsup
Title: Re: Armored Brigade Is Officially Announced!
Post by: Cougar11 on October 11, 2017, 12:25:58 AM
Keeping an eye on this as well.

Sent from my XT1080 using Tapatalk

Title: Re: Armored Brigade Is Officially Announced!
Post by: 28th on October 12, 2017, 04:55:23 AM
This game looks pretty good to me. I can't wait to see how it develops. Thanks for the updates!
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 12, 2018, 02:11:23 PM
(http://www.matrixgames.com/files/spotlight/1024_image.jpg)


Hello, my name is Dmitriy Maksimov and I am creating maps and an interface for the game Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685).
For the past 10 years I have professionally practiced graphic design, illustrations and visualizations in quite a variety of ways, but mostly in the digital sphere.
The task for drawing maps seemed to me extremely interesting and curious, because it affects a huge layer of information design, which is very important and interesting in a wargame.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored_Brigade_Map_Screenshots/scr3-1.jpg)

The genre of strategy has always been a complex genre, but the wargames, I think, bring this genre to the highest level of uniqueness and exactingness.
Their unusualness lies in almost every detail of the game. Fans, and even just wargame-lovers, as a rule are very demanding people - they know many historical nuances, details and subtleties and are able to operate them.
Such a nuance makes huge demands on the game, but at the same time it sets a certain challenge for creating a really interesting product.

READ THE FULL ENTRY HERE (http://www.matrixgames.com/forums/tm.asp?m=4435056)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored_Brigade_Map_Screenshots/scrn1-1.jpg)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 10, 2018, 03:56:48 PM
Armored Brigade Screenshots Update

(http://www.matrixgames.com/files/spotlight/1081_image.jpg)

As the development of Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) is proceeding pretty fast, we would like to publish new screenshots coming from the Alpha version.

A selection of these screenshots has been shown during the War Room Media event we had in Milan a couple of weeks ago, but this is the complete package.

We hope you like them!

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/1.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/2.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/3.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/4.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/5.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/6.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/7.jpg)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Armored-Brigade_screenshots/8.jpg)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on July 09, 2018, 01:35:51 PM
(http://www.matrixgames.com/files/spotlight/1165_image.jpg)

http://www.matrixgames.com/beta/cnda.asp?gid=685
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on July 16, 2018, 05:23:08 PM
Armored Brigade Dev Diary #1 - Artificial Intelligence

(http://www.matrixgames.com/files/spotlight/1171_image.jpg)


The Armored Brigade (http://www.matrixgames.com/products/685/details/Armored.Brigade) artificial intelligence (AI) is fully dynamic, which means that it can handle any scenario within the game parameters, without a need for any scripting from the scenario designer. This approach has been the basic foundation of the game. I've always found the procedurally generated game content fascinating, and that can be seen in the design philosophy of Armored Brigade. In Armored Brigade, there's an undefined number of maps, units, environmental conditions, and so on. The system must build a readable representation, process the input and then produce output that creates a credible impression of intelligence that behaves in a realistic, unpredictable and challenging manner. That's quite a challenge indeed. A "chess AI", where you have a finite number of possible states, is out of the question. Even if warfare of this era can be considered symmetric, the highly lethal long range weapon systems and the great variety of units in the game can make the battles very erratic. The general rule is "if you can see it, you can kill it". There are no "front lines", and in the game it's common that a unit can hit another unit from the other side of the map.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/AB_AI_screenshots/ab_ai/2018_07_16_151417.png)

In Armored Brigade, there are three mission types: advance, defend and meeting engagement. From the AI perspective, the advance and meeting engagement missions share the same basic characteristics, as the AI is trying to occupy objective locations it doesn't own in the beginning of the scenario. In a meeting engagement the player has the same goal, and both sides are maneuvering their formations, whereas when one side is defending the situation is usually more static. To make the battles less predictable, Armored Brigade features "dummy objectives", that can appear in different locations for both sides. There's never a guarantee that the opposing side will be heading to that exact spot on the map. This way the player is less tempted to stack his units on a single objective, and the AI plan becomes more a mystery.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/AB_AI_screenshots/ab_ai/2018_07_16_151511.png)

Obviously, computer software doesn't "see" or process information like we humans do. What we still have is 0 and 1 binaries. Armored Brigade uses a common technique called "influence mapping" to help the AI to construct a representation of the situation. The basic idea is quite close to img processing, and is easy to mimic in img editors. For example, we may have a game map and we want to know which areas are dangerous. We know locations of a few enemy units, and consider them to be dangerous, so we want to keep distance to them. If it was an img, we could mark the area around each enemy with the red color. When we combine the dangerous areas in a 2D grid we get an easy-to-read input data for the AI to use. If in one location we have several enemies and their zones of influence overlap, we can see that this area is especially dangerous and should be avoided. The pathfinding algorithm can find the safest route around them, because we know (or think we know) which areas are perfectly safe, which ones are somewhat dangerous and which ones are the most dangerous areas. This is just a simple example, but this method allows us to combine a large amount of varied data. In Armored Brigade, if we want the AI to find a valley with closed terrain, e.g. forest, then we read the terrain elevation data and combine it with the terrain cover and concealment data. We can identify high trafficability zones, open or closed terrain, forward or reverse slopes etc. The AI finds the best approaches to the objectives and the spots where it can ambush the player.

When the AI is advancing, it organizes most of its units into "main efforts". They are sort of task forces that consist of different types of platoons, companies and sections. For example, such a group could have a mechanized infantry platoon, tank platoon, HQ, anti-air section and mortar section. The AI tries to distribute its assets evenly between the groups. One important element is the scenario "force type" setting. The available options are 'armored', 'mechanized' and 'infantry'. These function as behavior templates for the AI. If the force type is 'infantry' then infantry units usually lead and tanks follow, supporting the advance. The infantry advances dismounted, even if they have transports available. This is very important for the scenario designer to consider. The infantry force favors closed and covered terrain. The other force types, 'armored' and 'mechanized', favor open terrain. Low elevation is generally considered good when advancing towards the objectives, even if it's common for water obstacles to be located in depressions. The main efforts advance in an organized and synchronized manner. When they meet bottlenecks, such as water and bridges, the AI knows to change the formation shape so it's easier to pass them.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/AB_AI_screenshots/ab_ai/2018_07_16_152044.png)

Most of the assets that are not included in the main efforts are assigned to "supporting efforts". They operate in a more autonomous way and flank or distract the player. They may be able to draw the player's attention from where the main efforts are coming. After capturing an objective, the AI may assign a formation to guard it against counterattacks. All units don't move even when the AI is advancing; for example the static anti-air and mortar units. This must be considered so that they're not easily detected by the player. Such units may be placed to a distance from the player, behind hills or hidden in covered terrain.

When defending, the AI conducts defence in depth. Terrain elevation plays an important role. The AI uses influence mapping to determine forward slopes and reverse slopes. Reverse slope defence is a common and very effective tactic, because when you cross a hill you may be spotted from far away, and if you try to go around the hill then you expose your weaker side armor. The AI recognizes closed terrain and open terrain and estimates which spots suit the different units best. It can be the best to place anti-tank units in closed terrain. The AI can conduct ambushes by letting the player come close and then opening fire simultaneously with all units in the formation. Recon, tank, anti-air and other units can benefit from having plenty of open space around them. When the player captures an objective, the AI may counterattack.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/AB_AI_screenshots/ab_ai/2018_07_16_152507.png)

The AI can use mechanized recon units to scout the player rear areas. Even when defending, the AI conducts counter-recon to harass the player's recon units and forward detachments, and to locate hidden units as targets for artillery and close air support aircraft.

The AI synchronizes artillery smoke with the main efforts. In addition to using vehicle smoke generators to cover the advance, the artillery is used to create smoke screens. At night the AI uses illumination flares, and can concentrate them where muzzle flashes are detected. The flashes are easy to detect in low light conditions and can be seen from long distances. In some cases the AI can try to disturb obstacle breaching with artillery strikes and even to close the breach with artillery mines.

There's a 'developer mode' available for the scenario designers who want to test how the dynamic AI behaves. When the mode is enabled the designer can see all the AI units and main effort paths. An Armored Brigade scenario never plays the same twice, and this may be a challenge for the designer.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/AB_AI_screenshots/ab_ai/2018_07_16_152710.png)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on July 23, 2018, 02:47:45 PM
Armored Brigade Dev Diary #2 - Planning the Battle

(http://www.matrixgames.com/files/spotlight/1177_image.jpg)

Juha Kellokoski, main game designer from Veitikka Studios, will give us a short overview on a very important topic: how to effectively plan and manage uour units during a battle! Kudos to Juha for this great article

Armored Brigade Dev Diary #2 - Planning the Battle

In this Dev Diary entry I will show one way to manage a defensive battle plan. As an example, I've decided to play as the United States Army, defending against the Soviet Union. Armored Brigade battles have three phases: the setup phase, the action phase and the after action report phase. Here I'm going through the setup phase. The player must designate his target reference points (TRP) and place obstacles, if he has any, and optionally he can plan unit paths, fire missions etc. After finishing the setup phase the real-time action is started. Armored Brigade scenarios have two different startup schemes. The first way is to generate a fresh skirmish in the Battle Generator wizard. The player has an instant access to an unlimited number of battles. In this approach, the player is always free to place his units as he wishes. The second way is to load a pre-made scenario. In these scenarios the unit positions and some other variables can be optionally 'locked'. Both methods can include a 'player character' unit that represents the player on the battlefield. In the pre-made scenarios, the player can be locked to a role of a certain unit that cannot be changed. If used properly, this can create very interesting and hair-raising scenarios. The battle I'm showcasing is a 'pre-made' scenario. The unit positions are locked and the player is assigned to a HQ unit. It doesn't really matter here, because the user can create the exactly same situation straight out from the Battle Generator output, but I wanted the readers to be aware of the choices the game offers.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/1x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/1.jpg)

The battle is located east from the city of Fulda. There are two objectives that I must defend: 'AUTOBAHN' (north) and 'VILLAGE' (south). In the northern portion the objective is located in a critical autobahn and highway intersection. The southern objective is in a village surrounded by open fields. We must stop the enemy here so he cannot enter the more densely populated areas in the west. The Soviet deployment zone is a few kilometers to east. It's dominated by the forested hill in the north. It's not optimal terrain for a mechanized force, and should be a good observation post for our infiltrators. There's a valley in the middle of the deployment zone, and elevation rises gently in the south. The municipality of Dipperz is in this area, and a highway that is a straight connection to our objective AUTOBAHN. I'm fairly certain that the Soviet mechanized force will follow the highway and tries to avoid the hill and other high elevation terrain. If they will reach the northern autobahn intersection they may try to flank the other objective in south. There's no doubt that some of his force will be heading straight for the objective VILLAGE, probably avoiding the hills in the southern edge of the map.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/2x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/2.jpg)

In Armored Brigade, waypoints can be placed without allowing the unit to immediately execute the path plan. This is done by disabling the waypoints when they're added, and activating them later when the player thinks the time is right. By doing it this way there's no command delay if the waypoint was placed in the setup phase. If the disabled waypoint is placed in the action phase, the command delay must pass before the order will be ready to be executed. About the command delay we can say now that it's based on the faction attributes, radios, nearby HQ units etc. So, when I want to add a new disabled waypoint, I select the waypoint type and then I hold down the 'ctrl' key and click on the map to place the waypoint. That's it. Later, when I want to activate the waypoint, I hold down the 'ctrl' key again and click on the waypoint. Simple?

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/3x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/3.jpg)

As the heavy hitter in this scenario, I have a dug-in M1A1 tank platoon. That can be a very nasty thing to have as your opponent, unless it's possible to destroy it with DPICM (Dual-Purpose Improved Conventional Munition) artillery or air strikes. Our side has air superiority, so I'm not concerned about the air strikes, but the Soviet DPICM and rockets can make short work of them, and the tank platoon is an attractive target. That's why I need to plan a safe way out from the dug-in positions. The platoon is placed on a forward slope, and I want them to reverse back to the other side of the hill when it becomes too risky to stay there. For maximum protection, when they will abandon the positions, I'll order them to start the smoke generators and pop smoke. That's out of the scope of this article though. Now, I'm placing the 'reverse' waypoints by using the method I described earlier, with the first waypoint in the 'disabled' state. During the action, whenever I'll want them to start moving, I hold down the 'ctrl' key and click on the waypoint. If the tanks move backwards they don't have to expose their weaker side or rear armor. Note that many Soviet vehicles have an extremely slow reverse speed, so for them this tactic may require extra consideration.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/4x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/4.jpg)

The objective AUTOBAHN is defended by an M2A2 mechanized infantry platoon. They're armed with the TOW-2A, that is a powerful long-range anti-tank missile. Ideally the targets should be engaged from a distance that's close to the missile maximum range, which is 3750 meters. Their 25mm M242 chain gun is very effective against lightly armored vehicles. Now, here's the dilemma. Should the vehicles stay close to the infantry and support them, or should the vehicles leave the dug-in infantry and move to positions where they can use their powerful weapons for maximum effect? In Armored Brigade, when a unit abandons its fortified position there's no way to re-enter it. The infantry is well hidden from the enemy when dug-in. Minefields are laid in front of the mechanized platoon's position. The platoon is thus able to overwatch them, and the general rule is that no obstacle should be left without attention.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/5x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/5.jpg)

In the south, the objective VILLAGE has another mechanized platoon, but the vehicles are much simpler M113s. They don't have any anti-tank capabilities, so I cannot even think about using them to destroy enemy armored vehicles. So, as an option, I could withdraw them to safety, and later support the infantry with their heavy machine guns. If they will meet any AT weapons the M113s will be instantly wiped off. This objective has some villages with light buildings close by. The minefields should slow down the enemy dismounts before they can enter the village complex. Again, the infantry is overwatching the obstacles. Hopefully the enemy will be stopped before getting this far. The mines make it harder for him to flank this position by sticking close to the southern edge of the map.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/6x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/6.jpg)

Behind the objective VILLAGE there's a hill and a section of M901A1 ITVs (Improved TOW Vehicles). From this hill they can engage the enemy up to almost the TOW-2 maximum range. That's great, but they'll inevitably attract the enemy artillery at some point, so I've done the same I did with the M1A1 tanks, and planned an escape route for them. However, when they will leave the dug-in positions they lose one of their advantages, which is the small 'turret'. It's hard to hit the vehicle as long as it is hull-down, but otherwise it's a fragile box, just like the M113.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/7x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/7.jpg)

I have ordered the dismounted recon section to hold fire, since this is an excellent position for observing the enemy advancing in the valley. I wish their vehicles won't run into these scout teams, as there are roads next to them. One kilometer west from the scouts are TOW-2 ATGM teams overwatching the highway. They may be able to kill a good number of vehicles, especially if they will be able to stay hidden and use their LAWs to engage the enemy if he decides to follow the road close to the map edge. I see at least three options here. I could let them fire at will, order them to wait until the enemy is on the highway in front of them or tell them to hold fire until I will give an order to open fire. The last option is very effective for creating an ambush. I'm trying to make them use as much of their precious ammunition before the teams are detected and lost.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/8x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/8.jpg)

The forested hill in the northern region of the enemy deployment zone offers us interesting tactical opportunities. I've decided to send the mechanized recon section around the hill. In case they'll make it there alive, they may be able to see what's been hiding in the enemy rear. I don't know what will happen right after the setup phase, so I want to make my plan as flexible as possible. On the one hand, I want them to execute my carefully placed waypoint plan without a delay if I'll see it to be the best course of action. Again, I disable the first waypoint. If I wanted I could add more disabled waypoints along the path, so the scout section would wait for my command before proceeding. The section formation type is set to 'march', and that makes them follow the road without me placing waypoints on every road bend. I could have used less waypoints than I did here, but I'm satisfied with this as the initial plan. The waypoint type is 'scout', which makes the units advance more cautiously, and the vehicles can pop smoke and move out of the LOS if they detect an enemy.

About 500 meters south is a dismounted scout section. They're nicely placed, one of them being in a large warehouse with an excellent view to the expected enemy approach. I could leave them here, or I could take a risk and order them to 'infiltrate' the north hill, potentially giving me more options later in the battle. The chance for success depends on the infiltrator's training level and on how deep in the enemy deployment zone the target location is. If a hostile unit has a LOS to the unit in the destination then the attempt will fail. I use the LOS tool to make sure that the target location is not seen from a distance. Dense forest is an ideal place. I select the formation and the 'infiltrate' command, and click on the target location. The circle size and color depend on the success rate and the area where the unit will likely end up, if successful.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/9x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/9.jpg)

Last but definitely not least, I've assigned myself to the leading HQ unit. What I'll hear from my speakers depends on what is heard in this position. I'll probably be hearing a wall of noise from distant armored vehicles. My anti-aircraft missile team has dismounted and has climbed to the roof of the warehouse, that offers a good observation post forward. As our side has air superiority, the unit has a very limited use in this scenario. There's a section of heavy mechanized mortars close to my command post. They may be able to provide support for the infantry defending the objectives. The infantry and mortars are within my command radius, so I can give them HQ contact bonus if the enemy will assault the objective locations.

(http://www.matrixgames.com//amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/resized/10x600.png) (http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigadePlanningScreenshots/10.jpg)

I'm planning the TRPs and artillery fire missions. The fire missions that are planned in the setup phase have no delay, but since we don't know where the enemy is they're of limited use. The first thing to do is to designate TRPs, to minimize the fire mission delay in critical hot spots. I'm expecting the enemy to be in the points along the highway, so I'm placing the TRPs there. As the indirect fire observers in these locations, I have scout units with radios but unfortunately no HQ units. In the game, HQ units and the 'player character' are the best artillery and mortar observers, and should be used for maximum indirect fire accuracy. I have just two TRPs available, so I'll need to be careful. The green crosshairs are the TRPs, and the dashed circles are their maximum radiuses.

Finally, there's a pair of AH-1F Cobra helicopter gunships that need to have their battle positions (BP, the blue dashed circles) and TRPs (the blue crosshairs) designated in the setup phase. When the helicopter flight is called, it flies low level to the BP 1 and keeps "popping up" there, each time trying to get a line of sight to the TRP 1. The maximum helicopter pop-up altitude is 50 meters. In the air support menu, the player can order the helicopters to move to the BP 2 to overwatch the TRP 2. HQ units and the 'player character' unit can call helicopters for help. If there's an on-map helicopter flight available, it will fly to a position close to the caller, and engages any enemies there.

Hopefully this brief glance succeeded in making you more familiar with the possibilities and tactical depth Armored Brigade possesses. Thanks for reading.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 02, 2018, 12:50:00 PM
Armored Brigade Dev Diary#3 - Night Time Operations


(http://www.matrixgames.com/files/spotlight/1220_image.jpg)
written by Nikola


In this Development Diary entry, I will illustrate how Cold War-era tactics, equipment and thinking can reflect in the game. While the game covers any period from 1965 to 1991, and a wide array of situations can be chosen, in this case we will concentrate on a single aspect: night-time operations and importance of thermal sights on tactical battlefield.

Night-time operations present extreme challenges. Intensive and rigorous, constant combat takes its toll on front-line soldiers; they crave sleep, fatigue is increased, concentration levels fall. At the same time soldiers need to be alert, alive to the threat that could be just moments away. One obstacle might stand in the way, the rules of engagement are different; it’s pitch black – anything can happen and will.

However, the night-vision equipment dramatically enhances capability in murky world of night-time operations, providing significant tactical benefits for armed troops. It can support all types of operations from reconnaissance and contact with the enemy to supporting retreat and delay operations.

This was especially the case when forward-looking-infrared (FLIR) weapon sights (aka thermal) were introduced in the late 1970s. This technology provided soldiers a different way of observing the battlefield at night as well as during the day. The theatre of combat became round-the-clock activity, enabling personnel to carry out operations that otherwise would not be possible, even in the most difficult of conditions.

There are two main classes of night-vision devices: image intensification and thermal. Intensification relies on the existing light to enhance an image. Thermal, by contrast, uses heat emissions to identify objects. Sights such as those on the M1 Abrams or M60A3 (TTS) tank, the Bradley, or Apache helicopter are of the latter type.

On the other hand, the Soviet Union invested heavily into former, producing top-notched image intensification systems, but the performance of thermal technology by far outstripped even the best Soviet light amplification system at that time. In hindsight, it is quite clear that pursuing light intensification technology instead of investing in prospective thermal imaging sights was a huge mistake, one that ended up setting back the Soviet Union by nearly a decade in this field.

To exemplify that disparity in performance, we will set our scenario in 1989, pitting elements of a US Armor Cavalry Squadron against a Soviet tank regimental force advancing in early morning hours, still very dark. Our force consists of an A (Apache) Cavalry Troop and D (Dakota) Tank Company, for a total of 18x M1A1 Abrams, 12x M3A1 CFV and 2x M106A2 107mm self-propelled mortar. They are also supported by an off-map howitzer battery consisting of 8x M109A3 155mm guns and a flight of Apache helicopters.

The action takes place across the western half of the valley running south from Schenklengsfeld down to Eiterfeld and Großentaft, on a northern approach to Fulda. The plan is to rely on mobility, protection and firepower to allow both stealthy and forceful maneuver, fully utilizing technological advantage of the thermal sights to destroy the enemy before he can even see us. 

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img1a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img1.png)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img2a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img2.png)

First step is to deploy our forces and plan target registration points (TRP). Latter are special locations on the battlefield which have been "pre-registered" for an artillery strike (the green crosshairs). We also have a pair of AH-64A Apache helicopter armed with potent fire-and-forget Hellfire missiles. They too require having their battle positions (BP, the blue circles) and TRPs (the blue crosshairs) designated in the setup phase.

It is important to note that helicopters operate in a fundamentally different way than fixed-wing close air support. Since the advent of anti-tank helicopters in the early to mid-1970s (as opposed to the gunship helicopters of Vietnam era, or similar Soviet Afghanistan COIN experience) the tactics have been the same. Helicopter commander receives orders to plan for deployment on order to the designated battle position. This is a zone with a line of sight to the desired engagement area and some sort of protective terrain to hide behind. These battle positions are usually designated at brigade or higher HQs in coordination with supported units (for example, attack helicopter formations in the US Army are never OPCON to an echelon below brigade).

In nearly all cases, they are allocated before the battle during the mission planning process. The point is that helicopters do not cruise across the terrain looking for targets and making moving firing passes the way an aircraft would. Helicopters are too valuable and fragile asset to allow ground commanders to make precipitous and possibly ill-advised on-the-spot redeployment decisions. That aspect might come as a surprise to an average wargamer, but it is based on real-life tactics.
But I digress. 

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img3a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img3.png)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img4a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img4.png)


On above screenshots you can clearly see the difference between a unit with a night sight, in this case thermals allowing to spot and engage the target as far as 3,500 meters, and infantry unit relying on Eyeball Mk.1 reaching only some 600 meters at best. Our strategy will clearly rely on increased precision in locating targets at greater standoff ranges to reduce own casualties while maximizing enemy losses.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img5a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img5.png)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img6a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img6.png)


However, commanders fight the enemy, not the plan. No plan survives intact once contact is made. The enemy rarely acts exactly as predicted. In this case, already in the first minutes of the battle our opponent has used another night-operation technique which predates night vision devices by a long shot: the battlefield illumination. Artificial lighting of the battlefield is the simplest way to penetrate the darkness.

In this case an illumination shell (the white circle) was used, which is an artillery projectile used to give night-time illumination over a target area. Illumination and obscuration missions are important functions for artillery or mortar sections, but it should be kept in mind that factors like atmospheric stability, wind velocity, and wind direction can affect their performance, as for example wind can drift the flare.

In this case the AI correctly estimated our positions by using reconnaissance in case of our armored reserve east of Eiterfeld, or muzzle flashes and tracers in case of our forward M3A1 sections which encountered the bulk of enemy forces. Latter unfortunately perished, while formed still had to relocate to a reserve position as it was compromised and could have been engaged by artillery.

This teach us that even a technologically inferior opponent should not be underestimated, and that constant maneuver is imperative even in conditions of total darkness.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img7a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img7.png)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img8a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img8.png)


Possessing a superior night time vision in form of thermals can encourage the commander to seize the initiative and perform actions that otherwise would be extremely risky in daytime. In this case, a platoon of M1A1 Abrams tanks used a secondary route in relative safety of the night to flank the enemy, take them fully by surprise and engage their rear forces with deadly efficiency.

Nevertheless, a single tank was lost when it was ambushed by a lone BMP-2 hidden behind the building, reminding us that caution should always be exercised. The outcome of engagements, battles, and major operations depends on not only superior information, but also on superior decision-making based on that information.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img9a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img9.png)

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img10a.png) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DevDiary3/img10.png)


It should be noted that a successful delaying action or fighting withdrawal, in which the retreating force remains in good order while in contact with the enemy, seeking to inflict as much damage and delay on the superior attacking forces as possible, is considered among the most difficult of military feats, if not the most. In this battle, under the cover of darkness and with greater standoff ranges offered by thermal sights, the delaying force had time to break contact and to find and prepare favorable positions for renewed resistance, as the situation dictated.

As the sun rose, the red dawn grew above the burning wrecks of Soviet tanks and vehicles spread across fields of barley and buckwheat. Smoke and dust swirled all over the battlefield. The earth shook from the powerful blasts. Despite five-to-one numerical disadvantage, US Armor Cavalry stood fast and has decimated its opponent for little loss.

Of course, this scenario has been simplified serving as an illustration. The anticipation of an effectively blind unit moving across hostile open terrain, encountering obstacles, taking enemy fire from unidentified locations, and finally assaulting an enemy that is dug-in and capable of shooting anything that moves is enough to faze even the strongest commander.  Nevertheless, I hope this short overview of night-operations have shed some light on one of large variety of tactical scenarios this game can offer.

Thanks for reading!

Get more information about the game on its official product page (http://www.matrixgames.com/products/product.asp?gid=685)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 04, 2018, 02:38:27 AM
The Reds are coming #1

October - 1967

The Soviet Union expands its forces considerably, the West starts worrying.

Final briefing on October 8th, 2018 http://twitch.tv/slitherinegroup

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/teasing/AB_ColdWar_FB-Post_1.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 05, 2018, 03:27:11 PM
Armored Brigade Trailer and Gameplay Reveal

(http://www.matrixgames.com/files/spotlight/1222_image.jpg)

“An unbreakable union of free republics, Great Russia has welded forever to stand!” - National Anthem of the Soviet Union

Western Europe is on the brink of a direct confrontation with the Warsaw Pact. Diplomatic relations have worsened to a level never witnessed before. Rumors of intensive military exercises conducted by Soviet officials in many Eastern countries have finally convinced NATO members about the reality of a quick escalation.

The clock is ticking. Are you ready to do your part?

Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685), the upcoming real-time tactical wargame developed by Veitikka Studios, has reached an important milestone. On Monday 8th October, we will show live the game on our official Twitch Channel (https://www.twitch.tv/slitherinegroup), at 6pm BST.

XTRG, special guest for this event, will guide you through the game, showing and exploring many of the key features Armored Brigade has in store for you.

To even more celebrate this important occasion, we will reveal the epic trailer everyone was waiting for.

XTRG, special guest for this event, will guide you through the game, showing and exploring many of the key features Armored Brigade has in store for you.

To even more celebrate this important occasion, we will reveal the epic trailer everyone was waiting for.

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Reveal Final Gif Compressed.gif)


Don’t miss this chance!

Get more information about Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) from its official Product Game

 

Do you want to know more? Read the Dev Diaries!

Dev Diary #1 – Artificial Intelligence (http://www.matrixgames.com/forums/tm.asp?m=4508631)

Dev Diary #2 – Planning the Battle (http://www.matrixgames.com/forums/tm.asp?m=4511236)

Dev Diary #3 – Night Time Operations (http://www.matrixgames.com/forums/tm.asp?m=4538198)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 09, 2018, 12:02:27 AM
Armored Brigade - Official Trailer

https://youtu.be/XWONTj0P_JU

Published on Oct 8, 2018
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 13, 2018, 12:03:55 AM
Armored Brigade - USA Faction Twitch Overview

It's time to go back to the Cold War, with another great Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) Twitch Preview!

Join us Tuesday 16th on our official Twitch Channel (https://www.twitch.tv/slitherinegroup) at 6 PM BST and watch XTRG featuring the US Army!

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/Armored_Brigade_Twitch_Preview_2_USA_GIF_Final.gif) (https://www.twitch.tv/slitherinegroup)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 17, 2018, 01:25:36 PM
Armored Brigade - Second Preview with XTRG - USA Overview

https://youtu.be/LfAh4dd36TQ
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 18, 2018, 12:41:51 PM
Armored Brigade out on November 15th

Good day, Commander.

We are receiving numerous HUMINT and  SIGINT reports on suspicious activity behind the Iron Curtain of Matrix Games. Our sources confirm that their highly anticipated wargame Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) is entering the final stage so release seems near the corner.

Synchronize your clocks as "Operation Release" will begin on November 15th.

(http://www.matrixgames.com/files/spotlight/1237_image.jpg)  (http://www.matrixgames.com/products/product.asp?gid=685)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 22, 2018, 03:46:39 PM
Armored Brigade - Soviet Faction Twitch Overview

The Soviet General Staff has some ideas regarding the Western Nations, and I'm afraid none of them involves peaceful relations.

Join us on October 23rd on our Twitch Channel (https://www.twitch.tv/slitherinegroup) as XTRG is going to play Armored Brigade (http://www.matrixgames.com/products/685/details/Armored.Brigade), featuring the mighty Red Army!

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored_Brigade_Soviet_Overview_Twitch_GIF_Final.gif) (https://www.twitch.tv/slitherinegroup)

Did you miss the previous episodes? Check them out here (https://youtu.be/pf4yA0iGH2s)!
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 30, 2018, 01:53:32 PM
Armored Brigade - UK Faction Twitch Overview


It's time to reveal the soldiers of Her Majesty!

Join the developers today on their official Twitch Channel (https://www.twitch.tv/slitherinegroup) at 6PM GMT and make sure to bring a lot of tea!

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade UK Preview GIF FInal.gif)  (https://www.twitch.tv/slitherinegroup)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Frankie on October 30, 2018, 02:11:55 PM
Now that’s what I call an impressive and slick battlefield/map interface. Very well done. Super immersive and very intuitive.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 30, 2018, 02:13:17 PM
I have been playing it Frankie.

I like it  :thumbsup
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 05, 2018, 02:59:12 PM
Armored Brigade Movement Video

(https://www.matrixgames.com/files/spotlight/1251_image.jpg)


Armored Brigade – our upcoming tactical wargame set during a Cold War turning hot situation - has a perfect combination between straightforward design and gameplay complexity. Movement Orders are a perfect example of this.

In this short video, we are going to illustrate how to command your units to move on the battlefield, considering numerous factors as delays, unit behaviour, speed, and more.

Get more information about the game on its official  product page (http://www.matrixgames.com/products/685/details/Armored.Brigade)


https://youtu.be/xvccWnk0T6o
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 06, 2018, 01:29:17 PM
Armored Brigade - DDR Faction Overview


Join Slitherine today November 6th on their Twitch Channel (https://www.twitch.tv/slitherinegroup) as XTRG is going to play Armored Brigade featuring the Nationale Volksarmee from the DDR!

Armored Brigade will be out on November 15th

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored%20Brigade%20DDR%20Twitch%20Final%20GIF.gif) (https://www.twitch.tv/slitherinegroup)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 08, 2018, 02:05:40 PM
Armored Brigade - Iconic Units Preview

(http://www.matrixgames.com/files/spotlight/1255_image.jpg)

Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) has an incredible database of units and equipment. With over 500 ground units to choose, accurate realism and flexibility are guaranteed.

Today we would like to show you a glimpse of the amount of information the system takes into account, namely some unit’s specs.

We have taken one unit per faction, showing the relevant data of each one of them. They are not intended to be an a priori representative of their faction, but we think that they will be able to depict properly the developer’s sheer commitment in delivering the most accurate tactical wargame on the Cold War.

Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) will be available on November 15th.

UNITED STATES
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/USA_M1_Tank_Platoon.png)

SOVIET UNION
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/USSR_T80B.png)

GREAT BRITAIN
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/UK_FV102_Striker.png)

POLAND
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/Poland_TOAPS_2AP_APC.png)

WEST GERMANY
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/FDR_Marder1A1_IFV_MILAN.png)

EAST GERMANY
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/DDR_SPW-70.png)

FINLAND
(http://www.matrixgames.com/amazon/Art/Armored_Brigade/Armored Brigade Iconic Units/Finland_ZSU-57-2.png)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 14, 2018, 02:03:48 PM
Armored Brigade Previews Recap

Only 24 hours to the release of one of the most anticipated wargames of the year.

Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) will be released tomorrow and we know that many of you will find tons of fun with it!

If you are on the fence or just want to see more, here’s below a short list of Previews and Gameplays done so far.

Or, you can watch our Playlist of Twitch Streams made by XTRG.


In case you missed, wargamer.com (https://www.wargamer.com/) covered recently Armored Brigade with a couple of very nice article worth reading:

URBAN NIGHTMARE: THE TACTICAL CHALLENGES OF URBAN FIGHTING IN ARMORED BRIGADE (https://www.wargamer.com/articles/armored-brigade-gameplay/)

HANDS-ON WITH ARMORED BRIGADE: CLOSE COMBAT'S SECRET SUCCESSOR (https://www.wargamer.com/articles/hands-on-with-armored-brigade-close-combats-secret-successor/)

See you on the battlefield!


Armored Brigade has Gone Gold, Plus An AI Demonstration (https://www.youtube.com/watch?v=0lNOw2jGbYo)


Let's Attempt ARMORED BRIGADE ~ Releasing Nov 15th (https://www.youtube.com/watch?v=n0L3XCQGg8I)


Armored Brigade Gameplay (https://www.youtube.com/watch?v=cDs2CcncdCU)


Armored Brigade angespielt - Das neue Wargame? (GER) (https://www.youtube.com/watch?v=ttHBdmT15g8&t=0)


DGA Plays: Armored Brigade (Ep. 1 - Gameplay / Let's Play) (https://www.youtube.com/watch?v=-kA064DV0Ew&t=0)


Armored Brigade | 1971 US Campaign | Part 1 | Stand Too (https://www.youtube.com/watch?v=ymJrsNOMJDo&t=0)


XTRG Playlist (https://youtu.be/pf4yA0iGH2s)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 15, 2018, 03:13:49 PM
Armored Brigade is out now - Take the Cold War into your hands

(http://www.matrixgames.com/files/spotlight/1263_image.jpg)


Armouredred Brigade, one of the most anticipated wargames of the year,is now available on our store. (http://www.matrixgames.com/products/product.asp?gid=685)
The Cold War has turned hot, and Europe is once again torn apart by conflict.

Take command of the deadliest mechanized formations available during an arc of time spanning from the Kennedy-Chrušcev confrontation to the final years, and fight your opponents in large and detailed maps.

Weather and visibility all play a role and with several munition types, including air to air combat and artillery, no battle will be the same.

Do you want to see the game in action? Join us today at 6 PM BST on our official Twitch Channel (https://www.twitch.tv/slitherinegroup)! Will XTRG be able to stop the Red Tide or will he lead it?

(https://www.matrixgames.com/files/spotlight/1264_image.jpg) (https://www.twitch.tv/slitherinegroup)

And don’t forget to go to the official Wiki page (https://armoredbrigade.gamepedia.com/Armored_Brigade_Wiki)! We'll need your help for populating the Wiki with the staggering amount of information that the game comes with. With your help, we can get the Wiki up and filled in no time, and then new players will be able to find all kinds of information and useful tips on it.

(http://www.matrixgames.com/amazon/Art/Armored_Brigade/AB_Wiki_600x.jpg) (https://armoredbrigade.gamepedia.com/Armored_Brigade_Wiki)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 15, 2018, 03:15:21 PM
Armouredred Brigade Price

£30.99

One of the most anticipated wargames of the year

Buy ithere (http://www.matrixgames.com/products/product.asp?gid=685)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 15, 2018, 04:12:48 PM
There may be the possibility of a discount for Armored Brigade for DOW members.

I will update tomorrow.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Beef on November 15, 2018, 04:50:36 PM
I'm glad I read this before I bought the game! Thanks Asid.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 16, 2018, 03:29:49 PM
Armored Brigade Discount code for Dogs Of War Members

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/AB_logo_prod-page.png)

https://youtu.be/QDjCMTwc1zc


The Cold War has turned hot, and Europe is once again torn apart by conflict. Join the fight!

Dogs Of War have managed to secure a discount from our friends at Matrix/Slitherine games. The game was released just yesterday so an early discount is not common.

This code will give you a discount off the purchase of Armored Brigade from Matrix Games. The game was released yesterday

pm me for the discount code

Purchase:  here (http://www.matrixgames.com/products/685/details/Armored.Brigade)

How to use the discount code:  here (http://www.matrixgames.com/forums/tm.asp?m=4269624)




(http://www.matrixgames.com/amazon/Art/Armored_Brigade/AB%20wiki.png) (https://armoredbrigade.gamepedia.com/Armored_Brigade_Wiki)

Armored Brigade is a real-time tactical wargame, focusing on realism and playability. The game has drawn inspiration from classics such as Close Combat, Steel Panthers and Flashpoint Campaigns: Red Storm.

In Armored Brigade the Cold War has turned hot, and Europe is once again torn apart by conflict. An "Iron Curtain" divides the Western Powers gathered together under the NATO banner from the Soviet Union and its Warsaw Pact Allies.

Take command of the deadliest mechanized formations available during an arc of time spanning from the Kennedy-Chrušcev confrontation to the final years, and fight your opponents in large and detailed maps all across Europe.

Large maps, modelled upon real terrain make each battle a true test of wits. Weather and visibility all play a role and with several munition types, including air to air combat and artillery, no battle will be the same.   Exciting and challenging tank warfare only adds to the level of realism.

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade-feat1.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade-feat1bis2.png)

HUNDREDS OF GROUND AND AIR UNITS

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade-feat2.png)


REALISTIC MAPS

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade--feat3.png)
 

BATTLE GENERATOR

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade-feat4-partesotto.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/ArmoredBrigade-in-game-feat.png)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Selva on November 19, 2018, 02:32:19 PM
Thanks for the discounts.

Secondly, what are your first impressions? Is it really good, realistic and detailed as promissed?
Title: Re: Armored Brigade Is Officially Announced!
Post by: Wayne on November 19, 2018, 10:48:37 PM
Yes, thank you for the discount.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Selva on November 23, 2018, 03:17:43 PM
I got the game these past few days (thanks Asid for the discount coupon). I liked it a lot, but could be better.

What I liked or considered very good:

- The maps are very well designed and of considerable dimensions.
- Database for easy editing. You can create content for the game (factions, weapons etc ...) with ease and increase your scenario.
- Spectacular generic mission generator. The game brings a set of options that allows you to customize many aspects of your combat scenario.
- Level of considerable realism. It is not ultra-realistic, yet it has a level of realism, and detail, considerable for a hardcore wargamer.
- A good artificial intelligence, capable of giving you a lot of work if you miss the timing or are not very knowledgeable about the basic equipment or strategies.


Which I considered to be regular, or less than expected.

- The graphics, despite being in 2D, which I do not consider as a problem, on the contrary, do not have a good level of detail.

- Units, such as tanks, may behave strangely. An example is when the tank, in addition to the tower, accompanies the displacement of the enemy unit it is engaging in real time.

- There are no middle-term conditions between "Functional Unit" and "Unit Destroyed". The destroyed unit graphics are always the same.

- Poor, limited and repetitive visual effects.

- Sound quality lower than expected. For some weapons it's OK, but for others, such as artillery, it's not above poor.

- There is no option to order a vehicle to monitor a zone. What you can do is order it so that it rotates, totally, in a certain direction.

- Vehicles always seem to be in "scanning" mode, even in the face of a sector of known threats.So you might order your tank to move into contact with and unkown enemy and it will, scanning the horizons with the enemy already known. You should pray for it's turret to be looking at the enemy direction when it arrives.

- The infantry move in a very exposed way. If it is not housed, it can easily be felled by walking in the middle of the street when traveling between buildings, for example. It is as if there were two conditions of coverage (housed and non-housed), not having an advantage, simply because it is in an urban area.

- Regular infantry and support units do not have displacement vehicles, such as trucks or cars, which makes the displacement of these very, very, very slowly and inefficient.

- There is no logistics in the game. If your units run out of ammo, I'm sorry. There is no way to have a rearmament point and rotate fresh units with wasted ones.

Despite the cons, it's a good game, with untapped potential. I'd give it a 6.9 / 10 rating.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Rinix on November 26, 2018, 04:55:24 PM
https://www.steelbeasts.com/topic/11699-wargames/?page=13&tab=comments#comment-185927
Quote from: Apocalypse31
I went against my better judgement (to never buy another Slitherine game) and picked this up.


Terrible game, and not worth $40. Another example of poorly made Slitherine products.
  • Its impossible to read the terrain (no definition of heights) unless you switch to a weird looking isometric view that is totally unusable to command units.
  • Unit SOPs are bogus and do not save. You have to constantly save SOPs and micromanage how units move and fight.
  • Unit pathfinding is awful; as in, I wanted to rip my face off as I watched my pixel troops drive all over the map (not where I wanted them to go). It's not bad on large open maps, but that just limits where you can fight - on the only 4 maps available
  • No tutorial missions, nor is there a campaign. Just a bunch of poorly defined scenarios, with fully detailed orders like "Seize the Objective" with literally no graphics anywhere (where is my objective?).
  • The battle generator is also crappy; AI units just defend wherever they feel like, totally abstract of the defined objectives. During on of my games, the entire enemy force was defending the bottom left side of the map even though the objective was on the opposite side of the map. Never mind the AI trying to put together a cohesive attack plan!
  • Command Deeeeeeeeeeeeeeeeeelay for everything! Want you unit to drive 2 meters down the road? That'll be a 1 minute command delay!
  • The game uses a grid system (100mx100m, I think?) and only 1 unit can occupy the same grid at a time. Sounds like a great way to organize things, but its actually a huge pain in the ass, especially when you're working with infantry forces in close-terrain but cant gather enough mass.


Terrible, terrible. I wish Slitherine would refund games.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Beef on November 26, 2018, 05:18:05 PM
https://www.steelbeasts.com/topic/11699-wargames/?page=13&tab=comments#comment-185927
Quote from: Apocalypse31
I went against my better judgement (to never buy another Slitherine game) and picked this up.


Terrible game, and not worth $40. Another example of poorly made Slitherine products.
  • Its impossible to read the terrain (no definition of heights) unless you switch to a weird looking isometric view that is totally unusable to command units.
  • Unit SOPs are bogus and do not save. You have to constantly save SOPs and micromanage how units move and fight.
  • Unit pathfinding is awful; as in, I wanted to rip my face off as I watched my pixel troops drive all over the map (not where I wanted them to go). It's not bad on large open maps, but that just limits where you can fight - on the only 4 maps available
  • No tutorial missions, nor is there a campaign. Just a bunch of poorly defined scenarios, with fully detailed orders like "Seize the Objective" with literally no graphics anywhere (where is my objective?).
  • The battle generator is also crappy; AI units just defend wherever they feel like, totally abstract of the defined objectives. During on of my games, the entire enemy force was defending the bottom left side of the map even though the objective was on the opposite side of the map. Never mind the AI trying to put together a cohesive attack plan!
  • Command Deeeeeeeeeeeeeeeeeelay for everything! Want you unit to drive 2 meters down the road? That'll be a 1 minute command delay!
  • The game uses a grid system (100mx100m, I think?) and only 1 unit can occupy the same grid at a time. Sounds like a great way to organize things, but its actually a huge pain in the ass, especially when you're working with infantry forces in close-terrain but cant gather enough mass.


Terrible, terrible. I wish Slitherine would refund games.

I did buy this game as well. I'm enjoying it because it is a game after all.

I definitely appreciate Asid's work on getting a discount for the DoW community.  :thumbsup

Nonetheless, Apocalypse's mini review is unfortunately accurate. The path-finding is horrible. Much to my chagrin, mechanized units in close column formation will not road march and seem intent on wandering every which way to their waypoint. The "only one unit per grid square" is frustrating as well, and not realistic at all. Have they not heard of stacking (like they do in board games and other computer games -- i.e., War In The East.)

Hopefully the developers will take the community feedback and continue to improve this game. It has great potential.

So, for now you can be entertained by this game; but if like me you are grognard / veteran than you will be constantly scratching your head--or pulling your face off as it were. :facepalm_smiley

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on December 04, 2018, 02:04:50 PM
Armored Brigade Tutorial Video #2: Line of Sight

(https://www.matrixgames.com/files/spotlight/1281_image.jpg)


In Armored Brigade (http://www.matrixgames.com/products/685/details/Armored.Brigade) you can find a huge variety of tactical challenges. With a level of technological warfare so high where everything could be at range and eliminated very rapidly, knowing where to place your units is vital.

In this second Tutorial Video, we will be exploring a bit a precious and versatile tool: the Line of Sight.

Get more information about the game from its official Product Page (http://www.matrixgames.com/products/685/details/Armored.Brigade)


https://youtu.be/lz_24ugYKkI
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on December 05, 2018, 02:40:06 PM
Armored Brigade AAR: The Defense of Rotenburg

(http://www.matrixgames.com/files/spotlight/1283_image.jpg)

Major Max Maurer sat quietly in his command-post, contemplating what the next day or two might bring. His command, “D” Company of 311 Panzergrenadier Battalion, 31 Panzergrenadier Brigade was as ready as he could have it. He was pleased with the calm professionalism his team had displayed during their deployment to Rotenburg, and for the seamless way his reinforcements had amalgamated into their new command. It spoke highly of the pre-war training the brigade and division had underwent, to prepare them for this moment.

The Soviets had predictably unleashed hell as they crossed the border into the Bundesrepublik Deutschland, and had penetrated deep into the 1st German and 1st Netherlands Corps areas. The Dutch in particular had taken significant losses but were still holding out in key areas, while other elements of 11th Panzergrenadier Division were also being pressed hard. Max knew he had to hold Rotenburg at all costs, to prevent a complete Soviet breakout to the west and to allow heavy US reinforcements to arrive and prepare to reinforce NATO units in Northern Germany.

Read the full AAR here (http://www.matrixgames.com/forums/tm.asp?m=4560381)


(https://i.ibb.co/WPzr34S/Rotenburg2aa.png) (http://www.matrixgames.com/forums/tm.asp?m=4560381)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on December 11, 2018, 02:45:11 PM
Armored Brigade Twitch with Giveaway!

Join Matrix/Slitherine on December 11th on our official Twitch Channel (https://www.twitch.tv/slitherinegroup) as XTRG will play Armored Brigade!

The show starts at 6 pm GMT for about 3 hours, so plenty of time to spend in the middle of World War III.

In addition, they will be giving three copies of the game as a giveaway, so better not to miss this incredible opportunity!

Jointhem at 6 pm GMT on our official Twitch Channel (http://www.twitch.tv/slitherinegroup)

(https://www.matrixgames.com/files/spotlight/1287_image.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on December 11, 2018, 02:47:33 PM
Armored Brigade Tutorial Video #3: Air Support

(https://www.matrixgames.com/files/spotlight/1288_image.jpg)


Air Support plays an important role in Armored Brigade (http://www.matrixgames.com/products/685/details/Armored.Brigade). Rather than just a mere reactive tool, its usage must be carefully planned and integrated into a mid-long strategy.

Today we talk a little about how to call for Air Support during a battle and what considerations taking into account.

Stay tuned for further information!


https://youtu.be/H4oUjzU5-8s
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on December 12, 2018, 04:04:34 PM
Armored Brigade updated to version 1.002

(http://www.matrixgames.com/files/spotlight/1292_image.jpg)


Armored Brigade is receiving its first update, bringing the game to version 1.002.

You can download the update from here (https://www.matrixgames.com/members/publicDL.asp?gid=685)

1.002 Changelog


- Fix: Missing Polish Mi-2 winter sprites.
- Fix: Missing moving desert sprite for 8th men for Saracen Mech squad and Infantry squad.
- Fix: Transparency on winter turret for GDR T-72 and on desert hull sprite for MTLB.
- [ui] Implemented the 'battle positions and target reference points on/off' option.
- [ui] Implemented the 'window edge map scroll on/off' option.
- [database] Adjusted the T-64 reverse speeds.
- [maps] Removed trees from streams and roads in forest.
- [scenarios] Adjusted the 'Rear Guard', 'Midnight Surprise' and 'Who Will Stop the Rain' scenarios.
- [gameguide] Updated the gameguide content.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 04, 2019, 02:30:00 PM
Armored Brigade - Map Making Tutorial
04/02/19
Daniele - Matrix Games Staff

(http://www.matrixgames.com/files/spotlight/1314_image.jpg)


Hi everybody!

Everyone who played Armored Brigade (http://www.matrixgames.com/products/685/details/Armored.Brigade) knows that maps are one of the best element of the game. Highly precise and derived from real ones, they provide battlefields for every need.

We have already covered in one Dev Diary (http://www.matrixgames.com/forums/tm.asp?m=4435056) the incredible amount of work that Veitikka Studios put in the process of creating such detailed maps.

But, would you like to create your own map to be used within the game?

In the incredible forum thread (http://www.matrixgames.com/forums/tm.asp?m=4580445), Dimitry from Veitikka Studios will guide you through the whole of the undertaking of MAP MAKING!

On the basis of such thread, we have created a downloadable PDF document in which you'll find all the info.

Click on the banner below to see it!
(You can find this guide right below the Manual link too in the Armored Brigade Main Forum)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/MAP_TUTORIAL_front.png) (http://www.matrixgames.com/amazon/PDF/AB_Map_making_Tutorial/AB_map_making_tutorial_small.pdf)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 05, 2019, 05:39:04 PM
Armored Brigade v1.006 Public Beta!
05/02/19


Hi Everyone,

The Armored Brigade team have been busy working on a lot of improvements and fixes.

Before we officially release these, we would like to confirm our tests that everything works as it should.

If you are interested in helping us test the update before it becomes official, you can download it from THIS LINK (http://ftp.matrixgames.com/pub/Armored%20Brigade/ArmoredBrigade-UpdateComp-v1.006-Beta.zip), or grab it from the MEMBERS AREA (http://www.matrixgames.com/members/publicDL.asp?gid=685) if you have it registered.

If you post your feedback in a new thread, please start he thread title with "[1.006 public beta]".

Thank you!

You can read the list of changes below:

Fix: The Polish ZPU-2 AA-gun wreck sprite was misnamed.
Fix: Helicopters always returned to the battle position #1 after HQ CAS.
[engine] Implement the helicopter covered/quickest path mode option.
[engine] Improve the wedge, vee, line and echeloned line formations. There's much less movement between the formation left/right sides, especially with large formations.
[engine] Implement the 'fortified' (not dug-in) scenario defence level option.
[engine] Allow the battle go on without a limit after the end conditions have been reached.
[engine] Implement the 'seek cover' SOP option.
[engine] Implement the message action options system.
[engine] Implement the 'enemy ground unit spotted' message.
[engine] Implement the 'orient listener with the locked unit' audio option.
[engine] The illumination flare brightness is limited when the flares overlap.
[engine] Add more map editor mode terrain type hotkeys.
[scenarios] Add the 'Winterburan' scenario.
[ui] Store all the battle event messages and allow mouse wheel scrolling on the message list.
[ui] Show the ammunition details when the mouse cursor is on the unit weapon info panel.
[ui] Add the 'fire all' buttons for artillery HE, DPICM and illumination rounds.
[ui] Update the SOP menu button style.
[ui] Show explosion icons for artillery and mortar shells and bombs.
[ui] When moving helicopters, scroll the screen automatically to the selected helicopter battle position.
[ui] Show the helicopter BP/TRP name when designating them or moving helicopters.
[ui] Show the 'player character' hint less often.
[ui] Show the on-map mortar and artillery minimum and maximum ranges and the illumation shell radius when setting the target area.
[ui] Update hotkey: 'Custom fast compression': Ctrl+Tab.
[ui] Update the blue map location label color.
[ui] Update the credits.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 21, 2019, 01:02:36 AM
Armored Brigade has been officially updated to version 1.006

(http://www.matrixgames.com/files/spotlight/1326_image.jpg)


Armored Brigade (http://www.matrixgames.com/products/product.asp?gid=685) has been officially updated to version 1.006!

This update brings many important improvements, including:

- Helicopter 'covered' path mode option implemented

- Better "Seek cover" SOP option

- Wedge, vee, line and echeloned line formations improved

- And many more!

You can update the update from here (http://www.matrixgames.com/members/publicDL.asp?gid=685)

Check the full changelog below:


FIX
The Polish ZPU-2 AA-gun wreck sprite was misnamed.
Helicopters always returned to the battle position #1 after HQ CAS.

Engine
Implement the helicopter covered/quickest path mode option.
Improve the wedge, vee, line and echeloned line formations. There's much less movement between the formation left/right sides, especially with large formations.
Implement the 'fortified' (not dug-in) scenario defence level option.
Allow the battle go on without a limit after the end conditions have been reached.
Implement the 'seek cover' SOP option.
Implement the message action options system.
Implement the 'enemy ground unit spotted' message.
Implement the 'orient listener with the locked unit' audio option.
The illumination flare brightness is limited when the flares overlap.
Add more map editor mode terrain type hotkeys.
Add the 'Winterburan' scenario.

UI
Store all the battle event messages and allow mouse wheel scrolling on the message list.
Show the ammunition details when the mouse cursor is on the unit weapon info panel.
Add the 'fire all' buttons for artillery HE, DPICM and illumination rounds.
Update the SOP menu button style.
Show explosion icons for artillery and mortar shells and bombs.
When moving helicopters, scroll the screen automatically to the selected helicopter battle position.
Show the helicopter BP/TRP name when designating them or moving helicopters.
Show the 'player character' hint less often.
Show the on-map mortar and artillery minimum and maximum ranges and the illumation shell radius when setting the target area.
Update hotkey: 'Custom fast compression': Ctrl+Tab.
Update the blue map location label color.
Update the credits.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Ligthert on February 27, 2019, 07:17:41 PM
This looks like something better than DCS World - Combined Arms or Combat Mission: Black Sea. Both riddled with clunky UI, bugs and lacking in optimization.

What are your experiences with this game?
Title: Re: Armored Brigade Is Officially Announced!
Post by: General Sandman on February 28, 2019, 09:15:30 AM
This looks like something better than DCS World - Combined Arms or Combat Mission: Black Sea. Both riddled with clunky UI, bugs and lacking in optimization.

What are your experiences with this game?

I dont have the sim yet. But be aware that all the fancy 3D core from the trailer is only staged as show case.
Because of that I dont think that the gameplay of AB could be really compared with the mentioned titles. Its just too different, I guess.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Ligthert on February 28, 2019, 09:59:57 AM
Is it closer to Wargame (Air/land battle)?
Title: Re: Armored Brigade Is Officially Announced!
Post by: Rinix on February 28, 2019, 02:42:46 PM
This critical review might be useful:/topic/11699-wargames/?page=13&tab=comments#comment-185927
Edit: Link is broken for some reason.
Title: Re: Armored Brigade Is Officially Announced!
Post by: General Sandman on February 28, 2019, 06:00:16 PM
Is it closer to Wargame (Air/land battle)?

I would guess that AB is more SIM while Wargame is more arcade.
ATM I have no better idea than a certain comparison to Command Ops.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Selva on March 11, 2019, 05:31:13 PM
Is it closer to Wargame (Air/land battle)?

I would guess that AB is more SIM while Wargame is more arcade.
ATM I have no better idea than a certain comparison to Command Ops.

i think that there's no way to comparison Airland Battle with AB. Both are different focused war sims. However, AB lacks many realistic future. As my review said, there are several flaws that compromises the game's realism and playability.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 09, 2019, 12:02:30 AM
Armored Brigade first Nation Pack is announced! With a free surprise

The Cold War is cold no more. NATO countries are facing their Warsaw Pact counterparts right in the middle of Europe, furiously fighting to control the Fulda-Gap and close key-locations.

But Germany is not the only European Front where the Soviet High Command is looking to overcome the West resistance.

On the south, a century-old hot border is ready to erupt into fire. Yugoslavia, although not a “Soviet” state, is willing to take advantage of the chaos in which the totality of Western Nations has been embroiled. Their eyes run along the Italian border and the important port of Trieste, the acquisition of which could be of immense value for its economy. The JNA (Yugoslav People's Army) is equipped with hardware of high efficiency and it is not afraid to use it on its old enemy.

Italy, even if marked by endemic inner political weaknesses, is not blind to the Yugoslavian claims and maneuvers. Its Army is not the inefficient and burdened system that collapsed in WWII. Being a member of NATO and of the EEC has brought enormous economic advantages and its Army has benefitted from decades of renovation and training in Europe and in military operations abroad.

Will the plains of Italy be the next battleground in the war that could end everything?

Veitikka Studios, developers of the praised wargame Armored Brigade, is proud to announce their first DLC, bringing Italy and Yugoslavia into the war!

The DLC comes with two new factions, 250 new units, and a colossal and ultra-detailed new map, the Gorizia Border!

Check the Product page  (http://www.matrixgames.com/products/802/details/Armored.Brigade.Nation.Pack.Italy.-.Yugoslavia) here for more details!

But news is not over. Since its release in November, Armored Brigade gathered enormous attention from the players’ community due to its flexibility, wide range of units and factions combined with a seldom-seen realism. However, its heavily skirmish oriented mode had put many people on the fence, wondering if any new game mode would be added in the future. The day has come, as together with the Nation Pack DLC developers will release an update featuring, among many other goodies, a Campaign Generator tool! And it will come for free!

We will release more information on the update (and the DLC, of course) further along the road, but for the moment suffice to say that it will allow to carry over your units from battle to battle following different geographic locations depending on your victory outcomes!

Stay tuned for further updates!

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 09, 2019, 12:02:59 AM
(http://www.matrixgames.com/amazon/Logos/ArmoredBrigade_NationPack_LOGO-small.png)

Product page  (http://www.matrixgames.com/products/802/details/Armored.Brigade.Nation.Pack.Italy.-.Yugoslavia)

Armored Brigade Nation Pack: Italy - Yugoslavia is a DLC for Armored Brigade. You need to have the main game in order to play with this expansion


Following World War II, Italy has struggled with negative memories of defeat and mediocre performances, long labouring under the stigma of failure and incompetence. Merely a remnant of a past to be forgotten, war was expressly rejected in the Constitution, but the creation of NATO meant that the Italian Armed Forces were quickly reorganised and expanded within a totally different international framework than before. Preparing for a feared invasion from the east, likely via Yugoslavia, Italy played an important role in the Mediterranean. Still, the country’s strategic culture, a mixture of realpolitik and pacifist tendencies, severely impacted it’s military policies.

The Italian Army at first glance might seem under-equipped compared to its NATO peers. However, it should be noted that they were supposed to defend a well-fortified, and mostly rugged mountainous terrain on their eastern border. Moreover, quality of units varied significantly across the Army. Some were better trained or better equipped, for example the famous Alpini mountain troops or selected armoured and mechanised brigades. Nevertheless, a player might still feel being under-gunned or lacking in certain aspects, so his armoured, mechanized or infantry force should be always reinforced by strong support assets. This also means a great care should be given to mobility, flanking engagements, and emphasizing maximum use of terrain cover; providing for a challenging and dynamic playstyle.

On the other side of the fence was Yugoslavia. Geographically situated between a NATO anvil and the Soviet hammer, the prospect of invasion would permanently dominate Yugoslav strategic plans. Particularly since witnessing the Warsaw Pact intervention in Czechoslovakia in 1968, Yugoslav military doctrine focused on combining its large field army with the guerrilla experience of the Partisans in World War II. In planning, this would entail the armed forces to conduct conventional warfare along a nationwide front, buying time for reserves and the general population to mobilize. Small Territorial Defence units would engage alongside beside regular troops in their local areas, emphasizing mobility and light anti-personnel and anti-armour weapons.

Because armament parity with likely opponents, both in quality and quantity, was hard to achieve, Yugoslavs tried to use limited national defense resources in the most efficient way, rarely if ever squandering even the most obsolete weapons. Units in the game, as well the combat tactics, reflects this strategy. Yugoslavia is a very balanced, all-around force that will perform satisfactorily in every field, but might not always excel. Hence a combined arms approach is extremely important when facing technologically superior forces. And while the center of gravity of the Yugoslav Army are infantry formations that are highly varied, logistically undemanding and survivable, armoured and mechanized are certainly capable of making it tough for any adversary.


Featrures:

•   A nation pack with two new factions: Italy and Yugoslavia.
•   Over 250 new units and aircraft from the 1965-1991 era. Iconic modern equipment like the VCC-1 and SIDAM, or Praga SPAAG and M-84 MBT, but also plenty of venerable veterans like M4A3 Sherman, M36 Jackson or SU-100. Increased infantry variety ranging from StG-44 armed Yugoslav paratroopers to elite Italian Bersaglieri and Alpini troops.
•   A new map, covering 61x61 kilometres of area around the Italy-Yugoslavia border.

(http://www.matrixgames.com/files/games/802/20190404004823.png)

(http://www.matrixgames.com/files/games/802/20190404004911.png)

(http://www.matrixgames.com/files/games/802/20190404004928.png)

(http://www.matrixgames.com/files/games/802/20190404004824.png)

(http://www.matrixgames.com/files/games/802/20190404004810.png)

(http://www.matrixgames.com/files/games/802/20190404004908.png)
Title: Re: Armored Brigade Is Officially Announced!
Post by: SystemInShock on April 09, 2019, 06:16:54 PM
The new units and map is really good news.  The new campaign generator is downright exciting for me.  I don't much care for just the scenario type of gameplay.  I'm more of a long-term goal type of person and a campaign is just the perfect way to experience it.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 30, 2019, 03:55:58 PM
Armored Brigade Nation Pack - Italy Iconic Units

(http://www.matrixgames.com/files/spotlight/1368_image.jpg)


Italy is one of the two new factions being featured in the first DLC Nation Pack of Armored Brigade.

It has an interesting combination of support and mechanized troops and some excellent infantry units to be deployed on the battlefield.

Here below you can see a glimpse of the Italian arsenal!

Armored Brigade Nation Pack. Italy - Yugoslavia will be available on May, 9th (http://www.matrixgames.com/products/802/details/Armored.Brigade.Nation.Pack.Italy.-.Yugoslavia)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/A129 Mangusta.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/Leopard 1A2 MBT.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/M24 Chaffee.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/RLC Carrier AR-59.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/SIDAM 25 ADA.png)

(http://www.matrixgames.com/amazon/Banners/Armored_Brigade/DLC1/VCC-1 APC.png)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on May 03, 2019, 01:50:51 PM
Armored Brigade Campaign Generator Guide

(http://www.matrixgames.com/files/spotlight/1373_image.jpg)


This is an overview of the first iteration of the Armored Brigade Campaign Generator system. It and the original Battle Generator are built with the same design philosophy in mind: To have an easy way to generate an infinite amount of replayable content that can be shared with others.

It provides a context for the battles and adds more depth to gameplay by making use of the game’s features that some players might otherwise have overlooked.

The flexibility of the battle system that can handle almost any forces, locations, and other parameters is made use of by having units with tracked statistics, battle locations that are dictated by the outcome of the previous battle, and the time of day and the weather that keep changing during or between the battles. One strength of Armored Brigade is the enormous size of maps. They offer a myriad of unique and realistic locations, and when fighting over a piece terrain, even for several battles, its special characteristics become familiar and memorable.

The system tracks explosions and terrain fires, and these areas become destruction zones in the following battles. All this creates a sense of drama.

Let’s take a look at how a fresh campaign is generated, and how the transition between the campaign battles works.

IMPORTANT - The Battle Generator tool comes with the free update that will be released along with the Nation Pack. It will be available both for the base game and the DLC.

Click on the Picture to read the document
(https://www.matrixgames.com/files/spotlight/1373_image.jpg) (http://www.matrixgames.com/amazon/PDF/Campaign-Generator-Guide.pdf)

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on May 07, 2019, 11:18:26 AM
Armored Brigade Nation Pack Twitch Stream


(https://www.matrixgames.com/files/spotlight/1375_image.jpg) (https://www.twitch.tv/slitherinegroup)

Armored Brigade Nation Pack: Italy - Yugoslavia (http://www.matrixgames.com/products/product.asp?gid=802) will be released this week, on May 9th!

If you are eager to see the new factions and map in action, then don't miss XTRG playing the game today on our official Twitch Channel! (http://www.twitch.tv/slitherinegroup)

The stream will start at 6 pm BST!

https://www.twitch.tv/slitherinegroup

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on May 08, 2019, 02:59:16 PM
https://www.twitch.tv/videos/421670576
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on May 10, 2019, 12:10:09 AM
Armored Brigade Nation Pack: Italy - Yugoslavia is out

(http://www.matrixgames.com/files/spotlight/1380_image.jpg)


Armored Brigade Nation Pack: Italy – Yugoslavia (http://www.matrixgames.com/products/product.asp?gid=802), the first DLC for the acclaimed Cold War wargame Armored Brigade, is now available on our store.

Italy and Yugoslavia are ready to join the conflict with hundreds of new units and aircraft, on a complete new map (the Gorizia Gap) covering 61x61 kilometers.

Together with the Nation Pack DLC developers have released also an important update featuring, among many other goodies, a Campaign Generator tool! And it is free!

If you want to know about how Campaign Generator works, have a look at this guide (http://www.matrixgames.com/forums/tm.asp?m=4627000)

You can check the full changelog below

If you are eager to see the new factions and map in action, then don't miss XTRG playing the game today on our official Twitch Channel! (https://www.twitch.tv/slitherinegroup)

The stream will start at 6 pm BST!

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on May 10, 2019, 12:10:57 AM

Armored Brigade 1.023. Update

Armored Brigade has been updated to version 1.023!

Get the update from here (http://www.matrixgames.com/members/publicDL.asp?gid=685)

If you want to know about how Campaign Generator works, have a look at this guide (http://www.matrixgames.com/forums/tm.asp?m=4627000)

Changelog Version 1.023.

Fix: After destroying an enemy infantry unit in a building, vehicles were able to try to find a path through that building map cell.
Fix: When using the formation 'march' mode with the pathfind option set to 'covered' the units ended up in covered terrain in road marches.
Fix: When dismounting, the passenger unit could dismount to a map cell that had an undetected enemy unit.
Fix: M47 Dragon sprite size was wrong.
Fix: The Finnish M-30 and D-30 howitzers had wrong icon outline styles.
Fix: Key scrolling and waypoint selection (ctrl) were not released after alt+tabbing away and back to the game.
Fix: Movement dust particles were generated on bridges.
Fix: The system could pause automatically and show the 'end battle' popup in the middle of engine update loop when the battle end condition was reached, potentially causing issues.
Fix: The savegame menu was scaled incorrectly in larger UI sizes.
Fix: The message animations were not always completed if there were more new messages than could fit the message box.
Fix: The selected waypoint outline texture was wrong when using the upscaled UI.

[database] Adjusted Leopard 2 hull armor.
[database] M1A1(HA) now have M829A1 since 1988.
[database] Fixed coax MG issue (Soviet tanks use generic coax while US tanks have an ammo bin).
[database] RPG-22 on Soviet Airborne teams now has correct 'lose ammo only'.
[database] MG-3 has Full-Reload.
[database] MILAN missile min range lowered to 75 meters.
[database] Increased range and accuracy of 85mm ZiS-5.
[database] FRAG-HE rounds renamed to HE-FRAG to have unified standard.
[database] Formations 459, 460 and 461 had wrong comment fields ('SU' instead of 'US').
[database] Fixed 'DE.' instead of 'DE' on some formation comment fields.

[engine] Implement the campaign generator system.
[engine] Automatically readjust the combat power values when the battle starts, so the victory point system always works optimally, and saved scenarios won't break down if the unit costs change. The scenario.xml 'combatPower' and 'forceBModifier' are now obsolete.
[engine] Prevent the player units from finding a detour that is 100% longer than the remaining old path. Add the 'cannot find detour' event action.
[engine] Implement proximity spotting: Enemies firing withing a 60 meter radius are much easier to spot, if the spotter is an infantry unit or an un-buttoned vehicle.
[engine] Improve random objective placement.
[engine] Add the 'vineyard 2' terrain type.
[engine] The generator default water type is now 'fordable'.

[maps] Update the road light maps.

[patterns] Update the zoomed-out map patterns and colors.

[scenarios] 'Special Delivery': Add more artillery mines to the player side and remove a T-72M platoon and HQ from the enemy side.

[sprites] Update terrain textures to use 'soft shadows'. Improve other terrain textures.

[ui] Display individual unit and aircraft costs correctly in the unit selection menu.
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on June 14, 2019, 12:56:44 AM
General Information on the Research forum

(http://www.matrixgames.com/files/spotlight/1407_image.jpg)


by Tamas

Hi Everyone,


We thought some of you might enjoy helping the team, and the community in general, researching equipment and OoB information for the various armies the game has not yet covered. Our hope is that this will help both the development team, as well as modders to add new content more quickly, as finding information in sufficient details is usually the biggest challenge for this period, especially since the best sources are always in the native language of the armed force in question.


To state the obvious: we have opened this subforum for publicly available information only. Make sure you do not post any classified information. If you post any equipment data or information, we would appreciate if you included the source, but ultimately it is your responsibility to not share anything you are not supposed to.



First of all an important disclaimer: a country/region receiving a sub-forum here does not guarantee that it will be included in a future expansion for the game. Quite simply, we have not planned long enough to know when -if at all- a given country would see official treatment. On the other hand, if anybody wants to create a mod using information/opinion contributed here on the forum, they are of course free to do so.


Now for some details on how we envision this forum working.

For each country/region subforum we will link a Google Sheet with two tabs: the Faction Sheet and the Ammunition Sheet. There is also an Armour Penetration Calculator that you should use if you want to get the in-game parameters for given gun/ammo attributes. If you think an equipment/ammo type is missing, or has wrong suggestions, either comment in its own separate thread, or open a new one if none exists. After an initial testing period of the concept, we would be happy to find a forum member for each of the subforums to be given access to update numbers, once he judges the arguments sufficient for them. The development team can update/overrule these of course.

The 3 sheets are as follows:

Faction sheet
This is where vast majority of work is done. It is substantially a unit list of a given faction. In the Armored Brigade official database we don’t use prototypes, trial vehicles or systems or those which saw service in extremely limited numbers (less than 10, for example, unless justified by importance or proven potential availability in wartime). Preferred sources are archival material, books that are based on such data, like trials, after-action reports, statistics, and technical manuals. Latter are preferred. Sometimes such material is not available, so it is necessary to analyse declassified intelligence reports, open-source data, photographs, as to rely on anecdotal evidence etc. In such cases discussion is encouraged as is conservative approach to assumptions that needs to be labeled as such.

Unit name, year of introduction and withdraw from service is quite self explanatory. Names can be localized, but a certain consistency patterns with names used in same and other factions in game should be maintained, as well familiarity of users with such names (e.g. M18 AT Destroyer is better than Yugoslav local designation SO-76 etc.).

Transfer into reserve units and similar variations that may alter availability should be noted in “Formation and other service usage notes” as well other short notes and comments that might be useful or interesting to the database creator (e.g. minor modifications or modernizations, limited numbers issued, intended role or particular units using them exclusively). Major modernizations should be listed as separate units (e.g. T-62 model 1975 etc.). In case of infantry this tab is used to note what weapon system is used by, for example, HMG or Mortar team (e.g. M2 Light Mortar). For aircraft this is where the most common combat loadout is noted, or the intended role.

Ammo notes regard particular ammo load, or round introduced, for example new AP or HEAT shell being distributed in a particular year. In case of aircraft it is usually a note on a new bomb or missile being introduced, or number of hardpoints. You will note that in case of infantry this field is used to designate how many men are in the squad (question of practicity).

Particular equipment notes (including for sprites) regard information that can be used both by the database creator (e.g. no IR lights, stabilization) as by the sprite maker, such is added or removed machine guns, stowage, LRFs, smoke grenade launchers, camouflage etc.
In case of infantry this field is used to sign how many men are used to move the weapon (in order to reduce workload, static sprites are used instead of animations when possible, so no need to make 2-men moving a gun sprite if minimum needed is 3-men).

Miscellaneous notes and commentary regards any useful information that doesn’t fit previous fields (e.g. should a given unit have a gunner, or a turret, or if given unit is based on unit already in game but listed under a different name etc.).

Public discussion on forum is also highly encouraged (actually necessary) particularly so if data presented doesn’t fit the above sheet (for example, presentation of infantry company organizations, specific AFVs development history and etc.).

Ammunition sheet
This is a list of ammunition rounds and missiles used by units of a specific faction. Listed are calibre (should be ordered according to this and category, like shells and missiles), round historical designation, historically accurate gun name that use it, shell type, year of introduction, minimal range (for example most ATGM missiles have a “dead-zone”) , maximum range (maximum range at which shell is effective when visually aimed, in case of direct fire rounds), accuracyBase (accuracy at muzzle, usually 90% but can be lower on some specific weapons), accuracyRange (point where accuracy reaches half of original value, used to adjust accuracy over different distances), softDamageRange (usually 0, but some rounds like cannister lose lethality over range), AP_Damage (penetration at muzzle, and by norm a comment should be left on quoted penetration from a trusted source), AP_DamageRange (refer to Armour Penetration Calculator section), muzzle velocity of the shell or missile speed, and notes (usually vehicle using it, but also anything else of interest).

Armour Penetration Calculator
As the name already implies, this sheet is our algorithm used to calculate armor penetration over range. Only fields to be touched are B1 and D1 (Penetration and Penetration Range respectively). Penetration value is initial penetration at muzzle, at 0°, and playing out with range values with give you various penetration values over different distances. Those ranges are to be compared with historical penetration data (usually given at 500m, 1000m, 2500m etc.) until you get as realistic values as possible. APFSDS tend to keep penetration over range, while older shell types as APC or APDS tend to lose it more. HEAT and HEP ammo maintain penetration over range so PenRange is 0m.

N.B. keep in mind that archival data often give penetration at 30° or 60°. Penetration values and estimates sometimes cannot be directly compared if they don't include some other data as target obliquity or type, penetration criteria, and can be significantly altered even by "minor" parameters as propellant temperature, target hardness, etc.
Also, different criteria for armor perforation are used by different nations. For example, Soviet criteria for calculating the penetration limit of projectiles is V80, meaning that the expected consistency of achieving full armor perforation must be 80%. This means, that at least 80% of all projectiles of a certain type must achieve that standard in order to have a certified penetration. A hit is declared as full penetration only when 80% of the shell mass has passed through the armor (notice the word mass, it means that the penetration is achieved even if the shell splinters to pieces within the armor). Overall, Soviet standards were not only stricter, but the steel they used for targets was sometimes of a greater hardness than NATO targets, hence the given penetration data of Soviet rounds may be an under-representation of the actual achievable penetration of these shells using a different criteria.
In comparison, complete penetration according to the American methodology is acquired, whenever a shell punctures the armor enough for light to shine through, once the shell is removed. In other words, it’s enough for the shell to have just a tip inside the armor and you have achieved a complete penetrating hit. On top of that, only 50% of the projectiles are required to penetrate. Hence, it is clear that values are not directly comparable, and strict care needs to be taken to have consistent and comparable values across all units and factions in the database. Comparative field trials of different rounds are always a welcome addition because they are excellent for side-to-side performance comparison of different rounds.

Therefore, it is recommended to use the calculator and put the accuracyRange and AP_Damage values in Ammunition sheet if possibly you have a certain scientific knowledge on penetration vs. armor dynamics. Public discussion is always welcome and encouraged.

You can download a copy of the Calculator from THIS LINK (https://drive.google.com/file/d/1vk5iNSCIJZMNPxzJYGkrrod0G5affuhQ/view?usp=sharing)



To see all of this in practice, have a look at the YUGOSLAVIA SHEET (https://docs.google.com/spreadsheets/d/10RfSm5vttgJpZR4_18ukdu_LWUUJaKoCT37UCLINo6s/edit?usp=sharing)

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on July 24, 2019, 12:29:02 AM
Armored Brigade - Upcoming Update will feature the Mission Editor

Hello everyone,

Armored Brigade developers have no intention of resting on their laurels! They are working on a coming update that would bring many improvements to both the base game and its Italy - Yugoslavia DLC.

One of the new features that would be implemented is the Scenario or Mission Editor. Curious about what it is and how it will work?

Read below the full explanation and stay tuned for further information! The scenario editor will come sooner than you might think!

ARMORED BRIGADE MISSION EDITOR
One of the core features of Armored Brigade is the Battle Generator, that can be used to generate an infinite amount of replayable content. The generated scenarios, or 'missions', can be saved and then shared with others. Excluding the friendly unit placement that was editable in the earlier 'developer mode', so far the only way to make further changes to the saved missions has been to use external text editors and paint programs to edit the XML and BMP files that contained the mission data. The process was not particularly user-friendly. Now the system is about to change radically, as we introduce a new feature, that is an in-game editor where almost everything in the saved missions can be modified easily without exiting the game. The editor is an inherent part of the standard game UI. The user can load the mission in several different modes and then adjust parameters, remove and add formations, edit briefings, objectives and deployment zones and so on.

This article takes a look at the first iteration of the Mission Editor. As everything in Armored Brigade, it will be improved and more features will be added in the future. We hope that the system will inspire players to create and share their scenarios with others, as it will help in creating a vibrant community.

In Armored Brigade, the scenarios are called 'missions'. For showcase purposes, I have copied the official missions to the 'user' folder. The official missions are normally not editable.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/main600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/main.png)

In the main screen there is the list of all user missions. After selecting the mission from the list you can choose the side which you want to modify. If you want to edit the mission ID, name, or briefings then you click the 'EDIT' button below the briefing text. Bottom-right there are buttons for entering the other modes of the editor. Below the mission list is the 'DELETE MISSION' button for permanently removing a mission.

Now we will inspect the different editor screens and modes. In every editor screen you must click 'SAVE' after you have finished making changes, so the mission files are updated. Note that if you have selected to edit the opponent side the factions and many other options will be reversed.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/briefing600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/briefing.png)

You enter this screen by clicking the 'EDIT' button below the briefing. You see the briefing for the side that was chosen in the main screen. The mission ID must be unique, and the briefing length is currently limited to 3000 characters. The standard keyboard and mouse cut-copy-paste scheme works, and you can copy-paste text from other applications.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/parameters600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/parameters.png)

This screen is mostly identical to the Battle Generator screen. The main differences are that some options are disabled, and there is the new 'Force B playable' option. You can use this parameter to prevent the player from selecting the opponent side, if you want only the force A to be playable. The 'Air superiority' option is important, because it affects which sides can select aircraft in the force selection screen.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/objectives600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/objectives.png)

In the objectives screen you can adjust victory points and deployment zones, create and delete objectives, edit 'dummy objective' parameters, and change the water type between varied, fordable, impassable and frozen. All this is familiar from the old Battle Generator, but the new groundbreaking feature is the 'PAINT ZONES' mode.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/zones600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/zones.png)

In the new Battle Generator and Mission Editor you can easily paint 'no-go' and 'destruction' zones and 'water crossing points' in the game UI. Left-click to paint, right-click to erase, and use the mouse wheel to adjust the brush size. The system validates the map after the user has completed the changes, taking into account the deployment zones, objectives, water, painted zones, etc. and ensures that the mission is playable before allowing the user to save it.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/forces600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/forces.png)

This editor mode reruns the force selection phase from the Battle Generator. The purchase points are maxed out, so the user can select what he wants, even if the engine's maximum point, unit, and formation limits still apply. Artillery and air support can be selected, if the faction and mission parameters allow it. The defending side may be allowed to have minefields, wire obstacles, anti-tank obstacles, and pillboxes.

In the future it can be possible to rename formations in this screen.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/lock600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/lock.png)

In the deployment mode you can move the player formations to their default positions and change the formation orientation, shape, spacing, and pathfinding. A mechanized formation can start with its units mounted or dismounted. In the right-click menu you can 'LOCK' a formation or individual pillbox, so the player cannot change its starting position in the battle setup phase. Pillbox locking is a new feature that is introduced in this editor update.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/obstacles600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/obstacles.png)

As another new feature, obstacles can be pre-placed to their default positions, in the same way as in the standard game mode. Now it is possible to build defensive fortification lines for the scenario. Minefields, anti-tank obstacles, and wire obstacles placed in the Mission Editor will be locked and cannot be moved by the player. Pillboxes must be locked manually, as was described earlier.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/move_objective600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/move_objective.png)

Click the 'OBJECTIVES' button to create, rename, move, or delete objectives. Left-click on the objective to select it, and left-click again to move it. If the location rectangle is red then the new position is not valid due to water, impassable terrain, or other reasons. Right-click on the objective to edit it. You can enter the new name or delete the objective by pressing the 'ESC' key. If there is only one objective remaining then it cannot be deleted.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/new_objective600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/new_objective.png)

Right-click on the map to create a new objective. Note that depending on the mission type, the objectives can be located in the player deployment zone, in the opponent deployment zone, or in the 'no-man's-land', but not in all of them.

Click the 'SETUP ZONES' button to adjust the deployment zones. A left-click on the map moves the player side edge, and a right-click moves the opponent side edge.

The deployment zones and objectives are easier to fine-tune in this on-map editor mode than in the Battle Generator view. In the future it may be possible to paint 'no-go' and other zones in the on-map view.


(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/player600x.jpg) (http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/Scenario_Editor/player.png)

If the 'Player character' option was enabled in the main screen then the player can be assigned to a different unit in the deployment mode.

When you are done, click the 'SAVE SCENARIO' button.

Currently the pre-placed formations and obstacles work for the human player side only. In the future they will affect the defending AI opponent side too.


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on August 02, 2019, 10:40:04 AM
The new update for Armored Brigade is live

(http://www.matrixgames.com/files/spotlight/1441_image.jpg)

You can now play Armored Brigade with brand new exciting features.

Armored Brigade developers have worked hard to bring many improvements to both the base game and its Italy - Yugoslavia DLC.

One of the new features that has been implemented is the Scenario or Mission Editor, an in-game editor where almost everything in the saved missions can be modified easily without exiting the game. The editor is an inherent part of the standard game UI. The user can load the mission in several different modes and then adjust parameters, remove and add formations, edit briefings, objectives and deployment zones and so on.

You can download the patch from the members club.

Check the changelog here:

•   Fix: When loading scenarios, check the database ID before other checks, to make sure that the relevant data exists in the database.
•   Fix: In the Battle Generator, the number of objectives was not reset after changing the player start edge, allowing too many objectives to be added.
•   Fix: US TOW M113 Carrier (M150) now has a commander just like the Italian counterpart.
•   [database] Adjusted muzzle signatures on LMGs, MMGs and HMGs.
•   [database] British Chieftan and FV432 speed adjustments.
•   [engine] Implement the mission editor.
•   [engine] Add a small muzzle signature visibility bonus when a weapon is fired, making especially the low muzzle signature weapons easier to detect.
•   [engine] Increase the TI system efficiency and cost slightly.
•   [engine] The 'paved road' and 'secondary road' now use different width classes, improving the intersections.
•   [engine] Rotate anti-air units to face the center of enemy setup zone after they have stopped engaging an air target.
•   [engine] The AI opponent uses artillery smoke in meeting engagements.
•   [engine] Make sure that the manually edited campaign.xml 'startLocation' attribute stays within the allowed limits.
•   [scenarios] Add the 'Attack in Bullenhausen' scenario.
•   [scenarios] Update the 'Who Will Stop the Rain' scenario.
•   [ui] Show a message when a detected hostile aircraft is going down.
•   [ui] Prevent the system from listing scenarios, campaigns and maps with duplicate IDs.
•   [ui] Don't allow purchasing artillery mines if there are no guns purchased. If all guns are sold then set the number of mines to zero.

NOTE: Savegames from older builds are not compatible.

For more details check this copy!  here (http://www.matrixgames.com/forums/tm.asp?m=4664185)


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on August 23, 2019, 11:45:06 PM
Armored Brigade Chechnya Mod

(https://www.matrixgames.com/images/news/2268/spotlight_image.jpg)


User CCIP-subsim is working on a gigantic mod for Armored Brigade, currently focusing mainly on the Chechen Civil War (1994) and the First Chechen War (1994-1996), with a more limited ability to represent the Second Chechen War (1999-200x) as well.

(https://i.imgur.com/yqP3Dsz.jpg)


Mod features:

-Two completed, 15.36 x 15.36 km maps (Grozny and Kalinovakaya), with further additions planned

-A standalone database of historical units and weapons from the era designed mainly for asymmetric, urban combat - represented in three factions (Russian Federation, Chechen Republic, and Chechen Opposition)

-(new) Ten unique scenarios designed for the mod and Grozny map - focusing specifically on actions of Group North on December 31st 1994 and January 1st 1995 (2 large scenarios, 8 small ones; 6 for the Russian side and 4 for the separatists).

And many, many others!

Download (https://drive.google.com/open?id=1jssaTb_IyNBIKtRhEdXmDAXvVXZL8LRQ)


(https://i.imgur.com/L74NDj1.jpg)

The mod is still a beta but judging by the immense effort put so far, even this earlier version adds tons of material and new content.

Kudos to UCCIP-subsim for this great work!

Read all the instructions (https://www.matrixgames.com/forums/tm.asp?m=4659800&mpage=1&key=)

(https://i.imgur.com/iN1C6Ii.jpg)

(https://i.imgur.com/wsPBk3p.jpg)

(https://i.imgur.com/XmW3uny.jpg)

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on September 05, 2019, 12:05:26 PM
Armored Brigade - New Stacking Limit

(https://www.matrixgames.com/images/news/2277/spotlight_image.jpg)

Hi everybody!

We have some news from the front!

Armored Brigade developers are restless! After having released their first DLC featuring the armies of Italy and Yugoslavia and after adding the Mission Editor, another important achievement is going to be reached!

The stacking limit has always been something both developers and the community wanted to improve. That moment has come

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_155943_600x.jpg)

Version v1.36 Beta available through the Members Area (https://www.matrixgames.com/member/downloads/armored-brigade) features the stacking limit brought to 3 units per square! Anyone who has registered the game can get it and try its full potential!

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_161526_600x.jpg)

The new stacking limit is a major change for the game. It has been discussed by the community and the developers for a while now, but it posed some technical challenges, and we had to make sure the change would not compromise the simulation, or the AI's capabilities. After adopting the game code to handle it, we have found that 3 units per square work best.

Thanks to this change, the game now flows even more naturally, and unit pathfinding has been greatly improved. The AI has been adjusted to be aware and utilise the new stacking limit, so players should also see improvements in its behavior.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_162723_600x.jpg)

Grab it (https://www.matrixgames.com/member/downloads/armored-brigade) and leave feedback in the forum!

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on September 18, 2019, 01:29:49 PM
Armored Brigade Second Nation Pack – France and Belgium enter the arena


Armored Brigade developers are very proud to reveal the second DLC they are working on. After working on covering the struggles of the southern front between Italy and Yugoslavia, it’s time to refocus on north-central Europe.

France and Belgium are indeed the protagonists for this second Nation Pack, bringing their armed forces in a new map, the Ardennes. Check out the product page for more details (https://www.matrixgames.com/game/armored-brigade-nation-pack-france-belgium).

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/AB_France_outSteam_fb-post.jpg) (https://www.matrixgames.com/game/armored-brigade-nation-pack-france-belgium)

Armored Brigade and both the Nation Packs will be out on Steam on October 31st.

 
Summary of the features:

•   two new factions France and Belgium
•   new map: Ardennes, centered around Bastogne
•   overall more than 200 units


FRANCE:

A striking feature of the French formations of 1970s is the extent to which they were tank-heavy, due to their intended mode of operations. Their tactics were closer to US Armored Cavalry Regiments (or, indeed, their own pre-WW2 Division Légère Mécanique) in that they were not intended for holding ground. Like the DLM of 1940, the mechanized regiments were to operate like the earlier dragons portes, locating and delaying the enemy and preparing the situation for a counter strike by the tank regiments. However, during the 1980s the heavy manoeuvre forces saw an increase in the proportion of infantry, through the attachment of motorized infantry divisions to the corps headquarters, addition of VAB-equipped infantry regiments to infantry divisions, and an increase in the number of infantry companies in mechanized regiments.


BELGIUM:

As host to NATO since 1967, Belgium has always placed great importance on functioning as a reliable and credible ally. Despite the small size of its population and demanding colonial commitments, Belgium managed to make a significant contribution to NATO collective defence, deploying half of its Army to the FRG as part of the Belgian I Corps. The remainder of the army comprised the Forces of Interior responsible for the defense of the home territory, made up of regular army units which would be augmented in wartime by the local gendarmerie and reserve forces. In addition, the Forces Interior were supplemented by a regiment of elite para-commandos with two airborne infantry and one commando battalion. However, much of its equipment remained obsolescent; its main battle tank, the Leopard 1(BE) was of 1960s vintage and its M75 and AMX-13 Mod 56 APCs, as well as its Alouette II helicopters were almost museum-pieces from the 1950s. However, the Army went through a modest re-equipment programme through the 1980s; upgrading its APCs and artillery, increasing the numbers of ATGMs and replacing most of the Air Force’s fast jets with modern aircraft. Nevertheless, the Belgian Army of the Cold War remains a very interesting and challenging faction.

(https://www.matrixgames.com/images/screens/581/screen_5d81e0efc167e.jpg)

(https://www.matrixgames.com/images/screens/581/screen_5d81e0fe02811.jpg)

(https://www.matrixgames.com/images/screens/581/screen_5d81e10854e28.jpg)

(https://www.matrixgames.com/images/screens/581/screen_5d81e111cd8a2.jpg)

(https://www.matrixgames.com/images/screens/581/screen_5d81e11ba65ac.jpg)

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 01, 2019, 01:21:26 AM
Armored Brigade Nation Pack: France - Belgium Iconic Units
9/30/2019


France and Belgium will be arriving on our stores and on Steam on October 31st, and their arsenals are ready to be deployed against their Warsaw Pact counterparts.

Have a look at some of the most important units that will be under your direct control.


(https://www.matrixgames.com/images/news/2297/spotlight_image.jpg)

FRANCE

AML-90 Armored Car: In the history of AFVs, there have been few that have been so successful or so extensively employed as the Panhard AML armoured car. Designed on a small, lightly armoured 4×4 chassis, AML-90 is a fast, long-ranged, and reliable vehicle with excellent reconnaissance capability. It showed that a lightweight armoured car, armed with a 90mm main gun, could successfully deal with tanks despite an obvious lack of protection, using speed to achieve confusion and effective flanking fire. Since 1959 AMLs have been marketed on five continents; several variants remained in continuous production for half a century. These have been operated by fifty-four national governments and other entities worldwide, seeing regular combat even today.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/fr_aml-90.png)


AMX-13 Light Tank: The AMX-13 was designed in the immediate aftermath of the Second World War but the production run in a range of several thousand units lasted as late as 1987. It was originally intended as a light tank suitable for air transport, as its role was to serve as a fire support vehicle for paratroopers. It was an ambitious and far-sighted departure from conventional tank design with a number of unusual solutions so it comes as no surprise it found a ready export market as well as being a critical part in the French Army arsenal. Its basic hull design lent itself to the development for more than a hundred different variants, some of them included self-propelled guns, anti-aircraft systems, APCs, and ATGM versions. French designers progressively modernised, and indeed reinvented, the AMX-13 and enabled it to claim to be one of the most successful armoured vehicle programmes of the post-war period. It proved its worth in numerous small wars worldwide in the service of twenty-five countries.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/fr_amx-1390.png)


ERC-90 Sagaie: The ERC-90 Sagaie started as a private venture aimed at the export market. It was developed by Panhard in the latter half of the 1970s as a heavier, six-wheeled successor to highly successful AML range of armoured vehicles. Recognizing the need for a cost-effective light armoured vehicle that could defeat more modern tanks, like the Soviet T-72, Panhard designed a new turret which mounted the long barrel F4 90mm smooth-bore cannon. Initially rejected by the French Army in favour of more advanced, but also heavier and costlier AMX-10RC, it was eventually adopted for Fast Deployment Force for overseas military missions, mainly in Africa or the Middle East. The Sagaie is an armoured reconnaissance vehicle first and foremost, with the added secondary role as a tank-destroyer. The ERC-90 series proved to be a resilient and sturdy vehicle and saw action in several conflicts.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/fr_erc-90.png)


Mirage III: No longer required to serve purely as an interceptor, the Mirage III was quickly developed into a multi-role fighter by Dassault. The Mirage III E, ordered on April 6, 1960, was designed for low-altitude airstrikes. The fuselage was lengthened to accommodate the relevant electronic systems (navigation suite, Doppler radar), and was also equipped with a more powerful jet engine, the Atar 9C. Along with the companion Mirage III D two-seater and simplified Mirage 5, the Mirage IIIE accounted for the bulk of the 1,422 Mirage IIIs built by Dassault or under licence in Australia and Switzerland. After the outstanding Israeli success with the Mirage III, scoring kills against Syrian Mikoyan-Gurevich MiG-17 and MiG-21 aircraft and then achieving a formidable victory against Egypt, Jordan, and Syria in the Six-Day War of June 1967, the Mirage III's reputation was greatly enhanced.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/fr_mirage_iii.png)


VAB VCAC ‘Mephisto’: VAB VCAC “Mephisto” (Module Élévateur Panoramique HOT Installé Sur Tourelle Orientable) is an antitank version of the most widespread troop carrier of the French army, the VAB. Able to fight against tanks with great autonomy (maximum range of 4000 meters), the VAB Mephisto is intended for anti-tank companies. It is based on simple and reliable chassis, which forms the base vehicle of French light armored infantry. This 4-wheel platform can be adapted to a wide array of purposes. Suitable for strategic movement due to a range of 1,200km, it is also transportable by air.

(http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/fr_vcac.png)


BELGIUM


AIFV-B IFV: In the mid-1960s, the United States Army studied a number of armored fighting vehicles that would replace the ubiquitous M113 and less successful M114 as well as take on a variety of new roles. Under military contract, FMC Corporation built two MICVs in 1967 with the designation XM765. These were based on the proven M113 hull modified to incorporate firing ports and a fully-enclosed weapon station. Although evaluated, the XM765 was nevertheless rejected in favor of other projects that eventually resulted in Bradley IFV. Further development of the XM765 by the company as a private venture resulted in the Product Improved M113A1, the first prototype of which was completed in 1970. This had a one-man turret with 25mm autocannon in the centre of the hull, behind the driver and engine, and spaced steel laminate armor was bolted onto the side and front, with the void filled with polyurethane foam. This vehicle was subsequently called the Armored Infantry Fighting Vehicle and the first country to order the AIFV was the Netherlands. In 1979, the government of Belgium followed suit and took on a fleet of 514 AIFV which would be produced locally.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/be_aifv-b-25.png)


Kanonenjagdpanzer: The Kanonenjagdpanzer was a German Cold War tank destroyer equipped with a 90mm anti-tank gun, a design reminiscent of the Jagdpanzer IV tank destroyers of World War Two era. Between 1966 and 1967, 770 units were built for the Bundeswehr and further 80 of them were delivered to Belgian Army from April 1975 onward. It was light, fast and highly agile low-profile vehicle being powered by an MTU MB 837 500hp diesel-engine. With the 90mm gun becoming rapidly obsolete, some were converted to ATGM tank destroyers, others were pulled back to reserve units and in one way or another, they remained in service until the end of the Cold War.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/be_kanonen.png)


M75 APC: The first of the “battle taxis”, the US Army’s trend setting M75 APC entered service in 1952. While the M75 shared many chassis and suspension components with the M41 Walker Bulldog light tank, it was not cost-effective as the approximate price of the vehicle was $72,000 (almost $700,000 today), which contributed to the early halting of production. Welded all-steel hull was relatively thick for an APC, up to 2 inches (50 mm) on the front, and 1 to 2.5 inches (25 to 38 mm) sides, roof and bottom, and therefore it weighted astonishing 42,000 pounds (19,051 kg) loaded. Due to changing demands and understanding of modern warfare, it was already showing its flaws by the time it reached the operational service. However, while it had a short career in the US Army, the M75s were given as military aid to Belgium, where they were used until the early 1980s.

(https://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/DLC2/fr_be_iconic_units_screens/be_m75.png)


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 24, 2019, 02:07:02 AM
"Nation Pack: France - Belgium" France General Strategy
10/23/2019


The new DLC of Armored Brigade, Nation Pack: France - Belgium, will be released on October 31st. Below you'll find an in-depth analysis of the French army, looking closer to its strategies and features. The specs of Belgium will follow soon.

France

As mentioned previously, while the bloodletting of World War I has left the French military a firm believer in the prevalence of firepower over manoeuvre, so did France's defeat by Germany in 1940 led it to a similar swing in the direction of mobile warfare. Their Cold War tactics were tank-heavy and closer to US Armored Cavalry Regiments (or, indeed, their own pre-WW2 Division Légère Mécanique) in that their formations were not intended for holding ground. Like the DLM of 1940, the mechanized regiments were to operate like the earlier dragons portes, locating and delaying the enemy and preparing the situation for a counter strike by the tank regiments.

By the 1980s the French army had transitioned to small armored divisions and saw an increase in the proportion of infantry, though French “divisions” never amounted to much more than a brigade in real terms. These divisions were composed composed of task-organized combined arms regiments (essentially large battalions) which mixed tank and mechanized infantry companies on a permanent basis. The French doctrine saw these divisions operating on rather wide frontages, with uncovered flanks if necessary, and seeking to outflank the enemy rather than engage him head-on.


(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France01.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France1.png)
Here we can see dismounted block-force in the village laying ambush to the advancing Soviet armoured column, delaying them long enough so French light tanks and supporting paratroopers can organize to strike on flanks.

Backing up the draft-based armored and mechanized divisions of the Metropolitan Army were the expeditionary forces of the Force d'Action Rapide, a collection of volunteer-manned light armored, parachute, mountain, airmobile, and marine units. Although mainly intended for overseas use due to their all-volunteer manning, their capabilities would have been useful in an overall NATO-Warsaw Pact conflict.

 (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France02.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France2.png)
“Boxing maneuver”. Deliberately lured deep into the French lines, Soviet unit is encircled and destroyed by weaker, yet more mobile French force.

Head-on engagements were eschewed except as a way to fix the enemy for an enveloping maneuver, and fighting in built-up or wooded areas was similarly to be avoided due to the low infantry strength of French formations and the advantage the artillery-heavy Soviet Army would have in such grinding attritional battles. In this regard the French army differed from the Bundeswehr which, although also a maneuver-oriented force, intended to fight for every inch of the battlefield.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France03.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France3.png)
The deadly effect of grinding battle against Soviet Army in the urban area.

The weak point of the French ground forces was equipment. The French strategic nuclear deterrent took up such a large portion of the defense budget that in many respects French forces lagged behind other premier NATO armies in certain technical aspects. The most notable French weakness was the failure to field a modern main battle tank during the 1980s comparable to the Leopard 2, M1 Abrams, or even the rather less successful Challenger 1. The highly sophisticated Leclerc MBT finally entered service only in the 1990s. As a result of the French MBT lag, the French forces would have had to rely more heavily on anti-tank guided missiles, such as the MILAN, HOT and SS-11. Another quite noticeable weakness in-game terms is lack of stabilization on most of the French guns.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France04.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/France4.png)
Speed and maneuver without stabilization will likely result in heavy casualties if “all guns blazing - on move” approach is applied. Player should rather use greater mobility of French forces to dictate the tempo of operations: quick redeployments should be used to set ambushes and flank attacks to inflict damage and then disengage before enemy can bring his firepower to bear.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on October 28, 2019, 11:48:41 PM
Nation Pack: France - Belgium" Belgium General Strategy
10/28/2019

(https://www.matrixgames.com/images/news/2335/spotlight_image.jpg)

In a few days the new DLC of Armored Brigade, Nation Pack: France - Belgium (https://www.matrixgames.com/game/armored-brigade-nation-pack-france-belgium) will be available: the release date is October 31st. In the meanwhile, discover the features of the Belgian Army by reading the thorough examination below. If you want, see also the French corps analysis here (https://www.matrixgames.com/forums/tm.asp?m=4704696).

BELGIUM

The Belgian I Corps, with two mechanised divisions, was the southernmost corps of Northern Army Group, or NORTHAG. While the I Corps was permanently assigned to the forward defence role in Germany, supervision of the home territory was the responsibility of the Forces of Interior. Latter included not only the training and reserve cadres bolstered by local Gendarmerie, but also the elite and battle-hardened Para-Commando Regiment. While unfortunately not much is available regarding the Belgian tactical defence doctrine, the Belgian Army was generally rated by NATO as well prepared and with consistent high readiness, determined not to repeat the failure of 1940 war.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium01.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium1.png)

However, persistent issues with small defence budget meant that much of its equipment remained obsolescent; its main battle tank, the Leopard 1(BE) was of 1960s vintage and its M75 and AMX-13 Mod 56 APCs, as well as its Alouette II helicopters were almost museum-pieces from the 1950s. Despite the proven high proficiency of Belgian tank crews, the armoured “punch” had to be boosted from time to time by British tank formations. There was a modest rearmament program in 1975-1985 period, upgrading primarily APCs and artillery, increasing the numbers of ATGMs and replacing most of the Air Force’s fast jets with modern aircraft.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium02.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium2.png)
“People waxes and wanes according to the worth of its army: the army lives or dies on its infantry”. Such was the extreme point of view expressed in the German recruiting booklet Offizier im Grossdeutschen Heer (1942).

Hence, it is probably true that the centerpiece of Belgian Army in Armored Brigade are its (mechanized) infantry forces, strongly reaffirming the need for combined arms operations. While this lesson is true for any armed force, lack of technological advantage in pretty much any aspect over probable Soviet opponent in Belgian case imply that the combined coordinated action of infantry, armor and artillery is not only essential to success, but to survival itself.

However, the various obstructions provided by variations in terrain elevation, vegetation and built-up areas can block or inhibit the capacity and advantage of the enemy firepower. This opacity creates opportunities for cover and concealment. Exploiting terrain gives opportunities to mitigate the effects of enemy quantitative and firepower advantage through such techniques as using cover, camouflage and dispersal to reduce the ability of the enemy either to find targets or to apply combat power against them. Understanding and manipulating “ground” is often crucial to success in land warfare.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium03.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium3.png)
Since Belgians have slim chances of winning while fighting head-to-head against a quantitatively and qualitatively superior enemy on a battlefield of unprecedented lethality, intensity, and density, they must almost completely rely on combined arms, terrain and mobility. Here you can observe Belgian battalion using low hills as cover in meeting engagement with Soviet armoured force.

Mobility is not an absolute, but must be measured relative to the difficulty of the terrain and to the mobility of other friendly or enemy forces. For a combined arms team, the least mobile element may determine the mobility of the entire force. Without mobility, the principles of mass, maneuver, and offensive cannot be applied, and surprise becomes very difficult. Protection means both security against enemy surprise attack and capability to allow offensive maneuver or defense on the battlefield. This battlefield protection may be accomplished by using terrain defilade and defensive fortifications, or by employing artificial means such as smoke screens. Machine gun, mortar and SPG sections should be detailed to follow the leading companies, whenever infantry or armor.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium04.png) (http://www.matrixgames.com/amazon/Uploads/News/Armorednews/Belgium4.png)
Belgian Army gave particular care to reconnaissance, since 1975 organized and equipped according to British model. It was deemed vital, being planned, continuous and progressive, taking full advantage of concealment, defilade, and terrain.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 02, 2019, 01:27:24 AM
Armored Brigade has been updated to version 1.045
31/10/2019


Armored Brigade has been updated to version 1.045.

This update brings many improvements and changes to the game.

Have a look at the changelog below

You can download the update from [link=http://ftp.matrixgames.com/pub/Armored%20Brigade/ArmoredBrigade-UpdateComp-v1.045.zip]here[/link]

IMPORTANT: Savegames from older builds are not compatible.


v1.045 Changelog:


• Fix: The illumination flare sprite didn't rotate and the same issue could cause the application to freeze.
• Fix: The application could crash at the startup if there was an error message before the background texture was loaded.
• Fix: Eliminated smoke grenade launchers on Italian M47 tanks.
• Fix: Reversed slots with the personal weapon and hand grenades on Yugoslav LMG teams.
• Fix: Some Soviet airborne units missed a weapon quantity 1 for their RPG-18/22 LAWs.
• [database] Raise the British training level to 80.
• [database] Vehicle mortar emplacement times reviewed and unified.
• [database] Ammunition carried by 12.7mm HMG teams reduced to 400 rounds.
• [database] The German M47 Patton now has both main and coax MG with xenon searchlight, other nations (BE, FR, ITA, YU) do not.
• [engine] Allow placing graphics files listed in the 'resources_custom.xml' to the database 'graphics' folder. First the system looks for the sprite file in the database folder, and if it is not found then the file in the standard graphics folder is used instead.
• [ui] Add the Default/User/Steam scenario and campaign list filter buttons.
• [ui] Change the air support menu text 'Arriving time' -> 'Arrival time'.
• [ui] Adjust the main menu layout.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 02, 2019, 01:31:06 AM
Armored Brigade Nation Pack: France – Belgium is out
31/10/2019


France and Belgium (https://www.matrixgames.com/game/armored-brigade-nation-pack-france-belgium) are ready to join the conflict with hundreds of new units and aircraft, on a completely new map centred around the Bastogne area. All the Armored Brigade titles are available on Steam (https://store.steampowered.com/app/1089840/Armored_Brigade/) as well.
To celebrate this important milestone, Armored Brigade (base game) (https://www.matrixgames.com/game/armored-brigade/pc) and the first Nation Pack (Italy – Yugoslavia) (https://www.matrixgames.com/game/armored-brigade-nation-pack-italy-yugoslavia/pc) are being discounted, you can get them at 30% off. This promotion will last an entire week, until November 8th.

(https://www.slitherine.com/images/news/2343/spotlight_image.jpg) (https://www.matrixgames.com/inventory/special)

In addition, you can get the Armored Brigade Complete Bundle – featuring all the Armored Brigade titles – 15% off.

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/armbundle15off.jpg) (https://www.matrixgames.com/bundle/armored-brigade-complete)

If you are eager to see the new factions and map in action, then don't miss XTRG playing the game today on our official Twitch Channel (https://www.twitch.tv/slitherinegroup)!
The stream will start at 9 pm GMT – 5 PM EDT – 2 pm PDT

(http://www.matrixgames.com/amazon/Uploads/News/Armorednews/twitch.jpg) (https://www.twitch.tv/slitherinegroup)

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on November 06, 2019, 02:47:07 PM
Armored Brigade has been updated to version 1.046
06 Nov 2019


Armored Brigade has been updated to version 1.046

You can download the update here (http://ftp.matrixgames.com/pub/Armored%20Brigade/ArmoredBrigade-UpdateComp-v1.046.zip)

v1.046 Changelog:

- Fix: The infantry sprite 'ww_1lmg_moving.png' was missing.
- Fix: Some vehicles had a wrong hostile NATO icon resource name.
- Fix: The unit #1115 (AIFV-B-25 IFV) 7.62mm Coax MG ammo was 0.
- Fix: The Alouette III Gunship flight lacked weaponry.
- [maps] Improve roads and streams on the Ardennes map.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on January 14, 2020, 04:01:16 PM
Open Beta - Version 1.049
11 Dec, 2019 @ 5:46pm


Hello Everyone,

We just released a new version in open beta. This version has a number of engine, graphics and ui changes and improvements. A full changelog can be found below. You are all invited to help us test it before launching it officially. We appreciate all feedback.

Best,

Surtur

In order to access the latest build, you must locate Armored Brigade in your Steam Library, right click it and select properties. Click the Betas tab and select the Beta from the drop down menu. Your download will follow shortly.

v1.049 December 06th, 2019

NOTE: Savegames from older builds are not compatible.

• [engine] Improve hill shading.
• [engine] Implement the 'Rice field' terrain type.
• [engine] Reset the unit engagement range settings automatically when under fire.
• [engine] Halve the 'rotate' order command delay.
• [graphics] Update the winter warehouse pattern.
• [ui] Implement the stylized unit icon set option.
• [ui] Implement the LOS tool preview and profile features.
• [ui] Implement the map editor preview image opacity +/- hotkeys.


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on January 14, 2020, 04:03:04 PM
Armored Brigade Update v1.051
13 Jan 2020

Armored Brigade has been updated to version 1.051.


For Steam users:
Please note that Savegames from older builds are not compatible.

You can download the update from here (http://ftp.matrixgames.com/pub/Armored%20Brigade/ArmoredBrigade-UpdateComp-v1.051.zip)

v1.051
• Pressing the 'ESC' key in the high-resolution LOS mode takes back to the 'Preview' mode.
• Add hotkey: 'Ctrl + M', 'Place map markers'.
• Add map editor hotkey: 'Ctrl + Shift + +/-', 'Adjust the preview map opacity in 5% steps'.
• Improve the LOS tool 'Preview' and 'Profile' modes.
• Show the 50% or less visible areas differently in the 'Non-gradual B&W' LOS tool color mode.
• When a single unit is selected, show the location LOS % next to the mouse cursor.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 04, 2020, 02:09:32 PM
Drawing on the map
30 Jan 2020

Here's something new.

A map marker can have an optional text label attached to it. Hold down the 'CTRL' key to draw lines. Clicking on a line removes it.

(https://i.imgur.com/rWJW91K.jpg)


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 25, 2020, 11:17:43 PM
Armored Brigade version 1.056 is released
24 Feb 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1089840/ss_a4d6d285884966cff796e22bfc701ca7e46cc9cb.1920x1080.jpg?t=1582285668)

This update expands scenario design possibilities. The scenario designer can place the AI side formations, pillboxes, and obstacles in the Mission Editor.

The AI counter-attack aggressiveness can be adjusted for each scenario separately, allowing more customization over the opponent's behaviour. Two new scenarios are added to the base game to showcase these features. Also, the planning tools are improved, so the player can draw colored lines on the map and attach text to the map markers.

You can download the update from here[/url

Version 1.056 Changelog

• Fix: The Mission Editor scenario list didn't scroll to the correct page after returning from an edit mode.
• [engine] All AI formations, pillboxes, and obstacles can be placed and locked in the Mission Editor. Now it's possible for the scenario designer to plan the AI side defensive positions.
• [engine] Mission objectives have an adjustable timer. An objective cannot be captured after it has timed out.
• [engine] The AI counter-attack system has been tweaked. The counter-attacks are more aggressive than before, and the base chance can be adjusted for every scenario in the Mission Editor.
• [scenarios] Add new scenarios: 'Battle of Inkeroinen' and 'Elastic Defence'.
• [ui] Improved planning tools: The player can draw colored lines on the map and attach text to the map markers.

(https://www.matrixgames.com/images/screens/423/screen_5e54059b08388.jpg)

(https://www.matrixgames.com/images/screens/423/screen_5e5405a229333.jpg)

(https://www.matrixgames.com/images/screens/423/screen_5e5405ab7dbc4.jpg)


 (http://ftp.matrixgames.com/pub/Armored%20Brigade/ArmoredBrigade-UpdateComp-v1.056.zip)
Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on January 12, 2021, 01:57:41 AM
Armored Brigade Nation Pack: Czechoslovakia Netherlands - Coming Soon
o8 Jan 2021

(https://www.slitherine.com/images/products/657/product_landscape_image.jpg)

On February 25th is arriving the new Armored Brigade DLC (https://www.matrixgames.com/game/armored-brigade-nation-pack-czechoslovakia-netherlands) which will include two new factions: Czechoslovakia and the Netherlands.

They will come with more than 200 new units and aircraft, a new map located in the Plzeň Region, Czechoslovakia and a linear campaign inspired by the events of the Prague Spring.



Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 09, 2021, 01:52:18 PM
Armored Brigade Nation Pack: Czechoslovakia Netherlands - Iconic Units
Tue, 9 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/d023656ac0e7294eba7dad39c55546d6b3df8989.jpg)

Czechoslovakia and Netherlands will be arriving on our stores and on Steam on February 25th as part of the third Nation Pack.

Have a look at some of the most important units that will be under your direct control.


Centurion Mk 5

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/9bf81a6c99a3c91659edd4feea44526ba4a90190.png)

Few tank designs have been as significant, versatile and long-lived as the Centurion, earning a fearsome reputation in nearly every major conflict of the Cold War, from the arid climates of Africa and Middle East to the tropical jungles of Vietnam. The combination of fire-power, mobility, and armour protection ushered the era of the true "universal tank", capable of performing multiple roles on the battlefield. Mark 5/2 variant introduced the famed high-velocity rifled L7 105 mm gun, which was developed after the 1956 Hungarian Revolution - Hungarian insurgents delivered a Soviet T-54A to the British by literally driving it into their embassy. Created to counter the latest Soviet tank, the L7 gun became the mainstay armament of the Western MBTs, adopted by the United States, Germany, Japan, India, Israel and even China.



Leopard 2NL

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/1f4f4921f9dda4f3f2d513cefa362751543d129c.png)

Born out of the abortive MBT-70 collaboration with the United States, the Leopard 2 was developed by West Germany at the height of the Cold War. When it first entered service in 1979, it was indisputably the most advanced and potent tank in the world. This third-generation main battle tank owes its outstanding performance capability to an ideal symbiosis between vehicle crew and cutting-edge technology. During the last four decades it has undergone numerous upgrades and modifications to ensure this versatile superiority. Over 3,500 units are currently serving with the armies of eighteen nations, but it was the Dutch who became a first export client in 1981.



YP-408

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/b02a7e1dc89adb9aa617476469073767f247ec3b.png)

Barely known outside the Netherlands, YP-408 was an unique and odd-looking 8x6 armoured personnel carrier. Designed in the late 1950s, it was one of the earliest examples of wheeled APC outside the Soviet BTR family. Born out of the initial requirement for a domestic armoured vehicle to replace modified M3A1 Scout Cars used to secure and evacuate the Royal Family, it was quickly realised it could be affordably converted into a battle-taxi to move the infantry quickly and safely on the battlefield. Being based on a rugged DAF YA-328 all-terrain truck allowed for part interchangeability, and it was easy to integrate into the existing military supply and maintenance system of the Dutch Army. It was also adopted for several other roles such as ambulance, anti-tank vehicle, ammunition, cargo and radar carrier.



M113 C&V

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/10869678eb452b41faf2bcc4e526f3d65d5ee024.png)

The M113 C&V (Commando & Verkenning) used by the Dutch reconnaissance troops has the same origins as the Canadian Lynx. By 1963, the US Army had adopted M114 ACRC to serve as a command and reconnaissance vehicle. However, the vehicle had proven troublesome in service and it elicited no interest for export. Seizing this opportunity, the FMC Corporation offered their own design sharing components with the proven M113A1 armored personnel carrier. The Dutch Army bought over 250 units, and beginning in 1974 fitted them with a 25mm Oerlikon gun armed turrets, providing a massive increase in firepower.



F-16A

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/68d056d6f22d0da7caee5566f30f145802da86c1.png)

For almost four decades, the F-16 Fighting Falcon has been one of the most significant and versatile weapon systems in the aerial fleets of many Western nations. It was initially built under an unusual agreement creating a consortium between the United States and four NATO countries: Belgium, Denmark, the Netherlands, and Norway. The F-16A that emerged from this development process was a neat, sleek, dartlike aircraft with swept wings and a degree of wing-body blending. With over 1,000 F-16s in service, the platform has been adapted to complete a number of missions, including air-to-air fighting, ground attack, and electronic warfare.



OT-65A Vydra Scout Car

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/ab2e86f594f8317d21d57d21b835052a9cadc213.png)

In the early 1960s the Czechoslovak army was looking for a new, multi-role armored fighting vehicle to serve primarily in the reconnaissance role. As their own domestic light armored car failed to enter serial production, and Soviet BRDM wasn't available in numbers due to the limited production capacity, the only remaining alternative was the Hungarian FÚG. Even if the military was not overly satisfied with the Hungarian design, the basic vehicle served in reconnaissance, command, artillery forward observation, and NBC roles. But the most interesting variant was probably the heavy recon variant OT-65A Vydra (Otter). The turret from the OT-62 APC was installed, armed with an 82mm T21 Tarasnice recoilless gun. This additional firepower could engage more heavily armoured targets, although the odds of survival were certainly unfavorable.



T-55AM2

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/2c8211de62eb60af7b990542a48a3ba99cb6f968.png)

By the end of the 1970s, numerous T-54/55 formed the backbone of the Warsaw Pact armored forces but they were becoming increasingly obsolete. To increase their combat value and extend their service life, a new upgrade program was launched to improve the aging tank fleet for a fraction of the price. The first stage was the T-55AM1, focusing on considerable firepower improvement. Accuracy with a new Kladivo FCS was increased 6.4 times for static fire, and 3 times while on the move. The second stage, T-55AM2, appeared during the early 1980s to address the need for additional protection against man-portable anti-tank weapons by adding applique BDD plates to the upper frontal hull and turret. Furthermore, it had a more powerful engine and a smoke grenade launch system.



SD-152 Tank Destroyer (ISU-152)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/315a0c3c987b0547adaa01b68fd489ed006ec59f.png)

The ISU-152 was a Soviet heavy self-propelled gun developed and used during World War II. Unofficially nicknamed Zveroboy (Зверобой; "beast killer"), it featured a 152mm gun with a multi-role purpose of knocking out heavy tanks, destroying enemy fortifications, and providing artillery support for more mobile units during offensive operations. As part of the USSR military assistance to friendly or pro-Soviet countries, ISU-152s were transferred to the Czechoslovak military after World War II. For several decades it was the heaviest armored vehicle in the Czechoslovak People's Army, and they were often used to test newly-developed anti-tank obstacles. Some were deployed with Border Guards between late 1960s to early 1970s.



OT-810 APC

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/df43bbb6437e92ddb6d59b23b6745641441c9714.png)

Following World War II experience, the Czechoslovak army was deeply impressed with the concept of halftrack armored personnel carriers. In fact, the “standard” Czechoslovak APC from the late 1940s to mid-1950s was the German Sd.Kfz.251, captured in relatively large quantities. Using captured vehicles was a necessity for the newly re-established Czechoslovak army in 1945, but by the late 1950s, the halftracks were seriously worn-out and a replacement was required. By 1954, a program was underway in Czechoslovakia to develop two domestic variants of the future APC: one with tracks (OT-810) and one with wheels (OT-64). The requirements included mortar carriers and anti-tank variants (carrying an 82mm recoilless rifle) as well. OT-810, while based on Sd.Kfz.251, was a fully-enclosed half-track with different superstructure shape and air-cooled diesel engine. However, it kept predecessors' drawbacks as well: it was hard to steer, the troop compartment was cramped, and maintenance was demanding. It soon got a nickname “Hitler’s Revenge”. It was gradually replaced as troop transport by more modern vehicles, but in other roles it persisted longer and the last vehicles were withdrawn from reserve as late as 1995.



RM-51 MRLS

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/b2686f4d09d9c0db5392e995c8f62b6a7aa1972b.png)

The RM-51 (Raketomet vz. 51) multiple rocket launcher was a Czechoslovak-made alternative to the Soviet BM-14 developed in the 1950s. It was an unarmoured truck-mounted 32-tube 130 mm MRL issued to infantry units at battalion or regimental level. It was designed to support ground troops by the destruction of surface targets, concentrated manpower, lightly armored equipment and field fortifications within a distance of 8.2km.


Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 18, 2021, 03:51:26 AM
Royal Netherlands Army
Wed, 17 February 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/469a6e4f00fb57cd8e4475e4581fb874dcd680ad.jpg)

During the Cold War, the Royal Netherlands Army (Koninklijke Landmacht) was committed to two main tasks in the NATO context: participation in the defense of West Germany against ground attacks across the North German Plain, known as “forward strategy”, and ensuring the territorial security of the Netherlands itself and vital lines of communication.

In the fulfillment of the first of these tasks, 1 (NL) Corps was assigned to the Northern Army Group (NORTHAG). This armour-heavy corps consisted of three mechanized divisions which included three armoured, six armoured infantry, and one infantry brigade for rear area security. Divisions were not fixed formations in wartime, as self-supporting brigades and corps level assets would be reallocated as the tactical situation dictated. The National Territorial Command had some active units and a large complement of reserves to provide for the security of the homeland.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/64b9252236139d35c9153cf6c96be154a469235f.png)

The particular difficulty facing Dutch in case of conflict was their (mal)deployment: the vast majority of 1 (NL) Corps was based in the Netherlands and many units would have to drive over 300 kilometres to reach their fighting positions. To make matters worse, over two-thirds of the corps was made up of reservists who would need to be mobilised before deployment. The unique conscription system demonstrated Dutch ability to deploy the entire corps to fighting positions within 72 hours, but this fell well short of NATO’s target of 48 hours – a vulnerability that the Warsaw Pact would undoubtedly attempt to exploit.

For a long time, Dutch emphasised position defense or an area defense at the FEBA (Forward Edge of Battle Area). The limited reserve forces, by preference, were committed primarily to conduct limited offensive actions, such as surprise fire, counter-thrusts and counter-attacks. It was thought that such a counter-attack in all likelihood would require the release of tactical nuclear weapons in order to be successful. Then, in 1985 a new concept of operations came into force which prescribed a more fluid, terrain-oriented defence in depth. No longer was the enemy to be halted as far east as possible; he was now to be denied passage through the corps sector. Should this first stage of the main defensive battle fail then the defence would be continued deeper into the corps sector, further west.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/c299a7a182c475d848ec054f7dcfb8f81d15a7db.png)

During operations, battalion and company organisations within the brigades would usually be broken up to form combined-arms battle groups tailored to specific missions. Tank battalions and armoured infantry battalions would detach or exchange tank and armoured infantry companies, resulting in either reinforced or mixed battalions that were characterised as "tank-heavy", "armoured infantry-heavy" or "balanced". Within these battalions, companies would subsequently detach or exchange platoons to form company-sized combat teams, the main components being the tank platoons, armoured infantry platoons and armoured anti-tank platoons.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/a1d0e55605104fc1e866e1946c56c953bdcc54b8.png)
Armoured infantry forces alternate between mounted and dismounted combat, delivering both anti-personnel capability and employing anti-tank weapons, and Dutch mechanised forces are lavishly equipped with latter. In cooperation with armour, they maintain mobility and striking power, while abundant anti-tank resupply allows for protracted combat.

The Royal Netherlands Army, in final analysis and despite a few problems, was a modern, efficient, well-led and relatively large force seemingly capable of meeting its responsibilities once fully mobilized and deployed in its wartime locations. They operated a very interesting mix of equipment, ranging from the venerable Centurion tanks to modernized Leopard 1-Vs and state-of-the-art Leopard 2A4s, alongside reasonably advanced YPR-765 infantry fighting vehicle and unique YP-408 wheeled APCs, all supported by modern aircraft and artillery.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/6058c7211209c59a053e90b61e4bd3c2ece82566.png)
Swift and decisive victory on the battlefield hinge on fully synchronized combat forces. Weapons and units are more effective when they operate jointly than when they function separately. Dutch Armoured Engineers can clear minefields to facilitate rapid advance of friendly forces, or act as ersatz mechanized infantry in case of emergency.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 23, 2021, 01:52:55 AM
Armored Brigade new faction - Czechoslovak People's Army
22 Feb 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/e25ca91b3f982e7ff72d24a2842a0438ef292306.jpg)

Prior to the 1968 intervention Czechoslovak People's Army was well-regarded both in capability and reliability, and Czechoslovakia was the only Warsaw Pact member that did not have any Soviet forces stationed on its soil up to that point. Its 200,000 soldiers (in wartime, reservists would increase the number to over 700,000 troops) were trained to perform a sweep attack against the territory of West Germany.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/83d7b3f536c8a3e6bf9a0228454a737aeaaa3920.png)
Their combination of firepower, agility, striking power, protection and lethality make armoured forces particularly suited for decisive battle. They are capable both of operating across wide areas in offensive operations and of launching swift, powerful attacks on objectives at close range.

However, the armed forces underwent a political purge after the short period of political and military reforms in the late 1960s that culminated in an invasion by the armies of five other Warsaw Pact members. Large number of officers who had supported the reform movement either voluntarily resigned or were forced out. Western analysts disagreed about whether the Czechoslovak armed forces had ever recovered their pre-invasion size, quality, or morale by the late 1980s. Some questioned their reliability in a prolonged offensive war in Western Europe or in a war that was going badly for Warsaw Pact forces. Other outside analysts believed that the Czechoslovak armed forces were well trained, equipped, and motivated and that they were quite capable of carrying their share of Warsaw Pact operations, particularly in defense of their homeland.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/3756e0299c8ad7b6fa46416cb2bfe55e6f9ca8db.png)
Czechoslovakia imported one ZSU-57-2 for testing, but rejected it as trials indicated that the lighter and much cheaper M53/59 was just as effective. While anti-aircraft role is limited to daytime and good weather conditions, it is devastating as ground support weapon against unarmored or lightly armored targets.
 
While the tactical organization mostly followed the Soviet pattern, there was a degree of local variations and modifications rarely seen in other Warsaw Pact armies. Due to an extensive domestic industrial base predating the communist rule, most of the small arms, crew-served weapons and even vehicles used by the Czechoslovak forces were designed and manufactured locally, sometimes requiring slight changes from the Soviet norm of organization for small units.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/fdc95b800b070d1b23cb0abc7c067afea83724a8.png)
Highly autonomous and flexible, the motor rifle troops are equipped to perform under the most rigorous conditions and conduct offense and defense in any terrain, weather or time.

Both kinds of Czechoslovak divisions were tank-heavy organizations. Motorized rifle divisions possessed 266 tanks; tank divisions possessed 335. In comparison, a United States armored division had 324 tanks, only 11 fewer than a Warsaw Pact tank division, but the American organization had about 7,300 more personnel. Offensive warfare was seen as the essential and principal form of combat and the chief instrument to achieve victory over the enemy. This was reflected in the first principle of the development of the Czechoslovak People’s Army: to build an army which, in addition to being able to handle other types of warfare, possesses primarily offensive capabilities.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35219063/9096440a425109df1c8cb56344b6b724d374c0cc.png)

The role and position of the Czechoslovak People’s Army in the defense system of the Warsaw Treaty were reflected in the second principle: the army has to be structured and built to be able to mount an independent front-sized operation. In the event of a surprise attack, the Czechoslovak army was required to conduct initial operations on its own for 10 to 12 days, until the next operational echelon would arrive and get deployed.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on February 26, 2021, 02:21:27 AM
Armored Brigade Nation Pack: Czechoslovakia and Netherlands - Out Now
25 Feb 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/9fa7b2ed7461c97208a816e9a486cd9059ab0427.jpg)

Armored Brigade Nation Pack: Czechoslovakia - Netherlands (http://www.matrixgames.com/game/armored-brigade-nation-pack-czechoslovakia-netherlands), the third DLC for the acclaimed wargame Armored Brigade, is now available.
 
Czechoslovakia and Netherlands are ready to join the conflict: the new playable factions introduced by this expansion have different army compositions and organizational structures, adding more tactical options and giving more complexity on the operational level with more than 200 new units and aircraft.
 
In addition, a new map located in the Plzeň Region (Czechoslovakia) and a linear campaign inspired by the events of the Prague Spring will be available.

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on March 05, 2021, 01:51:14 AM
Update 8.0.5
Thu, March 4, 2021

A good-sized update today, adding in some new content including a new late-war campaign, as well as some improvements and fixes. As always, please report bugs and crashes on the Steam discussion board or on the Discord server. Changelog follows:

8.0.5 Changelog
ADD: New Campaign: Between Kursk and Bagration (Germany)
ADD: New Bail-out actions to pull an unconscious crewman from an open hatch, and to carry an unconscious crewman to safety
ADD: Additional info now displayed in Unit Gallery
ADD: New Units: Panzer II J, Panzer T-70, Panzer M15/42 738, Panzer T-34 747 M41,
Panzer T-34 747 M42, Panzer T-34 747 M43, Panzerjager SU-85 748, Bf 109 (fighter),
Bf 110 (fighter), Bf 110 (fighter-bomber), Fw 190 (fighter), SU-75, LT-38 Praga,
T-III, T-IV, T-V, T-VI, Mark III (late), M4(76), T-34-85 (early), T-34-85 (late),
IS-1, IS-2 (early), IS-2 (late), SU-57, SU-85M, SU-100, ISU-122, ISU-122S,
ISU-152, MG Carrier, M5 half-track, 100mm obr. 1944, M17 MGMC, GAZ-67,
I-16, MiG-3, Hurricane Mk I, Hurricane Mk IIB, Hurricane Mk IIC, Hurricane Mk IID,
Spitfire Mk I/II, Spitfire Mk V, Spitfire Mk IX

CNG: Reduced chance of explosion if player tank was knocked out by MG fire
CNG: If 'Random Tank Model' campaign option is active, during refit periods the player will only be offered one alternate tank model, randomly selected according to current rarity
CNG: Minor change to layout of start of day display, added display to first day in a campaign

FIX: Sound effects during bail-out minigame not playing properly
FIX: Rare crash during animation of small arms attack

Title: Re: Armored Brigade Is Officially Announced!
Post by: Asid on April 09, 2021, 12:01:46 AM
Armored Brigade MOD 1943
8 April 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/ef5576a978c003211ef809469f206d08f69dddbf.jpg)

As acclaimed as Armored Brigade is, it takes something really special to make it even greater, and the promising and straightforwardly titled mod “Armored Brigade 1943” by user KarlTaco does just that.

Similarly to the title’s recent third expansion pack Czechoslovakia - Netherlands, and KarlTaco’s previous work Factions Plus with astonishing 13 new non-European factions, AB1943 also delivers fresh armies and battlefields to Armored Brigade’s growing menagerie of content. Unlike the nation pack however, new mod carry us outside of the Cold War, directly to the largest military confrontation in human history: the Eastern Front.

Over the course of four years, more than 400 Red Army and Axis divisions clashed in a series of operations along a front that extended for more than 1,500 kilometres. It was by far the deadliest single theatre of the European portion of World War II with up to 15 million military deaths combined on the Axis and Soviet sides, and the additional civilian loss of life ranging from about 14 to 17 million.

The fighting on the Eastern Front was terrible, incessant and brutal beyond belief as both sides fought with demonic fury. The conflict encompassed the largest armored clash in history (Battle of Kursk) and the most costly siege on a modern city (nearly 900 days in Leningrad), as well as scorched earth policies, utter devastation of thousands of villages and towns, and countless atrocities attributed to both sides.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/a38c9490826d5aa29f95e7f91ed6bb1b993f94f6.jpg)
Soviet Guards heavy tank regiments used the IS-2 extensively in the assaults on the fortress cities of Budapest, Breslau, and Berlin. These vehicles featured thick white stripes for quick identification by other Soviet tank crews.

As colossal as the conflict it tries to faithfully portray, AB1943 comes with over 500 unique and accurately researched units and aircraft, and it offers players a reason to play Armored Brigade with a level of quality that makes it easy to forget it isn't an official expansion. In addition to the novel time frame, changes to gameplay and overall enjoyability feels incredibly understated. A particular focus is provided to the infantry combat, more so than vehicle-centric Cold War. Infantry can move slightly faster, and are marginally more vulnerable, resulting in a more dynamic small arms skirmishes. Tanks can now be extremely intimidating steel beasts, if you can only confront them with a handful of satchel charges and flamethrowers, but in turn they are very deficient in vision and range compared to more technologically advanced successors. Radios are less common, especially for Soviet units. To compensate for the sake of the player, all order delays are slightly shorter.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/e06485e443d59788f239661803347b6a260684e5.jpg)
In World War II Germany's doctrine of mobile warfare dominated the battlefield. By trial and error, the Germans were the first to correctly combine the strength in tanks and in mobile infantry and artillery. This integration of mobile units, equipment and tactics underpinned Germany's successes in the first half of the war. As the war dragged on, the Allies sought to emulate German tactics but German armies remained supreme in this type of warfare until their losses had seriously degraded their capabilities.

Another novelty are motorized units, with trucks, jeeps and Kübelwagens. Wartime organisations, individual weapons (including the designations) and their characteristics have all been adjusted to provide an authentic and unique approach to World War Two experience that haven’t been seen on the wargaming scene for a long time, despite an abundance of titles.

The mod currently comes with three factions (regular Red Army, Guards units and Wehrmacht) but more are planned, inclusive of Western Allies. The time span, also scheduled for expansion, currently covers the period from summer of 1943 to the end of the war. Until the autumn of 1942, the German army was consistently victorious. Europe was under the German domination, from France in the west to the Volga River in the east; from the Arctic Circle in Norway to the shores of North Africa. The battle for the city of Stalingrad proved a decisive psychological turning point, ending a string of German victories in the summer of 1942 and beginning the long retreat westward that would end with Nazi Germany's surrender in May 1945.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/7c529a01d86d780ad3e5a0bef9f059b37313c581.jpg)
The 88mm Flak 36 was an anti-aircraft weapon that also functioned as a superbly effective anti-tank weapon. Few weapons developed a more deadly reputation, with long reach and lethal hitting power making it a significant problem for every type of armour.

The Soviets also bring a respectable air force and truly fearsome artillery to bear, and so German players have to be careful when committing to an offensive, particularly in the later phases of the conflict. Compared to the Cold War, the battlefield is less lethal and slower paced at long distances, but offsets with brutal and intimately close combat.

Overall, this mod brings a lot of novelty to the Armored Brigade, and it might even tackle the curiosity of those who prefer modern warfare. Being a massive effort, it certainly deserves abundant praise, particularly since it was made by a single man. And I am sure he will gladly accept any feedback or suggestions, which certainly won’t lack given the number of World War Two enthusiasts out there.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35219063/b9a0aa42e17cd2c883bc0ffe2a91aa3b5478a1c3.jpg)
One-Oh-Nine: Messerschmitt's killing machine hunting down a Soviet Il-2 Sturmovik.


More information and download links can be found on the Armored Brigade Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=2404128415) and on our dedicated Forum (http://www.matrixgames.com/forums/tm.asp?m=4967387)[/url]