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FRONT LINE

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Popular Content

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

  1. SRS

    3 points
    SRS works! You can use it to improve interaction between players!
  2. 2 points
    Hello, Congratulations and thank you for your work and the results achieved. I'm convinced your server is the most polished on this simulator. I also think it hasn't yet reached the success it deserves, but it certainly will. The complexity of the registration process is probably the reason, as many pilots I know (and to whom I've recommended your server :) ) never managed to register and gave up with regret. Question: Do you plan to add airstarts for high-altitude bombers? The maps are often vast, and heavy bombers are so slow, which forces you to take off early in the mission if you want to make more of one sortie to distant targets. This wasted time unfortunately leads to neglecting high-altitude bombing runs. Thanks again for your work.
  3. 2 points
    There are plans. However, it is not yet known when it will come to implementation. There is too much to implement before that.
  4. pLeeease bring more WEATHER variety ! I know this is and old and wellknown discussion point , many people say : " When i fly in a simulator i want to have good conditions for fun , clearskies and if some cloud only a few" I personally think this is boring and a "game killer2 on long terms ... it kills all kind of Realisnm , puts it back to the old classic rotation missions and more than that , it holds us back to have biggest, thrilling , great looking , clouds on great evenings with sun shining thru clouds and more than that . : Other servers specially who offer a continuos CAMPAIGN have realized that clouds and even a good thin Overcast have the atribute that the hole "PLAY/COMBAT AREA" is smaller because of the height (maybe 2k ) , Its more "compressed" because limited in Height. People wont be dispersed as it is having clearskies or few clouds most of the time. I think it would be much better ,more intense , more beautyfull, more thrilling ( rainy , Mud days, with low flying attackers , ( I mean specially RedStar Pilots (Sturmoviks) are the best in this. ) BUT carefull : "Turbulence" is the real game killer , its not welldone in this Sim,.and it can make Flying , specially in VR almost impossible . Clouds , Heavy Clouds , Wind, late hours , Rain, EVERYTHING OKAY , but NO Turbulence pls! I would put this also cloudy weather thing more like the 160min missions(clears Skies and heavy clouds TOO as the frecuent 160min Mission, You have some good days for flying , rhan bad westher comes ... it gets worse, even Overcast tham it start to get better after "3 days" (maybe as those 120min days) The 6o min missions are very problematic because if you just join 10 or 20 minutes later you will maybe not even finish back at airfield . They are too short for big adventures without ending "In Flight " Why do we need so many (boring) CLear Skies for "Hartmans who want to stay at 5k for hunting ?? ..and its so unrealistic , as if in the war pilots only flew like a modern HOBBYpilot in nice Weather ! I was personally so much excited as you anounced this Front Line Server saying we gonna have all conditions , even Night Missions. I look everytinme if there is something different than "clear, or "Few Clouds"to have a great Flying around the Mountains of the Kuban MAP , IT is so great and well done from the makers of the STURMOVIK Do i have to post fotos here to show what i mean ? ok .. i will .. I think for people who fly a lot ( i do) a bigger realistic and more variety of Clouds and Daytime WEATHERCONDITIONS is greater specially in a sort of longer lasting campaign,. This is just my opinion and by the Way great SErver Thx for your work to for keep us alive and flying on this great IL2 Sturmovik sim . THX
  5. SRS

    2 points
    Cool. I think it might enhance the experience and lead to some really big raids with other groups.
  6. SRS

    2 points
    Hello, we'll restart the SRS. It worked before, but now there's some kind of technical problem.
  7. The world of virtual air combat on the FRONT LINE server has long transcended being a simple arcade game about military vehicles. It is a proving ground for genuine strategic operations, where not only the combatants in the sky and on the ground play a decisive role, but also the skillful management of the rear and logistics. One of the key elements of this system is the railway station—an objective that not only brings the map to life but also influences the outcome of the war. Railway Stations.Railway stations are dynamic objectives that appear on the map only when resources need to be transferred between factories. They don't always appear, and not at predetermined points, but in random locations. This eliminates predictability and makes each mission unique. On the interactive map, these stations are marked with a steam locomotive icon, making them easily recognizable. They are hard to miss—especially for those who understand their strategic value. Railway station on an interactive map. What is the purpose of Railway Stations.Railway stations are logistical hubs that link factories together. Their primary function is to move resources—ammunition, fuel, and provisions—between factories. Essentially, they balance the resource levels among the factories. Factories actively consume their resource stockpiles, especially during periods of high-intensity combat on the server. Since there are three types of resources and they are not always consumed at an even rate, situations often arise where one factory runs low on a particular resource while another has a surplus. This creates the need to transport resources from one factory to another. Railway stations carry out these transfers. A single railway station can transfer up to three resource types at once, each in a single direction—that is, from one specific factory to another. This defines a number of properties for a railway station: A station transfers one resource type in only one direction per operation (e.g., you cannot send ammunition from one factory to two different recipients at the same time); A station serves a maximum of three transfer operations at once; All three resource transfers can be directed to a single factory (this can happen when a side controls more than three factories). Alternatively, two resources can go to one factory and the third to another, and so on; The amount of resources in a railway station does not depend on the composition of its game objects or their total "health."; A railway station transports 100,000 kg or more. Never less!; The station's capacity is limited only by the total maximum resource capacity of the factories. In other words, the station itself has no upper limit on the amount of resources it can transfer.; One of the railway stations in the Krasnodar region on the Kuban map. Route Formation and Decision-Making.First, a list of all factories available to one side (for which logistics are being managed) is compiled, and each resource is analyzed separately. After this, a search for a "donor" is performed; this is done simply by selecting the factory with the maximum amount of a specific resource. Next, a "recipient" is found using a similarly simple method: the factory with the lowest amount of that resource automatically becomes the recipient. Then, the amount of the resource planned for transfer is calculated. This process is repeated for each resource type. After identifying the donors, recipients, and the tonnage of resources, the total mass of all three resource types is summed up. If the total is less than 100,000 kg, the decision to transfer is canceled, and the railway station does not appear in the mission. If the total is 100,000 kg or more, the transfer is approved, and the station is added to the mission. When you click on the railway station icon, a dialog box opens, and the transfer routes appear on the map. The colors of the routes correspond to the colors of the resources in the dialog box. Dotted lines indicate the routes from the donor factories to the station, while solid lines show the routes from the station to the recipient factories. Displaying information about the Railway Station. The dialog box provides information about the amount of resources the station is currently transporting and its condition. The "XP" value at the bottom indicates the health of the objects that constitute the target. Destroying a Railway Station.Destroying a railway station can be considered a high-priority objective. This is because the very appearance of the railway icon on the interactive map indicates that the enemy is running low on one or more resources in a particular sector. Allowing these supplies to get through is, at best, negligent, and at worst, a critical mistake. Unlike other targets on the "FL" server, the objects of a railway station do not have a predetermined health pool. Instead, their health is tied to the resources being transported, and each "hit point" of the station's objects represents a fraction of all three resource types. Therefore, by destroying 50% of the station's health, players destroy 50% of all the resources it carries. A railway station is considered destroyed when 70% of its total objects are eliminated. If the station is not completely destroyed by the end of the mission, any remaining resources on its balance are delivered to the recipients. This means that even if you don't fully destroy the station, you can still harm the enemy by ensuring their recipient factories receive fewer resources. Security and Defense.Stations are not left unguarded. Each is protected by anti-aircraft artillery: Four rapid-fire installations; Two long-range guns. This means that attacking a station without preparation is a risky task, even for an experienced pilot. However, the defenses are not impenetrable—a coordinated attack by a flight of ground-attack aircraft can be successful. Teams on the server often coordinate such raids, knowing how crucial a single railway station can be. The loss of a fuel convoy can prevent an air force from carrying out combat sorties. The loss of ammunition can halt the preparation of a garrison for an offensive. But most importantly, destroying the station or the resources within it represents a real loss to the enemy's economy. This isn't "just a point on the map"; it's a vital artery. Losing logistics means a setback in production, a shortage of vehicles, and, consequently, lost air and ground battles. Thus, an attack on a station is not just for points on the scoreboard; it's a strike against the enemy's entire supply chain. All of this adds not just spectacle to the game, but a depth of strategy previously absent in aviation simulators. Conclusion.The railway stations on FRONT LINE are a unique mechanic that masterfully combines air, ground, and logistical elements. They make each mission not just a venue for air combat, but an arena for a strategic struggle over resources and influence on the map. Players who understand the significance of this objective begin to act not only as pilots and tankers but also as strategists. This elevates player interaction and teamwork to a new level. If you haven't been paying attention to the "little train engine" icon, now is the time to start. The success of your entire side could depend on it. Pe-2 bombers strike at Railway station.
  8. Thank you, I managed to register.
  9. Buenos dias . Muchas gracias por la información, te agradezco la ayuda. ahora ya lo tengo mas claro. No busco puntos, aunque siempre son buenos jeje. Busco disfrutar del juego, para mi es una pasión y lo disfruto. Agradecerte el trabajo que realizáis y deciros que es una gran labor. Gracias por este servidor.
  10. Everything's OK. Thank you so much for your help. I was very confused and didn't know why. Thanks and greetings from Spain.
  11. Oh ok thanks.. There seemed to be some sort of glitch last night.. The dropdown was not coming up.. Its coming now
  12. 1 point
    The next campaign is scheduled to start today at 19:00 or 20:00 Moscow time!
  13. 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!
  14. Bonjour, gmail fait cela fonctionne merci :-))
  15. Hi. We believe that the "value of life" on our server is already quite high. In fact, this metric is likely the highest among all game servers. The incentive to preserve your life is implemented through several stages: Combat Lockouts: Character death results in an automatic 8-minute combat ban. Being captured results in a 4-minute ban. Point Penalties (The higher your current rank, the more you lose. We will post a detailed article on how this works soon): Upon character death, the player loses a certain percentage of their accumulated points, which directly affects their rank and leaderboard standing. If captured, the player loses a percentage of points (less than for death), which also directly affects their rank and standing. Loss of a vehicle also incurs a percentage loss—this is the smallest penalty, but it is always cumulative with (added to) one of the above. To earn points and rank up, you must return to any allied airfield (or allied territory if operating a ground vehicle). This encourages players not just to survive, but to complete the mission by bringing the vehicle home. Time spent on the server alone yields no rewards. Furthermore, when spawning, the player essentially pays a "deposit" for the cost of the plane or tank (depending on the loadout). Upon return, this cost is refunded, minus deductions for damage and depreciation (this is where duration matters: the longer the vehicle is operated, the more you have to pay). Therefore, flying a "dry" sortie without inflicting damage results in a net loss—small, but still a loss. All of this incentivizes active participation in combat. A player's rank directly influences which vehicles and weaponry are available to them. The higher the rank, the wider the range of available weapons, allowing the player to perform a variety of tasks with high efficiency. The game does not allow us to track a player's specific coordinates on the map. We can only judge location based on combat events (taking a hit, hitting an enemy target, etc.). However, in general, everything you described is already implemented in one form or another.
  16. I ve seen that many pilots use this "Cheat " just taking off and landing with 10 % fuel in the same airfield . Unloading taking off and landing again. Doing this 2 minutes flights in an hour can give you scorepoints you would need a a lot of hard and very riskiy work to get . How can i also do this This is very UNFAIR for those players who dont know this CHEAT , beacause it should be called soas a CHEAT if i can just get my planes and highest rank by flying around the airfiled i have launched and just land there after 2 miutes , while others who ont know ow the trick goes have to "hard work for one week I ve tried but it doesn t work for me . can you please tell all the other players how to do this , i also want tp fly the good planes without having the hard work . The problem that when i take off and land again after 2 minutes but i dont get the Square shown in the session log like those where it seems to work. it can be seen all in the session log . On the top scoring also a common well used way This makes the whole stististics somehow completely obsolet So however ... if thats the game PLease tell us how to do this Trick ... i dont get the "square " in the session journal... What do i have to push , type , aktivate hen i v landed in te sam airfiled and "unloading has begun.... ?
  17. SRS

    1 point
    Hey guys are you going to eventually look at using SRS radio with the server? Just to make it a bit easier to communicate with other players or do you guys use teamspeak or another voip program? Our group usually uses a private discord between our flight but would be really good for flight leaders to link up with other groups.
  18. You were in a group at the time of your flight. All points and bonuses went into the group's shared pool.
  19. Hi! Seems to me that from the start of Velikie Luki campaing 17.11.2025, the server does NOT record Tank/Ground vehicle missions correctly?! I have tried two times, and the data is registered on the Air Mission side. Probably been reported already, but what is the status... any correction found/planned?
  20. Excellent work Dev team. Looking forward to getting back into the air. Thank you for the time and effort put in.
  21. 1 point
    Ok, I'll try that. Just for clarification, they need to be viewing the webpage in order to send the invite out, I assume? And thank you guys for checking into this. This server is awesome.
  22. Yes. We are planning to. In 2026.
  23. 1 point
    Fixed it. Check it out.
  24. 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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