Posts by PanzerMeyer

    Kurz vor m zu Bett gehen lief mir grad noch dies über den Weg... Ausschauen tuts Hammer, erwarte das wir Carentan gemeinsam von den Amis säubern, zu Fuß oder auch auf kette, mir Latte :panz4a::panther::tiger1: :pzdf:

    Hey everyone,

    Welcome to Developer Briefing #82!

    This week we're starting to formally reveal and go into detail on some of the content you'll be diving into when Update 7 drops in the near future.

    This week, Lead Developer Max is taking you on an introduction to the next map coming to Hell Let Loose... Carentan!

    Introducing Carentan

    Hi everyone,

    Max here!

    For a long time we’ve wanted to put together a proper urban map that took the more open-field combat of Hell Let Loose and placed it in a dense, built-up environment. To do that effectively and in a way that captured both the best of gameplay and the best visuals relied on us building up a huge asset library that would allow us to curate gameplay, as well as create a convincing urban landscape.

    We’re incredibly proud to finally reveal that our next map will be Carentan - coming in Update 7 alongside our animation overhaul and many, many other additions.

    Carentan is very different to every Hell Let Loose map you’ve played before. We studied all the feedback from Sainte-Mère-Église (our urban test-run). From this we boiled down key elements that made up great urban warfare and then set about building a pipeline that would allow us to deliver this in an optimised way.


    Carentan is hugely iconic - first made so by Band of Brothers, and then by the countless iterations of the location in games - starting of course with Call of Duty 1. We wanted - in typical Hell Let Loose fashion - to recreate the town exactly and lay it out in a way that enables you to fight the battle at the scale of the real-life engagement. All the most iconic locations are present, but in their own location. You’ll be able to fight from the Cafe Desire Ingouf and the Cafe De Normandie, through the train station and all the way to the Arcades of the Place de la République before crossing the canal locks into the countryside.





    As you can see from the tactical map below, the key to Carentan is owning and protecting the bridges crossing the canals to the north, as well as the four main thoroughfares through the town itself.


    The town is huge - easily the largest playable urban landscape that we’ve ever attempted. Building a photoreal town from to-scale reference is no easy feat - and to achieve that we’ve taken the liberty of closing off many of the 2000+ gardens that lay nestled behind the street fronts.

    Like the battle itself, we wanted to consolidate the combat to the streets, squares and houses. As such, we’ve curated key locations and access points as happened in the real battle. We’ve tested player density considerably and are confident in the brutal street-to-street and house-to-house fighting.

    We’ve changed much of our level design ethos and systems in the last six months. We’ll explain this far deeper in it’s own Dev Brief, but you’ll notice that Carentan has a much higher level of consistent detail in every location.





    Beyond the town itself are the low lying flooded fields, the outlying farmhouses and the Mont Halais position - a hilltop flak position that overlooks the train station.



    We’re starting to prepare for the launch of Update 7 in the coming weeks and the coming dev briefs are going to contain some of the biggest changes to the game that we’ve ever made.

    ‘Caption This’ Competition by MoscaTnT - The Winners

    Thanks for all of your submissions to the recent HLL subreddit competition that was run by our very talented community illustrator MoscaTnT. We were very taken back by the response from the community and we will be sure to do more of these or similar comps in the near future! So if you haven’t done so yet, make sure to follow the subreddit for all the glorious future content!

    If you would like to check out the other submitted captions here is the link

    The Winners

    We decided to give an extra key away, as the judges were torn because there were so many good captions!

    1st Game Key goes to _SGP_



    2nd Game Key goes to PANZERmx




    And the winner of a Custom Designed Avatar from Art creator MoscaTnT and Game Key goes to




    The prize in all its glory:


    Steam Summer Sale 25% Discount & Next Week's Developer Brief!

    Prepare for Carentan, grow your unit, join the battle right now in the Steam Summer Sale with a 25% discount:


    Hell Let Loose

    6. Juni 2019

    2. Weltkrieg


    In den Warenkorb
    Zur Wunschliste hinzufügen

    The battle for Carentan draws near. Be ready for battle.

    Now, about Dev Brief #83... We can confirm that next week's Brief will be on the Animation Overhaul!

    You've all been very patient, thank you. We're incredibly excited to finally share this game changing overhaul with you.

    To tide you over until then, we've got a screenshot for you...


    See you on the frontline.


    Meyer :tiger1:

    Teil 2 :


    Covering the Soviet offensives into Hungary, the 100-day Siege of Budapest and Operation Spring Awakening

    Fortress Budapest: a Bolt Action Campaign Book
    JUNE 3, 2020

    Fortress Budapest focuses on the Soviet offensives that swept through the Carpathian Basin into Hungary and toward the southern flank of the Reich itself in 1944-45. The 100-day siege of Budapest and the three waves of panzer-led counterattacks to relieve the city took place at the same time as Hitler’s Ardennes offensive, and so have often been overlooked in history. This book also covers Operation Spring Awakening, the last German offensive of the war in March 1945.

    Whilst this book covers the history of the eighth months of battles, it is first and foremost, a wargaming supplement – packed with scenarios, special rules and new units. Author Bryan Cook has jam-packed the 168 pages of this supplement, encouraging different ways to play Bolt Action, particularly in its central setting of Budapest. The book contains full rules for urban warfare, with many of the included scenarios focussing on smaller 4 x 4′ tables. This gives such street fights their own distinct feel within the Bolt Action game system.

    These urban warfare rules cover city fighting, buildings, sewer movement, command & control, city siege assets and minefields. The use of these rules are not restricted to the scenarios within the book, and can be adapted for use with any army and collection.


    Order Fortress Budapest from the Warlord webstore and receive an exclusive free miniature: Major Edömér Tassonyi!

    Major Edömér Tassonyi was the commanding officer of the I/I Battalion. He developed a hard fighting and pragmatic reputation while fighting on the Attila Line to defend his nation’s capital. His courage under fire and leadership helped his paratroopers hold the front line for 19 days of continuous close combat.

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    Soviet Union


    The Soviet units assigned to the 2nd and 3rd Ukrainian Fronts (the armies tasked with taking Hungary and Austria) featured many armoured units equipped with Lend-lease tanks and vehicles, so these units are now properly fleshed out and part of the Soviet army list. There are also a number of specialist units that get force selectors to help represent them. The Urban Assault Group is a dedicated street fighting formation boasting loads of close range firepower and access to many more heavy weapons than a standard platoon. In contrast to this ponderous unit, there is the fast moving Forward Detachment Reconnaissance Party. These platoons ranged ahead of the main tank units in armoured carriers such as the M3 Scout Car, seizing vital bridges and crossroads. This selector allows you to field a rapid moving platoon of infantry mounted in armoured personnel carriers bristling with machine guns. These specialised platoons offer Soviet players a new experience as neither force is your typical high order dice affair, but they gain other advantages instead.


    The Hungarian campaign of 1944-45 was of vital importance to Hitler’s plans and he deployed almost half his powerful panzer divisions to the theatre to secure the oil fields and guard the Reich’s southern approaches. In this book you will find six new German theatre selectors, some of these allow you to field dedicated Panzer Kampfgruppe, Panzergrenadier, and Panzer Reconnaissance platoons. These feature new special rules and structures to really help capture the feel of these units on the table.

    A mixed German-Hungarian platoon gives German players the opportunity to add a few Hungarian units to their armies – giving ample opportunity to both inject variety in both painting and gaming.



    At the time this campaign book is set the Romanians have actually just switched sides. After their country falls to the Soviet offensives they now join their former enemies on the Allied side to fight against their ancestral foe, the Hungarians. Again there are a few new units for the Romanians to add to their army list, the elite Mountain Division and hard fighting Combat Engineers. There is also a new theatre selector to cover the Romanians fighting under the Soviets on the Allied side, including a new and complete set of national special rules allowing for some Soviet supporting units to be added in.



    Whilst the book contains new theatre selectors and units for Soviets, Germany and Romania, the army that receives the most benefit is undoubtedly the Hungarian Army, with no fewer than twenty new infantry, artillery and vehicle units. You’ll find a wide variety of troops in the book: light infantry specialists of the Carpathian Mountains Border Guard, tough as boots Paratroopers, Assault Pioneers, a variety of militias defending Budapest and even several rocket weapon systems produced by Hungary’s own engineers. New theatre selectors cover Hungary’s Armoured Field Divisions, Assault Artillery Batteries, Border Guards, as well as the defenders of Budapest itself.

    A Hungarian Army can make for a unique force on the tabletop, owing in part to their special rules:

    • Axis Support – Hungarian armies are allowed to include, that does not count towards a platoon’s maximum, one additional unit from the German or Italian army list, within certain restrictions.
    • Experienced Officer Corps – Due to their extensive training, all Hungarian HQ units count as Fanatics meaning that they are not prone to fleeing when the going gets dire.

    The ability to include one other Axis unit makes for a fantastic amount of variety between collector’s Hungarian armies. Once fielded alongside some of Hungary’s more bizarre rocket weaponry, a Hungarian Bolt Action army can really stand out on the tabletop.


    Collecting Hungarians

    The staple of any Bolt Action army is its infantry and though a Hungarian rifle platoon was not as well trained in infantry tactics as their German comrades, they will serve you well on the field of Bolt Action, whether in support of German allies in the offensive of Operation Barbarossa or in their stoic defence of Budapest.

    Two versions of Honved divisions are available, allowing you to create a force in winter gear if you so choose.


    View in Store


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    Hungarian Army Anti-Tank Team

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    Das Kampagnenbuch ist wirklich erste Sahne und auch die ungarischen Modelle sind wirklich vom allerfeinsten!!


    Meyer :tiger1:

    mal wieder Neues und auch altes zur Budapest Kampagne in Bolt Action:



    Hungary was unique among Germany’s eastern front allies in that it had the Industrial capability to produce its own natively designed vehicles...

    In Defence of Budapest: Hungarian Armoured Divisions
    JUNE 27, 2020

    Hungary was unique among Germany’s eastern front allies in that it possessed a large enough industrial base to produce its own natively designed armoured fighting vehicles. First deploying a Rapid Corps of light Toldi tanks and Csaba armoured cars in the initial invasion of the Soviet Union in 1941, this armoured unit was wiped out at Stalingrad and three new Armoured Field Divisions were raised to replace it in 1943. Following the Huba III plan, the 1st and 2nd Armoured Divisions and 1st Cavalry Division all followed the same structure. Each had a reconnaissance battalion, two tank battalions (each with two heavy and two medium tank companies), three motorised infantry battalions, one anti-tank artillery battalion and an engineer battalion. The reconnaissance troops were equipped with Csaba armoured cars, and Nimrod self-propelled anti-aircraft artillery served in this role and also as tank hunters. The medium tank companies were made up of the Hungarian Turán I tank and heavy companies comprised of Turán II tanks with their larger 75mm guns. All three divisions were heavily engaged in the battles to defend the Kingdom of Hungary from the Soviet offensives of 1944, and all drew upon their nation’s Huszár traditions of light cavalry daring to make up for deficiencies in tank design.

    The 1st Armoured Division was made up entirely of Hungarian built vehicles and first saw combat at Arad, where it attempted to hold the Transylvanian border. After this, in cooperation with the German panzers, the men and machines of the 1st Armoured Division fought on the Hungarian plain around Debrecen to secure the line on the Tisza River. Most of the division was destroyed in heavy fighting north of Budapest over the winter of 1944–45.

    The 2nd Armoured Division was initially equipped with both Turán I and II tanks but heavy fighting in the Ukraine in the summer of 1944 led to the unit’s losses being replaced with mostly German tanks. This division received Panzer IV, Sturmgeschütz III, and even Panther and Tiger I Ausf. E heavy tanks. Turning south, this division fought in the battle of Tordá, where it helped the Hungarian 2nd Army fight the Red Army and Romanians to standstill for a month in September 1944.


    The 1st Cavalry Division was mobilised in April 1944 under pressure from the Germans and sent north into the path of Soviet Operation Bagration, where it found itself filling gaps on the rapidly disintegrating German line in eastern Poland. This elite division refused orders to fight against the uprising in Warsaw, its commander, General Mihaly vitéz Ibranyi, sighting the long-standing friendship between the Polish and Hungarian peoples. Despite this, the cavalrymen were mentioned many times in German despatches for their fighting spirit against the Soviets, and praised by Guderian himself. On 23 September the now renamed 1st Huszár Division returned to Budapest to aid in its defence. The remnants of 2nd Armoured Division were also caught in the encircled capital and acted as a mobile reserve within the siege ring before surrendering with the city on 13 February 1945.


    Fortress Budapest

    The Hungarian Armoured Division Armoured Platoon Theatre selector can be found on pages 146-147 of Campaign Fortress Budapest, requiring a minimum of three Turán or Turán II tanks in any combination. You can then add a wealth of additional armoured units such as additional Turans, Panthers, Panzer IVs, Tiger Is or Hetzers. To make your force a little more flexible for differing Bolt Action scenarios, however, you may want to consider up to three infantry units (but remember they must have their own transport!). The benefit for choosing this theatre selector is the Pride of the Magyar special rule, allowing all initially deployed tanks and armoured cars in the platoon to make an advance move before the game starts, and also incurs a positive modifier on vehicles attempting to outflank.

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    Get Started with a Hungarian Armoured Platoon

    The 40M Turán I was based on Skoda T-21 tank prototypes taken over by the Germans following the annexation of Czechoslovakia. The tank featured the Hungarian 40mm A17 anti-tank gun and 50mm of frontal armour. Although comparable to many early war tanks, the Turan was outmatched by Soviet tanks such as the T35. The response was to re-fit the tank with a larger turret and 75mm gun.

    Our newly released Turan II is the core that you can build your armoured division around. In fact, to make it even easier, we’ve made three available in a platoon, that will net you a significant saving against purchasing three individually.


    View in Store


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    Once you’ve assembled the core of your force, consider some of the additional armoured choices available to you…


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    Panver IV H

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    Meyer :tiger1:

    Sabbern ist angesagt die Damen... Kippe an, Old malt eingeschenkt und Gas...

    Dev blog #254
    Dev blog #254

    Hello everyone!

    As time goes on, the release date for the next update is approaching. As we said earlier, one of the central objects of this update will be a German tank destroyer - a self-propelled artillery Sd.Kfz.184 "Ferdinand". As many of you know, this monster was the result of the loss of Ferdinand Porsche in the competition for the creation of a heavy breakthrough tank for the Wehrmacht. That competition was won by the "Pz.Kpfw.VI Tiger" developed by Henschel. Porsche’s loss was caused by the extraordinary, even for the Germans, the complexity of the chassis. However, in the course of this rivalry, Porsche produced a significant amount of the chassis of a new type of heavy tank. This was subsequently used to create the most powerful and protected, at the time of the Battle of Kursk, anti-tank armored fighting vehicle in the world.


    On the Porsche chassis, an armored fighting compartment was installed, protected in the frontal projection by a 200mm armored plate, the weight of which was similar to the weight of a large truck. Even the Tiger gun is not able to penetrate this 200mm obstacle when using armor-piercing shells and 152mm armor-piercing shells of the ML-20 howitzer can't do it either. To bring the frontal armoring of the front of the hull in line with the existing 100mm armor plates, an additional piece of 100m armor was installed. The sides and rear of the vehicle were protected by 80mm armor plates, which were an extremely difficult, almost insurmountable obstacle for 76mm Soviet armor-piercing shells. The roof and the bottom of the hull were also armored considerably.

    The weak spots include the roof of a large-scale engine compartment, which was located in front of the tower and could be hit by large-caliber high-explosive fragmentation shells when they burst on the front armor plate of the fighting compartment. Also, the tank’s weak point is the relatively thin armor of the cooler exhaust manifold of the electric propulsion motors - a significant part of ammo is 'conveniently' located just above it. It is worth to note the completely unprotected gunsight of the main and only gun, located on the roof of the fighting compartment.


    The Ferdinand is armed with an extremely powerful 88mm KwK-43 L / 71 gun, that was created on the basis of the Flak 41 long-barreled anti-aircraft gun, while the shorter Tiger gun (also 88mm) was created on the basis of the shorter Flak 37 anti-aircraft gun. Firing a similar armor-piercing projectile, but with a more powerful charge and a longer barrel length, the KwK-43 L / 71 gun accelerated it to 1000 m/s against 800 m/s in the KwK-36. The Ferdinand had no machine guns at the time of the Battle of Kursk. The disadvantages of its armament include a panoramic sight that is not very useful in anti-tank combat since it doesn't allow entering corrections in the field of view (it had a significant degree of amplification though), and a low horizontal aiming speed.

    But the most remarkable feature of the "Ferdinand" is it’s progressive and promising, but very controversial electrical powertrain. This is one of those cases when technical thought was far ahead of technical capabilities. The idea of refusing the mechanical transmission of torque from the power plant to the propulsion system, which is widely used today in heavy equipment, at that time led to very serious problems. The electric drive motors gave an increase in speed, but with a significant loss of torque on the tracks. So the efficiency of the power plant as a whole, even when on a flat surface, was so low the vehicle could not reach speeds more than 20 km/h. Even with a huge fuel reserve of 950 liters, the range was just 150 km on the highway. Also, due to the features of the electric motors, the power plant had a reduced efficiency when driving backward.


    To supply the required amount of electric energy, two engines from the Pz.Kpfw.IV tanks were installed in the Ferdinand, each with a corresponding DC generator. Both generators were connected to a single line that supplied current to the electric motors, and each of the motors had its own regulator to control the speed and direction of movement. This made it possible to continue driving even if one engine or generator failed. The high cost of materials required for the production of windings, conductors and switches of the electrical powertrain, the use of two engines, plus its huge mass of 65 tons led to extremely serious technological and operational difficulties even for such a rich and industrialized country as wartime Germany. That is why the competition was won by the more traditional and easier to produce Tiger-I of Henschel design even though the Tiger from Henschel was also not a cheap tank by any means and the labor costs for its production were many times higher than required for a mass-produced T-34. On the other hand, the simplicity and ease of control of the tank, as well as the softness of the ride were a bonus to those who manned it. The ability to turn the vehicle on the spot without using advanced mechanical systems required for a traditional powertrain was a welcome bonus.


    Nevertheless, with all the technological and operational difficulties it had, this combat vehicle during the Summer of 1943 was the most dangerous on the battlefield - if it was able to reach it in time to participate in a head-on tank battle. It was important for us to recreate it as close to the real one as possible, just like all the vehicles we already have in Tank Crew, and it was really hard to do. There is only one early Ferdinand remaining in the world - #501, it is located in the armored forces museum in Kubinka near Moscow. Another one, later modification called Elefant with a commander cupola and MG installed, is in the US. The available documentation is very segmentary, short and incomplete. However thanks to the effort of our partners in Digital Forms and application of cross-checking analysis, we have one of the best recreations of this combat vehicle available. From our side, we contributed to the recreation of its maneuverability, armament and systems functioning peculiarities, which required a lot of work as well. On the screenshots, you see exactly that Ferdininand #501 that was captured in the Kursk battle and ended in the Kubinka museum.

    The last what we want to tell you about this tank destroyer - its release will complete the lineup of the combat vehicles we planned to recreate together with Digital Forms for the Tank Crew - Clash at Prokhorovka project. This moment will be a very important milestone in the history of our project. It won't mark the end of the work on this project - as usual, we continue to support, improve and deepen all our projects after the official release date. IL-2 Sturmovik and Digital Forms teams hope you'll enjoy the result of our joint effort.



    Discuss on forum

    Ich gebe unumwunden zu das ich eben ein paar "Glückströpfchen"abgesetzt habe :D:D:D


    Meyer :tiger1:

    Und ein neues Update, wohl mehr ein Hotfix zum vorigen großen Patch :OPA:


    Last week we released the update that introduced the deployable AT Guns and we have been monitoring their use and implementation closely, this helped us identify a few issues that were never thought about, this update should help this.

    We also did a little more rebalancing to our Sten gun due to community feedback and we hope the changes will do good to the gameplay.

    We will continue to monitor the update and the deployable AT Guns.

    Get your full changelog below:

    Changelog v2.0.820.15079

    • Fixed Deployable AT Gun being spawnable for free on FOB's.
    • Fixed Deployable AT Guns being available on Utah.
    • Fixed Deployable AT Guns being placeable inside most objects and on top of buildings.
    • Fixed Deployable Pak 36 spawning Pak 38 on Chapter 2 maps.
    • Fixed Sten to have same recoil pattern as the MP40.
    • Added Flak 36 to Chapter 2 deployable AT Guns.
    • Changed Panzerfaust MOA from 60 to 200.
    • Changed Sten sway to match the MP40.
    • Changed Sten sight to has less blur.
    • Changed the Zf39 Scope for the Kar98k to have smaller scope border.
    • Changed the Thompson recoil pattern to be less random and violent.

    We are still raising money for the Airborne Museum in Oosterbeek and we are auctioning away a one of a kind Official Post Scriptum Developer hoodie, all proceedings of which will go to the museum and the fundraiser!

    You can find the fundraiser here.


    Periscope Games



    Meyer :tiger1:

    Der wird innerhalb der nächsten 5 min geordert, wie geil ist das Ding bitte???? :jubel::jubel::jubel::thumps::thumps::thumps::thumps::thumps::thumps::thumps::thumps: @ Plattmann: ja das stimmt offensichtlich, aber Munster baut neue hallen, renoviert etc, deshalb ja auch nix Stahl auf der heide dieses Jahr:kloppe:;(;(;( ... Aber vielleicht bringen sie ja in ihren wirklich etwas vertaubten Shop auch neues Leben!


    Meyer :tiger1:

    Ps Und den Stuhl nehm ich nächstes Jahr zu Stahl auf der Heide mit und werde mich in den neidischen Bli9cken sonnen :RAUCH::KAFFEE::D:D:D

    Nicht mein Kriegsschauplatz aber der Eine oder Andere mag es bestimmt, News zu Korea:

    Seventy Years On: The Korean War

    On the eve of the anniversary of the beginning of the 'Forgotten War', we look at replicating the conflict in Bolt Action using the Korea supplement.

    We’re marking the 70th anniversary of the commencement of the Korean War with these great value army bundles. Armed with the Bolt Action rulebook, the Korea supplement and enough fantastic miniatures to assemble a capable 1000 point army, you’ll be gaming the ‘Forgotten War’ on the tabletop in no time.
    Korean People's Army af690f59-e93f-4c78-bc5c-93b8ee59741e.png
    Chinese People's Volunteer Army af690f59-e93f-4c78-bc5c-93b8ee59741e.png
    Commonwealth af690f59-e93f-4c78-bc5c-93b8ee59741e.png
    United States Marines af690f59-e93f-4c78-bc5c-93b8ee59741e.png
    Additionally, purchase anything from our Bolt Action Korea collection and receive Double Warlord Medals!

    Warlord Medals is the new name for our reward system on the Warlord Webstore. Earn Medals every time you make a purchase or complete certain activities, and redeem them for vouchers you can use on future Warlord Purchases!

    You can find more information here »

    Offer ends 23.59 BST on 01/06/2020.


    This update will bring some new features and additions to the game alongside some fixes well needed.

    Let's go over some of the changes that have been made to the game.

    First of all, we've gone back and given our Waffen SS models some well-needed love after nearly 2 years. Have a look at the new models you can see in-game.


    The second major change is the addition of knives that can be used as melee weapon. This has been a request for quite a while and thanks to the Through the Periscope feedback program, it has now made its way into Post Scriptum.


    Next up is the new deployable Anti-Tank Guns. We recognized a bit ago that the towing system isn't a good solution for the game due to the reliance on physics which, no matter how well we optimize it will cause weird glitches and issues. So, for now, the towing has been disabled while we work on a more optimal solution.

    In order to compensate for this, and with the help of the feedback program we have made Anti-Tank weapons buildable including previously static weapons like the Flak 36 (88mm) and the Flak 38 (20mm). They also allow more flexibility in that they aren't static and so ambush positions can now more effectively be set up.


    The Anti-Tank weapons have a base cost of 800 with the Flak 36 at a cost of 1000 points. Furthermore, you are limited to a maximum of 2 spawned anti-tank guns per team at any given time.

    The guns will come in 2 stages similar to our other emplacements and buildable, an unbuilt and a built state. In the unbuilt state, the weapon will not be able to shoot or move and will need to be dug down similar to how other deployable are built.


    Once built the anti-tank gun will turn into a vehicle that can be moved around. This only includes the anti-tank weapons that can actually move around, the Flak 36 and Flak 38 are not able to move and so they can quickly become vulnerable to air support.

    The last major change is that we've added a Chassis Integrity icon to vehicles, this will give our vehicle drivers better information about the integrity of their vehicle. While we understand that Post Scriptum for many is a hardcore experience and they aren't necessarily a fan of these informational icons, we feel that it's important to give our players new and experienced enough information so that they can learn the in's and out's of the game.


    Get your full changelog below:

    Changelog v2.0.814.15050

    • Added new Waffen SS models
    • [Through the Periscope]: Added new knives as melee weapons to all factions.
    • [Through the Periscope]: Added deployable Anti-Tank Guns from logistic trucks. (Max spawn limit: 2 per team)
    • [Through the Periscope]: Added Chassis Integrity icon to all vehicles.
    • [Through the Periscope]: Canteen is now bound to Weapon slot #7.
    • Ticket count visible at the end for both teams on the scoreboard.
    • Fixed Austin K5 driver not registering damage.
    • Fixed problematic respawn at Marshland N. and Marshland S. on Utah Beach Invasion 01.
    • Fixed head mesh clipping through the german helmet.

    One last thing, we are still raising money for the Airborne Museum and for that we are auctioning away a one of a kind Official Post Scriptum Developer hoodie, all proceedings of which will go to the museum and the fundraiser!

    You can find the fundraiser here.


    Periscope Games