Trending Games | ArcheAge | WildStar | Guild Wars 2 | World of Warcraft

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,780,458 Users Online:0
Games:723  Posts:6,191,991

Show Blog

Link to this blogs RSS feed

WWII Online: Battleground Europe News

News from the front line. WWII MMO FPS, Play For Free.

Author: XOOM-CRS

The Big One

Posted by XOOM-CRS Saturday March 29 2014 at 9:39AM
Login or Register to rate this blog post!
Cornered Rat Software

What is a wargame ? Most gamers are familiar with shooter style games that run across a variety of era's and back-stories.

Traditionally, WWII (Second World War) is frequently a strong proponent of this genre of shooter games. Only one MMOG based on the "shooter" gamer has really presented a full on hard core wargame experience however.

More than a decade ago, a small band of gamers got together, formed a company and created World War Two Online. The object of the game was to take the shooter style game, on as many levels as possible, and combine them into a full blown war in which all players on many different levels waged a campaign to take over the world, as modeled in game. This meant tanks, aircraft, even ships, combining with the traditional shooter participant, the infantry to create a totally player driven war that functioned from High Command planning the strategies and operations all the way down to the rifleman, the mainstay of frontline combat.

Even supply was a factor, with Production Factories updating the weapons, tanks and aircraft to follow the evolution of the war over time. Players could manually run supply missions to bolster their defenses when attrition threatened to strip them of what they needed to defend against major assaults by the enemy. Extra supply could also be stockpiled in advance to prepare for a major attack planned for anywhere along the front-lines.

This war is fought over the single largest gameworld ever created for the purpose, including northern France, Belgium, the Netherlands, England and parts of western Germany. Campaigns can last as little as 3 weeks or as long as 3 months. Victory is determined by the players and it is easily the toughest, scariest battle you'll attempt to win as a gamer. Starting out in 1940 with the Allies comprising British and French troops and weapons, if the time line reaches 1943/44 without a victory, the American Army joins the battle.

World War Two Online is still alive today, and still the most unique wargame experience of any MMOG currently available. The big news is that while the fans of this game are currently engaged in Campaign 99, the big one is just around the corner.

Campaign 100. The 100th war campaign of Germany versus the Allies. Tanks and towed guns, fighters and bombers overhead, all controlled by actual real time players, combine with infantry using machines guns, rifles, demolition charges, mortars and anti-aircraft guns ... fast armoured cars and mission supply trucks ... all determined to take over the world and wrest it from their enemies control.

The makers of WWIIOnline, Cornered Rat Software, are offering a range of 100th Anniversary specials to celebrate this huge event with their long term players and supporters. Accelerated experience and level gains are going to be in effect for all players. Weapons and equipment not normally available for low ranked players and Free2Play accounts will be available for this special campaign.


Come join the party. Old veterans of the game and new players alike, all in the biggest, baddest, most hard core war any game can offer. Be warned though, this one is not for the weak at heart. It's tough, and because the campaign game is so vast in the range and variety of tactics, strategy and the combat itself is so brutally YOU'RE DEAD BUDDY if you don't play it smart ... the learning curve is steep. Doing well at this game is a huge achievment, and perhaps why it's die hard fans have stuck with it for almost 13 years. Don't be afraid to tell someone if you're new, they'll look after you and teach you how to be one of the killers, rather than one of the corpses. Joining a squad is a good idea.

Campaign number ONE HUNDRED. Don't miss it. It took over a decade to get there, and that's pretty huge.



Join the many returning players and squads for Campaign 100. By resubscribing you are able to access your old account and records. Additionally you will help make more improvements to the game that has brought so many great memories to us all.

Need help?

100 Campaigns of WWII Online

Posted by XOOM-CRS Friday March 7 2014 at 10:19AM
Login or Register to rate this blog post!

Written by XOOM
Chief Marketing Officer, Playnet Inc.


The Community is getting ready for Campaign 100 and it's time to unveil what the Rats have planned to make this an exciting celebration for everyone. We'll have weekend unlocks, increased experience earnings and exceptional campaign game play being carried out by all of our fans. Squads are reforming specifically for this special occasion, and by all means it is a celebration for the entire WWII Online Community past and present. Come join us for a great time, get in early to rally with your squad and shake the dust off.

Play WWII Online for FREE!


Campaign 100 will be a completely player driven campaign, there will be no special events occurring as this is what most of our players have indicated they'd like to see. So instead to make this a great experience for returning players and our new community members, we're opening some doors to give them a taste of the great equipment and game content we have available.


Each weekend we will have an unlock for our free to play customers. The caveat to this is previous week unlocks will follow. This means that if you are in Weekend 2, you will receive the unlocks from Weekend 1, and so on (they keep adding up).

In addition to these unlocks, rank restrictions will be set to their absolute minimum opening up the use of ranked equipment to all ranks.

Campaign 100 Weapon Unlocks!


Both premium and free play customers will receive increased XP earnings for the following areas.

Capture Facilities: Experience earned in association with capture, guarding or stopping a capture will be increased five (5x) times its normal amount.

Mission Leaders & Mobile Spawns: Mission leaders setting Field Resupply Units (FRU's) will receive a 5x bonus for each player spawning through their MSP/FRU.


The Rats will broadcast when Campaign 100 has started to the entire WWII Online player base via our newsletter mail, social media and other platforms.

We need your help to force multiply this message now to our friends back in time. Be sure to rally up with your squads by all means, mass forum e-mail, previous e-mail list, facebook, phone call etc.


Heads up, we'll be running another Rat Chat sometime shortly after Campaign 100 concludes to answer some questions and give you some intel on progress we're making. This will be done in similar fashion to our last one with a basic agenda going out first followed by a live Teamspeak discussion. - We'll report more on this after the festivities.

All of us at Cornered Rat Software Salute our Community and welcome returning and new customers. S!

WWII Online Official Trailer - 2013

Posted by XOOM-CRS Saturday February 16 2013 at 11:49AM
Login or Register to rate this blog post!

Written by XOOM
Chief Marketing Officer, Playnet Inc.


We started our year off with crafting a new preview of what WWII Online looks like on the inside. If you've been curious about enlisting in the war for Europe, this is an outstanding presentation in less than two minutes of real time.

Battleground Europe Launches New Event: BLOODY BATTLES!

Posted by BEMotormouth Tuesday January 31 2012 at 2:54PM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.


Based on feedback from the last year of dynamically managed special events, Cornered Rat Software has designed a new and unique special event. Usually falling in between campaigns as a break from the regular “grind”, these events were designed to be different and exciting by focusing combat to smaller area and having specific and easy to understand objectives. These events are the model for the new BLOODY BATTLES special campaign: Time-limited, objective based battles focused on a specific area of the map.

What does this mean for players?


We're taking the best of WWIIOL:BATTLEGROUND EUROPE and delivering a whole new concept in campaign play.


The first Phase that will kick off the event is "THE BATTLE OF SEDAN". The French and British must hold Sedan from the Germans. This two day phase will play out until Wednesday when the victor will be declared and points awarded.

The BLOODY BATTLES campaign offers the potential for some incredibly intense combat for players old and new. No more run-of-the-mill Intermission. No one will be wandering around the map asking where the fight is. Specific and easy to understand objectives. Rapid access to the full equipment list. Less demand on the fine volunteers who make up the High Command. A shorter campaign with more unforgettable encounters.

Each phase will have a web page with the back story and the objectives clearly defined. A scoreboard is being created to keep track of each battles and the points tally.

We're trying something different using all the best that the Battleground Europe has to offer because we want you to have more fun playing. We're really excited to be offering this new campaign special event to you all and we're asking for your support as we work to improve the game you know and love.

Don't miss out on this unique campaign event! Get your fill of intense combat, a new persona and new weapons! Your High Command is excited to be focused on leading men into virtual combat! This event promises to have some unforgettable encounters, don't miss out!


10th Anniversary Announcement- WWII Online Adds U.S. Forces

Posted by BEMotormouth Monday June 6 2011 at 1:49PM
Login or Register to rate this blog post!

Written by Al "RAFTER" Corey
Executive Producer, Cornered Rat Software


Today marks the 10th anniversary of continuous operation of WWII Online and we are excited and proud to announce the addition of U.S. Forces and a new scenario-based game play option called, "Rapid Action" (R.A.). U.S. Forces will first be featured in the "D-Day" Rapid Action scenario pack and as part of a campaign special event.

For the past several months we have been working on re-writing several of the key systems that make the game work behind the scenes. Many of you have read about this work in recent development updates. This work was required not only to improve the update (host/client) and scoring systems for campaign play but also expand our tools for running scenario/special events with unique rules.

In addition, we have been hard at work evolving our terrain system to create new, highly detailed play areas for R.A. scenarios. To kick-off these new systems and features we have produced the first of many unit and weapon sets that feature the U.S. forces from the WWII era.

U.S. Infantry

* M1911 Colt Automatic Pistol
* M1 Garand Semiautomatic Rifle
* M1A1 Thompson SMG
* M1918 Browning Automatic Rifle
* M1903 Springfield Sniper Rifle

German Infantry

* GeW.43 Semiautomatic Rifle

Beginning with v1.34, a new game UI option will allow players to choose "Campaign" or "Rapid Action" (R.A.) game play. R.A. is our title for scenarios featuring new, custom terrain maps. These scenarios can be created any time using featured maps and can be joined at any time.

R.A. will offer games like Death Match, King of the Hill, single and two stage objectives and more. All will include the new scoring system with real-time events such as player/team points, streaks, objective points and more.

These custom scenarios, utilizing the same simulation-based play found in the campaign will provide instant and frantic action for players who want all the best of WWIIOL at a faster pace or as a break after those 4 hour siege battles found in the campaign.

Rapid Action- "D-Day Pack"

Our first R.A. scenario pack contains 3 unique maps designed around the Allied invasion in June 1944.

"Dog Green" - Relive the beach landing on June 6th in a huge terrain modeled from satellite data, Allied maps, German records and hundreds of photos. This map includes the actual landscape and every bunker, trench, minefield and beach obstacle found at "Dog Green". Will the Americans once again push the Germans back and capture the Vierville Draw? Now you can play either side as many times as you want to enjoy all the action.

"Le Pont du Mal" - In this scenario, an American infantry unit is trying to capture a vital bridge near a French town. The Germans make a hasty defense and are desperate to retain control. Can the Germans hold off the Americans until they are re-enforced?

"River Run" - With both the north and south bridges leading into the town destroyed, the Germans now must engage in a house to house fight with an American unit to see who will be victorious for control of the town. This map includes a special feature for the side that can keep someone alive in the church bell tower. This scenario will certainly earn the title, "Rapid Action".

Campaign Special Event- "The Battle for Aachen"

Our first campaign special event will be a recreation, "Battle for Aachen". The following is a synopsis;

The Allies have moved swiftly across France after their breakout from the Normandy beach head. The Germans, having been rolled back to the very borders of Germany itself, make their biggest stand to date at Aachen, the first major German city to come under Allied threat from the American forces readying themselves to invade Germany. The rapid advance of the Allied forces has stretched their supply lines to the maximum. The Germans have lost most of their equipment in the headlong retreat across France. Both sides will be depending on the upcoming attack at Aachen to influence their fortunes of war and their states of supply.

The schedule and details of this special event will become available in the coming weeks.

1.34 has been in extensive testing for several months and we will be providing a lot more information and updates on availability of this upgrade in the coming days.

We hope all players, past and present will join us in our excitement of this next milestone in the history of this wonderful project.

S! from all the Rats

1.34 Preview Video



Q. Americans!!! I see them listed for "Rapid Action" and campaign scenarios, when do we get them in the actual campaign?
A. We are committed to our long-standing game design of providing balanced play throughout our timeline tiers. Work is underway to complete more of the dozens of new vehicles and weapons required to accurately represent the U.S. forces in Battleground Europe campaign play. Until that work is completed, expect to see large-scale special events and "mini-campaigns" that include U.S.

Q. Do these new R.A. scenarios mean you are no longer focused on improving the campaign game?
A. NO! Much of the core system work and new features we're developing and first deploying in RA scenarios are a test bed for additions to the campaign. For example, an all-new real time scoring system will be ported to the campaign game once the systems are battle tested in scenario play.

Q. When will we see new R.A. terrain in the campaign game?
A. The path is not yet clear on migrating our terrain systems to support hundreds of square miles of play with the detail offered in the new RA maps. The work done in this area for R.A. scenarios is another example of a test bed for the campaign game. Expect to see additional discussion with our community on this subject in the coming weeks.

Q. Will other R.A. scenarios be available after the D-Day pack?
A. Yes we plan to deliver additional scenario packs, weapons and units to support both R.A. and campaign play.

Q. Are R.A. scenarios going to be free?
A. All scenarios will be free for subscribers to play at launch. We expect to offer some content "unlocks" in the near future for even more variety in play.

Q. Is R.A. signaling the beginning of "dumbed-down" gameplay for WWIIOL?
A. Not at all. We are retaining all the attention to detail, historically-based design, advanced physics and damage models that has made WWIIOL the premiere, hard-core combat experience. We are simply lifting that play and packaging it into a fast action style that may appeal to existing players and hopefully as an introduction to many more new players.

Q. When? How soon?
A. As soon as we have a date to announce we will. As you can see from the screen shots and videos, we are in the late stages of testing.



10th Anniversary Announcement Coming

Posted by BEMotormouth Friday June 3 2011 at 3:58PM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.


What news will June 6th, 2011 bring?

Think you can figure it out?

Join the discussion and see if you can solve our 10th Anniversary riddle on Facebook!

WWIIOL:Battleground Europe Development Update - May 2011

Posted by BEMotormouth Friday May 13 2011 at 3:46PM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.

2011 has been a big year for Cornered Rat Software when it comes to overhauling and updating WWIIOL. Our new infantry model hit the battlefield a couple of months ago and has had a big impact on the look and feel of the game. But we're not anywhere near done. In a continuing push to improve the game, the team has dug deep into the code to clean, update, kill and streamline the way the game works. Is this sexy? On the surface, not so much. But the new technologies and features that it let's us bring to our players is most assuredly sexy as all get out.

Most of what we're working now on is updating and refining Host and Core technologies as well as bug fixes. Eleven years have passed since the original coders sat down and started creating what was then something unique. Many of the issues we have today with CTDs and MR.P (Mission Results Pending) are caused by outdated Host code. Time to rip it out and build something spiffy.

Here's some stuff that's in development. Some is for 1.34, some is for later down the road.


    * New Battles Tab
    * New permanent MMHost connection which opens the door to many, many things including fixing MrP and the locked personas
    * Improved host performance for improved infantry updates and smoothing


    * Complete rework of the update system
    * Cell host efficiency / performance for US and China
    * Quality of infantry game lay experience for BE
    * Resolution of many long standing online issues (strange states, warping, stuck firing, etc)
    * Strat/map updates without clicking
    * CP and Facility messages Host -> Client directly
    * Replaced the underlying "Grid" system with clone of the Chat Grid system
    * Replaced the "biasing" system with a highly optimized version that processes an entire vis list at a time rather than a vehicle at a time
    * Vehicle "remove list" sent independently to client
    * Time and Weather updates sent independently to client
    * World Update packer on host is now single-pass rather than multiple-pass
    * Fixes stuck firing bug
    * Eliminates a number of potential state bug causes
    * Increases cell host efficiency by 10-15%
    * New system now working on dev cluster with other players visible, mobile and most importantly very smooth


    * OIC (Officer in Charge) changes:

Formalizing and coding in a new Brigade OIC role. A variation on the Volunteer Brigade OIC, it will allow interested players to run through an automated training and testing that grants them authorization to step into the Brigade OIC role without being in the HC. This eliminates the need for an HC officer to approve of a volunteer OIC over and over again. While not technically in the HC, it can be a jumping off point for interested players who can move onto more advanced training.

    * Bringing the HCTool in game

The current tool set is old and breaking down and is hosted outside the game. We'll be moving the essential tools into the game for ease of use and maintenance.

    * Improved Event and Scenario tools

The idea of bringing the events and scenarios into the UI and creating a whole set of events that can be quickly designed and executed is something we're excited about. With the help of BEGMs Xiper, we're getting close to having the ability to set up and run some kick ass events much easier than we can now.

    * New emote system

Stripped out of the recent infantry remodel, there is a new library of emotes we're looking at bringing in.

    * Increased performance from new compile as in 1.33.1

Always great news!

    * Future upgrade to OpenGL 3.2 (latest stuff)
    * Revisiting the PPO feature and evaluating what should be looked at next including more infantry PPOs and possible extension of the feature to include naval (boats and inf) play. Though nothing is slated for release on that we expect that the turnaround time will be pretty short for these

There's even more stuff in the works. Stay tuned for Part 2 next week.

WWII Online: Battleground Europe Version 1.33 Goes Live

Posted by BEMotormouth Wednesday March 23 2011 at 11:30AM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.


Playnet Inc and Cornered Rat Software's highly anticipated 1.33 update is now live and introduces a completely new infantry model. The game is available for download and play at the official website:

Bedford, TX (PRWEB) March 18th, 2011 -- In another major update to the longest running MMOFPS, Cornered Rat Software has released their version 1.33 update for WWWIIONLINE: Battleground Europe. Like 2010's major terrain update, this infantry upgrade impacts the look and feel of the game players are expecting in a modern MMO. Late in 2010 it was announced that the infantry were undergoing a complete transformation, one that includes new models, new kit objects and new animations. The finished product went live this week and the players are already giving it glowing reviews:

"New inf models are VERY NICE animations are sweet. The paras kick ***. The animation is smoother and more traditions between actions, a lot more realistic. Whoever worked on those did a fantastic job."

"It's looking great, difference is night & day... compare the new stuff to the old and it looks a lot, lot better now. Better animations & uniforms will just help with the immersion"

"It's totally awesome. No more generic infantry models. Excellent work CRS!!!"

"Immersion has gone up+ again! Looking good :) Thanks RATS"


A full read me of the features included in v1.33 as well as game updates and announcements can be found on our website at A 2 week free trial is available at

Battleground Europe: v1.33 Open Beta Update

Posted by BEMotormouth Friday February 11 2011 at 2:17PM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.

We're on the home stretch with version 1.33 and it's looking good for an Open Beta Test to begin next week. The biggest update, I'm sure you're all aware of, is the switch to a brand new infantry model, texture and animations. We also worked on finding and trying to resolve several outstanding bugs, as well as improving overall performance.


Internal testing of the new infantry is going very well, and we're pretty impressed with what we're seeing. All the LOD models are looking great, and we've been having fun blowing each other up and sniping each other off high ledges, testing the ragdoll animations. In order to get 1.33 out in a timely manner, we've had to move some minor feature completion to a subsequent update. Some of these are features are being worked on, but not considered "deliverable ready". 1.33 Open Beta will release without the following features on infantry:

Variable Faces
High Command Uniforms

Some of these features require more work so will make it out in a future update. We're happy to announce that the paratroopers are finished, and looking spectacular, and that we've added a 4th level of detail that should improve performance for some. Several outstanding ragdoll bugs were fixed, and some animations replaced. The first person view, things like hands and arms, remain unchanged for the time being.


In addition to the new infantry, a lot of work was done working on identifying and trying to fix old bugs, such as the CTDs, the Mission Results Pending, and the Concussion bug. An audit was performed to strip out and optimize some stuff in the code and how it loads to improve performance and kill the memory leak that was plaguing players.


As usual with any update, the readme on 1.33 is extensive. There were fixes to the horizontal stabilizers on some of the 109s, an upgrade to the core audio engine, a reduction in memory allocation, a possible fix for the firing bug, and much more.

We plan on hosting some Open Beta events this time, so keep checking the front page of the website for announced dates and times. We look forward to getting your input!


Battleground Europe Special Scenario: The Battle of the Bulge!

Posted by BEMotormouth Friday January 28 2011 at 2:39PM
Login or Register to rate this blog post!

Public and Community Relations Manager, Playnet Inc.

As Campaign #66 rolled on, preparations were under way to launch a new scenario to replace the standard Intermission set-up we've run for so many years. Encouraged by the overwhelmingly positive feedback from last summers "BeachHead Breakout" we are proud to present a new mini-campaign scenario: The Battle Of The Bulge!  Join us as we set the stage to recreate this historic conflict. It's up to you to decide if history will be replayed or if it will be re-written!


Battle of the Bulge
A Mini Campaign Scenario

In late 1944, in the wake of the allied forces' successful D-Day invasion of Normandy, France, it seemed as if the Second World War was all but over. But on December 16, with the onset of winter, the German army launched a counteroffensive that was intended to cut through the Allied forces in a manner that would turn the tide of the war in the Axis army's favor. The battle that ensued is known historically as The Battle of the Bulge.

Allied Objectives at outset:

  1. Reunite 605e Regiment de Pioneers with the rest of 4e Groupe de Reconnaissance in Bastogne (this to simulate the arrival of the 4th Armored division to break the Bastogne siege)
  2. To cut off the bulge and straighten out the line from the region around Aachen to the region around Trier

German objectives at outset:

  1. Capture Spa (this to simulate the capturing of the American fuel dumps located there)
  2. To capture Brussels or Antwerp, the capture of both will be a resounding achievement although it isn't expected to be all that doable and is not a condition of victory (it wasn't even remotely possible as a consequence of the real battle although it was intended)
Battle of the Bulge

There are two battles to be fought in this pocket, one in the northern sector of the bulge and one in the south, and both are equally important to both sides. In terms of "complete victory" there are two outcomes possible in support of that, both being listed as objective #2 in the list above.

For the first 2 days of the event there will be no bombers in the air brigades, and no bomb carrying aircraft, since in the real battle air power played no part initially due to the weather conditions that we can't re-create on the live server at this time. We will have fighters available so that players who like to play fighter pilot against other fighter pilots may do so. On day 3 some fighter bombers and Stukas will become available.

Day 1

Starting lines are set to reflect about Day 3 of the real battle, Bastogne under siege and surrounded!

  1. If any cut off and surrounded forces (Allied or German) fail to be relieved inside the pocket rule time (12 hours), they will suffer the normal process of progressive routing from their positions.
  2. If at the start of day 2, the Germans have failed to capture Spa, they will lose 25% of their armored forces (all armored vehicles) due to lack of fuel reserves
  3. If at the start of day 2, the Allies have failed to reunite the brigade 605e RdeP with their 4e GdeR division in Bastogne, the French brigades (simulating the Americans) will lose 20% of their infantry forces (all infantry) due to lack of being relieved

The above conditions have to be implemented on a global basis, ie: not applied to individual brigades. Consider them as incentives to focus game-play on specific objectives loosely related to the actual event rather than literally related.

Day 2

  1. If at the start of day 3, the Germans have failed to capture Spa, they will lose another 25% of their armored forces (all armored vehicles) due to lack of fuel reserves
  2. If at the start of day 3, the Allies have failed to reunite the brigade 605e RdeP with their 4e GdeR division in Bastogne, the French brigades will lose 20% of their infantry forces (all infantry) due to lack of being relieved

Day 3

The ongoing progress of the event will continue as set out above, meaning a reduction in gear for every day you do not meet those early objectives, this consequently means that by the end of day 4 the Germans will have no tanks left and the Allies only 20% of their original infantry. The way to avoid this disaster happening to your side is of course to achieve and hold your objectives set under Day 2 conditions (ie: at the end of the first day of play)

Day 4+

Victory will be declared in favor of the Axis forces should they capture Brussels or Antwerp (or both if they're greedy!), or to the Allies if they successfully close the bulge off. If the overall victory hasn't happened after 4 full days of play we'll have to make a judgment call based on the actual state of the map or player demand, or a combination of both. If the overall majority of the players want to fight it out to a victory resolution beyond 4 full days of play, we'll roll with that.

We're thrilled to present this mini campaign to you all, in the hopes that players, old and new, will have a unique and exciting  experience with this new format. Visit our page for daily updates!

Get your free trial here!