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Showing content with the highest reputation since 11/04/25 in News

  1. Hello everyone! Work on the project never stops, and we are excited to present a fresh update that covers all aspects of the server—from gameplay to the website. A key innovation involves our Interactive Map. We have taken a step towards fair play and greater intrigue: data on enemy airfields and supply columns is now hidden by the "fog of war" and requires active measures to update. No more "cheating" via the map—only honest reconnaissance! We are also expanding our statistics capabilities. New sections for detailed debriefings have been added to the website: detailed loss logs, force movement history, and improved player profiles. Analyzing a past mission will now be just as exciting as participating in it. PvP is now even more profitable! We have increased the rewards for PvP victories. The listed reward for a vehicle will now be added to the reward for damage dealt to that vehicle. Whoever deals the most damage will still receive a larger reward; however, the winner (killer) will receive the full points and coins listed for the vehicle, even with minimal damage dealt. Those who assisted the winner in a group battle will receive rewards only for the damage they dealt. And of course, we performed a major "spring cleaning": we optimized chat messages to eliminate lag, tweaked the interface, and fixed numerous bugs. Errors occurring during the account registration process should now be a thing of the past. Read the details below: GeneralFixed a bug where ground victories were not displayed in the session list. Fixed a bug where points were credited to both the group and the player profile. Fixed a bug where coins were credited to both the group and the player profile. Fixed a bug where airfields could be resupplied without having military cargo on board. Optimized messages sent to chat by the Commander. The total number of sent messages has been cut in half. Since every message sent to the game chat slows down the simulation, the volume of messages has been reduced. Private messages are now sent in only one language. Losses are now marked (by AA, non-combat, or combat loss...). This is an experimental feature. We plan to implement loss analytics by category in the future. Fixed a bug where the icon of a destroyed supply column was not removed from the in-game map. Destruction of a supply column is now counted when 85% of its resources are destroyed. Previously, 100% was required. In-game private chat greetings now occur only on the first server login (Optimization). Rewards for PvP victories are now cumulative: announced vehicle reward + damage reward. Group coalitions are reset for everyone at the start of a new campaign. WebsiteChanged the internal system for remembering players on the site. All players will need to log in to their accounts again! The profile avatar/button in the site header no longer "blinks." Previously, it could disappear for a short time. Interactive MapChanged the resource display system for airfields. Now, a player will see current information about resources on an enemy airfield only if the airfield is currently under attack. In all other cases, the system will display information about enemy airfield resources that is not current. Players will always receive current information about resources on allied airfields. Users not logged into the main site are considered the "opposing side." Users who have not selected a coalition are considered the "opposing side" and will receive airfield information with a delay. The supply column dialog box now displays an icon indicating where the supply is heading (airfield or garrison). Supply column icons are removed from the interactive map upon destruction. Profile/AccountIn the user account, under the "Account Management" section, the nickname (if the game account and site account are linked, the game nickname is shown) and user Email are now displayed. In the user account, under the "Change Side" section (for linked accounts), a dropdown list is displayed for selecting the language for private messages from the Commander. Implemented tab memory for the "Back" function. When refreshing the page, the user remains on the selected tab. Previously, the default tab ("Account Management") was displayed. StatisticsMain Statistics PageAdded a link in the header to the vehicle losses page for the selected campaign. Added a vehicle losses page for the selected campaign. Data on this page is available only to authorized users. The player card no longer "blinks." Previously, it could disappear for a short time before reappearing. Campaign selection does not reset when returning ("Back") from another page. Pilot and TankMens RatingsFixed incorrect sorting in ratings. Fixed an issue where searching for a player did not immediately show their rank position, requiring the Enter key or Search button to be pressed again. Mission PageRedesign of the mission page. Replaced the text "detailed mission information" on the button with an icon. The "Details" button, which opens detailed information about completed tasks, has been moved and is located next to the mission info button. The button text has been replaced with an icon. Added a button opening a dialog box with detailed information on side vehicle losses. Added a button opening a dialog box with detailed information on resource and force movements. Added a dialog box with detailed information on side vehicle losses in the mission. Information is available only to authorized users. Added a dialog box with detailed information on resource and force movements in the mission. Information is available only to authorized users. Fixed a bug on the mission page in the mission info dialog box. Snow was displayed instead of rain, and vice versa. Session PageAdded the mission number associated with the session to the session page. The mission number is clickable and leads to the mission page. The player nickname on the session page is now clickable and leads to the player's profile in that campaign. Fixed a bug where the session log and session displayed a double deduction of points and coins (this did not affect the player's actual balance, it was just a display error). Login PageFixed an issue with password autofill. Added detailed output for errors occurring during the login process. Registration PageFixed an issue with password autofill. Password Change PageFixed an issue with password autofill. Email Resend Page (Registration Completion)Added a page to resend the Email for registration confirmation. If the email did not reach the recipient for some reason, the sending can be repeated. The interval between sends is 3 minutes. That is, you can send one email every three minutes. APIGetting map airfields now requires an additional argument - coalition. Removed the method for getting an airfield column from the airfield controller. (Use getting a column by its identifier instead; the functionality is the same). The amount of resources transported by supply columns can now only be known after reconnaissance. Previously, the API displayed the actual amount of resources even without reconnaissance. Fixed a bug that allowed changing sides an unlimited number of times during a campaign. Thank you for your attention! We look forward to your feedback and comments. Good luck in the virtual skies of FRONT LINE!
  2. Pilots and tank crews! We are proud to present a massive update that will change your approach to combat. Introducing new strategic and tactical opportunities that will make every battle deeper and more intense! The team has been working hard not just to fix bugs, but to significantly expand the gameplay by adding mechanics that will make you think like true commanders. Let's take a look at the key new features! New Tactical Depth: Vehicles as Part of the Main Objective's GarrisonThe key change that fundamentally alters battle tactics is a new mechanic where player-controlled ground forces are now counted as part of the objective's garrison from which they spawn. Now, when you spawn in a tank, or anti-aircraft artilery, the friendly main objective tied to that spawn point temporarily weakens itself, "investing" a portion of its strength into your combat vehicle. The amount of strength deducted directly depends on the vehicle's mass: the heavier the tank, the more vulnerable the objective from which it was deployed becomes. To return this strength to the garrison, you must successfully complete the battle and leave the session while in friendly territory. Your vehicle must "return home." This innovation creates new tactical depth: a mass deployment of heavy vehicles will make a friendly objective vulnerable to a counter-attack, and the loss of each vehicle in battle will become an irreplaceable loss not only of the vehicle itself but also of the main objective's strength. Protect your tanks! Keep an eye on the indicators on the interactive map—it now displays what portion of the objective's integrity has been allocated to active vehicles. We have also revised the mechanic for weakening the garrisons of neighboring settlements during a capture. Now, a captured objective will drain 40% of the garrison strength from its neighbors, up from the previous 30%, making each breakthrough more significant and dynamic. Logistics have also been taken to the next level:Supply trains for large settlements and ports for coastal cities now deliver significantly more resources than regular supply columns. These objectives require reconnaissance. The Stalingrad map now features unique supply routes: Volga river crossings for the Red Army and city depots for the Wehrmacht. Additionally, supply columns now return unused resources to the factory, making resource consumption more precise. Lagg-3 4-series Expansion of the Theater of War: New Map and VehiclesWe are proud to introduce a new game map — Velikiye Luki! Prepare for fierce battles in a new region that will open up fresh tactical opportunities for both air and ground forces. The aircraft roster has been expanded with two legendary machines: the maneuverable I-153 "Chaika" biplane and the LaGG-3 (Series 4) fighter. The templates for attacking and defensive positions have also been updated, which will add more variety to battles. At the same time, we have adjusted the balance: the effectiveness of aircraft forward-firing armament against tanks has been reduced, making ground attack runs more realistic. I-153 Chaika Important FixesWe have paid great attention to fixing bugs and improving the player experience: The interactive map is now more accurate: The integrity value of objectives is now displayed without rounding, which will eliminate confusion when assessing damage. Additionally, all objects have been "grounded" and now show their actual altitude. Critical bugs have been fixed: Issues with the simultaneous calculation of supply and destruction of a settlement have been resolved, as well as incorrect masses for some vehicles (for example, the Tiger now weighs its proper 54 tons). Front Line Gap Protection: A mechanism has been implemented that automatically corrects errors in the map graph, preventing "holes" from appearing in the front line Community Infrastructure UpdatesOur website has also been revamped! New sections have been added: "News," "Articles," and "Server Information," where we will share important updates. For easier content management, a visual editor has been added, and for you, a full-text search feature. The administrative side has also been improved: rule-breakers can now be banned directly from the website, and your account security has been enhanced. This update is a major step towards creating an even deeper, more stable, and more engaging project. We thank you for your support, feedback, and participation in the life of our server See you in the skies and on the ground! To battle! The full list of changes### Change log - Improved the security of user accounts. - All API responses are standardized - Fixed an issue where the interactive map displayed a whole, rounded value of the integrity of the main target (attack/defense) and it seemed that the target was damaged enough to prevent a breakthrough or a defensive breakthrough. Now, the value will be indicated without a fractional part and will not mislead the players. - Fixed an error when the simultaneous destruction of the buildings of us. point and the supply of the same us. point was calculated with an error (Supply did not work) - Fixed date and time recording of fines. - Fixed the maximum mass of an entity from a plainset/tankset (for example, the Tiger tank had the maximum possible mass, but it was 32,000 kg instead of 54,000 kg) - The mass of tanks and other pieces of equipment has been changed, for which it was not correct. - The percentage of debiting garrison forces from neighboring US has been changed. points with the newly captured ones. Previously, 30% of the actual garrison force was written off, now 40% will be written off.% - Added a mechanism for automatic correction of graph errors to prevent the appearance of front line breaks - Added the ability to change the settings of the number of supply columns on the fly - Added the ability to change resource recovery settings in factories on the fly, as well as restore the number of buildings. - The sections `News` `Articles` `Server information` have been added to the site with articles. - Added a visual editor for website articles. - Added an admin panel with the necessary functionality. Now, you can send money directly from the site to the ban. - Full-text search is organized by sections with articles - Added the return of unspent resources by supply columns to the original plant - Added the mechanic of writing off power from the main targets when ground vehicles under player control appear on them. The amount of decommissioned force depends on the mass of the equipment (the minimum decommissioned force cannot be less than one). The amount of decommissioned force is calculated as follows: the mass of the equipment is kg / 10000, the result is rounded up. - Added the return of the force that was previously written off from the main target by ground vehicles under player control back to this target. A necessary condition for return is exit to the Union territory. - The main target dialog box on the interactive map displays the amount of force taken by ground vehicles under player control. The displayed percentage of target integrity includes decommissioned ground forces. At the end of the mission, the decommissioned force participates in determining the capture of the territory! - New I-153 and LaGG-3 ser.4 aircraft have been added to plainset - The height of targets on the interactive map has been updated: All targets, zones (eras) and settlements have been "grounded" — now the interactive map displays the current height of the targets, which improves the accuracy of attack planning and navigation. - Improvements in factories: The floors of factory facilities have been updated, and fortifications have been added to anti-aircraft artillery positions, which enhances their protection from air raids. - Supply trains for large NP: For large settlements with railway branches, supply trains have been added, including platforms with weapons. They deliver twice as many resources as standard columns. They are indicated by a large circle that requires exploration — similar to the mechanics of supply columns. - Ports in coastal towns of the Black Sea: New targets have been introduced — ports that supply coastal garrisons with significantly more resources than conventional convoys and convoys. They are also indicated by a large circle with a reconnaissance requirement, similar to other supply facilities. - Stalingrad: new supply options: Volga crossings have been added for the red side, and "urban warehouses" for the blue side as a new type of supply. They require reconnaissance and are marked in large circles, similar to other important rear facilities. - Erias have been added to all localities: All localities now have their own erias for future amphibious operations. - The Velikiye Luki map has been added: The new game map expands combat capabilities and opens up new scenarios for air and ground battles. - Updated patterns of attacking positions: New patterns for the deployment of attacking forces have been introduced. In addition, the effectiveness of course weapons against tanks is reduced, which makes attacks more realistic and balanced. - New defense patterns: New options for building defensive positions have been added, which increases the tactical diversity in battles.

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