Jump to content
View in the app

A better way to browse. Learn more.

FRONT LINE

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

News and updates

Important news, updates and announcements.
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:
General
Fixed 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.
Website
Changed 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 Map
Changed 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/Account
In 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.
Statistics
Main Statistics Page
Added 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 Ratings
Fixed 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 Page
Redesign 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 Page
Added 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 Page
Fixed an issue with password autofill.
Added detailed output for errors occurring during the login process.
Registration Page
Fixed an issue with password autofill.
Password Change Page
Fixed 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.
API
Getting 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!
Hello everyone.
This update fixes a number of bugs and issues. One of the most significant problems was the inability to play as part of a crew. The logic for granting takeoff or drive-out permission depends on the player's chosen vehicle and its specific loadouts and modifications. However, crew members previously had no vehicle assigned to them, so the "Commander" system would forcibly remove such players from the server. This was a "crutch" to prevent the rest of the game from breaking. Nevertheless, crew members were still breaking the game in a way, because along with forcibly removing such a player, the "Commander" also erased the parent object (the plane or tank) from memory. Thus, a player piloting a plane who had received takeoff permission could earn nothing during the session, as no record of them existed.
In short, this update resolves this issue, and the "Commander" now correctly handles crew members. Moreover, sessions played as a crew member are now recorded in the statistics. However, there are a number of conditions.
A crew member does not earn anything directly—neither points nor coins. All income goes directly to the session leader (the parent object).
A crew member will lose a certain amount of coins per session (the same amortization principle applies). The longer the session, the higher the expenses.
You can join as a gunner anywhere and at any time without a penalty. However, you must exit either in your territory (for ground vehicles) or at an airfield. Otherwise, the same penalties as in a normal scenario will be applied. The gunner's exit does not affect the session leader.
How to earn income and cover session costs as a crew member?
This can only be done through the group mechanic. Ask the vehicle owner to invite you to their group.
Don't forget to block gunner slots if you don't want anyone riding with you.

All changes and additions:
Fixed an issue where the "Lobby" section in groups would spontaneously disappear.
Fixed a bug that caused balance to be credited instead of debited.
Fixed the issue where a crew member spawning would lead to their forced removal, and along with them, the session results of the parent object and its player.
A crew member's session is now displayed in the statistics. All income goes to the owner of the parent object. The crew member earns nothing, only takes risks!
In the session statistics, if a session was played in a multi-crew, the crew members are shown with links to their sessions.
Fixed a bug where the group composition was not saved in the session statistics if the session ended while in a group.
Improved player search by nickname. It is no longer necessary to enter the exact nickname when searching in the rankings.
Articles have been removed from the main site.
The game-set update has been made exclusively manual. The game-set does not update at the start (initialization) of a new campaign.
Reduced the bonus for the "Bridges/Crossings" objective.
Fixed a bug where points were deducted upon a prohibited takeoff.
When changing coalition on the main site, if the user has logged into the forum at least once with their main site credentials, the user will be assigned the corresponding group on the forum with access to the coalition's headquarters forum.
Fixed the display of statistics for completed campaigns.
Added groups for players to team up and share income.
At the start of a new campaign, all accumulated points and balances in groups are automatically reset.
Fixed errors in objective templates discovered by players during the last campaign.
The Bf-110 G-2 will arrive at the front in July 1942.
The rank requirements for accessing the Fw-190 A3 and La-5 have been increased by one rank.
The point reward for shooting down enemy aircraft and destroying player-controlled tanks has been increased by 30%. This balances the progression between attack aircraft and fighters.
The best loadouts for the A-20/Ju-88/Me-262 have been moved down by one rank requirement.
Added "Female Crews" to vehicles.
Added the DB 601 Aa engine to the Bf-109 E4.
Factories once again repair 5 structures per mission (in the previous campaign, they repaired every other mission).
In supply missions, when taking off and landing at the same airfield, the player receives no reward.
The system of awarding coins and points for supply missions has been redesigned.
Turbulence is now always 0.
Increased penalties for death and captivity. 480 / 240 seconds.
A few words on the resource filling of supply convoys.
In the previous campaign, we changed the algorithm for filling supply convoys with resources. As a reminder, it used to be simple: the percentage of a factory's destruction determined the percentage reduction in the load of each unit in the supply convoy. Now, this algorithm has changed slightly:
There is still a dependency on factory damage.
The dependency is now quadratic! This means the more a factory is damaged, the less it will fill each resource-transporting unit.
Examples:
For example, let's take one truck. It can carry up to 1500 kg of cargo. Thus, if a factory is 50% destroyed:
Before the change: The truck would receive only 750 kg of cargo from the factory: 1500 * 0.5 = 750
After the change: The truck will now receive only 375 kg of cargo: 1500 * 0.5 * 0.5 = 375

Coalition on the Forum and HQ Access.
So, now, every time you choose a side on the main site, if you have previously logged into the forums (there is also an English-language forum), your coalition will be changed on each of them. It is essential to first log into the forum(s) and then choose your side on the main site if you want to have access to the headquarters forum.
Air Supply Rewards.
Air supply has received a new, and we believe fairer, reward system. Now, the rewards for air supply missions will be influenced by the distance from the starting point to the supply point. In addition, the mission's usefulness will be taken into account. The more useful the mission, the higher the reward. For example, if a player delivers a resource to an airfield, but that resource cannot be stored at the airfield, the player will receive a base reward. (In the future, we may add penalties for wasting resources, as such a resource is simply lost when the airfield's storage is full). However, if the entire resource amount is stored, the player will receive the maximum benefit. Thus, transporting resources to places where they are not needed becomes a pointless activity in every respect.
Flight Distance.
When supplying an airfield, 5 points and 10 coins will be awarded for each kilometer flown.
When supplying a garrison, 10 points and 20 coins will be awarded for each kilometer flown. (This is doubled because a return flight is required.)
Usefulness of an Airfield Supply Mission.
There are two types of operations: repairing damage and replenishing resources. The system tracks how much of the resource was used for each operation and awards bonuses accordingly.
Repairing Damage
If there is damage at the airfield that can be repaired with the delivered resource, a bonus is calculated for this. As a reminder, half of the delivered resource is allocated to repairing damage. Any amount not spent on repairs is combined with the other half of the resource and then allocated for replenishment. The system determines what percentage was spent on repairs. If the entire first half of the resource is used up, the operation is considered to have provided maximum usefulness, and the player receives the maximum reward: 200 points and 400 coins. If only 50% of this half is used for repairs, the player will receive only 100 points and 200 coins. If no resource is used at all, the reward will be 0 points and 0 coins.
Resource Replenishment
The other half of the resource, plus any unused portion from the repair phase, is allocated for replenishment. If no delivered resource was used for repairs, then the entire amount will be directed to replenishment. However, the system tracks how much was actually stored at the airfield! If 100% of the resource is stored, the player will receive one hundred percent of the bonus. If only 50% is stored, they will receive half. If nothing is stored, the player will receive nothing. The bonuses for replenishment are:
Points: 75
Coins: 125
Base Points Bonus: 3% of the transported resource mass
Base Coins Bonus: 8% of the transported resource mass
The total reward is the sum of the flight distance reward, bonuses from repairing damage, and bonuses for replenishment.
Usefulness of a Garrison Supply Mission.
Like with airfields, there are two types of operations: repairing damage and replenishment. Unlike airfields, a fixed amount of "force"—20 units—is delivered to a garrison. As usual, half (10 units) is allocated to repairing damage. If there is damage, the system repairs up to 10 structures in the settlement. The unused units of force are combined with the other half and allocated for replenishment. The amount of force that is actually replenished is tracked!
Additionally, the player receives a bonus if the garrison is located on the front line and has at least one link with the opposing side. For each link, the player receives 50 points and 100 coins.
The total reward is the sum of the flight distance reward, bonuses for repairing damage, bonuses for replenishment, and links with the opposing coalition.
A big thank you to everyone who participated in the testing!

HotFix #1
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 Garrison
The 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 Vehicles
We 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 Fixes
We 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 Updates
Our 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.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.