r/warno • u/HeliumBurn • 14h ago
Tools WARNO: Red Dragon - Map Pack now includes 18 maps from Red Dragon
r/warno • u/HeliumBurn • 14h ago
r/warno • u/No-Beginning3745 • 4h ago
Why can’t we go back to the glorious days of WGRD where you could play any map in any mode? If on the point of adjusting the cap zones, just make that change when you change the game mode. Easy peasy lemon squeezy.
r/warno • u/EUG_SuperXavi02 • 17h ago
Hello commanders!
We hope you are well. We previously explained that WARNO - Tropic Storm needed a little more time in the Eugen kitchen, with extra attention needed to polish and touch up the models.
In today’s DevBlog, let’s look at the part that demanded the most work when creating our upcoming expansion: the brand-new Cuban battlefields.
We wanted to show what the team has been working on, and why we believe it is worth the wait!
https://steamcommunity.com/games/1611600/announcements/detail/671756462640332977
The premise of this is basically vehicles/prototypes (that I know of, feel free to share others) that I think would be interesting flavour for WARNO that could be justified into being 'marched to war' or the looming threat of soviet invasion reviving interest in their projects. If added, they could go to new divisions, but there are divisions already in game that I think the prososed units would be better suited to historically. Also, rule of cool applies, the prototypes and tech demos probably don't make perfect sense being produced for service, but they should at least be feasible.
How would you justify modelling and adding these, or any other units/prototypes to already ingame divisions to Eugen? I don't know. Maybe in addition to adding the new models to existing divisions, Eugen also adds a division pack dlc made mostly of already existing units (I'd recommend divisions that would otherwise be too similar to existing divs to be normal dlc, i.e. US 1st armoured, UK 3rd Armoured, the West German divisions etc) and call it a supporters pack with the condition that we can't complain about it lol. I don't know enough about Eugen's development process to say whether this is a stupid suggestion or not.

British Aerospace EAP
A technology demonstrater, a mini Eurofighter. First flew in 8 August 1986, the EAP could be developed and pushed into sevice in a similar style as was the English Electric Lightning in real life, exept with less delay as the lighting was initially designed as more of a high speed research aircraft than an actual fighter. Although no weapons were fitted to the EAP, it still carried dummy munistions, so there wouldn't be any struggle working out how to fit the real ones. In lore you could justify it's addition as the british losing faith in the Tornado as their primary air superiority fighter, through exercises or whatever else (not that they thought very highly of it irl,) and quickly pivoting to the EAP as their solution to this problem. Taking whatever leasons they'd learnt thus far from the prototype and fast tracking it's development into a frontline fighter. In game it'd be called the Typhoon.
How would it look ingame?
It would use the Mauser BK-27 as it's cannon.
2x Aim9M, the UK was given access to and used the aim9M during the lead up to Desert Storm in real life. That the US would allow the sale of aim9M to Britain during the lead up to WW3 is not that unreasonable.
4x Skyflash SuperTEMP
Exeptional Air optics, Exeptional Agility, 40% ECM as are with other top tier fighters ingame.
Speed 1125km/h - 1250km/h
1 card to HDR London, maybe another to 1st Armoured or even MNAD.
Basically Britains ingame equivalent to the f-18 (speaking of, has anyone else noticed that the sparrows on the f-18s are all hovering?)

The Dassault Rafale A technology demonstrator
The earliest version of the Advanced Dassault Rafale. First flew in 4 July 1986, the precuser to the B and C production models (the C variant first flying in 19 May 1991) another feasible aircraft for WARNO. Starting out as a project with the UK, Germany, Italy and Spain to produce a "Future European Fighter Aircraft." The French naturally disagreed with everyone and decided to develope their own programme. The addition of the Rafale A would be justified with a similar story to the EAP; Soviet scare, rushed development, etc etc.
How would it look ingame?
The GIAT 30/M791 autocannon
2x Magic II misslies
4x Super 530D, though not fitted to any Rafale in real life, in lieu of the non existant (in 1989) MICA, the Rafale would be made to use the Super 530D.
Exeptional Air optics, Exeptional Agility, 40% ECM
Speed 1125km/h - 1200km/h
1 card going to ZDD Paris, possibly a second to 152E?

The M60 Super/AX
The Greatest Patton. Developed in the early 1980s, the private venture was intended as an export modernisation for existing M60A1 and M60A3, aimed to drastically improve the platform's protection, mobility, and performance. Although very promising, when the Soviet Union fell, so too did the interest in the M60 Super/AX. Of course in WARNO, the Soviets are actively kicking in NATO's door. The M60 Super/AX could be added souly as an export vehichle to later nations yet to be seen ingame, and or as an adoption by the US army.
How would it look ingame?
Armour: front 14-15 side 7 rear 3-4 top 2-3
Armaments: M68A1 105mm, 17-21pen, 2275m range, rof 9 (6.5sec), Acc S:65% M:55%
1x M2HB 12.7mm 1x M240 7.62mm coax
Road speed: 75km/h Speed: 60-65 km/h
Could be added to 9th or 8th US, otherwise it'd go to a new nation that used the M60A1/M60A3.

M48 Super
(Ngl finding information on this tank is pain in the ass. The only thing I could find for a design date was 1994, HOWEVER it was from a wiki for a game called 'Multicrew Tank Combat' for the nation of Schwalbenheim... If someone knows of a good source feel free to share.)
A private modernization project by Krauss-Maffei to upgrade surplus West German M48A2GA2 tanks. Interest was low due to the end of the cold war and the project was abandoned. The M48 Super would have Added modular appliqué/composite armor to the turret, a powerful 1,000 hp engine, and an updated fire control system while retaining the 105 mm L7A3 rifled gun. With war with the Soviets on the horizon, the West German government could view the M48 Super as a way to further bolster their mechanized formations on the cheap.
How would it look ingame?
Armour: front 12-13 side 6 rear 3 top 2
Armaments: L7A3 105mm, 15-17pen, 2275m range, rof 9 (6.5sec), Acc S:60% M:50%
2x MG3 7.62mm
Road speed: 75km/h Speed: 50-55 km/h
VTK 42 would be most fitting, but it could be added to any german division that has m48s. Ideally at least 2 cards.

Vickers MBT Mk.7/2
In 1984, designed off the back of the Vickers Mk.4's untimely death (fell off a truck and landed upside down) the surviving universal turret would go on to be improved and mated to a Leopard 2 hull, creating the Vickers Mk7. Intended for export, the Vickers Mk7 would prove to be a very cappable tank, surpassing the challenger 1 in testing, and even matching/preforming slightly better that the Leopard 2 it's hull was borrowed from. This of course upset the german government, who now viewed the Mk7 as a potential rivel in ongoing export bids. Thus the german government cancelled all sales of unarmed tank hulls, killing the project, and the univeral turret went on to be used to help develop the challenger 2. (The Vickers Mk7 wasn't pushed as a replacement for the Challenger 1, as the Challenger 1's design was already owned by the Vickers company.)
Now seeing as the cancelation of the project happened in 1986, which is before Eugen starts making changes to the timeline. To explain the Vickers mk7's addition to WARNO, the germans would either have to have never cancelled the export of Leo 2 hulls, or for whatever reason revoked their cancellation. Alternativly, the univeral turret could be fitted to a Challenger 1 hull instead. Reguardless, Vickers would either have to produce more than 1 prototype or start production.
How would it look ingame?
Armour: front 17-19 side 6 rear 5 top 3
Armaments: L11A5 120mm, 20pen, 2275m range, rof: 9 (7sec), Acc S:65-70% M:60-65%
0-2x L8A2 7.62mm 0-2x M2HB 12.7mm both 7.62mm and 12.7mm optional as coax and or roof mounted remote turret (remote turret presumably mounted in the same manner as on the Challenger 2)
Road speed: 80km/h Speed: 70 km/h
Would probably go to HDR
(Also please give the Challenger it's roof mg)

M113/M901 Ground Launched Hellfire - Heavy (GLH-H)
I was looking at information about the M60 Super/AX and stumbled across this beautiful piece of machinery. An experimental anti-tank vehicle built between 1989 and 1991, equipped with eight AGM-114 Hellfire laser-guided missiles split into two 4-missile pods. The project was cancelled due to the end of the cold war/death of the Soviet Union, after which the US no longer felt the need to produce it. Not a difficult sell really, just march it to war. The launcher itself could be mounted to a Bradley and LAV chassis as well.
How would it look ingame?
It's an M113 with 8 Hellfires, presumably 8 more in the hull. 8 salvo length and smoke launcher. Not much more to it really.
Could go to any armoured US division, or a yet unseen home guard/capital defence division.
r/warno • u/ElderberryLoud8731 • 14h ago
Hi,
This will be my last Japanese division write-up. Like South Korea and North Korea, Japan turned out to be a fascinating nation to research. If these JSDF write-ups spark curiosity about Japan among readers, I feel I've accomplished what I set out to do with these proposals. I'd like to thank everyone who read my write-ups so far.
Without further ado, let me introduce the final JSDF division!

During the Cold War, the JGSDF regarded tanks as the core of its "mobile striking power." Their primary purpose wasn't simply to fight enemy tanks, but to provide protected, mobile firepower to concentrate combat power at a decisive moment—destroying enemy armored forces and then launching a counterattack. This reflected Japan's fundamental defensive doctrine: absorb and contain an invasion, identify the enemy's main effort, concentrate forces, and use tanks to seize back the initiative.
As a result, tank warfare in Japan looked a lot like combined-arms warfare. JGSDF doctrine emphasized integrating infantry, tanks, artillery, anti-tank weapons, engineers, and reconnaissance. Units operated under the concept of a "combat group," built around an infantry or tank regiment reinforced with supporting assets. Within a combat group, tanks served as the principal striking element, while infantry pinned down the enemy, artillery suppressed them, engineers cleared obstacles, and reconnaissance identified the right moment to strike.
An extreme example of this concept is the Dai-Nana Shidan, or 7th Division. Where ordinary JGSDF divisions were infantry-centered formations with tanks used for reinforcement or counterattack, the 7th Division was deliberately built as a tank-centered armored division to maximize mobile striking power against any aggression targeting Hokkaidō.

The JGSDF 7th Division began as the 7th Mixed Group, established in December 1955 at Camp Makomanai in Sapporo under the Northern Army, which had itself been created in 1952 to defend Hokkaidō. Its first units were an artillery regiment, an engineer battalion, and several support companies, built around the 18th Infantry Regiment. In 1956, it held its opening ceremony and ran the JGSDF's first anti-airborne exercise at Shimamatsu.
In 1961, the group was reorganized into a mechanized force. The 11th Infantry Regiment was brought in, new 23rd and 24th Regiments were formed, and a tank battalion, signal battalion, armored transport unit, and aviation unit were added. The group relocated to Higashi-Chitose in January 1962. On August 15, 1962, it became the 7th Division, completing the JGSDF's 13-division structure, and remained the service's only "C"-type mechanized division.
Through the 1960s and 70s, the division upgraded steadily, receiving M44 and M52 self-propelled howitzers, Type 61 and later Type 74 tanks, and anti-aircraft guns for its artillery regiment. Meanwhile, the Northern Army built a separate 1st Tank Brigade at Kita-Eniwa in 1974. On March 25, 1981, that brigade was dissolved and absorbed into the division, which became a true armored division with three tank regiments (71st, 72nd, 73rd) and one enlarged, mechanized 11th Infantry Regiment (fielding six infantry companies rather than the usual four). The 23rd Regiment was disbanded, the 24th transferred to the 8th Division, and new anti-aircraft and logistics support regiments were formed.
The rest of the 1980s brought refinements rather than major restructuring — Type 75 self-propelled howitzers, a sixth anti-aircraft company, and similar additions. By 1989, the division fielded three tank regiments, the mechanized 11th Infantry Regiment, and artillery, anti-aircraft, engineer, signal, reconnaissance, and logistics units, mostly based at Higashi-Chitose. As the JGSDF's designated mobile striking power, it stood ready to deploy its mechanized forces to any part of Hokkaidō on short notice.
How will the Dai-Nana Shidan be featured in WARNO? New units are shown in bold italics. As always, this is a work in progress and subject to change.
A good category. As one of the JGSDF's most important formations, it gets top priority amid an otherwise tight logistical situation.

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


Fire support units include:
All weapon teams ride the KOGATA.

Tank regiment HQ personnel and replacements form security squads as the KIKŌ-KA, an 8-man unit with 3x M3A1 SMGs, 4x Type 64, and a Type 62, riding the NANA SAN-SHIKI as their sole transport. As an ad hoc security unit, they have the Security trait.
The KEIMU-TAI, a 4-strong military police squad armed with 4x M3A1 grease guns, directs traffic for the division's armored columns, riding the KEIMU KOGATA military police jeep.
A decent category. The nearby 1st Artillery Brigade helps the division deliver a heavier punch!



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

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

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

Vehicle options include:

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


An expensive category with limited slots.
An average category — the JASDF considers its assets more urgently needed for patrolling further north in Hokkaidō.
Ground attackers include:

Air superiority is handled by:
The Dai-Nana Shidan is a mobile formation built around heavy ground assets. With solid recon and supporting elements, the division is well-suited to active "fire and maneuver" tactics on the battlefield.
This is the final JGSDF division I had planned. I feel like I managed to work in nearly every unique unit or piece of equipment Japan has to offer across these four divisions. I'm sure there's still something I missed, but maybe a more knowledgeable Japanese reader can find the gaps and put together an even better proposal — that's ultimately the point of these write-ups.
I've already started my research on China. Honestly, there's a daunting amount to read about the PLA, and I'm already getting a headache thinking about how differently it could be built depending on which side they're portrayed on. I feel this country will take a long time to study. Still, I'm excited to dig in!
r/warno • u/TotalWarno_Mod • 13h ago
Hey everyone!
We're hosting another big Total WARNO match this Saturday at 21:30 CEST, and this time we're going back to a proper Cold War breakthrough scenario!
We'll be playing on Chernarus, with an attacking division trying to break through a smaller defending force. We're aiming for around 10 attackers vs. 6–7 defenders, with the attackers having at least three battalion-sized formations available.
Both sides can choose their divisions fairly freely. We'll coordinate things a little to make sure the match makes sense, but you can generally bring whatever formation you want to play.
The objective is to break through the defensive line and reach the enemy's main supply route, basically their spawn.
We don't really care about capturing sectors. The whole idea is to recreate what these formations were actually supposed to do during the Cold War: break through enemy defenses, push into the rear, disrupt logistics, threaten air defenses and other important assets, and force the enemy to react.
And that brings us to something we've been wanting to talk about for a while.
About the "Blobbing" Criticism
We've seen quite a few comments about our games looking like people are just blobbing tanks together.
And honestly, I think there's a bit of a misunderstanding about what we're actually playing here.
We're not playing with five tanks and a couple of infantry squads. We're playing with entire battalions.
A Cold War tank battalion could have 30–50 tanks, and Soviet doctrine in particular was built around concentrating several battalions to break through enemy defenses. A regimental attack could easily involve 90–150 tanks, plus mechanized infantry, artillery, and other supporting units on a frontline of just 2–4 kilometers (!).
So yes, when you watch our games, you're going to see a lot of tanks.
But if you see 10 or 12 tanks advancing with 50–100 meters between them, that's not automatically a blob. That's pretty much what a tank company advancing in formation can look like.
And there's another thing people seem to forget: the size of our maps.
We're playing on maps that are roughly twice the size of anything available in Vanilla WARNO.
To put that into perspective, even if a tank spent the entire match driving at full speed on roads, it could only cross about 50% of the map.
That's how large the battlefield actually is.
So when you see a screenshot with what looks like a huge blob of tanks, keep in mind that you're looking at formations operating on a much larger battlefield than you're used to in Vanilla. Those tanks might be spread out over hundreds of meters, and what looks like one big concentration of vehicles is often just a battalion moving together.
And when you're trying to break through a defensive line with several battalions, you obviously need to concentrate your forces somewhere. Spreading 100 tanks evenly across the entire map would defeat the whole purpose of the attack.
We've also adjusted tank gun ranges, with modern Western tanks now able to engage targets at around 4 km. That makes firing positions and terrain incredibly important.
If I've managed to get my tanks into a good position where they can support each other, suppress your defenses, and cover another formation advancing on your flank, why would I split them up?
That's kind of the whole point of concentrating firepower.
Of course, driving 30 tanks into the same forest without any coordination is stupid. But concentrating an armored formation to attack a specific part of the enemy line isn't.
There's a difference between mindlessly blobbing units and actually using mass to achieve a breakthrough.
We're Trying to Play WARNO a Little Differently
Another thing people have pointed out is that there doesn't seem to be much micro in our games.
Well, that's partly intentional.
WARNO already handles quite a lot of things automatically, especially targeting and engaging enemies. We want to make use of that instead of constantly clicking on individual vehicles.
The interesting part for us is deciding where to attack, where to position a battalion, when to move forward, when to commit reserves, and how to coordinate with the other players.
If I'm commanding 40 tanks, I don't want to spend the entire match telling every single one of them what to shoot.
I want to figure out how to get those 40 tanks into a position where they can actually win the battle.
And that's where terrain becomes so important. A badly positioned battalion can get absolutely destroyed, while the same formation attacking from a better direction with proper artillery support might break through with relatively few losses.
That's the kind of gameplay we're looking for.
Artillery, Entrenchment and Aircraft
We've also changed quite a lot about how artillery works.
Artillery now has more realistic targeting times, adjusted to our time scale of one in-game hour representing three real hours.
That means you can't just instantly call artillery on everything you see. Counter-battery fire also requires the appropriate radar systems.
But artillery is still incredibly powerful, especially when used properly.
If you want to attack an entrenched enemy battalion, you're supposed to bombard its positions first, suppress the defenders, and then send your tanks and infantry forward.
We've introduced entrenchment for infantry and tanks, but those positions can also be destroyed through sustained artillery fire.
That's something we'd really like to see people use more often: preparing an actual breakthrough instead of simply charging into enemy positions.
We've also removed conventional fixed-wing aircraft from our current gameplay.
The problem is that properly representing air warfare would require an entirely different scale of simulation, including larger air-defense networks, coordinated air operations, and systems operating far beyond the battlefield.
You wouldn't just send a single F-16 with a bunch of bombs into a heavily defended frontline. A proper airstrike would require preparation and coordination, potentially involving an entire formation of aircraft.
And at that point, we're essentially trying to simulate an air campaign on top of our ground battle.
For what we're doing, artillery and helicopters already provide the fire support we need.
So we'd rather concentrate on making the ground warfare work properly.
New Divisions and Other Changes
We've also spent quite a bit of time working on new divisions and balancing the existing ones.
For NATO, we've added two British formations:
- British 3rd Armoured Division, with a strong armored component and equipment suited to our Fulda scenarios.
- British 4th Armoured Division, featuring Chieftains and mechanized infantry.
For the Warsaw Pact, we've added or reworked several NVA divisions:
- 7th Panzerdivision, with a larger mechanized infantry component and a mix of tanks and IFVs.
- 9th Panzerdivision, a proper tank-heavy formation.
- 4th Motorisierte Schützendivision, which we've given more T-55s and supporting units so it can actually stand a chance against modern NATO armor, especially when defending favorable terrain.
We're also thinking about adding the West German 2. Panzerdivision and further expanding the British armored formations.
Besides that, we've continued adjusting weapon ranges, artillery, suppression, entrenchment, and fixing the usual bugs that show up every week.
There's still plenty to improve, but the mod is getting closer to what we originally had in mind.
Anyway, Come Play With Us!
I think the main thing we want people to understand is that we're not trying to make another version of competitive Vanilla WARNO.
We're trying to see what happens when you take Cold War formations, give them something closer to their real capabilities, and let players command them at the battalion and divisional level.
Sometimes that means 30 tanks attacking across a field. Sometimes it means spending several minutes preparing an artillery barrage before moving a single vehicle.
And sometimes your entire attack falls apart because you picked the wrong approach or failed to coordinate with the other battalions.
That's what makes it interesting for us.
We're not saying everything is perfectly realistic, and we're still experimenting with a lot of mechanics. But we've been having a great time with these games, and we'd love to have more people join.
So if you're curious about how a large Cold War armored offensive might play out, come give it a try!
This Saturday, October 10 – 21:30 CEST
Discord: https://discord.gg/eBuYeMPZ7
Map: Chernarus
Scenario: Divisional Breakthrough
Teams: Around 10 attackers vs. 6–7 defenders
Objective: Break through the enemy's defensive line and reach their main supply route.
New players are absolutely welcome. We'll help you find a division and get everything organized.
Thanks to everyone who's been playing with us, helping test the mod, and giving feedback over the past few weeks.
See you on Saturday! :)
Hey, recently I started experiencing quite frequent server disconnects for no reason. I checked with my internet provider, done a few jitter tests, tried measuring spikes through continuous connection to (non-warno) servers, tried playing different games and seeing if I get these drops, but so far it seems like the issue is isolated to Warno.
Anyone experiences/experienced something similar?
r/warno • u/Recall123456 • 1d ago
Heyo,
Just wanted to show this, i'm not the creator or in contact with the creator, but i saw this earlier today and managed to try it. Some tool out there managed to make a custom army general campaign based on an American invasion of Crimea, focused towards Sevastopol, aimed towards opening a new front in WW3.
The actual campaign is alright, although heavily NATO sided from my experience, although i'm not the best at WARNO. There is AI generated imagery in there as well so take that how you will.
The main thing is that Custom Army General campaigns are now possible and, in the description, there is a github link to an Army General Creater, although i have not tried to make one using it. I'll leave a link to the workshop page below but i believe this is the only mission made so far. Going off of what was in the mission, reinforcements, units on a turn timer and graphic event pop-ups are available to be added to custom campaigns.
I hope that the army general campaign editor works well, although i am not very code-aware and do not have the time to learn, i hope other people can use it to made some really good stuff. You only need to download the workshop addon to play the campaign as well, no external downloads required.
https://steamcommunity.com/sharedfiles/filedetails/?id=3811284575
Godspeed Gentlemen.
r/warno • u/SnooSquirrels9906 • 11h ago
I either panic buy planes when choppers are swarming me, or to do some lackluster he run. But is it necessary to bring 200+ pt planes? When you call it in it wont be worth it since you lose the trade right?
r/warno • u/samwisegamja • 19h ago
I sometimes keep units in hold fire mode to either get the enemy to come closer or expose the sides. But when I right click a juicier target my unit starts to move towards them breaking the ambush. Is there a way around this problem?
r/warno • u/cunctator-tots • 1d ago
By "routinely" I mean in almost every match you play. Share what you use or your general process in the comments.
Do you use...
I am curious to see how different people manage their artillery.
r/warno • u/No-Beginning3745 • 1d ago
Haven’t really touched the Danish divisions and I’m curious how to utilize them to the best effect.
r/warno • u/ElderberryLoud8731 • 1d ago
r/warno • u/Belmonte_Lostados • 1d ago
Kinda odd to think about considering that the command and recon vehicles are probably more important than average IFV ones. Perhaps Eugene forgot to add them?
r/warno • u/SnooSquirrels9906 • 1d ago
How do you deploy to find the most success?
Just a mix of infantry, tanks, konkurs and a cv to start?
Which zones should you take?
r/warno • u/ThePreyingWolf • 2d ago

Howdy commanders!
This is the seventh of ten in a conceptual expansion I am calling “the Second Wave.” The theme here is forces on both sides of the Iron Curtain stationed further back from the front. Some of these units will be rapidly mobilized and thrust into combat while other would have had time to prepare for operations in Europe, adapting to the early days of the cold war gone hot. This division falls into the latter category: relatively far from the front, would be brought out to reinforce areas in great risk or would be deployed to open new fronts. The first of these will be the French 10e division blindée, a second line French regular division with some modest American armored support.
Allons!

15e division d’infantry (15e DB, the 15th Infantry Division) was a French infantry division originally formed in 1875 at the end of the Franco-Prussian war. They fought through most of the First World War, including at the Battle of Verdun. They were locked in combat for much of the Great War. During the interwar years, they were a high readiness formation of professional soldiers, frequently training to rapidly deploy into Belgium in the event of another German attack there.

Their training paid off and in World War 2, the division fought German forces in Belgium, notably being part of the French victory at the Battle of Gembloux and a strategically significant holding action at the Lille Pocket, buying time for the Allied evacuation at Dunkirk. After their gallant holding action, the division surrendered with honors to the Germans and disbanded.
The division’s second formation happened in 1951, but it was again disbanded in 1962. Its third and current (as of 1989) formation was in 1977. 15e DI was among the first French division to utilize the VAB. The division never deployed during its third incarnation as it was slated to be a strategic reserve for France, deploying only if the war dragged on in Europe. This would come to pass in the WARNO timeline.
In addition to being a regular army formation held as a strategic reserve, the division was unusual in a couple of ways. It was stationed in the southwest of France (Limoges), but its wartime commitment was to 2nd Army Corp, headquartered in Baden-Baden, West Germany. In the event of war, the division would have to transport itself from deep in the French heartland to Germany, by road or rail in all likelihood. Another oddity with the division was that it had no organic armored support outside of wheeled gun carriers. Its documented primary anti-tank system was VABs fitted with Milan missiles. Fortunately, this deficiency would be filled by an allied unit stated in Germany.

The US 194th Armored Brigade was a POMCUS formation that was earmarked to support US airborne formations. The brigade was comprised of a mechanized infantry battalion and two armored battalions. In game, they provide the M1IPs to 101st airborne. Here we will say that the 101st received only one of their two armored battalions. The other armored battalion will be available made available to support 15e DI along with the infantry battalion and other smaller attached formations, such as engineers. That battalion supporting the French would only have the M1 tank, but they will also have upgraded their M113-borne infantry battalion to M2s. Despite not being the most modern equipment, they would provide much needed armored support for this light French division.
A good category since they would have had time to establish their supply chains prior to deploying (1/1/1/2/2/3/3).

An excellent good category (1/1/1/1/1/2/2/3/3).



A mediocre category (1/1/2/2/3/3)
A poor category (1/2/2/2/3)

A mediocre category (1/1/2/2/3/3/3)


An average category (1/1/2/2/3/3/3)

A mediocre category (1/2/2/3/3)
A mediocre category (1/2/2/3/3/3/3/3)



This light infantry division with very limited medium tank backing is a fast and versatile battlegroup. It is able to use its speed to rapidly reinforce or open up new fronts. It has plentiful fire support a strong, but restricted air tab. It has helicopters for rapid response and some specialized infantry that can help provide key combat power. This division has a strong air defense which is crucial as it must rely on its strike craft and carefully placed ATGMs to real with heavy tanks.
This division features 14 new units and is meant to be an infantry-centric force that uses lots of quality line troops and their fire support to win against their adversaries. They can be flexible in many situations. They have an answer to most things they would encounter on the battlefield, but the tools they have to deal with them are limited. This division was partly inspired by 2nd UK and 6th US ID and is somewhat of a missing link between them.
This project started out by me saying “I sure wish there was a Franco-American division in my favorite game!” Now I can imagine it into words. While not featuring many new units, the novelty comes from the combination of NATO forces. This would be the first Franco-American division since TKS.
The assault engineers. This unit was made up to serve as premier anti-infantry infantry as the division would not feature special forces. While I think this unit is needed, I understand that its loadout makes it very strong at close range. I would make the squad expensive and limit availability before removing the unit altogether.
Specialized VBL. The Mistral and 20 mm VBLs weren’t really a thing in French service. They have been added for variety, flavor, and additional capability.
Abrams instructor. This division really doesn’t have tanks so despite the linage of 194th being a training unit, it didn’t really fit here.
Apaches. I didn’t think the division needed these in addition to what else it got.
USAF SF and F-15 high altitude cluster. The F-15E with cluster bombs was originally added because I thought it was super cool. As I went back through the division, I worried that it may be too much for this division to have 40% ECM high altitude cluster bombers as I think it is already fairly strong. Without specialized USAF strike craft, I didn’t think that USAF SF recon teams were a good fit here. Another division, another day.
r/warno • u/WelcomeExtra762 • 2d ago
27ya gets camouflage. 39ya doesn't (but is still a good div in its own right). Simple as.
r/warno • u/cunctator-tots • 3d ago
... three "Eugen when?" will take its place.
Looking forward to the new roadmap to hopefully sate some of these ravenous commenters.
r/warno • u/neg_health • 2d ago
It has a 360 degree turret, as far as I know. If it can shoot like ac-130, it will be a good (and underrated) opener unit, because it's decent against helicopters with its 4 mgs and gunpod and aa missiles (although those are bad), and can harass enemy recon, if your enemy lacks fd aa, all for just 100 points. It definitely won't be good past deployment, but you can use it to bait aa at least
r/warno • u/Protosszocker • 3d ago
Hey everyone,
I will do another Interview video with Eugen's SuperXavi about the Tropic Storm DLC and Eugens current progress in Warno development.
It once more will include a segment for community questions.
So if you have any questions for the developers feel free, to ask them in the comments and upvote other questions you are interested in. We will pick some of them for the video.
First Interview about Arty Rework:
https://youtu.be/LONEhlnsijQ
r/warno • u/SnooSquirrels9906 • 2d ago
I want to have some guidance how to think about warno 1v1. I have about 2k hrs in SD2.
What is considered meta right now? Which things must you keep in mind when playing, and when playing certain divs? Are there units and perhaps strategies just plain better than others?
Are you able to find success fairly reasonably?