Call to Arms - Gates of Hell: Ostfront - Cule


Hello friends and players! Welcome back. Today we have some juicy news. The polling results are in, and you voted to learn more about the ballistics and ammunitions system overhaul, as well as our realistic armour penetration redesign. There is too much information in each one of these topics to cover them all in just one developer blog so we will begin Part 1 by discussing gun ammunition.



Introduction

To understand better how we plan to move forward, it is important to recognize where we are coming from. In previous gem2 games, gun ammunition was largely limited to 2 or 3 shell types: Armor Piercing, High Explosive, and some included higher penetration shells (APCR).

Our goal has been to redesign this system to portray most historically accurate representation of gun ammunition that has ever been in Gem2. This will be achieved through but not limited to the following features.

- Vehicles will come with realistic loadouts for their time period, both in composition and overall quantity.
- Each shell type will have its own muzzle velocity and other properties, meaning that a gun has a different behaviour for each shell type depending on historical data.
- Newly added slope effects, Thickness / Diameter Ratios, and Normalization functions for EACH shell type and caliber size. (This will be explained later in further detail)


Shells Types

Vehicles will rarely have more than 3-4 types of shells in their inventory, so they will all be useful and have their role. Although there are many types of ammunition that were designed throughout WW2, in GoH we have a structure of different classes that is colour-coded for ease of use, even to someone who has never heard of a tank shell before. Each one is different and they are all labelled to ensure you will not have problems in recognising and using the projectiles in game. Here are all the classes of shells!


Armour Piercing (AP)



Standard armor piercing rounds without ballistic or armor piercing caps. AP shells are the most primitive way of making a projectile penetrate a hard surface. A chunk of metal is thrown at the armour to make a hole! The faster it goes, the more energy it strikes with, the more it penetrates - so it loses effectiveness over distance. At the beginning of WW2 most nations used an AP shell but as armor technology progressed, newer more advanced shell types were developed and issued.


Armor Piercing Capped (APC)



Standard armor piercing round with an armor piercing cap (AP + APC, abbreviated APC instead of APAPC). Armor piercing shells had a tendency to shatter when impacting armor that is thicker than the diameter of the shell. The addition of a cap (a soft material on the tip of the shell) helps reduce the shattering effect and allows the projectile to overcome armor in situations it would otherwise shatter and fail to penetrate.

The soft cap also helps to increase shells effectiveness against sloped armor. When a capped shells hit a armor plate at an angle, the cap deforms in the collision, allowing the projectile's center of mass to rotate into the armor's surface. This reduces the angle of attack and improves penetration.

Lastly, APC shells have increased penetration effectiveness against Face Hardened Armor (FHA) but reduced effectiveness against Rolled Homogeneous Armor (RHA). Homogeneous armor has the same thickness throughout, while face-hardened has a thin extremely hard layer. It's not a guarantee that different armor types (RHA & FHA) will be modeled in game, but it is something we may look into adding in the future.


Armor Piercing Capped Ballistic Capped (APCBC)



These shells have all the same benefits and drawbacks of the standard APC shell with one exception, the addition of a ballistic cap. The ballistic cap (also known as a windscreen or windshield) helped reduce air resistance on the projectile. This helped increase the velocity and penetration of the shell at medium and long ranges.


Armor Piercing Ballistic Capped (APBC)



The APBC shell is an untraditional flat nosed armor piercing projectile that is primarily used by the Soviets and was patterned after naval ammunition. What makes this type unique is the flat nose of the core which gives it better penetration against sloped armor than any other AP shell. The flat nose inside it helps dig into angled armor allowing the center of mass to rotate into the armor plate (just like the APC shell but with even better performance). Over time, the ballistic cap was added to counter poor aerodynamics of the flat nose, giving the shell better penetration at longer ranges.


Armor Piercing shells with High Explosive Filler (AP-HE, APC-HE, ABCBC-HE, APBC-HE)





Most of the previously mentioned shell types could come in two different forms: Solid shot or HE (High explosive filler). Solid shot is a just as it sounds, a standard projectile that is solid throughout. HE Filler adds increased damage to internal tank components after penetration. Shells with HE filler have slightly reduced penetration compared to their solid shot counterpart, but if they penetrate, they will cause more damage!


High Velocity shells (APCR, HVAP, APDS)




Depending on the country of origin, they vary slightly in name and method of operation. These shells were designed to increase penetration potential through extreme velocity and hardness. All three shell types achieve increased penetration, but their weaknesses are poor performance against angled armor and they lose effectiveness dramatically over distance because they are light and rely on maximum kinetic energy for penetration.

Armor Piercing Composite Rigid shells (APCR) had a Tungsten core and was used by both the Germans and Soviets. Tungsten is a hard, high density material that is brittle but it is able to hit armor at high velocity and avoid shatter failure. High Velocity Armor Piercing shells (HVAP) is used by the Americans and is similar to APCR.

The British used Armor Piercing Discarding Sabot shells (APDS). It too had a hard core and when fired, the projectile sides fell off as the round as it exited the gun barrel releasing the sabot. APDS maintains its velocity and penetration much longer than other Tungsten rounds due to its smaller in-flight diameter and reduced wind resistance, but it is the least accurate of the three.


High Explosive Anti-Tank (HEAT)



“High Explosive Anti Tank” rounds are designed for guns that cannot shoot projectiles very fast, like short barreled cannons, artillery, and bazookas/rockets. A solution needed to be found to bypass the poor muzzle velocity. There is a shaped charge inside these rounds that concentrates the blast in a very small zone upon impact, launching towards the inside of the armoured target an explosion that generates a beam of molten metal or plasma. These shells are very deadly and do not lose penetration over distance, because the explosive is equally effective at any impact speed.

Side skirts and additional armour plates on tanks are a useful measure to stop these rounds, because the outer metal detonates the shell and the plasma beam does not reach the main armour protection. These shells are rare, so better to use them in the finest hour.


High Explosive (HE)



HE rounds explode on impact and are great against soft targets like infantry and thin armour. They are also useful to destroy concrete and brick walls. Very big HE rounds are also capable of shredding tanks from the powerful blastwave.


How to choose your shell
A tank will usually have a basic AP (with fillers or caps or a combination of everything :3 ) round, an “improved round” depending on the cannon type (HEAT for low velocity guns or ‘high velocity’ shells for high muzzle velocity guns), and finally a HE shell.

So if you’re shooting at infantry, emplacements, buildings or weak vehicles, always use HE. No brainer.

If you have a tank that you can beat, use your standard AP rounds. If your AP shell is capped (it will be correctly labelled) it will be great to use against sloped armour.

If you want to destroy a tank at long range or simply you do not have enough penetration because your gun is not made to shoot speedy projectiles, you can use HEAT. If you have APCR or other high velocity shells, these are great for penetrating armour that is too thick for your normal AP. These high velocity shells are also very comfortable to use because they are so fast you will not even have to apply lead to your target, but remember that all the ‘improved rounds’ are pathetic when it comes to sloped armour :P

See you next week with armour redesign!
Call to Arms - Gates of Hell: Ostfront - Culee


Hello friends and players! Welcome back. Today we have some juicy news. The polling results are in, and you voted to learn more about the ballistics and ammunitions system overhaul, as well as our realistic armour penetration redesign. There is too much information in each one of these topics to cover them all in just one developer blog so we will begin Part 1 by discussing gun ammunition.



Introduction

To understand better how we plan to move forward, it is important to recognize where we are coming from. In previous gem2 games, gun ammunition was largely limited to 2 or 3 shell types: Armor Piercing, High Explosive, and some included higher penetration shells (APCR).

Our goal has been to redesign this system to portray most historically accurate representation of gun ammunition that has ever been in Gem2. This will be achieved through but not limited to the following features.

- Vehicles will come with realistic loadouts for their time period, both in composition and overall quantity.
- Each shell type will have its own muzzle velocity and other properties, meaning that a gun has a different behaviour for each shell type depending on historical data.
- Newly added slope effects, Thickness / Diameter Ratios, and Normalization functions for EACH shell type and caliber size. (This will be explained later in further detail)


Shells Types

Vehicles will rarely have more than 3-4 types of shells in their inventory, so they will all be useful and have their role. Although there are many types of ammunition that were designed throughout WW2, in GoH we have a structure of different classes that is colour-coded for ease of use, even to someone who has never heard of a tank shell before. Each one is different and they are all labelled to ensure you will not have problems in recognising and using the projectiles in game. Here are all the classes of shells!


Armour Piercing (AP)



Standard armor piercing rounds without ballistic or armor piercing caps. AP shells are the most primitive way of making a projectile penetrate a hard surface. A chunk of metal is thrown at the armour to make a hole! The faster it goes, the more energy it strikes with, the more it penetrates - so it loses effectiveness over distance. At the beginning of WW2 most nations used an AP shell but as armor technology progressed, newer more advanced shell types were developed and issued.


Armor Piercing Capped (APC)



Standard armor piercing round with an armor piercing cap (AP + APC, abbreviated APC instead of APAPC). Armor piercing shells had a tendency to shatter when impacting armor that is thicker than the diameter of the shell. The addition of a cap (a soft material on the tip of the shell) helps reduce the shattering effect and allows the projectile to overcome armor in situations it would otherwise shatter and fail to penetrate.

The soft cap also helps to increase shells effectiveness against sloped armor. When a capped shells hit a armor plate at an angle, the cap deforms in the collision, allowing the projectile's center of mass to rotate into the armor's surface. This reduces the angle of attack and improves penetration.

Lastly, APC shells have increased penetration effectiveness against Face Hardened Armor (FHA) but reduced effectiveness against Rolled Homogeneous Armor (RHA). Homogeneous armor has the same thickness throughout, while face-hardened has a thin extremely hard layer. It's not a guarantee that different armor types (RHA & FHA) will be modeled in game, but it is something we may look into adding in the future.


Armor Piercing Capped Ballistic Capped (APCBC)



These shells have all the same benefits and drawbacks of the standard APC shell with one exception, the addition of a ballistic cap. The ballistic cap (also known as a windscreen or windshield) helped reduce air resistance on the projectile. This helped increase the velocity and penetration of the shell at medium and long ranges.


Armor Piercing Ballistic Capped (APBC)



The APBC shell is an untraditional flat nosed armor piercing projectile that is primarily used by the Soviets and was patterned after naval ammunition. What makes this type unique is the flat nose of the core which gives it better penetration against sloped armor than any other AP shell. The flat nose inside it helps dig into angled armor allowing the center of mass to rotate into the armor plate (just like the APC shell but with even better performance). Over time, the ballistic cap was added to counter poor aerodynamics of the flat nose, giving the shell better penetration at longer ranges.


Armor Piercing shells with High Explosive Filler (AP-HE, APC-HE, ABCBC-HE, APBC-HE)





Most of the previously mentioned shell types could come in two different forms: Solid shot or HE (High explosive filler). Solid shot is a just as it sounds, a standard projectile that is solid throughout. HE Filler adds increased damage to internal tank components after penetration. Shells with HE filler have slightly reduced penetration compared to their solid shot counterpart, but if they penetrate, they will cause more damage!


High Velocity shells (APCR, HVAP, APDS)




Depending on the country of origin, they vary slightly in name and method of operation. These shells were designed to increase penetration potential through extreme velocity and hardness. All three shell types achieve increased penetration, but their weaknesses are poor performance against angled armor and they lose effectiveness dramatically over distance because they are light and rely on maximum kinetic energy for penetration.

Armor Piercing Composite Rigid shells (APCR) had a Tungsten core and was used by both the Germans and Soviets. Tungsten is a hard, high density material that is brittle but it is able to hit armor at high velocity and avoid shatter failure. High Velocity Armor Piercing shells (HVAP) is used by the Americans and is similar to APCR.

The British used Armor Piercing Discarding Sabot shells (APDS). It too had a hard core and when fired, the projectile sides fell off as the round as it exited the gun barrel releasing the sabot. APDS maintains its velocity and penetration much longer than other Tungsten rounds due to its smaller in-flight diameter and reduced wind resistance, but it is the least accurate of the three.


High Explosive Anti-Tank (HEAT)



“High Explosive Anti Tank” rounds are designed for guns that cannot shoot projectiles very fast, like short barreled cannons, artillery, and bazookas/rockets. A solution needed to be found to bypass the poor muzzle velocity. There is a shaped charge inside these rounds that concentrates the blast in a very small zone upon impact, launching towards the inside of the armoured target an explosion that generates a beam of molten metal or plasma. These shells are very deadly and do not lose penetration over distance, because the explosive is equally effective at any impact speed.

Side skirts and additional armour plates on tanks are a useful measure to stop these rounds, because the outer metal detonates the shell and the plasma beam does not reach the main armour protection. These shells are rare, so better to use them in the finest hour.


High Explosive (HE)



HE rounds explode on impact and are great against soft targets like infantry and thin armour. They are also useful to destroy concrete and brick walls. Very big HE rounds are also capable of shredding tanks from the powerful blastwave.


How to choose your shell
A tank will usually have a basic AP (with fillers or caps or a combination of everything :3 ) round, an “improved round” depending on the cannon type (HEAT for low velocity guns or ‘high velocity’ shells for high muzzle velocity guns), and finally a HE shell.

So if you’re shooting at infantry, emplacements, buildings or weak vehicles, always use HE. No brainer.

If you have a tank that you can beat, use your standard AP rounds. If your AP shell is capped (it will be correctly labelled) it will be great to use against sloped armour.

If you want to destroy a tank at long range or simply you do not have enough penetration because your gun is not made to shoot speedy projectiles, you can use HEAT. If you have APCR or other high velocity shells, these are great for penetrating armour that is too thick for your normal AP. These high velocity shells are also very comfortable to use because they are so fast you will not even have to apply lead to your target, but remember that all the ‘improved rounds’ are pathetic when it comes to sloped armour :P

See you next week with armour redesign!
Call to Arms - Gates of Hell: Ostfront - Cule



Hello, welcome back to this week's Devblog entry. We continue with some new guns' presentation:


SVT-38


The first series of the classic SVT series was born in 1938 and was an innovative rifle that marked the beginning of semi automatic USSR mass produced rifles. The 10-round magazine could hold twice as much rounds as the regular bolt action rifle and proved effective, but it would take some time until it was finally adopted as a standard infantry type of weapon.





SVT-40


This legendary rifle became one of the most iconic killing tools that the USSR had at their disposal. The ability to reliably engage at medium and long range whilst maintaining a suppressive rate of fire, plus efficient mass production to allow this rifle to be spread amongst the troops (unlike SVT 38), made this weapon a choice for many that could get their hands on it. In addition, a shorter barreled version, the SVT 40 Carbine, was developed for increased mobility for those light and swift infantry units that required it. This carbine was not accepted into mass production though, so it is a useful rarity.





AVT-40


Someone had the bright idea of modifying the internal mechanism of the SVT 40 to craft an automatic weapon out of the deadly rifle. The result was controversial. Excellent performance in close range preserving plus the long range capabilities. On the other hand, automatic fire increased the material fatigue so they had a short lifespan, and the recoil buildup after shooting successive rounds was too great to sustain any accurate bursts after the second or third shell. The magazine was too small as well. It is, at the end of the day, a useful weapon to quickly harass enemy infantry provided that you shoot short bursts to conserve the pinpoint accuracy, and it is a great asset to the USSR elites.





Gewehr 41


The Germans liked what they saw in the Eastern Front when it came to automatic USSR rifles. They embarked in an adventure of their own to craft something similar for the Wehrmacht. The Gewehr (rifle) 41 rushed into production and arrived to the hands of the troops in late 1941. The design was similar to the SVT40 and housed 15 rounds, 5 more than the Soviet, but had a crucial disadvantage with respect to it's rival: the gas system and overall mechanical functioning was quite fragile and unreliable, needless to say , terribly inadequate for muddy and dirty environments.





Gewehr 43


The G43 fixed many of the G41's issues and became a very effective automatic rifle for the late war. The precision of this rifle was so that it was a favourite for marksmen and medium range snipers. In Gates of Hell variants of the G43 with scope and cloth are available for scouts and high tier infantry classes on the late war such as elite SS grenadiers.





Notice


We will make a small pause from rendering weapons. Its your turn to vote in the comments below, what you want to see from the following pending topics in the upcoming devblogs:


(A) A location story (like we did with Brest and Red October Factory earlier this year).


(B) Devblogs about our Ballistics and ammunitions system overhaul, as well as our realistic armour penetration redesign.


(C) Another Historical Feature entry about the tank of your choice.
Call to Arms - Gates of Hell: Ostfront - Culee



Hello, welcome back to this week's Devblog entry. We continue with some new guns' presentation:


SVT-38


The first series of the classic SVT series was born in 1938 and was an innovative rifle that marked the beginning of semi automatic USSR mass produced rifles. The 10-round magazine could hold twice as much rounds as the regular bolt action rifle and proved effective, but it would take some time until it was finally adopted as a standard infantry type of weapon.





SVT-40


This legendary rifle became one of the most iconic killing tools that the USSR had at their disposal. The ability to reliably engage at medium and long range whilst maintaining a suppressive rate of fire, plus efficient mass production to allow this rifle to be spread amongst the troops (unlike SVT 38), made this weapon a choice for many that could get their hands on it. In addition, a shorter barreled version, the SVT 40 Carbine, was developed for increased mobility for those light and swift infantry units that required it. This carbine was not accepted into mass production though, so it is a useful rarity.





AVT-40


Someone had the bright idea of modifying the internal mechanism of the SVT 40 to craft an automatic weapon out of the deadly rifle. The result was controversial. Excellent performance in close range preserving plus the long range capabilities. On the other hand, automatic fire increased the material fatigue so they had a short lifespan, and the recoil buildup after shooting successive rounds was too great to sustain any accurate bursts after the second or third shell. The magazine was too small as well. It is, at the end of the day, a useful weapon to quickly harass enemy infantry provided that you shoot short bursts to conserve the pinpoint accuracy, and it is a great asset to the USSR elites.





Gewehr 41


The Germans liked what they saw in the Eastern Front when it came to automatic USSR rifles. They embarked in an adventure of their own to craft something similar for the Wehrmacht. The Gewehr (rifle) 41 rushed into production and arrived to the hands of the troops in late 1941. The design was similar to the SVT40 and housed 15 rounds, 5 more than the Soviet, but had a crucial disadvantage with respect to it's rival: the gas system and overall mechanical functioning was quite fragile and unreliable, needless to say , terribly inadequate for muddy and dirty environments.





Gewehr 43


The G43 fixed many of the G41's issues and became a very effective automatic rifle for the late war. The precision of this rifle was so that it was a favourite for marksmen and medium range snipers. In Gates of Hell variants of the G43 with scope and cloth are available for scouts and high tier infantry classes on the late war such as elite SS grenadiers.





Notice


We will make a small pause from rendering weapons. Its your turn to vote in the comments below, what you want to see from the following pending topics in the upcoming devblogs:


(A) A location story (like we did with Brest and Red October Factory earlier this year).


(B) Devblogs about our Ballistics and ammunitions system overhaul, as well as our realistic armour penetration redesign.


(C) Another Historical Feature entry about the tank of your choice.
Call to Arms - Gates of Hell: Ostfront - Cule


Hello friends and players! For some time we will embark in a series of blog entries about small arms. We can use this opportunity to make nice renders as well =)

Weapons in GoH

Our weapons in GoH have up to 4 LOD instances. This means that when you zoom outwards in the game, the mesh changes to seamlessly non-appeciatable versions which have a lot fewer polygons. This means that even though they are detailed in close quarters they do contribute to the optimisation we strive to achieve in the game.
And now, here are some handy killing tools:

PPD 40

The predecessor to the mighty PPsH-41, this weapon was widespread to NCOs and other notable infantry units for the first year of the Great Patriotic War. It comes with 71-round drum magazine and a great rate of fire, capable of suppressing the enemy with ease.



PPSH 41

The standard sub-machinegun of the USSR after 1941 utilises the great rate of fire of the PPD and more effective production. PPSHs come in both drum and stick magazines, carrying 71 and 35 rounds respectively.



DP-27

The standard MG of the USSR came into production in ... The 47 rounds come in disk magazines. The MG is accurate and does not suffer as much recoil as German MGs, so it can fire long bursts without getting too much bullet dispersion.



DT-29

The tank standard MG, which was a modification from the DP, was an easy to manufacture weapon that utilised larger drum magazines of 63 rounds. In many respects it is otherwise comparable to the DP. The DT comes in extended and retracted bipod variants.



Nagant Pistol

You thought we were gonna talk about the Mosin-Nagant rifle... Not today, we will leave rifles for next week. The Nagant revolver was used by staff and a silenced version is available to special forces.



Ammunition

In Gates of Hell we use real ammunition magazines for the firearms. However, some weapons can use more than one type of magazine. But by no means can you load different calibers of ammo or just different type of bullets than the guns were made to shoot.
Call to Arms - Gates of Hell: Ostfront - Culee


Hello friends and players! For some time we will embark in a series of blog entries about small arms. We can use this opportunity to make nice renders as well =)

Weapons in GoH

Our weapons in GoH have up to 4 LOD instances. This means that when you zoom outwards in the game, the mesh changes to seamlessly non-appeciatable versions which have a lot fewer polygons. This means that even though they are detailed in close quarters they do contribute to the optimisation we strive to achieve in the game.
And now, here are some handy killing tools:

PPD 40

The predecessor to the mighty PPsH-41, this weapon was widespread to NCOs and other notable infantry units for the first year of the Great Patriotic War. It comes with 71-round drum magazine and a great rate of fire, capable of suppressing the enemy with ease.



PPSH 41

The standard sub-machinegun of the USSR after 1941 utilises the great rate of fire of the PPD and more effective production. PPSHs come in both drum and stick magazines, carrying 71 and 35 rounds respectively.



DP-27

The standard MG of the USSR came into production in ... The 47 rounds come in disk magazines. The MG is accurate and does not suffer as much recoil as German MGs, so it can fire long bursts without getting too much bullet dispersion.



DT-29

The tank standard MG, which was a modification from the DP, was an easy to manufacture weapon that utilised larger drum magazines of 63 rounds. In many respects it is otherwise comparable to the DP. The DT comes in extended and retracted bipod variants.



Nagant Pistol

You thought we were gonna talk about the Mosin-Nagant rifle... Not today, we will leave rifles for next week. The Nagant revolver was used by staff and a silenced version is available to special forces.



Ammunition

In Gates of Hell we use real ammunition magazines for the firearms. However, some weapons can use more than one type of magazine. But by no means can you load different calibers of ammo or just different type of bullets than the guns were made to shoot.
Call to Arms - Gates of Hell: Ostfront - Cule


Welcome to the 43th entry in our Devblog. It is time to talk about one of the new features of GoH - entrenchments.

Entrenchments are classified into two types: regular and engineering entrenchments. The latter type only come with field engineers or other unique units, and take more time to dig.


Foxholes

Foxholes are a regular entrenchment that most infantrymen can build. It takes little time to build them and they give moderate protection from a prone position. Most regular infantrymen can build a foxhole using their entrenching spade.


HD link

Trench line

Field engineers (not to be confused with miners) are not just responsible for setting up barbed wire fences, anti tank hedgehogs or other obstacles - they can now also dig infantry trenches! The trenches take much more time than a foxhole to dig but have numerous advantages - They can fit a whole squad, they offer more protection since soldiers can crouch behind it, and many of these trenches placed in a line will form a formidable line of defence! While some players won't like these defensive means because they prefer offensive moves, a well placed trench can be a key game changer especially in gamemodes like Frontlines.


HD link

MG nest

Your MG detachment comes with additional support infantry which in some cases are ammo carriers or close quarter assistants. The MG leader will either carry the MG in assault pose or carry it packed in it's tripod cradle for field-mounting it as an emplacement. While setting up, one of the mentioned assistants can dig a pit with suitable space for the tripod and the ammo carriers.


Mortar Pits

Some field engineers can build a mortar pit which grants all-round protection for a medium mortar which also is set up automatically inside the pit. Moreover this deep pit has a shallow area for infantry positions. This entrenchment is unique and does not apply to regular mortars which just carry a small sandbag defence.


Tank Ditches

Have you ever thought about how much you like a tank in a defensive viewpoint but you despise the terrible hull armour and can only use it in a hull-down position? Well, its time to build a tank ditch! They are built by field engineers and some are carried in special tanks as well ('veteran' tanks with special characteristics and experienced crews). A large portion of the hull is buried and so you have a much lower profile, in most cases with only the turret sticking out. Note that tanks can exit and enter the ditch and it doesnt turn them into sitting ducks.

More to come soon… Let us know if you have any particular entrenchment idea.


HD link
Call to Arms - Gates of Hell: Ostfront - Culee


Welcome to the 43th entry in our Devblog. It is time to talk about one of the new features of GoH - entrenchments.

Entrenchments are classified into two types: regular and engineering entrenchments. The latter type only come with field engineers or other unique units, and take more time to dig.


Foxholes

Foxholes are a regular entrenchment that most infantrymen can build. It takes little time to build them and they give moderate protection from a prone position. Most regular infantrymen can build a foxhole using their entrenching spade.


HD link

Trench line

Field engineers (not to be confused with miners) are not just responsible for setting up barbed wire fences, anti tank hedgehogs or other obstacles - they can now also dig infantry trenches! The trenches take much more time than a foxhole to dig but have numerous advantages - They can fit a whole squad, they offer more protection since soldiers can crouch behind it, and many of these trenches placed in a line will form a formidable line of defence! While some players won't like these defensive means because they prefer offensive moves, a well placed trench can be a key game changer especially in gamemodes like Frontlines.


HD link

MG nest

Your MG detachment comes with additional support infantry which in some cases are ammo carriers or close quarter assistants. The MG leader will either carry the MG in assault pose or carry it packed in it's tripod cradle for field-mounting it as an emplacement. While setting up, one of the mentioned assistants can dig a pit with suitable space for the tripod and the ammo carriers.


Mortar Pits

Some field engineers can build a mortar pit which grants all-round protection for a medium mortar which also is set up automatically inside the pit. Moreover this deep pit has a shallow area for infantry positions. This entrenchment is unique and does not apply to regular mortars which just carry a small sandbag defence.


Tank Ditches

Have you ever thought about how much you like a tank in a defensive viewpoint but you despise the terrible hull armour and can only use it in a hull-down position? Well, its time to build a tank ditch! They are built by field engineers and some are carried in special tanks as well ('veteran' tanks with special characteristics and experienced crews). A large portion of the hull is buried and so you have a much lower profile, in most cases with only the turret sticking out. Note that tanks can exit and enter the ditch and it doesnt turn them into sitting ducks.

More to come soon… Let us know if you have any particular entrenchment idea.


HD link
Call to Arms - Gates of Hell: Ostfront - Cule


This friday we have something interesting (hopefully) to drive out for a spin. Since the recent tank history features were not too popular, we decided to showcase something a little more impressive this time. And what is more impressive than a Tiger

Panzerkampfwagen VI ‘Tiger’

The Tiger was one of the most iconic and remarkable tanks of WW2. Initially deployed in North Africa and the region of Leningrad in 1942, the early versions showed many transmission problems and overall proved inadequate in swampy and also sandy terrains. In spite of all odds, the Russians were quickly impressed with the design and many designs were immediately rushed into design and production to counter the threat.

The Tiger was aimed to be superior in firepower, armour, technical advancements and weight to any other tank fielded at the time. It was made so, up to the point that it was expensive to manufacture, and hard to engineer. Some technical aspects of the tank were advanced for their time, which proved an advantage in combat but also a problem in the field because the crew were usually inexperienced in repairing, replacing or dismounting parts. This lead to many tanks being abandoned in combat, some even in a very good condition.

The Tiger traded engine power for firepower, and was both deadly in combat but severely underpowered with a 600/700hp engine to push 54 tonnes.

In 1943 the E version was fielded. With respect to it’s predecessor (the H), the E had all-metal rollers, a new gun cupola, extra armour on the mantlet and turret-ring and a long list of other changes.

In the Eastern Front in spring and summer seasons, and especially in the Western Front, the Tiger proved to be in it’s best hunting grounds. This is where it earned it’s name.


HD link

In Gates of Hell

In the game this beast is gorgeous in nearly all respects. A Tiger is always a milestone in a battle, it’s always there to leave a mark. And we made a lot of effort in making her look and sound good, too :)

The gun is spectacular. Brilliant ballistics, good accuracy and dispersion. And the reload time is also very good for the gun’s size.

The Tiger lacks a good power-to-weight ratio and as a result it accelerates slowly. Slopes are not Tiger’s friend. But it does not matter a lot, because it will surely pay off when it reaches the designated location. The Tiger is at it’s best when the enemies come to her.

It’s a tank that has a very large skill cap. This means that experienced tankers in the tiger that can master it will surely make themselves be distinguishable. The Tiger’s armour is boxy, which means it’s perfect for angling. The ammunition’s choices are important, because they are multi-purpose. The tank is heavy and somewhat difficult to control in close quarters.

You will find the Tiger Ausf. H available from 1942 onwards and the Ausf. E from 1943 onwards. In addition, the ‘Hunting Tiger’ based on the E version, will be available from 1944 onwards.


HD link

’Hunting Tiger’

Many tank aces like Michael Wittman earned their reputation aboard the Tiger. And it was well known that the best mechanics with the best commanders made the Tiger an extremely large threat to any tank in existence at the time. Hence we have decided to create a special version of the Tiger known as the ‘Hunting Tiger’. It is based on the E version, and has some improvements over a regular Tiger. First, it is covered in camouflage, which grants it a concealment advantage. Next, the Hunting Tiger has a faster rotating turret and a better accuracy for it’s gun. A skilled marksman can zero the aiming device on his tank with greater speed and precision, making it an extremely useful tank amongst heavies, almost converting it to a tank destroyer in that respect.


HD link


HD link


Panzer VI Ausf. E Statistics:

Main armament: 88mm Kwk.36, L/56
Penetration at 100m:
  • 151-138mm (APCBC-HE)
  • 200-179mm (APCR)
  • 110mm (HEAT)
Armour:
  • 110-80mm (Turret)
  • 100-82mm (Hull)
Power: 700hp
Weight and power/weight: 54 tonnes, 12.8hp/ton
Top speed:
  • 40km/h (On-road)
  • 19km/h (Off-road)
Gun handling:
  • 0,65 Accuracy rating
  • 3s zeroing time
  • 0,21 dispersion value
Call to Arms - Gates of Hell: Ostfront - Culee


This friday we have something interesting (hopefully) to drive out for a spin. Since the recent tank history features were not too popular, we decided to showcase something a little more impressive this time. And what is more impressive than a Tiger

Panzerkampfwagen VI ‘Tiger’

The Tiger was one of the most iconic and remarkable tanks of WW2. Initially deployed in North Africa and the region of Leningrad in 1942, the early versions showed many transmission problems and overall proved inadequate in swampy and also sandy terrains. In spite of all odds, the Russians were quickly impressed with the design and many designs were immediately rushed into design and production to counter the threat.

The Tiger was aimed to be superior in firepower, armour, technical advancements and weight to any other tank fielded at the time. It was made so, up to the point that it was expensive to manufacture, and hard to engineer. Some technical aspects of the tank were advanced for their time, which proved an advantage in combat but also a problem in the field because the crew were usually inexperienced in repairing, replacing or dismounting parts. This lead to many tanks being abandoned in combat, some even in a very good condition.

The Tiger traded engine power for firepower, and was both deadly in combat but severely underpowered with a 600/700hp engine to push 54 tonnes.

In 1943 the E version was fielded. With respect to it’s predecessor (the H), the E had all-metal rollers, a new gun cupola, extra armour on the mantlet and turret-ring and a long list of other changes.

In the Eastern Front in spring and summer seasons, and especially in the Western Front, the Tiger proved to be in it’s best hunting grounds. This is where it earned it’s name.


HD link

In Gates of Hell

In the game this beast is gorgeous in nearly all respects. A Tiger is always a milestone in a battle, it’s always there to leave a mark. And we made a lot of effort in making her look and sound good, too :)

The gun is spectacular. Brilliant ballistics, good accuracy and dispersion. And the reload time is also very good for the gun’s size.

The Tiger lacks a good power-to-weight ratio and as a result it accelerates slowly. Slopes are not Tiger’s friend. But it does not matter a lot, because it will surely pay off when it reaches the designated location. The Tiger is at it’s best when the enemies come to her.

It’s a tank that has a very large skill cap. This means that experienced tankers in the tiger that can master it will surely make themselves be distinguishable. The Tiger’s armour is boxy, which means it’s perfect for angling. The ammunition’s choices are important, because they are multi-purpose. The tank is heavy and somewhat difficult to control in close quarters.

You will find the Tiger Ausf. H available from 1942 onwards and the Ausf. E from 1943 onwards. In addition, the ‘Hunting Tiger’ based on the E version, will be available from 1944 onwards.


HD link

’Hunting Tiger’

Many tank aces like Michael Wittman earned their reputation aboard the Tiger. And it was well known that the best mechanics with the best commanders made the Tiger an extremely large threat to any tank in existence at the time. Hence we have decided to create a special version of the Tiger known as the ‘Hunting Tiger’. It is based on the E version, and has some improvements over a regular Tiger. First, it is covered in camouflage, which grants it a concealment advantage. Next, the Hunting Tiger has a faster rotating turret and a better accuracy for it’s gun. A skilled marksman can zero the aiming device on his tank with greater speed and precision, making it an extremely useful tank amongst heavies, almost converting it to a tank destroyer in that respect.


HD link


HD link


Panzer VI Ausf. E Statistics:

Main armament: 88mm Kwk.36, L/56
Penetration at 100m:
  • 151-138mm (APCBC-HE)
  • 200-179mm (APCR)
  • 110mm (HEAT)
Armour:
  • 110-80mm (Turret)
  • 100-82mm (Hull)
Power: 700hp
Weight and power/weight: 54 tonnes, 12.8hp/ton
Top speed:
  • 40km/h (On-road)
  • 19km/h (Off-road)
Gun handling:
  • 0,65 Accuracy rating
  • 3s zeroing time
  • 0,21 dispersion value
...