This month in our Branch of the Month series is dedicated to the Self-Propelled Gun branch, available in Zhang Feng’s vehicle pool. The branch is unique in the way that it contains a vehicle class that is currently only restricted to the PvE modes of the game.
As their name suggests, Self-Propelled Guns (furthermore referred to as SPGs) are howitzers, installed on a tracked or wheeled chassis. What the name does not imply is, however, the armor part – that came a bit later.
Of all the classes in Armored Warfare, the Self-Propelled Guns have, in their most basic form, the deepest roots in history. The idea to put a gun on a chassis with an engine is as old as cars themselves with the first attempts to build such vehicles (usually consisting of civilian trucks with a gun crudely screwed on top) appearing even before the First World War. It was, however, the Great War that saw such vehicles being actually used on the batatlefield for the first time and even though the majority of the artillery of the time still consisted of guns towed by horses, the potential of self-propelled guns did not escape the keen eyes of military strategists.
The interwar period saw some limited development of the self-propelled guns, but it was the Second World War that firmly established the importance of the self-propelled guns as the means to provide by now highly mobile armies with fire support. In other words – the tactics had changed since the Great War – where hundreds of massed guns used to pound mostly static lines, the Wehrmacht was now advancing through Europe with pace previously unheard of.
This, of course, provided many challenges to artillery units on both sides – challenges that would take whole books to describe, but to sum it up: modern mobile infantry needed mobile and fairly accurate fire support – that meant providing artillery not only with the means to move around swiftly (in other words, a tracked or wheeled self-propelled chassis), but also with protection. Accurate fire support meant getting closer to the front, which in turn meant that the vehicle was exposed to enemy fire.
In many cases, such fire support vehicles were also used for direct fire support – instead of using the artillery ballistic arc to attack the enemy from above, direct line of sight fire was employed for increased accuracy. This in turn required the vehicles to feature significant armor protection because, unlike the artillery of old, them getting under fire was no longer an option, it was a certainty.
The two biggest proponents of this approach were the Germans and later on the Soviets. The Germans had this kind of self-propelled armored artillery right from the start of the war in the form of the Sturmgeschütz vehicle series. StuG III, which can be considered perhaps the best German armored vehicle of the war when it comes to cost-to-performance ration, was basically a modified medium tank (Panzer III) hull with a casemate on top, housing a forward-firing 75mm cannon (a short version early on, later on the barrel length grew) with limited gun traverse. The gun could also elevate more than a standard tank gun would – as a result, the vehicle was capable of both direct and indirect fire.
Compared to a standard tank, this layout allowed the StuG to carry a bigger gun than the chassis normally would and to function both as an artillery piece and as a tank destroyer. The limited gun traverse was a drawback, but not a fatal one if the vehicle was used correctly – either for shelling the enemy using its excellent gun elevation, or for engaging the enemy at distance. This approach called for reasonably thick frontal armor but the rest of the armor was rather thin, making the weight manageable and the vehicle quite mobile.
Other German self-propelled artillery pieces like the Hummel carried truly powerful guns. Overall, this approach was highly successful and influenced the development of self-propelled artillery for many decades – it still does, in fact.
The Soviet counterpart to the StuGs was the Soviet SU (Samokhodnaya Ustanovka) series. The Russians applied roughly the same approach, although there were, of course, doctrinal differences. Generally speaking, Russian self-propelled guns were better armored and heavier with the SU-152 and ISU-152 being the pinnacle of World War Two self-propelled gun engineering (discounting such monsters as the Sturmtiger that only existed in a very limited number and almost no impact on the war). Their thick armor and their massive 152mm guns would earn them the nickname Zveroboy (“beast-killer”) since their giant shells made short work of even the Tiger heavy tanks.
The Americans entered the self-propelled race in earnest but their approach was a bit different. In their eyes, it was the infantry that supported artillery, not vice versa. American self-propelled guns were more suitable for indirect fire and were relatively more vulnerable. A typical example would be the M7 Priest that not only had thin armor, but was also open-topped (making it vulnerable to such things as mortar fire). It wasn’t really a drawback because these were rarely (at least intentionally) used in direct fire role or city fighting. Other (later) American heavy SPGs lacked any protection (including rudimentary gun shields) and it would take another decade or so before this drawback was actually fixed. As for the British, the early wartime British oddities (such as close support tanks firing smoke shells only) were gradually replaced by self-propelled guns of various degrees of quality before ending up with something comparable to the American equipment, only with the U.S. 105mm caliber replaced with the British 25pdr.
After the war, unlike the other classes, the self-propelled gun future was never in question. All major countries realized that the age of towed artillery was over once and for all and the development ran roughly in the same direction – a relatively light self-propelled chassis with traversing turret (for rapid target engagement) and two gun calibers – low and big one that would gradually unify into one from 1970s onwards.
For the Americans, the low caliber was 105mm while the high caliber was 155mm – around the time the Vietnam War ended, it was decided that the low caliber was no longer sufficient and to unify the caliber for the future modern SPGs, which is why the modern American self-propelled guns have 155mm cannons. The American self-propelled guns are represented mainly by:
M108 (105mm)
M109 (155mm)
M109A6 Paladin (155mm)
The Russians underwent the same development with the 122mm Gvozdika and the 152mm Akatsiya SPGs making way for the modern Russian 152mm guns like the Koalitsiya. As for Germany, Britain and France, much of their early equipment (especially the French one) came from American stocks. Other, indigenous projects appeared later on (such as the German Panzerhaubitze 2000), but all of them are quite comparable to each other, using the same 155mm NATO standard caliber and being highly accurate.
The evolution of self-propelled artillery continues to this day, of course. Ironically enough, in low-scale conflicts, unarmored truck-borne artillery is experiencing a renaissance due to its affordability, although major military of the world will undoubtedly continue to use armored self-propelled guns for the foreseeable future.
From June 1 to June 30, 2019, the following Self-Propelled Guns will be available for lower price than usual along with 30% discount on Battle-Hardened status:
M108 Tier 3 SPG – This is one of the earliest modern turreted American SPGs. Armed with a 105mm howitzer, it was designed in the late 1950s and introduced to service in 1963. It proved to be successful in the Vietnam War against soft targets and enemy infantry, but it was deemed to be too weak to knock out enemy armor and was subsequently phased out shortly after the end of the war. You can read more about it in our dedicated article.
Discount: 35%
2S1 Gvozdika Tier 4 SPG – The Gvozdika (“Carnation”) SPG was developed in Kharkov as the means to provide Soviet units with mobile firepower, intended to destroy enemy manpower, artillery and fortifications. Its development was inspired by western designs. Unlike the M108, the Gvozdika was produced for two decades starting in 1971, was widely exported and participated in many conflicts, its 122mm cannon capable of effective fire support even on modern battlefields. You can read more about it in our dedicated article.
Discount: 35%
M109 Tier 5 SPG – Armed with a powerful 155mm NATO caliber gun, the American M109 was a larger sibling to the M108. While both the M108 and M109 SPGs were used in the Vietnam War, the M109 – a far more successful design thanks to its firepower – remained in service even after the war and was constantly upgraded. In a heavily modified form, it, in fact, remains in service to this day. You can read more about it in our dedicated article.
Discount: 35%
2S3 Akatsiya Tier 6 SPG – The Akatsiya was to the Gvozdika what the M109 was to the M108 – a larger artillery piece carrying a 152mm gun. Like the M109, the Akatsiya (“Acacia”) was a successful vehicle and was exported, although not as much as the more popular Gvozdika. It’s still in service to this day and is appearing in various conflicts across the globe, including the one in Syria. You can read more about it in our dedicated article.
Discount: 35%
Palmaria Tier 7 SPG – The Palmaria was an Italian attempt to create a 155mm NATO caliber self-propelled gun to complement the OF-40 MBT with some shared components. It was intended primarily for export and while it was not a very successful design, it gained some notoriety by appearing in Libya despite the imposed arms embargo. Most of the Libyan Palmarias are believed to have been destroyed during the recent conflicts. You can read more about it in our dedicated article.
Discount: 25%
PLZ-89 Tier 7 SPG – The PLZ-89 is simply put a Chinese copy of the Gvozdika using roughly copies of older Soviet components. It has roughly the same firepower as the Gvozdika but it does feature a number of updated electronic components, making it more accurate and generally more effective than the two decades older Soviet artillery piece. You can read more about it in our dedicated article.
Discount: 25%
M109A6 Paladin Tier 8 SPG – The Paladin is a heavily modernized variant of the M109, currently in service in the U.S. Army as well as several other western militaries. It’s an effective artillery piece but its age does show already and the Americans are already working on its replacement. You can read more about it in our dedicated article.
Discount: 25%
Panzerhaubitze 2000 Tier 9 SPG – The Panzerhaubitze 2000 is a 155mm SPG and a result of the German branch of development following the failure to develop a joint German, British and Italian modern artillery vehicle. It has seen combat in Afghanistan and is currently one of the most modern SPGs in service anywhere. You can read more about it in our dedicated article.
Discount: 20%
PLZ-05 Tier 9 SPG – Another cutting edge SPG, this time from China, the PLZ-05 marks the switch from the Soviet 152mm caliber to the NATO 155mm one in order to increase the vehicle’s firepower by using more advanced western technology. A relatively small number of these high-end but expensive vehicles were built and around 300 to 400 are currently in service. You can read more about it in our dedicated article.
Discount: 20%
Centauro 155 Tier 10 SPG – The final vehicle of the SPG branch, the Italian Centauro 155 (also called “Porcupine”), is an odd one. For one, it’s the only wheeled Self-Propelled Gun currently available in the game. It’s therefore very fast and maneuverable but its gun caliber isn’t any bigger than its predecessors – it still carries a 155mm gun. Its high mobility makes it an excellent support vehicle and in the right hands, it’s a solid Credit earner. You can read more about it in our dedicated article.
Discount: 15%
In Armored Warfare, the Self-Propelled Guns are the only class that is mode-restricted. They can be used only in PvE mode. They have the following characteristics:
Able to use indirect fire
Largest guns in the game (typically 152mm or 155mm on high Tiers)
Least amount of armor in the game
Least amount of mobility in the game
The ability to use indirect fire is unique to this class. By pressing Shift, a SPG operator can switch to a “satellite” overhead view that can be used to target enemies practically anywhere on the map – since the SPG gun fires using a very high angle, the shells are able to travel over many obstacles, falling on enemy vehicles from above. Although this may sound like a major advantage over any other class, the SPGs do have a number of restrictions and limitations.
For one, such indirect fire is not accurate. SPGs damage their targets in many cases by the shockwaves and fragments of their shells exploding near the targets (often referred to by players as “splash”) – in fact, most artillery can only fire HE shells. Top armor of even the heaviest tanks is often very thin, which means that a direct hit even with a low-penetration HE shell is absolutely devastating, but such direct hits are rarely achieved. Another factor is the shell travel time – HE shells are generally quite slow and the further the vehicle is from the frontline, the longer they travel to their targets. This makes it very difficult to hit fast and moving targets – focusing on stationary or slow targets such as MBTs is advised.
The shell travel arc, while steeper than for direct fire guns, also has its limits – some tall obstacles like rocks or buildings are impossible to fire over, making self-propelled guns very difficult to use in cities or areas with lots of buildings in general.
And last but not least, in Armored Warfare, the indirect fire ability is balanced by the SPGs being very vulnerable at close range – they are sluggish and have very thin armor, making close range combat a risky tactic bordering on suicide. At close or medium range, a SPG will be outmaneuvered by any other vehicle in the game and has to rely on its range to survive under all circumstances.
There is currently a single line of SPGs present in the game, consisting of a mix of vehicles from all countries. They are all quite unique thanks to their low number, although, very roughly speaking, there are two types of SPGs:
Rapid-fire SPGs
Accurate SPGs
Rapid-fire SPGs, as the category suggests, fire shells faster than standard SPGs, but with less accuracy. They can fire in salvos – similar to the “clip” system of some autocannons in the game, these have a magazine of several rounds (typically three) that can be fired in quick succession, followed by a longer “magazine” reload time. These include:
2S3 Akatsiya
Panzerhaubitze 2000
PLZ-05 (optional gun choice)
Accurate SPGs on the other hand have a longer but constant reload time and are generally more accurate than their rapid-fire counterparts. These are the rest of the SPGs:
M108
2S1 Gvozdika
M109
Palmaria
M109A6 Paladin
Centauro 155
The last vehicle is unique even amongst SPGs, as it is in fact a wheeled platform. That makes it very fast compared to the tracked SPGs, but it is still quite vulnerable.
SPGs in Armored Warfare are suitable for players who prefer relaxing PvE gameplay. Hunting down AI-controlled vehicles can be as much or more fun for many players who are not looking for a hardcore, competitive experience and prefer relaxation instead. On higher difficulty levels, achieving good results with a SPG can be a challenge, but if you prefer to simply spend 5-7 minutes by supporting your team mates and occasionally even stopping a particularly annoying enemy wave by yourself and earning the gratitude of your team-mates, the Self-Propelled Guns class is just the right thing for you.
Hello again. Thanks again to our community for their ongoing feedback. For May, we’ve been focusing on community gameplay, balance and usability feedback, so this patch includes some important changes to balance some of the slightly overpowered party builds.
Also some exciting behind the scene changes – including an overhaul to the combat AI and an optimisation to the CPU overuse issue that some in the community have been reporting.
Looking forward to hearing your feedback!
Features • Summon Changes: Summoned units now cost 1 extra Willpower for each Summoned unit you already • Quick AI Mode: Pressing the Spacebar will toggle Quick AI mode on or off. This will speed up the opponent’s turn but give you very little time to see what the opponent is playing (recommended for players familiar with the card effects). The Action History is always there if you miss something. You can also change this in the options menu.
UI • Moved the Action History banner to a much more obvious position so it is visible in all arenas (Bottom right).
Balance Changes • Important! Summon Changes: Summoned units now cost 1 extra Willpower for each Summoned unit you already have active and reduced the health of all summons by 1 • Summons are proving a bit more effective than intended – particularly when used in groups of 2 or 3. This change will reign summon spamming back a little bit and we’ll monitor from here. • Tweaked the Act 2 boss to compensate for this nerf. • Overhauled the combat AI to improve the order enemies will play cards in, which will result in slightly harder battles.
Card Changes • Reduced the damage on Earth Grab to 2. The utility of this card (locking down a whole group of units) combined with the high damage was making it a bit too powerful.
Significant Bugs • Fixed a threading issue causing constant high CPU usage in battles. • The Redraw Card action can no longer be undone. (as intended)
Content Updates • New items and item cards to discover!
I can finally say that There The Light is now available!
Explore an unknown and abandoned world. Each step, each puzzle, brings you closer to discovering the history and secrets of a lost civilization. Can you find the light?
There The Light is a short single-player, first-person puzzle exploration game. The game is split into 4 separate linear levels, each takes you deeper into the heart of the planet. I wanted to create an immersive world where story, visuals and music are merged together in interesting and creative ways. There The Light features 50 puzzles, and a soundtrack that grows and forms based on the interactions that you make in-game.
Hey folks, we've got a new update ready. This update does double duty as both a tutorial and a significant chunk of story content at the beginning of the game. We've known for awhile that we needed a proper tutorial, but we waited until now because we wanted to make sure that we had a good idea of the stumbling blocks that new players have when starting the game fresh. Hopefully what we put together will make it easier for new players, while not being too overbearing or annoying for existing players. From a story standpoint, we've always known that we wanted to start the game like this, but because it was tangled up with the tutorial we had to hold off until we could do both at the same time. Between the tutorial and the story elements, we're hoping the new player experience should be a lot less awkward. You can skip the intro/tutorial content when creating a new character.
The game now starts with you waking up in your bed aboard a colony ship called the Hephaestus. You're part of a decades-long mission to travel through space to a habitable earth-like planet called Osiris. You're woken up by the ship's on-board AI system, who tells you that you're needed for a mission to scout a nearby asteroid that has produced some anomalous readings.
You'll get your handy MEG wrist laser tool installed.
You'll perform some diagnostics
Visit an asteroid
And witness the end of the human race.
New Content
Added story introduction and tutorial
New starting map
Hephaestus colony ship
Contains several sections, including the Bridge, Hydroponics, a Medical Bay, a Dormitory, Outfitting, the Hangar and Cryogenics.
Added generic NPCs as well as 2 named NPCs
Dr. Stein - The head scientist and captain of the Hephaestus. His office in the bridge, and he can help you with information about your mission to the asteroid.
Larry - The head engineer of the Hephaestus. His office is above the hangar pod bays, and he can help you diagnose and launch a landing pod to the asteroid.
Added decorations and furniture for the various sections of the Hephaestus.
Added a MEG wrist tool install station and diagnostics station in the Outfitting section of the Hephaestus.
Added a new weapon/tool called the Thermothrower, which can shoot streams of ice and fire. It can be found in the Hangar storage area and it can be refilled using a charging station in the same storage room.
Added Hephaestus Pick, obtained along with a suit of armor in the Outfitting section of the Hephaestus.
Added a rivet gun. It fires rivets and can be found in the hangar.
Asteroid
Added an asteroid mite creature, and an asteroid mite hat made from its skin and entrails.
Underground alien structure
Added an alien altar that is missing a crystal and has a slot for the "Strange Device".
Added an alien boss
Added a short story related cutscene that plays at the end of the new content.
Added a Help menu with entries about various topics.
Added a Seismic Imager structure that can be used to scan the area and add the data to your minimap.
Gameplay Changes
Added AGIS Investigate bind (I by default) that allows you to ask agis about something in the world without first opening his dialog.
Removed most left click interactions in the world, and replaced then with right clicks. Let us know if you notice spots where we still have you left click to interact with a device or thing in the world.
Prevented weapons from using their alternate fire when right clicking to interact with something in the world. This fix must be applied to things individually and I'm sure we missed some, so let us know if/when you notice this issue in the future.
The Multipass is now obtained in your starting room after you've gotten dressed and eaten some food.
Moved the "Strange Device" to the end of this area. Previously it was located on Osiris in the mining base.
Misc Changes
Added a unique respawn effect when you are respawned by the alien Xenolith.
Added an idle animation that plays when you are using your inventory.
Bug Fixes
Fixed an issue that was causing the game to crash on launch on 32 bit systems
Fixed display issues with various items in the grid inventory.
Fixed some foods not stacking correctly.
Fixed an issue with placeable items such as torches when using the grid inventory option.
Fixed a bunch of graphical and gameplay issues with the alien ship you reach by portal.
Fixed an issue that may have been causing food to not get eaten despite showing the animation. Let us know if this problem shows up again.
A whole bunch of tiny things that I can't remember.
What is up next
We have two large goals left before we would be ready to take Signs of Life out of Early Access. One is to finish the story content, and the second is to expand on the existing content by re-working some existing areas, adding bosses and cleaning up issues with the progression through the game. This includes things like finishing up the earlier work we showed with the Spitters, as well as a possible rematch with a certain fowl creature...
This update took ages in large part because we couldn't really split it up into smaller pieces, but the things we're going to be working on next are smaller individual chunks so we should be able to get updates out quicker going forward.
We feel pretty happy with this intro/tutorial content, but it is still a work in progress. Let us know in the comments, on the Steam forums and in our Discord channel if you have any suggestions, complaints or just want to say hello!
Within the Temple of the Twelve lies a unique, lonely character – the Monkey Zodiac, Zhang You. He treats everyone neutrally, seeing them as neither good nor bad. He may come across as cold to outsiders, but in reality, this is a result of the hardships he’s faced.
Zhang You was blessed with outstanding potential, but as his mother was met with ill-fate; trauma during pregnancy, this resulted in him being born into the world with an incurable sickness. Not long after his birth, his mother passed away. Zhang You’s father was not going to lose his son after losing his wife, so he spent his entire fortune on trying to cure Zhang You of his illness, to no avail.
Despite this, Zhang You still grew as a genius in his teen years, mastering countless magical talents. However, due to his sickness, his physical body was incredibly weak, resulting in unbearable pain. Because of this, nobody expected him to do what he did next. Upon the death of his father, he conjured a mighty guardian, to protect his weak physical form.
As the guardian grew in strength, it began to gain sentience, causing Zhang You to lose control of it. The guardian repeatedly abused his body to perform deeds he would never normally perform. Unnatural, unworldly deeds. Feeling he was left with no choice, in order to stop this guardian from destroying even more, Zhang You took his own life, which resulted in the death of his guardian.
Upon his death, his spirit entered the Spirit Realm. The Queen of Souls’ curiosity was piqued. A soul with two faces? Zhang You and his Guardian. She decided this would be worth her times, and took him in. She kept both of his souls and gave him a new body in exchange for his eternal service. Two souls can coexist within the same physical body, but they will not share the same memories. The day he began to stand guard within the Temple of the Twelve, is the day the endless internal battle of Zhang You and his guardian commenced.
In Zhang You’s eyes, the world contains two of him. He does not know whether this will fill the void created by his loneliness, or if it simply will make him feel lonelier?
The Discerning – Naathur
Naathur is known widely to have an elegant demeanor, both in body and mind. He adores singing, but while his voice has the unique ability to control individual people, it unfortunately has always sounded husky since birth. This has been the biggest thorn in his heart.
He spent much time traveling the land of Nuanor, with no worries or ties to anyone, but nobody ever knew that he was merely searching for perfection in this world. Naathur had a dream since he was young, in which he could barely see a blurry, shrouded figure. In these dreams, despite the fact the figure could never clearly be beheld, it presented itself with unworldly perfection. He firmly believed that this figure was his eternal, final goal. Ever since, he began his journey through the mountains and the seas, in search of this figure that presented itself in his dreams.
In the Western World, his irresistible, elegant appearance attracted the attention of the soon-to-be Rabbit Zodiac, Sai Hua. Understanding that she is desired by countless men, just like a goddess, he still did not look at her even once. This is because he knows that Sai Hua is not even close to the perfection he sought. Disregarding her, he continued his travels over many, many years, but still, he could not find the figure in his dreams.
Nearing the end of his will, about to give up his quest, he suddenly dreamt of this shrouded figure once again. But this time around, the figure he saw in his dreams could finally be perceived with clarity. He saw it clearly; it was none other than himself!
This made him feel even worse, as if he had completely lost all his hopes. Knowing of his imperfections, with his own voice being so husky, he knew it is impossible for himself to become perfect. But, if this world does not possess such perfection, what is the reason to continue living?
Naathur, with a distraught, broken soul, leaped off into the abyss, ending his own life. At the Spirit Realm, the Queen of Souls fulfilled his wishes, and granted him a melodious voice. Extremely appreciative, he assumed the mantle of the Rooster Zodiac and resolved to guard the Temple for the sake of the Queen. But one day, as so much time had passed, suddenly he misses his old, imperfect self. He had then realized, during his journey, searching for such perfection, this had brought him to witness the intricate colors of the world. But now, even with the voice he so desired, what can be done?
As he sings a melodious tune, even the birds don’t appear by his side any longer.
Current feature list for the next patch - Tough, Epic and legendary mobs are both more rare and can only spawn in specific locations. (Random gen levels are unchanged) - The Mighty Warhammer advancement should now be much easier to obtain. - Pruned a bunch of advancements that are no longer possible to complete. - Reworded dismantle tooltip from "Press Shift" to "Press Slow Walk" key.
The Engineers decided to make the tortuous wait easier and open unlimited access to workbenches producing ‘rare’ parts. During the whole period of this event, the rent of the ‘Engineer workbench’ will be absolutely free! The entire faction is behind the maintenance of these machines to ensure uninterrupted production, so no queues are expected at all. Do not forget to take advantage of this great offer!
Attention! If you previously rented the workbench and you have paid uses left, then they will be available once the special event ends.
The event will be available from 13:00 GMT on May 31 to 00:00 GMT on June 3