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Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 03, 2023, 01:42:28 AM

Title: Armored Brigade II
Post by: Asid on October 03, 2023, 01:42:28 AM
Armored Brigade II - Announcement
Tue, September 12, 2023

(https://clan.cloudflare.steamstatic.com/images/35219063/b0c6331aba1f248831a0f1405a5f9c0ca3c3b748.jpg)

It has been some time since Armored Brigade wrote the book on combined arms warfare. Now, it has returned to open a new chapter...with Armored Brigade II.

Set against the tense backdrop of the Cold War, “Armored Brigade II” offers a plethora of enhancements and innovative features in comparison to its predecessor. The game shifts from a 2D to a more immersive 3D environment. Furthermore, it introduces a refined waypoint editor system, major improvements to the spotting sharing system, enhanced infantry mechanics, expanded fire and air support options, and many more novelties.

https://youtu.be/Sym9KXe_wfA

Title: Re: Armored Brigade II
Post by: Asid on October 03, 2023, 01:44:51 AM
Diary #1: Evolving the Battlefield – Embracing 3D
Mon, October 2, 2023

(https://clan.cloudflare.steamstatic.com/images/35219063/0843b28f11d337ca6431253068401de2185c2a0d.jpg)

Greetings Commanders!

By now, most of you have seen our announcement trailer above for the Armored Brigade sequel. And yes, you have seen it right – our beloved battlefield has evolved from 2D into 3D. This change is a monumental shift for the game and we are elated by the positive responses received so far and the overwhelming excitement from fans. In this first diary, we aim to provide an in-depth look at this major transformation, delve into our motivations, and most importantly, reassure some of our long-standing fans about certain core gameplay elements.


(https://clan.akamai.steamstatic.com/images//35219063/49305f1d2eb09087ef59c96a6abdc75e2dd09532.jpg)

Why the Transition to 3D?
We have been attentively listening to community feedback, and we recognized the need to improve terrain interpretation and offer a more immersive battlefield experience. The idea notably sprouted in January 2021 as we were refining the ISO view. This concept gradually morphed into a full 3D perspective, which made us ponder: why not render everything on a single screen? We wanted to push the boundaries of what was possible, and this felt like the next logical step.

We did not make the decision to transition from 2D to 3D lightly. It necessitated a steep learning curve for our team. We had to adapt quickly, upskilling and expanding where necessary to meet these demands. The introduction of 3D also posed the risk of diverting focus from gameplay to graphics. Striking the right balance, where enhanced visuals did not overshadow core gameplay, was a paramount concern. There was also a genuine concern about how our dedicated 2D fans would react to this new direction, and ensuring the transition felt natural and value-added for them was crucial.

(https://clan.akamai.steamstatic.com/images//35219063/21826f9d351bcb540ecd3085c05f98c673b4d675.jpg)

By adopting 3D, we can now offer depth and spatial awareness that 2D simply cannot match, and a visual detail that breathes new life into every skirmish. This modification paves the way for enhanced tactical perspectives, from discerning line-of-sight over undulating terrains to better assessing the influence of the landscape on vehicle movement. This shift could potentially appeal to a broader audience, and feedback so far seems to confirm this. While Triple-A games excel in photorealistic graphics, Armored Brigade carves its own unique niche by focusing on gameplay and feature depth instead of competing on visual realism.

The new engine still vividly brings to life the intensity of warfare, portraying combat in a gritty and graphic manner that immerses players like never before. Every explosion, bullet tracer, and tank duel is rendered with a raw realism that underscores the unforgiving nature of modern conflict.

(https://clan.akamai.steamstatic.com/images//35219063/1427bce62ca4d6564d93b75b6a1fdad8e6afdac4.jpg)

Still True to its Roots
For those who loved the top-down perspective of the original, worry not! While the 3D graphics will offer new perspectives and possibilities, Armored Brigade II is designed to be played top-down as well. We understand that many of our players prefer this view for its strategic advantages, and we have ensured that it is optimized and as functional as ever. The top-down view will continue to provide that clear, concise battlefield oversight that many of you, and us included, have come to love. The shift to 3D simply allows for an additional layer of immersion and choice for players who wish to dive deeper into the tactical visuals. This move to 3D is not a departure but an evolution, taking the best from our roots and building upon it.

(https://clan.akamai.steamstatic.com/images//35219063/1c7d4ef389cdedd56b9b942c273672cf693816af.jpg)

Ease of Transition
One of our top priorities has been ensuring that the transition from 2D to 3D feels smooth and that massive maps and huge battles can be maintained. Whether you are a seasoned Armored Brigade veteran or a new recruit to the series, we aim for an intuitive and seamless gameplay experience. We have invested heavily in optimization to ensure that, regardless of whether you have a high-end gaming rig or a more modest setup, the game runs smoothly. By deliberately maintaining a stylized design and low model complexity, we've had another clear intention in mind: ensuring modding remains accessible and robust.

Modders have always been a crucial part of the Armored Brigade community. Their creativity and dedication have expanded the game's horizons, introducing new factions, eras and theaters. By maintaining a simplified design, yet aesthetically pleasing 3D models, we aim to provide modders with a canvas that is easy to adapt and build upon. Uncommon in game development, especially amidst such a dramatic shift, we have prioritized maximum backward compatibility. Old content can be quickly integrated into the new game, even if it initially appears with placeholder models.

(https://clan.akamai.steamstatic.com/images//35219063/c76299e3144f66e341006a9d6c93a9119093fd59.jpg)

This is just the beginning, Commanders. The transition to 3D is more than a visual overhaul: it is an evolution of the Armored Brigade legacy. While embracing the new, we hold onto the core that has made this game special for so many. As we continue to polish and refine, we are excited to take you along on this journey. Stay tuned for more dev diaries, and as always, lead with strategy and foresight.

Until next time, keep those tanks rolling!

Title: Re: Armored Brigade II
Post by: Asid on November 15, 2023, 12:07:47 AM
Armored Brigade II - Dev Diary #2: Enhanced Communications & New Company Formations
Mon Nov 13, 2023

(https://clan.cloudflare.steamstatic.com/images/35219063/75683797cf5eec0f6dda21b903b731b272d0e33d.jpg)

Greetings Commanders!

In this installment of our development diary, we commence with a succinct reference to a significant event from the past, predating the Cold War period.


In the annals of military history, few incidents cast as stark a light on the importance of communication as the British Light Brigade's suicidal charge during the Crimean War in October 1854. This bloody episode, marked by Captain Lewis Nolan’s ambiguous transmission of Lord Raglan’s ill-conceived orders and observed in disbelief by stunned allies and foes alike, serves as a poignant reminder of how the essence of warfare hinges on seamless information exchange. As we have always upheld the importance of this concept, reflected in our simulation of command order delay, we now push the envelope further with advanced spotting information sharing mechanism. This diary will explore the intricacies of this enhanced information exchange and spotting between units, as well as introduce redefined company structures, internally known as 'parent formations,' offering unprecedented flexibility in tactical planning.

(https://clan.akamai.steamstatic.com/images//35219063/87c0a8b5514f4d1488aa48d8037f775edfd1a1e6.gif)

In the original game, once a hostile contact was identified, it became globally known; however, a friendly unit still needed to scan in that direction to engage it. Nevertheless, this often led to fairly rapid target engagement times by distant units, an aspect we believed could be further improved. In addressing this, we looked into integrating a system that mimics real-world military communication procedures. The chain of command represents the path that orders and reports take between HQs and their subordinate units. Normally, orders travel "down the chain", that is, from higher HQ’s to a lower subordinate unit (depicted as the order delay), while reports (such as CONTACT or SPOTREPs) travel both up and down the chain (sharing spotting information).

(https://clan.akamai.steamstatic.com/images//35219063/a23f8fc119c24e1ec76c27ebc0ece454dc02de89.jpg)

A key challenge was ensuring the spotting mechanism itself remained undisrupted. This intricate setup necessitated meticulous implementation to ensure that the enhancements implemented did not inadvertently undermine the existing effectiveness or lead to gameplay issues for players. The system operates like a tree structure hierarchy, where communication across different branches is funneled through the nearest common node, except in cases where the units are in close physical proximity.

(https://clan.akamai.steamstatic.com/images//35219063/854bf67f0794565156ad6e3b372ea02dd4af9c43.jpg)

To illustrate this with a practical example: suppose an individual tank has spotted a hostile contact. Tank commander will report this at the platoon level, which will then be relayed by the platoon commander up the chain to the company headquarters. Here, the information spreads on two levels: upwards to other headquarters within the communication network, and downwards to other platoons or sections. This feature allows units to share critical battlefield intelligence more realistically, elevating the strategic depth of gameplay.

(https://clan.akamai.steamstatic.com/images//35219063/6d5d848b1724d296ee2ffb54d4dc6c0d1392d44e.jpg)

Similar to how a wildfire ignites and spreads rapidly, so does information in our simulation. While initial contact reports are swiftly shared at the local level, wider dissemination to units in different positions, like those on another flank or support units in the rear, takes more time, unless these units independently detect the enemy. With radio communication offering instant connectivity, the importance of physical distance between units is lessened, except in cases where direct voice or hand gestures are used. Additionally, the level of training is crucial; well-trained personnel are more likely to communicate clearly and precisely, and handle stress and panic more effectively.

(https://clan.akamai.steamstatic.com/images//35219063/33c88b4e7f83fcc60e89bdcb0a595e3c43749410.jpg)

Which brings us to the second revolutionary novelty: redefined company structures. Companies are no longer single, bulky entities comprising a certain number of individual vehicles or units. Instead, they now possess a proper structure consisting of sub-formations; for example, a company might include an organic HQ section and a certain number of platoons. The benefit is twofold: players can issue a command to the whole company to ease the management of larger battles, or they can micromanage individual sub-formations. By integrating this concept, Armored Brigade facilitates a more dynamic and responsive tactical experience for the player. This enhancement additionally enables a more precise recreation of historical military structures, such as reconnaissance or weapons support companies.

(https://clan.akamai.steamstatic.com/images//35219063/99c0a737902246985f78992129f0d7800ed17ffa.jpg)

This new parent company structure is closely intertwined with information sharing, as sub-formations maintain a fixed connection with their default HQ. This HQ can be eliminated and, where possible, replaced by an acting leader, albeit with certain penalties. This development marks a significant leap in our commitment to providing a realistic and strategically rich warfare simulation. Designed with modularity in mind, the new system lays the groundwork for easily incorporating future features, including expanded communication methods and electronic warfare capabilities.

We will share more details about these exciting developments in our future updates.
Until then, commanders, roll out the tanks!


Title: Re: Armored Brigade II
Post by: Asid on January 16, 2024, 12:11:25 AM
Armored Brigade II - Dev Diary #3: Infantry Improvements
Mon, 15 January 2024

(https://clan.akamai.steamstatic.com/images/35219063/57d486458f5946054f759ccae8de7a3d2732a1c7.jpg)

Greetings, Commanders! We hope you had a wonderful holiday season!

In modern warfare, the tank is often hailed as the 'king of the battlefield,' symbolising the ultimate instrument for achieving and maintaining land dominance. However, it often meets its match in the form of a humble infantryman, patiently waiting in his foxhole. Infantry play an enduring and versatile role, often outsmarting more mechanised units in complex terrain. This tactical finesse and adaptability earn them the title of 'queen of the battlefield', effectively complementing the sheer power of armoured fighting vehicles. In recognition of this pivotal role, we have decided to significantly enhance the representation and features of infantry in Armored Brigade II, a well-deserved upgrade that acknowledges their crucial impact on the battlefield.

(https://clan.akamai.steamstatic.com/images//35219063/89d2cedc729629ce728827371596f7633d81d8e6.jpg)Finnish Jäger infantry squad fighting the Soviets in the woods

The first, and aesthetically most noticeable change, is the dynamic visual portrayal of infantry units. The previously used tightly packed 2D infantry sheets have been replaced by groups of individual soldiers. The decision to use sleek, stylised models was deliberate and serves a twofold purpose: firstly, to align with the overall style of the graphics, and secondly, to facilitate modding and enhance performance, as there can be hundreds of pixeltruppen on the screen at any given time. While this change is primarily cosmetic, as the underlying abstract squad logic remains intact, it significantly enhances player immersion. Soldiers will now appear more lifelike and distinct on the battlefield, moving and interacting in a manner that more accurately reflects real-world infantry tactics and behaviours. Most notably, they respond adaptively to their surroundings and given commands: leisurely walking, running or adopting an alert combat pace, firing and manoeuvring, and even crawling or dashing when under fire. These updates offer a subtler, yet more authentic, depiction of battlefield scenarios.

(https://clan.akamai.steamstatic.com/images//35219063/892c6f1061dd559269a1305e188fb60af7824ac3.jpg)GDR Grenztruppen patrolling

However, the changes extend beyond the superficial. Given that infantry excels in close-quarters combat, riflemen are more effectively employed for manoeuvring rather than engaging targets at long range. This combat dynamic is not one-dimensional: for instance, static infantry, in particular, are not easily spotted and eliminated from great distances. To improve this aspect, we have introduced a few new mechanisms, with 'neutralisation' being the foremost. Unlike the existing pinned down and seeking cover state, this means that an infantry unit under fire must be re-spotted under specific conditions, especially when subjected to concentrated fire at range. However, this does not negate the proximity spotting rules; if an enemy unit is close enough, these rules still enable the detection of the neutralised unit. This interaction with layered engagement distances fundamentally transforms how infantry is approached in the game. It makes engagements more nuanced and reflective of actual combat situations, ensuring that each engagement is not just a contest of firepower but a thoughtful exercise.

When advancing, however, the challenge for the infantry lies in getting close to the enemy. The primary mission of infantrymen is to close in on the enemy, aiming to either destroy or capture them. However, accomplishing this is easier said than done, as the assault is possibly the most challenging task an infantryman will face. In this phase, he must leave any protective cover behind, expose himself to hostile fire, and advance directly against the (often stoutly) defended position. By using covering fire and movement, the attackers may be able to get close enough to engage in hand-to-hand combat. At this stage, they could fix bayonets, throw grenades, and use small arms at close range to eliminate any remaining active defenders. And we tried to emulate that through close combat mechanics, where, under determined criteria such as suppression, morale, and visibility, an infantry squad may attempt to resolve the engagement by going face to face with the enemy.

(https://clan.akamai.steamstatic.com/images//35219063/2db773d7e6047ab61a18586e0c72312eb04980bf.gif)
A pillbox view of firing at advancing infantry

Long-standing players of Armored Brigade will likely recognize the cumulative benefits that these changes bring, particularly when combined with information sharing and some other improvements we have not yet disclosed. This might not come as a surprise, considering your past insights have been vital in shaping these improvements, and we are grateful for your continued support and enthusiasm. While we believe these adjustments massively improve the tactical experience, we continue to rely on your feedback to guide further refinements. Undoubtedly, both leg and the newly introduced motorised infantry will greatly benefit from the extra care given to their tactical capabilities and interactions within the game. However, this is just the beginning, as there is still much work to be done.

(https://clan.akamai.steamstatic.com/images//35219063/9237f72b523520fba586735f01df8fdce526413a.gif)
US mech infantry section firing an M47 Dragon ATGM to destroy a T-80BV equipped with a mine plow

Stay tuned for more insights and updates in the next development diary. Until then, commanders, roll out the tanks!


Title: Re: Armored Brigade II
Post by: Asid on January 24, 2024, 12:31:09 AM
Armored Brigade II - Store Page Live
Tue, 23 January 2024

(https://clan.akamai.steamstatic.com/images/35219063/20a2a294d2c738e00ab248902738eaaac7b862ec.jpg)

Hi everybody,

The store pages of Armored Brigade II, on our Site (https://www.matrixgames.com/game/armored-brigade-ii) and Steam (https://store.steampowered.com/app/1934300/Armored_Brigade_II/) are finally live.

All the upcoming news and activities for the game will be posted there.

Wishlist now, great news is coming soon.

Title: Re: Armored Brigade II
Post by: Asid on March 21, 2024, 12:08:59 AM
Call for Proposals: Map Makers Wanted for Armored Brigade II
Wed, 20 March 2024

(https://clan.cloudflare.steamstatic.com/images/35219063/326245ca80739f963728f1d15e398642537ff409.jpg)


We are excited to announce an opportunity for talented and aspiring map makers to contribute to the development of Armored Brigade II. This is an opportunity to showcase your skills in map design and play a part in creating an engaging gaming experience.

Submission Guidelines:

Selection Criteria:

For inspiration and a sense of direction, we encourage reviewing existing maps within the Armored Brigade. If you aim to set your sights high: the maps of Chechnya serve as the gold standard in our community. Dare to match or exceed this benchmark.

Successful candidates will be commissioned to create two full-scale 30x30km maps for inclusion in Armored Brigade II. We are looking into continued collaboration, offering an opportunity to contribute further to the game and potentially other projects, depending on mutual satisfaction with the work delivered.

We are excited to see your creative contributions to the world of Armored Brigade II. For any inquiries or further information, please contact us directly on Discord (https://discord.com/invite/NCDt3dX) or on forums.

Deadline:

The timeline officially starts TODAY, and submissions will be accepted until April 19th 2024. Don't miss your chance to leave a lasting impact on the Armored Brigade 2 experience!

Title: Re: Armored Brigade II
Post by: Asid on March 28, 2024, 12:17:45 AM
Dev Diary #4 - Motorized Infantry and Waypoint Editor
Wed, March 27, 2024

(https://clan.akamai.steamstatic.com/images/44848727/c0ff706f9f3e0285cf0c912ce7b6a9b97451bb89.jpg)


Greetings Commanders!

Following up on the infantry improvements highlighted in our previous developer diary (https://www.matrixgames.com/news/armored-brigade-ii-dev-diary-3-infantry-improvements), the roar of engines heralds the arrival of motorized infantry as a novel force in Armored Brigade II. Motorized units combine the rapid mobility of mechanized transports with the adaptability of foot soldiers, enabling commanders to swiftly shift their forces to where they are most needed, be it for a surprise attack or to bolster a faltering defense. This category of unit was underrepresented in the original game, and their appearance not only facilitates more dynamic gameplay but also enriches the database with a greater variety of combat formations and support units. They exemplify a tactical trade-off between protection and mobility, balanced with affordability. These units enable rapid troop movement across the battlefield, presenting a cost-effective alternative to traditional APCs and IFVs, which are more heavily protected or equipped with greater firepower.

(https://clan.cloudflare.steamstatic.com/images//44848727/f85bf12e8337e6579133d77ff167f2a73bc264e9.jpg)

However, the real enabler is the new option to separate dismounts as a distinct formation from their organic transports, a feature highly anticipated by our community. The separation mechanic allows for nuanced tactical play; transports can be directed to safer locations once their precious cargo has disembarked, minimizing losses while maximizing offensive and defensive potentials. This feature not only facilitates the appropriate use of unarmored transports, such as trucks or jeeps, but also enables the recreation of tactics like the Soviet bronegrupa or experimentation with the motorized experience of the US 9th Infantry Division in the late Cold War. However, I would like to take this opportunity to highlight a mechanic often overlooked even by seasoned Armored Brigade players: using the Advance command while dismounts are disembarked enables infantrymen to move ahead, with their vehicles following in support. To make this effective, simply allow them time to reorganize.

(https://clan.cloudflare.steamstatic.com/images//44848727/209631c2b66d82c0b236cc1fe340be7a4acd4263.jpg)

Next, we want to introduce the Waypoint Editor, a game-changing tool designed to give you more control over the movement and behavior of your units. This feature allows commanders to meticulously plan the path of their units, editing waypoints and orders along a route where units can adjust their standard operating procedures, formations, and even engage in predefined actions like disembarking and separating from their transports. The editor is designed to be intuitive, making it easy for both veterans and newcomers to plan their strategies down to the smallest detail.

(https://clan.cloudflare.steamstatic.com/images//44848727/cbeb8f00e590019d2abf9c4f4d09baa4d81552da.png)
The Waypoint Editor is still a work in progress

To complement the waypoint editor, we have also implemented waypoint synchronization. This feature enables formations to coordinate their movements, ensuring that they arrive at their objectives simultaneously. This is crucial for executing complex strategies that rely on timing, such as coordinated attacks from multiple directions or simultaneous strikes on different enemy positions. Synchronization ensures that no unit goes in alone unless specifically intended, bolstering the effectiveness of combined arms tactics.

This level of control empowers commanders to execute complex maneuvers that were previously difficult to manage, bringing a new dimension of planning to Armored Brigade II. By synchronizing the actions of diverse formations, players can create synergies on the battlefield, exploiting timing and coordination to outmaneuver their opponent. Moreover, this is part of a broader development plan, as these features serve as enablers for AI scripting. This will eventually allow for greater control over scenario creation, and enable the development of predictable tutorials. We will delve deeper into this aspect in one of our future developer diary installments.

(https://clan.cloudflare.steamstatic.com/images//44848727/3d8bf7c6c44de047ab55b7bd7b8526eb9483cc8c.gif)

Both of these features stem from our commitment to providing a deep, strategic experience that mirrors the complexities of real-world military operations. The waypoint editor offers the flexibility to navigate the battlefield with precision, while waypoint synchronization brings a new layer of tactical coordination, allowing for more deliberate and impactful engagements. We believe these updates will significantly enhance the gameplay experience in Armored Brigade II, offering players more tools to craft their approach to each mission.

It should also be mentioned that alongside these substantial improvements, a series of changes, perhaps superficially irrelevant at first glance, have been implemented to enhance the overall gameplay experience. A notable improvement is the overhaul of our road march formation and pathfinding algorithms, designed to facilitate smoother unit movements across the battlefield. Additionally, new parameters have been introduced into the database, such as mobility and acceleration, which further refine the behavior and performance of units. Each change, no matter the scale, is aimed at providing a richer, more detailed simulation of warfare. As always, we are eager to hear your feedback on these new features. Your input is invaluable in our ongoing efforts to improve and expand the game.

Stay tuned for more updates and developments in our next DevDiary. Until then, let the engines roar and your strategies unfold on the digital battleground!

Title: Re: Armored Brigade II
Post by: Asid on July 31, 2024, 12:39:13 AM
Armored Brigade II - Dev Diary #5: The Reds are coming
Wed May 22, 2024

(https://clan.akamai.steamstatic.com/images/44848727/05a6dccf16e5f18a13d8e5343b3b99e5e9255e70.jpg)

Greetings Commanders!

As we continue the development of our game, today we take a slight detour from our usual feature updates to delve deeply into the doctrines that shaped a tense period in modern history. In this developer diary, we explore the tactical and operational evolution of the formidable Soviet Army from 1965 to 1991.


Why start in 1965?
In the early 1960s, the assumption was that the war would go nuclear at the outset, either because NATO, undeterred by the weak Soviet nuclear arsenal, would attempt to offset its conventional inferiority with nuclear weapons, or because the USSR would resort to first use. However, as the USSR attained nuclear parity, the likelihood of immediate nuclear escalation decreased. While 1967 might be seen as a pivotal year due to major doctrinal shifts, including NATO's formal adoption of the “Flexible Response” doctrine, we chose to start our database in 1965 to encompass a broader range of older equipment. This period saw Soviet military strategy adapt to the potential for conflicts beginning with conventional warfare that could escalate to nuclear war after several days or weeks. The Dnieper-67 exercise, focusing solely on conventional warfare, marked a significant shift from earlier exercises like “Vltava” and “October Storm”, illustrating a growing recognition of the catastrophic consequences of nuclear warfare and the utility of nuclear weapons as mere political tools.
(https://clan.akamai.steamstatic.com/images//44848727/ef93c0d1836264215a0e0fdbc59668872a75e890.jpg)

1970s: A Decade of Soviet Dominance
The 1970s could be seen as the zenith of Soviet military power relative to NATO. Despite the ongoing nuclear threat, Soviet military experts believed nuclear weapon use would be delayed by fears of Soviet retaliation. The high oil prices that depressed Western economic performance buoyed the Soviet economy and undoubtedly prolonged the duration of the Soviet regime. During this decade, the Soviet military fielded hardware, such as the T-64/-72/-80 family of main battle tanks, that was often a match for—or even superior to—their NATO counterparts. Artillery units also began to receive self-propelled howitzers, closing the qualitative gap with NATO. Moreover, this decade saw a reorganization of Soviet forces, particularly tank divisions, which transitioned from being predominantly tank-heavy to a more balanced composition with more motorized rifle battalions. This change enhanced their staying power but also highlighted a critical issue: increases in unit size were not matched by corresponding improvements in doctrine, training, or command and control capabilities, potentially slowing operational tempo.
(https://clan.akamai.steamstatic.com/images//44848727/403b8e6adcaf2b077f50aa1c7fd04d088e4a2ce5.jpg)

1980s: Intensified Competition
The failure of détente in the 1970s led to an intense flare-up in Cold War tensions during the 1980s. This decade might have set the stage for the most significant armed conflict in history, had it erupted. The Soviet Union, similar to Germany in both World Wars, faced a potentially overpowering coalition of Western economies and militaries. The imperative was clear: win early or not at all. Despite impressive paper strength, the reality was that full mobilization of Soviet forces could cripple the civilian economy, as partially revealed during the 1968 invasion of Czechoslovakia. Furthermore, the late 1980s marked a critical period of lag in the quality of Soviet weapon systems compared to NATO advancements. The era of stagnation under Brezhnev severely affected military capabilities, leaving Soviet units increasingly equipped with outdated technology and hampered by poor command flexibility. In response to these challenges, Soviet military theorists experimented with new organizational structures and reforms aimed at enhancing combat agility. They proposed replacing the traditional "regiment-division-army" hierarchy with a "brigade-corps" structure, remarkably similar to the 1980s-era French Armée de Terre. This new organization featured large battalions operating semi-autonomously within self-sufficient brigades, which were, in turn, loosely controlled by the new corps headquarters. However, these organizational reforms were still in the experimental phase when the Soviet Union collapsed.
(https://clan.akamai.steamstatic.com/images//44848727/b3929fc59be34aa21931997af35747a7a877dde7.jpg)

Principles of Soviet Land Warfare
Soviet military doctrine was distinctly characterized by its emphasis on offensive operations and mathematical methods—specifically the COFM (Correlation of Forces and Means) approach—in operational and tactical decision-making. This strategic orientation reflects a broader philosophical approach that viewed defense as a temporary and transitional phase, primarily serving to prepare and position forces for a counter-offensive to prevent war on Soviet soil. Despite the apparent rigidity of a highly centralized command structure, Soviet doctrine was flexible in execution, with operations meticulously planned but also adaptable to battlefield conditions. Commanders were expected to manage large formations in a synchronized manner, ensuring that all elements of the army worked towards a unified goal. This centralization supported the mass and tempo, allowing for coordinated strikes and maneuvers.

The essence of Soviet maneuver warfare rested on two tenets: rapid tempo and concentrated firepower. These principles dictated that Soviet forces concentrate overwhelming force rapidly at decisive points to break enemy defenses and maintain operational momentum. Maintaining a high tempo meant reducing the time the enemy had to react, thereby forcing them into a defensive posture. The Soviet Army aimed to dictate the pace of the conflict, leveraging surprise and operational speed to disrupt enemy plans and cohesion. Mechanized and armored formations, supported by aviation and artillery, were designed to seize the initiative, penetrate defenses, and drive decisively into enemy territories.
(https://clan.akamai.steamstatic.com/images//44848727/16473601006b4b27b05360a1e961df95dc5d2485.jpg)

How does this apply in game?
In wargaming, the principles of Soviet military doctrine offer a compelling gameplay framework. By emphasizing rapid, offensive operations, players are encouraged to think aggressively. This approach not only challenges players to maintain an offensive mindset but also to skillfully manage resources and timing to sustain the momentum. This means that even when positioned defensively, players should plan counter-offensives that exploit any lapse in the enemy's operations. Deploying forces in a concentrated manner at decisive points allows players to overwhelm specific sectors, mimicking the Soviet strategy of achieving overwhelming local superiority. This tactic, combined with an echeloned attack structure—where the initial forces engage and fix the enemy, allowing subsequent forces to exploit openings—mirrors operational art and brings depth to gameplay. Moreover, recognizing the inherent limitations and strengths of Soviet artillery in the game—its power versus its responsiveness—encourages players to pre-plan artillery strikes, shaping the battlefield in their favor before major assaults. This necessitates a proactive rather than reactive approach to combat, urging players to think several moves ahead. Additionally, strategic use of terrain is crucial, not only for masking movements in offense but also for defense and setting ambushes. Players must leverage mass and positioning to counteract technological superiority, turning numerical or operational advantages into a winning strategy against better-equipped foes. By integrating these elements, you will ensure that each decision is impactful and each victory satisfying.

Title: Re: Armored Brigade II
Post by: Asid on July 31, 2024, 12:39:24 AM
Dev Diary #6 - Air Support
Wed, July 17, 2024

(https://clan.akamai.steamstatic.com/images/44848727/eaa11f61e45499a771d49f71eb4e5b786c084e2e.jpg)

Greetings Commanders!

This week, we will take a closer look at the latest improvements in air support, particularly in Close Air Support (CAS).


Flying low wasn’t just an option — during the Cold War, it was considered the option if survival was the goal. Although Coalition aircraft transitioned from low to  medium altitude within five days during Operation Desert Storm due to effective radar suppression, NATO planners deemed it unlikely for non-stealth aircraft to survive at medium altitude over Soviet-controlled territories. Consequently, most aircraft could not deliver weapons accurately from medium altitude, making low-level delivery the primary method for fixed-wing support in Armored Brigade. However, we felt there was still ample space for improvement.

(https://clan.akamai.steamstatic.com/images//44848727/4eb1b7c3f6a245e61ea4ddb5763984588eea48aa.jpg)


Loft delivery

One such improvement is the low-altitude loft or toss bomb delivery. As the name suggests, the aircraft transitions from a low altitude to a higher one in a pull-up manoeuvre, lofting the ordinance at a pre-calculated point. The benefit of lofting is that it allows the aircraft to avoid directly flying over the target, thereby greatly minimising the risk of enemy air defences. Additionally, bombs can be released from great distances, enabling the aircraft to turn around before entering the dangerous zone.

(https://clan.akamai.steamstatic.com/images//44848727/cfe69569b4218d02ac8b38e1c290f49290f5c459.png)

The attacking aircraft approaches the target at a speed of up to 300 m/s and low altitude before entering a full-power climb at 30 degrees and releasing its bombs at an altitude of about 600 metres. The aircraft then dives back to a low altitude as soon as possible.

This new bombing profile was introduced to allow players to target specific fixed terrain points, rather than relying on semi-independent low-level strikes that search for and target hostile air and ground units. While this method makes aircraft highly resilient, except against highly capable SAM units like the SA-8 or fortunately positioned short-range systems, it is balanced by its poor accuracy. Also, since this question is certainly going to appear in the comments: helicopters will not perform loft delivery. While I personally believe the Soviets, in particular, would resort to this after taking heavy losses (as both Russians and Ukrainians have done in the ongoing conflict), pilots on both sides rarely, if ever, practised this inefficient method, which was primarily meant to deliver illumination rockets. However, this brings us to the next point.

(https://clan.akamai.steamstatic.com/images//44848727/5fa11ce9e667adcc238bd201c374ae3e7592e41f.jpg)


Running Fire

Even if the fascinating evolution of helicopter tactics during the Cold War and the improvements we have planned for them deserve a separate DevDiary, it should be kept in mind that, in military terms, CAS is defined as air action by both fixed and rotary-wing aircraft against hostile targets in close proximity to friendly forces, which is why running fire is relevant to this discussion. In game terms, the introduction of running fire as a separate flight type was intended to expand the role of helicopters beyond the dominantly anti-armor and ambush-focused tactics of the late 1970s and 1980s. This new method allows for more dynamic engagements, such as gunships providing support during air assaults, offering additional flexibility.

 It is best defined as a rapid "pop-up and peek" or "bump" while a helicopter has forward speed. Upon entering the map (or airspace), the helicopter climbs to low-level flight at maximum speed. The helicopter deploys countermeasures such as flares (if available) while maintaining speed, then initiates a slow, gentle dive upon locating the target. After completing the attack run, it performs an aggressive turn away from the target, reduces altitude using a sideslip-dive manoeuvre, and returns to terrain flight altitude to exit the danger zone. While this offers more responsive support, it also exposes the helicopters to exceptional risk, particularly when facing modern defences, so great care must be exercised.


More ordnance…and more space?

An attentive reader at this point might start wondering how this can be implemented on smaller maps, considering that both new methods require quite a lot of airspace to be performed correctly. We faced the same dilemma and came up with a clever solution. The airspace can now expand beyond the map edge, increasing the total on-map and off-map area to the current 15 x 15 km map size. This means that if the battle size is 15 x 15 km, there is no difference in how it works now. However, if the battle size is smaller, a buffer zone is added for aircraft.

Furthermore, to provide more tactical options and variety, we have introduced additional bomb weight categories (from 50 to 500kg, instead of the current 250kg equivalent). This gives you a wider array of choices when selecting ordnance, and more potential for modders. Rocket attacks have been significantly reworked to focus more on area effect. This change means that rocket strikes are now better suited for saturating larger areas with firepower, making them ideal for dealing with dispersed infantry or lightly armoured targets. The improved area effect allows you to disrupt and demoralize enemy forces more effectively.

(https://clan.akamai.steamstatic.com/images//44848727/a3b5b2d73d6c6c2c63ea216d389a8bd075ffb092.jpg)


Conclusion

CAS has played a critical role in military operations since its inception: it can halt enemy attacks, help create breakthroughs, destroy targets of opportunity, cover retreats, and guard flanks. To be most effective, CAS should be employed at decisive points in a battle and concentrated to apply maximum combat power and saturate enemy defences. It can be argued that aircraft have benefited the most from the new three-dimensional battlefield. Not only can you enjoy their aesthetic appeal, but they also come with significant functional improvements. These updates are just the beginning of what we have planned for Armored Brigade 2, as these reworks open the door to many more exciting possibilities. We’re eager to hear your thoughts and see how you use these new tools on the battlefield.

Stay tuned for more updates, and thank you for being part of the Armored Brigade community!


Title: Re: Armored Brigade II
Post by: Asid on July 31, 2024, 12:39:34 AM
Armored Brigade II - Soviet Vehicle Trailer
Tue, July 30, 2024

(https://clan.akamai.steamstatic.com/images/44848727/f1d63d2e0367bb2c5aa08931b589d38a459a0b54.jpg)

Hello Armored Brigade fans. Today we have a trailer on Soviet ground vehicles and a short article to help you follow along.

https://youtu.be/vB6G1lAsmLQ


This is just a small snapshot of eight key vehicles in the Soviet ground vehicle arsenal, there will be many more vehicles in the full game.

T-80U MBT
(https://clan.akamai.steamstatic.com/images//44848727/facca97be378b608f9cc883bc8b0bb75600714bd.png)


You can read the full article attached to this video here: https://www.matrixgames.com/news/armored-brigade-ii-soviet-vehicle-trailer (https://www.matrixgames.com/news/armored-brigade-ii-soviet-vehicle-trailer)




Title: Re: Armored Brigade II
Post by: Asid on October 03, 2024, 12:26:17 AM
Armored Brigade II - American Vehicle Trailer
Wed, 2 October 2024

(https://clan.akamai.steamstatic.com/images/44848727/d63b76be1094cbf2eb4684d57a8c49e14a6da130.jpg)

Hello Armored Brigade fans. Back in July we had the first ground vehicles trailer, featuring Soviet main battle tanks (MBT), armoured personnel carriers (APC), infantry fighting vehicles (IFV), and self propelled anti-aircraft guns (SPAAG). This month we have a trailer on American ground vehicles and a short article to help you follow along.

https://youtu.be/wVfYJIPkWhw


Like last time, this is just a small snapshot of key vehicles that are featured in the United States arsenal in Armored Brigade II, stretching from the 1960’s to the late 1980’s.

M48 Patton

(https://clan.akamai.steamstatic.com/images//44848727/94dc25bf13196cbab03590c6a6fb918d785270fc.png)

The M48 Patton is one of the first American main battle tanks, a true workhorse of the early Cold War.

The M48 Patton was introduced in 1952, just missing the Korean war due to the usual teething process that comes with developing and introducing a new vehicle. If any American tank could be considered a “break” with World War II designs, the M48 is a pretty decent place to draw the line. The bow machine gun, common in WWII tanks, has been deleted, reducing the crew requirement to four men. The vehicle also features a stereoscopic rangefinder and fire control system, significantly improving accuracy and reducing the time it takes to put accurate rounds downrange. The commander also has an armoured cupola that provides excellent visibility and protection while manning his 50 cal. The M48 is the main American MBT of the early Cold War.

Like the T54/T55 the M48 has similar problems, it is an early Cold War vehicle. It’s 90mm gun becomes anemic against more modern Soviet MBT’s like the T-72 or T-80. It’s cast steel hull is also very vulnerable to shaped charges from RPG’s and ATGM’s. Don’t forget that this is still a full-blooded tank. Even if it’s showing it’s age by the 1970’s, if it runs into BTR’s or BMP’s in the open, it will slaughter them. Old MBT’s are still a major hazard on the battlefield.

M60

(https://clan.akamai.steamstatic.com/images//44848727/787e8b5e63160dc00c54c5af585a6cb242822b29.png)

The M60 is the primary U.S. MBT for the middle and late Cold War. Upgrade variants are in service all the way to the 1990's featuring laser rangefinders and thermal imaging.

The M60 is also – somewhat confusingly – often referred to as the Patton. The reason for this naming tradition is that the M46, M47, M48, and M60 all share a design legacy, with each successive vehicle iterating on the previous design. Technological and design advances were introduced very rapidly in the 1950’s and 60’s, prompting the need for these very rapid upgrades and design changes to counter new Soviet tanks. The M60 still has conventional steel armour, limiting her survivability against HEAT warheads.

That being said, her fire control system and rangefinder are very advanced for the 1960’s, her crew ergonomics are good for the period, and her tall profile allows her to fight very effectively from hull-down positions. The 105mm gun is also very effective against most Soviet tanks, although it will have some issues frontally penetrating T-72’s or T-80’s. The M60 also has a huge number of variants and upgrades such as the AOS, RISE/PASSIVE, A2 Starship, and A3. The A3 in particular is a deadly tank all the way to the end of the Cold War. As an upgraded M60 it features a laser rangefinder, improved fire control system, and upgraded armour package.

IPM1 Abrams

(https://clan.akamai.steamstatic.com/images//44848727/87bd2c23b5fe93355ac33ec09c516d301be1fed0.png)

The Abrams is a massive qualitative leap from the M60. With composite armor and an advanced fire control system, she will usually get an accurate shot off before her Soviet counterparts.

The Abrams is a break with the Patton series, a completely new design that incorporates material improvements that make the vehicle leap ahead of anything that came before it. Compared to the M60 the Abrams is much faster, heavier, has a lower profile, and incorporates more electronic interfaces for crew use. The default Abrams still has a 105mm gun that may have issues getting through the front of modern Soviet MBT’s. That being said the fire control system is so good you are almost guaranteed the first hit, vastly improving the odds of a successful engagement. Composite armour also give the Abrams significant protection against both tank shells and HEAT warheads.

The IPM1 is one of the first design improvements over the original M1. The big difference is in the turret, the IPM1’s is longer, features a bustle rack, and has better armour protection. The IPM1 is one of the best tanks in the world circa 1984, but it still is a tank, an expensive commitment of resources that you don’t want to waste in foolish attacks. You don’t want to trade rounds with dug-in ATGM teams or drive your tanks into an urban environment without infantry support.

M551 Sheridan

(https://clan.akamai.steamstatic.com/images//44848727/0fb86b518696eb3d24abd6bd16c62bb1e21897aa.png)

The Sheridan is heavily armed for her weight and armor. A 152mm low velocity gun can fire both HEAT/HE shells and the Shillelagh ATGM.

The Sheridan has a bit of a controversial history. The big defining factor of the design was to make a tank that could be para-dropped, using a pallet to help cushion the fall. This requirement set weight and size limitations to the design (it needed to fit in the back of a transport aircraft). Rather than a long-barrelled high velocity gun, the army opted for a short 152mm low velocity cannon. This gun could fire shaped charge HEAT shells, high explosive rounds, and the Shillelagh ATGM.

This missile/gun hybrid system ran into serious issues, especially in regards to it’s caseless ammunition. The tank had very little armour and when hit, had a tendency to catastrophically explode. The gun breach was also temperamental and prone to venting toxic gasses back into the crew comparmtent. The army had fast-tracked the vehicle into service before ironing out many of these issues. While many of these problems were eventually fixed via upgrades and retrofitting, the army began to phase out the Sheridan in the late 1970’s after less than a decade in service. Finding a replacement proved a challenge however, and Sheridan’s eventually saw further service in Panama and Iraq as a part of the US Army.

With all that said, the Sheridan is still a useful vehicle. It’s a lightweight platform faster than an M60, and with the Shillelagh launcher she can knock out MBT’s at 2-3 kilometers. The 152mm gun, loaded with high explosive shells, can also wreck infantry. Low velocity guns can after all fit far more explosive filler into their shell.

M113 APC

(https://clan.akamai.steamstatic.com/images//44848727/59aecd35707fb467fc7aec95a66c5fb6ce9e202f.png)

Lightly armed and armored., the M113 is nevertheless highly regarded as a fast and reliable battle taxi.

The M113 is one of the most prolific armoured vehicles ever designed, with over 80,000 units produced as of 2008. Introduced in the early 1960’s, the M113 was innovative for featuring an aluminum hull and armour, leading to weight savings over traditional steel hull designs. Capable of reaching road speeds of over 60 km/h and carrying a large squad of infantrymen, the M113 is the quintessential “battle taxi”, delivering infantryman to the fight quickly.

The M113 is not designed to fight in the main line of battle. Her 50 calibre machine gun is better suited for self-defence than as an offensive weapon. The hull of the vehicle is only really proofed against shell fragments and rifle calibre weapons. For example, the BTR’s KPV 14.5mm machine gun can rip through the M113 without much issue.

Along with the immense mobility granted by this fast tracked vehicle, protection from small arms and shell fragments is still a huge plus. You can quickly maneuver your infantry through harassing fire into defensive positions. The speed the M113 gives you is an essential component to modern mechanized warfare. Infantry without the ability to maneuver are of extremely limited use on the Cold War battlefield.

M2 Bradley

(https://clan.akamai.steamstatic.com/images//44848727/e9fffd90ef78ed25b8cae6c09d6fc89885edd064.png)

Inspired by the Soviet development of the BMP, the Bradley is both heavily armed, and capable of carrying infantry. Her TOW launchers and autocannon give the Brad immense firepower, capable of smashing tanks and infantry alike.

Finally we get to the Bradley. Some of you may have seen a certain movie starring Kelsey Grammar about this vehicle. While a very funny film satirizing the foibles of the Pentagon’s procurement system, the Bradley was far from a poor vehicle as the film implied. It is still arguably one of the best IFV’s in existence. Introduced in the early 1980’s, the Bradley is armed with a 25mm bushmaster autocannon, two TOW launchers, and a coaxial 7.62mm machine gun. With a reasonable road speed of 60+ km/h she is a premier infantry fighting vehicle.

The 25mm autocannon has a dual feed, allowing it to use HE against infantry targets and AP against BMP’s, BTR’s, and even against the sides and rear of Soviet tanks. The TOW is the real killer against tanks however, and with a range of 3,750 meters it can really reach out and hurt Soviet armour. The Bradley is not very heavily armoured however. While capable of defeating lighter cannon fire in her frontal arc, she is not especially well protected against shaped charges or anything heavier than a 30mm auto cannon.

Like many American vehicles her optics, spotting, and ergonomics are far superior to her Soviet counterparts. Getting the first spot and first shot matters a lot in armoured warfare, and the Bradley’s tall profile, good ergonomics, and adequate optics make that a far better chance than their opponents in BMP’s.

Summary

American vehicles have some major advantages over their Soviet counterparts, namely in terms of spotting, ergonomics, and survivability. With careful placement and manoeuvring you can get the first accurate shot off, which is decisive in an armoured engagement. Even if the first shot doesn’t kill the enemy, it will rattle the crew and degrade their vehicle, forcing them to either respond with panicked and rushed fire, or try to seek cover. A plus either way for your side.

Look forward to Armored Brigade II's release November 15th on the Matrix Store.

Title: Re: Armored Brigade II
Post by: Asid on October 05, 2024, 12:02:18 AM
Armored Brigade II - Beta Out Now
Fri, 4 October 2024

(https://clan.akamai.steamstatic.com/images/44848727/6f42ae97b85aed7f104a6cae7bf3f1ceb0fad371.jpg)


Good news for all you Cold War wargame fans out there.

The Armored Brigade II Beta is now live. You can register here for a chance to get an early peak at the game. (https://www.matrixgames.com/beta/armored-brigade-ii) We are always happy to have feedback from the community, whether you are a veteran tester or a new wargaming fan looking to help us squash some bugs before launch.


Release schedule:

Armored Brigade II is scheduled to release November 15th, 2024 on the Matrix Games store. (https://www.matrixgames.com/game/armored-brigade-ii)

Armored Brigade II's Steam release is planned for early 2025.







Title: Re: Armored Brigade II
Post by: Asid on October 08, 2024, 12:13:11 AM
Armored Brigade II - Developer AMA
StartedMon, 7 October 2024

(https://clan.akamai.steamstatic.com/images/44848727/be156e2a21b067790676d1420060069b2de0b2cb.jpg)

The devs of Armored Brigade II are hosting a Reddit AMA. (https://www.reddit.com/r/computerwargames/comments/1fyfh5f/ama_veitikka_studios_armored_brigade/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) Post your questions and check back in as the devs reply. This AMA runs until October 14th, so get those questions in!

(https://clan.akamai.steamstatic.com/images//44848727/94dc25bf13196cbab03590c6a6fb918d785270fc.png)

Be sure to ask us about our unit database. It includes vehicles like the M48...

(https://clan.akamai.steamstatic.com/images//44848727/87bd2c23b5fe93355ac33ec09c516d301be1fed0.png)

... all the way to the Abrams!



Title: Re: Armored Brigade II
Post by: Asid on November 09, 2024, 12:27:56 AM
Armored Brigade II - November 19th Release Date
Thu Nov 07, 2024


Hello wargaming fans, we have some good news about Armored Brigade II. We can finally confirm Armored Brigade II will be out on the Matrix Store November 19th 2024.

Earlier this year during our Home of Wargamers event we reported November 15th as the release date. While we were initially aiming for the 15th (the six-year anniversary of the original Armored Brigade) we have decided to move the Matrix store release back a few days so we can launch on a Tuesday.

A Tuesday release also allows us to better support our players if they run into any problems.

Sorry to the fans that planned to play next weekend but you will need to wait a few days more to see our next great 3-D Cold War game in action.

In the meantime why not watch our Home of Wargamers video to get caught up on all the new features, visuals, and massive maps that are on the way?

https://youtu.be/6Gbf_M8YpIw




Title: Re: Armored Brigade II
Post by: Asid on November 16, 2024, 12:35:03 AM
Dev Diary #7 - Air Assault
Fri, 15 November 2024

(https://clan.fastly.steamstatic.com/images/44848727/c453c0812bb4c02e052137f032d9cdc8e0f8a49f.jpg)

Greetings Commanders!

As promised in the last DevDiary, we are diving into a new and exciting layer of tactical depth in Armored Brigade II: air assault operations. According to modern U.S. Army doctrine, an air assault is ?... a vertical envelopment conducted to gain a positional advantage, envelop, or turn enemy forces that may or may not be in a position to oppose the operation.? However, the concept of vertical envelopment is far from new.

Over two hundred years ago, Napoleon considered attacking Britain by crossing the English Channel with 2,500 hot air balloons. During the Cold War, air assault operations finally became viable as helicopter technology advanced, and armies quickly recognized their tactical potential to insert troops and reposition units swiftly in otherwise inaccessible areas.

In various conflicts?from the thick jungles of Vietnam to the vast deserts of Algeria and the Middle East, and the rugged mountains of Afghanistan?terrain has often limited the manoeuvrability of ground forces. However, these challenges did not halt successful combat operations when commanders could leverage air assault and mobility capabilities. Adding helicopter-borne troop insertions to the game allows players to experience this vital aspect of modern warfare, bringing exciting possibilities to the digital battlefield.


(https://clan.fastly.steamstatic.com/images//44848727/353345bb9df9fc978b8761238d4cad8876bc3729.png)

The Realism and Complexity of Air Assault Operations

In military terms, preparing for an air assault mission is far from a spontaneous decision?it requires extensive logistical and tactical planning, often stretching over a 72-hour window. Troops must be prepared, routes and landing zones established, and aircraft readied. Except in rare cases, only units at the division or brigade level have the resources and coordination necessary to conduct effective air assault operations, and even then, only under specific conditions.

Helicopter-borne missions are complex, not only from a logistical perspective but also in terms of their vulnerability to anti-air defences. This is why air assault was never implemented in the original game; the extreme vulnerability and complexity of air operations do not align well with the dynamic nature of the battle generator. The last thing you want is for your troops to fly over a random Gepard or Shilka battery or landing on top of an enemy armoured battalion. As recently as two years ago, we have seen how little it takes for a contested air assault to go awry.

Because of these practical and realism-related constraints, air assault missions in Armored Brigade II are implemented as scripted events, making them available only in pre-designed scenarios. By taking this approach, we were able to maintain the realism that defines Armored Brigade while successfully introducing this new feature. It allows for a smooth integration of air assaults into the flow of battle, preserving the core tactical experience without overwhelming players with too many simultaneous tasks.

(https://clan.fastly.steamstatic.com/images//44848727/6efaa2f6be182c0898a674074039c0ffd6a43904.png)

Air Assault in Action: What to Expect

In game terms, air assault units function similarly to off-map reinforcements. Instead of instantly appearing on the map, these units can be deployed when certain conditions are met. Scenario designers must purchase the necessary number of transport flights, assign them to the designated ground units, and specify the conditions for their appearance?determining the timing and landing locations as needed.

For example, this could be triggered by a timer or when a player actively chooses to deploy them. This ensures that air assaults retain their high-stakes nature, reflecting the coordination and complexity of actual military operations. Once deployed, transported units arrive in a carefully choreographed fashion. These reinforcements are designed to supplement your front-line troops, bolster defences, or even mount counterattacks as the tide of battle shifts..

Due to helicopter transport load restrictions, air assault forces typically consist of dedicated light infantry. However, certain armoured fighting vehicles, such as the Soviet BMD-1 or ASU-85, are compact enough to be transported by heavy-lift helicopters, enabling assault forces to combine air mobility with a degree of mechanised ground support. Helicopters themselves play a key role in air assault missions, and scenario designers will have plenty of options here: from the nimble UH-1D to the massive Mi-6, as well as newcomers like the Wessex, Chinook, and Sea Stallion.

(https://clan.fastly.steamstatic.com/images//44848727/7105f54d488eddb7b32b7b2c4369d077e1cdcde5.png)

The Future of Air Assault in Armored Brigade

As with many features in Armored Brigade II, this is just the beginning. The addition of air assault missions introduces a new level of tactical depth, allowing players to engage with the complexities of high-stakes, helicopter-borne operations. This feature also opens up exciting possibilities for future updates and scenarios. We are continuously refining our approach to ensure players experience the full scope of modern military tactics, and we look forward to building on this foundation with further enhancements to helicopter and air support operations.

(https://clan.fastly.steamstatic.com/images//44848727/ccab2575428c41cce32098a06aa0ef25ecb5786d.png)

We hope you will enjoy these new tactical options on November 19th when we release on the Matrix store, and we look forward to your feedback as you put them into action on the battlefield. Thank you for your continued support and enthusiasm. Stay tuned for more updates, and as always, happy commanding!


Title: Re: Armored Brigade II
Post by: Asid on December 29, 2024, 11:15:26 PM
Armored Brigade II - The First Update
December 12, 2024

Hello Cold War combat fans. Armored Brigade II has gotten it's first update since release.

v1.578 brings you several fixes to visuals and a particular crash that occurred when you selected a Fuchs APC. Polish infantry also received improved textures, and you can now add custom infantry files to the database graphics folder.

You can download the update from your Matrix account.

The full changelog is available below.

v1.578
Fix: Crash when a Fuchs APC was selected.
Fix: Running fire helicopters did not turn back if they were flying off-map.
Fix: The US infantry blood was black.
[database] Polish infantry and improved infantry textures.
[engine] Allow custom infantry files in the database graphics folder.
[ui] Add an option for using the 'C' key instead of the middle mouse button for the camera pan.

Armored Brigade II has it's launch discount till January 5th, so it's still a great time to pick up this new 3D war game.
Title: Re: Armored Brigade II
Post by: Asid on January 28, 2025, 12:01:30 AM
Armored Brigade II - British Vehicle Trailer
Mon, 27 January 2025

(https://clan.cloudflare.steamstatic.com/images/44848727/9f2598fd3c4234b7e55e851132067463eddfc70d.jpg)

Hello everyone, Armored Brigade II?s British Vehicle Trailer is out now.

https://youtu.be/bPbu9Iq12Vo


As the inventors of the tank the British Army are veterans of mechanized warfare. Building on the experience of World War 2, the British developed some of the first main battle tanks after abandoning their previous system of separate infantry/cruiser tanks.

While the decline of the British empire and economic factors often hamstrung military spending, the United Kingdom still managed to maintain a very effective fleet of vehicles.

FV 4007 Centurion

(https://clan.cloudflare.steamstatic.com/images//44848727/23199b16592631904715de93cd779993510eaf99.png)
Centurions encounter scattered resistance as they push through the woods

The Centurion was not designed as a main battle tank, but arguably defined the role and characteristics of what an MBT should be. For the time-frame of ABII the Centurion is a fairly old design. Initial drafting started in 1943 and the first production vehicles began testing in 1945. Compared to her contemporaries like the Cromwell or Churchill, the Centurion is a heavyweight fusion of protection, firepower, and speed.

Thick frontal armor would help defeat anti-tank projectiles, while the frontal armor of the vehicle was heavily slopped for added protection. A 17pdr cannon (later upgraded to a 105mm rifled cannon) could destroy most enemy vehicles like the Panther or, if the unthinkable happened, the Soviet T34-85. A power to weight ratio of 13hp/t wouldn't set any land speed records, but was very respectable for a 50 ton vehicle.

But this is not 1945, Armored Brigade II?s earliest start date is January 1965 and the Centurion has some problems. Her gun can be anemic against modern Soviet tanks and rolled homogeneous steel has issues stopping shaped charges. This is still a tank and much like the American M48 if you use it right, you can get a lot of value. It is immune to small arms and most auto cannons, it can shoot up IFV?s and APC?s without too much risk, and flank shots against Soviet tanks will still kill them.


FV4201 Chieftain

(https://clan.cloudflare.steamstatic.com/images//44848727/382edaad2b1d886ec02abacea8bcba7e2d679cc7.png)
Chieftains crest a ridge and engage Soviet armor

Chieftain is the first purpose-built MBT in the British arsenal, Centurion was more of an ?accidental? MBT. The Chieftain is a fusion of a powerful main gun, good armor protection, and limited but still decent mobility all in one package. This is at the expense of weight, at 56 tons metric the Chieftain is a large and heavy vehicle ? it follows the postwar trend of building bigger and bigger front-line tanks.

The Chieftain is quickly recognizable due to an unusually shaped turret ? the frontal half has a very aggressive slope that makes straight-on shots very difficult. With 350mm?s of armor thickness at a 60? slope, the front of a Chieftains turret is incredibly resilient to penetrations (until the Soviets get good APSFDS 125mm ammunition in the 1970?s). This machine is made to fight from hull-down positions. A top road speed of 40km/h is kind of bad, but usually good enough for fighting defensively.

A 120mm rifled gun gives her a firepower edge over other NATO tanks in service. The Americans wont be getting a 120mm gun in service until the adoption of the M1A1, whereas the Brits have this bad boy in service in 1967. If your playing as the British in the late 1960?s or 70?s, the Chieftain is integral to your armored forces. Fair warning however ? the lack of APFSDS ammunition does limit the guns armor penetration.


FV4601 Saladin

(https://clan.cloudflare.steamstatic.com/images//44848727/acdbe250bb6280a3e36a28d4acbfd38d7abf3329.png)
A Saladin screen pushes forward to find the enemy

The Saladin is a very interesting little vehicle. An armored car proofed against rifle fire (and that?s about it) the Saladin is armed with a 76mm low velocity gun. With a 6x6 wheeled suspension and a top speed of 72 km/h, the Saladin is very fast and very maneuverable. The downside of wheels is that when heading off-road, the vehicle is more likely to bog down than a tracked vehicle.

Useful in a reconnaissance role, the Saladin has just enough combat power from it?s main gun to be a unique kind of nuisance. Low velocity guns can fit more explosive filler in their ammunition since the shell isn?t subject to as many intense forces as high velocity ammo. This means not only can the Saladin pose an extreme risk to infantry that are dug in, but also to other light armored vehicles.

This is all mitigated by the lack of a fire control system. The Saladin's main gun is not stabilized and is aimed manually by the gunner. This means that the 76mm will only really be accurate if fired from the halt. When on the move the Saladin has a coaxial machine gun for self-defense. The Saladin is a fun tool useful for providing supporting cannon fire from unexpected directions, but be sure to keep it out of the main line of fire.


FV101 Scorpion

(https://clan.cloudflare.steamstatic.com/images//44848727/b404faf6a40136bc01dc90784b0c7ceabcbc8099.png)
A pair of Scorpions ambush Soviet vehicles

Following on from the Saladin, the Scorpion seems like a more mature and impressive brother. A light reconnaissance tank, the Scorpion is armed with a low velocity 76mm gun and a coaxial machine gun. Fully tracked, the Scorpion also benefits from lower ground pressure (tracks generally have lower ground pressure than wheeled vehicles). This means that the Scorpion performs excellently on wet and boggy terrain that might bog a wheeled reconnaissance vehicle like the Saladin.

Equipped with a proper fire control system, the Scorpion?s armament is more accurate than the Saladin. Tracks are also less vulnerable to fire than tires, meaning that her protection is slightly better. The Scorpion is only proofed against heavy machine gun fire from the front ? anything stronger than a Dshk will make short work of her.

Much of the tactics that work with Saladin work with Scorpion. This is a recon vehicle that is best kept out of the main line of fire. Scorpion is also fast and low-profile so you can potentially maneuver them to all sorts of unexpected locations. A platoon of tankettes with 76mm guns can be a very rude surprise for infantry in BRDM?s or support vehicles operating close to the front.

Introduced in 1973, the Scorpion shares the battlefield with more and more ATGM?s, BMP?s, and man portable anti tank weapons. Speed, cover, and surprise are your friends with this vehicle ? an open field and clear sight lines is an enemy.


FV510 Warrior

(https://clan.cloudflare.steamstatic.com/images//44848727/3e165a23cde0184be6369d8fddfe074629a0d0d4.png)
Warriors advance with their dismounts - supporting them with machine gun and auto cannon fire

Now we are getting into some very modern and advanced platforms. The Warrior was introduced in 1987 and is still in service to this day. Armed with a 30mm auto cannon, a coax machine gun, and capable of carrying 7 dismounts. The warrior is Britain first modern IFV.

The Warrior is well protected against rifle fire, but still very vulnerable to dedicated anti-tank weapons. A torsion bar suspension and high top speed makes the Warrior a very mobile vehicle. Designed to cooperate with the British Challenger tank, the only serious gap in Warrior?s armament is the lack of an ATGM launcher (which later variants solved) and that her main armament isn't stabilized.

Like the Bradley or BMP-2, the Warrior is an auto cannon-armed IFV that proliferated onto the battlefield in the 1980?s. Almost every major mechanized army of the Cold War was rushing to get something fielded that could defend itself on increasingly deadly battlefields, filled with ATGM?s and tanks with advanced fire control systems.


Saxon APC

(https://clan.cloudflare.steamstatic.com/images//44848727/d0d9f42295282764cccc690f6135eb460649d057.png)
Saxon APC's rapidly road march with their dismounts to a threatened sector

The Saxon APC is a very economical vehicle. It was designed to be used with trucks parts which helps with logistics and production scaling. Introduced in the early 1980?s, the Saxon shares the battlefield with modern IFV?s and anti-tank weapons. This is rather dangerous ? the Saxon is only proofed against rifle-caliber weapons or shells fragments ? making her a very vulnerable target. Capable of carrying 10 dismounts, it?s important to screen and protect these vehicles before the occupants dismount.

As a wheeled vehicle, the Saxon has incredibly high roads speeds. This is offset by wheels being worse at cross country movement or moving through rough terrain than tracked vehicles. You will want to plan your movements with the Saxon carefully ? a bogged down vehicle could mean a squad stranded in the woods and isolated on the battlefield.

For armament the Saxon has a single rifle-caliber machine gun. This is best thought of as a weapon for self-defense rather than anything else. The vulnerability of the Saxon means you shouldn?t be shoving it into a front-line combat roll unless they are supporting your dismounts from behind cover. Otherwise you only commit these things to direct fire if things are truly, truly desperate.

Title: Re: Armored Brigade II
Post by: Asid on April 09, 2025, 12:02:48 AM
Armored Brigade II - Out Now on Steam
Tue, 8 April 2025

(https://clan.fastly.steamstatic.com/images/44848727/590e5c29ea6565956a602acf9f5b1db532d466b0.jpg)

Armored Brigade II has released on Steam.

https://youtu.be/an8wZzzS_hY

https://store.steampowered.com/app/1934300/Armored_Brigade_II/


Since our Matrix release in November, we have been very busy working on Armored Brigade II. Finland received some major attention with the addition of new 3-D models of the StuG III, Charioteer, Comet, and XA-180. We have also added unique West German infantry formations like Gebirgsj?gers, Fallschirmj?gers, Aufkl?rungstruppes, and Pionieres.

With the addition of FXAA and night-vision effects, Armored Brigade II is also looking better than ever.


Major Update

In addition, we also have a major update going live today. V1.585 brings you two entirely new linear campaigns designed by the devs - Western Guard and Midsummer Inferno.

New Finnish formations have also been added with full TO&E tables for Finnish infantry, J?ger, Border J?ger, and Security infantry formations.

v1.585 Changelog

  - Fix: Units in the march formation drove into minefields and other dangerous map cells.
  - Fix: A unit carried by a transport helicopter appeared on-map in the AAR phase if the unit was never unloaded and the 'show hidden' option was enabled.
  - Fix: The square kilometer grid flickered when moving the camera in the top-down position.
  - [campaigns] Add the 'Western Guard' and 'Midsummer Inferno' linear campaigns.
  - [database] Added new dismounted Finnish infantry formations according to historical TO&E tables (infantry, J?ger, Border J?ger, and Security infantry).
  - [database] Added motorised J?ger formations (truck).
  - [database] Added KB-45 and A-45 light trucks.
  - [database] Revisited Finnish reconnaissance formations.
  - [database] Added Finnish pioneer units (dismounted and mounted).
  - [database] Replaced Finnish pillbox unit with a Maxim MMG instead of a generic LMG.
  - [database] Revisited XA-180 mech formations.
  - [database] Added BTR-60 with J?gers post-1989.
  - [database] Revisited Panssarij??k?ri (BTR-50 extended post 1971 until 1991, BTR-60, BMP-1, and BMP-2).
  - [database] Added wartime MT-LB PsJ formations from 1989.
  - [database] Finnish support unit revisited and updated with mounted options.
  - [database] Added AT-5 section for Finland.
  - [database] Revisited and updated Finnish tank units and formations.
  - [database] Added Finnish PT-76 Light Tank Company.
  - [database] Added West German FK-20 AA Gun model.
  - [database] Inserted German F-4F flight with 2x Mavericks (not yet used).
  - [engine] Improve Return Suppressive Fire, multiple units in a formation can fire back at suspected enemy positions.
  - [engine] Implement foxholes and improve dug-in positions.
  - [engine] Implement building damage textures, windows, and snowy roofs.
  - [engine] New models and textures for some buildings.
  - [sounds] Added KK 62 LMG and PPSh/Suomi SMG sound effects.
Title: Re: Armored Brigade II
Post by: Asid on August 19, 2025, 12:12:19 AM
Update v1.591
Mon, 18 August 2025

(https://clan.akamai.steamstatic.com/images/44848727/3481899b38913e040622ad3c30ba3b5b241550c2.jpg)

Hi everyone,

a new update for the game has been released, here below you can find the changelog.



Changelog v1.591

IMPORTANT PLEASE NOTE - Due to updates to the Database, some savegames involving battles with Polish and East German troops may not work anymore.

  - Fix: If a platoon position and other states were set in the Mission Editor, but the formation was not given any waypoints, it was not automatically detached from its company when the scenario was loaded, so it copied some states (e.g. rotation) from the company level formation.

  - Fix: An initial mounted/dismounted state in a scenario script was not used, only the state in scenario.xml.

  - [campaigns] Tweak 'Beyond Water', 'Over the Hills', and 'Defending Fulda'.

  - [database] Alouette II helicopter model added.

  - [database] Added H-34 Choctaw transport helicopter for the US and West Germany (CH-34 and H-34G).

  - [database] Added Soviet, East German, and Polish Mi-2 helicopter models.

  - [database] Added Polish armed Mi-2 model variants.

  - [database] Added British GPMG and gunner models.

  - [database] Fixed MMG Team in British Light MG sections.

  - [database] Fixed Jaguar flight configurations.

  - [database] Reduced TPN-1-49-23 night sight vision range to 800m, and to 1000m for TPN-3-49 and K13 sights (T-64, T-72, and T-80 tanks).

  - [database] Added Mi-2 and Mi-4 transport flights to Poland.

  - [database] Added Robur light truck (DDR).

  - [database] Adjusted penetration and range values for 85mm ammunition in the T-34-85 tank and D-44 gun.

  - [database] Revised East German T-34-85M (postwar additions and removed HEAT shell).

  - [database] Increased air-to-air missile speed and reduced minimum range.

  - [database] Added TS-11 Iskra model.

  - [engine] Turreted vehicles do not rotate their hull if the angle to a target is less than 30 degrees.

  - [engine] Increase the chance of a mine going off.

  - [engine] Small arms are not fired at buttoned-up medium/heavy tanks or MBTs.

  - [engine] Increase on-map artillery unit cost by +20%.

  - [engine] Reduce towing speed by -20%.

  - [engine] Read selectable windowed mode sizes from a resolutions.ini file in the Documents folder.

  - [graphics] Removed IR spotlight on Finnish T-54 tank.

  - [graphics] Fixed SU-122-54 texture issue.

  - [graphics] Corrected Leopard 1 and 2 model scale.

  - [scenarios] Tweak 'Twin Valleys'.

  - [sounds] Implement a new wind sound system.

  - [sounds] Add a sound distance delay DSP effect and an option for toggling it on/off.

  - [sounds] New or improved sounds: dogs, church, separate vehicle/infantry pop smoke, end of round, cinematic hits, insects, varied individual soldier footsteps, aircraft countermeasures, water splash, autocannon metal impact, thunder, birds, infantry grunts and close combat, projectiles, wind, DPICM, cannons, autocannons, mortar, explosions, fire, DP-27 MG, illumination flare.

  - [sounds] Gradually changing dawn/dusk bird and insect sounds.

  - [sounds] In accelerated time, play a sound effect for the last shot of an artillery volley only.

  - [ui] Formation Join is automatic after using Split and then loading units into transports.

  - [ui] The 'Load' order is available for a passenger unit.

  - [ui] Add a 'Loading/Unloading' status text for transport passengers, and show the remaining time.

  - [ui] Edit camera movement/rotation/speed option and hotkey text labels to be more understandable.

Title: Re: Armored Brigade II
Post by: Asid on September 26, 2025, 12:00:51 AM
Armored Brigade II: Scandinavia | DLC Reveal + Roadmap + Update v1.594
Thu, 25 September 2025

(https://clan.fastly.steamstatic.com/images/44848727/ffa7b4d1ff2c7549a20efbcb540ab186b2d267a6.jpg)

Today at Home of Wargamers we had an interview with Nikola Sandic, one of the developers behind the Armored Brigade series. In the interview, he talked about the evolution of the series from ABI to ABII, shared future plans, and also announced the next DLC: Scandinavia.

https://youtu.be/_DNRGceI2R8


Here below you can find the roadmap with all the upcoming content:

(https://clan.fastly.steamstatic.com/images//44848727/b4b3b785f3384baedf9cacbe83e0aa224df9d137.jpg)


Matrix Games 25th Anniversary Free Content

To celebrate the 25th anniversary of Matrix Games, we are happy to release a free master map set in Germany, called Giessen.

Giessen?s terrain offers a mix of wooded ridges, river crossings, and open farmland, creating both obstacles and opportunities for maneuver. This combination of strategic importance and varied battlefield conditions makes Giessen a natural setting for high-stakes operations.


UPDATE 1.594

Additionally, we released the latest update for Armored Brigade II. You can find the changelog below:

v1.594


  - Fix: Clicking on the Mission Editor 'setup zones' button caused a click on the map, and moved the zone boundaries.

  - Fix: Aircraft countermeasure sounds were never played if the aircraft was not spotted by the player side units.

  - [database] FK 20 and FK 20-2: added towed model with normal and specular maps for all models, reduced time to fire, increased ammo per burst on FK 20-2, adjusted tracer delay to synchronize with sound effect.

  - [database] Added GAZ-63 and replaced GAZ-66 as transport in early Soviet mortar sections.

  - [database] Added Polish WP-8z MLRS (static and towed).

  - [database] Added Munga 4x4 with M40 RCL mount.

  - [database] Added open top Iltis 4x4 with MG3 and MILAN mounts.

  - [database] Added West German jeep driver.

  - [database] Added Kraka airborne weapons carriers (20mm FK20, MILAN, TOW).

  - [database] Added Wiesel 1 AWC (MK carrier and TOW variant).

  - [database] Fixed Airmobile Infantry Company 1971 availability and West German M113A1G HQ availability; fixed minor inconsistencies.

  - [database] Lowered early Marder 1 and 1A1 visibility to average to reflect lack of thermal pointer/heat detector.

  - [database] Raised night vision detection to 1000m for Marder A1 variants (passive IR sight) and increased ready ammunition to 500 rounds for the 20mm double-feed cannon (versus 420 on single feed).

  - [database] Added a motorized Fallschirmj?ger company under Heerstruktur IV.

  - [database] Added armed Unimog 435 and Iltis vehicles equipped with MG3 machine guns.

  - [database] Reduced Bo 105 loiter time to 2 hours for reconnaissance variants and 1.5 hours for anti-tank variants.

  - [database] Added East German reconnaissance assets from divisional reconnaissance battalions and regimental reconnaissance companies.

  - [database] Added BTR-60PA APC for East German forces and updated East German BMPs vehicle parameters.

  - [database] Increased rate of fire on ZU-23-2.

  - [database] Lowered Finnish T-54 AT platoon availability to limit AI purchases and reduced T-54 acceleration.

  - [database] Adjusted T-54/T-55 values for DDR, added T-54 model with turret stowage box; made T-55AM available from March 1987 and T-55AM2B from October 1989.

  - [database] Added T-72 ?V-1 and updated DDR T-72 values and availability.

  - [database] Added DDR tank scout platoons.

  - [engine] The AI counterattacks are more aggressive.

  - [engine] The infantry unit icon follows the height of buildings more closely, and infantry stays closer to the center of the cell when in buildings or entering/exiting a building. This fixes the 'floating' infantry icon outside buildings.

  - [engine] Increase the infiltration attempt success chance.

  - [engine] Storm clouds put out fires more quickly, and more white smoke appears when it happens.

  - [engine] Rotate a driver with the turret if the driver position is in it.

  - [engine] Do not render a non-vehicle 'hybrid' weapon gunner when the unit is moving.

  - [graphics] Jaguar 2 model.

  - [graphics] Added GAZ-69 jeep model and textures for DDR, Poland and USSR.

  - [graphics] Added new ZU-23 and ZU-23 towed models.

  - [graphics] Added ZU-23 gunners for DDR, Poland, Finland, and Soviet Union.

  - [maps] Added the 'Giessen' map.

  - [scenarios] Added the 'Operation Steinbr?cke' scenario.

  - [sounds] Added a soft vehicle movement sound, and improved existing vehicle movement sounds.

  - [sounds] Added a rocket artillery single shot sound effect.

  - [sounds] Reduce sound attenuation distances of incoming shells, rockets, and bombs.

  - [ui] Implement key rebinding.

  - [ui] Adjust various UI element sizes and positions to match the font size.

  - [ui] Show dynamic/linear campaign savegame types in the savegame menu.

  - [ui] Show a 'No terrain file' message when there is no terrain file in the map editor.
Title: Re: Armored Brigade II
Post by: Asid on October 10, 2025, 12:09:21 AM
Dev Diary #9 - Key Rebinding, New Units, and Beyond
Thu, 9 October 2025

(https://clan.fastly.steamstatic.com/images/44848727/05d55e1d2692b424d380f1037fed369d46e10e44.jpg)


Greetings, Commanders!

It?s been a while since our last Dev Diary, but we?re back with news following last week?s announcement of the first Armored Brigade II DLC, Scandinavia, and the release of our 12-month roadmap (https://store.steampowered.com/news/app/1934300/view/530984728991367526) outlining the major features and improvements currently in development.

Each of those topics will be explored in dedicated diaries, but today we want to focus on the just-released Patch 1.594 and several upcoming near-term improvements that haven?t been mentioned before. These are features we have been tirelessly working on behind the scenes.

(https://clan.akamai.steamstatic.com/images//44848727/01f87ac16126fa442fa8144230d82ec85ec8a829.jpg)

One of the most notable additions in the latest patch is the highly requested key rebinding feature, allowing players to customize controls according to their personal preferences. AI counterattacks in defense are now more aggressive, and infiltration mechanics have been refined to make them a more rewarding tactic, particularly when executed by highly trained reconnaissance assets.

This patch is part of our continuous effort to enhance not only overall accessibility and usability but also sound effects, an area we began improving with the August update. The current focus is on ambience (nature, explosions, weather effects etc.), as well as a new distance delay DSP system, where sound delay matches visual distance for a more immersive experience, especially for hardcore players. In the same spirit of improvement, we are finalizing testing on a new camera system that introduces mouse-wheel zoom, which should feel more intuitive to players coming from mainstream RTS titles.

(https://clan.akamai.steamstatic.com/images//44848727/272b466c0067a44a94309561b89474bf867952de.jpg)Wiesel, The Last Tankette: a remarkable armored vehicle with a rich history that makes it a highly coveted addition to Armored Brigade II. This compact and agile platform, equipped with a 20mm cannon or the formidable TOW anti-tank missile system, offers a unique blend of speed, versatility, and firepower for tactical scenarios.

Other than the large number of improved models, the update also introduces a completely new Giessen map, along with a selection of new units that bring a distinct air assault atmosphere. The Bundeswehr is now complete with the legendary airborne vehicles of the Fallschirmj?gertruppe, including the Munga jeep with M40 recoilless gun, Kraka motor cart, and the Wiesel Armoured Weapons Carrier, available in both cannon and ATGM variants. You can put them to the test in the new Operation Steinbr?cke scenario.

(https://clan.akamai.steamstatic.com/images//44848727/bfa1912f5e9d6865621eff5da03dbf04fd774220.jpg)At the beginning of the 1960s, the German armed forces were seeking a cross-country, air-transportable weapon carrier for their airborne units. After nearly a decade of prototype testing and various mission kits, the Kraka was finally delivered to the Bundeswehr Airborne Troops in 1974, where it went on to serve for more than 20 years.

But that?s not all. Another exciting addition is the WP-8, a Polish airborne multiple rocket launcher. While the MRL class of units was introduced in the third Armored Brigade I DLC, it had not yet been functional in Armored Brigade II. The WP-8 now provides players with the ability to rapidly saturate an enemy position, offering new tactical possibilities on the battlefield and paving the way for additional multiple rocket launcher systems in the future, where historically appropriate.

(https://clan.akamai.steamstatic.com/images//44848727/007347c0ed81b239a6c923a8da1eced9fbf87850.gif)

[size=150]What?s Next[/size]

Looking ahead, the next patch will continue expanding the airborne theme with the addition of East German Fallschirmj?ger and Luftsturm formations from the 1980s. It will also introduce more conventional forces, including Volkspolizei-Bereitschaften motorized and mechanized units, new Grenztruppen and KdA company formations with historically accurate structures, as well as East German Flamethrower Platoon and Pionier troops. This update will also come with a reworked East German support tab, featuring motorized transports and additional options.

Finally, a new linear Soviet campaign is in development, continuing the story of the 120th Motorized Rifle Regiment after the events of the first campaign. This time, players will face new operational challenges with a strong emphasis on combined-arms coordination, and a few surprises along the way.

In parallel, we are refining several systems that are less visible but essential to the overall experience. The most significant of these are exit objectives, which will enable new scripted scenario types such as evacuations and breakthroughs, along with the introduction of primary and secondary objectives, giving scenario designers greater flexibility to fine-tune their missions. Our goal is to make every update feel like a tangible improvement in both gameplay depth and overall polish.

As always, community feedback remains a cornerstone of our development process. Your reports, suggestions, and discussions help us shape Armored Brigade II into the most authentic and flexible tactical sandbox possible.

Thank you for your continued support, Commanders. Stay tuned for more updates, and see you soon on the battlefield.